Company of Heroes: Eastern Front

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Messages - MonolithicBacon

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1
Mapping / Re: [WIP] Project LVIII - Tirol (4)
« on: November 10, 2013, 07:09:41 PM »
It looks very nice. I will test it in the next days.
Btw: Are there still problems with your World Builder?

Unfortunately, yes. While I can finish my last few maps, without a fix, I fear that my 60th may be my last.

2
Mapping / [WIP] Project LVIII - Tirol (4)
« on: November 09, 2013, 05:02:13 PM »
And I'm finally back, after a nice long break!

So, despite the quiet, I've been rattling away at maps to and fro before the COH2 World Builder makes its appearance and ultimately eats my spare time up.

So, for all of you bridge map lovers (sorry bridge map haters), I present Tirol.

http://www.mediafire.com/?85ftxzwoky5de8d










Although it's not quite complete in some visual aspects, we have a fully working map

Please let me know what you think, and suggest anything that you wish!

3
Mapping / Re: Height Mapping Issue
« on: October 20, 2013, 10:46:17 PM »
I've tried all of the fixes that I can find, and unfortunately I've come up empty.

Playing around with the SPdevices seems to make no difference, including swapping DX10 for DX9, and even removing either of the files from the directory does nothing, besides prevent WB from loading in the first place.

I'm sorry to say, but I would love anything that you can throw at me.

4
Mapping / Re: Height Mapping Issue
« on: October 16, 2013, 11:36:21 PM »
Did you try to use DX9 instead of DX10? The latter always makes the heightmapping tool slow as fuck.

Edit: My WB's working as it should even with the new patch. I'm on DX9 btw.

Unfortunately for me, I was running on DX10 before and it was fine. Now that the change has occurred, it seems to make no difference which one I use.

5
Mapping / Re: Height Mapping Issue
« on: October 11, 2013, 02:28:11 PM »
I can't understand how though!

It was literally working this morning, and then suddenly cut out after I crashed. It's really strange.

Could it be that they're finally laying us to rest?

6
Mapping / Height Mapping Issue
« on: October 11, 2013, 02:05:18 PM »
Hey guys!

It seems odd for me to be writing on here with a mapping issue (seeing as I have been doing this for about 5-6 years now) but something new has cropped up, and I'm really at a loss!

Every since a lovely little bluescreen, my worldbuilder has been acting up when it comes to using the heightmap editor.
Regardless of whether a map is new or old, full or empty, saved or unsaved, the system lags terribly when using the editor.

If I use course instead of smooth, it can handle more, but as soon as I increase the brush size to anything over 3 it lags horrifically, and anything over 8 freezes the entire thing. This comes across as strange, because before the crash, it could handle everything smoothly, even at size 64.

Any help would be greatly appreciated!

7
Mapping / Re: [Finished] Project LVI - El Agheila (2)
« on: October 09, 2013, 05:02:15 PM »
And here's yet another bump for the new, updated 4 player version! Links are on the top of the page!

8
Mapping / Re: [Finished] Project LVI - El Agheila (2)
« on: October 03, 2013, 12:03:39 PM »
Bump for link update.

Enjoy!

9
Bugs & Tech Support / Re: AI Freezes on the Prague Map
« on: September 30, 2013, 07:24:23 PM »
I might have an insight into this, although I was pretty sure that the fix I suggest here was already implemented into the recent version.

Under two circumstances can the placement of map objects cause the AI to freeze and refuse to move all game: if a capturable resource point is merged with another object, which should not be the case in this map. All flags should be clear. Secondly, however, is if a base bunker is merged within another object. Because certain MG nests are a different shape and size to the bunker_marker itself, they can merge unintentionally, and this will cause the AI to stop still.

The reason why this is not the case when you are down by the river however is because you own the bunkers that are causing the issues. What player slot are you using? 1 or 2?

10
Mapping / Re: Supply Caches
« on: August 31, 2013, 12:38:45 PM »
Fantastic! Nice work!

11
Mapping / Re: FX issues with custom rain textures
« on: August 28, 2013, 12:09:47 AM »
and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).




uhm,
maybe a stupid question, but did you create an .aps- file for the atmosphere and then tested the map with the certain .sgb- file?
Are you using overhead-lights?



just my 2 pennies...

Thanks, but it's all sorted. Just some buggy fog, after all!

12
Mapping / Sandstorm, anyone?
« on: August 27, 2013, 07:00:41 PM »
This may seem greedy, making a post for this alone, but damn, I'm in love!



Just imagine this, but with masses of sand blowing past the screen!

13
Mapping / Re: FX issues with custom rain textures
« on: August 27, 2013, 06:58:29 PM »
It's actually very possible, as gunfire, resource UI, fx smoke and fire (practically anything that creates light) is affected.

But why an items fx would create it while all of the others are okay is beyond me...

14
Mapping / Re: FX issues with custom rain textures
« on: August 27, 2013, 06:44:20 PM »
I'm using medium across the board.

It turns out that it was caused by the "towards the sun" fog western alpha gradient being white, rather than black. It's the only channel that causes this! A complete fluke, and apparently nothing to do with the new rain textures.

Thanks for the help anyway though!

15
Mapping / Re: FX issues with custom rain textures
« on: August 27, 2013, 06:21:01 PM »
And that's a negative. Lowering resolution makes no changes.

Any other ideas?

[EDIT] Pardon my language, but shit a brick... It's the fog.

I'm going to test again without the fog, but it seems to fix it in worldbuilder.

Does anybody have any ideas as to why this happens?

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