Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Close Combat - The Bloody First, dates update

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat – The Bloody First >> RE: Close Combat - The Bloody First, dates update Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Close Combat - The Bloody First, dates update - 3/24/2017 1:42:33 AM   
mooxe


Posts: 288
Joined: 10/25/2003
Status: offline
Thanks for screenshots. An improvement over the last engine for sure.

Hoping the team monitor is relocated. Position of it here and in Gateway to Caen does not make sense. It adds a third obstacle (map and soldier details) over top the battle when it could be placed in the classic position.



_____________________________

VVV
http://www.closecombatseries.net

Play all versions of Close Combat at www.gameranger.com.

(in reply to mickxe5)
Post #: 121
RE: Close Combat - The Bloody First, dates update - 3/24/2017 5:10:19 AM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
quote:


Hoping the team monitor is relocated. Position of it here and in Gateway to Caen does not make sense. It adds a third obstacle (map and soldier details) over top the battle when it could be placed in the classic position.

I do not agree by one very important reason forgotten by Mooxe. It is 3D. The team monitor will not be a obstacle if it can be moved. The same for the map image and even if it can not be moved. Mooxe, you must think how the amount of terrain seen is set by the zoom. You can see the battle close or far away where you will see a lot more of terrain than in a old CC game.;)

(in reply to mooxe)
Post #: 122
RE: Close Combat - The Bloody First, dates update - 3/24/2017 4:10:25 PM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
I prefer the vertical Teams monitor over the old horizontal as long as it can be docked on the screen edge. Easier to scan at a glance and easily toggled off if it obstructs the map. Plus vertical screen space is more valuable than horizontal since vertical is roughly only half the horizontal at 1920x1080.

Mockup of the Team status indicator embedded in the toolbar:





Attachment (1)

(in reply to Nomada_Firefox)
Post #: 123
RE: Close Combat - The Bloody First, dates update - 3/24/2017 4:45:03 PM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline

quote:

ORIGINAL: mickxe5

I prefer the vertical Teams monitor over the old horizontal as long as it can be docked on the screen edge. Easier to scan at a glance and easily toggled off if it obstructs the map. Plus vertical screen space is more valuable than horizontal since vertical is roughly only half the horizontal at 1920x1080.

Mockup of the Team status indicator embedded in the toolbar:





quote:

I prefer the vertical Teams monitor over the old horizontal as long as it can be docked on the screen edge. Easier to scan at a glance and easily toggled off if it obstructs the map. Plus vertical screen space is more valuable than horizontal since vertical is roughly only half the horizontal at 1920x1080.

Mockup of the Team status indicator embedded in the toolbar:

I see other guy ignoring the zoom..........

You are thinking how you will play always looking the same amount of terrain but it is not true. You can increase or reduce the amount of terrain.

All your discussion about the reduction of view has not sense at this game.....

However I prefer a panel which I can change from position than one set as the older games in the bottom where you lose 250 pixels or more from 1080.

(in reply to mickxe5)
Post #: 124
RE: Close Combat - The Bloody First, dates update - 3/24/2017 5:02:56 PM   
Buck_Compton

 

Posts: 13
Joined: 6/19/2010
Status: offline
Hello Steve,

Very fine and promissing screenshots. I'm looking forward to the final release product. And obviously i'm hoping for a very 'modable' setup of the game.

Looking at the two screenshots one question came to mind. Is the camera set at a fixed angle or is the player allowed to freely rotate the camera in each desired angle on the X, Y and Z axle?

Secondary i'm also wondering if you have focused the vehicle set just solely on whats needed for these theatre of operations or did you keep in mind that modders would like to go for project with other nations etc? I'm also wondering how we are allowed to mod the game?

Keep up to good work! Looking forward to buying this version of CC!

Cheers Buck

(in reply to mickxe5)
Post #: 125
RE: Close Combat - The Bloody First, dates update - 3/24/2017 7:49:45 PM   
Steve McClaire

 

Posts: 4103
Joined: 11/19/2007
Status: offline
Thank you everyone for your feedback. I'll answer the questions I can in brief:

Multi-story buildings: As I've said previously, we won't be doing multi-story buildings for this first release.

Unit bases: Under discussion. We will probably go with outlines around soldier/vehicles.

Unit icons: You can mod this easily by replacing the icon files.

Zoom levels: The camera height can be zoomed up and down freely/smoothly. There are no 'zoom levels' just a min and max height on the camera.

Soft map edges: We're experimenting with this. Allowing an angled and rotating camera means you either see off the map edge or there will be parts of the map you can't see with the angled / rotated view -- if you look at the outline of the 'visible map area' on the mini-map you'll see it's a trapezoid rather than a rectangle. Feedback so far is that people really want to be able to rotate the camera and aren't as concerned about seeing the edge of the map.

Gap between row houses: This won't exist in the final game on this map as we will replace the models with 'capped' houses that abut each other. That said, if you create your own map and deliberately create a situaiton like this, you will be able to move and fire down the gap, and move down it if its wide enough.

Unbuttoned Vehicles: Yes, vehicle can unbutton and you will see some of the crew. For open vehicles like a jeep you'll see the driver all the time. Exposed crew members can be shot/hit.

Camera angle: The camera has two angles -- top down and a set angle of about 70 degrees. You can rotate the direction it is facing but not tilt it beyond those two states.

Vehicles in game: We're shipping with the vehicles needed for our campaigns (US 1st Infantry in Tunisia, Sicily, and Normandy.) But with the Archon engine you can mod the game and add new vehicles, however.

Steve

(in reply to Buck_Compton)
Post #: 126
RE: Close Combat - The Bloody First, dates update - 3/24/2017 8:34:38 PM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
quote:

ORIGINAL: Steve McClaire
Zoom levels: The camera height can be zoomed up and down freely/smoothly. There are no 'zoom levels' just a min and max height on the camera.
As you zoom out will there be a transition from 3D models to unit icons?

quote:

ORIGINAL: Steve McClaire
Feedback so far is that people really want to be able to rotate the camera and aren't as concerned about seeing the edge of the map.
Agree. Free rotate or incremental?

(in reply to Steve McClaire)
Post #: 127
RE: Close Combat - The Bloody First, dates update - 3/24/2017 8:59:47 PM   
Steve McClaire

 

Posts: 4103
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: mickxe5
As you zoom out will there be a transition from 3D models to unit icons?

Agree. Free rotate or incremental?


Yes. At closer zoom the unit icon / handles are offset to keep them from blocking your view of the troops /
vehicle in the unit. As you zoom out and the 3D models get smaller the icon shifts toward the unit's actual location. Once you're far enough out the icon is at the unit's location and the models are 'covered' (and too tiny to really see anyway.)

You can rotate the camera freely.

Steve



(in reply to mickxe5)
Post #: 128
RE: Close Combat - The Bloody First, dates update - 3/24/2017 10:20:27 PM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
quote:

Feedback so far is that people really want to be able to rotate the camera and aren't as concerned about seeing the edge of the map.

I agree with this. At the end, at all the games where you see the edge of the map, it is not a problem. Do not rotate the camera can be a problem because you feel as if you are losing part of the view, specially thinking how everything is 3D.

quote:

Unbuttoned Vehicles: Yes, vehicle can unbutton and you will see some of the crew. For open vehicles like a jeep you'll see the driver all the time. Exposed crew members can be shot/hit.

A surprise. Never I thought about this.

quote:

But with the Archon engine you can mod the game and add new vehicles, however.

Clearly the modding capabilities will be great. Do you go to release a new plugin for 3Dmax and perhaps blender? or the old plugins released with battle academy are they enough?

And one questionm more. Is there maps with more elevations? people are saying how the maps shown are too flat.

(in reply to Steve McClaire)
Post #: 129
RE: Close Combat - The Bloody First, dates update - 3/25/2017 2:49:29 AM   
Jugger

 

Posts: 41
Joined: 5/7/2011
Status: offline
Looks great keep up the good work. Will late war German Vehicles have camo?

(in reply to Nomada_Firefox)
Post #: 130
RE: Close Combat - The Bloody First, dates update - 3/25/2017 9:45:51 AM   
LeeChard

 

Posts: 1058
Joined: 9/12/2007
From: Michigan
Status: offline
You've got me all excited now

(in reply to Jugger)
Post #: 131
RE: Close Combat - The Bloody First, dates update - 3/25/2017 2:38:36 PM   
Hexagon


Posts: 1121
Joined: 6/14/2009
Status: offline

quote:

ORIGINAL: Steve McClaire

Multi-story buildings: As I've said previously, we won't be doing multi-story buildings for this first release.

Unit bases: Under discussion. We will probably go with outlines around soldier/vehicles.



quote:

Unit bases: Under discussion. We will probably go with outlines around soldier/vehicles.


Thanks for the info.

Related with bases... if you want use outlines like in previous CC you can use them for morale and bases to show health status... a base is allways visible like a outline and both at same time more.

I am curious if multi-story buildings added in future could be introduced in game using a patch.

(in reply to Steve McClaire)
Post #: 132
RE: Close Combat - The Bloody First, dates update - 3/25/2017 5:55:46 PM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
Will enemy icons always show team type or will there be some version of the 'unknown unit' (ie. the ? icon) shown until positive identification is made?

If unit icons are always going to be visible per Steve's reply about zoomed out view, hard to see the need for soldier bases with the exception of team leader circles or their BF equivalent.

If soldier outlines are used hopefully they'll indicate the classic CC range of statuses (Command, Suppression, Cover etc.) rather than serving only as visual aids. And useful if the chosen outline status was more readily shown in the UI rather than buried in Settings.




(in reply to Hexagon)
Post #: 133
RE: Close Combat - The Bloody First, dates update - 3/26/2017 10:21:22 AM   
Hexagon


Posts: 1121
Joined: 6/14/2009
Status: offline
Well, in the old CCs i used the small icon (a star or a german cross) to show unit morale and outlines to show supresion of individual soldier, here i suggest add a 3rd info point, to have the unit NATO icon with a bar in a colour to show morale of unit, outlines show soldier supresion and base the soldier health status and at same time you made more visible soldiers.




(in reply to mickxe5)
Post #: 134
RE: Close Combat - The Bloody First, dates update - 3/27/2017 7:52:03 PM   
Steve McClaire

 

Posts: 4103
Joined: 11/19/2007
Status: offline
Vehicle skins will change through different theaters, yes. So there will be different camo schemes in Sicily and Normandy.

Multi-story buildings will be added in a future version. Modding them in isn't really practical.

Steve






(in reply to Hexagon)
Post #: 135
RE: Close Combat - The Bloody First, dates update - 3/27/2017 9:32:19 PM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
Thanks by the answers.

Do you know what will be the last minimun requirements for the game?

(in reply to Steve McClaire)
Post #: 136
RE: Close Combat - The Bloody First, dates update - 3/27/2017 11:37:03 PM   
PipFromSlitherine

 

Posts: 1388
Joined: 6/23/2010
Status: offline
We have not nailed down the system reqs as yet, but you will not need a cutting edge system to run the game.

Cheers

Pip

_____________________________

follow me on Twitter here

(in reply to Nomada_Firefox)
Post #: 137
RE: Close Combat - The Bloody First, dates update - 3/28/2017 10:46:29 AM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
Thanks.

Can we know what is the normal amount of polygons for a CC BF model?

(in reply to PipFromSlitherine)
Post #: 138
RE: Close Combat - The Bloody First, dates update - 3/29/2017 4:10:59 AM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
Status: offline
Thanks for uploading those 3d screenshots... it looks great :) ... but I have a question:

Are you also working on improving the AI? In the older Close combat games, many times the AI does not focus on getting the Victory points, especially those on the edges of the map. Overall, the AI needs to be more aggressive on attack. Also the tanks should act smart and closely support the infantry. Many times in the older close combat games, you see the enemy tanks walking forward then go backward and turning in place for no reason at all, while their main task should be to be supporting the attacking infantry.

(in reply to Nomada_Firefox)
Post #: 139
RE: Close Combat - The Bloody First, dates update - 3/29/2017 9:55:14 AM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
I am curious about one thing. Panzer Corps 2 has not a single screenshot but it is in the coming soon section from the Slitherine forum. However, CC BF with years of development continue in the in development section. Very curious.

(in reply to UnderThunder)
Post #: 140
RE: Close Combat - The Bloody First, dates update - 3/29/2017 4:21:19 PM   
Steve McClaire

 

Posts: 4103
Joined: 11/19/2007
Status: offline
I don't have an exact count of polys for the 3D models, but most of them are fairly modest thanks to our viewing angle and camera distance.

The AI is getting an overhaul.

Steve

(in reply to Nomada_Firefox)
Post #: 141
RE: Close Combat - The Bloody First, dates update - 3/29/2017 6:42:13 PM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
Will TBF have a better LOS tool showing a 360° viewshed instead of having to manually do 'radar sweeps' with the CC LOS/LOF line ?

(in reply to Steve McClaire)
Post #: 142
RE: Close Combat - The Bloody First, dates update - 3/29/2017 9:52:52 PM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline
I would like to say how I and probably most of the people, we are more interested at a good AI than graphics.

And one small question. Many people have made me it.

What type of games can we play with Germans? Campaign, operations, battles, multiplayer campaign, multiplayer operations, multiplayer battles?

< Message edited by Nomada_Firefox -- 3/29/2017 9:54:09 PM >

(in reply to mickxe5)
Post #: 143
RE: Close Combat - The Bloody First, dates update - 3/30/2017 5:23:26 AM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
Status: offline
quote:

ORIGINAL: Nomada_Firefox

I would like to say how I and probably most of the people, we are more interested at a good AI than graphics.



Definitely! ....improving the game's AI is the main thing in my opinion. 3D is just a plus.

(in reply to Nomada_Firefox)
Post #: 144
RE: Close Combat - The Bloody First, dates update - 3/30/2017 12:35:13 PM   
LeeChard

 

Posts: 1058
Joined: 9/12/2007
From: Michigan
Status: offline

quote:

ORIGINAL: UnderThunder

quote:

ORIGINAL: Nomada_Firefox

I would like to say how I and probably most of the people, we are more interested at a good AI than graphics.



Definitely! ....improving the game's AI is the main thing in my opinion. 3D is just a plus.

Absolutely agree!

(in reply to UnderThunder)
Post #: 145
RE: Close Combat - The Bloody First, dates update - 4/1/2017 11:42:03 AM   
TIK


Posts: 116
Joined: 5/4/2013
Status: offline
Looking awesome! Question: will we be able to create our own 3D units and maps? I'm versed in Blender 3D software and would like to know if this is an opportunity or not.

_____________________________

I have a Youtube Channel that features Close Combat and Panzer Corps Let's Plays and videos, as well as historical documentaries.

(in reply to LeeChard)
Post #: 146
RE: Close Combat - The Bloody First, dates update - 4/2/2017 8:26:31 AM   
Nomada_Firefox

 

Posts: 1252
Joined: 11/12/2001
From: Spain
Status: offline

quote:

ORIGINAL: TIK

Looking awesome! Question: will we be able to create our own 3D units and maps? I'm versed in Blender 3D software and would like to know if this is an opportunity or not.

Yes. They told us how they would release the same tools from the creators. If we take a look in the old Battle Academy. There was a 3Dmax exporter and a Blender exporter. I hope the same here. I suppose how they will release some models at 3Dmax as a example about how create a new model. At BA made this and it was very helpful.

Lately I have gathering resources for it. Things like these. The world is full from 3D models.:)

(in reply to TIK)
Post #: 147
RE: Close Combat - The Bloody First, dates update - 4/3/2017 3:35:46 PM   
PipFromSlitherine

 

Posts: 1388
Joined: 6/23/2010
Status: offline
Yes, we will be providing tools to allow you to add your own assets.

Cheers

Pip

_____________________________

follow me on Twitter here

(in reply to Nomada_Firefox)
Post #: 148
RE: Close Combat - The Bloody First, dates update - 4/5/2017 1:32:39 PM   
UnderThunder

 

Posts: 12
Joined: 2/23/2017
Status: offline
Hello,

I have a suggestion: Can you insert an armor rating for every tank or vehicle in the game? Like for example 9/10 5/10 ..etc ...that will help us know which tank has better armor.. In ' Gateway to caen' for example the STUG 3G and Panzer IV H seem to have the same armor, but in reality, the STUG 3G has better armor than panzer IVH in the front...
Putting an armor rating from 1 to 10 in the details section will help. It is also interesting to know which tank has better armor than other.

I think inserting the number of the armor rating next to the AP and AT bar is good


(in reply to PipFromSlitherine)
Post #: 149
RE: Close Combat - The Bloody First, dates update - 4/5/2017 5:54:04 PM   
Steve McClaire

 

Posts: 4103
Joined: 11/19/2007
Status: offline
Viewshed LOS indicator -- we're examining several options and this is one of them, but final decisions have not been made.

Armor indicator -- a good suggestion. The info to convey is complicated since it's a matter of thickness, angle, and the caliber of the gun that's firing at you. But we may be able to get a very general indication of what you can expect in terms of weapons that a vehicle's armor will or will not defend against.

Steve



(in reply to UnderThunder)
Post #: 150
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [New Releases from Matrix Games] >> Close Combat – The Bloody First >> RE: Close Combat - The Bloody First, dates update Page: <<   < prev  3 4 [5] 6 7   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.185