mpathy42

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About mpathy42

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  • Birthday January 1
  1. It's not unusual to hear the same complaint about behind the lines insta-armies in other games, as well. Sure, if we actually could have manned positions along a front line, the current mechanics would be fine, but... + 1 for Zebbeee's idea, though. Really like that one. Would go a long way to alleviate the problem.
  2. Any chance of making these kind of tools based on line of sight? A lot of games these days give you the ability to both report contacts and place objectives just by looking in a specific direction, clicking a button and where your line of sight ends, there the marker ends up. Check out Post Scriptum for an example. Perhaps combine the line of sight feature with the object placement feature we already have, to reduce the amount misplaced markers? Like, select weapon 8, cycle with right mouse button until you get the marker you want, adjust your aim to get the marker where you want and left click to place. Mission leaders would get all the contact markers plus mission objective markers. Non mission leaders would get just the contact markers. Contact markers could be on one weapon key and mission objective markers could be on another weapon key. An extra bonus would be if contact markers showed up on the HUD for a short while and then only showed on the map, like now. Mission objective markers could stay on the HUD.
  3. Depot garage with proper lighting: Pillbox: "Gun pit": FMS:
  4. Pillboxes and bunkers (both PPOs and regular) do not have any interior shadow. The infantry model stays fully lit while inside.
  5. Ah, that solved it. Thank you!
  6. Hi, bb! I took a look at the key mapper after your response, but I'm not able to find anything that seems to have any effect or that conflicts with shift or w... It's the same key mapping that I've always used. I've used the same cfml folder since... forever. That in itself could be a problem, of course, if something has changed in the way the settings are handled. Not really looking forward to putting in years of tweaks manually, if that is the case...
  7. So... I hardly ever play anymore, but fired the game up today to check it out and the first thing I notice is that I can't sprint properly anymore: Shift + W = absolutely nothing happens. I just stand still. W + Shift = regular sprint. So, if I can sprint depends on in which order I press the keys. That can't be right... Right?
  8. Same thing here. Fps was OK in 1.31 until one of the latest patches. I usually only drop below 20 fps in the very heaviest fights, but now I do so all the time; even when the action isn't very intense. The offline benchmark still shows roughly the same fps as before, but the online experience is very different.
  9. It seems as if big battle FPS is worse with the latest patch (1.31.5) than before. Offline FPS is still about the same (a bit over 50 in .benchremagen), but I hit 15 FPS and below in almost every fight now, whereas in the previous patch (1.31.4) that just happened when things were really hectic.
  10. Had horrible graphics effects at some times. Objects stretching away for ever etc. Think cornflake bug times 100.
  11. Both set to "Application controlled".
  12. No binos: 41 fps With binos: 68 fps Core 2 Duo E6420, 2133 MHz 2 Gb RAM PowerColor 4870, 10.2 drivers Running 1680 * 1050
  13. I have exactly the same problem. It goes away when I enable vertical syncing.
  14. I have the same problem. At Beauvais or some such where there's pretty much nothing to render I reached around 300 fps. It was almost impossible to turn around... Turning on vsync "solves" it...
  15. Micbal: Send an email to join@kgwiking.com.