Lannister escribió:Voy a comprar la actualización al motor 4 para CMTR y CMBN.
¿Hay algún sitio donde ver exactamente que incorpora esta versión?
¿Algún problema con mods o misiones viejas?.
Gracias.
Amigo. Lo vas a gozar.
Sí. Lo pongo Yo.
Combat Mission: Final Blitzkrieg v2.00 "Game Engine 4" Upgrade README
PLEASE READ THE FOLLOWING IMPORTANT README FILE BEFORE CONTINUING WITH THIS INSTALL!!!
(This Readme file is also available after the installation inside the game installation directory)
VERSION REQUIREMENT
This v2.00 "Game Engine 4" Upgrade of Combat Mission: Final Blitzkrieg requires you to have a working copy of Combat Mission: Final Blitzkrieg installed AND PATCHED TO either v1.01 or v1.02.
INSTALLATION LOCATION
The v2.00 "Game Engine 4" Upgrade MUST be installed into the same directory where the full version of the game resides. The Upgrade installer will attempt to select the correct default for you, and warn you if it thinks it's not where it should be, but if you moved the game files manually, or on certain setups, this automatic selection may not be 100% fail safe. Please double-check the installation location BEFORE installing the Upgrade and make sure that you are installing into the correct directory. Installing into the wrong directory will lead to crashes and require a complete reinstall.
PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games from previous versions ARE COMPATIBLE with v2.00, provided that you save your turn-based games in the COMMAND phase (not the replay phase) before upgrading to v2.00.
COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v2.00 game Mods, we strongly advise uninstalling any mods prior to installing this Game patch.
ANTI-VIRUS/SECURITY SOFTWARE WARNINGS
Certain anti-virus and other security software installed on your computer may prevent the Upgrade from installing properly, or from running after installation. This usually happens if your AV software settings allow it to use "heuristic" scanning, which basically means guessing rather than scanning for known virus signatures. Since our games are encrypted to prevent hacking, AV software is not able to decode them, and this may result in what is known as a "false positive". As long as during installation you see that Battlefront.com, Inc. is the originator of the file, you can safely ignore such warnings and whitelist the file. If the file was put into quarantine by your AB software, you can safely move it back. For more information about false positives, whitelisting and heuristic scanning, please consult the support manual of your chosen anti virus solution.
LICENSE ACTIVATION
After installing the Upgrade correctly, you will be required to activate the game again. Use only the license key provided with your Upgrade purchase.
USER PRIVILEGES
The game does not require any "elevated privileges" (e.g. "Run as admin") under Windows, nor any compatibility settings. Note that if you install and launch the game with elevated or changed permissions anyway, you will be required to ALWAYS run the game with these changed permissions from then on. For more information about "user privileges", please see the Microsoft Windows manual for UAC (User Account Control).
MULTIPLAYER INFO:
Combat Mission uses the UDP and TCP port 7023 for all multiplayer games. If you are trying to HOST a TCP-IP game make sure and open port 7023 for both UDP and TCP traffic.
NEW v2.00 GAME FEATURES
GAMEPLAY
* HULLDOWN COMMAND: Vehicles have access to a new movement command called Hulldown. This command allows a
vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving. Here is how to conduct a hulldown command:
1. Select a vehicle and give it a Hulldown movement command. This is the furthest point that the vehicle will move forward to if it doesn't establish hulldown for any reason.
2. Optionally assign a Target command aimed at the point that you wish the vehicle to become hulldown to. This target can be either a point on the ground or an enemy unit. The command can be a normal "immediate" command or attached to the hulldown-move waypoint.
3. If you don't assign a target command, then your vehicle will attempt to become hull-down to the waypoint location you set in step 1.
4. The vehicle will follow the Hulldown movement command and move forward. When the vehicle is hulldown to the designated target (or waypoint if there is no target), the Hulldown command will be canceled and the vehicle will stop moving.
5. If the (optional) designated target was an Area Target, the vehicle will cancel the Target command upon reaching hulldown. If the target is an enemy unit, the vehicle will begin attacking the target once it reaches hulldown.
* IMPROVED INFANTRY SPACING: Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
* PEEKING AROUND BUILDING CORNERS: Infantry units positioned adjacent to building and tall wall corners will now automatically post some soldiers at the corners to observe and fire around the obstacle. Machine guns and anti-tank weapons have priority for positioning at the corner. If you only wish to man one corner and not the other, give the team or squad a facing command angled slightly towards the corner you want, and away from the one you don't.
* AI PROACTIVELY AVOIDS HIGH-EXPLOSIVE FIRE: The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
* COMBINE SQUAD COMMAND: Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams! When a squad is given the Combine Squad command, the squad will reorganize itself into two teams (if it originally had three teams), and will even out the number of soldiers in each team, moving soldiers from larger teams into smaller teams. The Combine Squad command can only be given to Squads that are un-split.
USER INTERFACE
* EXPANDED WAYPOINT DESCRIPTIVE TEXT: More special unit commands (such as Hide and Deploy Weapon) will now be marked with white floating text above the waypoint they are assigned to.
* CAMPAIGN BRIEFING: The overall campaign briefing is now viewable during any campaign mission by going to the Menu Options Panel and selecting "Campaign".
* FORWARD OBSERVER KILL CREDITS: Finally, time to see how effective your artillery really is! Forward Observers now get credit on the AAR for any casualties caused by off-map fire missions called in by them.
* SCREEN EDGE PAN TOGGLE: Tired of trying to fine tune a camera position and then messing it up by touching the edge of the screen with the cursor? Using the hotkey ALT-E you can disable camera panning by touching the screen edge with the mouse cursor.
EDITOR
* AI AREA FIRE ORDERS: The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated. This is done by painting on the 2D map just like a movement destination, but by CTRL-clicking instead. The tiles designated as targets will be colored red instead of yellow. While that AI Order is being carried out, the AI Group will attack the target zone with suppressive area fire if it doesn't have any spotted enemy units to engage or other important tasks to do.
* AI FACING ORDERS: Each AI Order can be given a location for it to Face towards. After painting the movement destination, Alt-click on a single tile that you wish the AI to face towards. When the AI Group reaches its destination, it will pivot or rotate towards the designated point.
* AI WITHDRAW ORDERS: By shift-clicking on the map, AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
* CAMPAIGN RESUPPLY: Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
* 3D FLAVOR OBJECT CLONE TOOL: While in the 3D Editor, a flavor object can be cloned by ALT-shift-clicking it. A duplicate of the flavor object will appear a short distance away. For example, you can quickly populate a graveyard by placing one tombstone flavor object in the 2D editor, switching to the 3D editor, and then ALT-shift-clicking the tombstone many times to make multiple duplicates of the tombstone.
* 32 ORDER AI PLANS: Each AI Group can now have up to 32 Orders, increased from 16.
GRAPHICS
* New tracer and muzzle flash effects.
v1.02 PATCH NOTES:
TO&E and Formations
* Commanders of German 2nd and 3rd grenadier rifle platoons have higher ranks.
* Organic 81mm mortar teams in German Parachute platoons and companies can now be called for indirect fire through the support tab.
* FIXED: Some US airborne infantry rifle squads would start split by default.
Audio
* Artillery confirmation chatter is now audible.
Bug Fixes
* FIXED: Game would always start with shaders turned off.
* FIXED: Sometimes units would path incorrectly around water.
* FIXED: Various crashes.
Art Fixes
* Springfield M1903 texture improved.
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