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Jartsev

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Everything posted by Jartsev

  1. Yes! Ok, thanks. Themes with 'Realism_' prefix were delivered with SB Pro PE 4.0(or may be earlier) and in fact are obsolete now; current 'stock' themes have '_eSim_' prefix and you will not see such problem with them. Now I'll try to explain what happened... Version 4.1 have additional option for the ground type settings- 'is dirt'. Textures for ground type, which have this option enabled will be also utilized for unfinished or not camouflaged emplacements; if theme doesn't have this option enabled for one (and only one!) ground type, then textures for ground type #0(which is a 'Field' in your case) will be applied to emplacements under construction or without camo. Old themes are still pretty much usable, but you need to enable 'Is dirt' option for the suitable ground type(only one of 16 available in the theme!) first, and after this you will need to update your scenario with fixed theme. Also this thing about flagging ground as dirt should be kept in mind during conversion of pre-4.1 maps.
  2. Actually problem with wrong texture may be indeed theme-related, and this makes me to ask you for scenario where you see it; if scenario is based on custom map, it would be very handy to get it too, or at least a theme file...
  3. Obviously it shouldn't work in such case. Completion less than 100% implies that construction is not finished and camouflage is not applied yet, e.g. user needs to utilize AEV to complete construction; this would also make camo to appear as a final touch, if 'Camouflage' option was selected in the mission editor for particular emplacement.
  4. Fixed; fix should be available with the next patch or update
  5. Really sorry to hear this, but let's check one thing: Do you have new maps installed? USB stick you got should contain not only installers for SB Pro PE v.4.1 and SB Map Tools, but also a Map Installer, which is supposed to install maps for all scenarios delivered with SB Pro PE. But please note- this doesn't applies to user-created or community-created content accumulated during almost two decades- it's physically impossible to convert and re-distribute it all. This means, that some effort at end-user's side is required, e.g. you need to convert your favorite scenarios and maps yourself(yes, it would take some time and patience). Please visit links, which @Bond_Villian posted above, and carefully study information there - basically you will find everything you need to successfully migrate your favorite content.
  6. Admittedly there is something wrong with existing arty tutorials- call-for-fire dialog shows some options, which shouldn't be there. We will try to investigate this.
  7. Hello! -MLRS or mortar unit should be part of scenario, e.g. present on the map, and intended target must be in its range. Also firing unit should be static(e.g. not in the route); infantry mortar team must be dismounted from its carrier vehicle. In all other aspects MLRS and mortar are not so much different from all other arty, albeit MLRS can fire only full salvos and is unable to execute "Adjust fire"-type missions. -It is quite strange if you can see rocket arty and mortars options in Support tutorials, since they should not be available there. -Well, other option is to place MLRS unit on to the map. You can do this in the Mission Editor: right click on selected position>New unit>Artillery>M270 MLRS.
  8. Same here Yes. Speaking of Leo-2, if you are at gunners's position, then you should be able to see TC behind you, while gunner and loader will not be rendered. But this is valid only for situations, if TC is not disabled by maker of scenario, or not incapacitated by enemy fire, so if you can't see TC while playing gunner's tutorials for Leo-2- that's perfectly ok, because there is no TC in the tank in the most of those scenarios.
  9. First of all, as already was mentioned, not all vehicles have crew visualized. Then, even if vehicle have crew, some it's positions may not have crew members visually present: for example M1-series and Leo-2 do not have visual models for gunners. And if you are occupying some crew position 'outfitted' with 3D crew model, then this model would not be rendered because otherwise it may prevent you from accessing certain clickable controls or indicators.
  10. Sorry, but I'd like to ask which 'camouflage scheme' is enabled via 'Options' drop-down menu in the Mission Editor, and do you have any modded textures for M113A2 in the folder My Documents\eSim Games\Steel Beasts\mods\textures\woodland\us 1980? With 'US 1980' camo scheme selected US M113A2 should have MERDC camo, but note that default selection for the Blue party is 'US 1990', which will result in CARC 3-color camo for M113A2 and MERDC camo for IPM1.
  11. Yes, if I'm not mistaken, reticle was made for PMC287 originally when those AFVs were introduced to Steel Beasts, and looks like it wasn't updated with introduction of L14-series rounds.
  12. Plese try to delete C:\ProgramData\eSim Games\Steel Beasts Map Tools\IPC\PackageDownloadManagerMutex file, this may help.
  13. Jartsev

    UGL smoke

    Well, our UGL smoke grenade is rather generic thing, admittedly. IRL, depending of model and purpose such grenades may burst, burn on the ground(most widely used), or release a smoke canister which will slowly descent on parachute and burn... And speaking of hand smokes- they may burn like in game(usually HC-filled) or burst(WP-filled).
  14. In theory they should't. Probably one thing worth to do is to click blue "Refresh map package folder" button before trying to query or download package with Map Download Manager.
  15. Well, I just checked(literally a couple of minutes ago)- both in-game downloader and map download manager are able to download base and delta packages of Beaudesert map. So it seems that base package was finally uploaded to the server. Could you try download this map again, and see what happens?
  16. Yes, delta map only hold changes relative to the base map, and you cannot use deltas without base maps. So if you are going to distribute custom delta made on custom base, you need to provide them both, or map downloader will not be able to download anything.
  17. First of all, all RPGs are more or less safe(but not pleasant) to fire from inside of the buildings in real life. What really matters is a volume of room, and presence of sufficient opening behind shooter to vent overpressure; those factors can severely reduce possible arc of fire. Use of countermass or confining all gases in the barrel dramatically reduces those restrictions.
  18. This depends of license you have: -If you have valid time-limited license, then you need to download full installer for the latest version of SB Pro PE, which is 4.161 at this moment. Then just uninstall version 4.023 and install newest version. -If you have "Steel Beasts Pro PE Classic Licens"', e.g. one which stored on USB dongle, then you need to proceed to eSim Games web shop and purchase "Upgrade License from version 4.0". After this you need to activate purchased upgrade license, download latest version of SB Pro PE, uninstall v.4.023 and install newest one. Speaking of installation of the new version, more detailed information can be found in release notes: http://dl.steelbeasts.com/SBProPE_4-161_RN.pdf
  19. So... It appears, that issue is indeed caused by amount of RAM available. You can try to address this by decreasing 'Dynamic cache size' from 100 to 50. This may not necessary help in 100% of all possible situations, but still may provide some improvement.
  20. You need to publish the delta- this will apply some compression and reduce its size.
  21. Well, everything starts here: [12:49:26,082] CGame WARN : TiledBitmap::get_block, error allocating memory. Will re-attempt after processing the cache. ...and basically all subsequent entries are depicting the consequences...
  22. Thanks. Definitely this is problem of RAM amount vs. extensive size of map package. We are working on this, but I cannot promise quick fix
  23. Well, I passed the information to programmers, but at first glance this looks like your computer doesn't have sufficient RAM. So question is, if this issue is specific to any particular map or not, and if it is map-specific, then what is the map, its state(published or unpublished), if there were made any changes to the heights etc...
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