Glass trees

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
xe5
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Glass trees

Post by xe5 »

According to the "old way" (CC2-5), leaves on the first tree in a LOS would hinder fire. Leaves on the second tree in the same LOS would block observation.

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xe5
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RE: Glass trees

Post by xe5 »

The new method (CC-LSA) treats leaves like wafers of transparent glass...

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Andrew Williams
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RE: Glass trees

Post by Andrew Williams »

Very hard to sneek behind is what i've found... trees are almost a non-feature on maps at present.


I've tried hiding the Stug on valkenswaard in a hundred different places... but the shermans spot it in no time.

All elements were re-calculated for LSSA so they need to be looked at.
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Andrew Williams
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RE: Glass trees

Post by Andrew Williams »

nice to see you about atomMick  :)
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DasHoff
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RE: Glass trees

Post by DasHoff »

yes ive noticed this as well... you can shoot through the forests
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Platoon_Michael
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RE: Glass trees

Post by Platoon_Michael »

Only the Trunk seems to block LOS now.

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Andrew Williams
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RE: Glass trees

Post by Andrew Williams »

yes, that's my observation and has been reported previously
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RD Oddball
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RE: Glass trees

Post by RD Oddball »

Andrew sent you a PM so you can send me the link to the previous bug post you mentioned so we can track this there? I just did a search for "tree" and couldn't find it in the database. Thanks.
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squadleader_id
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RE: Glass trees

Post by squadleader_id »

ORIGINAL: xe5

The new method (CC-LSA) treats leaves like wafers of transparent glass...

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Elements file comparison.
Why the drastic and strange value changes? Are these weird data recalculations really by design? [&:]

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RD Oddball
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RE: Glass trees

Post by RD Oddball »

As with many aspects of the game you can't look at one facet and draw any legitimate conclusions about the larger design without considering how the other parts factor in. Our lead developer had made changes to many aspects of the game as part of a larger effort to improve how the AI performs. I'd guess this was possibly one small part of it but I don't know for sure without asking him directly. He's busy pulling together the first update. I'd definitely say the LOS example posted above by Xe5 needs to be looked at and it's already been logged in our system. Thank you for the extra input.
xe5
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RE: Glass trees

Post by xe5 »

ORIGINAL: schrekster
I've tried hiding the Stug on valkenswaard in a hundred different places... but the shermans spot it in no time.

All elements were re-calculated for LSSA so they need to be looked at.
You need to crank up the difficulty and get rid of the Stug in the Vwaard map static BG. In 12 grand camp battles on that map so far, the Irish Guards BG has advanced into the north ville exactly once, with all of one Sherman, which the pzjagers promptly dispatched with their lone pzfaust. All of 30 Corps has been roadblocked for two days by a squad of Luftwaffe REMFs.

Yup, per _id, that data file really needs work.
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RD Oddball
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RE: Glass trees

Post by RD Oddball »

Thanks for the suggestions Mick.
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Andrew Williams
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RE: Glass trees

Post by Andrew Williams »

Thanks mick... known and reported issue
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Ivan_Zaitzev
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RE: Glass trees

Post by Ivan_Zaitzev »

I think this bug can be seen in one of the teaser trailers.
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Southernland
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RE: Glass trees

Post by Southernland »

Since we're pedantic mode...

http://pixdaus.com/pics/1236905713kyEAZFl.jpg

ran a google search for Netherlands trees golly, the trunks aren't ten meters wide jim bob!

just like the who I can see for miles and miles http://lh6.ggpht.com/_G-cjbgVNLO8/S59iT ... rlands.JPG

http://kakanow.com/wp-content/uploads/2 ... 00x364.jpg

If you look closely you'll see a squirrel: SOMEWHERE PAST THE FIFTH TREE! http://kakanow.com/wp-content/uploads/2 ... 00x364.jpg

hey look theres a pretty girl behind the tree http://www.livius.org/a/netherlands/ams ... known1.JPG out of LOS,

Apparently trees aint the bullet barriers the average gamer thinks they are http://farm1.static.flickr.com/179/3734 ... 005e63.jpg

An ode to Close combat trees

My infantry squad won't hide behind these tree
Even though I did say please
I said go
they said no
I said it's alright boys, bullets will not pass
but when i pressed the point, they just fragged my ass

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Andrew Williams
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RE: Glass trees

Post by Andrew Williams »

SL

those shots show either very sparse trees or lots of trees that block LOS... except for Winter .
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zon
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RE: Glass trees

Post by zon »

I always presumed woodlots in CC2 were made sparse versus reality for scale, gameplay and pathfinding purposes but there was compensation through greater LOS blocking. If the design plan in LSA is to more accurately reflect trees trunk for trunk, with larger maps, then the LOS sneaking through a big stand of trees now and again (though frustrating or lucky depending on which side you are on) might be arguable. It falls apart though when you consider how soldiers in tall buildings get clear LOS though adjacent woodlots yet the tree crowns really should be giving them a hard time seeing past a couple of trees.
7A_Woulf
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RE: Glass trees

Post by 7A_Woulf »

We are used from one function in the older CC games and react when it change, but is it really that bad?
Never thought of it before, so I guess I found the 'woodland LOS' in LSA rather natural. Looked at it now as I was playing, is 75-100 meters before LOS is obscured in a forest really that much? Take a walk in a deciduous forest today and think about how far you can see, it's not Karelia whit thick pine-forest we are fighting in. [;)]

But I can agree that the crowns should block LOS from multi-story buildings, so you don't have to flame me totally for this post. [8D]
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squadleader_id
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RE: Glass trees

Post by squadleader_id »

ORIGINAL: 7A_Woulf

But I can agree that the crowns should block LOS from multi-story buildings, so you don't have to flame me totally for this post. [8D]

The problem is leaves height are now set at 0 in the elements file...so basically they now represent just heaps of fallen leaves on the ground [:)]
7A_Woulf
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RE: Glass trees

Post by 7A_Woulf »

Hedgehog-cover!! [:)]

And seriously: -That's no good. Can't the crowns be moved up, or is the function only 'from ground-and up'? (I'm at total newbi on these parts, learning by small steps.)
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