View Full Version : Quick First Impression
Akmatov
10-24-2009, 04:51 PM
First of all, this is GREAT!
The shift from the abstract Range Bands to the Tactical Map is a huge improvement! The playing experience is quite different and much closer to reality, or at least my understanding of it.
I also applaud the shift from abstract numbers to express information to using the actual units of measure for various values, i.e. knots for speed and yards for distance. Would it be too much to hope that this trend will continue and one day we will see that a ship has a 12" belt with main guns capable of penetrating 10" of armour vic having a 6 belt and guns with a penetration of 5?
I did notice one thing that was a bit odd. It seems the AI aggressiveness has mutated a bit. A common quick set up for me is one - two capital ships + a light cruiser + a couple of destroyers vs. the same set up for the enemy. I've never changed aggressiveness from 'medium'. This results in roughly equal point values on each side. In WCDB this setup always results in the AI attacking me, but in WCNAW it always results in the AI running for the map edge as fast as it can. I've played this five times and the only time the AI turned to engage was at 3-1 odds, I only have one example of that as I gave the AI two battlecrusiers vs. one just to see if it always ran by default. Just to double check my memory I went back to WCDB and setup an identical OOB, the AI turned to engage just as I remembered.
Of course, I can adjust the AI to Highly Aggressive and have done that. Then the AI does turn in to attack, but if it takes that to force the AI to engage, then Highly Aggressive has been downgraded to what was previously Normal. Was the AI intended to have become this timid?
Well, heading back to sea.
Warship NWS
10-24-2009, 05:28 PM
The AI constantly monitors what is going on around it and will attempt to keep what it considers a "serious" threat at arms length if it has the gunnery range to do so. Example, capital ships will back off from allowing DDs and CRs getting too close if possible - those darn ships can still ruin the SS of a mighty battleship or send some fish their way. The primary reason for a steady stream of larger caliber guns throughout naval history was not so much to lob a bigger and harder hitting shell (the natural side effect of bigger shells) but to allow the firing ship to keep smaller caliber weapons from hitting back - a sort of "you can't hit me immunity zone" - and as such a LOT of effort went into creating better fire control systems that could deal with the ever increasing gunnery ranges.
However, the aggressiveness in WCDB determined how much punishment the AI would accept before backing off. WCNAW adds a new layer to the aggressiveness by determining what engagement ranges the AI will prefer to fight it out - the "calculated risk" factor of naval warfare. Each AI division decides which enemy division it prefers to try and attack, checks the proximity and threat factor of other divisions, and then chooses a tactic it thinks will offer the best opportunity for results. (The simple version)
Just because the AI seems to be backing off or moving to the edge it will not leave a fight without trying to fight first unless it thinks the situation is hopeless, or the aggressiveness level causes a situation of self-preservation being prioritized over doing whatever damage possible to your ships. If the AI thinks the risk is reasonable enough for the potential results it may decide to hunt your ships down with a vengeance. It's a fairly complex set of equations. ;)
Toss me over your scenario if you like - the saved TXT format in a zip file - at;
nws-online@nws-online.net and I will watch how the AI responds if needed.
Thanks.
Akmatov
10-24-2009, 05:43 PM
Just because the AI seems to be backing off or moving to the edge it will not leave a fight without trying to fight first unless it thinks the situation is hopelessApparently, the AI considers any threat to the integrity of it's paintwork serious.
Just played, or rather tried to play, River Plate, one of the scenarios posted here, as the Germans. Each time the Brits immediately reversed course and ran for the map edge.
I tried playing three times with AI Aggressiveness-Medium and once with AI-Aggressiveness-High. Each time with the same result, the AI ran for the map edge.
Obviously, this is kinda ahistorical and prevents even an exchange of fire.
UPDATE
Just started Denmark Straits, a scenario posted here, three times with AI Aggressiveness set to High, with me playing the Germans. Each time the Brits fled and engagement was impossible. This is a clear pattern.
This seems to have elevated itself from an annoyance to a game stopper.
UPDATE II
Just tried Falklands, one of the posted scenarios, and with AI Aggressiveness set to Medium the Brits will engage. Initial point values were 16 German vs. 24 British. Maybe that level of superiority, 1 - 1.5 is enough for the AI to feel combative?
Checking:
Scenario - Player - AI - AI Behavior
Falklands 1 - 1.5 - Engage
R Plate 1 - 1.9 - Run for safety
Denmark St 1 - 1.2 - "
Looks like the ratio of point values isn't the issue, unless there is some additional issue related to WW1 vs WW2.
Veinless
10-24-2009, 05:44 PM
It seems to me that the AI decides what heading its divisions will go after seeing what choice you made for your divisions for that turn. This strikes me as cheating. I would rather the AI decide without being able to see into the future.
Warship NWS
10-24-2009, 05:54 PM
It seems to me that the AI decides what heading its divisions will go after seeing what choice you made for your divisions for that turn. This strikes me as cheating. I would rather the AI decide without being able to see into the future.
No, the AI does not in any way know which way you decided to turn your ships prior to making its own decisions. However, it will attempt to determine the best course to choose to engage your ships based on a complete threat analysis prior to making its own decisions.
Johnus
10-24-2009, 06:01 PM
Where are the scenarios ?? When I go to Load a scenario, I don't get any. Thanks.
Warship NWS
10-24-2009, 06:03 PM
To AK, I think I found what your seeing.. its not the AI, it seems to be a loaded scenario issue. I am looking into that now. Try the River Plate scenario from Side 1 instead of Side 2 and some random battle generator scenarios. Let me know if you see a difference.
Thanks.
Akmatov
10-24-2009, 06:07 PM
OK, will do
Veinless
10-24-2009, 06:17 PM
No, the AI does not in any way know which way you decided to turn your ships prior to making its own decisions. However, it will attempt to determine the best course to choose to engage your ships based on a complete threat analysis prior to making its own decisions.
This is what I have seen: when the hostile fleet is running away, it will run directly away from me until I choose to change my heading by 45 degrees. It will then that same turn change its heading 45 degrees the opposite way. I will run a few more battles.
Also: When running in windowed mode I find that my PC really slows to a crawl. I can usually run some pretty intense 3d games and surf/do whatever, but WCNAW seems to be a tad heavy on using graphics resources. CPU/RAM use is not maxing which is what leads me to conclude that graphics are the cause. I will monitor video card temperature levels to make sure that the cause is video. Is it possible to configure vsync in WCNAW in case that is the cause?
Johnus
10-24-2009, 06:34 PM
I'm still trying to find the pre-loaded scenarios. Anyone ??
Akmatov
10-24-2009, 06:35 PM
River Plate as Brits, the Germans close to engage rather than flee.
Random Battle Generater (which I never use) the AI closes to engage.
OK, more weirdness. Went in and created my previous OOB, 1918 GE vs UK - 2xBC+1xCL+2xDD on each side. If I saved it as a Scenario and then loaded it, the AI closes to engage. If I choose Auto Deployment, then the AI closes to engage.
BUT if I decline Auto Deployment and deploy the ships manually, then the AI flees as before.
This is not quite entirely an issue of a scenario file. The manual deployment seems to trigger the AI's timidity, based on limited experimentation.
theonlyone
10-24-2009, 06:36 PM
Also: When running in windowed mode I find that my PC really slows to a crawl. I can usually run some pretty intense 3d games and surf/do whatever, but WCNAW seems to be a tad heavy on using graphics resources. CPU/RAM use is not maxing which is what leads me to conclude that graphics are the cause. I will monitor video card temperature levels to make sure that the cause is video. Is it possible to configure vsync in WCNAW in case that is the cause?
Yeah, the game is causing it to slow to a crawl. On my PC, the computer actually crashed once.
Warship NWS
10-24-2009, 06:37 PM
Where are the scenarios ?? When I go to Load a scenario, I don't get any. Thanks.
Go here for some scenarios you can download,
http://forums.navalwarfare.org//showthread.php?t=1517
Thanks.
Akmatov
10-24-2009, 06:40 PM
Johus
Go back up one forum level to the main WCNAW forum and the fifth 'sticky' thread down is WCNAW Scenario Submittion Thread (http://forums.navalwarfare.org/showthread.php?t=1517). There are some scenarios posted there for WCNAW as WCDB scenarios will not work in the new game.
Note you will have to go into the folder where your WCNAW is installed and put the new scenarios into either the WW1 or the WW2 sub-folders in the WCNAW folder. When you start WCNAW you will need to indicate WW1 or WW2, then you will be asked if you want to load a scenario and the available scenarios will be those you put into the sub-folders.
Hope this helps
Akmatov
10-24-2009, 06:42 PM
the game is causing it to slow to a crawl
Totally agree, I've also noticed this. However, it will run happily on my little netbook if I want it too, which seems strange as the graphics on it are far lower than on the desktop.
Warship NWS
10-24-2009, 06:53 PM
In regards to the graphics speed.. try opening your screenmode.txt file in the WCNAW directory and using either scaled or full screen modes,
Screen Mode Options:
Full = Re-sized to full screen display settings.
Window = Windowed in 1024x768 resolution. *Default setting*
Scaled = Scaled window mode.
Let me know which works best for your video card/monitor setup.
Thanks.
Akmatov
10-24-2009, 07:01 PM
Using SCALED doesn't seem to use any fewer resources based on the slowness of transition to another window, but I like the scalability a lot - a whole lot.
Warship NWS
10-24-2009, 07:19 PM
Using SCALED doesn't seem to use any fewer resources based on the slowness of transition to another window, but I like the scalability a lot - a whole lot.
SCALED is sweet if you have a digital monitor and a video card that can scale.. drag and resize to any size you want. :) My rig uses a ATI 4850 + LG 22in digital monitor.. no lag at all. Keep the reports coming though. Thanks.
Warship NWS
10-24-2009, 07:23 PM
Ok.. heads up, v1.01 is now available for download - fixes the reverse course issue reported by AK, thanks for that report.
To update to v1.01 simply re-download the WCNAW.exe installer from our online store using the link in your emailed receipt as I updated the installer on the store. If you have any trouble let me know and we will also post a mini-patch here on our forums later today. When you re-install your version number is visible at the top of the screen in the startup options at game start.
Thanks guys.
Warship NWS
10-24-2009, 07:28 PM
Quick note, I will be back online in a few hours but I will be monitoring our forums via my cell phone. To AK.. thank you for helping others on this thread as my time has been terribly short today.
See you all in a few hours. Thanks again for the support. :)
Akmatov
10-24-2009, 07:38 PM
To update to v1.01 simply re-download the WCNAW.exe installer from our online store using the link in your emailed receipt
Err, either something is not working or I'm being slow.
- I never downloaded from your store directly, but when I paid Paypal there was a button there called [Download].
- When I click on the link in my receipt, I go to a record of my order, but no download link there.
No tearing hurry, take care of what you need to and I'll check back in later, got stuff I should be doing.
Warship NWS
10-24-2009, 07:42 PM
After you click the link the store page will show up asking for some identifying information.. once you enter that info it will let you open up your checkout page and a download button will be there.
Thanks.
theonlyone
10-24-2009, 08:30 PM
Is it just me, or does the ammo run out much faster than on WCDB? I'm using ranging, and the ammo seems to be running out very fast.
Veinless
10-24-2009, 08:49 PM
Scaled mode still shows the same slowness.
Full mode still lags the apps running in the background, and of course prevents me from using them. When I alt-tab out they run fine, but that is not a solution.
I am running 2 monitors on an NVidia 8800 GT. For reference, I am running 2 monitors and have no problem running two EVE clients windowed and maximized on each monitor, with heavy 3d graphics.
Akmatov
10-24-2009, 10:24 PM
After you click the link the store page will show up asking for some identifying information.
Ah, just got it.
If you would like to download items purchased with a PayPal account, enter the primary email address for your PayPal account. This will validate your purchase and grant access to download the file.
Email:
theonlyone
10-24-2009, 11:22 PM
Scaled mode still shows the same slowness.
Full mode still lags the apps running in the background, and of course prevents me from using them. Then I alt-tab out they run fine, but that is not a solution.
I am running 2 monitors on an NVidia 8800 GT. For reference, I am running 2 monitors and have no problem running two EVE clients windowed and maximized on each monitor, with heavy 3d graphics.
Scaled is slow for me too. I haven't tried full mode, but I would prefer to play the game in windows mode. So, I can do other things on my computer at the same time.
Warship NWS
10-25-2009, 01:37 AM
Hi, try having only WCNAW running by itself - without other applications running. WCNAW does a lot of screen updates due to the animations and 3D/2D hybrid interface plus a lot of internal calculations every turn.
Let me know if this helps.
Warship NWS
10-25-2009, 01:44 AM
Is it just me, or does the ammo run out much faster than on WCDB? I'm using ranging, and the ammo seems to be running out very fast.
No changes were made to the ammo depletion calculations. One way to estimate depletion rates is to look at the ammo loads at the start of a scenario and figure about 50% more turns if using ranging fire and 50% less turns if using full ROF. This is not a precise guide as there are several calculations involved including range to target considerations - but you can use it as a rough guideline. If you think you are still seeing ammo being used up too quickly let me know.
Thanks.
asnrobert
10-25-2009, 02:51 AM
Hi, try having only WCNAW running by itself - without other applications running. WCNAW does a lot of screen updates due to the animations and 3D/2D hybrid interface plus a lot of internal calculations every turn.
Let me know if this helps.
I've noticed that when playing WCNAW (and even WCDB) on slower computers, other programs will run very slow. However, if you must run other apps when playing, I've found if you pause the game during the gunnery phase, then the other apps will run at normal speed.
Akmatov
10-25-2009, 02:56 AM
Fighting my way through Battle of the River Plate, now that you fixed things, and very promptly too, so the Brits don't run for cover at the sight of the Graf, and let me tell you that at 10,000 yards German gunnery is brutal.
Two thoughts:
- I thought I could exit through the top or the bottom of the map - it is not letting me exit at the top, keeps telling me that I am close to the map edge, which I know as I'm trying to exit there. Making a run to the East in hopes of exiting there, though CA Exeter may sink before I get the Graf out of the map area.
- Idea for an addition to the Battle Report, indicate when a target is ranged. It does tell us that in the middle of the battle as salvos are resolved, but having that in the Battle Report would be both natural and very helpful - just "ranged" would do it.
And BTB, the two Brit light cruisers seem to quickly lose interst and just wandered off leaving the fighting to the heavy cruiser alone.
OK, more weirdness. As I got close to the East edge of the map, the computer changed the Graf's course from E to S AND no longer allowed me to access steering!!!!!!! Bridge, Steering and Propulsion were all at 100%. Clicking through the turn sequence it showed the course and speed of the British, but not the Germans. The Graf is not amused.
Warship NWS
10-25-2009, 03:14 AM
To Ak,
- Note this in the online manual:
http://navalwarfare.info/files/WC/WC-Manual.htm#Tactical Map
This gives details as to how and where the AI/Player ships can exit the map and why.
- The "ranged" in the battle report would be redundant - reason, straddled or hit messages automatically mean the target was ranged.
- As to the Graf steering, were you controlling the Graf or the AI? Which divisions were you commanding? Once I know this I will do some test runs.
Thanks.
Akmatov
10-25-2009, 03:26 AM
straddled or hit messages automatically mean the target was ranged.
Are you sure? Of course, you should be, just that I don't remember straddled as also indicating that the target was ranged. Will replay after dinner and watch for that.
how and where the AI/Player ships can exit the map and why.
What, What! You expect us to read the manual! Why that is just just a darn good idea. :)) Actually, did read it but I think I must be misremembering something.
As to the Graf steering, were you controlling the Graf or the AI? Which divisions were you commanding?
In the River Plate scenario, the Graf is a solo ship in the solo KM division facing two RN divisions, one has the CA and the other two CLs. I was playing the Germans.
Warship NWS
10-25-2009, 03:41 AM
Hi AK, I know what the scenario includes.. I wrote it. ;)
However, something just dawned on me as a "duh" moment.. let me explain. When you load a scenario you can pick to command fleet (1) or fleet (2). Now, with the "rules" governing the exit points of the AI and player ships (AI to the top edge and the player to the lower edge) this creates a slight problem - sorry did not think about this during the conversion process from WCDB advanced range band system "rules" to WCNAW TacMap system "rules". If your playing the side (2) fleet, usually handled by the AI, then your exit edge is now the lower edge instead of the top edge, where the AI if playing side (2) would normaly go. Get it or did I just confuse you? ;)
One way I can solve this is to include the "exit" edge into the scenario TXT format (which was being planned on anyways for future mission parameters) or flip the edge when the player picks the opposite fleet, in this case fleet (2), to command. I will work on this tommorow and get a v1.02 ready to fly as a "patch" to solve it. For now, you can easily change the fleet positions to the reverse of where they are presently located in the scenario using the option to not auto-deploy prior to playing the scenario thus allowing you to reposition the divisions on the TacMap.
However, the engine will not auto-change your course so I am not sure what you saw happen exactly based on your report.
To answer your "ranged" question this is also noted in the manual here;
http://navalwarfare.info/files/WC/WC-Manual.htm#Combat Resolution Dialogs
Point being.. if your dropping shells around (straddled) or on the target (hit) .. you ranged the target - another term for it is called "bracketing" the target.
Warship NWS
10-25-2009, 03:59 AM
I've noticed that when playing WCNAW (and even WCDB) on slower computers, other programs will run very slow. However, if you must run other apps when playing, I've found if you pause the game during the gunnery phase, then the other apps will run at normal speed.
Robert has a valid point and I will explain why. During the phases where you are requested to give orders the interface screen refreshes itself thousands of times a second to keep up with wherever you move the mouse cursor and click on the interface. When the engine is "paused" the screen is not refreshed at all and is rendered static until unpaused - thus far lower CPU overhead.
Now, I have thought of a possible way to reduce this effect by enabling a "stasis" routine while the mouse cursor is not moving within the interface, or possibly adding in the "pause" hotkey option to all command inquiries. I will see if this is feasible to work into the engine. This may make it more viable to alt-tab from one application to another. Note this was no different with WCDB but the CPU overhead might be higher with WCNAW since it is also redrawing over a 3D/2D screen interface whereas WCDB was 2D only.
Thanks.
Veinless
10-25-2009, 04:10 AM
Now, I have thought of a possible way to reduce this effect by enabling a "stasis" routine while the mouse cursor is not moving within the interface, or possibly adding in the "pause" hotkey option to all command inquiries. I will see if this is feasible to work into the engine. This may make it more viable to alt-tab from one application to another. Note this was no different with WCDB but the CPU overhead might be higher with WCNAW since it is also redrawing over a 3D/2D screen interface whereas WCDB was 2D only.
Thanks.
I would really appreciate this. When the WCNAW window does not have focus it can stop polling for input, or poll a lot less frequently.
Awesome.
Warship NWS
10-25-2009, 04:26 AM
I would really appreciate this. When the WCNAW window does not have focus it can stop polling for input, or poll a lot less frequently.
Awesome.
I am going to work on a v1.02 tommorow.. so stay tuned. ;)
Akmatov
10-25-2009, 06:35 PM
However, the engine will not auto-change your course so I am not sure what you saw happen exactly based on your report.
After discovering that the Graf could not exit through the North map edge, she changed course to run for the East map edge. All guns were satisfactorily targeted and I was just right-clicking at each screen to move things along and watching the gunnery results - no changes of any kind. At a certain point it occured to me that it was taking a long time to get to the map edge and I looked more closely at the map - the little direction indicator line had changed from pointing East to pointing South. So I resolved to change course back to East next chance I got. However, I never again was given the chance to adjust her course - the box giving me the chance to change course never came up again, through several turns. It would tell me the current course of the Brit CA division and then move into the gunnery dialog.
I'll see if I can reproduce this later today.
Warship NWS
10-25-2009, 06:57 PM
To AK.. that sounds like a disengaging ship. That is the only time you will not be given a chance to give course orders. Do you have an AAR?
Akmatov
10-25-2009, 07:29 PM
Point to you Chris.
Just replayed River Plate and after failing to exit North I tried East (consciously trying to recreate what had happened before) and at some point I hit Disengage thinking that since I was now close to the East boundary that the Graf would disengage east. Wrong, she disengaged alright, right down the mouths of the guns of the entire RN squadron to her south. Bye Bye Graf.
Now I understand what happened and am even more happy about what you wrote in the other thread about re-looking the exit map sides issue a bit earlier than previously scheduled. As it now stands the River Plate scenario gives the Graf no chance to pull back, it is forced to charge the RN guns in order to get to the southern escape border - totally ahistorical and a totally silly way to fight a ship.
Point to you Dean.
Just replayed River Plate and after failing to exit North I tried East (consciously trying to recreate what had happened before) and at some point I hit Disengage thinking that since I was now close to the East boundary that the Graf would disengage east. Wrong, she disengaged alright, right down the mouths of the guns of the entire RN squadron to her south. Bye Bye Graf.
Now I understand what happened and am even more happy about what you wrote in the other thread about re-looking the exit map sides issue a bit earlier than previously scheduled. As it now stands the River Plate scenario gives the Graf no chance to pull back, it is forced to charge the RN guns in order to get to the southern escape border - totally ahistorical and a totally silly way to fight a ship.
To Chris
You are just going to have to trust us to get your ships out of harms way and give us full control over disengagement. :D
I tested the new game for 3 hours just with some little scenarios and my first impression is that the 2d-map makes the game MUCH more mighty! I canīt wait to play some bigger scenarios!!
But I think I have some problems with the graphics in full-screen mode.
First, in the "ship-deployment" phase (I selected "non auto ship-deployment") I canīt see the descriptions of the divisions, neither my nor the enemyīs. The descriptions are simply not shown on the screen, but they appear for a very, very short time if I click on the place where they should be. They are there but they are not shown correctly, I think.
Second, while firing the ship graphics (and the flags of the owning country) are shown just for a part of a second, too, and then they disappear - at the same time the smoke graphics are shown normally , but there is no ship behind them, just water...
I didnīt face these problems in window-mode, it seems like the program "forgets" to refresh all the screen information in full screen mode.
I hope you got my problem, sorry for my bad english.
Kai
Warship NWS
10-26-2009, 12:30 AM
To Kai, try WCNAW in "scaled" mode which works on some digital LCD monitors better then "full" screen mode and may, depending on your monitor/video card combination, allow you to resize the viewable screen to full screen by click/drag or maximizing the window. Let me know if this helps.
Thanks.
Warship NWS
10-26-2009, 12:52 AM
Point to you Chris.
Just replayed River Plate and after failing to exit North I tried East (consciously trying to recreate what had happened before) and at some point I hit Disengage thinking that since I was now close to the East boundary that the Graf would disengage east. Wrong, she disengaged alright, right down the mouths of the guns of the entire RN squadron to her south. Bye Bye Graf.
Now I understand what happened and am even more happy about what you wrote in the other thread about re-looking the exit map sides issue a bit earlier than previously scheduled. <snip>
To AK, in WCDB the exit points were not a problem because the fleets always displayed AI on top and player on bottom. I simply forgot that if you pick "fleet 2" that the exit points would be a problem with the TacMap as the positions are mapped by coordinates. Not a difficult problem to solve, just need time to code it into the engine. For now however, you can easily change the positions by loading the scenario and choosing not to "auto-deploy". However, this is my first priority so stay tuned for v1.02 due out shortly.
A note about the TacMap however.. it is not "compass" based, example, the top edge does not always equal "north". The top edge, as of right now, is simply where the AI is to try and disengage and the player to the lower edge. If it would be easier for everyone to look at the map as "North" being the top edge then I can work in that direction.
Thanks.
Ok, changed to scaled mode and didnīt face any problems with the graphics there. Thanks!
Having some trouble with the music now. :o
I do hear the intro music and the ocean sound and gunfire, but I donīt get the music in the game. Toggled it on and off, but no way to get the beloved background music.
Warship NWS
10-26-2009, 06:44 AM
Hit the F8 key for game options, click the music option until you hear the music. Let me know if that works for you.
No effect at all. I tired with low, medium, high. But my speakers are on...;)
Warship NWS
10-26-2009, 06:51 AM
No effect at all. I tired with low, medium, high. But my speakers are on...;)
Odd.. have not had any reports of problems with the music playing, anyone else?
BTW, I donīt have this problem in wcdb.
Warship NWS
10-26-2009, 07:39 AM
BTW, I donīt have this problem in wcdb.
No changes were made to how the music is played.. :confused:
Akmatov
10-26-2009, 05:06 PM
I simply forgot that if you pick "fleet 2" that the exit points would be a problem with the TacMap
Not to worry, you knew someone like me would come along and 'assist' you.
this is my first priority so stay tuned for v1.02 due out shortly.
Yaaaaah!
A note about the TacMap however.. it is not "compass" based, example, the top edge does not always equal "north". The top edge, as of right now, is simply where the AI is to try and disengage and the player to the lower edge. If it would be easier for everyone to look at the map as "North" being the top edge then I can work in that direction.
I'd really hope you work in that direction. Many charts of battles have a N=Top orientation and it is just more comfortable and 'natural'.
Warship NWS
10-26-2009, 05:17 PM
Keep watch.. v1.02 is going up in few hours. Thanks.
buffedub
10-26-2009, 05:42 PM
Music is not working for me either.
I have done a new download of the game some minutes ago and reproduced the problem with the background music on all of our three pc (notebook, netbook, desktop). Result: No background music on any system.
Maybe there is something wrong with the datafile?
Just my two cents...
Warship NWS
10-26-2009, 11:06 PM
Hi guys, what is your sound chip/card? We tested the music on all of our PCs with no trouble and no changes were made from the previous WCDB engine. Thanks.
Hi Chris
I finally got round to buying my upgrade from WCDB to WC:NAW yesterday. I'm also one of the few who are unable to get any music with the new game. I get all the other sound effects, but I just don't get any music, regardless of what setting I use for music volume on Options/F8 screen.
I have a Dell XPS M1530 laptop. It has an Intel Core 2 Duo 2.2GHz CPU, 4GB memory, and it's a reasonable spec. Graphics are from a dedicated NVidia GeForce 8600M GS with 256MB memory. But I don't have a separate sound card. My laptop uses a Sigmatel High Definition Audio Codec. To check that the problem wasn't caused by an old driver, I updated it to the latest, but this didn't solve the problem.
I know it's not the end of the world, Chris, and it doesn't seem to be a problem that many people are finding, but I thought that you'd probably like to know, as I know what a perfectionist you are :D
All the best
Martin :)
Warship NWS
11-05-2009, 05:06 PM
Hi Mart, its a known issue. Not sure why though. The music coding was unchanged from the previous WCDB engine. Right now though its not on the top priority list but I will be looking into it soon enough. If nothing else.. I will simply post the MP3 music file for any of you to download and scrap the music option in the code.
Thanks.
Thanks Chris
It's always good when you take notice of something that only affects very few people. I'm in no rush. Weird thing is that I might well have turned it off anyway! :rolleyes:
But, in time, when you have it, it looks like you may at least give me the choice. :D
Thanks
Martin
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