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Murphy'S

The Official Sept/Oct Patch Thread

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Which water flickering?

I don't know what you are referring specifically about, but I had a LOT of water flickering when updating the falkland terrain basing it ona woe, with the desert.cat for the terrain and the merged objectdata.cat from updated WOE and old SFP.

 

As for the water flickering, what I did was extracting both terrain and water.fx from the germanyCe.cat. I extracted also the germanCe data and found some new lines missing in the previous terrain datas

 

[TerrainMesh]

TextureThreshold=0.80

LowDetailMeshThreshold=0.50

MedDetailMeshThreshold=0.30

TileToHeightGridRatio=4

RenderMeshVertexCount=4096

RenderMeshIndexCount=6144

SolidObjectVertexCount=12288

SolidObjectIndexCount=18432

AlphaObjectVertexCount=8192

AlphaObjectIndexCount=12288

 

[HeightField]

DetailScale=1.0

DetailFrequency=1.0

MaxHeight=1000

MinHeight=0

 

[HeightOffset] <------------------------------------THOSE ENTRIES WERE MISSING in MALVINAS_data

LowDetailMesh=-1.0

WaterMesh=0.8

 

 

 

[NormalTextureMaterial]

UseEffectShader=TRUE

EffectShaderName=TerrainEffect.fx

DepthBufferCheck=TRUE

DepthBufferWrite=TRUE

RenderedInOrder=FALSE

AlphaTestEnabled=FALSE

CullMode=CLOCKWISE

LightEnabled=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.0000000

ZBufferOffset=0.000000

BlendOp=ONE

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=NO_OP

 

[WaterTextureMaterial]

UseEffectShader=TRUE

EffectShaderName=WaterEffect.fx

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

CullMode=CLOCKWISE

LightEnabled=TRUE

SpecularEnabled=TRUE

EmissiveEnabled=FALSE

FogEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

SpecularColor=1.000000,1.000000,1.000000,1.000000

SpecularPower=10.000000

Reflectivity=1.00000

ZBufferOffset=2.000000

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=2

TextureStage[01].TextureName=

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE

TextureStage[02].TextureName=

TextureStage[02].MipMap=TRUE

TextureStage[02].FilterEnabled=TRUE

TextureStage[02].ReflectionMapping=TRUE

TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA

TextureStage[02].StageAlphaOp=DIFFUSE

 

 

 

SO, by coping the missing underliend entries from the stock germany data, the water seems much better and looks good. I don't know it it helps, but maybe is a good insight

 

Also please note that in many terrains, even just released those lines are just not present, but the engine was doing good withput them. (cuba for example)

 

On a final note, plese notice that the [HeightOffset] entry was actually present in pre-patch GermanyCE , SP4 in this form;

 

[HeightOffset] <--------------from SP4 GermanyCE

NonTexturedMesh=-10.0

TexturedMesh=-5.0

DetailedMesh=0.0

 

as compared to this one, which is the one in Sept.Patch

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=0.8

 

Hope that this can help someone.

 

I have to say that with a few clicks the Falkland install update is really stable, beautiful and complete. Was much less painful than what I initally thought.

I used Falkland, relatively smaller install, to test the modding and updating procedure, and now I am ready to use the next three days OFF to move the main gigantic install into updated WOE.

 

I just noticed that even with the height offset fix, I still get a little bit of shimmering at high altitudes and low sun angles. Is there a way I can tweak these values a little further to eliminate it completely?

 

Thanks!

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Why weapons from weapons pack don't show up in loadouts?

 

I'm one of the last people to tell someone to read the KB or the Manual, But did you even read this thread before you posted?

 

Its been covered many many times, you need the latest version of the weapons editor and if your installing Bunyaps weapons pack you need to install it to a temp directory and move the files over manually to avoid overwriting the Data.ini files for some of the aircraft. You are better off using the MF Weapons packs, far less work involved.

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Still the same problem installed the MF weapons pack but nothing appears in loadouts.

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Still the same problem installed the MF weapons pack but nothing appears in loadouts.

 

What weapons editor version are you using?

 

Have you checked the Aircrafts [Weapons Stations] section to determine it has the correct attachment type?

 

Have you opened the WeaponsData.ini with notepad and checked that the data is correct and numbered right?

 

Otherwise start with a clean install and confirm that all files are deleted before the re-install, then patch up and try again.

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i installed it on a clean install weapons editor is the latest one i think which i downloaded from thirdwire website .

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Does anyone know if the syntax of....

VERY_RARE

RARE

COMMON

VERY_COMMON

...in the DATA.INI files of each aircraft still followed in the new october 2008 patch??

 

I've been running the game with the Oct-2008b patch, and noted something odd.

For (Single Mission), in selected year (1986-87) out of 30 some odd (intercept) engagements, all the aircraft spawned are the same.

To be more specific... in four missions back to back, there are variations.

After that the cycle repeats.

 

The only enemy AI aircraft, in the missions are (without fail..)

mission 1 = HAL Marut

mission 2 = L-39 Albatross

mission 3 = MiG-23M

mission 4 = MiG-23MS

 

The odd occasion I'll get friendly AI planes on the map... they are as follows...

F-14A Tomcat

EA-6A Prowler

Mirage F-1C

 

Again they are the only ones spawned in each mission...

I have over 275 available aircraft in the game... I'm positive over 60% of those are available for this selected time period.

Why only these seven?

I'm wondering if the aforementioned syntax in the data files might have something to do with it...

 

Anyone with suggestions??

Much thanks and take care...

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I've got some wierd glitches with shadows on certain aircraft. I updated the ini's for the patch as recommended in another thread...

 

[shadow]

CastShadow=TRUE

ShadowCastDist=10000

MaxVisibleDistance=800

 

...And recently I just happened to go to external view when taking off in a Viper and noticed this. Did my plane grow stretchy invisible legs or something?

 

th_67780_shadows3_122_842lo.jpg

th_67786_shadows4_122_799lo.jpg

th_67787_shadows5_122_717lo.jpg

 

It only happens when viewed from certain angles, and only on certain planes including the F-16's, F-111's, and MiG-25. Terrain type doesn't seem to matter.

 

th_67777_shadows1_122_355lo.jpg

th_67778_shadows2_122_30lo.jpg

th_67792_shadows6_122_1142lo.jpg

 

It's not a huge deal or anything, but I was wondering what might be causing it.

 

Dude, Your plane is a ghost! :biggrin::blink:

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