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Posted

don't install the patch and no problem

 

i, for one, am happy to pay a small price in fps drop in order to enjoy everything good the patches have brought to wov and woe.

 

i've had so much more fun with the new ai in wov since the patch came out, i'd never switch back.

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Posted
I love this game. That's why i feel a little disappointed by some features of the september

patch applied to WOE (I probably won't apply it to WOV) :

This terrible BLUE sky (I hated it in WOI but thought it was to render a "middle east clear sky") which makes WOE look like a 1980 flight sim.

This Invisible WALL stopping my wingman when he reaches my level.

This new cockpit view with this "nose onto the gunsight" feeling.

And most of all for which REAL graphical improvement did i loose 10 fps ?

 

I don't care what graphics enhancements there are or if there are any... I'll dial some non critical things down (stuff you don't really notice from the cockpit - object texture, object detail, terrain textures, etc...) just for the chance to finally have some Armed recon missions in my Skyraider campaigns.

 

That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work?

Posted

One thing I noticed is that the F-4 rudder now responds correctly - i.e. you roll in the direction of the yaw input, instead of opposite, at low AOA (high AOA was correct already). Which is nice.

Posted
I don't care what graphics enhancements there are or if there are any... I'll dial some non critical things down (stuff you don't really notice from the cockpit - object texture, object detail, terrain textures, etc...) just for the chance to finally have some Armed recon missions in my Skyraider campaigns.

 

That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work?

 

That's exactly what I said, I don't care about having thousands little cubes in the countryside. But my wingman moving like an UFO by my side, a flightsimulator98 sky over my head and my A-10 nose pumped toward the sky on take-off are things I do really notice from the cockpit.

Posted
That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work?

 

I didn't fly them a lot but the AD-6 and AD-7 were in my WOI install when we were testing the latest patches, and I didn't notice any problems with them. But as I said, I didn't spend a lot of time with them.

Posted

Widesky works, so does CA Stary's effects, added max188's WOI tiles and JSF_Aggies new runway texture. Takes WOI to a whole new level.

Guest Sony Tuckson
Posted

so, knowing little more about your system, I really would add the second Giga of memory

 

As explained , memory is not the only factor, but in your case, it's probably the weak point, so adding some memory will do goods...

 

Now, as far as the video card is concerned, yours is already a weak point in itself....512 mb on such an old card was overkill back then (the radeon 9600 series is at least 4 years old, a millenium in computer business!!!!)

 

Let us know about your full system specs, we might guide you better

Posted
Widesky works, so does CA Stary's effects, added max188's WOI tiles and JSF_Aggies new runway texture. Takes WOI to a whole new level.

 

Since you didn't mentiona either of CA's tree mods (unless those were included in "CA's Stary's effects"), does that mean that there are problems with 'em, or did I misunderstand?

Posted

Ok...lets re-cap

 

Install WOE

 

Patch to the Sept 2008 version

 

Add this weps pack:

 

http://forum.combatace.com/index.php?autoc...p;showfile=5956

 

or this weps pack:

 

http://forum.combatace.com/index.php?autoc...p;showfile=2672

 

then run it through this editor:

 

http://forum.combatace.com/index.php?autoc...p;showfile=6075

 

then add this tile set:

 

http://forum.combatace.com/index.php?autoc...p;showfile=6192

 

or this tile set:

 

http://forum.combatace.com/index.php?autoc...p;showfile=5943

 

then add JSF_Aggies runway tiles:

 

http://forum.combatace.com/index.php?autoc...p;showfile=7228

 

then add CA Stary's forest and farms mod:

 

http://forum.combatace.com/index.php?autoc...p;showfile=6034

 

add cellinsky's widesky:

 

http://forum.combatace.com/index.php?autoc...p;showfile=6903

 

add CA Stary's effects:

 

http://forum.combatace.com/index.php?autoc...p;showfile=5379

 

or

 

http://forum.combatace.com/index.php?autoc...p;showfile=6953

 

(I prefer the #2 pack)

 

And presto, works good and looks good. I have no issues.

Posted

I'm wondering if we should undo the edits made to get the Typhoon to work in the unpatched versions, now that we have the patch?

 

It would seem to make sense, but I thought I'd see if anyone else has done it?

 

I got the plane to load, noticed the "twitchy" leading edges that I've seen in other a/c in WOI. Mostly a/c not designed for WOI.

 

Just wondering...???

Posted
Yikes

 

71.4 71.4

POLYS 53024

 

 

43.5 43.5

POLYS 90428

 

frames-1/frames-2 = 1.71

polys-2/polys-1 = 1.64

 

That might be cpu, not grafix card.

 

Is this Correct Thinking? :dntknw:

 

More than correct! Absolutely right I say!

Posted
Sure go ahead, I already have some ideas how to fix it. Still struggling with water flickering though...

 

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.

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