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kukulino

No trees after patch

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1. Fresh install - OK

 

2. October patch - OK

 

3. Bunyap's weapons and new weapon editor - OK

 

4. Brain32 vietnam repaint - OK

 

5. Green hell2 - Damn, no trees display!

Upper citation is from October 2008 patches for ALL ThirdWire Sims has been released topic.

 

I noticed the same problem with WOE.

nostromy.jpg

 

 

Stary, my Polish friend, heeeeelp please :shout::crazy::dntknw:

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No trees here either.

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Stary has full PM box. Last see was 23th september... Will try Polish forum. Maybe they have contact on our expert :yes:

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I thinks its an ini issue as I swapped GermanyCE files with an older one and that didn't work.

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We are going to have to figure this out on our own because he said he wouldn't be back for awhile.

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We are going to have to figure this out on our own because he said he wouldn't be back for awhile.

 

Exactly, guys I haven't had the time to even install the new patches yet, so if you give me some time be sure I'll try to do something about it ASAP :grandpa:

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Check to see that CAStary's .tod and tga files are in your new terrain install. If they are, then it's an alpha-object issue, which could range in diificulty from simply editing the terraindata.ini, to an actual glitch somewhere in the core game .dlls.

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Yup, no trees. Desert, GermanyCE, VietnamSEA, all in "just patched" clean WoE install (ie: without GreenHell). Even the few palm trees that should be on the desert map ain't showing up.

 

Also, on the 4 Seasons ANW map, WITH the tgas and TODs in the terrain folder (and seasonal sub-folders). DAMN!!! It took me an hour last night to add them!!!

Same with the 'new' Korea -- which had boatloads of green things!!!

 

I guess we should start looking at the new data inis......

 

Wrench

kevin stein

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Haven't seen this before:

 

[backgroundMaterial]

UseEffectShader=TRUE

EffectShaderName=FarTerrainEffect.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

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That's been there since the release of WoI.

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Yes, I added to the data.ini and no difference, still no trees.

 

It's there to allow for a smoother transition of the terrain shader effect between near, and "distant" tiles. It helps somewhat with frame rates on older DX9 graphic cards.

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Hmm this does not seem like it will be simple, I really need to instal WoE because it, unlike WoV has some trees by default...

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GOT IT !!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

 

Was summat simple..........

 

 

 

 

 

beaver.jpg

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:biggrin: This is a light survey sim that simulates air-fighting during the late 60 and 70s. There were no trees in that time, therefore it is within the scope of the sim! Oh wait, I ve been told there were trees around, damn, who writes this book and takes this pictures from the '60s with all those trees,,,? Damn

 

I gave a very quick look to the israeliME DATA; there is nothing that looks really changed. I fear that there is somewhat missing in the code that links tiles to their tods, but I might be wrong, we have to check more. Seems something escaped "testing" at 3rdwire, in this case might need a fix from TK.

I wonder why two relatively big pachets issued in such short amount of time. As much as I am quite happy with the free-support offered from TK, his planning and procedures really do escape my understanding, but again it is free,, so how can one actually complain?

Besides, anyone can point me to a FULL list of file changes?

Sighs and dives into the patchign agaion, when I ahd JUST finished sept 08. I hope that next time something this major is on the way at short notice someone will let us know so that the migration can be planned ahead.

Edited by Canadair

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I absolutely, positively, 100% KNOW I'm gonna get flammed, yelled at and probably slapped around, but I HAVE to say this:

 

"Save A Tree -- Eat a Beaver"

 

 

jams helmet on head, ducks and runs away....

 

 

WRench

kevin stein

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Yeah...preserve wildlife...........pickle a squirrel.... :yes:

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Gabriele is absolutely right................

 

TABULA RASA...... :biggrin:

 

Mau.

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Eh Eh Eh....Is this an anti environment Patch? :rofl:

They call it progress....WTF

And the next patch will put all concrete and asphalt maps?

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I absolutely, positively, 100% KNOW I'm gonna get flammed, yelled at and probably slapped around, but I HAVE to say this:

 

"Save A Tree -- Eat a Beaver"

 

 

jams helmet on head, ducks and runs away....

 

 

WRench

kevin stein

 

I am REALLY animal friendly, but in this case Wrench I am with you. Anyway, let's put jokes aside. This is a REAL issue, that jeopardizes the whole patch.

It would be good if a group of the main modders, (those that keep the series alive and are and have been testers, and most likely are listened to from TK)

bring this issue to me. You would agree, that this issue is a NOGO one

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I think the next frontier will be a great white void :rofl:

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