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CrashinJack

EAW 1.28d 1024 released!

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Finally, after months of work the new EAW 1.28 1024 exe is released. You can find it here:

http://www.4shared.com/file/182455005/93217714/EAW_128d_1024.html

 

This release is designed to be installed after EAW 1.28c. You will have problems if you do not install that patch first. You can find EAW 1.28c here:

 

http://www.users.on.net/pam_biddell/128CInstall.exe

 

This exe should finally put to rest any issues involving the 7217 error and the infamous ATI Briefing Screen problems. It works by increasing all of the menus to 1024x768 screen resolution. Also included are the changes made by Knegel and Mr. Jelly in their MP series of exe files, as of this date.

 

I'd like to thank the members of the SEAWC Code Group and the Mod Squad that tested this for me, especially MadProf for letting me kick around ideas and the occaisional rant, and Knegel and Mr. Jelly for allowing me to add their efforts to this project.

 

Cheers!

 

Crashin' Jack

 

Here is the readme:

 

 

 

European Air War - Readme!

 

© 1998 MicroProse Software, Inc. All Rights Reserved. 1942: The Pacific Air War and MICROPROSE are U.S. registered trademarks and European Air War is a trademark of MicroProse, Inc. or its 

affiliated companies. All other trademarks are the property of their respective holders. Uses Smacker Video Technology, Copyright © 1994-1996 by RAD Game Tools, Inc. 3D models in Intro, AutoPlay 

screen and Hangars by REM Infografica TM.

 

 

EAW 1.28d 1024

 

Installation:

 

1. Install the game from the CD, either by the copy-paste method (see the 1.28c readme for details) or copy an existing installation to a new directory.

 

2. Apply the 1.28c patch.

 

3. Install this patch, allowing it to overwrite all files.

 

4. If you use OAW, you can install to an "E" file and use OAW to install / uninstall.

 

 

General Notes:

 

This modification increases the resolution of the menu screens from 640 x 480 to 1024 x 768. This has several effects. For computers suffering the 7217 error (which was

 fixed in 1.28b) but still suffer screen tearing, and also for those that do not display the briefing screens properly, these problems should be fixed. There are still a couple

 of video cards that exhibit problems, but this should help the vast majority.

 

None of the changes in this modification affect game play. It should be noted, however, that any campaign game that uses unique menus will need the images changed to 

the new size. This is a fairly easy task using available tools. Only screens that have moved text and/or hotspots will then be affected, with the exception of the Career screen. 

This screen should still be usable, but the placement of the three campaigns may not be centered. Modded campaign files will be available in due time.

 

Changes to the program include:

 

1. All screens and menus changed to 1024 x 768 resolution.

 

2. New Career screen and sprites.

 

3. The hanger screens have had the sprites removed.

 

4. The multiplayer selection screen has a new layout.

 

5. The debriefing screen has a new look, and you first appear before your CO.

 

6. The "fuel gauge" before entering the flying portion of the game now appears if your ini setting is 1024 x 768.

 

7. Each nationality now has it's own arming screen. These are CHALK3D.MPC (US or Default), CHALK4D.MPC (German), and CHALK5D.MPC (British). If 

  chalk4d.mpc and chalk5d.mpc are not present, the game will default to chalk3d.mpc.

 

8. The fonts may appear small in many cases, and in some, too small. The game uses font sprites in most cases, not Windows fonts, and changing the sizes of existing 

  fonts is a matter left to future mods.

 

9. The WSPRITES.CDF has all the hanger sprites removed, and some custom ones added.

 

10. The PIC.CDF file has all the "extra" graphics removed that are not used in the game. This was done to decrease the download by 9 megabytes.

 

 

Also included are the changes made by Knegel and Mr. Jelly in their MP series, many of which are for online play. These include:

 

1. Multiple controllers. You can now add rudder peadls or a seperate throttle to your set up. An example Mr. Jelly used to get rudder pedals working with his joystick:

 

 [CONTROLS]

 Force Feedback=0

 Force Feedback Gain=0

 Flight Sensitivity=0.560000

 Camera Sensitivity=5.000000

 Swap Mouse X=0

 Swap Mouse Y=0

 Windows Joystick=1

 JoystickDeadZone=4

 ============================

 Device Port1=2

 Device Port2=1

 Rudder Device=1

 Throttle Device=2

 Stick Device=2

 

  Device Port1 and Device Port2 define which devices get used. There might be 3 or more. Note: Only the Stick keys of "Device Port1" get used in EAW. If you want to also use

  the stick keys of "Device Port2", this controller needs to use stick control software, which will allow you to assign Keyboard keys to this controller. These assigned keys can then

  be used in EAW.

   

  An example from Knegel: 

 

  "I have a very cheap stick, without software, set up in the EAW.ini to use it as "Device Port1", so the buttons work. Additionally, I have a Logitec WingmanExtreme3dPro.

  With help of the Wingmand Profiler software I am able to assign keyboard buttons to the Stick buttons. Now i can(could) use the buttons of both sticks in EAW."

 

2. The Mousewheel can be used as a throttle by setting Set Throttle Device=0 in the eaw.ini file. This is very handy for those that use mouselook to look around. Now you don't have

  to take your hand off the mouse to adjust the throttle.

 

3. Rearming feature for online play. Just land and move close to a hanger and wait a bit to rearm.

  While waiting for the guns to be rearmed, you can select a loadout (if available for your plane-type) by pressing one of the following keys:

 

 F1 = "Bomb(s) loaded"

 F2 = "Rockets loaded"

 F3 = "Gunpods loaded"

 F4 = "Extra fuel loaded" (only offline)

 F5 = "Torpedo(s) loaded" (only offline)

 BackSpace = "Unloaded"

 

 If you choose a loadout that is not available for your plane, then "Unloaded" is displayed.

 

4. The "Kill Shooter" feature. This keeps people from sniping at you when you spawn in online play. As long as you fly low with your gear down, anyone shooting at you is

  killed instead. This gives you a chance to get into the air before someone can shoot you down.

 

5. Another online feature is that when you drop a bomb, it will no longer appear to stay on the hardpoint. This was a bug in the default game.

 

6. When in Online Multiplayer mode, when a player is using the "Chat" feature, his guns won't shoot.

 

7. You can now join a game already in progress. If it is an air started mission, you can join up to the mission setup screen. At this point you can join in the chat for the game

  and let them know you are there. This makes it easier for a new player to join a game, instead of waiting for a game to end and someone to show up in the chat room. If it

  is a ground started mayhem, you can actually jump right into the game! This works very well for Team Mayhems, as up to 4 Home Bases can be selected. Up to four different 

  plane types can be selected, but by the Host only. An advantage to this is that when a person joins a game, it is a bit random as to your plane type, and adds variety to the 

  game instead of everyone picking the same aircraft. Now , if you arrive a bit late to the game, you can still join in! In addition, if you need to leave the game to make some 

  adjustment to your stick, resolution, graphic quality, or take out the trash, you can rejoin the game when you are ready and not have to wait for another session.

 

8. New "End Mission," "Quit Game," and "Pause" routines for Multiplayer. In the default game, accidentally pushing "Esc" or "Alt Q" would pasue the game for all. This situation 

  is much worse when many people are playing (currnetly up to 16!). So, the "Pause" feature is not available in Multiplayer. To end a mission, you must press and HOLD the 

  "Esc" key for a period of time (time differs depending on the speed of your computer). To quit the game, press and HOLD "Alt Q" for a period of time (again, time differs 

  depending on the speed of your computer). In both cases, a "Yes/No" question will appear.

 

9. An adjusted "Warp" correction. This should prevent the "Stall" bug, where the planes rolled to one direction, then flicked back to the normal flight position.

 

10. The Preflight chat now can be activated and stay "hot." By default we had to activate it every time we sent a message, usually by pressing any key. This was annoying,

  because the you had to press the first key of your message twice - once to activate, then to enter the letter into the chat. Now the chat will stay activated, until you make a 

  "right mouse click." Then it stay deactivated, until you press another key.

 

11. There is now a "War Emergency Power," or "WEP" key. This only work for planes that are modeled with WEP!! The WEP toggle key is the "Throttle 100%" key. To set this 

  key, from the main menu go to Configure game --> Control --> Advanced --> Flight and click on the line that says"Throttle 100%." Then click on the key you want to use.

  When you start a game, WEP is available by default. By pushing "Throttle 100%", you will deactivate it, then the Max Throttle will be reduced to a value where the engine wont 

  overheat in normal flight (if you park on the runway with max throttle, the engine still might overheat). Pushing "Throttle 100%" again will re-enable the maximum possible Throttle.

  This should help you to fly with the best plane performance, without cocking your engine. If you take a look at the rpm, you will see that only a little reduction in throttle is needed to  

  prevent overheating.

 

12. The "computed Gunsight" has been fixed. Before the EAW.28c release some code for this was lost, and it has been re-introduced. The default setting for this is 300 which 

  sets the defelction range to 300 metres. You can try variations.

 

 

For any errors or other issues, please post an inquiry at :

 

 http://simhq.com/forum/ubbthreads.php/forums/85/1/European_Air_War.html

 

I would like to thank the SEAWC Code Group and the Mod Squad for testing, and Mr Jelly and Knegel for their advice and allowing me to add their code.

 

Cheers!

 

Crashin' Jack

December 2009

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