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VonBeerhofen

Fly EAWPRO at the EAW Launchpad

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Visit the EAW Launchpad for online games with EAWPRO, have a chat with like minded or for help and guidance relating to v1.2 derivatives!

Teamspeak server details can be obtained via our (admission free) chatroom as it may change:

http://www.chatzy.com/251310437564

Just leave a message or e-mail adress in our chatroom and we'll get back to you ASAP.


Open all day ,no membership required, professional help or just a chat. And you can also have a look at my latest creations or just visit our screenshot gallery to get an impression of our games!

https://rabartel.home.xs4all.nl/test/Gallery/image/ 

[Linked Image]

VonBeerhofen

http://www.europeanairwar.net

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I'm coming, albeit at a slower pace than I'd like.  Soon.

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  • Similar Content

    • By MarkEAW
      Okay here's the first release of it.
      I forgot to mention in the readme that its hooked for direct input and has a virtual joystick.
      That will allow you to configure the game flight controls to keyboard and cam to mouse.
      (I don't think the virtual Joystick if selected in game will work) Its best to stay with keyboard until you get a physical joystick.
       
      EAWPRO DXWnd Profile
      https://www.mediafire.com/file/sia0o8hby2r44tm/EAWPRO10_(Basic)-DXWnd.zip/file
       
      For this Wrapper Program
      http://sourceforge.net/projects/dxwnd/
       
    • By VonBeerhofen
      A minor adaptation was done to the on line region selection to allow the game a wider choice without having to go through the regions sequentially. Now any region can be set before the game picks a target and transmits the data to the other players. I.e. the routine can directly switch from let's say Channel to Berlin or Normandy or any other region without first going through adjacent choices, resulting in 30 possible choices, where the stock game only has 12 (up and down for 6 regions) . This to better use the resequenced target lists which in most cases are laid out from East to West, whereas Stock EAW uses North to South with overlapping regions already set in the target list. This change can now also select the 'in between targets' in the list, which previously was not possible and therefore often limited the choices available causing the game to regularly default to the failsafe target in each region if you didn't switch through the year selection and forced the game routine to reposition the pointer in the target list due to a changed frontline. At first glance nothing has really changed, the selection still works the same way as always for the host who makes the selection, but the players will receive the region selection upon the game countdown or when the host selects something which also forces transmission. Hope you guys understand what I mean, that it's still simple for anyone to use but more effective, :)
      VonBeerhofen
    • By VonS
      Hello Gents',
       
      I have been investigating the core string and ini files that make up FE2 - primarily to see if multiplayer can be reintroduced. The relevant files can be found in the MenuData.cat and MenuText.cat files of the "Menu" folder of the actual game (not in the user folder for the game).
       
      I managed to restore the "multiplayer" button to the main screen of the game, but it leads nowhere. Also possible to restore was the "network" button under the options settings - but again this led nowhere when you click on it.
       
      It seems that each STR (string?) file requires a corresponding INI (initialization) file to work at all. Most of the files have both components, such as is the case with OPTIONSSCREEN.INI and OPTIONSSCREEN.STR - the ini file contains the relevant buttons, lists, codes, placements, lots of other things too, and the str component file contains the relevant data calls that correspond with what is called for in the ini file.
       
      I was however stumped to find that most of the network sub-option files have the STR component files in place - but ini files for those are all missing, perhaps having been removed by the game designer - or perhaps there is a more obscure way of calling up those string files that I am not aware of with my very limited knowledge of program/app coding.
       
      As an example, the NETWORKCONNECTIONSCREEN.STR file and the NETWORK.STR file - obviously important ones (and it's obvious what they are for) - cannot be called up in game, likely because corresponding ini files for those are missing. Looking through some of those network option str files shows, in some cases, more than 30 or 40 different data calls. I can only imagine then how much time it would take to create corresponding ini files for all of those different data calls in the str files, with all of the relevant buttons, menus, submenus, toggles created in the corresponding ini files - to get mutliplayer up and fully functional in FE2 - a daunting task that while theoretically possible would probably take a good month at least of full-time work on it (and then there is the risk of how stable the setup would be when done).
       
      Those who are inclined to tinker further with multiplayer possibilities in FE2 are advised to look at the main Options.ini file first that's in the user folder for FE2. The multiplayer settings should read as follows to be enabled:
       
      [MultiplayerOptions]
      LobbyLaunched=TRUE
       
      The following should also be toggled but I didn't experiment with correct values:
       
      [Multiplayer]
      Connection=0
      PlayerColor=0
      SessionType=0
      GameType=0
      Password=MyPassword
      MaxPlayers=8
      IPAddress=127.0.0.1
       
      In the OPTIONSCREEN.INI file that should be extracted to your "Menu" folder, the following should be toggled:
       
      [NetworkOptionsButton]
      StickySelection=TRUE
      Active=TRUE
       
      In MAINSCREEN.INI, also to be placed in the "Menu" folder, the following should be toggled:
       
      [MultiplayerHotspot]
      Active=TRUE
      Enabled=TRUE
       
      Also, the following should be modified to look as you see here, from the same file indicated above:
       
      [MissionControl]
      SingleMission=SingleMission
      InstantAction=InstantAction
      Campaign=Campaign
      Multiplayer=Multiplayer
       
      And finally, the relevant STR files that are missing corresponding INI files - or maybe requiring some other kind of call that I'm not aware of, are:
       
      NETWORK.STR
      NETWORKCONNECTIONSCREEN.STR
      MPDOGFIGHTSCREEN.STR
      MPHANGARSCREEN.STR
      MPMISSIONSCREEN.STR
      MULTIPLAYERSTATUS.STR
      PILOTRECORDSCREEN.STR (this one is to enable flight recording in multiplayer)
       
      As far as I can see, it's more feasible to continue improving the single-player side of the game, such as improvements in AI, scenery, also the great plane and skin mods that often come out for FE2. And thanks to all who contribute to this game and make it great. Those interested in pursuing the multiplayer aspect further will hopefully find my post useful. I will not be pursuing this topic further since I don't consider the project to be worthwhile.
       
      Happy flying,
      Von S
       
    • By VonBeerhofen
      Thx to Erik and Stratos a special EAWPRO club was erected where further devellopment of my work can take place without unnecessary interruptions. Anyone is welcome to read it's contents which remains uncensored, but discussions are limited to members only and admittance to the club is exclusively under my control. Ofcourse crticism about EAWPRO can still be posted in the General EAW forum and when possible will be taken to heart. I'm sorry that there is no other way to present my work but it will not hamper further devellopment in any way.
      You can find the club through the forum's main page or by selecting CLUBS in the top from any page in the CA forum or by clicking the picture below:
       
    • By VonBeerhofen
      8 hours to unravel it's R/S secrets and 8 more to tweak the model into a light fleet/escort cariier. From here the model can be turned into any carrier class or split up into a multipart model. As a single 3DZ it can be a moving interdiction target (not landable) as well as a static target in harbours or alongside the coast. This is just a start as the model will be turned into a 100% model and It's texture will be upgraded soon.
      VonBeerhofen

      This picture shows the R/S check of a beached carrier with a few additions already :) The model will be added to PTIV as the new EAWPRO exe has freed a slot for an extra ship.

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