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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:


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!


[Linked Image]



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  • Similar Content

    • By VonBeerhofen
      Since the work on EAWPRO is a continuous effort I've decided an interim upgrade would be nice. Those who've kept their game updated can simply extract the upgrade into their EAWPRO gamefolder, allow overwrites and it should be good to go.
      Older installs will require the latest release version on top of an official Microprose version 1.x after which the new upgrade can be added the same way as above.
      The upgrade is available here:
      Some appetizing pics:

      Enjoy and have a nice X-Mas
    • By VonBeerhofen
      It's come to my attention that the parachutist's 3D model was inadvertently removed from it's 3D.FXE archive, hence I've uploaded the model to my FTP site so it can be easily extracted into your EAWPRO folder (where the EAW.EXE resides) to fix the problem.
      The file is available here:
      Sorry for any inconveniences,
    • By VonBeerhofen
      A small example of the differences between the stock effects and the ones used in EAWPRO.
      This drawing shows the stock effects in the left picture and one of EAWPRO's effects in the right one. As you can see there are 9 different animations in the stock drawing, the bright colored squares are used for the tracers, one square for each calibre, and only 4 frames are available for fires. All other animations use 8 frames.

      EAWPRO uses an entire texture for it's 16 frames per effect and besides the longer and hires animations another advantage is that the drawing's color palette is individual to each effect drawing and is therefore much more realistic, whereas the 8 stock effects have to share those colors in a single texture. EAWPRO also uses 8 calibre colors with the option to use 16, as apposed to just 4, I just can't think of any weapons to use the remaining 8 colors.

      Furthermore EAWPRO uses 16+ of such Hires effects drawings but each effect can also borrow frames from the other effects drawings, which with certain animations allows a selection out of 16 x 16 = 256 frames. I hope you understand that this approach allows all effects to be swapped freely with another by simply renaming the texture file or .SPT filename. The same goes for their TRA (transparency) counterparts.

      I hope this explains why swapping Sprite Tables or changing them isn't as usefull as one thinks, after all each animation is linked to some action in the game and the routines for these had to be completely rewritten in order to make this work and it's not just a swap in the Sprite Table, that won't work at all since the used animations are defined in their own specific routines which control their actions.

    • By VonBeerhofen
      I made a few minor changes  to EAWPRO's contrails which will benefit framerates, especially when large numbers of planes are battling it out. A Glide issue with the trails was also fixed and will be available with the next release of EAWPRO. A temporary fix has been uploaded to my FTP which restores full functionality but doesn't yet use the new improved version. Just overwrite your EAW.EXE  in your EAWPRO gamefolder with this version:
      Mark if possible you can do the same thing with the download version at Mediafire, it would save me from having to construct a new .ZIP.
      These are how it will look with the next release:

    • By VonBeerhofen
      With the added 5 gun calibres came the need to display their tracers differently and this is how they look now:


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