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swambast

+MODDER
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Everything posted by swambast

  1. Thanks for the update! So, I guess at this point my question is this: is there any value in performing such an "integrity" check? Even though I have it coded to use an array, obviously this will come with a slight performance hit and if it only impacts a minority of "old" .INIs would it still be valuable? I'd like to hear your opinions, and appreciate the feedback.
  2. Paul, thanks for the prompt reply - I kept double-checking my code and my files and questioning whether it was right - I guess you just confirmed that. That is really an interesting find to me - I wonder if future .INI entries are also incorrect such as in the new SF2V? Would be great is someone could check the new .INIs! Here is the rest of my array error report, and you can clearly see the common trend of where multiple errors are made due to attempting to copy/paste erroneous target area entries: Sequencing Error in TargetArea114: Gia Lam Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea116: Kep Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea117: Khe Phat Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea118: Kien An Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea119: Na Son Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea120: Noi Bai Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea121: Quang To Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea122: Quon Lang Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea123: Vinh Airfield - Last Tgt Object was 050 but was expecting 044 I think I will also post my findings at the Thirdwire forums just to let TK know...and maybe even just use STT to fix all the errors and send him the updated .INI file. I guess he would really appreciate that...?
  3. I am sorry for posting this again, but I everytime I search on the forums I don't get a return...(i.e., "sound" = "No results found for 'sound'."????). Anyway, for the original WOV, what are the sound file format requirements (i.e., 16-bit, mono, etc.). I am trying to make a new "Gear" sound, I can get it into the game, but it does not play the entire length of the .WAV file for some reason...any ideas? Bad format, internal limitation, etc.???
  4. Hmmm, no good on that. Trying to think outside the box on ideas to get the voice chatter to continue persistently without pausing and re-looping, but I'm really running out of ideas fast...has no one been able to solve this? It sure is a lot more difficult than I anticipated...
  5. Thanks as usual Fubar - that explains why the sound "cuts" out and puts an end to that attempt. I originally spliced together two sound files: first the gear sound and then the voice chatter file. My intent was to allow the chatter to continue without being "reset" all the time as happens when assigned to "windloop" or "jetwhine" or whatever. I went so far as to thinking I could assign a "Voice Comm" into the _LoadOut.ini file, and you can turn on the voice comms by "dropping a bomb" etc. but I man, that is getting ridiculously complex and a little over the top. Have any ideas or thoughts on how to solve this one...?
  6. Hi all, I'm flying the F-105D and the amount of damage I am getting while doing some Flak testing over Thai Nguyen is insane. I get hit 8 times by 37mm ZP-39 cannons, and then ripped again 3 times on by 57mm S-68 cannons and then...1 more hit finally takes me down. Huh? I find that is typically the case...how can I adjust the amount of damage the aircraft will sustain? Thanks!
  7. Fubar, you are an incredible wealth of knowledge, thank you for your reply and I appreciate all of your knowledge sharing and support to me and others here. By the way, just installed your updated SAM effects, great work!
  8. Hey thanks Fubar, I was just wondering if you could use a low-poly model and individually plant a couple dozen as objects around the airfield spaces...would that still hit the system too hard? I understand that it couldn't be a total replacement for overall "tree-planting."
  9. Another question on this, but would it be possible to use a .LOD "Tree" file instead of always having to use the Terrain Editor and .LODs?
  10. Alright guys, I'm sorry I've just never been good with math/geometry and my regular knowledgeable resource experts are unavailable right now, so I'm turning to the community for help with some calculations/formulas. I'm trying to determine a formula (based off Pythagorean's Theorem) for calculating displaced center-point object offsets. For example: Inputs: X Offset and Y Offset Coordinates (example: 0,0) X Offset and Y Offset Distance (example: 38,0) means target center actually sits 38M to the East/Right wherever placed, and therefore has a displaced center-point offset of x=38 Target Width (example: 10) Target Height (example: 25) Output Returns: X1/Y1 = 33.00,12.50 X2/Y2 = 43.00,12.50 X3/Y3 = 43.00,-12.50 X4/Y4 = 33.00,-12.50 This is an easy example! Where things get complicated is when the target object has BOTH an X and Y Offset Value. If anyone has strong mathematical and geometry skills and would be willing to help, please send me a Private Message. Thanks for reading. Thanks much, Swambast
  11. Hi ya, need help figuring out what the end values would be a target offset by both the x/y axis so it properly calcs X1/Y1, X2/Y2, X3/Y3 and X4/Y4. And, I believe the first known variable you would have to determine is what the offset value would be using a point of reference (say placing an object in a 0,0 centerpoint using a 50x50 meter dimension)...
  12. Fantastic...but current links are bad (8-26-09): Error: We could not find the file specified
  13. Good Lord Malibu43 and eburger68, this is incredible work! I think you are right on the verge of pushing me over the the edge to get SF2V just to experience your enhancements, they look superb. And now I see the next 2.0 Beta is out...oh man! Congratulations guys!
  14. That is sweeeeeeet Suicidal...keep 'em coming!
  15. Interesting you should say this Julhelm, that is one of the topics Diego and I spoke about previously. In fact, Diego was very, very kind as to grant me for personal use his fantastic sampans. Everyone knows that the Vietnam Rivers were thoroughly congested with river traffic: "Swarms of boats, of all shapes and sizes were bobbing around." I hated the fact that the rivers had one or two white Sampans floating around, and decided to make them more realistic, more busy, more lively. Due to Diego's generosity, here's what I've come up with...Imagine if he would grant us permission to use his incredible "people" - more possibilities and other areas could get a more realistic overhaul, especially the airbases...!
  16. Guys, one of the ways we can pull this all together, and yes I could volunteer to do this, is to create a custom Installer! We could package all the work being done together (e.g., the .LODs, _Type.INI entries, etc.). Then, I could do some custom coding on the Installer and there we go - if it doesn't work out for you, just uninstall. Maybe in the long-term this would be an easy way to bring this altogether...?
  17. Julhelm, what's the upper limit on the PolyCount? What's the preferred range for speed/performance?
  18. SoulFreak, that is an absolutely INCREDIBLE find...great work!!! Don't forget this one too for industrial vehicles located here, and make sure you use the arrows on the right/left side of the pages to naviage: http://dmi.chez-alice.fr/modelstruck1.html You Modders, SoulFreak really hit the motherload! These I think are in Lightwave format and need to be converted, and perhaps appropriately camo-textured, any volunteers willing to step up? Here are some real previews of what is possible...!!! WOW!!! RavenClaw and AmokFloo - GO, GO, GO!!! Thank you for your efforts on this!
  19. Oh my freakin' goodness Wrench...LOL...why is it shameful to be too busy right now for STT due to all of your other constant and incredibly valuable contributions to this community. Lift that head up...and I don't accept your apology because there's nothing to be sorry for. Now...dismissed (LOL)! ...And get back to work on making more incredibly valuable contributions to this community!!!
  20. Guys, I am absolutely GEEKED beyond all belief about this post!!! This is the original reason I created my silly little STT program; to easily place objects and otherwise populate the lifeless airbases. And now that I can get STT to do that, I quickly found there's not a lot of "airbase" and other "junk" objects available (unless you're using YAP). And to see the news of what KillerBee is working on, that is just fantastic! Thank you, thank you and keep it up please...! OK, calling on Diego next! Diego, we previously exchanged some PMs on this, hope it's OK to post here... But with this collaborative effort going on - would you please consider lending a hand here instead (of with my previous "STT custom object requests")? Looks like Tim has a good start on some of the objects. And we know you are the master at "people making" and it looks like that's clearly where we need the most help. If there's anything you could do to support these efforts, it would be greatly appreciated I am sure by all. Also Guys, and I know Wrench probably already knows this, but when Polak left and granted me permission to use his object sets, he mentioned there is a "goldmine of objects" within the Combat Flight Simulator 2 (CFS2) World already available. If fact, I think he said some of the CFS2 guys did the actual conversion of the objects themselves. He said that through the use of some CFS2 and other graphical converters they could "indirectly" get into the Thirdwire game. Now, I don't know all the requirements, but he mentioned something about having to do multiple conversions because ultimately I would need to get someone with 3DSMax to convert the end product to the .LOD file. Honestly, I'm just not that knowledgeable about all the scenery object stuff, but my point is..."Has anyone actually explored this any further? How possible is it to leverage the pre-existing CFS2 objects and somehow see if we can get them converted?" Thanks to all for your efforts, I am really excited about what's to come on this topic! - Swambast P.S. Well, just in case someone out there is willing to take requests, here is what's on my "Wish List" #1: People, people, people! Maybe the way to view the "people objects" might be by "Pose" and then "Type." For example, maybe we could have these types of poses: PEOPLE POSES Walking pose Casual standing pose "Attention" stance Sitting down Sitting down on chair Bending down (like they are unloading cargo/sandbags/weapons/or whatever) Smoking a Cigarette Reaching for something with one arm 2 "people/soliders" next to each other "talking" Soldiers in formation O = (officer/NCO talking to his men) - O is supposed to be in the middle but this forum strips out the spaces O x x x x x x PEOPLE TYPES And the People "Types" might be something like: Fuel Handlers Aircraft Mechanics U.S. Soldier / VietCong Soldier (by camo/uniform type, shirt type, rank, etc.?) Civilians Airfield Ground Guides I think that might help maximize the time/effort, because we should be able to create/apply new skin textures to the desired pose...? What do you guys think - I'm not a scenery or object guy so I honestly don't know how realistic or beneficial this might be...? OBJECT WISH LIST WOODEN LOCKERS for the hanagers (I even have a freeware model somewhere I think that could easily be created) Wooden Desk with documents/paper image on the desk Wooden benches Construction objects!!! - sheets of plywood, scaffolds, pallets stacked with various cargo, etc. Toolboxes Generators Briefing Boards (maybe use the modified "signs" .lod and make bigger?) Wooden Chairs
  21. Hi All, Pertains to all versions I supposed, but just for context I'm running YAP2 (Wings Over Vietnam, patched to v08.30.06). Two quick questions please as I slowly expand my knowledge on the "weapons side": 1) What variables control the visibility range of tracers? I notice after a while the visibility somehow limits the actual distance the tracers go into the sky, as well as the number of tracer patterns being fired from each AAA. That is, the number of AAA displaying tracers is reduced, and so is the actual distance that the tracers fly. 2) What variables control the "wake up" time of each of the AAA? Strangely enough, I've observed that the first-pass through the target area (even if I'm the last strike package), does not seem to expand to include all of the AAA. Only after circling around the target area a few times, do they seem to "wake up" and start opening up. Any ideas on that one? Finally, bonus question, which AAA for WOV is considered most deadly? Thanks, Steve
  22. Stary, that was extremely helpful - I think I'm getting real close to the results I'm after. Can someone provide greater insight into what the variable "MaxLightRange" does?
  23. EricJ, I can confirm that other users have had success with Vista no problem but they were all running the 32-bit version; the 64-bit version of Vista was not tested yet.
  24. STT Brings New Functionality: Quick Add Target Objects to Target.INI Modders, are you: * Tired of manually increasing Target Object Numbers to add Entries into your _Targets.INI files? * Tired of not being sure if the Target Object to include is actually in your Target_Types.ini file? * …and looking for a faster, better way to get this done? Yeah, me too! First off, I have to give special recognition to a Canadian friend ‘Saguanay.’ Based on my understanding; he had requested this feature literally years ago. And also after having this on my radar for a long time now, I’ve FINALLY delivered some “bonus” functionality to STT that I think EVERY Modder might appreciate. I am really excited about this feature so far. It is the ability to quickly and directly add target object entries right into the .INI "real-time" to help save time typing in over and over the next Target # sequence, etc. Just tab on your keyboard, type in the X offset, tab, type in the Y offset, tab, type in the Heading, etc. The other really cool feature is that it can read the Target Objects directly from the _TYPES.INI list - how cool is that, no more guessing to see if a Target Object actually exists there. So, you just drop down the combo box and all of the target types are ready for you to select from... Also, I added the "type ahead" feature that finds the target objects as you type, another time saver – complete with a graphical preview! And beyond all that, you can create customized "My Favorites" combo drop down lists to choose from. So, say for example, you are working on a river or water area. Instead of having to scroll through the entire _Types.INI combo drop down box, I can just click a "My Favorites" option to load up my custom list - in which I've stored only "Harbor and Naval” objects like Sampans, Cargo Ships, Docks, etc.. And, you can have up to three custom "My Favorites Lists"...I really find I use this a lot for quick adds to the .INI. Finally, see it live in action by checking out the latest demo. Please note that for some reason, the demo is all funked up when I use Firefox (my personal preference) – but I have had luck with Internet Explorer no problem. Make sure you scroll down if needed to see the bottom of the screen, or better yet, if you are using Internet Explorer press the F11 key to get a Full Screen View for best results! STT Demo: Quick Add Target Objects to _Target.INI (just click the link above to view) Finally, a special thanks goes out to all my Beta Users. Other than one special person (you know who you are!), this will come as brand new functionality and a new surprise. I am grateful and overwhelmed by the positive support, and as you all know I have an addiction that just keeps STT getting better and better. In fact, as I think about this Quick Add feature alone, I both rely and come to appreciate it even more than I thought I would…anyways, enjoy! Swambast - Proud Developer of the Swambast Target Translator
  25. Guys, just a quick question since I can't test this myself, if you could help it would be appreciated. In the _Targets.INI file when designating a .Heading= is it acceptable to use just a single digit value, such as .Heading=1 or must it be in the format of .Heading=001? Thanks for helping me out.
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