-
Posts
646 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by swambast
-
Hi Umut, hope you're doing well, bud! That's the answer I was expecting, that only the .tfd output has that info but of course it's not "readable" when in that locked format. I'm not sure if there's any other way around this other than to manually create a look-up reference table/file with the needed information. Maybe others have ideas, but unfortunately I'm not expecting a positive outcome on this...so once again I will have to "code my way" through a solution to achieve my desired outcome.
-
Hi all, other than using/referencing the Terrain Editor itself… Is there any known way/ideas on how to determine what terrain tile filename is associated to what target area entry (that’s defined in the _targets.ini file)? Or basically would I have to create a reference look-up? For example: [TargetArea017] Name=Bitburg etc. = GERMANYC1.bmp Thanks for any creative ideas or suggestions...
-
All, thanks for the private messages and emails...I apologize for the delay but real-life demands have had me absolutely buried the past month or so. However, progress is definitely still moving forward! Thought I'd drop in and post a progress report of where things are. This is, by far, the best revision of STT ever and will natively support every Operating System and just about every Thirdwire game...thanks for the kind words and continuing interest.
-
Monty, I hope you are doing well and am humbled by your comments, thank you! You have been a great supporter to me personally and an incredible contributor overall. Rest assured that if you're interested, I've added your name to the user list when the latest version/updates are ready. I'll reach out to you via PM and provide personal help as needed when the time is right; I'm still making slow but steady progress...
-
With the STT re-write underway to natively support Win 7 / Vista and Series 2 titles comes some additional improvements and advanced functionality. As promised, I made some quick videos demonstrating these features (note I did not include sound this time). The coding continues, probably another month or two and it will be there. First Video: On The Fly Additions: Click here to download All Target Entries within the .INI area are checked to determine if they have a corresponding library macro. The library macros are important since they define each objects width/length. If a macro entry is missing during conversion, you can now “on the fly” dynamically and very easily create one to update your library! No more painstakingly copying macros, editing each one’s individual code, etc. STT will now do all of the behind the scenes scripting for you after you simply tell it the dimensions of your object, how you would like to categorize it and other misc. project details. [AB: this one’s for you!] Second Video: STT Fast Convert: Click here to download With the re-write to Win7 comes speed and optimized array handling…WOW! In this example, a new capability I’ve coded allows you to select an area and use STT to fast convert. In the example, an airbase area with 223 entries was selected along with the “STT Fast Convert” option. The result was a conversion that took about 5-6 seconds to complete; it not only created the output file, but merged it back into the source _Targets.ini file, loaded the scenery designer for you and put you right back in front so you can continue your work - VERY NICE!!! Enjoy and thanks for the continued encouragement from all the PMs, emails, etc...! The true genius of efficiency... SS
-
HAWK_HIPIR model?
swambast replied to AGOSTINO's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nice to see this come to life, as back in my Army Days I provided master-level radar/computer support for both the HAWK and PATRIOT Missile Systems... And while the Hawk was renown for its mobility, you would be shocked at how many fixed locations were hidden (I've seen a lot of sites, but never one that had a bunker like that). And I once literally walked through a freakin' tree door to a fire control center below...oops, can't say anything more or someone may come and take me back down there...nooooooooooo! Hmmm, wonder if I have some of my old photos around... -
Merry Christmas Everyone! Guys, I am really sorry for the delay… ...not only is the project still alive and well, it’s completely being overhauled, updated and super charged! I’ve now built in native SF2 series support – working flawlessly between ANSI and UNICODE files, which was a major pain in the a$$. The biggest challenge also has been making this natively Win7/Vista compatible, which requires a huge re-write of the code which is still in progress but about 60% complete. In addition, for a few of my long-time beta users, I have addressed most things on our "wish list" and now it's soon to become our "test list". I’ve got a special surprise coming soon which was by far the most requested feature of the tool (guesses welcome...think "on the fly" object adds...). At the time, it seemed like such a simple request. Once I started delving into it, it was surprisingly complex but now getting close to completion. And another nice update is most of the objects have their width/length dimensions updated, so that scaling and placing of objects is more accurate than ever. Finally, I've made file management immensely better, where you can now create "Favorites", use drag and drop of any files, etc. that basically allows for one-click loading. And by far the most awesome feature of them all, is something I call "Quick Convert." But to fully appreciate it you have to see my quick video I made which I will post in the very near future. Don’t forget that we also have the SOC (STT Object Collection) function built in to the tool, which basically allows you to take any pre-defined target area (imagine an army camp with 100s of objects already placed) and move the entire camp to a new area using a simple drag and drop. The tool has exceeded everything I thought it was capable of doing, so it's just a matter of updating it. As some of the guys know, I also have a special version of the tool we're using for our SF2 Vietnam based project work that is helping out immensely with our terrain work. Finally, for my other projects I’ve been working on something I’ve called the “Swambast Thirdwire Developer’s Notepad.” Honestly, it’s something I wish I had coded years and years ago. I’ve got that just about out of Beta and created a bunch of quick and admittedly lousy videos for the team to show off what it can do (will connect with Dave to share). Admittedly, for quick fix target area work needed, I find myself using this even more that STT at times (and this tool has now recently been made SF2 series compatible). I hope to show off some updated screenshots of the tools soon…until then happy holidays everyone! Steve
-
-
An amazing accomplishment Dave - from one vet to another, congratulations and thanks for all of your years of service! Enjoy the civilian life, but what you will probably miss most is the "vet brotherhood" - nothing quite like it. Welcome to a new chapter in your life...
-
Pain in the neck ATI drivers
swambast replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Fuza, I am thinking about dumping my Nvidia card and going to ATI. I've had a horrific experience with the GTX 460 1024MB PCIe card I bought and Nvidia's driver mess didn't help anything. I currently reverted back to a PNY 9800GT, but feel it's a little sub-par performance and was looking for some feedback on how you enjoy the card now and any suggestions you might have on some ATI cards...thanks if you or others have any feedback to share. -
Sorry Panama Red for the late response - answer is that I truly don't know. I just recently purchased a SF2 Vietnam series title and have not been all that enticed with it right now, especially due to the terrain glitches. However, I thought my rusty memory recalled a few Beta Testers trying this with the series 2 titles successfully, but that is completely unconfirmed. Sorry I can't give you a better answer right now...
-
Greece Tilesets?
swambast replied to SidDogg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
PureBlue's release is going to be worth the wait - knowing his style and approach, you will all be in for a nice treat! -
SFP1Ace, The ones I wanted to try based on my research is the 182.08 - if you could create the .INF that would be great. The Hardware ID for the GTX is 0E22 and the Subsys is 0865196E. Right now I'm using the modified 263.09 for the GTX460s, but they still suck overall (at least on my rig). My Specs: Intel Core2 Quad 9450 (2.66Ghz@1333MhZ FSB), 4GB DDR2-800MHz dual channel SDRAM, 1GB PNY NVIDIA GeForce GTX460, WD VelociRaptor 300GB 10K RPM Hard Drive, Sound Blaster X-Fi XtremeGamer, Windows XP Professional 32-bit
-
Boostjunky - I'll make it simple for ya and would even wager a bet on this one. The problem MOST LIKELY is with the GTX video cards and the 200 series DRIVERS on a multicore system using HDMI connection. For some there are no issues, but for many (myself included) it is very frustrating and disappointing! Not sure you saw this post of mine, but to share again: Well, the conclusion I have reached is with the new GeForce GTX460 graphics card the 260.99 drivers are total crap - but especially with older DirectX9 based games. This has been confirmed in numerous forums as well, and it appears most owners of this card are waiting for a driver update...myself included. With the 8800 series card I had, I was easily in the 50s-60s frame rates no problem at 1920x1080. But this problem is with the new FERMI architecture as it is causing some major problems with older titles resulting in an inappropriate GPU utilization which then adds unnecessary stress/allocation back to the CPU, as implied here: "We still have not yet determined the root cause but looks related to our multi-core optimizations. I expect that the fix will also address the low GPU usage issue as well. We haven't looked into DX10 but once we figure out what is causing this micro-stuttering issue and have a fix, I'll take a look at DX10. It is likely that is related." What the heck were the Nvidia Quality Assurance Testers smoking when they released this driver...??? Well, wanted to post an update just in case others with the GTX460 are experiencing this problem... I have also tried modified .INF files using the 263.09 and even a few hybrids, but none seem to make a difference. However, what DID provide me a temporary fix until Nvidia updates those POS drivers is to cap the frames using a limiter combined with a custom game profile using the Nvidia Control Panel. Time permitting, I would like to explore and test rolling back the drivers to the earliest versions that were created to support the GTX series, which I have not researched yet. Let me know what you might find and I would be happy to lend a hand in the research/testing. Steve
-
Turn off VSynch in Series 1
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey Ed, tried them both Enabled and Disabled along with a bunch of other tweaks/edit tests with little to no significant difference at all, thanks for the idea though. Still thoroughly convinced it's due to the GTX460 and 260.99 driver combo. -
Turn off VSynch in Series 1
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, the conclusion I have reached is with the new GeForce GTX460 graphics card the 260.99 drivers are total crap - especially with older DirectX9 based games. This has been confirmed in numerous forums as well, and it appears most owners of this card are waiting for a driver update...myself included. With the 8800 series card I had, I was easily in the 50s-60s frame rates no problem at 1920x1080. But this problem is with the new FERMI architecture it is causing some major problems with older titles resulting in an inappropriate GPU utilization which then adds unnecessary stress/allocation back to the CPU, as implied here: "We still have not yet determined the root cause but looks related to our multi-core optimizations. I expect that the fix will also address the low GPU usage issue as well. We haven't looked into DX10 but once we figure out what is causing this micro-stuttering issue and have a fix, I'll take a look at DX10. It is likely that is related." What the heck were the Nvidia Quality Assurance Testers smoking when they released this driver...??? Well, wanted to post an update just in case others with the GTX460 are experiencing this problem... -
Turn off VSynch in Series 1
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks Ed...something's still terribly wrong. I'm getting frame rates in the single digits to 20 on a pretty decent rig...it almost seems like VSync settings are NOT overriding the game's settings...it's really strange...and frustrating!!! Intel Core2 Quad 9450 (2.66Ghz@1333MhZ FSB), 4GB DDR2-800MHz dual channel SDRAM, 1GB PNY NVIDIA GeForce GTX460 using the 260.99 drivers, WD VelociRaptor 300GB 10K RPM Hard Drive, Sound Blaster X-Fi XtremeGamer, Windows XP Professional -
Kevin, did you mean have we addressed issues like that below...? :acute: This is from our ReadMe file: Hmmmmmm, we were off to a good start with updating these especially with help from Steffen leading the charge, but we were unaware of all the impacts and which objects were affected. Then, other things took priority... But anyway, yes we actually coded the relative offsets right in each of the very few individual macros we updated, and it was a total pain, but here is an example: So when you place some of the objects we did fix, they already represent their respective offsets... But, in all honestly I can't recall if I updated the translation piece on these macros....but at least from a placement perspective using the FSSC macros they are clearly accounted for. Here in the example below, you can see the centerpoint at 0,0 but the actual macro is displaced 38M to the east, just like it should be... Ah well, it was certainly a good start! Swambast
-
Guys, to respond to the many emails I've received... CombatAce I consider my home turf and so this should not be perceived as some mysterious tool with a secret following. All my updates are exclusively posted only here and I intend to keep it that way. I will go out in the open to say yes, the tool was attempted to be recruited for commercial purposes but at the time I decided against that. Quite frankly, if you are a CombatAce modder or anyone associated with my current project team, you are always given first priority and an open invitation. Other than that, if you're interested in trying the tool out, just drop me a PM and we can go from there on a case-by-case basis. I hope that clears some things up...
