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GwynO

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Everything posted by GwynO

  1. Supersonic B-2

    Nothing wrong with the article, it's the tagline that is inaccurate, it's a shame because most people who don't know much about this sort of thing will likely remember that alone. Sometimes it's not the journalists that are lazy but the editors.. they care more about selling paper than promoting fact, truth or even opinion.. they would claim their own grandmother smokes crack from a conch shell if only it sells a paper. News values my ass.
  2. Nuke effects are Go! Lexx's Nukes in SFP2 The dust rises highhhh and stays for ages, the last shot is of the first airfield strike on returning some 15 - 20 minutes later !
  3. What Airbase is this?

    At least I tried
  4. And you checked that all the tgas are named properly, and all the elements exist? Everything the main effect ini tells the engine is supposed to happen, such and such element, such and such emitter, such and such material and so on all needs to add up to 1 and everything is now case sensitive it appears. I would be glad to volunteer as a tester for the low end machines if Mr. Starkiewicz needs another hand?
  5. Ok.. new effects ! Excellent!!! I'm on vista with DX 10 also. I think the main issue with the effects has been a combination of naming convention... everything must be precise, and also the addition of the effect section under the weapon data ini. Do the new effects cover multiple sizes of Nuke?
  6. Which nuke effects? I have Lexx's and Stary's working no problems. Are you using EE3?
  7. What Airbase is this?

    Got it now! Wasn't that one involved in a "close shave".. at NAS Barbers Point
  8. What Airbase is this?

    In that case, might I ask.. did the carrier sink?
  9. What Airbase is this?

    Looking up on google shows that VMA-131 Diamondbacks operated Skyhawks out of NASJRB Willow Grove up until 1998, I think that would be about right for the low viz scheme. Prior to 1972 they were based at the Naval Air Station New York in Brooklyn. Is there a prize?
  10. Telemachos for strategic pilot careers, the nuke droppers and so on. Kopis for mostly mud moving, Xiphos for mostly aerial swashbuckling. Used to be Mab for most things and Darogan for the special weapon carriers. Might just reprise the Welsh callsigns for Ndicki's Battle in Britain mod!
  11. It worked as it was posted earlier, but thanks for the heads up! The more I understand about how this works, the better my chances of being able to make my own one day! :biggrin: As we say in the teaching profession, an error is a gift to learning, through analysing what was wrong in this case, I think we all learn't (Edit: see what I mean?? Gwyn's apostrophe poltergeist strikes again) a little more about the way it all works, or is supposed to work! This is the bit that was needed in the data ini of the weapon for that class of Lexx's effects: [KT300Effect] EffectShaderName=twColor1.fx AirBurstEffectName=KT300Effect AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 The other thing was to rename the effect ini KT300Effect.ini rename the name of the effect inside the ini as KT300Effect and add KT300Effect as the effect class in the weapon data ini (WE.177B in this case) So now it's really a very simple matter of adding the text entries where appropriate. Not such a hard job seeing as we only have a few dozen nukes in game, should be doable in a day I added it in notepad, saved and ran the weapon editor, at some point the data was lost. Sometimes I really am convinced there is a ghost in my machine when it comes to TK's games, it's uncanny! 3 laptops and one desktop over the years and this sort of thing has happened many many times, I used to blame defragging, but seriously I think I might have a poltergeist that follows my modded installs. (I'm not really crazy, honest)
  12. YEEEEEEEEEESSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! GET SOME!!!! Now All yor airfields and comms belong to uz!! :biggrin: :biggrin: I am as happy as a pig in a pig orgy!!!!! Now to fix up the rest of them :biggrin: :biggrin: :biggrin:
  13. Could well be, especially now that the engine seems to be case sensitive in such things. I overlooked them at first, thinking wp was for Willie Pete! Same with Lexx's nuke effects having ww in front. I had a look at Lexx's effect inis and they call for tgas that also have the ww addition so I hesitate to rename everything, but possibly we might have to rename the master effect ini, LKT300effect.ini instead of ww-LKT300.ini for example, and likewise in the weapon editor, presumably it needs to state LKT300effect if that is the name of the effect ini we want it to use.
  14. I completely forgot about the elements! Oh dear.... this will take a very, very long time indeed. Thankfully my significant other is in another country, or right now she would be throwing my lametop out of the window. Something tells me it will be a soul destroying process unless.... How about we ask the man himself for some pointers on when to use light or colour? Worth a shot I suppose.
  15. I feel your pain!!! !! ! I have nothing but total respect for you hardcore contributors to the community, I wish there was some easy way to do things like, alt tab out of the game, change what you want and then back in... but alas nooo. However, did you consider this for weapon testing... a fake aircraft, basically just a huuuuge mile long wing with hardpoints all along and a stable fm, nothing fancy, the idea being you could load up like one of each weapon under it, as much as it is long, and that way you can test what shows up a looot quicker? Just an idea from a tired, clapped out mind.
  16. I just tested the nuclear effect included in the SFP2 Ordnance Shop with the lighting effect for all materials, thus: [shockWaveMaterial2] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Shock1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=TRUE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Nflash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeExplosionMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Explosion3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeDustMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=WP_Ndust.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeHitSpikeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=WP_NukeSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial2] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_NFlash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Nothing. Not one flash or puff of smoke. This is what really does my head in about moding/tweaking is that on my weak lametop system, it takes 3-4 minutes to get into game from desktop, anywhere between 5 and 10 minutes at the loading screen and then another 5 minutes or so to close the game back down to desktop all so as to change one line in an ini and get back in and try again. My next guess would be to select all colour fx for those materials, from what little I remember from math at school, where repetition is allowed n = the number of choices (two lines), r = repetition (in this instance 6 materials) and total permutations = n to the power of r.... only another 62 tries left after that. There must be a quicker way. edit: I knew my maths was bad, but not that bad!
  17. You're right KB, apart from the chaff ([ChaffMaterial2] EffectShaderName=effectChaff.fx), only those lines are used again and again. So it's a case of some trial and a lot of error I guess! I wish there weren't so many possible permutations, only two lines to choose for each material but hundreds of materials to test.. this will be a long week.
  18. Sir...........

    He's an Asshole, sir.
  19. Happy Birthday Florian

    And many returns of the day!
  20. Readme for standalone install of SFP2 only, do not apply over merged install!: ================= Strike Fighters 2 Readme File ================= ----------------- Table of Contents ----------------- 1. Update Notes 2. Troubleshooting 3. Contacting Customer Support --------------- 1. Update Notes --------------- This patch is for stand-alone Strike Fighters 2 install only. If you have Strike Fighters 2 Vietnam merged with Strike Fighters 2, do not apply this patch, apply the Strike Fighters 2 Vietnam patch instead. If you have installed any mods to the game, please check the list of updated files to see any data files you've extracted have been changed. You must manually delete and/or updated these files, or the patched game may not run correctly. List of changes in this Update include: May 2009 -------- * Brings the game up to the same code level as Strike Fighters 2 Vietnam. * The installer updates DirectX correctly now. * Screenshot format can now be selected by editing Options.INI, supported formats are: BMP, JPG and PNG. * ECM pods are added to default loadout for later model F-4s. * F-4D (67)'s RWR not displaying correctly is fixed. * F-4E's radar now have additional range setting of 5 nm. * Squadron pilots roster screen not showing the number of missions flown is fixed. * New updated cockpit model for F-100D is included. * F-100D is separated into two sub-versions, original (56) and (64) versions. Original 1956 version lacks centerline pylon and other armament options. Feb 2009 -------- * Mach indicator on F-4 cockpits not moving past M1.1 is fixed. * Joystick settings is less likely to be lost even if the joystick is unplugged. * Screenshots are now saved in .JPG format. * F-4C (67) cockpit air threat indicator always being ON is fixed. * A-4B and C altimeter not working is fixed. * Some of the new 3d models for weapons not showing up is fixed. * Missing Sidewinder rails textures on A-4 is fixed. * One of the F-4D/E (75)'s decoy dispensers not working is fixed. * Create New Pilot pop-up dialog now displays correctly. * F-4E (72) and (75)'s service entry dates have been corrected. * "Desert Fury" campaign having wrong start dates for USN and USMC squadrons have been fixed. * Font sizes have been adjusted to fit better on different resolutions. * Some of the campaign CTD have been fixed. * Aircraft prices when playing Mercenary campaign have been adjusted to better account for small differences in their ECM capabilities. * Starting weapons supply has been increased for Mercenary campaigns. * The game no longer searchs for decals outside Decals folder, all decals must now be placed under Objects\Decals folder. * A-4 and F-100 drop tanks have been added to the external models so they use individual texture set. ------------------ 2. Troubleshooting ------------------ Troubleshooting Tips Before installing the game, please try the following: - Close all other applications. - Verify that your system meets the minimum system requirements. If you are experiencing difficulties in getting the game to run, please try the following solutions: - Obtain the latest drivers for your video and sound card. - Obtain the latest version of Direct X from: http://www.microsoft.com/downloads/details...6A-9B6652CD92A3 - Install the latest update for your game from: http://www.thirdwire.com/downloads_sf2.htm - Run scandisk and defragment your drive. ------------------------------ 3. Contacting Customer Support ------------------------------ To obtain further technical assistance regarding this product, please send an e-mail to: support@thirdwire.com. Please be sure to include the following information in your e-mail: · Processor type and speed · Operating System version · Memory (RAM) · DirectX Version · Video Card type · Error messages encountered and where/when you saw them. Or visit our forums at http://bbs.thirdwire.com/phpBB/ and leave us a message. For all other comments or suggestions, you can contact us by sending an e-mail to: info@thirdwire.com --
  21. Readme for May 2009 patch SFP2V standalone install or merged install only: ========================= Strike Fighters 2 Vietnam Readme File ========================= ----------------- Table of Contents ----------------- 1. Update Notes 2. Troubleshooting 3. Contacting Customer Support --------------- 1. Update Notes --------------- This patch is for Strike Fighters 2 Vietnam, and it works on both stand-alone install and merged install with Strike Fighters 2. If you have installed any mods to the game, please check the list of updated files to see any data files you've extracted have been changed. You must manually delete and/or updated these files, or the patched game may not run correctly. List of changes in this Update include: May 2009 -------- * Screenshot format can now be selected by editing Options.INI, supported formats are: BMP, JPG and PNG. * The installer updates DirectX correctly now. * Original Strike Fighters 2 missions are no longer listed on Load Mission Screen unless the game is merged with Strike Fighters 2. * Fixes problem where the original Strike Fighters 2 would no longer start on some merged install configuration. * Later versions of A-7B/C with updated TF-30-P-408 engine are added. Apr 2009b --------- * 3d model for Mk 84 bomb not displaying is fixed. * F-105D tail hook not being animated is fixed. * Internal ECM and chaff dispenser are removed from A-7D. * Damage textures on A-1 not appearing correctly is fixed. * Serial numbers and squadron decals for A-7D are added. * A-4F assigned wrong engine data is fixed. * ECM pods are added to default loadout for later model F-4s. * F-4D (67)'s RWR not displaying correctly is fixed. * F-4E's radar now have additional range setting of 5 nm. * Bridge spans not aligned in height is fixed. * Hull number decals not showing up on aircraft carrier is fixed. * Squadron pilots roster screen not showing the number of missions flown is fixed. * Campaign missions always attacking the same runway is fixed. * Campaign end screen not displaying correctly is fixed. ------------------ 2. Troubleshooting ------------------ Troubleshooting Tips Before installing the game, please try the following: - Close all other applications. - Verify that your system meets the minimum system requirements. If you are experiencing difficulties in getting the game to run, please try the following solutions: - Obtain the latest drivers for your video and sound card. - Obtain the latest version of Direct X from: http://www.microsoft.com/downloads/details...6A-9B6652CD92A3 - Install the latest update for your game from: http://www.thirdwire.com/downloads_sf2.htm - Run scandisk and defragment your drive. ------------------------------ 3. Contacting Customer Support ------------------------------ To obtain further technical assistance regarding this product, please send an e-mail to: support@thirdwire.com. Please be sure to include the following information in your e-mail: · Processor type and speed · Operating System version · Memory (RAM) · DirectX Version · Video Card type · Error messages encountered and where/when you saw them. Or visit our forums at http://bbs.thirdwire.com/phpBB/ and leave us a message. For all other comments or suggestions, you can contact us by sending an e-mail to: info@thirdwire.com --
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