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Everything posted by Wrench
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loadout.ini syntax
Wrench replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
those statements ONLY work in SF2. It's called "year specific loadout" (we can also do them for specific nations, too) you didn't tell us you were trying to adapt an SF2 mod downhill to a 1stGen you'll have to load the gunpod by hand when the Genie's service years run out -
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Types.ini entries for Geezer's objects
Wrench replied to Heck's topic in Thirdwire - First Eagles 1&2
suggestion: for the various carts, and other non powered vehicles, sometimes the "truck destroyed lod" and 'vehiclefire effect' for the secondary works good! maybe for the privy , "AmmoDumpExplosion" -- yes, pun intended!!! -
oh, I LIKE the cover art!!! sometimes, all it takes is understanding the question, and coming up with a crazy answer!! I"m glad that worked for you Jackson!! Happy Flying!!
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Campaign Building Tutorial location
Wrench replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
yeah, apparently his old site in not longer in existence. We (Dave and I) tried contacting him in April 2015 to try and get his max files for the La9/11, so we could get someone to fix the various issues, but to no avail. sorry it didn't work out! -
loadout.ini syntax
Wrench replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
you can't have both. the gunpod take over the genie station. learn to read data ini station numbering -
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just make sure that the TODs leave room to add targetable "terrain objects". I've found that densley populated TODs make it almost impossible to get "the usual suspects" added to a terrain. but, MAN THEY LOOK GREAT!! (is Quack's city walled??? It looks like battlements around the city's edge!!!!)
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IIRC, Jackson said he was running FE1, on a late model machine If 10 is similar to 7 in "how" it reads the 1stGen games, installling to the C:/ProgaramFiles places it the protected area. What we've found out for SF1 is install the game to the ROOT of the C drive (C:/FirstEagles, for example), and adjust the shortcuts as needed. So, in essence, MOVE the entire game folder (very odd that it's called "WW1", and not FirstEagles) to the root of the C drive, adjust your shortcut and try again. It's a simple experiment, and in the long run should benifit in general game playing. But in all honesty, maybe you should upgrade you FE to FE2 in this later OS
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Campaign Building Tutorial location
Wrench replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I guess Bunyap's site must be gone??? I'll run through my bookmarks and hope that i can find it -
JacksonM: can you post a screenshot of the game folder structure, and where you've placed the various files? something like below --> (mind you, FE2 in Win7) this way, we can visualize what might be off.
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Campaign Building Tutorial location
Wrench replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Odd.... I went right to the post on "Strategic Nodes" -
A note about the SF2 screenshot thread..
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
when it reached 300 pages --which I think is too damn long-- I'll be closing that one down, and starting a brand new one for you all the fill up!! -
How exactly do you define it? As in "anything from 1948 to 1990-ish, about confrontation between the superpowers?" If that's the case, I have to add "Hell and High Water" (the Richard Widmark 1954 submarine one) "Fail Safe", of course - both versions there's one I have vague memories of, from my childhood in the 1960s -- it's about a Soviet invasion of Alaska using "captured" US aircraft, but I've never found out the name or plot line!
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continuing from part 1. Same date, June 200. The lunkhead with his arm in the T-Bird Phantom is me.
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I'll see to it that that NEVER becomes a problem!! That's an issue only if you do something really, really, bad!! You all just keep talking (although, maybe an English translated section might be nice to have for other members having the same problems!. Just saying ... ) or someone writing a tutorial like we have in the SF1/SF2 sections on "Making AI Planes Player Flyable".
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Version
808 downloads
WW2 Europe Terrain for SF2 (aka: EAW Euro) - For SF2, Any & All (*Full-4/5 Merged Reccomended*) This is a rebuild of the WW2 EAW Europe map. It has extensive retargeting and retiling (read: new tiles created, albeit in the original "BN series") In essence, approximatley 98.6% of the terrain and targeting has been revised in some fashion. It has been brought (as much as possible) up to SF2 standards, at the July 2012 patch level. There are, however, some height field issuses that are unresolvable; so End Users are advised to ignore them. All airfield inis, while retaining them original name, have been brought to the most recent patch level, and will generate parked aircraft. If you have the original version, or any of my updated versions, it's suggested you move THAT terrain sub-folder to a storage section, rename it, or delete it from your WW2 ETO mods folder. This version =WILL= completly replace it. In MUCH greater detail... This is a fairly large map, covering Western Europe from the German/Polish border in the east to the Irish Sea in the west, and a far north as York in the UK, and the Bay of Biscay/Alps in the south (including Bordeaux). Several target areas in the farthest S/E region (south of the Italian Alps) have been removed for playability. As can ALWAYS be expected, there =ARE= Easter Eggs scattered across the map. This map makes use of =BOTH= the LimitedNations and AllowedMission statements. There are =NO= CAS or other Ground Attack mission tasking, other than Armed Recon and Anti-Shipping. Strike, of course, for the bombers, remains (exceedingly!) valid. Armed Recon mission are constrained to within approximately 100km of the coastlines (more or less) for BOTH sides. *Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, or be placed in their Real Life locations. Several cities and other physical features (mountains, vallies, coastlines, forests, roads, etc) may also fall into this classification; Some populated places may exist only as "named places" on the map. This was done for historical reasons. Many airfields/airports, some of historical significance, may also be not existant or placed in the Real Life locations due to tiling constraints.* When in-game, you'll see "Europe, WWII" on the terrain selection dropdown window. Some GroundObjects are included (ships mostly); these are the same ones that are in the recently released ETO/MTO Ships pak. When installing, just allow the Overwrite. It's reccomended you unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but =BEFORE= installing. As always, the Notes and Other Nonesense section may make for entertaining reading. Please also read the New Standard Usage Discalimer, as it's been changed slightly to reflect changes in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. Good Hunting! Wrench Kevin Stein -
Having issues with terrains
Wrench replied to Tarnfalk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
maybe it was a jet camel?? Ducted fan??? -
These are the last of them I hope you all liked them!!
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circa June, 2000. Taken with our first digital camera -- the kind that stored the images on a 3.5" floppy!!! (how tech has moved forward). Image quality may not be the best by today's standards, but it's all I gots! enjoy!
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Having issues with terrains
Wrench replied to Tarnfalk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
no, it won't merge with SF2. It's completely seperate. If one wanted to add an FE2 aircraft to SF2, you'll have to do as I did -- extract everything, and move the /*name-of-aircraft- folder with all the inis, lods (including ALL the cockpit pieces), skin maps AND all the necessary decals, sounds, guns, pilots, etc. It's a lot of work -
The rest of part 2 (it should be noted, the critters show were the tour guides and security)