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eburger68

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Everything posted by eburger68

  1. Dave: There is something very odd going on here. With the mod you were having problems with a week or so ago, the problem was clearly that the campaign screen hit the '56 campaign because it was first in the list as it loaded the campaign screen elements, and the game immediately went looking for the various player aircraft for that campaign. Of course, it couldn't find most of those player aircraft because they had been removed from that mod. The game then choked, throwing up the error message. The fix was to rename the custom campaign for that mod so that it appeared first in the list. The game had no problem finding the aircraft for the custom campaign. In this case, however, I don't understand why FrankD would have gotten this crash. He had Exp. Pack 2 installed. He should have had all the aircraft that the '56 campaign was looking for, unless the aircraft folders for the new Exp. Pack 2 aircraft did not appear in his mod folder for NF4+. Frank, does your NF4+ mod folder not include the new Exp. Pack 2 aircraft (e.g., F-100A/C, Hunter 1/2, Lightning 1/2/3/53/6)? If it doesn't, that would probably explain your crash. Eric Howes
  2. STORM: First, the mod is uisng a custom Weapondata file (instead of the newer custom folders w/ DATA.INIs) in order to strictly limit the weapons available. The SF2 Weapons Editor most certainly does recognize those weapons. The INI and DAT were built using the SF2 Weapons Editor (which you can do). Are you sure you have the latest versions of that tool? And, yes, the weapons do appear in game. If they didn't, none of the folks who have posted screenshots and videos with weapons clearly working would have been able to, and every player who tested or downloaded the mod would have reported no weapons in game. Second, there isn't a custom SquadronList.ini, but that doesn't matter because squadron level decals in this mod are all custom and not tied to the SquadronList. Third, SF2 can read either Unicode or ANSI perfectly fine. The notion that having all files in Unicode somehow makes the game noticeably faster is a myth, and anyone who reports a speedup from Unicode-only files is only experiencing a placebo effect. Which weapons are failing to appear for you in game? Which unit are you having decal problems with? Also, what patch level are you running at? Eric Howes
  3. Murphy'S: Which ships specifically are not firing missiles? Every single one of those ships was individually tested to ensure that they do fire. And a number of users who have already installed the mod have reported no problem with missile firings. Indeed, their experience has been quite the opposite. Eric Howes
  4. atr_avi8tor: In order to generate missions with moving ships, you'd have to duplicate the ships and give the new versions speeds greater than zero. Eric Howes
  5. atr_avi8tor: I haven't encountered any problems with the Hermes. I will look into it, though. All ships in the terrain are static objects, not moving objects, so you should be able to hit them with Exocets. As for the dates, with Exp. Pack 2 you will need to adjust the allowed dates in your Options.INI. I suggest setting the range 1982-1983, but you're free to set it however you like. The terrain itself is limited to 1982-1983. Eric Howes
  6. Folks: I've put together a quick Hotfix for the issues that have been identified so far. You can download it here: https://netfiles.uiu..._F82_Hotfix.rar ReadMe is included in the above archive. Issues addressed include: - missing/incorrect Sea Harrier decals - bright white Sidewinder rails on Sea Harrier - bug in Sea Harrier DATA.INI - incorrect alignment/decals for UH-1H - minor errors in campaign DATA.INIs - Type_12M not appearing in terrain - wrong model for AR_R-530R The ReadMe's for the "Malvinas Weapons Pack" were inadvertently dropped from the release version. You can download them here: http://www.filefactory.com/file/b4d7008/n/Readme_Pack_de_armas.rar They will be included in the full update version that we eventually release. We do plan to issue a full updated version of the complete mod that will incorporate these fixes and updates as well as fixes for whatever else is reported following this hotfix. If you know of bugs and errors, please report them to me via PM or post them in this thread. Eric Howes
  7. Folks: I've got a question about the "Intelligence" setting in campaigns. Here's a typical example from one of the SF2E campaigns: Experience=50 Morale=100 Supply=80 Intelligence=50 <<<<<<< Two questions: 1. Why do only Force 2 (Enemy) units have Intelligence settings? 2. What does this setting represent? That unit's general intelligence/knowledge about Force 1 (Friendly) units? Or does it represent Force 1's specific intelligence/knowledge of that particular Force 2 (Enemy) unit? Apologies if this question has been answered elsewhere. I couldn't find it through a search. Thanks, Eric Howes
  8. elephant: Thanks, but no need to bother. If you could just PM me the skin changes you made I'll take care of the rest. Eric Howes
  9. 97texan: You wrote: I asked TK to modify that behavior some time ago in the ThirdWire forums. No sooner had I posted a description of the problems this causes for strike and escort missions than several other users jumped into the thread and urged him NOT to change that behavior. They stated that they liked that kind of "aggressive" behavior from wingmen. Much the same thing happened when the trees/clouds rendering issue was first reported to TK in the ThirdWire forums. Several other users jumped in and urged him NOT to bother addessing the issue, as it was one that affected only third-party mods. Lo and behold almost one year later both problems remain unresolved. Very frustrating. Eric Howes
  10. elephant: The problem with the 801 & 809 number decals is that I neglected to replace the numbers.lst with the correct one. 801 & 809 should be using the same numbers.lst as 800. Simply copy the 800's numbers.lst to 801 & 809 -- that should get you the same spread of numbers. As for 800 in campaigns, that's just the way the campaign engine picks the numbers. I could add StartNumber= statements to each squadron in the campaign DATA.INIs, but you'd still see the same numbers being used per player's position in flight. Eric Howes
  11. elephant & X Ray: Just PM me with whatever you have, and I'll take a look. Eric Howes
  12. Slartibartfast: It should alo be mentioned that BBC reporter Brian Hanrahan, who made his name covering the Falklands conflict from the deck of HMS Hermes, recently died. See: Nice Harrier shots in that video, BTW. Eric Howes
  13. TerceraEscuadrilla: Matra530 note? I don't see any separate notes file in your pack for the 530. Eric Howes
  14. TerceraEscuadrilla: I thought it was included. Look like it was overlooked. It will be included in an update. Eric Howes
  15. JonathanRL: Attached is file that should fix that problem. Drop the .INI in \Objects\GroundObject\Type_12M, overwriting the version that's in there. I'm assuming that folks will discover other minor bugs that were missed in testing. Once we accumulate a few of them, we'll post an updated version. Eric Howes Type_12M.zip
  16. JonathanRL: Yeah, not wise to approach the Task Force at any altitude above, say, 500m or you will be taking a swim. Eric Howes
  17. Folks: We've still got a few more surprises up our sleave... Eric Howes
  18. Folks: As Dave noted, it is important to that you go through the ReadMe for this one -- esp. the game play and bug notes. Also, although the ReadMe neglects to mention it, this mod is Exp. Pack 2 compatible. Eric Howes
  19. Paul: Under \Terrains\VietnamSEA & \SouthVietnam (in your Mod Folder) are the directories \Trees_Large and \Trees_Small. Each dir has two .TGA files -- those are the trees. Pick one set (large or small) and drop them in the directory above, overwriting the smaller versions of the same files. Eric Howes
  20. Stary: Actually, he doesn't need to do anything with the .TOD files. The trees were "disappeared" in the SF2V Expansion pack by replacing the tree TGAs with clear TGAs. All he needs to do is copy the tree TGAs from one of the sub-folders within the terrains to the main directory, overwriting the clear tree TGAs. Eric Howes
  21. SFP1Ace: That's odd. Whatever the case, there is a bug here -- too many reports of it from users. Eric Howes
  22. SFP1Ace: I haven't posted anything over at the 3rd Wire forums. Test this on your system and see if you get the same results. If you do, then we should report it. Eric Howes
  23. Paul: If you installed the post-Dec2009 files (I'm assuming you're not running at the Jun2009b patch level or earlier), then you're not seeing tree because they were taken out. The trees were removed because the Dec2009 and later patch levels have a graphics anomaly that causes unsightly effects when viewing the trees through clouds, which is a big problem on this terrain given all the mountains. The ReadMe has a section on this issue. Eric Howes
  24. Murphy'S: If you've upgraded to Exp. Pack 2, then the Water.BMP for the VietnamSEA terrain is already included in the VietnamSEA.CAT file. All you need to do is add the following to the VietnamSEA.INI and SouthVietnam.INI (right under the NationsFile= line): LocationMap=VietnamSEA_Location.bmp WaterMap=VietnamSEA_Water.bmp Eric Howes
  25. SFP1Ace: Folks have been complaining about non-changing weather in campaigns ever since the Jun2010 patch. I've noticed, strangely enough, that if I customize the weather in Single Missions (Create a Mission), any campaign that I start has that particular weather permanently. Thus, for example, if Single Mission weather is set to Broken, I only get Broken in a campaign that I subsequently start. If the Single Mission weather is set to Random, however, then I get changing weather conditions in the campaign. Unfortunately, changing the weather back to Random in the middle of a campaign locked on one weather type doesn't restore random weather conditions to the campaign. Eric Howes
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