Jump to content

eburger68

MODDER
  • Posts

    1,150
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by eburger68

  1. luk1978: Not sure there's much I can do about the Wessex. The way that model is constructed the center of gravity is 0.3m off center on the y axis and 2.6m on the z-axis (vertical). I tried setting the vertical CoG to 0.0, but all kinds of strange nastiness resulted. Good bug to note, though -- perhaps worth a note in the ReadMe. Eric Howes
  2. Ice Man: The decals have been corrected in the quick fix update that is posted in the file announcement thread. Also, keep in mind that skin folders and decal folders won't exactly match because many of the secondary skins are simply using the same decals as the primary skins. The link you posted to the Argentine Pilots is broken. Do you have a working link? Thanks, Eric Howes
  3. Folks: I've started a topic for proposed fixes and updates for this mod. If you have a bug report, a proposed change, or (even better) files that you can share, please post or share them here: http://combatace.com/topic/61633-sf2-falklands-82-fixes-updates/ Eric Howes
  4. Folks: The initial release of the "Falklands '82 for SF2" seems to have generated a lot of interest. In addition to bug reports, I'm also getting suggestions and submissions from various people for items in the mod that can or ought to be updated. We are planning to release a comprehensive updated version of the mod to incoprorate bug fixes and updated items that we receive. I figured I'd start this thread to serve as a catch-all place where folks can share or upload what they have. So, please, if you have bug reports, suggested updates, or (even better) files that can be used for the comprehensive updated version of the mod, please post and share them in this thread. I cannot promise that every suggestion and submission will be used, but if your submission is quality and you can make a good case for why something or other in the original release ought to be fixed/updated/changed, then there's a good chance we will use it. Thanks, Eric Howes
  5. luk1978: Thanks for reporting that bug, which will be corrected in the planned update. Eric Howes
  6. Siddley: Actually there are infantry units included in the Expansion Pack that are defined as type "Tank." For CAS missions before say, 1968, you should be getting those. Thats' the way it was when we were testing it. CAS missions from 69-72 will definitely give you more tanks. Check your \Objects\GroundObject folder for units named "Squad" or "Soldier" (.e.g, NVASquad, USMCSoldier, etc.). If you don't ee any, there may be a problem with your install. The naming rule that Malibu43 mentioned actually applies only to Anti-Ship missions in SF2V on some patch levels (never could figure out the logic). Eric Howes
  7. dtmdragon: Thanks for the report. The attached ZIP contains fixes for the A-4 nation decals. Drop the included folders in the \Objects\Aircraft directory of your Mods Folder. These fixes will be included in the complete update we have planned. Eric Howes A-4_Decals.zip
  8. Folks: As promised, here are the Weapons in SF2-folderized format: https://netfiles.uiu...F82_Weapons.rar Installation is simple. Delete your current Weapons folder. Unpack, and drop the new Weapon folder in its place. If you encounter bugs or missing items, pleae let me know. This updated Weapons collection will be included in the full updated version of the mod that we are planning to release. Eric Howes
  9. X RAY: Great. Looking forward to them. Eric Howes
  10. STORM: I'll have SF2-folderized verions of the weapons this evening. I am curious as to why the weapons weren't working on your install, though. What patch level are you at? Eric Howes
  11. Folks: I am in the process of doing SF2-style .INIs and DATA.INIs for all the weapons in case there are others who encounter problems with the current weapons format. Should have the set completed by this evening. Eric Howes
  12. SFP1Ace: I don't fully understand it. Thought I did, but this latest case is a bit odd. The strange thing is, I don't experience the problem on WinXP DX9. It affected Dave, thoough, on Windows 7. At least we know what the fix is: rename one of the customized campaigns in the mod so that it appears first in the list of available campaigns. Eric Howes
  13. SFP1Ace: The NF4+ campaign should override the '56 campaign. This is being corrected in the update that we are preparing. But the fact that the NF4+ campaigne4 should take precedence jusst makes this particular crash the more interesting. And Dave' s suggested fix (which apparently worked) had nothing to do with campaigne4. Eric Howes
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..