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PureBlue

+MODDER
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Everything posted by PureBlue

  1. And a shameless plug from me: Yesilkoy, small military airfield next to the busy Ataturk Airport. With a very short runway. (around 1200 meters in game, should be 2000!)
  2. Good decision by TK to implement an option
  3. Ok here's how I got it setup: Firstly, I don't use the Program Files folder. I got all my games in C:\GAMEZ So I start off with installing SF2, SF2V, etc. in proper order to get a full merged Jan2011 game. These go in C:\GAMEZ\Strke Fighters 2 Be carefull you must have the older patched setup files from TW. Not the newly packaged May2011 installation files. Then I rename C:\GAMEZ\Strike Fighters 2 to something like SF2.Jan2011. This will be our Jan2011 patched core game folder. NEXT, I start from scracth and install the games from May2011 setup files. Again these will be installed in C:\GAMEZ\Strike Fighters 2 And this will be our May2011 patched core game folder. Now here how I deal with the Mod Folders. I put my various mod folders in C:\GAMEZ\SF2MODS Then start replicating and installing various full mods under this. (Example: C:\GAMEZ\SF2MODS\Falklands) Mdify the respective options.ini files inside my sf2mods to point here, and it all works good. Only catch is, If I run a MOD using a Jan2011 patched game exe, then return and run a MOD from May2011 exe, some of the MOD files might be overwrriten by the game. The game for some reason, goes out and extracts the stock aircraft.ini files on top of your MOD folder.. There's a workaround, by renaming your MOD folder once, after a switch from running the different Patched Core gane file. In summary, it's not easy to setup and maintain. But it's possible. I don't enjoy it, unfortunately the latest patch has pushed me to keep them like this for a while..
  4. Keeps getting better, great work mate
  5. I think I'll stay with the previous patch. With DetailMeshSize=12. Giving 3 times more draw distance, with little or no performance penalty. And I don't get any more z-buffer issues then the May2011 patch... TK's stated reasons for the change, make no sense to me at all.
  6. not all terrains will need it.. use find-replace function of notepad, to get it done in 2 seconds.
  7. It's pretty scandalous by TK, taking away the features that are already implemented in the engine. And continuing the trend to set hardcoded boundaries to our options.. :suicide2:
  8. Yeah, what a bummer There's of course a way to get back the tod effects of the previous versions: EDIT: NO, I take that back. This only gives previous version minus 2km of view distance!! For trees: Copy the file TERALPHAOBJECT.FX to your respective terrain folder. (And make this is used in the terrain's _data.ini Comment out the following lines: float fade_with_distance(float FadeDist) { float fade_alpha = 1.0; const float fd = FadeDist - g_FadeDistance.x; //if (fd > 0.0) //{ // fade_alpha = clamp(0.0, 1.0, 1.0 - (fd * g_FadeDistance.z)); //} return (fade_alpha); }
  9. Anybody desiring the extension of building/tree fading distance, might want to express opinions on TW's board: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=9&t=8372&p=51931#p51931 or here: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&p=51958#p51958
  10. Looking beautiful as usual Paul Can you give a rundown on the new skin features? What else has improved other than the decal numbering mathematics and new bump maps.
  11. @ianh: hands on bomb damage assessment
  12. I'd be glad to be wrong on this Wrench.. I've tried it many times, a ship via the targets.ini will not register on my RWR. Just now, i put in the new Ticonderoga class and flew on top with a TEWS capable aircraft... Got shotdown with a missile from the cruiser, no search radar or lock warning even came up on my RWR. Are you definitely positive on this?
  13. Design docs say only standard material type is supported. 1. Material Type The only material type recognized by the exporter is the Standard Type.
  14. Nothing wrong on your end, unfortunately it's been like this quite a while.. Any object inserted using targets.ini, that has radar, (eg. specifically defined sam objects and ships), won't emit radar signals (at least they won't be registered on your RWR) On the other hand, inserting these into the mission using the Mission Editor, they will work as expected.. Which is not a solution but at least they work in custom missions...
  15. Just checked, no problems w/ decals on the Netz Win7 full merged SF2EXP2 may11 None of your aircraft have decals? Try downloading the latest Game Packages (for example May2011_setups of SF2I etc..
  16. LOL! This cracked me up It's never too late Lexx..
  17. File not found Edit: Fixed, downloading
  18. Could've been a flight tasked w/ TRANSPORT. Not sure about Single Missions, but Campaign missions regularly contain these.. Or if you're running the latest May11 patch, it might be something new from TK.
  19. Yes, great idea. It would be pretty deadly on a seperate vehicle defined as MOBILE_AAA
  20. Can anybody extract ObjectData002? The Utility says 'none of the files in cat2 can be extracted'
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