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gerwin

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Everything posted by gerwin

  1. SMALL UPDATE: CatPack V1.11 works properly when Cat files are in folders that have their 'archive' flag set. This seems to be the case with the SF2 objects folder. This should fix the "Error: cannot create subfolder" issue.
  2. here is the december 2009 A-10 data for you. I tried the upgraded SF2+SF2E today, it runs better then I expected and remembered. My system is just Direct-X v9. About the same amount of FPS as the original series that I normally use. No glitches either. (Did require me to install the included Direct-X version, otherwise it would not run properly) There is a blue skin for the Mirage III now, I never noticed it before? Oh and silverbolt, I can much agree with your signature. a10.zip
  3. Today I spent way to much time tweaking some of CA stary's ground explosion effects to my liking. To give them some real kick and and a look that seems real to me. For one I added a shockwave on impact. But I changed many other things. Feel free to try them out. Only Medium+Small Bomb+Rocket are 'finished' at the moment. exp.zip
  4. I don't mind it at all, it is good to see it used. :) Do note that it is CA_Stary's work too. Attached the latest version which also includes a revised Large bomb ground explosion (Mk83 etc.), much improved over its original state as it contained a few oddities. Still pending are the air explosions, maybe a 'verylargebomb' explosion (Mk84), and a proper readme file. exp.zip
  5. Not sure exactly what you want, but maybe this is an interesting option. I used the mod on this website to create a F-104S from the stock F-104G: http://12packproductions.com/JetZ/starfighters.html It changes the data ini file and adds extra pylons.
  6. Glad you like it so far, it is meant to be an improvement after all :) (I don't know if I can find the time to work on it again in the coming weeks though.)
  7. I have worked a little more on the explosion effects, Still just the Medium+Small Bomb+Rocket ground explosions. The effects are now better suited for a game that has the effects option set to 'high' instead of medium. The previous version was only tested on 'medium' which gives a different smoke pile after the blast. Also I worked with the table effect settings a bit, but at firts I thought the table time entries where in seconds, whilst they are in percentages. (time=1.0 means the end of the lifetime of a particle, not 1 second) I really need to tweak the large bombs too (Mk83/Mk84) because the ones in stary's DS pack give me lag. And then there are air-explosions too, but I don't know yet when these occur. Are there any relevant effects tutorials on the Knowledge Base, I could not find any? exp.zip
  8. Allright then, if you really insist: google "Deuces_WOV_terrain.zip" and it will come to you.
  9. Glad I can help You should have the tree-mod in you mailbox now. I Have not stored the tileset unfortunately.
  10. I tried deuces WoV tiles once, it was quite good, but I still preferred the stock tiles. I did however like deuces tree mod as it is frame rate friendly and also fits the stock VietnamSEA tiles. So I have been using that one ever since. I can share deuces tree mod if you care for it.
  11. About my tool, I am sorry to hear it did not behave well on your system. The v0.2 has not given me any issues though, so I will keep using it myself as long as it seemingly works. What I see is that all kinds of missions are generated, also armed recon, and a certain amount of MiGs remain present. so that is fun. I am surprised to read this. So you think more ground targets made the difference, whilst the previous suspect was the lack of a ground war. Yet it is not really fair to judge this when all MiGs are destroyed for the big part of the campaign, because that would be very similar to Malibu's somewhat undesirable fix. What I saw was that the Noi Bai bug happens when MiGs were alive and stationed at that airfield. In any case some additional target areas are very welcome, the amount of stock targets is quite limited according to your counting.
  12. That looks good. I played the original USNF campaign years ago, good memories indeed. Here is some inspirational material for Baltika and anyone else. Notice how small the map actually was in USNF. Free Image Hosting by ImageBam.com
  13. Eric, I am very interested in your results!, and sure all I have to do is read the above. But I won't have time to do so until tomorrow...
  14. AFAIK All 2008 patched games support a mercenary side. Obviously you would need to edit the campaign and also add an image file: menu\LoadoutMercPad.bmp [290x315]
  15. Past days I have been modding Wings over Vietnam a little, somewhat for my own interest. One of the mods consists of Planning Maps for WOV with political borders. How is something like this installed in the case of SF2V? I don't have SF2V myself you see. Maybe the procedure of creating borders would add something to other Terrain mods? For now I put things here: wov_maps.zip (rapidshare, 10 downloads only!?) Another WoV mod I have been wasting my time on is here: WOV Campaign fix I do not think it has been tested enough to release it. And looking a the download counter; not many people seem to need it anyways.
  16. Noticed that too. The political borders are a very accurate overlay in relation to the coastlines though. It is the airfield placement that has been off from the start. That is just how the WoV Terrain was made by TK/Third Wire. I wonder why? It is easy to move the airfield on the planning map now, but then it would have to be moved in the actual terrain as well, which is difficult. Reminds me of that one time I played Il-2 sturmovik FB. And the campaign took place around Berlin 1945. I wondered where an important river, the Oder, was in the terrain... There were lots of fantasy rivers, but no oder.
  17. Did about 5 to 10 missions for about 3 different campaigns each. As it is now you can be assigned airfield attack related missions, but also targeted are bridges, sampans, oil depots and truck convoys etc. All seems very random. (When continuing a campaign after selecting 'restore dll to its original form' the Noi Bai issue is back immediately)
  18. Okay, this is a new patch (v0.2). It changes only one entry in campaign.dll and that makes the difference. I have had no stability problems in about 4 hours of testing. I also put my campaign datafile in the zip file, but it is not required. Campaign_Fix.zip
  19. Hmm, Allthough the generated missions are looking good with the modified dll, I did get some lockups in the game. That is not nice.
  20. that sounds plausible, Considering TK's recent clarification on the subject: He changed the campaign engine for SF2V. Now that is something we cannot do ourselves... Or is it? we can transplant certain '06 or SF2V dll files to WOV '08. I had bad experiences with doing so earlier, but '06 MissionManager.dll seems to work in a '08 WOV... If that is the right dll to swap? anyways, I have to take a break on this as I have to attend to some other things now.
  21. Yes, it seems so. It even disregards the focusarea variables after some missions. But I was thinking that when the SFP1, WOV and WOI campaigns work, what keeps a certain WOV campaign from working with the same binaries (.exe's/.dll's)?
  22. Thanks for clearing that up. Now I tried the campaign a little further, and unfortunately the Airfield attack priority showed up again... So I have to take back the announcement that it was fixed. :( I wonder what the AirOffensive[] variables do exactly? I tried AirOffensive[].FocusArea=Vinh for all entries, that kinda worked...
  23. Thanks for the info, I understand you speak as one of the developers of the SF2V fixpack / expansion pack. That 'fresh supply of migs' idea crossed my mind too. One downside is that a player downing a lot of migs will not get the logical reward, being less migs in the sky. I don't know wheter I will make further tweaks to this campaign in the days ahead, or wheter I will playtest it further. The idea that the campaign was broken annoyed me, so with that fixed I am quite content again. I do have two 'base screens' for WOV that I might upload. Earlier I added DEUCES Treemod, plus I changed the targets file to have less SAM sites as it slowed things down. Besides that my WOV game is in its original state. I have now idea what changed with the terrains since SF2V. I think I saw someting suggesting that there are maps of north and south Vietnam indiviually?
  24. I tested it some more, the AirOffensive[] lines made most of the difference. So yes, AFAIK the campaign is fixed now. but I haven't played an entire campaign through yet, to test it. Attached is a fixed campaing ini for WOV patched to the 2008 version. All changes made are commented. The SF2V campaign file has another difference, instead of upgrading VPAF units to a new aircraft, it often disbands a unit at a certain date, then creates a new one a day later. This has not been copied over, as I don't understand the reason for this. wovcamprt_data.zip
  25. Just been messing around with this WOV campaign bug for a few hours, now I was about to give up, and to get me some sleep. But in a final attempt I pasted in this header from the SF2V fixpack INI, and suddenly I had enemy aircraft in combination with target variation! I kinda fear I am just confused now, so if someone else can verify this?
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