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DanW

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Everything posted by DanW

  1. Setting up a strike mission on the runway. We need to add some SAM's and ZSU's to defend the airfield. Patrolling the airfield - SAM's, ZSU's and the boss man's truck. A-10's inbound - Stop and shoot. Wing men retaliate.
  2. Remember all work in progress and subject to change. The ground stuff is still raw and very much work in progress. You can assign a loiter time at a way point for aircraft to circle, and well, loiter. enjoy
  3. Work in progress. Please don't give TK any grief. :) Things are subject to change but a little preview can't hurt. I can't answer any questions. Just enjoy.
  4. It's .jpeg compression in the screen shot that is doing that.
  5. You need to make sure you have SF2 Israel or SF2 combo pack installed.
  6. http://thirdwire.com/project_sf2_exp1.htm
  7. Haha, oops! Damn Photoshop text tool :)
  8. More P-51 shots. Work in Progress for Strike Fighters 2 addon.
  9. The P-51 is for the SF2:I Suez addon. The original pics can be found on the thirdwire twitter page. The blue/gold camo scheme will be included as well.
  10. http://en.wikipedia.org/wiki/Suez_Crisis http://bbs.thirdwire.com/phpbb/viewtopic.php?f=10&t=5695
  11. Suez addon is being worked on right now.
  12. The default destroyed lods do have textures with them and you should be able to texture one how ever you like. I can't remember the bitmap file name, but has something to do with destroyed.bmp or something like that. The .tga file is for the base with looks kinda like a crater. There are two parts for FE2 - the 'crater' and the 'carcass' meshes and each has it's separate texture. The crater gets the .tga and the carcass gets the .bmp.
  13. FE2 is just an update of FE for Windows 7 and Vista. It includes the DX10 shaders found in SF2:Israel, bump mapping (which is not a proof of concept), ground wreckage, save mission feature and the Sopwith Strutter AI plane. The bump mapping is on all the planes (obviously player planes have better attention) and it is more noticeable in the game than in screen shots. TK didn't want to overdo the bump mapping, so it is very subtle. I'm sorry, I'm very ill and I don't have time to take more screen shots to convince anyone there is bump mapping :) If you look on the first screen shot, you can see the bump mapping on the engine rivets. WW1 planes aren't going to be as noticeable as say a P-51 Mustang, as the Mustang has a ton of rivets and the bi-planes are covered in fabric. There is no illusion, mystery or hype. As with all the SF2 games, these are cheap updates to the existing games made to work in Windows 7/Vista. TK threw the AI Strutter in at the last minute as a bonus. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=11&t=7352
  14. DirectX 10 Screenshots with new bump mapping and new DirectX 10 shaders. (no bump mapping with Windows XP) Final Release Build
  15. Oops, yeah, it's an addon that requires IAF or SF2:I. :blush2: It won't be part of the SF2:I release but will come sometime after.
  16. It's a stand alone add on. There are new aircraft and other things added to it. So, I wouldn't call it redundant. :)
  17. These re-releases aren't meant to be innovating - that's why they are only $20. They are designed to work with Windows Vista. And there are new features that aren't in the WO* series. And Third Wire is not a "normal" developer. Normal devs have large teams, bigger budgets and take a lot longer to put out titles. You aren't going to get new aircraft in a $20 remake of a game. That's just not economically feasible as the cost to add a new aircraft is pretty staggering when you consider how much detail we just put into the SF2E aircraft.
  18. Yeah, sorry the AV-8A was cut - but nothing to do with political reasons. :( We almost lost all Harriers but I saved the GR1 and GR3. *disclaimer* ex-Air Force wenie here :) *
  19. merged sf2 sf2:v and sf2:e plane list (there is no f-104 - ai only) (av-8a had to be cut unfortunately)
  20. Can't answer that. That's a TK question :)
  21. Hey, no problem. I'm not sure when they will be released, but I'm sure we'll get around to it.
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