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Everything posted by Creaghorn
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The Sim I used to play before OFF
Creaghorn replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
it's on a good way. we'll get there, i'm sure. what i miss (some more cool features missing yet, comparing rb3d engine and BHAH) is the 2d mission replay tool, telling what happened to whom, with great detail. wolf got hit by guynemer of escX., wolf has oil leak, wolfs aicraft catches fire, wolfs bailing out... dunno the english terms, my rb3d version was german so it was written in german. but the detail and the real names instead of code numbers were great. another thing is the direct outcome of the mission the the outcome of the pilots in the mess. on the other hand, as long as one side wipes out the other side without survivors, i like it as it is now. otherwise every other day you would have a completely exchanged squadron. but if there is a way of regrouping and survivors on both sides of the fight in P4 hopefully, then it would be cool to have a direct impact of the mission outcome to the pilots. -
The Sim I used to play before OFF
Creaghorn replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
red baron 3d with HASP and WFP was the sim i played before OFF. i was aware of p1 and p2, but considered HASP and WFP still better and used it further, and waiting meanwhile for BHAH to be released. -
hi, was wichtig zu erfahren wäre is, wie viele FPS (bilder pro sekunde. siehst du wenn du Z drückst im simulator) hast du im schnitt? ruckelt es zwischendurch? grundsätzlich bei OFF, je höher die auflösung, desto flüssiger läuft es. paradox, aber wahr.
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that would lead to the next question for the devs. since smokepuffs are obviously treated like scenerie objects, would it be possible to fix it or is it coded? or if it is changeable, would it affect FPS? in any case fast moving smokepuffs would increase the horror of them, accurate or not (historically stats say avg.10500 shells for one downed AC, where normal setting seems to fit it quite well). or if not possible, a shorter longlivety of the bursts would at least make the illusion of them zipping by more fast?
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i think speed of the burst is as fast as the scenerie underneath you as far as i can tell from my experience. the higher you are, the slower the scenerie is, the slower the smokepuffs are. if you have a fight in treetop level you're flying through a hell of flakbursts wich are also zipping fast by you.
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here are some alternative stuff from my homebrew. it's posted in mp3 to make it smaller. if you want to use it you have to convert it back to wav and then drop it into C:\Programme\CFSWW1 Over Flanders Fields\campaigns\CampaignData\ShellMusic of course please first backup the custom music. This score is cut together by myself of a Red Baron Soundtrack score. personally i like it very much. Matt Milne's great scores are still there. Since some of his scores are used twice or more in BHAH you will experience it as an addition, not as a replacement. Adagio for strings appears also more than once in BHAH, so this score is also no replacement but and addition. it will appear only when dead/hospitalized/captured. everybody who has seen this WW1 movie knows this song well and it fits perfectly this one is unfortunately only usable for german campaigns. it replaces the school restaurant thingy with a german CO who explains what to do in the mission in a very typical prussian and realistic style. this one appears when beeing in the briefing room that one replaces the "contact clear" thingy for GERMAN campaigns with a partial medley of matt milne's score (hope you're not offended) for the first 25 seconds (average loading time) and then turns into a very realistic startup sequence (usually about the time when theater appears) where your captain explains you something while you're sitting in your crate and you can hear other pilots shouting "anwerfen" and roaring engines etc. lasts all in all 1 minute, about the time when you get airborne. very immersive IMO.
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by the way. maybe i got you wrong, it's supposed to be ingame, itifonhom. first 25 seconds are music. usually after that you find yourself on the runway with your mates. and that's when the startupsequence is supposed to be. while you sit in your cockpit your CO is advising you and the others around you are starting their engines, mechanics yelling etc... both in GERMAN and ALLIED version.
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wow, thanks. i'm just trying to add the immersion . this mod is for campaigns primarily. after loading a sortie the first time after running your rig the loading time is longer and it doesn't fit also. it's perfect for campaigns when going from the second sortie on, when loading time is about 25 seconds +/- . i have more homemade stuff, i think i'll put it into the download section in the next couple days.
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kalimera, did it work, anastasios? if there is some problem, just raise your hand
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as soon as i lose SA or get too low, or find myself alone, i run and climb. it's easy to attack again when finding your mates again or when knowing exactly where the enemy is. but beeing attacked or surprised in a disadvantage or getting into disadvantage because beeing fixated on a target is stupid. period. so as soon as you don't know exactly what's happening around you, run away. the same like standing upright in an open field without knowing where the enemies are who might shoot at you. you should first look for cover and then check what's happening and where everybody is. same rules. never forget your line of retreat. dicta boelcke. the most important rule
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i convert it with nero smart. there are a ton of free converters in the web. i'm not sure, but i think windows media player also can convert it. try it here http://www.computerbild.de/download/Free-Audio-Converter-4210601.html
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Where did Charles Nungesser fly?
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
there are several aces stats screwed up somehow or missing. i corrected the kill list of MvR by myself or added some kill stats of pilots where it was missing. unfortunately some seem to be coded so my project of completeing the aces kills and stats etc. is not possible. voss has none and mannock has the one of albert ball and similar glitches. i hope it's going to be sorted in p4 but it's a lot dry work to do. -
thank you vschoell. please also try out the other music addons in the first and second post. at least for me it adds much of "beeinginthere". especially the briefingroom thing and startupsequence. everytime i start a sortie and this startupsequence begins where you hear the other pilots and engines, i'm almost a bit nervous. it's almost like your mates are alive.
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similar startup sequence with the CO giving advices while engines are roaring and other pilots are shouting "contact" etc. this version is for ALLIED campaigns. i did not replace any of the custom scores in the menu etc. the music appears as an addition, so i hope it's ok for mr. milne and the devs
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you forgot some important part, who's motorcycle is it? it's a chopper, babe. who's chopper ist it? zed's. who's zed? zed's dead baby, zed's dead...
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gimp's sleepin'
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as long as i know it's not a trailer but a complete short movie and that's it. it was just to test this red camera. not to make a whole movie, so don't hold your breath
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wow, absolutely amazing! we should make a sticky with pics of models like that. would be a shame if such masterpieces would get lost into forums nirvana within the days. btw. that looks so damn real, wouldn't be surprised if the model is really flyable with a working engine. wouldn't also be surprised if the little spandau can shoot small bullets
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that's from the series "first dogfighters", wich you also can see in youtube. there is the duel udet vs guynemer, voss vs. the magnificent seven, and this one. but indeed a nice version
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oh no, it's not made by myself. dimus posted it some weeks ago and i tried it. since this mod was made by somebody for Vice City to make the lighting etc. look better, and the guy named in the first line of the ini.file has tweaked it to fit to a flight simulator. this file also works for BHAH, but it was overall too dark and the lighting was too glowing. so i used this file as it is and tweaked it with trial and error to fit as good as it can be in BHAH. i could have only post the lines i changed, but IMO it was better to post the complete content of the ini.file, so one only needs to copy and paste it without the danger of making some wrong. so credit or something not for me, but for the guy who made it work for flight simulators. i just made it fit better for BHAH. there are some added or missing lines comparing the original ini.file to the version of Nick Needham, the dude who made it usable for flight sims. I used Nicks version and just changed some figures in existing lines to make it fit to BHAH. you simply copy the posted content and paste it over the original ini.file. no matter if more or less lines.
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nice pics, morris . welcome back, olham. you have to look at the invalidenfriedhof in berlin, there should be more of them. MvR is buried in Wiesbaden. i visited the grave of Ritter von Röth the other day. he is buried at johannesfriedhof in nürnberg. that's a very beautiful ancient graveyard with lot of famous germans from nürnberg (albrecht dürer, hans sachs, peter henlein etc.)
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my path is xp sp3 path, so maybe you have vista and there it's somewhere else? the main BHAH is where all the skins, all the textures, FM,DM, sound etc. are. if i were you, i would put some keyword into "search" of which i know it's in this main folder, and wait for the results, and then follow the path of the shown result. e.G. search for "OFF.exe" or something like that.
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you should have two files thrown into C:\Programme\CFSWW1 Over Flanders Fields. d3d8.dll and enbseries.ini then you open enbseries.ini with normal text editor and copy my tweak, and paste it over the settings in the enbseries.ini file. that's it. maybe you forgot to put also d3d8.dll into bhaha folder?
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it's an easy to use tool to make the contrast and colors of the scenerie and aircrafts look more real. you can find it here http://www.sendspace.com/file/jcjphh explanation http://www.simforums...s.asp?TID=32482 it's easy to use. you can simply switch it on and off with shift-f12 ingame. i tweaked around and, at least for my gusto, found the perfect setting. so the bright colors are not too bright, and what should be dark, is not too dark. i can recommend this tool to everybody. best thing, you can see specks better. on bright days without haze even up to 8nm. i always found the sim was kind of too bright. with it i have the perfect setting for making it look more like real scenerie. when it's getting dark, with this tool the ground also gets dark. before it was night, but the ground was still illuminated. if anybody wants to try it, just throw the two files into the main bhah folder, like exlained in the link. if don't like it, simply delete it again. there's no installation or deinstallation needed if anybody wants to try my tweak, wich works perfectly for me, simply copy the following and paste it into the "enbseries.ini"-file, overwriting the previous one. start copy here: //GEX Europe ENB Bloom Settings by Nick Needham [PROXY] EnableProxyLibrary=0 InitProxyFunctions=0 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=0 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=0 EnableShaders_3_0=1 UseMRTRendering=0 AdditionalConfigFile=enbseries2.ini [EFFECT] EnableBloom=1 EnableOcclusion=0 EnableReflection=0 EnableMotionblur=0 EnableWater=0 EnableShadow=0 DepthBias=0 EnableDepthOfField=0 [iNPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=16 KeyScreenshot=44 KeyShadow=119 KeyWater=118 KeyShowFPS=106 [REFLECTION] ReflectionPower=60 ChromePower=60 UseCurrentFrameReflection=1 ReflectionQuality=1 ReflectionSourceSpecular=50 ReflectionSourceTFactor=50 UseAdditiveReflection=1 ReflectionDepthBias=0 UseLowResReflection=1 ReflectionSinglePass=1 UseEnvBump=0 EnvBumpAmount=100 EnvBumpOffset=100 ReflectionFlip=0 [bLOOM] BloomPowerDay=0 BloomFadeTime=400 BloomConstantDay=1 BloomQuality=0 BloomScreenLevelDay=30 BloomCurveDay=0 BloomPowerNight=0 BloomConstantNight=0 BloomCurveNight=0 BloomScreenLevelNight=10 BloomAdaptationScreenLevel=24 BloomAdaptationMultiplier=100 BloomAllowOversaturation=1 BloomMaxLimit=100 [sSAO] UseFilter=1 OcclusionQuality=2 FilterQuality=1 DarkeningLevel=15 BrighteningLevel=20 IlluminationLevel=20 AdditiveIlluminationLevel=25 UseAmbientOcclusion=1 UseIndirectLighting=1 FadeDistance=50 UseForAlphaTest=0 UseForAlphaBlend=0 [colorCORRECTION] DarkeningAmountDay=5 ScreenLevelDay=50 ScreenLevelNight=1 DarkeningAmountNight=35 GammaCurveDay=-3 GammaCurveNight=-3 ColorSaturationDay=1 ColorSaturationNight=1 UsePaletteTexture=0 [WATER] UseWaterDeep=0 WaterDeepness=20 WaterQuality=0 [sHADOW] ShadowFadeStart=40 ShadowFadeEnd=80 ShadowAmountDay=50 ShadowAmountNight=40 ShadowScreenLevelDay=40 ShadowScreenLevelNight=30 ShadowQuality=1 UseShadowFilter=0 FilterQuality=2 ShadowBlurRange=30 [ENGINE] ForceAnisotropicFiltering=0 MaxAnisotropy=8 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [MOTIonblur] MotionblurQuality=1 MotionblurVelocity=0 MotionblurRotation=0 [PERPIXELLIGHTING] SpecularColorMin=0 SpecularColorMax=100 SpecularColorMultiplier=100 SpecularGlossinessMin=0 SpecularGlossinessMax=100 SpecularGlossinessMultiplier=100 [DEPTHOFFIELD] DOFQuality=2 DOFNumberOfPasses=1 DOFFocusRange=50 DOFBlurinessRange=10 [PLUGIN] WeatherMod=0 credit belongs to the guy named in the first line, i just tweaked it to fit perfectly to BHAH.
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working on an alternate map
Creaghorn replied to Waldemar Kurtz's topic in WOFF UE/PE - General Discussion
@WK by the way, have you ever considered to go to google maps and zoom it really close and patch the parts together for a large map and fit it to the current map? because then everything should be in good resolution ingame because you saved it zoomed in high resolution. or do i think wrong here?