VonBeerhofen
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Everything posted by VonBeerhofen
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Here's it's little brother the fire engine. Texture and model may still undergo some changes as it's still using the previous texture and something tells me this beast should be red, but what do I know about it. VonBeerhofen
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Had a bit of spare time so I decided to design a new seamless water tile for the Italy addon, and here it is! VonBeerhofen
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Finally managed to implement start/stop functions for engines 3 & 4, thanks to two unused entries in the key bindings array. The two keys are actually used elswhere as well to control keyboard throttle up/down (+/-) movement. The rewritten routines do NOT interfere with this behaviour as long as planes don't have engines 3 & 4, so it will still work on single and twin engined planes. The EAW/INI still allows remapping of these keys and I will pprobably adapt their text entries to show the duality of these keys. With the added feature it's not yet clear if more needs to be done in respect to the already adapted engine overheat/damage routines but I think when we test these features in our online games in the Launchpad any negative behaviour will soon surface. Offline I've not seen any anomalous behaviour sofar but it's still early days, so fingers crossed! BTW, if my decrepid computer allows new startup sounds for the Quads will be implemented (already downloaded some). It'll require a bit more memory and I can't really say if my current install can handle much more. Shouldn't be a problem on newer computers with sufficient memory though, so I'll add them anyway. They can be removed from the gamefolder if necessary. VonBeerhofen
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This 100% model was rebuild from scratch and made fully 3D with appropiate troop space and benches, gunmounts, headlights, viewports, sidemounts and proper tracks like in my previous models. In the destroyed version the tracks come off and lie useless on the ground, obviously rendering the object useless. Textures could probly still be improved a little but this is where it stands now. VonBeerhofen
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Acomplete overhaul of the Kubelwagen using every available node in a 3DZ model . Full 3D figures, headlights, windshield, backlights, folded top cover, spare wheel and proper seats and VW dashboard. An alternative skinned version with raised windscreen and mirrors is under devellopment. VonBeerhofen
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This is version 2, still using the previous texture, but I have a set of photographs of a slightly different (earlier? says 1942) model which I might be able to overlay on the texture. If it proofs undoable I might use a camouflage overlay instead. VonBeerhofen
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A pretty tough job due to it's weird angular surfaces. Next to the jeep a very important scouting vehicle which was known to drive as fast forward as it could do backwards to quickly get out of trouble. Not invulnerable though, as the picture shows. VonBeerhofen
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Sofar comes in 3 nationalities, US, German and Japanese with appropiate changes to the model textures. British model is still a work in progress. VonBeerhofen
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Found this in an old FXEXE install and almost forgot it needed just a bit more work because of harddrive issues in the past. A few more details will be added and texture mapping may still change a little. VonBeerhofen
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Hi RiBob, duely noted. Ofcourse I've already read most of that and downloaded lots of pictures. As I wrote before there's still a few things to do to the model. The file has it's own transparent shadow which will work with any terrain set but it was deactivated for the screenshots because the model wasn't in it's original slot. It'll all come together in the end don't worry. VonBeerhofen
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Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Redesigned wheels to dwarf Mr. Jelly even more. VBH : -
8 bit texture in 256 x 256 pixels and fully working R/S: Object may still undergo further enhancements, plenty of room left! VonBeerhofen
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Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
After a few minor texture tweaks for the rivet counters: Plus a little matching Scottish Railway station: VonBeerhofen -
Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Another 100% model, i.e. it can not be further improved as it's using everything a single EAW 3D model can use. A British icon, the Flying Scotsman. VonBeerhofen -
I've been able to activate damage modelling for all planes in EAWPRO. It was very limited for the previously none flyable aircraft but now is on par with all other planes as far as I can tell. In fact these routines were further enhanced by introducing more unpredictable behaviour when planes get damaged and the pilot is not dead (yet). Normally one would need to use an additional randomisation routine to make this happen, but in assembly coding there are many memory locations which already generate a random value which only needs to be read and then can be used at will. Such use will save app. 100 bytes from the game loop, every time a random value is required. and since the game uses this routine about 1000 times speed can be dramattically increased by not using it and just reading the value directly from a memory location, like for instance the stack pointer or Windows clock timer's microseconds. I've used it on numerous other occasions to save speed and space in the program and from here on, or actually from a while back on, I will usie this approach rather then calling on the randomisation routines where possible, after all the results are not any different but it will definately speed up the game a little. VonBeerhofen
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Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Mark, it's a bit more work to add those ledges but it's making it harder to obtain a proper rendering sequence from the R/S calculator. This object has it's own peculiarities which needed solving as it wasn't working right off the bat. That's where a lot of time is spend, on figuring out the problem and finding solutions. It's still not entirely there but I know what the problem is and will fix it, next I'll use the remaining space in the model to add more detail and/or appropiate objects, which should add a little more to the realism aspect. This again depends on how much room my drawing still has to add such items, and may potentially interfere with the R/S calculator again, as every polygon added will change that outcome. There's no need for these additions right now when the object works as it should, and they can always be added at a later stage, it all depends on the energy I have to work further on these things. For now I'm pretty pleased that I am 100% certain that I can solve it's issues given the current situation. VonBeerhofen -
Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Historic building Nr, 2 just got finished and took 5 days to build, fulltime, so people interested in modelling have an idea of the time invested in these. VonBeerhofen -
Filling up those ''ugly' terrain tiles
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
The Italian theatre is slowly getting the right atmosphere. This is the first of two special historic models. VonBeerhofen -
Today EAWPRO broke the 10.000th freed bytes barrier and celebrates 15 years of uninterrupted online flying! Current bytecount: 44.442 bytes changed of which 10.092 were removed from the gameloop by means of optimising code in Assembly language. VonBeerhofen
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Hi Claudio, great to finally meet one of the founders of the EAW modding community. I'm a great admirer of your work and I thank you for the insight you've given me personally with your notes and explanations on the workings of EAW. A big S! to you Sir! VonBeerhofen
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You tell me m8, perhaps they're incapable of creating something themselves. I'm just saying that it's dangerous and irresponsible and that steps have been taken to prevent it, as a service to the EAW community. VonBeerhofen
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Yep, since I have more time now I'm working very hard on implementing code which should prevent irresponsible and unauthorised use of my work. Fact is that anyone hosting a program of which they were not part in it's devellopment and therefore also have no idea how it will behave in a certain environment, are putting their own and other people's computers at risk when hosting it against the author's explicit and multiple warnings. It's a very sad thing that such warnings were taken as a threat. It is inevitable that progress will not stop because of this behaviour and with every step I make the program will get further and further away from anything which relates to v1.2 or even older versions. This is a new game and it works differently, I wish it wasn't like that but it just comes with the territory, like it or not. VonBeerhofen
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Some people may not fully grasp the idea behind EAWPRO so here's an explanation. EAWPRO started life as a pure hack into the EXE's hexadecimal code before the release of any source code and early versions were meant to work with the OAW filemanager. At some point an assembly listing was created, which just happens to be my preferred programming language and with the Source Code in my posession things really began to take off. During the Launchpad's existence many pilots came by to fly with us and for years I tried to help them with installing but due to limited computer knowledge and/or intelligence more and more pilots gave up inspite of my step by step guidance develloped over a period of at least 5 years. We're talking dozens and possibly close to 100 pilots who gave up. So a different approach was needed to allow those pilots an easy way to come on board, which is where the idea behind EAWPRO was borne. A simple means to upgrade to a better version of EAW and compattible with both older and newer operating systems and an unchanged user interface to allow a seamless transition from one to the other. Nothing was changed in the selections or anywhere else which needs further explanations, pictures or manuals as it's all still the same as in v1.2. Inspite of this many enhancements were incorporated which are controlled through the standard user interface and a few less obvious changes were made to the EAW.INI, which when not changed have no real influence on the game's performance. These are like the hidden features which had been present in v1.2 untill they were discovered round 2000. Their default setting is probably best but explanations to these alterations are available on Mark's website. Install instructions do not differ from a v1.2 install other then that the EAWPRO upgrade needs to be added to a clean copy of EAW and you just start the game as you always have. No additional software, choices or regestring Visual Basic components or anything else. You don't have to learn anything extra in order to get the impovements EAWPRO provides. Hence there's no further directions needed other then those which relate to getting the game to work with various operating systems and/or hardware which is the same as for any version of EAW and well described at Mark EAW's website. A short recap, extract the EAWPRO addon into a clean version of EAW and enjoy! EAWPRO is tested to work with computers dating back to the year 2000 and minimum requirements are the same as described in the original EAW manual but a PIV @ 1Ghz, 256MB memory and a 32MB videocard will result in very acceptible framerates due to the optimised assembly code. VonBeerhofen
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Huh? Nothing to add to my comment either, :) VonBeerhofen
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What current environment? This guy is just asking for help and offering his for free ! VonBeerhofen