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VonBeerhofen

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Everything posted by VonBeerhofen

  1. Why are people using the names of my addons?

    Honoustly I don't see what a timefactor has to do with it Mark, SPAW started it's life in 2008 and I think it's by no means finished when objects are still flawed due to not working R/S issues. EAWPRO is also not finished and judging by the pictures I see I think v1.60 is also not finished, and both started life around 2005. It's questionable if any of it ever gets finished, I mean I have enough ideas written down for another 100 years of work and time is running out. Develloping isn't about finishing things, it's about taking it as far as you possibly can, following your own intended path and having fun while you're keeping yourself occupied with a hobby which got out of hands. When that hobby gives 5 minutes of fun to others for no charge whatsoever then I think it's mission accomplished but it's not where it ends unless you decide to give up on it. Even then it's not defeat, when it survived for so long I'd call it a great success, no matter what some people think of it. Dang I just followed you down the same road, :) VonBeerhofen
  2. Why are people using the names of my addons?

    No attack has been made, I'm only asking questions and the answers are unsatisfactory and unrelated to the questions about the dangers of cross contamination. All I read is that it's been done because there's no law which prohibits the use of these names but that's by no means a legitimate justification for it. Whatever else is said has no bearing on the subject and has been dealt with on numerous occasions. EAWPRO is just another addon for EAW, just like all the other addons Mr. Jelly copied. How good it is is not for you or Mr. Jelly to decide, that task lies with the EAW community. Nothing can mimic the addon with it's 50.000 changed bytes, not without knowing how it works and that knowledge is not shared. So stop playing the inferiority card, you don't have a clue what I've created, not even when you've played it. Even a good programmer would need 10 years to figure it out. Inferiority can be seen in screenshots when planes or ships are missing 1/2 their parts or have them in the wrong spots, or when pilotmaps have no detail whatsoever. Yes the creation of a good piece of work is very timeconsuming and no the Final Cut has only been about 3 or 4 years in devellopment, EAWPRO is the part which people can play untill it gets finished. The fact that Mr. Jelly doesn't want to fly EAWPRO is of no consequence to anyone, I don't want to fly his version either but that doesn't mean others should do as I do. The fact remains that using the names of other people's addons for something which isn't in any way related is irresponsible and dangerous and may lead to cross contimination of files between versions. And yes that's an attack on irresponsibillity and a few other behavioural things. VonBeerhofen BTW I don't care in which sandbox people play but I do care when people are telling others not to play in mine.
  3. Why are people using the names of my addons?

    Nothing you say adresses the possible cross contamination between different addons with the same name in different environments. You seem to downplay the power of EAWPRO with another version but it's not the subject of this thread. Fact is that the EAWPRO theatre is NOT called EAWPRO theatre but it's called Battle over the Reich and it's been devellopped specifically for EAWPRO. Without EAWPRO it is a poor facsimile of the real thing but as I said that's not the point. The point is that the names of my addons are being used in other versions and that's something I have not ever witnessed in 20 years of playing this game. As I said it's dangerous to name addons so that possible cross contamination becomes possible, so let's concentrate on that fact. How AFB had to be named doesn't alter the fact that you released an addon with the same name which forced me to change it and now it's happening again, why? What are you trying to accomplish with this? VonBeerhofen BTW, I did test the 1.28 versions on my computer and informed you they weren't working but that's a long time ago and has nothing to do with the subject.
  4. 100% Deuce and a half

    Not sure if it's an improvement but I opened the driver's cabin as I think was intended with the original design. Wish I could do more with the model but there's no more space with EAW's game engine untill the 3DZ format can be altered (not impossible!) VonBeerhofen
  5. 100% Deuce and a half

    Fueltruck version. This model came originally from Gunship and was completely overhauled. Texture was reorganised to allow more bits and pieces. Missing parts were added and the model was reshaped to a more curvy version based on photographs from the web. I have several slightly different versions now and hope to turn one into a fire engine, just because I think EAW should have one. VonBeerhofen
  6. 100% Deuce and a half

    Crammed in a bit more detail. Hope it's a reasonable likeness, :) VonBeerhofen
  7. 100% Deuce and a half

    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
  8. The Mediteranian

    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
  9. Full 4 engine capabillity

    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
  10. Redesigned Halftrack

    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
  11. 100% Kubelwagen

    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
  12. 100% Kubelwagen

    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
  13. Bingo, got myself a Dingo

    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
  14. Guard tower

    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
  15. Jagdpanzer!

    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
  16. Jagdpanzer!

    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
  17. Filling up those ''ugly' terrain tiles

    Redesigned wheels to dwarf Mr. Jelly even more. VBH :
  18. 8 bit texture in 256 x 256 pixels and fully working R/S: Object may still undergo further enhancements, plenty of room left! VonBeerhofen
  19. Filling up those ''ugly' terrain tiles

    After a few minor texture tweaks for the rivet counters: Plus a little matching Scottish Railway station: VonBeerhofen
  20. Filling up those ''ugly' terrain tiles

    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
  21. Further enhancements

    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
  22. Filling up those ''ugly' terrain tiles

    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
  23. Filling up those ''ugly' terrain tiles

    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
  24. Filling up those ''ugly' terrain tiles

    The Italian theatre is slowly getting the right atmosphere. This is the first of two special historic models. VonBeerhofen
  25. Milestone

    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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