VonBeerhofen
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Everything posted by VonBeerhofen
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Win10, and EAWPRO not working for me.
VonBeerhofen replied to MarkEAW's topic in EAWPRO's Discussions
Sorry to hear that Mark, I still have the previous version and will upload it so you can give it a try. VBH -
Win10, and EAWPRO not working for me.
VonBeerhofen replied to MarkEAW's topic in EAWPRO's Discussions
All I did was to take the 3 zips from your site and loaded each one subsequently into a single ZIP, so people with a working install need not to bother with it as nothing was changed. I did the same as you, used a clean v1.2 after verifying it ran OK first and copied it to my C drive. It ran fine but in 640x480 and no key bindings were present in the INI after I exited. I tried a 2nd install on a different drive but omitted the EAW.INI and let the game create it's own. It also ran fine, result same as above. I then extracted the ZIP a 2nd time into that install and it also ran as above, so no problems here. I also added the INI from the ZIP at later stage and it ran as above but in 1024x768 and I then changed that to my preferred wide screen setting. Have you tried running your clean v1.2 before adding the ZIP to make sure it's not damaged? The stock game requires the game to be run first too, maybe there's a difference for a version which wasn't run first. I also always tell people to reboot after dropping in the ZIP to allow Windows to finalize the install. VBH -
Win10, and EAWPRO not working for me.
VonBeerhofen replied to MarkEAW's topic in EAWPRO's Discussions
Did you add this new version to an old install? VonBeerhofen -
New pictures with new tiles showing the use of "BREAKER" tiles. These are tiles with not much on them and as such easy and less time consuming to create. They open up the crowded areas, which are obviously not everywhere as populated as some pictures suggest. So by replacing one or two 'crowded' tiles a bit more open space is generated. Of course such tiles can also function as a standalone nature and create a more desolate looking terrain. All tiles initially start out as a 'breaker' in Photoshop and allow them to be easily changed at will by moving, rotating, adding or subtracting layers, the one's shown here are new and will be turned into more populated versions at a later stage, the pictures were made for determining how the transitions to adjacent tiles work and to get an idea on how they can best be used. I also found this picture, on old gem from the past when I created the sky for Moggy's Dunkirk and had just begun investigating how to best create these tiles. Sadly I lost my border set which also provided the ground's irregularities background on top of which everything else was drawn so I reverted to using borders from previously created tiles instead to keep border colors as identical as possible, this to get as little seams as possible. To be honest they're not as precise as when I started as I had to make minimal changes for each new tile and those changes accumulated over time due to the new process I started using. Notice the alternative coastline and glasshouses I tried to mimic in my first attempts. I was very happy with the coastline as it contains the connecting road of the Atlantic Wall which ran from Spain all the way to the North of Holland, part of which is still present in my village, as are some coastal defenses. P.S. of course the lake color was later changed after I saw the result in this picture, in game things can look very different due to the ambient lighting, you learn as you go. VonBeerhofen
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Way to go, works for me too. Hope you'll have a pleasant flashback with the old girl! VonBeerhofen
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Hi Pips, Installation notes are included with their ZIP's but it's questionable if that stuff can still be made to work. Still works on my old legacy machine though, :) VonBeerhofen
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Wow Mark, pretty elaborate review, nice one! Great to see all the information bundled, hope it'll attract a few more players. VonBeerhofen
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People may have noticed the poor looking city models in EAW where it is actually possible to have at least twice and sometimes even three times as many buildings in a city block. With this knowledge I set out to create new 100% city blocks, to make EAW look more populated. Here you can see the difference between an original EAW block in the foreground vs a newly created block with the tower behind it. Notice that the original textures were replaced with the cleaner looking demo versions with replaced red roofs, so old and dirty black and new clean red can be mixed freely as required. The plan is to turn these models into flat roofed variants which can be used in my Suez addon as well, with appropiate modifications ofcourse and complementing the buildings I already created for it. A mediterranean set is already in the works too and nearing completion. You heard it first on combatace.com! VonBeerhofen
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Regularly my terrain editor comes across this coastal situation for which the standard EAW tile set has no solution. It concerns a narrow passage between two land masses. Ofcourse you can simply widen the passage and use two corner tiles but I think this is sometimes more elegant when there's a large number of this situation, like for instance with a large number of islands close together. I think it serves a few more purposes so here's an example of the tile I use in 2 rotational states. VonBeerhofen
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The Gameranger server is in Australia and will only cause delays when you're flying from elsewhere, let's say France or UK. Best find a few guys who're willing to fly through DirectX IP Multiplayer, as data travels directly between connected players through a central host when set up properly, and doesn't have to travel all the way to Australia and back again to all connected. VonBeerhofen
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A minor adaptation was done to the on line region selection to allow the game a wider choice without having to go through the regions sequentially. Now any region can be set before the game picks a target and transmits the data to the other players. I.e. the routine can directly switch from let's say Channel to Berlin or Normandy or any other region without first going through adjacent choices, resulting in 30 possible choices, where the stock game only has 12 (up and down for 6 regions) . This to better use the resequenced target lists which in most cases are laid out from East to West, whereas Stock EAW uses North to South with overlapping regions already set in the target list. This change can now also select the 'in between targets' in the list, which previously was not possible and therefore often limited the choices available causing the game to regularly default to the failsafe target in each region if you didn't switch through the year selection and forced the game routine to reposition the pointer in the target list due to a changed frontline. At first glance nothing has really changed, the selection still works the same way as always for the host who makes the selection, but the players will receive the region selection upon the game countdown or when the host selects something which also forces transmission. Hope you guys understand what I mean, that it's still simple for anyone to use but more effective, :) VonBeerhofen
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A miraculous transformation from the USS_HECTOR to the HMS_HERMES, as in use in various older addons. The bow section changed to the older carrier model and a bit of color was added to the life rafts to complement this version. Here it is in a quick adaptation of an off line shipping interdiction in EAWPRO. You heard it first on Combat Ace! VonBeerhofen
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Updated pictures with a few recently created new tiles. VBH
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A new variant on the above, single rows of trees to be used as field boundaries or on the side of roads, or just in the garden or around a target, :) Also great for shaking an enemy as AI are programmed not to get too close to ground objects, still you might see the occasional daredevil: VonBeerhofen
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A few screen shots of EAWPRO's Supertrees II in action. Supertrees was originally released as a standalone addon at Sandbagger's to replace the 'ugly' forrest models and single trees with tree clumps, providing the game with roughly 4 times as many trees. It's been widely copied into many different addons over the years and most likely you also have a version or variant in your game. Supertrees II uses newly designed tree models which now have 25 trees in a single 3DZ, making it another 100% model using all 255 available polygons. EAWPRO can use two of these in a single object slot. This now again doubles the number as each treeslot contains 50. Here's a few screnshots of how it looks in the Final Cut. Notice the maxed out view depth on the tiles which also causes objects to remain visible from above the clouds! VonBeerhofen
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Another neat model to compliment the above or can be used as standalone, the Orchard, a single group of 36 trees VonBeerhofen
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Ofcourse there is a large range of skins available as some people may not like what they get (really there are such people!). So plenty of choice, :) VBH
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The EAW Launchpad group and I hope everyone will still enjoy these festive days, in spite of the looming darkness in some parts of the world. Fortunately one doesn't have to be of a certain belief for that in our part of the world, or stay in hiding. Stay healthy and safe and make the best of it! VonBeerhofen
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Yeah, 2D perspective can be a bit deceiving. Well perceived though, almost had me fooled me too lol. VBH
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After a thorough cleanup 9 nodes were freed and put to good use, with still 5 to spare. Now fully rigged and weaponized with 6 anti aircraft guns: VonBeerhofen
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Yeah not much you can do with that old one from 2004 anymore, might as well get scuttled. Sorry C.G. hope you like what I did to it, I really tried to keep some nodes as is, so maybe that's some consolation! Shouldn't look too shabby in Midway either. VBH
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The final 100% product, hope it's good enough. I'll find a use for the 2 remaining nodes! VonBeerhofen
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Updated pictures above and this one! VBH
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Had my doubts but once it began to take shape it went pretty quick, privilege of being a pensioner and being able to work 24/7 but I had to take a coffee break after 8 hours, :) VBH
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Guess who I found not far away from the carrier, this guy really needs help! BTW, the shark is animated and swims hungry around this bloke. Glad there isn't a hole in his dingy or his head! Another VonBeerhofen original