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VonBeerhofen

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Everything posted by VonBeerhofen

  1. How to enlarge the HUD

    Glad to have been of some assistance. Have fun, VonBeerhofen
  2. How to enlarge the HUD

    Here is some more information: VonBeerhofen
  3. How to enlarge the HUD

    Almost forgot, If you have v1.28 then my large font is probably already in and you won't see much difference. For that version I think you can change it's size in the EAW.INI if I remember correctly. VonBeerhofen
  4. How to enlarge the HUD

    Probably easiest is to replace the HUD font with this one: https://www.thatoneplease.co/vonbeerhofen/LargeFont.zip Just extract the ZIP into your game folder where the EAW.EXE resides. VonBeerhofen
  5. I see some similarities with a fried video card. When that happened to me with an fx5500, my machine became totally unpredictable and no indication that the card was at fault. It took me about 4 weeks searching the web before I started to believe. In the mean time I had tried several reinstalls of the OS and all drivers. A cheap used Gforce2 send to me by mail from Australia kept my Dimension 8100 going till today. Hey it's 25 years old now, 🥳 VonBeerhofen
  6. Could this have something to do with Microsoft's move to impose Win 11 on the entire world? Obviously the install will try to communicate with Microsoft to verify certain things. If possible try to reinstall without an active internet connection, no cables router/modem. Good luck, hope you get it working! VonBeerhofen
  7. Health update

    Hi GKABS, I don't often visit this page on account of being too busy but I understand life dealt you a particular tough blow from which you are now recuperating. Just want to let you know that I'm hoping for your full recovery and a continuation of your work in these forums, which I've been following on and off. Stay strong! VonBeerhofen
  8. Open Source Strike Fighters - Global Combat Simulator (SF-GCS)​

    I forgot to mention that expert knowledge about the Windows Kernel, DirectX and graphics cards are also required. Couldn't access the link either VBH
  9. Open Source Strike Fighters - Global Combat Simulator (SF-GCS)​

    Hi buccaneer, Sounds a bit like what the EAW community attempted to do. I've been a code group member for a short time after which I went my own way with EAW's source code. First of all we all had to learn C++ in order to understand the code and additionally I unravelled most of the hex code and disassembly of the EXE linking many tables to the source and figuring out their formats. We started this in 2005 when the source code was handed to us and if you're familiar with the game you may understand what was achieved and what not. I'm still working on it with the source by my side and without further help. I couldn't have done much without the code, not even with the knowledge of various computer languages in my skill set. I agree with previous remarks about needing a skilled team with good knowledge about flight models, physics & lots of time and money. I wish I could be of further help but EAW still consumes 80% of my life. Good luck with your effort! VonBeerhofen
  10. AI usually are programmed with a limited field of view, so the trick is to have them look in the "wrong" direction while you are trying to sneak away to set yourself up for an attack on a preferably lonely enemy. To shake an enemy off it requires constant turns until you face an opposite direction to your opponent, usually by trying to turn into him and not getting into his line of fire, and with your enemy behind you you make your move. The enemy will need considerable time to turn back onto your 6 and loose energy and may opt to attack an easier target as you've been gaining speed and made distance. AI view distance is limited and as in real dogfights they will loose contact while you have a chance to single out some sucker AI. Use similar tactics to draw an enemy away from your squadron and sideline them before heading back to help. Of course these tactics will not always work as the situation can get very complicated with many enemies around you but it's about all you can do besides killing them or screaming for help. Good hunting, VonBeerhofen
  11. Falcon BMS 4.38 - The big one is released.

    This looks awesome gents. Just one minor issue, I need to dig up my CD's from the black depths of my cellar where all my games are stored...... Already found it, 🤠 yippeeree! VonBeerhofen
  12. Small or Empty MOVIES.CDF

    Just save an empty notepad file into your game where the EAW.EXE resides and rename it to MOVIES.CDF. Problem solved! VonBeerhofen
  13. Using a plane's nation value as an offset for the word TMOD in the EXE allows EAWPRO to use 3 nation specific ground object sets without further modifications to the EXE. Each set uses the default hit bubbles and work has begun to create new 3D models. Online the selection is set by the host's nation to prevent discrepancies during our missions. I'll keep you updated on the new models but it will take time to create them so don't expect any releases anytime soon, it's just a hobby! VonBeerhofen
  14. Yeah, that's precisely my point. I'm just not a great believer in updates and a one solution fits all. There's too much evidence that that is NOT how things work with computer games and a good reason for us to be here. So if anyone encounters any issues don't shy away from asking for help. VonBeerhofen
  15. Great 😃, Thx for the effort, I hope it will improve people's experience with the game. As I said previously "We're here to help". Good you mention that the patch is for a newer version of the DxWnd wrapper. I assume that the new patch won't work with older versions of the wrapper and that prior to applying the patch the old version must be removed (uninstalled) and the new version must be installed first? VonBeerhofen
  16. Thx for offering a new patch Mark but people must be aware that different computers and operating systems may require a different approach. This is particularly true for EAW. I don't think we can assume that what happened with your computer will also happen to theirs or mine, as installed hardware and software can have a profound effect on the game. Patching a game isn't an easy thing to do for most, patching more then once may cause conflicting instances in the registry and cause more problems which are very hard to solve. A patch should only be applied as a last resort and at a person's own risk. VonBeerhofen
  17. It's self-evident that there is no need to change anything when your version of EAWPRO is running fine. Changing a patch may not necessarily improve things, i.e. IF IT AIN'T BROKEN, DON'T TRY TO FIX IT! VonBeerhofen
  18. Menu Parameter Selection Fix

    For those who found this thread direct download: https://rabartel.home.xs4all.nl/MembersLP/EAWPRO1.0_Basic.zip mirror and list of changes at Mark EAW's helpsite https://eaw.neocities.org/fxexe-patches EAWPRO installs over any official EAW version. Simply extract the .ZIP into the game folder where the EAW.EXE resides and allow overwrites. From there follow instructions regarding wrappers on Mark EAW's helpsite if necessary. VonBeerhofen
  19. Menu Parameter Selection Fix

    intended for higher operating systems then XP. I managed to fix the lightning speed selection without compromising how it works on older systems, the only downside to it is that you need repeated mouseclicks to change the selections, holding down the mouse button will no longer incite the next successive selection. It applies to all keyboard input which uses this routine, possibly keyboard throttle and such too, but who's still using that option anyway? (retoric question) A big thx to Mark EAW who was so kind to test it's functionality! VonBeerhofen
  20. I referred to 'Its beyond me to do this alone'. This guy from Microprose indicated they had as much problems figuring out how to get the models working from scratch and that it took them a very long time to build them. It's not any different for me. VonBeerhofen
  21. No shame in that Mark. I recall one of the Microprose modellers mention how they themselves were struggling with it and being under a deadline for a release got pretty stressed out too. VonBeerhofen
  22. Learning 3DZ modelling needs a hands on approach and like anyone else who've mastered some of the arts, like Col. Gibbon or Rotton and others, you have to start building objects with the modelling package I send you long ago and start experimenting. If you have learned the tools in the package you can start gathering information about the R/S from the 3D modelling websites and from using other (free) 3D modelling programs. I've learned from a few fun programs like FSDS2, Blender and a few other programs, which ofcourse I had to learn too and I gathered what information I could find. After messing for 10+ years with all available programs in the package and working with my friend Mr Johnson on figuring things out we slowly learned how things worked by using spread sheets. Sadly Mr.Johnson was dismissed so I learned how to use the R/S after generating manually created R/S for app. 100+ polygons but started with seemingly easy models first, like my pyramid and church. Their creation alone took about 5 years and I spend almost every day experimenting with those to try and expand my knowledge. It"s like building cars from scratch, if you don't start building all you will have is an engine, frame, wheels and a bunch of useless tools. I told you before, there are no short cuts, sorry! VonBeerhofen
  23. Slot specific gunsights mod

    I've managed to give each plane type in EAWPRO it's own reticule by copying the same parameter used in the P***VIEW routine into the GUNSIGHT.SPT loader without having to reserve any extra memory for it. This allows the use of any available reticule drawing per plane slot. For example, the SpitIX will use GUNSP111.SPT for now but may change if needed. The change can also be added to the STEAM or GOG versions of V1.2.
  24. Slot specific gunsights mod

    Modified configuration menu with the 3 options: VonBeerhofen
  25. Slot specific gunsights mod

    I think I cracked the computed gunsight from another EAW version. As a result of this I had to come up with a new plan to be able to switch between the 3 available modes and asign a new key in the keylist. The INI entry DisplayHUD was freed and no longer necessary and was turned into a bit switch which can control 8 different operations in the same way DisplayInfoSettings works. My intention is to allow real time control of the reticle's mode and perhaps even it's size and position. Sofar the selected mode rotates with each pressure of the new mode key but as usual things may change in the near future. You heard it first in the Combat Ace forums! VonBeerhofen
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