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VonBeerhofen

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Everything posted by VonBeerhofen

  1. Erik, I may have some stuff I could upload here but they'd be already kind of obsolete by now. The problem is that devellopment goes rather rapid and I have my own website to maintain as well. A big problem is that for instance my spritesets change the old ones will no longer work. Thye're all very nice pictures and may serve someone else to start modifying them but the latest ones are just the best IMHO. Besides that it is very timeconsuming to upload hundreds of drawings and I probably have a few thousand, ranging from crappy to hmmmm as my drawing skills are constantly evolving. I wouldn't mind uploading theatres but they're also under revision. Having copies here would only benefit the community but I'm sure Mark would like to have them as well. Theatres are pretty large downloads, mine are about 50MB, which isn't particularly much nowadays but I feel they're not quite finished yet. However whn they're ready for release I won't mind uploading it here but I just can't say when I fell they're ready or when an interim stage is reached, this stuff changes by the minute. I'll see if I have something to contribute, possibly Pacific Tide III can be added. VonBeerhofen
  2. The code was already there, it just had to be found and implemented. Took me a while though, :) Texture may still change. VonBeerhofen
  3. RiBob, Anyone who means good to others can call me a friend. I have my reasons for sticking with my ancient computer, one is to stay aware of possible framerate and memory limitations, another is to stay in the same ball park as my online group of pilots who're also using old XP machines. EAW proofed to be a PITA to install on my much better Vista computer and although it was working there were a few things I didn't like, even though I particularly bought it to be used exclusively for EAW. The creative tools I'm using don't work very well in Vista either and besides that I'm tired of learning new operating systems and spending my much needed savings on something which I know will not give me a better experience, especially not in our online games. My needs for enjoying EAW aren't excessive and have never been very important to me, however I do have all the stuff which are being displayed in the many screenshots you see in seperate installs of the old addons, from which most of it came, but it's not even close to my own creations for The Final Cut addon which is tested by the online group of pilots I fly with dayly. Sadly my standard is much higher then most people when it comes to 3D models and there aren't many who can produce what I want, in fact there isn't anyone anymore really. So I satisfy myself with what I do have without dimished enthousiasm due to having to use a low end system, it works great and does what I need it to do. Besides I'm more of an EAW programmer then an EAW gamer but the two are complimenting each other nicely and provide me with sufficient amounts of fun and that's what it's all about right? VonBeerhofen
  4. Each object in EAW has it own hitbubble, size and armour values. There can be ammunition or oil carrying ships which can produce a larger explosion when destroyed, there is however no parameter for the cargo they're carrying or wether such cargo has been unloaded already. If there would be troopships or one of the existing models would have been designated as such dead bodies and lifevests can be made to appear floating in the water, such has already been done long ago in Pacific Tide III. It wouldn't be easy to incorporate all possible scenarios into a single addon though but it can be done. The big question though is if anyone is willing to take on such a project. VonBeerhofen
  5. For those who have kept track of EAWPRO devellopment there is a new EXE for download. Just overwrite your current EAW.EXE with the new one. All others need to download the full EAWPRO addon at Mark EAW's website and when installed and working you can add the new EXE by overwriting the old one. Main changes: rewritten fire routine to get rid of the sky fires and incorporated more fires into various effects new elevation calculation with additional offset for raised hitbubbles (no objects programmed sofar) damage model fix on twin engined various other minor fixes improved FPS by optimising the code and removing some 500+ extra bytes from the gameloop Some other improvements The file is available here: https://rabartel.home.xs4all.nl/ProUpdate.zip Hope you guys like, :) VonBeerhofen
  6. The challenge was to give RiBob control over AAA and Flack in his alternative scenario, if you can teach him how to use the target editor then that's fine with me. If my posts discourages him from doing so then I'm sorry about that but I think a warning that it's not as easy as portrayed is not out of place. It's up to Mr. Jelly to take on the challenge because I won't. VonBeerhofen
  7. You only mentioned that the problem was in the hitbubble table, there was no follow up explanation on how it got really fixed. Raising a carrier is merely an adaptation of the Z value in a 3DZ or the hitbubble table, and with that any object can be raised to what ever level. At some point I created an early 3D cloud TMOD and raised it 10.000 feet into the sky. Besides that you're making assumptions about what I can do or not without knowing anything about what's possible in EAWPRO. Sure enough the PTIII carrier used for landing planes is an optical illusion but it can be raised and have objects on it too. Trucks and tanks and other vehicles are readily available but will only work properly as targets, not as a mere ground TMOD, as that will invoke negative scoring points, unless switched off ofcourse, in wich case there would be no penalty for collateral damage. Obviously having targets on deck will prevent the use of the carrier as a base but I think it makes for a nice target if not used as a base. Anyway, stacking objects isn't more difficult in EAWPRO and just as feasable, just as it is in v1.2. EAW has no problem with having various objects in the exact same location, proof of that were the doubled AAA locations under Ray's objects, recently called a bodge. They work fine in all versions of EAW but EAWPRO no longer needs them as each object can have AAA capabillaty without the bodge. But all that and your above post are besides the point of the discussion which is about wether editing targets to control AAA is easy to do for newbies or not. VonBeerhofen
  8. Mr. Jelly is not a newbie we're trying to teach how things work, he made these tools and should know better then anyone how it works. Editing the hitbubble table to fix the ships is about the easiest thing I can think of in EAW, I already said that about asigning AAA and Flack to objects in EAWPRO. Your last remark is a two way street and you're proofing nothing to me. I could say the same thing about your view but I won't, I respect your opinion and don't think it's worth quibling over. I'm just responding because I think my opinion has at least as much value as yours. People are free to take it to heart or leave it. VonBeerhofen
  9. Sorry but I don't agree with your views and there's nothing daunting about hexediting, especially not with hexeditors which allow people to format columns and select a numeric system to display for each column, but perhaps it's my background which makes it look so easy. I agree that the editors make life a little easier but there's still a lot of knowledge required to learn how to use them, not only about the editors but also about how EAW functions. I'm sure you're well used to it all but ships in the sky aren't particularly proof of how easy it is, more like how easy it is to overlook things. I'm not criticising the tools you use but I am trying to convey a fair representation of the knowledge required and can't see the benefits of painting a more beautifull picture then it is. Ofcourse you're entitled to your own opinion, which I respect, but it just doesn't agree with my opinion. It's also useless to start a debate about how easy hexediting really is for me, but it bypasses how hard it might be for someone else who has no further experience with it. Simmilarly my explanation on how to make good 3DZ models will differ from yours but I'd still tell em how hard it is and timeconsuming to do it right, as I see no use for lying about it and to be honoust I'd rather find out sooner that people don't have the stamina for it then later, after spending weeks trying to explain things. It's tough, believe me, and If my views deter people then that's too bad but I'm always willing to help. Thanks to such help Modred learned how to reslot planes, with a hexeditor, and it didn't take him very long. VonBeerhofen
  10. The reason is to warn newbies that learning to mod EAW isn't easy and requires a lot of knowledge, time and an experienced tutor who's willing to spend his own time on teaching. VonBeerhofen
  11. Let me be a little more precise RiBob, a TMOD is the groupname of 3D ground objects, each groundobject consists of a number of TMOD**.3DZ files which usually have a texture pointer in it which points to the *******.TPC it will use. Both files are needed in EAW, if one's missing weird things may happen and can even crash your game. Each object has 4 states which are switched by the game and each state is an actual 3D object. These different states have their own letter added in the 3DZ filename and are TMOD**D for destroyed detail TMOD**H for high detail (for nearby view) TMOD**L for low detail (for far away view and using a simpler model and 128x128 pixel drawing in v1.2 to speed up FPS) TMOD**S for shadow detail The *******.TPC is usually a compressed *******.PCX drawing in 256x256 pixels and in stock EAW always 8 bit. If you modify the drawing (also known as a skin) you essentially change the obect's looks. Editing these files isn't straightforward but can be learned if you have the proper tools installed. Easiest is probably reskinning objects but requires some experoence and some skill with paint programs. Editing 3DZ files is a lot harder to do if you want to do it right, but we have a nice tool for that too. VonBeerhofen
  12. It wasn't that much of an effort really, I just ran into the right routine and saw it's possibillities and I can only say it looks pretty impressive but yes it's mainly eyecandy in that nearly everything new in EAW is just eyecandy to me. Those who're not interested in eyecandy can stick to v1.2 which totally lacks this feature. As for using the target editor, I've been involved in it's devellopment and used every program released since, including the splitter program, which saves individual targets so they can be imported or converted into other targets. Can't say if that's the newest version, it just doesn't alter the fact that I wouldn't advice others to get involved in using them, irrespective of how easy you say it is. VonBeerhofen
  13. RiBob, The answer is that in terms of programming nothing is impossible and as such hitting a bomb with a bullet, be it on board or in the air can be programmed. Wether it's a usefull feature and if I want to spend my time on it with still so many other things waiting to be taken care of is another. You suggest an idea and I take it as such, just an idea. VBH
  14. Observations are based on 20 years of modding experience and merely my opinion. However when it's as easy as you describe then I wish you good luck with teaching RiBob the ropes of installing and using those programs. For editing the hitbubble table I personally only need a few minutes with a hexeditor, teaching inexperienced people how to use a hexeditor and explain the hitbubble table will need significantly more time. FWIW I find it just as annoying to point out everytime that things aren't as easy as some people think they are. I would like nothing better then seeing RiBob edit the EAW world and create an addon of his own making. He can then give his own opinion on how easy it was, :). VBH
  15. I wouldn't advice anyone to use Jel's target editor, it has a steep learning curve not only to learn how to edit the targets and place objects but also because of the relation between various files like tardata.dat, targets.dat and airfield.dat etc. We both know it would require at least several months to even start grasping how things work. Ofcourse anyone is welcome to give it a try but I've seen many give up. The hitbubble table is a much easier thing to edit and easily explained too. With a few notes it would probably take a week or so to understand how to edit it in a hexeditor or with one of Jel's tools. The question is wether it would result in interesting improvements as much time was already invested into getting the most out of it in EAWPRO. Personally I believe that various theatres will have enough diversity to keep people interested without saddling them up with learning what you and I learned. To RiBob I can only say that there's nothing easy in EAW except perhaps loading a complete addon/theatre and you don't want to spend years of your life to figure it all out if you're not totally committed to doing so. VBH
  16. In EAWPRO it's easiest to control Flack and AAA capabillity by editing the hitbubble table and asign this capabillity to any object. Besides that it can be asigned to a target as Rotton describes too, however it requires specialised knowledge on how to control it properly and isn't for the faint hearted. Editing the hitbubble table is reasonably simple and can be done directly in the eaw.exe by means of a hex editor or by loading a .LDR scriptfile which can also be edited the same way. No extra tools are necessary for editing either but .LDR's make things more versatile as various scripts can be created and activated at will. The kill ratio of AAA is directly linked to the number of AAA positions, for light additionally the distance to these positions also have a big influence, the closer you are the better their aim. VBH
  17. Hi RiBob, It shouldn't be too hard to implement such features into the game as there is no reason to make things harder then it can be. At present EAWPRO already has many simmilar happenings. I'll have a look if I can add this idea somewhere. It may take some time though before I can get to it. VBH
  18. Since I started flying EAW in Januari 2000 flackrate or accuracy has never been an issue for me or anyone who've flown EAW online in the Launchpad. Accuracy and rate are controlled by random values resulting in a lot of variance depending on the selection made in the Mission Parameter screen. Sometimes it's dense and sometimes not, fact is that as in real missions you will not know what you will encounter untill you're right in the middle of it. When dense it's ill adviced to fly straight and level, or as low as flack can aim, their accuracy improves with lesser distance. Like true flack you can also fly just below the flack treshold and it won't cause any damage. It's very rare to loose planes in misions, even when flying closed formations but it can occasionally happen. My personal estimate of v1.2 is a survival chance of app. 90%, in EAWPRO the chances are lower as there are on average about 4 to 8 times more flackpositions depending on the target location's of flack capable positions, which will move around to other locations when destroyed. When these target locations are very close together the grouping of flack automattically becomes more dense and more dispersed when further apart, as in real battles. I'd rate the average chance of survival in EAWPRO at app. 60-75% depending on the target. Both averages are with the heaviest AAA setting in the Mission parameter screen and there are two lower settings under user control which will Improve the player's survival chance. It's ofcourse always possible to sustain a direct hit, which is unfortunate but to all intend and purposes very realistic and never resulted in any complaints from the people I've flown with, not even after the offline routines were made to work online too. I don't see it as wrong to gain more control over the flack parameters but I do not agree with your assessment of survival chances. VonBeerhofen
  19. Hi RiBob, Exceptions like the one you describe can be created freely in the EAW.EXE, however those exceptions stick when the 262 is reslotted with another plane. The exception may relate to the behaviour of Jet engines or more specifically to the 262 slot in EAW and could pose a problem when the same EXE is used in another scenario with another plane in the slot. The Jet engine isn't so much of a problem but slotspecific calls can be. EAWPRO has got an additional flame effect when the 262 engines start, they don't really set the asphalt burning though but mimics the effect. The flightmodels can be changed in that it's more cumbersome and will take more time for planes to take off, however in EAWPRO flightmodels use accurate data for plane weight, engine power and all the rest which result in the flightmodel behaviour. Our group discusses any tweaks to be made but the weight is more on balanced fights then take off or landing behaviour. There is no seperate flightmodel for those and creating exceptions just for the 262 slot or Jet engines may not work out very well in various addons when the same EAW.EXE is used for them. As such it's a kind of balancing act in what's more important and what is feasable. AAA action can be controlled when setting up the mission parameters, it can be low, medium or heavy. Experiment with the various settings in the Mission Parameter window, there's a lot there which can have a profound influence on the game, like skill level, enemy activity, etc. VonBeerhofen
  20. I'm just trying to stay away from cumbersome workarounds by using ancient computers. Picked em up from the street, :) There's a boatload of unused possibillities in DirectX 6 but the problem is to figure out how to activate them in the 3D world. Possibly some of these could be simply incorporated into some of EAW's routines, but which ones is hard to figure out and very time consuming, the more so because we can only go by trial and error when the full workings of the program isn't fully understood. I'm experimenting with limited success but it's fun and educational and sometimes there is a small success which opens a world of possibillities. Skyhigh, as for the ambience effect I can only think of weather effects like thunder and lightning and I've already started on that. Ofcourse rain is an entirely different thing which could be a screen overlay or a sprites or particles effect. That can only be done using hardware accelleration as I doubt a software solution for millions of droplets will bring the game to a halt. Furthermore there is a possibility to give a user control over the light color and intensity but I simply don't like that idea, more variation is feasable but I don't really see it'll add to what's already there. The latest EAWPRO already contains one ambience effect in the cockpit but I don't want to spoil the surprise when people encounter it. Call it an easter egg but for me as most things it's just playing with possibillities and try to understand how it works. Mark, which ever programmer would be allowed to mess with the source, he'd still have to figure out how the Source Code works and how and where to embed extra possibillities. I consider myself a decent programmer with 35 years of experience but after 10+ years of messing with stuff I'm only marginally wiser as to how things work and I'm still just trying to have some fun. Figuring out the entire game is a massive undertaking and only for lunatics who have nothing else on their hands anyway. I won't rule out some extra cool upgrades but it is very slow going and we're not getting any younger. VBH
  21. I don't see any differences here Skyhigh, not even with my own computers. It looks standard to me, nothing extra besides the mods ofcourse. Ambient lighting is preset in the game, just did some fun experiments with it, anything else you mention I haven't seen in the game code and when it's not in the code it'll do zilch. Ofcourse one can program new graphics features but to incorporate them into the 3D world is very unlikely, I don't think anyone has much knowledge on DirectX and it's functions, or Glide and D3D graphics routines. The manuals for these libraries are well over a few 1000 pages and as hard to learn as a new programming language. Just my thoughts VonBeerhofen
  22. The EAW Launchpad wishes all it's members and friends a healthy and fun 2019 and expressess it's special gratitude to the Combat Ace forum and moderators for kindly allowing me to do what I've always liked doing, which has been improving EAW to the best of my abillity. VonBeerhofen
  23. Thx guys, it may take a while before anything new comes up, with X-Mas and all, but in any case the work continues! VonBeerhofen
  24. Since the work on EAWPRO is a continuous effort I've decided an interim upgrade would be nice. Those who've kept their game updated can simply extract the upgrade into their EAWPRO gamefolder, allow overwrites and it should be good to go. Older installs will require the latest release version on top of an official Microprose version 1.x after which the new upgrade can be added the same way as above. The upgrade is available here: https://rabartel.home.xs4all.nl/Members/FXEXE.zip Some appetizing pics: Enjoy and have a nice X-Mas VonBeerhofen
  25. That's great Mark, thx a lot. Haven't got much new to add yet and a single archive is much easier then several. It's all designed to go on top of eachother and with the cleaned op folder there's plenty of room. Can't go wrong with this small change. VonBeerhofen
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