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Everything posted by UllyB
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The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You mean it??? Someone is taking care of that campaign NOW ? That's good news. If so...I'll wait to see it done. Where should I look or ask to follow the work progress for that campaign/terrain ? You ? -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I have SF1 , too. The game must be playable at that time level.I have all the incremental patches from that time, too. But the main issue is that the graphic is....old among other things... -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Can the campaign made by modders before oct 2008 official patch (SF1 series I mean) be played ? Is there a way around or I just have to stick to the old patches from that time ? For instance I tried to play Iran vs Iraq campaign and it's all....white:) I really would like to play that campaign, it's interesting. -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's interesting. Is this simulated in game for real or it's just your idea and it's just pure chance ? BTW how did TK simulate this jamming ? Is it hardcoded ? -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Is there anything to be done to get rid of that annoying "cannon jammed"( when the dogfight becomes more interesting) ? I saw somewhere in the past an unjamming command in a config file.Did it work or was not referring to gun jamming ? It really pisses me off when the cannon is jamming, really! I hate that. I tried to fire short burst to avoid jamming but no luck. Any help appreciated. -
campaign modding
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I tried to make a little spicy the '82 Lebanon war campaign. I brought some planes etc. As long as I switched places between a stock aircraft and a new one, everything worked out. But if I add a new plane or two...they failed to appear in campaign missions. I studied the files a little, I have a pretty good idea of how a campaign works etc but I'm am stuck for the moment. I thought that there is a limited number of planes in the sky due to the graphic engine limitation .It has to have a fixed limit , otherwise the game would block eventually, etc. But I came , after studying the other campaigne files , to conclusion that two number more won't count, because the '73 campaign has more aircraft entries than the '82 one.So long story short...does any one know where do I get wrong and what am I missing ? (I tried to add two or three TU-22 into the game, to add them; I payed attention to the details, minimum airstrip, the kind of airstrip, large , medium etc the number of squadrons etc etc) -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
You are right, what was I thinking...? Yes, the map was made by Gepard and Wrench long before the WOI. It's not their fault , I was just not thinking straight, a sort of...lol I apologize. Wrench and Gepard are masters of terrains modding and they helped me in the past when they could. Well I rewrote the nodes for Sinai (I changed the names accordingly to the map loaded with the editor and make some new nodes connection I saw fit) to see if there is any progress but ...there is none. No (new) egyptian troops are shown on the map. Something I don't do right or... I don't understand the connection between the frontline and the display of the troops. There is no sense (in my logic) why if it's all screwed up (no correct names in nodes, corresponding to names in Israel2 targets ini), the base in south west of Sinai it is shown ??? That means , at some point/level...the reason for airbases to show up on the map has no connection with nodes...But if so...why only that airbase showed up ? And if you don't change anything (nodes names, frontline)... Egyptian AND Syrian airbases show up on the planning map, but not ALL of them, according to campaign data ini file. The key is in that frontline and how it DICTATES the rules. Who knows how that frontline affects exactly the whole thing ? TK must know exactly how it works I presume...he designed the whole thing.. If I knew how the frontline works...I might have a chance but , not knowing is like I am trying to make something precisely but I lack the eyesight. I ran out of ideas. I am one step close to...give up. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I solved the map issue , I disactivated the task bar (autohide).Ok I made a better conture of the frontline but only a part of Syrians bases showed up and just one Egyptian airbase showed up. Man I'm so pissed... So it's not all to draw the correct frontline. I think the nodes are messed up and I'll have to make a titanic work to sort things out. Maybe it could've been an easy job if the authors of the map would keep the original names. I wonder why did they change them if the map was supposed to serve for other people from comunity to make campaigns, missions on it. For example Kibrit base (name) is EL Kabrit in the Israel2 and instead of "suffix" airbases they chose "AB". They complicated a lot the job because one have now to rewrite all the names, practically you build from scratch the nodes and airbases for aircraft into the campaign data ini file etc. And , if things were not already complicated, they erased some of the bases (there is no a list for that to know which) and they added new things, even new bases (which is a good thing, more targets, more variety) I'm afraid my enthusiasm won't be enough to make this map work in campaign. I am so depressed because the map it's beautiful, it looks so right and I won't be able to fix things in the end ! -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I noticed the editor gives you the coordinates in any point if you move the mouse but if I choose 1:1 I can't come back to the "window" mode to see the coordinates of a chosen point. I even tried to modify the monitor resolution , thinking I could "cheat" the editor stubborn settings...lol ... I looked into readme file but it doesn't say how to switch between the two modes. Do you know the key or key combinations please (I think you ran , also, into this issue) ? -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Wow...neat tool this editor !!!! I think I'll be busy for a while...lol...Damn! I wish I had some popcorns! lol Thank you! I'll try to draw a decent frontline now I have this editor. I'll be...back after I accomplish some things here. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I modified as you told me (0.0, 1000000.0 first line and 1000000.0, 0.0, last line ) and voila, the syrians appeared on the map ! But still , although the frontline is wrong drawn, the egyptian troops ended up into the wrong side of the frontline ! Why is that. As I understood, if you draw wrong the frontline, they won't show up at all so...what is the explanation they still did? oh god I can't load the pic to show you, I overtook the uploading quota, I'll upload the pic tomorrow but you have the idea , if you read now my post.if you read it tomorrow , you'll see the pic. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
well I have a clue now what's the deal with strategic nodes but the work is getting thicker and harder. I consulted the nodes in campaign data ini file and I opened the stock targets ini file and the Israel2 corresponding targets.ini file. The other nodes which connects to one node chosen I understood they don't need coordinates anymore , due to the latest patch which simplifies that. In stock target ini file...the locations stated in campaign data ini file are valid, in Israel2 targets ini file they are not valid. So one should just switch/match with Israel2 targets ini file locations into campaign data ini file location nodes. That would be simple IF...I had a detailed map of the region with ALL the main point (airbases, cities, objectives etc) but I don't...lol so how am I suppose to know that, for instance...near cairo node is...Tel El Kebir node and Gafra node ? // Sinai Front [strategicNode001] Area=Cairo LocalObjective=TRUE ConnectTo[001].Target=Tel El Kebir ConnectTo[002].Target=Gafra is there a map or something with ALL the "names" and detailed regions ? Otherwise...I don't stand a chance to...rebuild the nodes accordingly to....Israel2 targets ini file... man, what a titanic work , and this is just part of it, is this simulator ! I am impressed. How many people were initially at Third Wire when they build this ? -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I am using just SF 1 (no SF2 yet for me), I have WOI, WOE and WOV. You said the frontline split the map in two halves.What halves are we talking about here ? If there are more than one foe and one friendly how does the things with "two halves" work (Israel + Egypt + Syria + eventually Jordan) ? Or it doesn't matter how many foes are ? It's a bit tricky to grasp the "two halves" matter, thinking of what I mentioned or maybe I am just asking the wrong questions ? On the other hand you say "it must split the map in two halves", but the front line seems to coincide with the israel border itself so it' s confusing. What I should follow ? Just the idea that the frontline split a map or...are there consequences if the frontline is wrapping , practically, the Israel ? I saw /noticed the strategic nodes, though I'm just staring at them , they are far away , for now, from my understanding. What do you mean exactly by : "The strategic nodes must connect the ENEMY and FRIENDLY base nodes together through a network of points" ? How do you connect, PRACTICALLY, how is it done, nodes between themeselves ? For instance if you look to that "attempt" of map I "draw"...lol... you'll notice that egyptian tanks are outside Egyptian frontline border, so it's again confusing. If I understood correctly, the enemy units must appear near the frontline at best, but in enemy territory, right ? If so...why those tanks are outside ? So..."wrong side of the border" notion is confusing to me...for the time beeing "I suggest the next thing you check is whether the strategic nodes in the campaign_data.ini file match up with target areas as defined in the israel2_TARGETS.ini file." I'll check that, maybe that is the key... I know some may not appear by chance in campaign missions but even so...they appear as squadrons on the planning map ! They always do! They don't appear on planning map only if they are restricted by STARTING DATE parameter. I checked that. I'll check the link you gave me, too. Thank you and , please stick around when you've got time, I still need guidance, I think in my endeavor...lol Something hit me with those strategic nodes. In the first tutorial from the first link you gave me he explains that strategic nodes are ....places that enemy or you must take, one by one, in order to win the campaign but...I already said (have you noticed please ?) the ATTRITION CAMPAIGN DOESN'T HAVE...a ground offensive, it is disabled! So , knowing this, how important are those nodes if no one will "take" them (me or the enemy). Does that modify at all what you said above or it doesn't matter ? -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I found a map with X and Y (a rough though, from 100 to 100 units) and I ended up with this (49 points for frontline coordinates): After loading the correction (the new map) as you see , some egyptian units appeared. What is the connection between building these borders (frontline) and the appearance of the Egyptian and Syrian units on the map ??? That is the big mistery. It has to be a connection but which is that ? Does that got to do with those ...nodes or something ? -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Thank you so much for this detailed lesson. Well...I think this map+campaign is different , because beeing about Attrition war, there is no fronline movement, as I said above in a previous post, it is disabled for obvious reasons. I had a hunch (I said it above) that the map is bigger and that could be a cause, but lacking the background knowledge I couldn't be sure. I understand that the map must (the frontline I mean) be crossed in a detailed manner. I guess the only way, physically to do that is to wander and pay attention to the coordinates (X and Y). But that could be a problem , too because the in-game map doesn't specify the names of the airbases etc so how could I know which one is which ? I noticed what you said , the [frontline] section into campaign data file which overrides the movement.ini file. (it has 62 positions, btw) The order of solving , one by one, the problems , would be this: First the frontline set correct (building it practically almost from the scratch) , then the enemy troops proper set to appear on the map and in game, of course. When I corrected the order number of airunit the Egyptian aircraft enabled but the Syrians didn't. I looked hours line by line in campaign data file and in targets.ini file, I rewrote the airbases (game was keep crashing because the airbases names were different in format, AB instead of airbase X etc), it took me days to get it ! lol Anyway if people help me I am determined to make this map and this campaign work. Truth is I like this map (Israel 2), it's beautiful and it looks realistic from above when you look to the ground. You could help me if you point me , step by stept into the right direction telling me what must I do exactly to get the job done. Thank you , and thank you all for helping. if I would be by myself , I guess I would've been staring even now to the map, having a stupid look on my face. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I checked and the campaign works flawlessly with stock map.All forces appear on the map (red line is shown correctly) , the syrians air and ground and egyptians , air and ground. Well it seems that there is something wrong with the Israel2 targets ini file or Israel2 map or both...I'm stuck. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
one more thing, at first the egyptian aircraft didn't show up at all in combat but after detecting a mistake of their order number, in data campaign file, they showed up, but the syrian didn't. I can't figure out where the mistake is with the syrian aircraft (an Iraqi ,too) -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The map you saw is in the beginning of the campaign. It's the custom made attrition campaign which use the Wrench ver2.5 Israel2 terrain. This campaign has the ground troop movments CLOSED (ground attack offensive) for obvious reasons. The map, in campaign looks the same no matter how missions you take. In other words the game doesn't update the front line (though it is wrong crossed from the beginning) because the scenario is made with the idea that no "borders" are moved along the campaign, so my guess is that is something wrong in the beginning with the red line and the map. If the red line would have beeen wrong configured , it hadn't looked right in the stock map, but it DOES ! So I don't think the red line is wrong, there is something with the map. I know that this map is bigger than the stock one. If I play the stock map with this campaign , the campaign map looks alright. So maybe it's the size of the map. Maybe the line is crossed as it should, but because the map is bigger, it looks funny because it is distributed proportional. It's a thought. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Well there is a slightly problem. In single mission the map is shown correct , just in campaign it is shown wrong.I attached pics. So...if I fix the border for one, it will be shown wrong in the other one ? Or the things don't work that way ? If it would be a way to eliminate completly that red line everybody would be happy I guess..Is there a way to erase that border line ? -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
thank you very much for the solution. I'll get to it right away. -
campaign modding
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
It took me some time but I solved the problem. It's a shame nobody could help me all this time, this way saving me for searching and experimenting. But this is for people who go into this kind of trouble and search for an answer. It seems that the campaign.dll crashed the game because the airbases names, in "Israel 2.targets.ini" file are not the same so I rewrote them and the game worked in campaign mod with ISRAEL 2 ver 2.5 terrain. Just a small issue remains though. The map (planning map) shows the border (the red line) incorrectly and I don't have a clue how to solve that.Maybe you can give me a hint. -
Screenshot Thread
UllyB replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Trying the Gepard@ Wrench Israel2 ver2.5 terrain... -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I found the GP-9 gunpod. The MIG-21S has it in download section. THANK YOU ALL FOR HELP!! I couldn't have done it without you. -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Kevin, I KNOW and I am sure that THEY know that MIG-21PF and MIG-25PD Foxbat E ...never had a gun and they were not designed to have one. This is not the issue here;). I already stated that I want to ADD a gun to those fighter which obvious , in game, don't have a gun. Ok ? But your idea of a gun pod is brilliant and would save us the trouble, ? I have the august 2008 weapon pack. Does it have that GP-9 pod ? -
The UllyB mega-uberthread
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I manage to get the 3ds MAX. What now ?:)..You say I need the 3D model of that aircraft I want to add gun to, right ? Where can I get the aircraft model ? I guess beeing a property of third wire, they are the only one who have it, right? Or my supposition is wrong ?