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Menrva

+MODDER
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Everything posted by Menrva

  1. Scusate Il Ritardo! (ovvero, Terreno WIP)

    SONO TORNATO! Odio lasciare le cose in sospeso. non credevate mica che avrei lasciato perdere, vero? Ecco un po' di aggiornamenti; Il terreno ha ricevuto obiettivi aggiuntivi. Dall'ultima volta che ho postato, sono stati aggiunti aeroporti, installazioni Radar e SAM in Ungheria, Austria, Grecia, Svizzera (neutrale, giusto per eye-candy) e persino in una piccola parte della Romania! Alcuni target sono troppo vicini se non oltre il famoso Muro, quindi nel caso li disattiverò per non causare bug di gameplay. Inoltre, sempre pur considerando i limiti del motore grafico, ho riprodotto assai fedelmente i percorsi dei numerosi fiumi nell'Est Europa, cosa che avevo già fatto per la Pianura Padana e il resto dell'Italia. Mettete a confronto la seguente mappa e l'estratto bitmap delle texture del terreno; noterete anche la presenza del noto lago Balaton in Ungheria. Anche altri laghi sono riprodotti, ovviamente!
  2. All the used terrain shaders are listed in the _data.ini file. If you have replaced those statements with SF1 ones, then why do you think that SF2 shaders are being used? There's no mistery; you have that bug over sea, and those sea tiles use the water shader. Nothing different from the other areas where the bug doesn't show. So it's not about the shaders.
  3. They are at the same level. And even if they aren't, generally you wouldn't see such cracks because all elevation changes appear smooth with this terrain engine. The more I look at the screenshots the more I think it's some kind of memory issue, or something to do with video drivers. It's a bug I've never seen before. If no-one else has other suggestions about _data.ini values, then I think that SF1 simply can't deal with 250m heightmaps properly.
  4. realSKY Environment

    And I agree with you. I tried to tweak the rain effect to reduce the number of lightnings, because they are too many for my taste too. However, I failed to find a good solution; I could slow down the lightning strikes, but at the expense of the other effects, so rain was not showing properly anymore. I wanted to release this mod as is, instead of keeping it on my HD until it was perfect. I will try to improve it for a next version. If you want to disable the lightnings, have a look at the RainEffect.ini file. It's all in there, together with other effects meant to enhance the stock rain effect.
  5. realSKY Environment

    Unfortunately no, not out of the box. SF2 uses a different and bigger set of shaders. The environmentsystem.ini file in SF1/WOE is somewhat simpler in certain sections. It can be made to work with SF1, but it's up to you. I have no plans to make a SF1 version.
  6. Beware, SF1 only reads .BMP textures, IIRC. No .JPGs or other formats.
  7. Yeah. On January 18, an Italian Tornado was shot down by AA, and both officers have been POWs for the entirety of the war. Their plane was the only one in the formation to have successfully refueled in-flight, and so proceeded alone with a recon mission, while the other 9 aircraft (not Tornados) returned to base.
  8. It IS useful! Keep in mind that the bug with bigger planes merging also has to do with the type of size you have given to the aircraft in its _data.ini file. Planes which are SMALL and MEDIUM should use the Parking entity, LARGE planes use another set of coordinates, those of the LargeParking entity defined inside the airfield's .ini file (check the image I attached in the previous post). So, airliners should generally be defined as Large aircraft in their _data.ini, not as Small or Medium.
  9. Sure. My apologies because I didn't explain well. What I was saying is that such coordinates are not identical for all airfields. They have to be relative to the 3d model you're using. If I copy certain coordinates from a stock airfield .ini file to a custom one, I most likely get airplanes parked at the runway or in the middle of the desert. For instance, those are the coordinates of the stock desert_airfield5.ini
  10. Not really, yakarov. The game is not that smart. Parking spots' coordinates must be defined inside the airfield's .INI file. We have them predefined for the stock game airfields, but for custom 3d models, it's a different story. I would like to know if there's an easy way to add precise parking spots, as well as night lights. I don't know which reference the coordinates use, if the center of the airbase or...
  11. Thank you for the kind words. You are right about the optional files thing, I'll consider it for the next update. You should have target highlights in any case, generic yellow squares instead of red and blue, and the info box describing what you've locked on is still there. As for the briefing room, it has no map in the SF1 games. The Briefing Screen depends on a different .dll and I really doubt I can show the planning map there. But you have a dedicated Planning Map Screen for this. The Briefing Screen has no real use, except for knowing the kind of visibility/weather of a given mission during the campaign.
  12. The more I try WoE, the more I am angered; even in WoE the FAC doesn't seem to spawn (I'm using the latest Oct2008b patch), but at least the ground forces' chatter is complete, they talk to Snoopy and request assistance. In SF2, the ground forces are silent mostly, saying only "we're moving out" or "enemy units southeast of our position". This shows that the cut FAC ruined something more in SF2, something that in WoE worked perfectly. No Snoopy? Alright, but at least the ground unit could talk. And it's not the speechsystem.ini file. This broken behaviour is hardcoded, I am afraid.
  13. One can uncover funny things while modding the game. Probably it was discovered already, but I've never seen threads about it. Basically, in my upcoming GUI mod I have re-introduced the Briefing screen which was present in SF1 games. It's more of an eye-candy screen, not useful to something. When playing CAS missions where the FAC would usually spawn in SF1/WOX games, at the Briefing screen we get that the FAC has the G002 callsign instead of Snoopy. Obviously, Snoopy was cut in SF2, we all know that. What's funny is that G002 actually is the Friendly ground force we have to support during that mission. Another interesting fact: TACC is always Red Crown, even when in SF2NA we are playing for the Navy, where TACC is Hawkeye. But we know how poorly Hawkeye has been implemented.
  14. Oh yes, I did. I didn't mention it because it was not worth it. AFAIK the missionsummary.ini file only deals with the strings we get at the hangar screen, the ones describing our selected mission type. Such strings slightly vary from time to time, that's all that there is to it. We can't fly FAC missions like Snoopy, hence why it is void in SF2; no strings describing the FAC type of mission. I had extracted the SF1 missionsummary.ini and tried the FAC test mission with it, but to no avail. Still, much thanks for the effort. I'd really like to see more people thinking out of the box!
  15. Mod is soon to be released. It's not 100% perfect to my likings, so I might plan to update it in the future. Question; who made the SFP1 menu screens? I don't know who to credit. I know SFP1 is TK's property, but I want to credit the exact guy who made the screens, if possible.
  16. I have already answered, check the screenshot above. Snoopy answers back to the ground force, by saying "Delta 47, Snoopy, copy that". But that is the only thing you will hear with the manually added FAC. The FAC is FUBAR, it just flies over the battle and goes straight to its predefined waypoints. In SF1, it launches HVAR rockets and so it advises the ground force with more radio chatter. Without source code, I can't do more than this. Maybe there are some geeks around who can experiment with the .exe and .dll files. But no one seems interested on this matter.
  17. More testing of the missions I have attached in the previous post has revealed that the FAC behaviour is rather broken; even if armed, Snoopy completely ignores the battle and flies straight. Reminds me of the dreaded bug with Escort missions, where the Strike flight flies straight instead of attacking its objective and returning to base. Could it be that the removal of the FAC is somewhat related to this other bug? Still, in the test missions I have provided, Snoopy gives an answer to the ground force. So its presence as an FAC is "felt".
  18. True. Still, TK could have found another way to let Snoopy in-game. For those nations not having a proper FAC plane, FACs could have been ground based! At least we would have had better and more complete radio chatter between the engaged ground forces and the FAC unit. What we get in SF2 is an allied ground force calling out Snoopy out of nowhere.
  19. Snoopy is back! Well, sort of... I am using two scripted missions which were available in WoE. Snoopy is defined inside the mission files, so it spawns because it's manually defined. It responds to the ground forces, but it currently spawns unarmed (I have to mod the loadout file) and so it gets destroyed by the enemy AA in matter of seconds. The Briefing screen still shows some weirdness; now that Snoopy is present, it sort of takes the place of Red Crown, and the FAC is still the ground force defined in the mission files. Here below you can see it for yourselves. I also attach the two WoE missions. They work but you need SF2E, obviously, and you must install an O-1E or edit the mission to replace it with another aircraft with the FAC role. 1970-0918 Harrier In Fulda.msn 1979-0918 Warthog In Fulda.msn The automatically generated missions of SF2 do not bring the FAC. But manually edited missions show that Snoopy can still work. The FAC must have the SNOOPY callsign, that's all.
  20. Ah, I never knew this. Thanks, Paulo! I wonder why, though. The FAC is a plane with the FAC role. And the nation, AFAIK was bound to the ground forces' nation. If you find more info about this, I'd appreciate. EDIT: Now I get it; not all in-game nations have a dedicated FAC plane, hence why...
  21. Seriously, you have no idea how long I was looking for this bit of info. I was always thinking to alter the Hawkeye callsign for the Navy TACC, so that it reads Red Crown or something different. I hope it's the same pattern inside .STR files. Anyway, thank you very much!
  22. Nothing. It's not the plane that matters. I can add an aircraft with the FAC role, but it simply won't work. If I feel like, I'll try to export the O-1 from my WoE copy. But I am 100% it's not the plane itself. In a single mission offered in WoE, I remember that an AV-8A was assigned as FAC, and it worked. TK cut the FAC in SF2, but improperly; the Briefing screen suggests that the Friendly ground force is assigned as the FAC. I am experimenting a bit with missions and small tweaks. If anything worth mentioning happens, I'll keep this thread up to date with such info. How I wish Stary and other modders were still available. With their knowledge, something more could be uncovered. Stary knew a lot about unused DLL calls. I found some of them myself, but those are functions never implemented by TK. It's a different story...
  23. I just saw your reply, so my apologies if I reply late. I always keep forgetting about the cache! It wasn't much of an issue anyway, I just thought it was worth mentioning because I couldn't understand why it happened. So, thank your for your explanation!
  24. Yeah, I miss it too! That's why I made this post. Me thinks that TK cut Snoopy abruptly somewhere. The Briefing screen clearly shows that G002 is being assigned as the FAC; that means that the FAC logic, in theory, is assigned to a ground object which can't make use of it, by not being an aircraft. If the logic of Snoopy is in the .exe, I highly doubt there's something we can do. If it's in the DLLs, maybe something can be done. But I'm not the one with such knowledge, I'm afraid.
  25. Yes I do! I guess I will have to download lots of packages to update ODS to current standards! Just save all the links of the needed stuff. We'll work the rest out later. Unlike usual mod packages, we can divide the download for the new ODS into different packages, one for the campaign files, one for the aircraft, etc. This way, we could update just one of the smaller packages if/when newer 3d models and/or additions happen. Well, you'll see.
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