-
Posts
4,606 -
Joined
-
Last visited
-
Days Won
48
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Menrva
-
Nope, AFAIK. If you hit a water tile (and Tag=2) the aircraft explodes. You can always set water tiles as Tag=0. The stock GermanyCE terrain from SF2E has the entire tilemap filled with Tag=0 tiles. The result is that you can land everything everywhere, even on water. Again, with TFDtool it can be fixed easily.
-
No, it means tilemap TAGs. I tried to explain it in the past. A tile with Tag=0 is treated as landable, with Tag=1 is treated as (bumpy) land, Tag=2 as water, so the plane explodes when on it. It exists already, it's TFDtool. gerwin added this function on my request. Just download the newer version at his site.
-
- 4 comments
-
- 1
-
-
- el dorado canyon
- greece
- (and 7 more)
-
A fork of my nations expansion mod. Only a few will recognize these (fictive) insignias.
-
It is the easiest thing ever, yet you guys are talking about it as if it were black magic. The water bitmap is 8bit, and Photoshop is known for messing them up during saving. If you want to create a working water bitmap, you must use the exact colours from IcelandNA's water bitmap. Open and save the water bitmap in Microsoft's Paint, and that's it. Sweden does not have enough water space (red), so any water bitmap will not work good enough. The terrain is only 60% of RL, and the sea areas are too small for the in-game fleets which are used to wide open oceans. You might make a _water bitmap which spawns ships over water, but on such terrains you'll see them over land occasionally, it's guaranteed. Better not to feature something broken. If it worked with no issues, I would have included a working _water bitmap for that terrain package I released, don't you think? Besides, it is only used for game-generated single missions. For campaigns, you can have fleets regardless of a _water bitmap, because the campaign data must contain the fleet's coordinates on the terrain. I'm not going to explain any further than this. This matter was discussed to death countless times, and any being with a functioning brain will use the search bar of CombatACE to find any relevant threads containing the key-words water, bitmap, fleet, etc.
-
Or likely, an "inexperienced modder" hacked into Wrench's account. Well, what do we know?
-
@Wilches Please, remove your previous post where you mentioned (with huge font) my terrain, otherwise it will be confusing for others. That other terrain from the Odyssey Dawn mod is a modified version of Wrench's original, and has got bugs of all sorts. Mine is a complete remake from scratch with even more additions and airfields. You might want to modify the campaign's data.ini to use my newer terrain. No point in fixing something old and broken. For the curious, that issue is not always dependent on the flattening of areas of the HFD (as Wrench stated), but can also be due to the TFD. Each tile has a Tag value. Tiles where airfields reside should have Tag value 0. Usually, that bug happens when Tag value is 1. With gerwin's TFDtool, it can be fixed. But as I said, better use a newer terrain.
-
Thanks for not going into details. Most of us already know. TK could have made a separate 64bit executable like many developers did for their games, but he didn't...
-
First of all, I was talking generally, I didn't say explicitly that SF2 is 32bit, but guess what? It is. It's a game from 2009. Back then, 64bit OS were not exactly common. TW would have killed themselves by making a product which works only on 64bit. What's the point if only a smaller audience would actually get to play it? Agree to disagree. You basically suggested rlwicker1967 to upgrade the PC to have 16GB RAM, a top of the line graphics card with 8GB VRAM etc. Basically, a super gaming PC which is adapt for much more complex, modern videogames. SF2 is an old game (2009) which uses a game engine that dates back to 2002! It does not perform well because it's not optimized properly, not because rlwicker's PC is not adapt. He's not trying to play Digital Combat Simulator or Microsoft Flight Simulator 2020. Strike Fighters 2, for how it looks, should work much better than it does on mid-end PCs. Again, another ignorant statement. Nobody uses FAT32 anymore, fragmentation issues are minimum on NTFS systems. Defragmentation on NTFS will not solve any bottlenecks or hiccups dependent on the load on GPU or CPU, on bad programming or outdated libraries used by certain videogames.
-
This is bullshit. A 32bit OS will not allow you to use more than 4GBs, even if you have 16GBs on your machine. The same applies for software executables. Softwares which have been compiled to work natively on 64bit OSs will use more than 2GBs if available. If they are compiled as 32bit executables, only 2GBs (at max 4 in some instances) of your 16 will be allocated. It has been explained numerous times, Strike Fighters 2 is poorly optimized. The engine is outdated, it looks like a game from early 2000s, and yet it performs poorly on systems which are way powerful. If TW will make the next edition of the game work natively only on 64bit OS, together with latest DirectX 12 libraries, many will see improvements on FPS without the need to buy a super PC with NASA specifics. I have other videogames which look way better, and they even perform better than SF2 on my low-end machine.
-
Not really a mystery; if he is using my Nations Expansion mod, SovietNavy has been added to it, so it works. TW should have separated the Soviet Air Force and Soviet Naval Aviation, but didn't.
-
You actually pre-ordered. Check with TK, maybe you can cancel your pre-order, and just pay the difference for the Complete Edition. My bet is on the original 29 DLCs, ported. Work on new ones is not impossible, but I guess it depends on how well SF2 sells.
-
I agree with @yakarov79. I also get @Nyghtfall's point. TW created some decent aircraft 3d models, but the terrains? Dear heavens, they are atrocious! Not just visually, but also taking into account historical and geographical accuracy. The Vietnam terrain from SF2V is an absolute mess, which reminds me that I have yet to complete the WIP rework of it I have. So, I'd rather have important fixes from TW, game engine wise. Terrains? Hell no, leave those to me and a few others who put passion and research into them.
- 183 replies
-
- 6
-
-
-
I'd say on random. I'm stuck at the latest patch level for years and I remember it has happened to me, before I gave the .inis the read-only property. Not sure what triggers it. I know for a fact that the game refreshes such .ini files for new texture entries each time you run the executable. Maybe that's the culprit.
-
Yes, I do confirm this. It keeps happening from time to time, unless you make such .ini files as read-only. This is mostly important for any AI aircraft which have been made flyable. The stock .ini files for the AI planes have no statements for cockpit and avionics, thus such aircraft seem to disappear.
-
It has not. I'm on the latest patch level, I have custom InitScreen bitmaps working. Aren't they the same?! You have to put the bitmap in the installation folder. SF2 titles merge into the same Strike Fighters 2 folder. I am not talking about mod folders. You have to leave those alone. You must ensure that you run the StrikeFighters2 Nihon Hitori 2020.exe (same name as the .ini).
-
You have to put the bitmap inside the Menu folder of the installed game. Not in the mod's folder as usual.
-
Me too, but the 3d modeller in the team is busy with RL at the moment. The aircraft is pretty much done. However, the cockpit's 3d model requires additional work after some details I discovered about the real one. It will be completed, that I can assure you. We put so much effort in it, it would be a waste not to complete it.
-
RAF Lakenheath 493 FS F -15C Down in North Sea
Menrva replied to KJakker's topic in Military and General Aviation
. -
Mod package has been updated to Version 1.3; huge overhaul of the mod, check the change log!
- 13 replies
-
- 10
-
-
-
SF1's hangar noises work just fine in SF2. I added them back in my SFWOW Menu Screens mod. Don't remember exactly how. Just download and have a look. IIRC, I had to add some ini statements; I think I had to a make separate HangarNoise.ini which is referenced inside each hangar's menu screen (that is, planning map screen, roster screen and loadout screen). Hangar sounds, IIRC they have to be put inside the Sounds folder, not in the Menu folder.
-
Admins, if possible, let's pin this thread. It's useful info.
-
Warning! If you suffer from epilepsy, avoid the following animated GIFs. Further images available at the following album: https://combatace.com/gallery/album/1343-realsky-environment/ This one is definitely coming next weekend. Keep your eyes open in the Dark Blue skies.
-
