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Menrva

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Everything posted by Menrva

  1. Yeah. Actually, I could have added it as an Off Map Airbase, but there are large airbases for heavy bombers already on the terrain. There's also room for many civilian airports, but I didn't have time nor will to expand it. Anyway, we'll see what the future brings...
  2. New scenarios coming in 1 week (or the usual 2, who knows?). Gentlemen, get ready for battle! Today we show you one of three world hotspots where you may be deployed... Texas, American South Central (1968-2018) Supported by the Russians, Central American regimes stage an invasion of Mexico. The remnant of the Mexican military flees to the U.S. and fights alongside North American forces.
  3. As Wrench has said, then I think there's no problem to release it. Marcfighters is going to take the credit for the 3d model in any case. We take care of our CA family.
  4. There's no such thing. I should have more than 1,200 planes, and all show up correctly. Make sure you have installed them in the right folders. Inside the Aircraft folder there should be the main folders of all aircraft, the only sub-folders being those of skins and eventually the cockpit. Not all mods you download from CombatACE are simple copy and paste. Sometimes you also have to check if folders have small spelling mistakes. Also, a plane is flyable only if it has a cockpit referenced in its main .ini file, you have a _cockpit.ini file and the relative cockpit folder.
  5. That's great! I have fixed the other issue you mentioned, instead. Check your PM!
  6. It would be a welcome addition! Still, permission from the creator is paramount.
  7. This filter could be useful indeed! If you have spare time to work on it, I strongly support this. AFAIK, the Angola terrain we have here at CombatACE has too many duplicate entries. Another interesting filter (but I guess it's much difficult to implement) would be to re-order all the valid entries at the beginning of the _data.ini, and to move the void ones at the end. But then again, there's the TFD, a beast to tame. The Angola terrain is a good test-case for the filters IMHO. The game has no problems to use duplicate entries. It's just the TE that causes issues with them. As you already said, it should be noted that TFDtool cannot fix terrains with a poor start in the TE. Sometimes it's better to start from scratch. But the mentioned filters could make things easier.
  8. I don't remember, Wrench. The .CAT should be MenuData though. It makes the game CTD, no matter what. Granted that the SF2 CampaignScreen is different, contains different parameters and so the SF1 version must be updated. But apparently, even with all proper fixes, I fail to make it work. I have no idea how to find the culprit. All other screens work properly, and look beautiful! If I manage to fix everything, I'd really like to release it. The title of the main menu screen is "Strike Fighters: Wings Over World" (once I tried "Wings Over War"), in honor to the WOE/WOV/WOI series. I find it fitting for those who have a large mod folder spanning different world scenarios. I forgot to mention that I'm also using all music tracks from the SF games. If there's a screen without music in the original SF2 GUI, here you have a unique track for each screen!
  9. I've always found the SF1 GUI to be nice and I've been converting it for my personal mod folder. The main menu screen is my modified version of the NACA menu screen mod once available at CheckSix-FR. Is anyone interested in this? Also, so far I have been unable to convert the campaign screen. The original SF1's CampaignScreen.INI file might have something which makes the game CTD whenever I attempt to enter that screen. If you can help, please feel free to post your ideas. I am getting crazy over this CTD thing. Of course, I have tried to fix various statements and parameters, because a simple copy-and-paste of the .ini file would not work as intended. But in all other cases, I have managed to make all screens work as they should after lots of .ini editing.
  10. I had the opportunity to say it, and I missed it! Shame on me! Mandatory screenies:
  11. A work in progress terrain of mine, Midway Atoll + Kure Atoll. Don't ask for any release date, still a lot of work to do with it. Mandatory screenies, scramble mission over Midway Atoll:
  12. AFAIK you're right. If the exported .LOD model has no bump/specular maps, those must be added to the source 3d .MAX file. Anyway, your skin is going to be a much needed improvement over the original, so thank you for contributing!
  13. Great improvement, nice job!
  14. strahi has uploaded updated campaign .inis to be used with the latest standalone terrain, check the following thread: https://combatace.com/forums/topic/90184-iran-iraq-war-terraincampaign/?page=2 However, users might need to find and fix their aircraft folder names to match those of the .ini files. Apart from that, they should work.
  15. Oh well, I didn't recognize that it came form ACAH. Thanks for the explanation, yakarov! Such a pity that Veltro's 3d model is nowhere to be found. AFAIK it only missed a skin and .ini edits.
  16. Why is that so? And who created that 3d model? The only Tu-160 I remember being in the works was the one made by Veltro2k. Unfortunately, it never materialized.
  17. @strahi I already said, the terrain from the Iran-Iraq mod package is an old, bugged version. I don't give a damn about those bugs because you can download the latest, better version of the terrain here: https://combatace.com/files/file/16395-iraq-western-asia-1980-2003/ Please, download the linked package and use that one. The terrain in the Iran-Iraq mod package is bugged and awful, so don't use it. That's all, now please someone lock the thread.
  18. @Geary That mod is using an old, beta version of my standalone terrain which is miles better. You'd better download and use the standalone terrain I have uploaded, as it was updated and bugfixed numerous times and now it's rather bug free. However, you'll have to fix the campaigns as various target area/airport names do not match with the old, beta version of the terrain.
  19. Not far from Sand Island, a flight of Harriers takes to the skies to provide CAP over Kure Atoll...
  20. https://www.bbc.com/news/uk-england-norfolk-44811988 My deepest condolences to his family. Youngsters like me usually take freedom for granted. He was one of many we should thank and remember for his service to a greater cause. S!
  21. In the skies over the Midway Atoll, Pacific Ocean, Planet Earth... (in the skies over Sand Island, Ceres Ocean, Ace Combat's Strangereal universe...) On a distant island, far away from civilization, the protectors of the peace take to the skies...
  22. It's much on topic, I'd say. Something like this could be very useful. To get our hands on all different .dll files of each patch level (in order to investigate bugs and changes) is another story, though.
  23. Good to know! I didn't know this was the cause of such bug! I think it's rather important to keep in mind this bit of information, at least for us modders and SF2 enthusiasts. I don't want to close it. TK won't react, but if there are more modders willing to share their infos on bugs, etc., a topic like this would be useful.
  24. Alright, fixed. Although I don't think it matters that much at this point. I don't think we'll ever see interest from TK about all this. Just my point of view.
  25. Another game-breaking bug I want to point out is the following: Environment : July 2013 patch-level, SF2NA In Single Missions, and in Campaigns In stock installs Conditions : The player flight is assigned an escort mission. The escorted flight reaches its waypoint for its ground attack. Expected result : After engagement, the escorted flight reaches the egress waypoint, prompting a mission successful for the player's mission. Result : For reasons still unknown, it happens from time to time that the escorted flight is flying straight instead of engaging its ground target, and it never heads back home. By never reaching the egress waypoint, the player's escort mission ends up in a loop, it can't be completed. Sometimes, simply restarting the mission is enough to trigger the correct behaviour of AI planes. Still, the bug is frustrating and it should not happen. I don't recall it happened in SF1 games. Another solution, if possible, would require that a "mission complete" statement is triggered when the AI planes fly over their ground target waypoint, instead of the egress waypoint. No matter what, in that case the mission would be complete even if the AI planes keep flying straight. Stock Frequency : 4 Specific Frequency : 0 Severity : 4
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