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Stary

MODDER
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Everything posted by Stary

  1. I think it's Modern Darwin map..?
  2. that's not bad news DanW, depending how much new content user will be able to add into or create. And I WILL repeat -overall it's not about the fading trees, it's a bout the locking away access to some parameters
  3. who cares about trees, bring back the dinos! David and Goliath: (spoiler: David won)
  4. I'm sorry we came such way in this discussion, as it's very nice patch after all. Just the "locking stuff away from users (modders)" worries me big time (and no, I'm not talking about LODs here)
  5. same here Julhelm (albeit in the field of architecture) I don't buy the integrated chipsets thing... whole point of Series2 was to move into Dx10, and I can't say integrated GPUs are anything than plain joke about the Dx10 performance. I'm running the sims maxed out with custom draw distance, oh I take it back, used to, on a three years old 8800GT 512MB, thing you can buy these days cheaply. Also I'd really love to see a survey what part of his customers are playing on laptops @Baltika -now that's a great posting mate
  6. heh I never liked the budget argument to be honest... not when it's about persistant error years old
  7. Have all the VC titles with expansion packs, but never made it past first mission in VC 2. It's the city settings that kills it for me. Best was the expansion pack for VC IMO. back to Red River -the coolest thing I've seen in tactical OFP-like titles happened yesterday -me firing at a Chineese trooper some 150 meters away, aiming to low (M4 dotsight). Tracer round, dusk setting so I see it clearly. Bounces off the ground few meters in front of the poor guy and hits him in the head. That's the "my, oh my" moment
  8. spot on Jules! that's the easiest way, see you learn something new every day
  9. Funny as I find both of your comments Icarus and Muesli valid. (Equips pitchfork, makes madface #7, marches towards Austin, TX... turns back after 5 meters, goes back to play patched version) There's allways changes we just have to live with it. I'll check PBs fading tweak. The only thing TK could do (but knowing him he won't) would be slider in options setting for those that want to extend the draw distance even incorporating good old rendering bugs.
  10. same as me Brain, still no luck
  11. yes I tried Jules, but then it creates shell sub object materials I can't export into engine properly. And the automatic unwrapper is quite useless in the process texture-space wise. Used standard skylight with 2 bounces and 1.4 multiplier to make it less dark, still experimenting with it
  12. ok, I call officially Red River teammates AI the stupidest in all tactical fps history... grr!

    1. JediMaster

      JediMaster

      Magnum's review over at SimHQ said that almost verbatim! Somehow they made them DUMBER than DR's!

    2. Stary

      Stary

      yes I miss them the way they were in DR, irony, as I used to bitch about them then too

  13. I keed with the mandatory, relax people
  14. Dels, only one material per mesh, multimaterials are a NOGO. Yeah, seems I'll have to do this the hard way, combine the dials materials to one .tga file and remap the gauges, will give me 4 more slots for needed others. I usually prefer to have more smaller bitmaps than fewer large ones, but this seems to be the only way. Thanks
  15. RA had some ugly yet beautiful in their uglyness planes (yes I know how it sounds) My faw being good old MC.200 and G.50
  16. fixes few issues from verison 1.0, but no you computer won't blow up if you don't download it
  17. View File Unified Effects pack update 1 This is small mandatory update to my Unified Effects Pack available at Combatace here: http://combatace.com/files/file/11802-unified-effects-pack-10/ updated or new effect files: Effects\MediumBombEffect.ini Effects\TracerSmokeEmitter.ini Effects\LmgObjectHitEffect.ini Effects\AircraftSmokeEffect.ini Effects\AircraftEngineFireEffect.ini Effects\AircraftFuelFireEffect.ini Effects\AircraftFireEffect.ini Effects\SmallBombEffect.ini Effects\UP_bombdirtspike.tga Effects\UP_vapurwave.tga Effects\WW2_GraySMOKE2.tga Effects\ArtilleryGroundHitEffect.ini Effects\37MMGroundHitEffect.ini Effects\LargeBombAirExplosion.ini Effects\MediumBombAirExplosion.ini Effects\SmallBombAirExplosion.ini Effects\LmgGroundHitEffect.ini Effects\HmgGroundHitEffect.ini Effects\30mmGroundHitEffect.ini Effects\MissileFireEffect.ini Effects\23mmGroundHitEffect.ini Effects\23mmObjectHitEffect.ini Effects\30mmObjectHitEffect.ini Effects\20mmObjectHitEffect.ini Effects\HmgObjectHitEffect.ini Effects\ClusterBombletExplosionEffect.ini Effects\LargeBombEffect.ini Effects\blast0.tga Effects\TankGunFireEffect.ini Effects\ArtilleryFireEffect.ini Effects\VeryLargeBombAirExplosion.ini Effects\VeryLargeBombEffect.ini Effects\WW2_GraySMOKE.tga includes "muzzleflash fix" released at CA forum. Installation of this pack assumes you have installed and working Unified Effects Pack 1.0 in your desired mod install of Strike Fighters 2 Extract to your "mods" folder, overwrite files when asked. Submitter Stary Submitted 05/22/2011 Category Effect Mods
  18. I use the second from end (green one) in P-39D
  19. I've uploaded independent update that brings some new effects and corrects some that I didn't like, pending approval
  20. Version 1.1

    1,641 downloads

    This is small mandatory update to my Unified Effects Pack available at Combatace here: http://combatace.com/files/file/11802-unified-effects-pack-10/ updated or new effect files: Effects\MediumBombEffect.ini Effects\TracerSmokeEmitter.ini Effects\LmgObjectHitEffect.ini Effects\AircraftSmokeEffect.ini Effects\AircraftEngineFireEffect.ini Effects\AircraftFuelFireEffect.ini Effects\AircraftFireEffect.ini Effects\SmallBombEffect.ini Effects\UP_bombdirtspike.tga Effects\UP_vapurwave.tga Effects\WW2_GraySMOKE2.tga Effects\ArtilleryGroundHitEffect.ini Effects\37MMGroundHitEffect.ini Effects\LargeBombAirExplosion.ini Effects\MediumBombAirExplosion.ini Effects\SmallBombAirExplosion.ini Effects\LmgGroundHitEffect.ini Effects\HmgGroundHitEffect.ini Effects\30mmGroundHitEffect.ini Effects\MissileFireEffect.ini Effects\23mmGroundHitEffect.ini Effects\23mmObjectHitEffect.ini Effects\30mmObjectHitEffect.ini Effects\20mmObjectHitEffect.ini Effects\HmgObjectHitEffect.ini Effects\ClusterBombletExplosionEffect.ini Effects\LargeBombEffect.ini Effects\blast0.tga Effects\TankGunFireEffect.ini Effects\ArtilleryFireEffect.ini Effects\VeryLargeBombAirExplosion.ini Effects\VeryLargeBombEffect.ini Effects\WW2_GraySMOKE.tga includes "muzzleflash fix" released at CA forum. Installation of this pack assumes you have installed and working Unified Effects Pack 1.0 in your desired mod install of Strike Fighters 2 Extract to your "mods" folder, overwrite files when asked.
  21. Great shots Gustav! Love the last one with Scooter
  22. By the way I'm doing some experiments with reflector sight that uses avionicss70.dll for WW2 planes...
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