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#320337 - 11/25/05 11:51 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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XabbaRus Offline
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So maybe this is a direction to look into as regards texutres, terrain and further expansions of EECH.

#320338 - 11/25/05 01:50 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Moezilla Offline
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The people from Razorworks have been so generous in the past. Maybe someone with contact information could just ask them for the tools they used (open source or closed), or for a hint to point the more knowledgeable of us in the right direction.

#320339 - 11/25/05 01:59 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Quote:
Originally posted by Starshoy:
It will stop to be true when you or somebody else will be able to do it \:\)

Razorworks tools are not open, in any form - source code or executable. If you look at any RW terrain, it is pretty clear what they did - they just modified terrain where they placed roads. We do not have this option now.

We do not use Razorworks tools, but RobFox programs to make the terrain.
They did alter the terrain but I think automatically, hence the dikes and deep gorges for rivers and roads. With sometimes silly results like rivers flowing upslope.

#320340 - 11/25/05 02:11 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy Offline
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Yes, I think Rob's "road width" and "color" are just parameters used for RW generator. Rivers, of course are done the same way.

If TED could modify physical terrain along logical roads and paint them, we'd receive exactly the same roads RW generator makes, I think.

#320341 - 11/28/05 07:06 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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I thought this thread needed a couple screen shots of the summer season too. Thanks to Bib4Tuna for posting the winter scenes. I was very happy to be able to join in the fun and work with Maverick and Starshoy on this project. It takes me six months to make a map and my results are nothing like what these guys can do in three weeks. This is really good terrain to show off the dynamic water because it really looks good in the fjords that dominate the landscape. This scenery is almost too good to damage with explosives but ...





"There is nothing wrong with laziness. The old saying 'The early bird gets the worm', just goes to show you the worm should have stayed in bed. So, when I volunteered for WW II, I signed up to be a fighter pilot because it was a sittin' down job." -- Robert Heinlein
#320342 - 11/29/05 04:50 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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Griff Offline
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Okay, for those of you who have this new add-on running, can you please spell out the correct install procedure. I extracted the file to D:\razorworks and that obviously didn't work. It just created a folder called "Alexander" in my razorkworks folder. Thanks for your help.


Griff's Rig: Intel i7 4790K @ 4.4 Ghz, MSI Z97 MPower Max motherboard, nVidia GTX 780ti, 16 GB of Geil Trident 2400 MHz RAM, Windows 7, Warthog HOTAS, and Saitek Combat Rudder Pedals.
#320344 - 11/29/05 10:26 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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Griff

I had that problem too, but was too dumb/chicken to just try moving the files to where I thought they should go!


Foot down, head down...
#320345 - 11/29/05 12:44 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Moezilla Offline
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1. Extract the Alexander folder to a temporary place on your hard drive.
2. Backup your cohokum.exe.
3. Copy the cohokum and common folder from inside the Alexander folder and paste them into your Razorworks folder and say Yes to any files that need to be overwritten.
4. Go fly the Fjord War campaign.

#320346 - 11/29/05 01:54 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Griff Offline
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Okay, thanks...I'll give that a go.


Griff's Rig: Intel i7 4790K @ 4.4 Ghz, MSI Z97 MPower Max motherboard, nVidia GTX 780ti, 16 GB of Geil Trident 2400 MHz RAM, Windows 7, Warthog HOTAS, and Saitek Combat Rudder Pedals.
#320347 - 11/29/05 10:47 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Holy fubarooka...those summer shots are so impressive.

Why oh why can't we have better resolution rest of the world terrain? We could have some great stuff. Oh I wet my pants.

#320348 - 11/30/05 12:06 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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Griff Offline
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Okay, I'm all installed and up and flying. Thanks for the help.


Griff's Rig: Intel i7 4790K @ 4.4 Ghz, MSI Z97 MPower Max motherboard, nVidia GTX 780ti, 16 GB of Geil Trident 2400 MHz RAM, Windows 7, Warthog HOTAS, and Saitek Combat Rudder Pedals.
#320349 - 11/30/05 02:29 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy Offline
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Actually, with a little bit more work, we can have anything at least up to 60 N. We are working on another map right now, but I hope to do non-US map after that.

#320350 - 12/02/05 06:21 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Kizza Offline
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I'm having a problem where as soon as I jump into the cockpit eech totally freezes up on the first frame.
I'm required to alt-tab and end process to get out. This specifically happens only on this map when I have a gwut file specified in the eech.ini.

Strangely i can move around the campaign map fine upon loading up the mission, the battle rages on without me, it just happens when I jump in a chopper. The screen freezes and whatever sound loops are playing play through once then stop.

Has anyone else ever had a similar problem or know a fix? I've tried deleting both ini and cfg files and remaking, tried the latest exe build and tried differen gwut files. Other than this my EECH experience is flawless thanks heaps for the awesome map. \:\)


Kizz
#320351 - 12/02/05 10:32 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy, maybe time to think about a more flexible system for adding campaigns? If the texture names are the same for every campaign, then all that needs to be known is a map number, a name, the elevation classes, default season, something else?
That can be put in a warzone.ini file or something?

#320352 - 12/02/05 10:51 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy, thanks for the great campaign

I can make it into an install setup file if you want. I use the open source NSIS, good stuff

A question about the textures, it seems that some are not needed? The apache cockpit textures and the some of the comanche cockpit buttons, is that true?

And a request: if you make a setup file, could you remove the "-BIN-256x256" and similar notations from the texture names? The game strips that bit of the texture name but the install files don't so you end up having the same texture under different names, and it becomes a bit messy.

#320353 - 12/02/05 11:04 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy Offline
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Yes, I always was thinking about more flexible way - it looks like we'll have a lot of maps soon \:\) .
Maverick already made an additional map of another Alaska area, we have another US map in work and I just managed to make some filtering work on a map converted from other format which I want to make more than others - it is Vladivostok-Nakhodka area, Russian Pacific Fleet base. I think US Navy should have a chance for counterstrike \:\)
But it is a difficult map - densely populated, a lot of BED work.

#320354 - 12/02/05 11:08 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Starshoy Offline
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Thanks, it would be great if you make installer. One thing that I did not manage to do because I used an obsolete version of terrain generator, is US-Canada border - but I doubt it is important \:\)

Textures were all made and plugged in by Maverick, I don't know if some are redundant.

Tomorrow morning I am out for one week vacations, not sure if I'll be able to check the net. Want to investigate Palm Springs terrain ;\)

#320355 - 12/03/05 09:56 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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ok, I'll see if we can add something flexible for the map list.
I wish there was an installer which shows a bitmap in the install, that way you could choose a camoflage to your liking.

#320356 - 12/03/05 04:40 PM Re: 162W2T4 and Alexander Archipelago beta test.  
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Craigmire Offline
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Kizza,
I've had a lot of the same thing with a freeze or CTD when jumping into the cockpit. I haven't had a particular map or wut cause my problem, at least I don't think. I finally got everything working on computer 1 and following the same steps no-go on computer 2. I finally copied the exe, ini, and texture dir from comp1 to comp2 and it worked. I think for me there are a multitude of configurations that cause the cockpit crash. I did find out, on my machine with a NVidia TI4200 card, that palette=1 uses pal textures and palette=0 uses 24-bit textures and when palette=1 on that machine it crashes going in the cockpit.


"There is nothing wrong with laziness. The old saying 'The early bird gets the worm', just goes to show you the worm should have stayed in bed. So, when I volunteered for WW II, I signed up to be a fighter pilot because it was a sittin' down job." -- Robert Heinlein
#320357 - 12/04/05 10:01 AM Re: 162W2T4 and Alexander Archipelago beta test.  
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Kizza Offline
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Thanks for the advice Craigmire.
I had another fiddle and found it was the downwash that was causing issues, disabling that has made it stable with a wut file and in 32bit colour (I got it to work with downwash, wut and 16bit colours also but found 16bit is not nice!)


Kizz
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