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#3552583 - 04/07/12 11:37 PM Re: Patch Limitations ? [Re: CuMelter]
PV1 Offline
sometime mudslinger
Member

Registered: 08/11/02
Posts: 1633
Loc: Ladner, Wet Coast, Canada
Originally Posted By: CuMelter
Thank You HeinKill-
Now, after a little touch up, adding some breakers here and shadow lines there-


If you have v2.11, go to the Weather folder, and pick up the file "Lowdown_water.fx" and copy it to
the Weather folder in your install, renaming it to water.fx (you can back up the original somewhere).
Otherwise, it is just a text file, so copy it from here and save it similarly as water.fx . This will
readjust the waves so that they are a reasonable size for their degree (absence) of chop, and make it
far easier to judge your height when flying low over the sea. The stock waves made it look like you
were at a height of 10ft when you were at 500ft. This mod only came with 2.11.

(I was going to put this in a {code-/code} box, but it turns out it's much easier to select and paste
as straight text):

//------------------------------------------------------------------------------
// Water.fx
//
// Author: Miro "Jammer" Torrielli
//
// Last Update: 17 May 2005
//
// **Modded Mar 21 2010, "Rummy" **
//
//------------------------------------------------------------------------------

float4x4 mView;
float4x4 mViewProj;
float3 ViewPos;
float4 WaterCol;
// float SpecularExponent = -10.0f;
// float SpecularFactor = -1.0f;
float FogStart;
float RFogRange;
texture NormalMap; // < string name = "weather\\wave2.dds";>;
texture EnvMap; // < string name = "weather\\Cube.dds";>;
texture FresnelMap;
float4 normalModifier = {15.0f,4.0f, 1.0f, 1.0f};

sampler NormalSamp = sampler_state
{
Texture = <NormalMap>;
MipFilter = NONE;
MinFilter = LINEAR;
MagFilter = LINEAR;
// MipFilter = ANISOTROPIC;
// MinFilter = ANISOTROPIC;
// MagFilter = ANISOTROPIC;
AddressU = WRAP;
AddressV = WRAP;
};

samplerCUBE EnvSamp = sampler_state
{
Texture = <EnvMap>;
MipFilter = NONE;
MinFilter = LINEAR;
MagFilter = LINEAR;
// MipFilter = ANISOTROPIC;
// MinFilter = ANISOTROPIC;
// MagFilter = ANISOTROPIC;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
};

sampler FresnelSamp = sampler_state
{
Texture = <FresnelMap>;
MipFilter = NONE;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};

struct WATER_VS_INPUT
{
float3 Pos : POSITION;
float2 NormUV : TEXCOORD0;
};

struct WATER_VS_OUTPUT
{
float4 Pos : POSITION;
float2 NormUV : TEXCOORD0;
float3 vView : TEXCOORD1;
float Fog : TEXCOORD2;
};

WATER_VS_OUTPUT WaterVShader(WATER_VS_INPUT i)
{
WATER_VS_OUTPUT o;

o.Pos = mul(float4(i.Pos.xyz,1),mViewProj);

o.Fog = dot(i.Pos,float3(mView._13,mView._23,mView._33)) + mView._43;
o.Fog = 1 - (o.Fog-FogStart) * RFogRange;

o.NormUV = i.NormUV;

o.vView = normalize(i.Pos.xyz - ViewPos);

return o;
}

float4 WaterPShader(WATER_VS_OUTPUT i) : COLOR
{
float4 o;

float3 vNorm = tex2D(NormalSamp,i.NormUV * normalModifier.xyzw)*2 - 1;
//float3 vNorm = tex2D(NormalSamp,i.NormUV)*2 - 1;
float3 vRefl = normalize(reflect(i.vView,vNorm));
// float4 specular = pow(saturate(dot(vRefl, i.vView)), SpecularExponent); // R.V^n
//o.rgb = lerp(WaterCol,texCUBE(EnvSamp,vRefl),1.50f * (specular, dot(vRefl,vNorm)));
// o.rgb = lerp(WaterCol,texCUBE(EnvSamp,vRefl),tex1D(FresnelSamp,dot(vRefl,vNorm))+ 1.of * (specular, dot(vRefl,vNorm)));
o.rgb = lerp(WaterCol,texCUBE(EnvSamp,vRefl),tex1D(FresnelSamp,dot(vRefl,vNorm)));
o.a = i.Fog;

return o;
}

technique T1
{
pass P0
{
vertexshader = compile vs_1_1 WaterVShader();
pixelshader = compile ps_2_0 WaterPShader();
}
}

struct FILLER_VS_INPUT
{
float3 Pos : POSITION;
float2 NormUV : TEXCOORD0;
};

struct FILLER_VS_OUTPUT
{
float4 Pos : POSITION;
float Fog : TEXCOORD0;
};

FILLER_VS_OUTPUT FillerVShader(FILLER_VS_INPUT i)
{
FILLER_VS_OUTPUT o;

o.Pos = mul(float4(i.Pos.xyz,1),mViewProj);

o.Fog = dot(i.Pos,float3(mView._13,mView._23,mView._33)) + mView._43;
o.Fog = 1 - (o.Fog-FogStart) * RFogRange;

return o;
}

float4 FillerPShader(FILLER_VS_OUTPUT i) : COLOR
{
float4 o;

o.rgb = WaterCol;
o.a = i.Fog;

return o;
}

technique T0
{
pass P0
{
vertexshader = compile vs_1_1 FillerVShader();
pixelshader = compile ps_2_0 FillerPShader();
}
}


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#3552853 - 04/08/12 03:33 PM Re: Patch Limitations ? [Re: CuMelter]
CuMelter Offline
W-W Super 220 Swift
Member

Registered: 02/14/12
Posts: 177
Loc: Twin States, USA
Is this your video, HeinKill?
Battle of Britain II Wings of Victory Patch 2.10 preview (rock music soundtrack)
http://www.youtube.com/watch?v=q3yNv3yilHA

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#3553920 - 04/10/12 01:42 PM Re: Patch Limitations ? [Re: CuMelter]
HeinKill Offline
Member

Registered: 05/25/06
Posts: 2176
Loc: Denmark
Yep thass wunomine.

A lot of people hate that music but that's why I made a version without...
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Looking for reviews, missions, info and campaigns for IL2 Battle of Stalingrad, War Thunder, IL2 Cliffs of Dover, or Battle of Britain II?

Only BoB GameHub has the CoD REDUX campaign, and Single Missions Megapack (50+ missions). Here you can also find the BOBII Whirlybird Missions Megapack.

10,000 downloads so far!


BoB Game Hub
http://bobgamehub.blogspot.com/
WWII air combat videos
http://www.youtube.com/user/3534067?feature=mhum#p/u

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#3554116 - 04/10/12 07:52 PM Re: Patch Limitations ? [Re: CuMelter]
CuMelter Offline
W-W Super 220 Swift
Member

Registered: 02/14/12
Posts: 177
Loc: Twin States, USA
Yeh, I caught some posters whining about the bg tunes...what a waste of typing.
The music might have been outta place to some, but it wasn't nerve-wracking.
After all, I still jam on Neil Young & Crazy Horse
(when noone's around and I give the speakers a workout =). Very nerve-wracking to some.

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#3554767 - 04/11/12 11:23 PM Re: Patch Limitations ? [Re: CuMelter]
CuMelter Offline
W-W Super 220 Swift
Member

Registered: 02/14/12
Posts: 177
Loc: Twin States, USA
Ok,lemme ask just once more.
I currently run 2.05-
I remember when I do a fresh install, the menu interface displays 2.04 at the lower right of the screen.
However, if you examine the executable, it's identified as 2.03...???
Call me dumb- What's w/that?

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#3554779 - 04/11/12 11:53 PM Re: Patch Limitations ? [Re: CuMelter]
PV1 Offline
sometime mudslinger
Member

Registered: 08/11/02
Posts: 1633
Loc: Ladner, Wet Coast, Canada
I seem to recall that at one patch, the coders forgot to update the
version number in the exe. I guess it was that one.

You're still resisting going to 2.09 with some settings dialed back?
It will limit your access to lots of crash fixes, and terrain enhancements,
in addition to the tuning of the AI. (The terrain map has been steadily
honed and improved, and that has no impact on overall performance, as
the 3D terrain has to be drawn anyway, no matter its shape.)

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#3554794 - 04/12/12 12:14 AM Re: Patch Limitations ? [Re: CuMelter]
CuMelter Offline
W-W Super 220 Swift
Member

Registered: 02/14/12
Posts: 177
Loc: Twin States, USA
Alright, PV....you nudged me enough.
I haven't had one CTD complaint against my Bob until I tried several patches.
Now, lemme back up a second here-
When I patched before, sometimes I didn't bother w/a fresh install.
Reasons being that un-installing the program left something behind and the next so called 'fresh' install wouldn't launch. After several attempts, this became frustrating to say the least.
My time is too important to have to clean up after removing a program.
I found it best to just delete the BoB folder, then use my JV power tools to search for anything in the registry refering to Bob...once those steps were taken, reloading Bob was a breeze w/o issue.

Then, we go to test yet another patch....
Repeat above steps...
And another patch...
Uh-Oh ...CTD....hmmm....this ain't so fun.
This trial/error chasing ghosts crap was supposed to be left behind with Windows Millenium.

It begs the question that we must assume BoBII was terribly broken upon release.
There must be people out there that spend their entire day picking nat s#it out of pepper.
But, if you're saying that I would really benefit patching to 2.09, ok.
I love BoB and I'm nuts over the 109's brass engine cowl and nose cone...it shows the original designers had pride in that aircraft...really adds a touch of polish. And the way the canopy glistens and gleems on the Spitfire as the sun's rays dance on it is like nature smiling on the girl.
I love the way the 109 appears to be painted w/spray paint, as if resources were low at that period of time.
Later skins showed the 109 w/a straight line paint scheme right off the factory line...bright yellow cowl and wingtips (I know that's correct)

Oh,the light just came on again-
I noticed that they didn't model cannons for the 109..
did I miss a key stroke...I'm used to IL-2 where the 109 spewed more lead than the ammo makers could keep up with.
And in Wings of Prey, ya don't want to get in front of the Spitfire. Guns, Cannons, Gatlings-

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#3554827 - 04/12/12 02:22 AM Re: Patch Limitations ? [Re: CuMelter]
PV1 Offline
sometime mudslinger
Member

Registered: 08/11/02
Posts: 1633
Loc: Ladner, Wet Coast, Canada
The 109 has machine guns and cannon. Use the Cycle through Weapons key,
- search the manual for "cannon", and check appendix C, the keymap, and
H, the keymap guide.

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#3554884 - 04/12/12 06:15 AM Re: Patch Limitations ? [Re: CuMelter]
CuMelter Offline
W-W Super 220 Swift
Member

Registered: 02/14/12
Posts: 177
Loc: Twin States, USA
Well,that's why I posted the question. I've looked and looked and looked for anything refering to the 109's cannons.
Nothing shows up in the 204 manual....I sure can't find it on the key layout pdf....From the program interface (control settings), I scrolled down looking for any key that might suggest the 109's separate gun selection...
I looked into the BDG file for any reference....no luck there, either.
Then I repeated the process listed above again. Absolutely nothing turned up...That's all I have.
The 204 manual, the key card pdf and nothing more.
I'm almost cross-eyed right now trying to find how one fires the cannons separately from the machine guns on the 109-

MayDay MayDay

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#3555138 - 04/12/12 01:56 PM Re: Patch Limitations ? [Re: CuMelter]
Buddye1 Offline
Member

Registered: 01/14/03
Posts: 1975
Loc: South East,Texas,USA
The default key is the "N" to cycle guns, cannon, guns and cannon.

Use the new user guide for the Key information (apendix H) here:

http://a2asimulations.com/forum/viewtopic.php?f=17&t=10938



Edited by Buddye1 (04/12/12 01:59 PM)
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