Installed ppx beta pp2x 1.2 ... uninstalled pex1.3
big difference loved it. PEx is the game engine work with a few examples of what is possible. It has the least new content to make it easier to find bugs in the code. PP2x is a conversion of PP2 to the new game engine. A couple of MP players wanted to use the new game engine so they started to convert there preferred mod. Slomo and Murkz read this forum, so I'll just comment about game engine and what I know about there work.
The only bugs I found so far along with some improvement suggestions. If you are taking them..They are always welcome, but understand that this is a few people working in there hobby time.
-Invisible tanks during campaigns at planing scenesTools to do this are done, but the work is low on the priorities.
-Crew bailouts, if survived, that would run off map or hide in structures?It is on the wish list.
-AT gun damage like tanks.Not sure what you mean.
-Add Mines?It is on the wish list. If some was active with scenario creation, I would move this up the list.
-Abandoning of tanks? Would happen if main gun damage or some other severe damage like engine.This does happen, but it needs to show open hatches. Main gun depressed without the turret blown off is most likely abandoned.
-Crews on AT guns?The code work is done, now we just need the 3D models.
-Maybe add a nice moon at night or moon lighting for night, too dark.Weather conditions dictate the ambient light levels. The lighting maps can be adjusted with the object editor. It is on the wish list for the object editor to make lighting maps WYSIWYG rather then adjust in the editor and play the game to check the results. There is a minimum lighting settings in PE/data/PE_Game.ini. Find DARKEN= under [options] and adjust the number. 90 is the maximum value and the most that can be added to the ambient light level.
-Maybe make some armored cars playable
-stuart should be playableThey used to be playable in PP2. They may have been removed from the list because they were using the tank interiors.
-greyhound needs a 50 cal
-greyhounds turret too high upM8s and M20s do need a new 3D model.
-King tiger has to take 2 shots on Stuart to destroy them, when one shell would obliterate it.It depends where you hit a tank. There are historical accounts of shells passing straight through thinner skinned armour. PE models solid shot only. Updating the damage modeling is on the list for a complete rewrite of that code.
-any way to add earlier stuart tank variants?All you need is a 3D model and the data entered into the usunit.csv file.
-shouldn't the older M10s need a 50 calPE's AA MG is just eye candy. You can attribute the gun as a bow mg, but it looks odd when unmanned.
-Coax and bow mgs in german tanks are too fast (wav file) like an mg42, most all german tanks had an mg34 which sounds slowerI thought Slomo had fixed all the ones he thought had MG42. You can fix it yourself by editing the gun number in the unit csv file.
-Shermans having awful hard time hitting targets on the move or even at a slow walk, should be easier with the turret gyrosThe gyro is not modeled and that task is very low on the list.
-M8 scotts don't show as wingmen they are invisible or appear as stuarts in instant actionThat means the 3D model can not be found.
-.50cal should be used on tanks and HTs. they could penetrate side armor (like the stug) and most german tanks rear engine wallThe external MG was never coded. Adding it is low on the list. The soft skin AI will use it if it is modeled as the main gun. I have it working properly for the Brit44-x M3 scout car and the M3A1 HT.
-Add more commanders mgs to top hatches on both sides maybe even usable when hatch is open?The external MG was never coded.
-Stug is missing a bow mgStug III and Stug IV did not have a bow MG.
-Airstrike option?On the wish list, but the amount of coding for AI and flight path place it after a rewrite of the MP code.
-Tanks switch from AP to HE constantly while a target travles between trees or cover, looking at a town such as the first American campaign in normandy. This only happens when enemy troops are present for the HE to be used and a tank is running around. In the Normandy campaign you can be sitting outside of croix town at that's all you hear for 20 minutes is the loud shells changing constantly without a single shot being fired.I may need to adjust the AI's target lost timer.
be the tank commander and assign the main gun target.
-RRHAL.DLL sometimes errors out to windows in a mission, then returns to game with mission failed status. If you have one you can recreate let me know. Those are bugs in the code.