#4479455 - 06/22/19 01:50 PM
EAWPRO upgrade for the adventurous!
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Joined: Oct 2002
Posts: 7,554
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
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Joined: Oct 2002
Posts: 7,554
Zandvoort, N-H, Netherlands
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Changes: Alt_N/autopilot to homebase bugfix On screen HUD info was spaced out more for better readabillity on high resolution monitors View Objects horizon fix with closer zoom Runway line up spacing based on planesizes Parameter selection fix for all operating systems New NoCD drive version (original Microprose code) More agile and agressive AI Further integration of previously None Flyable Aircraft Further expansion on ACE skill level New Invader, Attack-Bomber, Figher-Bomber capabillity JU87 (Stuka) new FIXED GEAR entry in PLANES.DAT New cockpit gunflash A few other changes and fixes and more optimised code for improved FPS Current count: 42.833 bytes changed in comparison with v1.2 of wich 9.511 were removed from the gameloop! Work in progress: Raised bridges not fully working yet! JU87 brakes fix Gunflash positions Engine sounds Requirements: A standalone and original EAWPRO version, available from Mark EAW's Helpsite, extracted into any official Microprose version. https://eaw.neocities.org/fxexe-patches.htmlThe upgrade is available here: http://rabartel.home.xs4all.nl/HOTLINK.zipTo install: extract the .ZIP into your EAWPRO gamefolder (where the EAW.EXE resides) and allow overwrites. I hope you guys like! VonBeerhofen
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#4480066 - 06/26/19 03:20 PM
Re: EAWPRO upgrade for the adventurous!
[Re: VonBeerhofen]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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The single mission selection is much better in Win 10, and there are some novelties if you look hard enough This was a loaded "msn" file adjusted with a V1 in both friendly slots Instant action needs to be chosen as the groundstarted V1s do not take off Opening screen - in the 'pit External view About to attack This V1 has a heavy cannon but flies at a fixed high speed, so it needs a lot of work on the J/S. I succeeded in shooting down two B-17s before I was killed by their cumulative fire
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4480097 - 06/26/19 06:39 PM
Re: EAWPRO upgrade for the adventurous!
[Re: VonBeerhofen]
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Joined: Oct 2002
Posts: 7,554
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
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Joined: Oct 2002
Posts: 7,554
Zandvoort, N-H, Netherlands
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I don't really think you looked hard enough to see the full impact of the recent changes, you didn't have sufficient time for that. EAWPRO isn't intended to become an arcade game and changes are carefully made so the original game engine will not suffer. I think the changes become more evident the more missions and aircraft types are flown, after all I've been testing these changes for over two months now. It's effects are still surprising me on a dayly basis, and I'm still far from having tried every possibillity. Together with other changes I've made there is about 10 times more variety in all mission types, because the outcome of random choices are simply unpredictable and will take a long playing time to fully discover. That plus the extra variety caused by the changes in the various skill selections will undoubtedly give veteran pilots a lot of fun.
Obviously several changes require a modified planes.dat to get the most out of the new AI behaviour but the most noticable change is the AI agressiveness and agillity, besides the use of heavy bomber groups in various mission types. Another very observable change are with the planes which were given attack-bomber capabillity and do not behave like fighters anymore.
As for the V1, it never had an undercarriage so a groundstart is out of the question for that plane. In the slotfree system it can however easily be replaced by another airplane. Ofcourse the Flightmodel could be modified to turn it into something it never was but I think that the FM from v1.2 must be pretty correct, even for the flyable version the Reichenberg. I don't think the Reichenberg had throttle control, just an on/off switch for the ramjet so yes it's a pretty awkward curiousity to fly for sure.
Sure enough there's tonnes of work to do, that's why it's my hobby as it will undoubtedly keep me busy till the end. I just hope that people understand that the complexity of the game requires carefull treading as it's all to easy to destroy the game engine or turn it into something unrealistic., hence there's so much time spend on betatesting.
VonBeerhofen
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#4480104 - 06/26/19 06:57 PM
Re: EAWPRO upgrade for the adventurous!
[Re: VonBeerhofen]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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In the slotfree system it can however easily be replaced by another airplane What do you mean by the "slotfree system"? Are you no longer using the "p38h" ............. "v1v1" text in the skin, flight and planes.dat files?
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4480649 - 06/29/19 08:07 PM
Re: EAWPRO upgrade for the adventurous!
[Re: VonBeerhofen]
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Joined: Oct 2002
Posts: 7,554
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
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Joined: Oct 2002
Posts: 7,554
Zandvoort, N-H, Netherlands
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Pretty much within expectations for an intercept mission against Junkers 88A in a bomber role, but not the best result for such a simple mission. However if your goal was to test the new AI behaviour why didn't you pick one of the altered planes mentioned in the 'More visible AI changes' thread instead? Glad to hear the debris collison is working, that'll teach you not to get too close, BTW, no alterations were made to the secondary enemy plane's spawn location and it's still a largely unchanged routine which dictates that their appearance should happen outside the player's visible range. However I made a notice to try and get them closer to their bombers but it must be done the right way. They're never far away though and recent changes improve their chances for a proper escort in these type of missions but their objective is no longer always to escort primaries as in v1.2 where they never posed much of a threat in that role and usually started lagging way behind. Probably that behaviour can be vastly improved but as I said it must be done the right way so realism isn't compromised. Within the range of current projects it doesn't have very high priority though. VonBeerhofen
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