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DrKevDog

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  1. What about a step-wise transition process whereby you become comfortable, first, with what TFX gives us in the way of alpha, and then expand to a more comprehensive script to convert the terrain and other transparency masks? TFX gives us the rules/code for AGP alpha but only for the explosions. The good news is that it is 32-bit color with the format BGRA and the .3 instructions are right there. Bad news is the textures are only 64x64 BGRA8888 and a progression to create and include larger textures would be semi-necessary. With your skill set I would think you could make that work with your VRML project?
  2. Assuming you intended that literally, I did and TFXplorer behaved the same. Even though the games I am using are highly modified, the previous TFXplorer worked with both games. These are my registry edits: Any additional edits need to be made?
  3. Problem Event Name: APPCRASH Application Name: TFXplorer x86.exe Application Version: 20.5.10.0 Application Timestamp: 5eb74d7c Fault Module Name: StackHash_1376 Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea91c Exception Code: c0000374 Exception Offset: 000c3873 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 The console used to display the message, 'ERROR: no game.cfg found; using defaults', however, when I place the 'CONTROL=0' game.cfg in the TFXplorer directory that message is not displayed.
  4. I got an '11' error on EF2000 game.cfg and when I emptied out the file I got: Problem Event Name: APPCRASH Application Name: TFXplorer x86.exe Application Version: 20.5.10.0 Application Timestamp: 5eb74d7c Fault Module Name: ntdll.dll Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea91c Exception Code: c0000005 Exception Offset: 00057092 OS Version: 6.1.7601.2.1.0.256.48 Not sure that helps.
  5. Problem Event Name: APPCRASH Application Name: TFXplorer x86.exe Application Version: 20.5.10.0 Application Timestamp: 5eb74d7c Fault Module Name: StackHash_1376 Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea91c Exception Code: c0000374 Exception Offset: 000c3873 OS Version: 6.1.7601.2.1.0.256.48
  6. That's not it, my program edits and modifications have gotten ahead of me so I'll have to reconstruct them... Thank you.
  7. I suspect my program structure is giving me problems. mike would you show me the registry edits you used?
  8. It's useful and I like it. Glad you got your game working again. Tried to download the new build but: This page is not available. Write to krishty@krishty.com if the problem persists!
  9. I installed the x86 version and get a similar response only with a crash: TFXplorer by Pjotr Krycztij 2020-05-05 05:49 special thanks to: mikew DrKevDog Home Fries Wombat1940 thanks to Benjamin Haisch (RA decompression) ... and the COMBATSIM.COM community found HID "Saitek Saitek X52 Flight Control System" axis 0131 (0000): 0-2047 axis 0130 (0001): 0-2047 axis 0135 (0002): 0-1023 axis 0136 (0003): 0-255 axis 0134 (0004): 0-255 axis 0133 (0005): 0-255 axis 0132 (0006): 0-255 axis 0139 (0029): 1-8 axis 0526 (002A): 0-15 axis 0524 (002B): 0-15 button 0901 (0007) button 0902 (0008) button 0903 (0009) button 0904 (000A) button 0905 (000B) button 0906 (000C) button 0907 (000D) button 0908 (000E) button 0909 (000F) button 090A (0010) button 090B (0011) button 090C (0012) button 090D (0013) button 090E (0014) button 090F (0015) button 0910 (0016) button 0911 (0017) button 0912 (0018) button 0913 (0019) button 0914 (001A) button 0915 (001B) button 0916 (001C) button 0917 (001D) button 0918 (001E) button 0919 (001F) button 091A (0020) button 091B (0021) button 091C (0022) button 091D (0023) button 091E (0024) button 091F (0025) button 0920 (0026) button 0921 (0027) button 0922 (0028) ERROR: no game.cfg found; using defaults __________________________________________ Problem Event Name: APPCRASH Application Name: TFXplorer x86.exe Application Version: 20.5.5.0 Application Timestamp: 5eb0ff24 Fault Module Name: StackHash_1376 Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea91c Exception Code: c0000374 Exception Offset: 000c3873 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 Additional Information 1: 1376 Additional Information 2: 1376441bff31b918c23a8e39f94e3a11 Additional Information 3: c714 Additional Information 4: c714c187e11ebe518c5d09f294773ae1
  10. As I examine the files it is clear that some, or all, of the indices in the affected files are either out of range, and / or erroneous. Could those files be for an alternate world? Would TFXplorer try to load them anyway? Looking at and comparing gtrond.ssd vs trond.ssd it is clear that gtrond's index values are 'erroneous' while tronds are correct. Further, if I compare them Block-by-Block they appear to be, basically, the same airfield super-shape, especially Block # 3 which is identical except for one entry. That makes them appear to be redundant. What does the g in gtrond designate? Is there a glide variance? If all the erroneous index containing files were culled from the ssd cohort would TFXplorer cease generating those errors?
  11. Code Page 00850...hmm, now that's going to take up some of my extra time...Thanks! ๐Ÿค“ ๐Ÿคจ
  12. They would certainly imply palettes, it's odd that they aren't extracted...hmmm. Also, you mentioned the holes in the tfx1 terrain and I'm working to copy that and you mentioned the missing data or incomplete handling of the TFX1 3/ssd files, How did you two resolve the issue of Invalid Index numbers in tfx2, when the Block 5 Index value is of greater magnitude than the ssinfo.fn files greatest index value (1370)?
  13. This statement reminded me of the following old, historical post by an ex-DID employee: "Cheers for those link Mark - that TAW retrospective was great. Just looking at that interface artwork brings back so many memories. I really wanted to go overboard on the interface but that bugger Steve Hunt used Microsoft Windows gadgets instead of custom ones. It was a sound decision really because it made prototyping and creating the interface a lot quicker. I actually used Macromedia Director to prototype the interface, and I'm still using it today. Unfortunately, as we were using system gadgets you couldn't escape that Windows feel totally. Fortunately, we were able to texture the window and the buttons, but it was frustrating at times. I wanted to have video behind the main interface elements but it wasn't possible - not with any speed anyhow. I remember that main menu very well. That was probably my most creative moment with regards to the interface ๐Ÿ˜‰ And no, it wasn't my last (at least I don't think so). It was fun until I had to translate it for several languages. Credit must go to Donna who rendered those lovely scenes. I storyboarded them all and she really bought them to life. I had created the DID web site so I used HTML to style up the mission briefings etc. It was all simple stuff and only a few select tags but it worked relatively well. Yikes, just look at those bevel gadgets and those terrible scrollers. I hated those but this was a huge interface and it needed doing relatively quicky. In fact, I think it was the biggest interface (in terms of screens) in any game at that point. That's possibly not the case now. Steve does still work at Juice, who are now owned by THQ. Ihad it confirmed today! Cheers guys, Steve"
  14. I also like that you are supporting the Dark Theme, looks nice! Also impressed with the many scenario choices ๐Ÿ˜€
  15. Why re-invent the square when you should be looking elsewhere? There are useful tweaks in the extracted files and yet the executables are more furtile ground. A lot has been done to give access to the data files and still the best approach for quick and easy, more robust modifications, with disassembly at most (no programming), involves looking at the executable. With this method there is no need to define functions specifically or know the calculations and / or uninitialized data or floats, simple schoolyard logic is the guide. Although most of my free Covid-time spent on this methods analysis has been utilized on TAW, the principals can be ported and applied to EF2000 V2.0. I'll use the weapons domain as an example to demonstrate. In EF2000, as in TAW, the DATA segment (Pure Data) for weapons as viewed in disassembly finds each with a block of identical length. TAW weapons have 159 addresses while EF2k has but 145. Here I will give 2 examples: In TAW position #93 (EF2k = #50) contains the integer data for default weapons configurations for external stores. In EF2k the default code values are 00, 0F, 30, F0, FC and FF. In EF2000 Campaign the game limits AMRAAM loads to a max. of 10 (code = FC), however, edit to FF and each aircraft gets 12. Code = FC Code = FF *In TAW, the game limits HARM loadouts to 4 per AC, Code change gives each AC 16! In TAW the JDAM has the greatest standoff capacity of ~10 NM, still in sphincter-pucker distance. Simply substituting the code from the unused Tomahawk Cruise Missiles for that of the JDAM, at Positions #106 and #107, and it is converted to a JDAM-ER with an extended standoff range of ~60 NM! In-game the JDAM targets normally, maintains its accuracy and lethaiity, only with additional range. If your Escorts can get you within 60 NM of the target you simply need to know the communication commands to order the return and hope for clear skies... Code = A0F0 ...GAME CHANGER !
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