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MGonzales's Achievements

First Lieutenant

First Lieutenant (2/10)



  1. I appreciate that Wombat, but actually I have some making up to do (never delivered on some things). I tried to avoid it (keeping focus) but I knew I would eventually get sucked back into the DID vortex! I'm just glad to see this sim getting some recognition, if just to remind flight simmers that it doesn't have to be DCS or Hawkx, there's a lot of middle ground.
  2. Ah, much better, thanks. And a very sincere thanks for welcoming me back. I have big plans and even bigger dreams but one thing is for certain in my possibly delusional flight sim universe, I have EF2000 to play today. Maybe a little dramatic but I know there's a lot of people besides this group that feel this game is special. Tornado is another that comes to mind, but I think EF2000 has them all beat for being the ultimate flight sim classic. I remember clearly my first post on the SimHQ F-22 TAW board, in a thread started by moms_killer about obtaining a license from Atari and getting the TAW source code. My question was if this would also apply to EF2000. Someone responded that it would be great if it did, but the focus should remain on TAW. Ok then, so I went with the flow. Besides, TAW has the stealth gameplay which was important to me. Bill Hewett is someone I've always respected (included in the PSF [Hornet Korea] credits, another favorite of mine) and someone here once asked... Topic: Anything Similar to F-19/F-117? http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=4&t=001157 His response in that thread was... ========== "The sim that will be the most logical follow on to your F-19 Stealth experience is DID's F-22 Total Air War (TAW). Easy to learn and operate, great graphics, good comm's, and overall excellent immersion. I really think you'll enjoy it. btw: I have a friend who also made a similar recent 'transition' and he very much appreciates F-22 TAW." ========== And that always stuck with me, but in the end I didn't see it this way. But EF2000 is a different type of gameplay and that's a good thing, I don't want to play the same flight sim ALL the time. So if I'm lucky I'll end up with two sims, closely related in graphics and theater but two different types of gameplay. So I really want to learn everything I can about EF2000 and help to improve it in any way I can. I'd go so far as to developing in C/C++ with the 3Dfx API if I had to (assuming you can develop using a Glide Wrapper). I have the 3Dfx API and a TON of information, as well as early OpenGL Programmer and Reference books. The only thing I wouldn't do EVER is start using a MS proprietary language like C#, nor would I want to touch VS past 6. I'd rather suffer through C++ and an obscure command-line compiler. I'm just throwing some thoughts out there, I still want to work on F-19 but I want it to match EF2000 in every conceivable way except for the much simpler '80s Microprose stealth gameplay. And since all of this is fan freeware I don't believe there'd be any problems. The starting point for me will be the campaign.
  3. My login still works, that's a good sign. Not sure how to skip to the next line with this editor, it's a little different from the last time I was here. Anyway, I need to understand the mechanics of a full-blown large-scale turn-based FLOT-moving fjord-flying Russian-fighting dynamic campaign and I can't think of a better way than to play and study EF2000's WarGen and then attempt to duplicate the add-ons: Strategic Command, ReViVe, EFUTIL, TAW Battle Commander and TAW's AWACS all rolled up into one big honking VB6 program. Possible? Who knows, but I aim to find out over the next several months or years. Other than a little higher resolution (which you guys are working on, nice job) I'm pretty happy with EF2000 and have been for ~15 years, I just want a giant campaign sandbox to play in and to understand how it all works. I've started the program tonight and I'll post progress pics here when I have some. Cheers.
  4. Heh heh. "I was lost but now I'm found." A good way to start off the new year, a new permanent home and a positive attitude! DKD, your posting in that thread reminded me of old times. It's weird but I needed that. Although I've already made some mistakes here (if in a much smaller quantity), I feel like I'm leaving some baggage at SHQ. Hard to explain but I'm using this upcoming new year as a fresh start. I'm really pumped about this game, I only wish Mr. Steve Hunt would have chimed in.
  5. <By habit I first posted this elsewhere, but I'm hanging out here more lately so I'll post it here too...> "In the fall of 1990, MicroProse president, Bill Stealey suggested the time had come for us to do it, and we had until the summer of 1991." Hard to believe this was almost 20 years ago! Enjoy some flight sim history... ++++++++++ DESIGNERS NOTES Background F-117A Stealth Fighter 2.0 is the result of lots and lots of people working closely together over a long period of time. It really goes all the way back to 1987 when the first game on the topic was done. Project Stealth Fighter (for the Commodore 64) was the first effort at a stealth game, and it worked remarkably well given the limited 8-bit, 1 MHz environment – Arnold Hendrick and Jim Synoski had set the stage for the next try at a stealth game. When Sid Meier and Andy Hollis teamed up to do the same game for a 16-bit IBM machine, a large team was quickly assembled to work on what we knew would be a great game. Four and a half man years later, when MicroProse finally released F-19 Stealth Fighter for the IBM in the fall of 1988, the US Air Force finally unveiled its much-rumored stealth fighter, the F-117A. We thought F-19 would be a winner because it was the most realistic combat flight game to date for the commercial marketplace, but we had no idea of the magnitude of its success. It sold LOTS of copies fast and won just about every conceivable award in its first year it was on the shelves. It was proclaimed "...possibly the best computer game ever made..." The Software Publisher's Association voted it the best game of the year, and the accolades go on and on. Even now it continues to be one of our best-selling titles. The Air Force had managed to keep the look of the F-117A a secret for nearly 10 years, fooling everyone, including various model makers, about the shape and the name of their stealth plane. As soon as we got a good look at the F-117A, we knew that sooner or later, we'd update F-19 to match the look of that aircraft. In the fall of 1990, MicroProse president, Bill Stealey suggested the time had come for us to do it, and we had until the summer of 1991. Design Team Since 1988, MicroProse has done four new games using state-of-the-art 3-D technology. Andy Hollis came out with F-15 Strike Eagle II, for the fall of 1989, which used the same core system as F-19 but pushed the boundaries farther and faster. In 1990, he used a related 3-D system to produce Lightspeed. In both these products the 3-D was improved and modified to render more colorful, faster code. Meanwhile, Scott Spanburg had developed a different but related system, first for M1 Tank Platoon, then in the following year for Knights of the Sky. So we've gained lots of experience with 3-D systems, and it is fair to say that the 3-D system you see in F-117A is the product of all the 3-D work that MicroProse has done since 1988. Lead programmer Joe Hellesen was given the unenviable task of taking a great game, F-19, and improving it. We were able to enlist Max Remington (3-D artist for virtually all of MicroProse's games) to do the new objects we needed. Bruce Shelley was charged with overseeing the development of the new worlds that would have to be constructed, and Bruce Milligan (a recently hired game designer) was charged with constructing them. Veteran computer artists Kim Biscoe and Barbara Bents were brought on-board to provide art for opening and closing screens, and Ed Fletcher, a new hot-shot addition to MPS labs, was brought on to do the front and end game programming. From the onset, Joe and I agreed not to tamper with the basic gameplay – F-19 was a real winner which had enjoyed phenomenal success, the basic gameplay is solid... "if it ain't broke don't fix it." We decided that, given time constraints, the best course was to concentrate on graphics to see if we could make it more realistic, fun and set a new standard for future flight sim in terms of graphic presentation of the world in which you fly. Already, we had a system that allowed a great deal of detail but we wanted to enhance it, make it more believable, more colorful. The original game had been done with 16-color 3-D worlds (at the time 16-color EGA was pushing the limits of the technology), so the first step was to adapt the game to 256-color graphics. This meant a lot of work for Max and Joe. All the objects had to be recolored, and in some cases rebuilt to accommodate 256-color graphics. To make sure players have plenty of areas in which to fly, we included all four worlds from the old F-19, and added five more – two from F-15 II and three new ones. The night world took on new significance because the real F-117A never flies combat sorties during the day. Joe and Kim came up with a striking night horizon. Then we added lights to the ground objects which switch on and off according to where you are (enemy or friendly territory), the level of tension, and what time of day it is. Next, we added a sky that lightens and darkens dynamically according to the time of day. Finally, we added the FLIR camera view, partly because it was "cool" and partly out of necessity: in the deepest, darkest night, it is imperative to use the FLIR so you can tell what you're looking at. These combine to give a very strong feeling of realism. To go with these additions, we also needed a real-looking F-117 aircraft. Max spent several long weekends building the most complex object ever to appear in a home computer game, and Joe and Andy came up with a way to make all those surfaces and lines sort correctly. During the development period, US forces were involved in a war in Iraq and Kuwait which showed just how effective precision bombing can be. Joe immediately began to work on a new view through the tracking camera – one that would show the "real" world outside your aircraft, like video tape shown at briefings during the war. He linked this view to the nose view on the Maverick missile, because this weapon actually has a camera in its nose. (Other weapons that have nose cameras, like the GBU-15s that F-111's knocked out the pumping manifolds at Sea Island, are not represented in the game because they are probably too heavy for the F-117A). The front and end of the game were completely redesigned to make it easier to navigate through options and to give a chance for some beautiful 256-color graphics to adorn your CRT. We added a feature that allows you (it you're the type) to quickly generate a bunch of missions until you get one you really want. Also, for those of you who want to know what it might be like to fly the real F-117, we included the "Lockheed F-117A" option that essentially cuts out some of the capabilities to make it more like the real plane. There are a lot of other enhancements: a more intelligent and realistic cockpit, improved enemy AI, new targets, new missions, and on and on. For those of you that have enjoyed the original F-19, we hope you'll like this one even more. For those who are playing our Stealth Fighter game for the first time, hold on to your seats and get ready for an experience of a lifetime.
  6. Nice description pic, Home Fries. -- Mark
  7. hey man, where the hell have you been?

    no.. I mean, where the hell are you now? LOL.

  8. More TAW HUD work... Also a pretty cool TFX promo video... TFX 1993 PC Flight Simulator -- Mark
  9. Since it's related to TFX, I'll go ahead and post a little HUD project I'm working on... It's a WIP, lots more HUD work to do. -- Mark
  10. Thanks for that really interesting history of CombatSim. I've only been playing flight sims and frequenting these boards since mid-'03 so I wasn't around when it all happened. I have a new PC now which can handle almost anything, but I'm more interested in figuring out a way to make EF2000 V2.0 Win95 play smoothly on it (CPU slowdown programs are kinda jerky on this PC). Thanks again for the EF2000 and F22 ADF/TAW archives! -- Mark
  11. My DID collection is now more or less complete... Hi-res pic... http://www.lt-solutions.com/images/DID_L.JPG But these are the real gems in my "new" collection... Higher-res pic... http://www.lt-solutions.com/images/DID_FSL.JPG Dated graphics and FMs be damned, I've never enjoyed flight simming so much since Microprose's F-117 Stealth Fighter! I'm really just getting started with these sims and will be playing them for a long long time. -- Mark
  12. Oh, and I can't thank CombatSim enough for keeping the archived documents available for these DID sims. I REALLY appreciate that, as well as the archived forums (lots of good info there too). SimHQ is my virtual home and I know there’s some friction there but that's none of my business, I appreciate both boards and I'm just glad there's a place like CombatSim that still keeps archives for these old sims. I became a paying customer just for those resources (then it became free, of course). Many thanks CombatSim! -- Mark
  13. Thanks, guys. I'm really just getting into EF2000 and two other old sims from the same developer... http://www.lt-solutions.com/images/ADF.JPG http://www.lt-solutions.com/images/Desk.JPG BTW, I drive with a Saitek X52 now. I also have the F22 ADF/TAW Strategy Guide on the way. For whatever reasons these sims have clicked with me like no other, graphics be damned. I like playing them both because they contrast each other so well (from a/c to theater). I too wish there was just a graphics update to EF2000 available. -- Mark
  14. And my newest baby... http://www.lt-solutions.com/images/EF2000/DSCF0777.JPG http://www.lt-solutions.com/images/EF2000/DSCF0778.JPG http://www.lt-solutions.com/images/EF2000/DSCF0779.JPG http://www.lt-solutions.com/images/EF2000/DSCF0782.JPG http://www.lt-solutions.com/images/EF2000/DSCF0789.JPG http://www.lt-solutions.com/images/EF2000/DSCF0791.JPG -- Mark
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