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TAW 2.0 Incremental Updates


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I have the feeling that Home Fries is one of the developers (or the developer) of TAW 2.0 And it is a terrible feeling, as I was not at all kind, and have been replied with kindness.

So to set things right, PLEASE FORGIVE ME.

Apology accepted. Don't worry - I didn't think this was a trollfest. Most trolls don't put their real name and email on their signature line ;)

Yes, it is (though majorly flawed) a great game (a proof to that, on my own account, is that I always return to playing it, at least twice a year, like also EF2000, though for not much beyond a couple of weeks). Yes, ANY improvement should be appreciated, and I hereby THANK YOU for all of them.

But again, it is not the cosmetics that make TAW (as they did not make EF2000, though both have been far from being plain ugly in sound and graphics), but the feeling you are getting when playing the sim. In that regard, my comments were justified.

If you have been following this, you will realize that I am not done yet. It is just difficult to proceed at this point when most of the team has other, understandably higher priorities. Take a look here to get a sense of our ambitions, and feel free to add your own and/or attempt to tackle some of the items on this list.

I remember reading somewhere that TAW 2.0 (or actually 2.02) indeed accounts for destroyed airbases. Please correct me if I am wrong, but that could mean an indirect solution to problem number 1. Though still unlimited enemy aircraft would take off from the remaining operational airfields, at least you can limit enemy aircraft in the air (not only geographically, but also effectively in numbers, since the take off locations are reduced, making here a rather logical assumption that the rate of appearance of enemy aircraft from thin air at the remaining airfields would not multiply itself to compensate). That, if so, would be a huge gain over the default TAW, in which you could never actually render an airfield completely unoperational (there were even online advices that you should take out EVERYTHING on an airbase, including for example wind indicators, which, if one was to implement, would render a bugged simulation game into a world apart with its own fantastic rules, or in other words - doing strange things to compensate for strange things).

This is true, although we didn't mess with the campaign engine in any way. You could do this in legacy TAW as well. My recommendations to you are still to back up and tweak the datafiles to your liking, then share your results.

In regard to multiplayer, haven't tested it yet, as would require to dig out my previous computer and set up a game with an impatient player like my 12 years old son, so I would appreciate if you would tell me exactly the changes to that section, most of all if you can start a session in the air, or at least lined up on the runway, and distinctive scores for players (he always tries to beat me in numbers).

While most co-op missions do start on the ground, some start in the air (Get Bill), some start on the runway (Bill's Limo, Scramble!). Likewise, you can use TAWBC to generate co-op missions, and specify them to start in the air. For your son, I recommend starting out with the multiplayer-converted "Egypt Antiquity Tour" on the H2H/Coop tab. It's a low pressure "mission" where you just go around and blow up things on the ground for fun.

Do bridges account for anything? I remember in one campaign, played long ago, that a neighbouring country came heavily upon your allied, host country, and though only theoretical (meaning no such evidence could you find when playing a mission), the ground war accounted for something (cannot be more specific, it is a fuzzy memory, excuse me).

Bridges count against the Infrastructure score.

Also, why the general advice to go after the enemy barracks (meaning: despite phase objectives)?<

If you refer to Highland, then this is because after some fairly reasonable phase goals, you are all of a sudden given a goal of 60% army targets in a fairly short amount of time. Shacking barracks beforehand will help you achieve this goal before your back is against the wall.

Is the flight model changed in any way (I found especially landings to be forgiving)?

Also, what about the wingmen's response? Many times, I ordered them to intercept, and went on with the mission objectives, considering they have my back, only to find myself later on intercepted, they did not such thing, most probably due to no ammo. Do they now at least report at all such times winchester, or negative?

No changes have been made to the code, so the flight model and wingman response have not changed. However, check out the How To article on the TAW Wiki to read how to better use your wingmen.

Also, could you please replace explosion graphics? I have found the particles flying away (and flames) to have some very strange shapes, and it takes away from the game.

This is a lot easier said than done. Since the graphics engine doesn't use an alpha channel, but uses various colors for various levels of transparency in a chroma-keying routine, adjusting the bitmap explosions has potential to cause more harm than good. I haven't decoded the chroma keying scheme, and the one who has is difficult to find at this point. So far as 3D debris goes, we have made minor fixes to the Glide debris, but left D3D alone. If you want to see better debris, drop a suggestion on the wishlist. This can be done by editing a 3 file, and should not need source code to implement. Actually implementing it is another story; our resident 3D guru is busy dealing with real life.

Why the warning about "bop.txt", wouldn't it readjust itself when starting a new campaign? Or do you mean that each campaign is dynamically linked to any other (in the same area)? Wow, that's huge news, I didn't actually know that, I thought each campaign is a closed system (no relation to the others). Now that I think about that, there seems to be some evidence in that regard, as you can have multiple campaigns active at once. But then again, the game could use for each active campaign a variation of the default file, kept safe somewhere.

I believe that the campaign engine uses these datafiles to set up the entering arguments of the campaign, at which point it depends on its own save files for its continuation. Therefore, if you wanted to use one bop.txt for Highland and another for Choke Point, you could insert the files and start each campaign, and the orders of battle would differ. Don't take this for gospel, as I have only recently analyzed these campaign files and haven't tested this theory yet, but I would bet dollars to donuts that this will work.

What about SAMs? Could anyone found useful to take along more than one package of SEAD? Or for when exposed, did anyone find a way to alter hardpoints in order to carry more anti-radiation missiles? Not by cheating, as I am willing to carry fewer AA missiles. Do anti-SAM missiles really weigh 3 times a Maverick? In the end, does it sound OK to you to expose a such valuable airframe to SAM threat, shouldn't there be multiple solutions to this?

Again, check out the How to article for details on how to manage your SEAD flight. Personally, I would rather take an extra escort flight over an extra SEAD flight, as the rules of engagement for escorts are looser than that of AI SEAD flights. Then I'll load up on extra Mavericks and fly my own Iron Hand.

What about CCIP? Is it now fully corrected (meaning release when dead-on sight on target guarantees a hit, regardless of hardpoint or bay)?

What about area effect for explosions, has it been implemented?

Neither have been addressed; I believe both require source code or EXE edits.

Finally, anyone playing online? If so, how (what server, what methods to connect - do not mention anything that requires firewall and antivirus off, no offence please, but it really takes a long time to format a drive and re-install everything, let alone all the settings to each and every program, and also not to mention all the docs I could lose) and when (please specify in relation to GMT). I am only interested in coop, especially in difficult, but rewarding, multi-role missions. By the way, could we now play campaign coop, or at least linked-missions (something I have always wanted)?

We fly every Wednesday at 9pm Eastern time (see this sticky thread for more details. You can fly with antivirus and firewall enabled. Just make sure you give f22.dat firewall passthrough on your software firewall, and forward the DirectPlay ports TCP/UDP 2234, 2300 - 2400, 47624 on your router. We'd love to see you at our next fly-in.

Unfortunately, no online campaign yet. This will require source code to implement. No truly linked missions either. However, you can play the ADF/RSO campaigns in order if you like, which has a similar effect.

Again, thank you very much for your work, and also for the kind reply. And if you would take the time to answer to all of the issues here, I thank you even more.

Hopefully I just did. Apologies for having taken so long to do so.

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thanks for the reply

unfortunately, i'm on GMT + 2

that puts me at 04.00 in the morning,

so i'll miss all your gatherings

if you know of someone at about same time (UK for instance), please let me know

neil

I know there was talk a few months ago of getting a European fly in started, as you guys do have the numbers of interested people for it. However, nobody as yet has taken the initiative. If that person is you, by all means set something up, and I will gladly sticky the thread on this forum.

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Hi guys when is gonna be the next mission online???

i woulld like see if i can make it for next weekend ...

see you online soon!!!

by the way ... i had problems to find the channel on Hamachi... says the server dowsnot exists..

i dont no what is happening i tryid to find the SimHQtalk and nothing...

thanks anyway..

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Hi guys when is gonna be the next mission online???

i woulld like see if i can make it for next weekend ...

see you online soon!!!

by the way ... i had problems to find the channel on Hamachi... says the server dowsnot exists..

i dont no what is happening i tryid to find the SimHQtalk and nothing...

thanks anyway..

Sicko,

Thanks for your interest. Our next fly-in is Wednesday at 9pm Eastern/6pm Pacific time.

We don't use Hamachi for the weekly fly-ins, since it is open to everybody. The SimHQtalk contact details are for Teamspeak. Use that server, and password, then join us in the "Modern Jets" channel.

We require voice comms in order to participate in the fly-ins in order to promote coordination and deter TKers and griefers.

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Sicko,

Thanks for your interest. Our next fly-in is Wednesday at 9pm Eastern/6pm Pacific time.

We don't use Hamachi for the weekly fly-ins, since it is open to everybody. The SimHQtalk contact details are for Teamspeak. Use that server, and password, then join us in the "Modern Jets" channel.

We require voice comms in order to participate in the fly-ins in order to promote coordination and deter TKers and griefers.

i hope i can make it for london will be around 2h00 am i believe... aniway ... i will try to make it..

thanks a lot Fries...

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  • 2 months later...
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I attempted to enable "Textures - TAW 2008 Colors and Tiles" mod via JSGME but the texture do not seem to be working under win7. It is the only mod enabled in the game. When I did this on my notebook under win xp, it was just fine.

Does anyone have any suggestions?

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Since you are using Win7, I need to ask: did you install TAW 2.0 to your c:\program files folder? If so, this is likely the issue and you should move your install to someplace other than program files.

If not, then I'm not sure off the top of my head what could be the issue. You obviously got it working under XP, so I won't question whether you installed it or implemented it correctly. BTW, I have tested the mod on a Vista x64 setup and it works fine.

One thing you may wish to try for basis of comparison: Enable the Nostalgia mod and see if that takes. If the nostalgia mod doesn't work, then you likely have a read-only or security issue with your drive.

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Since you are using Win7, I need to ask: did you install TAW 2.0 to your c:\program files folder? If so, this is likely the issue and you should move your install to someplace other than program files.

If not, then I'm not sure off the top of my head what could be the issue. You obviously got it working under XP, so I won't question whether you installed it or implemented it correctly. BTW, I have tested the mod on a Vista x64 setup and it works fine.

One thing you may wish to try for basis of comparison: Enable the Nostalgia mod and see if that takes. If the nostalgia mod doesn't work, then you likely have a read-only or security issue with your drive.

Thanks HF...

It looks like Nostalgia mode fixed the issue...

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If nostalgia mod works and the TAW2008 tiles don't, then it could be another issue. Make sure the TAW2008 tiles are set up as they are with your XP install, and go from there.

Nostalgia turns everything back, and not just the tiles. I was just using that test as a baseline.

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  • 5 weeks later...

I'm wondering if anyone can help please - I've tried the 2.10a patch and I have an Athlon XP2400+ cpu with 1.5GB DDR running XP, not impressive but I have an ATI HD4650 AGP with 1GB memory yet with dgVoodoo1.5 or Zeckensack (tried various releases) yet I am still only getting a couple of frames per second whatever settings I use. Can run D3D at 800 x 600 at reasonable fps, but all those gorgeous pictures I see posted seem beyond my grasp. Help!

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I'm wondering if anyone can help please - I've tried the 2.10a patch and I have an Athlon XP2400+ cpu with 1.5GB DDR running XP, not impressive but I have an ATI HD4650 AGP with 1GB memory yet with dgVoodoo1.5 or Zeckensack (tried various releases) yet I am still only getting a couple of frames per second whatever settings I use. Can run D3D at 800 x 600 at reasonable fps, but all those gorgeous pictures I see posted seem beyond my grasp. Help!

I'm not sure why Zeckensack's wrapper is slow, but for dgVoodoo, with your card I recommend using the Direct3D9 renderer. I defaulted dgVoodoo to D3D7 to default to max compatibility for people with older hardware. However, D3D7 will slow things down with a lot of objects on the screen, even with a quad core running with a 9600 videocard. By comparison, I run dgVoodoo with the same quadcore/9600 in 1600x1200 in D3D9 and I get anywhere from 30-50fps, even with 4x4FSAA, 16x AF, and just about everything else turned on with the hardware.

Set the renderer for D3D9 on the Global tab, then on the Glide tab, choose 800x600 for a baseline (i.e. make sure at least that works). Then you can try different resolutions until you find what you like.

The other factors that contribute to slowdown are the color depth, both on global and glide tabs. I find 32bit color on global with Optimal colors on glide gives the best balance of performance and quality. That said, feel free to drop everything to 16 bit if it will help your frames.

One more thing: the later catalyst drivers (i.e. last 6 months or so) may give you problems with older DirectDraw games such as TAW (and even Age of Empires!). There is no known solution to this fix, and results can be anywhere from CTD to a hot reset. If you can stick with the catalyst drivers you have, I recommend it.

Hope this helps.

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nice going chief...The game rocks on my Voodoo 4 card and old P4/2,5GHZ system;)..Thx! Truth is , no matter how you can improve this to go with new gear, it won't. This game looks good only on a Voodoo card. That's the truth.

Actually, I get great results on a 9800 with dgVoodoo, but I share your sentiment that Glide is the way to go.

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  • 1 month later...

Nice

Yes, I agree. I noticed the old rocket pods underwing, I have always been curious as to whether or not the tri-pod arrangement was a legitimate one. I have taken the liberty to make a change in the rocket pod canister without changing the number of Lau-68 rockets (30 per pod). I could use some feedback on this look, pro or con ;)

NOTE: The Pylons have not yet been altered, ie., those are the old pylons, but we have a huge number of unused pylons and only need to match the appropriate ones.

F222010-08-1716-53-35-82.jpg

capture_17082010_170836.jpg

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