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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19682 times)

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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #84 on: March 09, 2023, 08:32:35 AM »

Ok.. Sequential_letters_at end_of_Alphabet_Mechanicus
I'll deactivate the Big ship gun fire smoke and remain faithful to your newer version incorporated into the new.
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larschance

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #85 on: March 09, 2023, 05:04:50 PM »

For those of you wishing to change to the alternate flak effects in BAT Flashpoint with hotfix 4 and have trouble finding the folder you need to enter
WAW3/!0_WxTech_Effects_v1.6_ALL-game-versions/Effects/Explodes/Air where you will find the Zenitka folder. Place a minus sign before existing Zenitka to disable it and add the alternate Zenitka. If you prefer the original then just swap the minus sign from one to the other. I hope that is clear.

Long may WxTech continue to enhance our immersion in this great sim. Appreciate the huge effort.
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RABIZO

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #86 on: March 11, 2023, 08:13:15 AM »

Thanks to "Glenn" for developing new effects.

However, I can't find a solution, so I decided to use version 1.5.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #87 on: March 11, 2023, 09:02:16 AM »

RABIZO,
Would you provide me (in a private message, if you don't want to show anything to the whole world  ;)  ) a screenshot of your full mod folder contents, even if it has just the v1.5 pack installed?

And remind me of the game version.

I would have liked to  have seen your log.lst contents when trying v1.6 and suffering the game crash...

You may recall how persistence paid off in the past when you were battling away to get an earlier version to work. Don't be to quick to throw in the towel!  😉
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #88 on: March 11, 2023, 01:11:07 PM »

If the game crashes when a plane is just at the point of crashing into the ground or sea, this suggests the possibility that my new Aircraft.class, which is part of the full throttle smoke mod, is not being read. In that class I've added a check for the number of engines the plane has, which determines which set of explosion effects to utilize in Explosions.class (the heart of the whole enterprise.)

The Aircraft.class hashed files (in the full throttle smoke folder) are:
  DE723D323178ED64
  C6EF065E28F3732E
  4352BC2624ED0094
  C6A5F9E85251EA22
  08447B2E29097EB0
  4B598398AD1D180C

One could run the classcheck.exe utility (available hereabouts at SAS1946) to see if there are any potential conflicts.

That's my first instinctive suspicion of the problem.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

RABIZO

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #89 on: March 11, 2023, 06:47:17 PM »

"Glenn" Thank you as always.

I have attached a screenshot.
Any advice would be great.





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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #90 on: March 11, 2023, 07:02:26 PM »

RABIZO,
I see that you renamed my main effects folder so that it appears higher in your mods listing.

To start with, you should similarly rename the other 7 of my folders so that they sit similarly high in your list.

This *may* cause a conflict somewhere else, which we can look at if it occurs.

Weapons classes present a potential concern if they are guns or cannons. For instance, you have a .50 cal gun sound mod that might pose a problem.

In the end, it's up to the user to decide which mods he will consider as the more important if conflicts arise.

I'll continue to offer what assistance I can!  ;)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

RABIZO

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #91 on: March 11, 2023, 10:53:25 PM »

"Glenn" Thank you as always.

Try moving the location.
And I would like to report the results.
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RABIZO

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #92 on: March 13, 2023, 01:39:33 AM »

"Glenn" Thank you as always.

I tried moving the folder location.
"Effects_v1.6_ALL-game-versions" now works.

The game ended when I installed "!!!0_WxTech_GUN_classes_BAT-BSMU".

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #93 on: March 13, 2023, 04:36:41 AM »

The BAT-BSMU gun classes are not crucial, for they only add the different sounds. If you're already happy with the gun sounds you have, then this folder can be discarded.

So it looks like you have everything else working. Well, that wasn't too painful!  😉
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

RABIZO

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #94 on: March 13, 2023, 06:04:55 AM »

"Glenn" Thank you as always.

thanks for your advice.
I'm going to think of a ′′ new strategy ′′ right away.
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choctaw111

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #95 on: March 13, 2023, 06:53:43 PM »

The tracers seem to back to the visible cross section type, although the alternating texels are working properly.  Yours in the only mod that I use and I simply replaced all the folders from the previous version.  Any ideas what is going on?
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