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Author Topic: WxTech's Effects Pack v1.1 for B.A.T. 4.x  (Read 10295 times)

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Griffon_301

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thanks a lot for the clarification :)

the problem now is that we have a modded game based on 4.12.2 that comes as version number 4.1.3. if you leave out the dots between the numbers, it can easily get confusing I think..I am taking me as an example here ;)

your explanation though was the clarification to my question though :)
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Flying H

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A tip for WxTech (and all of you) there is a handy little program at http://www.script-debugger.com/ called Files Compare Tool that shows differences between files through a few clicks. It was mentioned to me some ten or so years ago here (or in the old AAA forum) and it is useful even today!
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WxTech

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I just ported over to the 4.12 version of BigShipsGeneric.class my latest changes. This means that 4.12 users can partake of the changes.

As a result, I've underaken to create two completely separate mod versions. One for BAT 4.x, and the other for 4.12 (and hopefully other later versions like 4.13.) The most work involved re-jigging the Readme files for both versions.

There's nothing of note for BAT players, and hence no real need to d/l again.

But for 4.12 players, the addition of the aforementioned Ships class will by itself warrant a d/l.

The way I should have done it from the start. Oh well, now there'll be no more version confusion and--more importantly--the imposition of extra work for my non-BAT friends!

They'll be up for d/l soon. Stand by...
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #27 on: August 15, 2021, 06:32:02 PM »

As from 0012 UTC, 15 Aug, 2021, the mediafire link points to a BAT 4.x only version. Read the note added to the top post in this thread.

I've created a separate version of this effects pack for our 4.12 friends, presented in its own thread in this sub-Forum.

This should make life a bit easier from now on. I should have done this from the outset!
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genXgamer

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #28 on: August 15, 2021, 08:52:08 PM »

Thank you from one of your 4.12.2 friends!
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Vampire_pilot

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #29 on: August 16, 2021, 01:46:37 AM »

I have an observation about the BAT compatibility, or lack thereof.

It is built on and uses outdated core Classes, such as an outdated BigshipGeneric.class.

This will lead to incompatibilities for certain in missions sooner or later. The base for this mod has been taken from a old BAT version and none of the "Trigger" code is in the class, for example.  I am not sure what exactly the effects will be but I am certain that some triggers will fail the least. I don't have the resources to dive into this or to investigate what else may be missing, and I have only been notified about this myself just recently.

BAT EngineMod is currently developed even further, more incompatibility will occur for certain when a new update is released.
May I suggest that if you want to develop and service a modpack with a compatibility claim, you best use an up-to-date BAT to build on and test against?

vegetarian

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #30 on: August 16, 2021, 02:09:50 AM »

Yep, using classcheck.exe I found dozens of potentially conflicting class files, so I am anticipating an issue somewhere down the line.
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #31 on: August 16, 2021, 02:48:23 AM »

Vamps,
Yeah, tell me about it.  ;)

My first classfile work started with 4.08/4.09. Then when I went to 4.12 I had a fair bit of work to do all over again. Then when I went to BAT 4.0, yet more work all over again!

The continuing evolution poses its problems, that's for sure. I can understand the mindset of folk like the 4.09 Rebels; their Il-2 life is much simpler.  ;)


Glenn
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Mick

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #32 on: August 16, 2021, 03:47:57 AM »

I can understand the mindset of folk like the 4.09 Rebels; their Il-2 life is much simpler.  ;)

...  8)
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Epervier

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #33 on: August 16, 2021, 05:14:09 AM »

I can understand the mindset of folk like the 4.09 Rebels; their Il-2 life is much simpler.
...  :D   ;)
You had to remain a Rebel!   8)
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #34 on: August 16, 2021, 06:51:19 AM »

Gabriel,
Or should I say, Oh, Keeper of the 4.09 Crypt...  ;)

You can adapt a fair amount of my code in Explosions.class to 4.09. Such as my new shrapnel effect when larger bombs explode against ships and bridges.
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. 4.x
« Reply #35 on: August 16, 2021, 09:32:50 AM »

A heads up notification for players using a BAT version that incorporates the new triggers (to actuate events and messages during missions, as set by the mission maker)...

I've been told that BigShipGeneric.class has had trigger code added. The version of this class I supply here is from BAT 4.0, which predates the introduction of triggers. While it was not stated with certainty, there's a good possibility of undesirable consequences. If you encounter issues where ships are involved, it might be wise to delete the folder containing the BigShipGeneric classfiles.

At some point I should upgrade to the latest BAT version, so that I can then mod these latest classes.

In the meantime, if a Java-proficient modder (which, incidentally, I am not; I'm nearer to a monkey) were to incorporate my small number of changes into the current version, there'll be no complaints issuing forth from me!  ;)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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