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Author Topic: WxTech's Effects Pack v1.4 for B.A.T and 4.12  (Read 12657 times)

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Foker 42

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #60 on: May 23, 2022, 06:12:54 AM »

I use your mod and have a lot of fun. Unfortunately some classes had to be removed. With some effects, the game crashed. The only problem for me is the enveloping of smoke on the ground, as in earlier versions. Smokes don't go up, especially from crashed planes. Large ship classes also don't work. I am using Ypack with modact 6.40
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #61 on: May 23, 2022, 08:12:39 AM »

Ypack is a game flavour I have no familiarity with. But I'm not surprised that that there are class conflicts. If you had to remove the largest of the Explosions.class files, which concerns the bulk of the code, no wonder you have odd smoke behavior. And you will be missing some new effects, as well as better handling of some others. You are missing a fair bit of the good stuff.  :(

I'm not sure if I want to take on the creation and maintenance of yet another version of my effects pack. If the user base and enthusiasm were sufficient, as well as any required assistance from the creator of Ypack forthcoming, I might be tempted...
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Foker 42

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #62 on: May 23, 2022, 09:56:31 AM »

Alas, as far as I know, he (YPack) is no longer being improved. It was an online project. Although I use it for offline campaigns 4.13.4 (there are a lot of pre-installed maps, planes, vehicles). Yes, I had to delete this very large class file. In any case, thanks for your attention.
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #63 on: May 23, 2022, 11:52:30 AM »

This might be a shot in the dark...

Have you installed Storebror's Common Utils mod? It includes TrueRandom.class, which my Explosions.class uses. If Ypack does not include TrueRandom.class, that would be at least one point of conflict to eliminate, potentially for other mods, too.

I have also released this class separately hereabouts; search "WxTech TrueRandom" in the advanced search bar at the bottom of any page...

If I can grab the Explosions.class used by Ypack, I just might try to cook up a version of mine that should be compatible. Could be a while yet, because I'm currently suffering a power outage after a bad storm, and I'm preparing to move at the end of the month.  😞
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #64 on: May 23, 2022, 12:51:42 PM »

Here's the page from which you can d/l the Common Utils:

https://www.sas1946.com/main/index.php?topic=40490.0
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Foker 42

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #65 on: May 23, 2022, 01:00:29 PM »

Thank you. Yes, these classes (SAS Common Utils 1.13) are already in YPack. I tried to put them first in the list. Unfortunately, the result is the same - the game crashes with any bomb explosion effect. I could not find another Explosions.class file in the assembly. But the main pack of effects used in it is FXEvolution_v4.13...
Also, if you put Classfiles for Gurner FX 4.13 25km in front. That departure does not occur, but the smoke still envelops the earth. Sorry, my knowledge is not enough to understand what the problem is.
https://www.mediafire.com/file/tjxv8lv7duvb597/Classfiles_for_Gurner_FX_4.13_25km.7z/file
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Chungus

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #66 on: October 26, 2022, 12:30:49 PM »



So just installed this mod, had to go through and add each mod individually because one of them was crashing the game. The mod that was causing the crashing was !0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1. Could not having this one cause the weird water effect with the ships (I can't post a picture of the ships because the website says I am not allowed to, but the problem I am having is this really wide wave effect on the ships)?
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #67 on: October 26, 2022, 01:15:31 PM »



So just installed this mod, had to go through and add each mod individually because one of them was crashing the game. The mod that was causing the crashing was !0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1. Could not having this one cause the weird water effect with the ships (I can't post a picture of the ships because the website says I am not allowed to, but the problem I am having is this really wide wave effect on the ships)?

Do I take it you are running a somewhat older version of B.A.T., no later than 4.1.1?

Why not try my v1.5 pack, as this older v1.4 has been superseded by it?
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Chungus

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #68 on: October 26, 2022, 01:23:24 PM »

not using BAT, did move try 1.5 but the game crashes when ever I seem to start a map with land.
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #69 on: October 26, 2022, 06:23:10 PM »

What version are you running? You must select the modules appropriate for your game. Some are common to all, but others are strictly tailored. The instructions I supply should make clear enough exactly which 8 of the 12 folders to use.

I realize that this mod pack is a more complicated thing to install than most. But it's nonetheless much less involved than adding a ship pack! I decided on a single archive to serve three different game versions, rather than issue three complete standalone mods, figuring it should be easy enough to read a list of the 8 game-specific folders to copy over. But at the same time I do realize that not all folk will have the same easy familiarity with the handling of folders and files as some of us long-in-the-tooth, cane-waving geezers who started out in the 80s with DOS.  😀
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Chungus

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #70 on: October 26, 2022, 06:51:17 PM »

I am using version 4.12.2, I used the instructions for #2) For B.A.T up to 4.1.1, OR
    for 4.12 modact WITH the Engine Mod installed:
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #71 on: October 26, 2022, 11:00:36 PM »

Replying on my phone, not sitting at my computer, has caused me to forget the BigShipGeneric classes are (or I think are) the same for 4.12.2 with the engine mod as for the early BAT 4 versions. My own 4.12.2 install does not have the engine mod, and so I can't test this myself.

I don't recall anyone reporting this particular problem. It could well be the case that there are some important differences. It would be useful if anyone running 4.12.2 with the engine mod could chime in...

I'll see about obtaining, if different, the appropriate BigShipGeneric.class...
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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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