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Author Topic: WxTech Effects v1.5 BOLT-ON for 4.13  (Read 3862 times)

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WxTech

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WxTech Effects v1.5 BOLT-ON for 4.13
« on: July 26, 2022, 09:05:11 PM »

Here's a provisional set of replacement classfiles for 4.13, to be used with my Effects pack v1.5, available here:

https://www.sas1946.com/main/index.php/topic,69248.0.html


This BOLT-ON includes ONLY the 4.13 classfiles deemed necessary to update. Other classfiles and all the effects resources in the big effects mod remain unchanged.

Now, I cannot test this, as I don't have 4.13. You are the guinea pigs!  ;)



Get the BOLT-ON for 4.13 here:

https://www.mediafire.com/file/85a8gk228kttdao/WxTech_Effects_v1.5_BOLT-ON_for_4.13.7z/file



Instructions are reproduced below, from the included readme file:


A provisional, in development BOLT ON for my v1.5 Effects mod, for 4.13

I don't play 4.13, and so cannot test this myself! I have no way to know if all will be problem-free.



Perform the following steps to (hopefully!) get my v1.5 effects pack working in your 4.13 game...



1) Download my v1.5 Effects Pack, available here:

  https://www.sas1946.com/main/index.php/topic,69248.0.html



2) From that download, copy into your 'mods' folder the following folders:

  !0_WxTech_Effects_v1.5_ALL-game-versions
  !0_WxTech_GUN_classes_ALL-game-versions
  !0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
  !0_WxTech_ROCKET_classes_4.12-modact
  !0_WxTech_TRAIN_classes_ALL-game-versions (may? require to install the New Train Mod*)



3) From this mod, copy into your 'mods' folder these three folders:

  !0_WxTech_AircraftState_classes_4.13
  !0_WxTech_Full_Throttle_Smoke_Mod_classes_4.13
  !0_WxTech_BigShipGeneric_classes_4.13



4) From this mod, copy all 19 files from this folder:

  !0_WxTech_Effects_v1.5_classes_4.13

and paste them into this folder which you will have already copied into your 'mods' folder in step #2:

  !0_WxTech_Effects_v1.5_for BAT and 4.12 (you may change "BAT and 4.12" to "4.13", if you wish; not required, though)

This copy/paste operation will replace ONLY the Explosions.class classfiles and Explosions.Java, leaving the other files in place.



5) Cross your fingers and start the game!



WxTech
July 26, 2022
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WxTech

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #1 on: July 26, 2022, 09:13:08 PM »

I'm particularly leery of the BigShipGeneric classfiles. If a problem crops up, this might well be the first folder to disable/remove.
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WxTech

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #2 on: July 26, 2022, 09:19:38 PM »

I forgot to include the ShipGeneric classfiles in the BigShipGeneric classes folder (as is done for the other game versions). If you downloaded before reading this, please do so again.

Sorry...
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Foker 42

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #3 on: July 27, 2022, 03:17:59 AM »

Thank you for this adaptation. Unfortunately, BigShip is not working properly yet. The ships are not firing at the enemy, and some other problems. Otherwise, no problems were found. I also noticed that planes on the ground (in parking lots) burn and smoke for a very short time when destroyed. Is it supposed to be like this?
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WxTech

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #4 on: July 27, 2022, 04:02:15 AM »

What do call a very short time?

After the initial fireball, destroyed objects will have a fire and smoke column for varying durations, but at least a couple or few minutes.
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Foker 42

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #5 on: July 27, 2022, 04:35:54 AM »

Yes, of course it takes a few minutes, I meant compared to, for example, tankers or a plane crash. The same applies to destroyed tanks and cars. On the other hand, it probably allows you to save a little FPS.
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Foker 42

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #6 on: July 27, 2022, 08:04:27 AM »

And there is also some doubt about the damage to the train. The smoke almost envelops the ground, as in the screenshots below.
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WxTech

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #7 on: July 27, 2022, 11:57:07 AM »

In the case of the train damage smoke--or from any other object, when the smoke stays hugging the ground that tells us that the damage hook from which the smoke is emitted is NOT oriented vertically. That's one of the things my train classes address--orienting the relevant hook. Or adding a new damage hook if previously one of the hooks for the couplers served double duty as a damage hook (a rather strange thing to do!)

Note that the train classes I use are based on the New Train Mod, which I think/suspect was incorporated into 4.12 modact and BAT.

I've not delved as deeply into trains and their classes as I would like. Other than doing some hook rectification, one other thing I did was to stop the idiotic practice of a whole train destroying itself in a chain reaction when one wagon is destroyed. There's more to do.

And I am NOT a programmer. Like the monkey I am, when not screeching or flinging poop I occasionally turn out something workable.  ;)

Here cones another rant.

It really frosts my flakes that so much effort is poured into adding yet more strange, exotic, prototype, never-flown planes to the game. Or making ever more refined 3D models for gear struts or pilot eyeballs. All while there remain a ton of fundamental issues to fix for existing objects and code. It's just overwhelming for one slow, barely capable hack to tackle.
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Foker 42

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #8 on: July 27, 2022, 12:52:33 PM »

Although you are, as you put it, "not a programmer", but your success in special effects for this far from new game allows you to admire. Seriously, those new effects that you put in 1,4 and 1,5 seriously change the perception. All these explosions on the ground and in the air, smoke, hits on surfaces. It feels like you're watching wartime footage. Thank you. It's amazing. Sorry for my English, I use a translator.
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mikojan3

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #9 on: August 28, 2022, 12:50:14 PM »

many thanxs for the wonderfull job modact 4.13 worked very fine
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Daggs02

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #10 on: May 18, 2024, 04:02:40 PM »

I was curious, is there a possibility to have the new v1.6 effects ported to 4.13 also? I've really enjoyed using v1.5 over the past year!
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WxTech

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #11 on: May 18, 2024, 07:16:57 PM »

My next effects release will be a major one, v2.0, initially for B.A.T. 4.0 to 4.1.1 (I'm still using Red Core, with the WAW module only.) I will be supplying all my annotated Java files, which any halfway competent coder could adapt to the game version he can test on.

There are quite a few crucial base classes touched here, as I've created LOTS of brand new effects. And this involves numerous instances of class interdependencies which must be observed.

If I had multiple game versions installed I could conduct the required testing and thence release packs compatible with them with confidence. Otherwise I am shooting a bit blind, which was less potentially problematic for earlier effect packs involving less voluminous and less 'invasive' class coding.  ;)

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