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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19676 times)

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MoonWoman

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #156 on: February 29, 2024, 06:55:17 PM »

Just tried it for The golden age, copied all the same folders to the TGA3 folder, it seems to work, dont have missing effects and seem to be the same for Waw. For anyone wondering.
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Frankiek

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #157 on: February 29, 2024, 07:17:22 PM »

Jet era is kind of picky when it comes to classes while TGA and WAW have many things in common
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gunny0134

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #158 on: February 29, 2024, 07:33:15 PM »

My experience:
   I was originally a 4.12.2m, BAT 4.0 Red Core user.
   Effect v1.6 of WxTech worked well in my BAT 4.0.

Recently I upgraded to BAT 4.1 Blue Edge.

The result is...
  DoF + WxTech Effect v1.6 = Works well
  TGA + WxTech Effect v1.6 = Works well
  JTW + WxTech Effect v1.6 = Works well
  WAW = Game Freezing. So I downed it to V1.5. Currently working well. My WAW is in a very complicated state. Some kind of Class crash is believed to be the cause.

My test method :
  On QMB, I try to crash the plane almost vertically into the ground. If the plane explodes normally and the mission termination message comes out, it means to work well.
  Otherwise game freezing will occur at the moment of collision with the ground. In this case, it is better to go down to V1.5 rather than find the cause with the Class check.

Thank you.
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #159 on: February 29, 2024, 09:28:47 PM »

Any news on the release of the new version WxTech?
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #160 on: February 29, 2024, 10:50:03 PM »

I may first release a version for B.A.T 4.0-4.1.1, as this is my 'development environment.' A number of additional classes have been altered, which adds to the complexity of blindly updating them for other versions which I can't test. I realize this would apply to a pretty small number of players, but it's a start.

By supplying all Java code, any halfway skilled modder could adapt this for other game versions.

But it is my intention to work toward that end anyway.  ;)
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Frankiek

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #161 on: March 01, 2024, 01:51:34 AM »

If you prefere i can made available to you the classes that you need from the latest BAT so you can check against your code
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #162 on: March 01, 2024, 03:48:08 AM »

Success in compiling is no guarantor of error-free running; everyone would still be the testers.  ;)

I do have the decompiled classes for B.A.T. 4.2.2, as made available by Mike quite some months ago...
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ssn637

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #163 on: March 01, 2024, 05:31:23 AM »

Looks like I'll be reverting back to BAT 4.0 for a while!  Thanks so much Glenn!

Fair winds and following seas.
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arquillos

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #164 on: March 05, 2024, 11:34:27 AM »

Hi WxTEch, in the "!0_WxTech_ROCKET_classes_BAT" folder ther is a file: "Unable to compile.txt":

Code: [Select]
RocketChaff.class
RocketFlare.class

I guess this is a leftover not needed by the mod.

Is the file refering to an error with the Rocket mod for BAT?

Thanks!!!


BTW, This is a "JSGME" compatible installation:

- https://www.mediafire.com/file/0515dzcg3gzc35h/WxTech_Effects_v1.6_for_BAT_and_4.12_%252805-03-2023%2529_-_JSGME.7z/file

It only works with latest BAT! Do not try on other installations.
Use: Uncompress the file and copy the "BATMODS" content into your IL-2 BAT "BATMODS" folder. Open "jsgme.exe" and add the mods.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #165 on: March 05, 2024, 08:17:42 PM »

arquillos,
Yeah, that text file was just a reminder for myself, which I had overlooked to remove.

Thanks for taking the effort to put together a JSGME package for those who use that mod enabler.
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Whiskey_Sierra_972

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #166 on: May 14, 2024, 01:34:32 PM »

Hi WxTech!

I'm writing because today I was installing the Gepard mod from here:

https://www.sas1946.com/main/index.php/topic,57775.0.html

As I got some issues with the static Opel Blitz not showing....I was trying to find where they arise....apparently seem that the stationary doesn't load the .him of the vehicle.

Traking the HierHimStatic mod by Novichok (a link to this one is in the first post of Ghepard tread) I noticed that those 3 classfiles are also inside this effect pack....

Can I ask if you have simply added them to your work or if this could be the cause of the conflict with .him files not loading?

Sorry for the bothering but I can't figure how to further debug this issue...
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #167 on: May 14, 2024, 01:59:28 PM »

Walter,
I gather that it's the static Blitz giving you the problems, not the moving vehicle...

Those 3 classfiles are for House.class, which is an important part of my mod, working hand in hand with the all-important Explosions.class. Are other stationary objects besides the Opel Blitz impacted?
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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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