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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19671 times)

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cbradbury

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #48 on: March 06, 2023, 03:20:44 PM »

Hi Glenn, I have resolved the trigger issue. I'm sure you will be absolutely astonished to learn that it was user error - I inadvertently copied the wrong bigship folder (i.e. not the BAT version) into my 1.6 install folder. Doh! All is fine, now. Thanks again.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #49 on: March 06, 2023, 03:32:39 PM »

Thanks for the update, Clive. I should be able to sleep tonight!
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ssn637

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #50 on: March 07, 2023, 03:15:20 AM »

Thanks so much for these awesome effects, Glenn!

I combined all of the applicable folders for a BAT 4.2.2 installation into one, overwriting any duplicates in the Effects V1.6 folder with those from the others, and removed any conflicting class files I'd found with your own as the master (there were 28 conflicts in all, but I didn't take a close look at any of them).  Dropped the whole package into the #WAW folder near the top of the pile and everything seems to be working just fine! 

Thanks also for the tip about the additional conf.ini entries we need for the searchlights!  I wouldn't have known otherwise, but will make sure I go through the ReadMe next time!  By the way, can anyone recommend a single mission to test the searchlights?  I tried a B-25 bombing run over Berlin at night but none appeared despite the heavy flak.

Cheers
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #51 on: March 07, 2023, 04:53:18 AM »

The flak illumination effect is a brief light source accompanying a flak burst, and if close enough will light up your plane and cockpit. Seen only in twilight and at night, becoming more apparent with increasing darkness. I have made the illumination less intense than set by the originator of this effect years ago, so as to not light up clouds and landscape so strongly.
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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 #52 on: March 07, 2023, 05:19:10 AM »

Good day peoples.
With greatest apologies in having to return to this..
I have got all the effects folders installed in my BAT 4.2.2+hfs, with GUN Classes BAT-BSMU folder highest, followed by GUN Classes ALL Game Versions underneath.
On the ground I can hear cannons and machine guns clearly..when flying ..I can only hear the cannons???
I tried disabling either folder alternately..And only with GUN Classes ALL  game versions folder active I hear both cannons and machine guns..
Would be good to just have the BAT-BSMU folder only to appreciate the newer sounds from the BSMU mod.
Any advice..and not just that one...pls.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #53 on: March 07, 2023, 06:38:29 AM »

RABIZO,
I'm probably not understanding what your are describing. Perhaps a short YouTube video would make this clear for me. Or you could describe what's happening in more detail.

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #54 on: March 07, 2023, 06:47:03 AM »

OLD_DAD,
Do you have the same weapon classes as in my BSMU folder elsewhere as part of the Sound Unlocker mod?

As I've outlined, I don't have anything else from the Sound Unlocker besides the sound names added to the gun classes.

I don't fully understand why, but apparently duplicate instances of classes can result in an unexpected priority assignment. The not wanted versions would be required to remove or rename (with a preceding "-" being the standard.)
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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 #55 on: March 07, 2023, 07:10:50 AM »

Hi.
In the BSMU sound unlocker mod the classes are written like this ie MGunBrowning303s_GB.class
In your BAT-BSMU Gun classes they are these ie  0CB15BC4C2DA1F0E
so I can't tell which is relevent name to code.
I tried the game without the BSMU sound unlocker mod activated and alas I'm still missing machine gun sounds in the air.
Is it possible that an identical class within BAT-BSMU Gun classes and All Gun Classes have a conflict , one which deals with the machine gun sound (in the air)?
If it works in All Gun Classes, but not in BAT-BSMU, guess there is a class code that is being overwritten and cancelling out the machine gun sounds (in the air).
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #56 on: March 07, 2023, 07:57:49 AM »

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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 #57 on: March 07, 2023, 08:00:29 AM »

Many thanks
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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #58 on: March 07, 2023, 11:00:22 AM »

marvellous effects package Glen, in your last effects package 1.5, I was enable to retain the old more pronounced flack burst that I prefered that came with bat by putting a minus in front of -AIR and still has far has I could tell had all your other new effects, in your new 1.6 package this no longer works has the flack burst just freeze has blue dots no explosion, and I wondered if there was anything I could minus out in the new package to retain the old bat flack burst, if this isn't possible no worries, has id rather have this marvellous effects package over a single effect. by the way glen many thanks for this ,kev.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #59 on: March 07, 2023, 11:21:03 AM »

Kev,
To start with, what errors are being thrown up?

Compare the contents of the Zenitka folder for v1.6 and v1.5, to see what's different. I'm trying to work out if I've made a change in another class that points to the Zenitka folder (some of these effects are used by other than flak bursts.)
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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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