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This is our archive forum. It contains posts from 1999 to 2003. If you prefer, you may participate in our current COMBATSIM.COM Forum
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Author
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Topic: I know we've beat this one to death, but...
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Gambler_78th
Member
Member # 1883
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posted 12-28-2000 05:14 PM
Gents,I was just reading some of the past posts concerning the admin.ini file. Daab, at this point, probably has the most available notes on the Pixel related errors within the file. He says that hopefully, by this weekend, he will have it at a level that we all can work on, including an extensive Read Me. This is, IMHO, probably the best starting that we could build upon. A corrected (as far as obvious faults) version that would become the "baseline" standard to build upon. I know that probably half of the posts here lately have been related to this particular topic, and I apologize for starting another. But, I would like to go ahead and nominate this particular admin.ini file for evaluation to be the "baseline version". Are there any seconds? When I say evaluation, this can be done within a couple of days by just reviewing the Read Me or through online/offline tests by all that desire. The reason for my doing this is there has been considerable time passed since we tried to get organized and while there have been some really good mods released in that time, the MAIN file that needs the most work has remained untouched. While I am in this until it gets 100 percent complete, I do believe that we should move quickly to keep the momentum we have recently gained. Just my thoughts... Gambler
Posts: 175 | From: Area 69 - Secret airbase in the Arizona desert | Registered: Jan 2000 | IP: Logged
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sdtfmar
Member
Member # 6835
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posted 12-28-2000 06:50 PM
Gambler,Agreed. No need to re-invent the wheel yet again. Once Daab posts for dload, lets take a couple of days to sort it out and if its viable, then we can move on from there. regards, dave halifax, canada
Posts: 161 | From: halifax, nova scotia, canada | Registered: Sep 2000 | IP: Logged
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Jupiter
Member
Member # 8348
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posted 12-28-2000 08:06 PM
Sorry boys I dont want to be a pain but...eh hum, I have successfully developed the Tomahawk into the admin file with a deadly sting if you dont shoot it down before it gets to your base. Cut a long story short, this missile is guided by waypoints and will attack a given target from hundreds of miles away.It destroys ALL of your airbase, Buildings the lot and need I tell you mission failed if it gets there!!, To make things worse, you cant track it using TDS only by A to A radar so its a hunt for the deadliest weapon in USAF before its adios muchachos. Now for the BIG part, you are not flighing ANY Jets, your in an Apache with a wing, a back up flight of F16 and thats it. The Cruise missile can be anywhere on the map. Worse still you have to destroy it at least 10 miles from its Target because the blast pressure is so great. Can you do it in time, you only have 20 mins max. The Missile is comming in at 900kt, Do you feel that its worth a try? OK if you do you need the Admin file I created and a few other bits and things. All you do is swap admim files and the mission template and your in for the ride of your USAF flight sim life. After you finosh playing with the mission, just put back your favorite general Admin file (2 min job ) and your back to normal. This is an Apache flight with a A10 cockpit and a heavy modified Mig 17 FM. Also for interest, the development team of USAF use modified Admin files stored for every mission they created, so thats a lot of Admin files saved within each mission. We only see one admin file for use with the UME but to create the missions and campaigns for USAF, each mission uses a mod version of theis file. My point again is, to develop USAF need total freedom in developing this wonderful tool which is a game in itself. A standard Admin file I believe is only useful for multiplay where we all agree this is the baseline and thats it. But to create brilliant single player missions there will be no such thing as a one and only admin because each mission you produce could depend on a heavy mod of the Admin which only works for that mission OR campaign. If you would like to try flighing the Apache Helicopter and this mission, I will post it once I am sure it will do no damage to the rest of the game. I will post it to Gambler since he has put a lot of effort in getting the development of USAF in this community Good work and again sorry for having an individualistic attitude, but to create exciting single player missions/ campaigns depends on modifiying the Admin, unfortunately this mod may not be applicable to the rest of the game or other peoples missions, But its only a 2 min job to swap Admin files back and forth. Treat this file like changing a cd when you want to play another game! Good luck tho if you can find a universal file that is compatible with everyones ideas, I just dont think its possible with this game, its just not designed that way. nuff said Hope you like my mission and please dont hesitate to tell me what you think, good bad or what, thats what learning and developing is all about,
Posts: 45 | From: | Registered: Dec 2000 | IP: Logged
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sdtfmar
Member
Member # 6835
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posted 12-28-2000 08:15 PM
Jupiter,Agreed again. The base .ini file we all I think seek is only that, a base. Specialized simulation or mission criteria can then initiate by making a change of .ini files. Provided that everyone collectively or individually can provide documentation that can make this a process that the uninitiated can employ successfully, you will have expanded the limits of USAF yet again. Dont think your concept will recieve any adverse criticism whatsoever. We really are not that far apart and differ what I can see not at all in the essentials. regards, and looking forward to giving that a go, dave halifax, canada
Posts: 161 | From: halifax, nova scotia, canada | Registered: Sep 2000 | IP: Logged
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Gambler_78th
Member
Member # 1883
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posted 12-28-2000 08:22 PM
Jupiter,What I mean with a "standard" admin.ini file is one that has the most possible fixes in it. I can't speak for others, but I believe that's their common goal in this too. There are a number of people that will modify ANY admin.ini file to suit their own particular needs. What I would like to think the common goal is: an admin.ini file that has corrected AI routines, weapon strengths, graphical representations...things along those lines. Please don't stop any of your enhancements based on the "common" admin.ini file. Flying the Apache, or any chopper, will be near the top of just about anyone's wants. That in itself would be a goal for the "common" admin.ini file. Modifications and enhancements are what will make this sim the best survey sim of all time. Gambler [This message has been edited by Gambler_78th (edited 12-28-2000).]
Posts: 175 | From: Area 69 - Secret airbase in the Arizona desert | Registered: Jan 2000 | IP: Logged
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Jupiter
Member
Member # 8348
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posted 12-28-2000 11:46 PM
Agreed boys (and girls!!) OK Im off my high horse now, Quite understand now. I was just a bit worried that this theme may put some new people off developing and sharing their ideas thinking that nobody here will be interested if it aint in the universal scheme of things, But you are correct, a base solid foundation is a necessary item.... Ah yes just teaching my little boy how to play this game... back now hes gone to bed.. Last note I have been able to get the Apache working as a controlled aircraft and its a dream to fly. One problem tho, its a graghics thing, there is a stationary rotor stuck underneath the Helicopter, anyone know how to get rid of it? If anyone wants to test the Apache in my admin file, your welcome to give it a wizz but it has this graghic problem so bare this in mind. The cruise missile is a Tomahawk which can also be used by heavy bombers as a AG weapon. OK Im getting some sleep now this thing is too adictive  Thx Guys
Posts: 45 | From: | Registered: Dec 2000 | IP: Logged
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Daab
Member
Member # 5463
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posted 12-29-2000 02:03 AM
The fix for the "static underbelly rotors" in flyable helicopters is quite simple actually:Eliminate the graphics of the rotors and the rotor base from the helicpter's skin by painting them in cyan color (RGB 277/277/0). This will make them invisible in the game, and so the only rotors that will be seen will be the animation of the moving ones. I created a thumbnail screenshot of a Cobra in this way for my site (Mid-Eastern USAF skins):
[This message has been edited by Daab (edited 12-29-2000).]
Posts: 76 | From: Jerusalem, Israel | Registered: Jul 2000 | IP: Logged
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