Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: Skuzzy on October 06, 2015, 01:22:16 PM

Title: Patch 78
Post by: Skuzzy on October 06, 2015, 01:22:16 PM
New version (http://bbs.hitechcreations.com/smf/index.php/topic,375233.0.html) up!

And the Earth shook!
Title: Re: Patch 78
Post by: FLS on October 06, 2015, 02:50:42 PM
No problems so far except the transparent clipboard. This time it showed up after flying in and exiting the Mission arena, which does not have missions. I did not run film first. Trackir affects it. I turn TIR off and the clipboard is solid. I turn it on and tilt my head a certain way and the clipboard becomes transparent. Turn TIR off and it's solid again.
Title: Re: Patch 78
Post by: MachNix on October 06, 2015, 03:50:37 PM
Objects added to tiles in the Object Editor are not visible from within the game.
The added objects are visible in the Terrain Editor when Trees On is checked in the Terrain Window Options, but the added objects were not visible in the game.  The Graphic Settings were set to default and was using type0.bmp (Atlas 0, Type 0) tile.  Also note that in the TE the added objects are all black.
Image: p78_TE_AddedObjsBlack.jpg

Roads, Rivers, and Tracks added in the TE not visible from within the game.
Added short examples of a road, a river, and some track to the test terrain before building the terrain.  All are visible in the TE but did not show in the game.

Note for Tracks: The process of adding things like roads are different from AH2 and more detailed instructions would be helpful.  I was able to place tracks but they might not be setup correctly.
Title: Re: Patch 78
Post by: hitech on October 06, 2015, 03:54:57 PM

Roads, Rivers, and Tracks added in the TE not visible from within the game.
Added short examples of a road, a river, and some track to the test terrain before building the terrain.  All are visible in the TE but did not show in the game.

Note for Tracks: The process of adding things like roads are different from AH2 and more detailed instructions would be helpful.  I was able to place tracks but they might not be setup correctly.

Paths/roads tracks have not been implemented in the game  yet. Only starting them on the editor side. The setup is not  functional , except for choosing river or road, note tracks will look like roads.


HiTech
Title: Re: Patch 78
Post by: bustr on October 06, 2015, 04:13:47 PM
Offline the periodic flash happens with post lighting enabled. You can force it to happen in an La7 by slowly alternating rudder to fishtail while looking back at the rudder through the rear structure. It's more of a momentary black flash like the process that dims your eye sight is flashing. It cannot be duplicate with a fighter like a spit when you look rear ward because you are looking through the bulged canopy. You need some structure to look through that has shadows. I had no repeat of alpha77's white flash with post lighting on, I did not enable the AMD external events service to test that.

Offline in the CV bridge the portholes behind the captain are keying off a skin for an American fighter when you look into the portholes. Online this does not happen.

Any chance of removing the palm trees across the tiny inlet from the end of the port runway? You can just get a TBM with 1 - 1000lb and 50% fuel off that short runway and trying to miss the trees or pull nose up puts you in the drink. Once the TBM is in the drink, the screen goes black with a repeating sound until you do a manual .ef ....... another 50ft of runway would help ...... :O
Title: Re: Patch 78
Post by: 715 on October 06, 2015, 08:58:02 PM
I can confirm that the problem I had with Patch 77 crashing on saving and reloading a terrain that had zero roads is gone in Patch 78.

Note this bug was hard to duplicate because the Terrain Editor seems to keep all your previous objects, in their previous place, when you do a "New".  Thus if you made a new terrain after working with a terrain that had a road, the new one would have the same road (in addition to the same fields, HQs etc).  So the bug wouldn't show.  You either had to delete your terrain folder or, after doing "New", go through and delete all the old objects and roads.  Perhaps it would be better if "New" cleared out all previously placed objects?
Title: Re: Patch 78
Post by: hitech on October 06, 2015, 09:50:37 PM
I can confirm that the problem I had with Patch 77 crashing on saving and reloading a terrain that had zero roads is gone in Patch 78.

Note this bug was hard to duplicate because the Terrain Editor seems to keep all your previous objects, in their previous place, when you do a "New".  Thus if you made a new terrain after working with a terrain that had a road, the new one would have the same road (in addition to the same fields, HQs etc).  So the bug wouldn't show.  You either had to delete your terrain folder or, after doing "New", go through and delete all the old objects and roads.  Perhaps it would be better if "New" cleared out all previously placed objects?

I found 2 of those and were fixed in this version roads and links are now cleared, is there others?

HiTech
Title: Re: Patch 78
Post by: 715 on October 07, 2015, 12:33:20 AM
I found 2 of those and were fixed in this version roads and links are now cleared, is there others?

HiTech

Yes, HQs, fields, towns.  (That's the only objects I have ever added, so I don't now about others.)  You are correct in that for p78 the roads are now cleared on a "New".
Title: Re: Patch 78
Post by: 715 on October 07, 2015, 12:41:04 AM
Patch 78 goal test.

I followed the directions and I could edit the tile and add various trees.  I saved the tile (it just saves something to terrset0/spdtree/swa and terrset0/spdtree/swobj, nothing else).  The trees did show up in the Terrain Editor but they were black, like they were unlighted.  I built the terrain and the funny colored textures show up in the game.  However, while all the textures I didn't edit seem to have a bunch of trees, the one I edited and added selected trees (Type1.bmp) is the correct funny color but has no trees rendered, and certainly not the ones I inserted.
Title: Re: Patch 78
Post by: Greebo on October 07, 2015, 03:46:09 AM
I found 2 of those and were fixed in this version roads and links are now cleared, is there others?

HiTech

I can confirm this bug. Began a new terrain and all the fields and strat objects from my test terrain were copied across. This included every one of the objects and groups that you can put in an MA terrain, i.e all the airfields, V fields, port, CV group, map room, factories, city, HQ, tank town, shore battery and spawn points.

Odd thing is this did not happen previously when I began the test terrain, which was started while I had CraterMA loaded. So perhaps there is something different about converted AH2 terrains. Or maybe its related to terrains which have the new roads added.

A couple of other odd things I noticed while working on the test terrain:

I built a V field but forgot to alter its Object Data to "1" so it appeared as an airfield on the map. When I changed the object data to correct this the map did not update, it still showed as an airfield.

I added a CV group and it appeared on the map with the six ships each showing an "A8_1" rather than just the whole group showing this.

Exiting and restarting the TE updated the map so the fields and CV displayed correctly on it.
Title: Re: Patch 78
Post by: Easyscor on October 07, 2015, 04:21:36 AM
Greebo is correct. In the current TE version, you toggle Show Field Numbers in the CBM window to update the base type. That won't work in the Alpha.
Title: Re: Patch 78
Post by: Greebo on October 07, 2015, 06:03:50 AM
I went through the patch 78 goal test and got the same result as 715 did. I decided to change type4.bmp as the first two are normally beach textures in the game and so don't have any default clutter. I added some trees and buildings in the OE and could see the results of this successfully in the TE. I built the terrain and was able to fly around in it, but the tile I edited had the default clutter on it rather than my new stuff.
Title: Re: Patch 78
Post by: hitech on October 07, 2015, 11:03:26 AM
  I built the terrain and the funny colored textures show up in the game. 

I just realized. When did the game start working for you ?

HiTech
Title: Re: Patch 78
Post by: 715 on October 07, 2015, 12:50:22 PM
I just realized. When did the game start working for you ?

HiTech

Terrains built on the stock European texture set still crash my machine; I believe a particular European tree does it if I get close enough for it to render in detail (as does the cornfield in the Pacific set).  The test terrain I made with the silly colors didn't have any trees nearby to where I set the spawn point (I used just a vehicle spawn, not a vehicle or air field, as those have their own trees and I will crash immediately from the tower because the naughty tree is visible).  I had hoped the test would work because then I could systematically determine which European tree crashes my computer, but alas, no trees that I added render in game.

I can successfully build and fly on 512 x 512 terrains as long as I use the Pacific texture set (and stay out of cornfields).

715
Title: Re: Patch 78
Post by: Easyscor on October 07, 2015, 04:21:12 PM
If I go into Graphics setting, on or offline and change something, in addition to the error messages, when I quit, the tower screen remains. Under it is the splash screen with the clipboard for the final quit, etc.

At this point I Alt F4 to quit.

It's repeatable on my rig.

I should add that if you do a printscreen save while in this condition, you'll copy the splash screen to the clipboard.
Title: Re: Patch 78
Post by: JimmyD3 on October 07, 2015, 04:52:38 PM
Upgraded no problem. Flew in all arenas nothing noticed.
Title: Re: Patch 78
Post by: USRanger on October 08, 2015, 04:58:54 AM
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?

What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.

 :salute
Title: Re: Patch 78
Post by: Blade on October 08, 2015, 06:49:06 PM
(http://1.bp.blogspot.com/-0eOBsdQpsPY/Vhb8zIfzMQI/AAAAAAAAKSY/3AYaoNQYI2o/s1600/ahfilm-2015-10-08-19-00-15-10.jpg)
(http://2.bp.blogspot.com/-cs-yDhTx598/Vhb-m-mtY6I/AAAAAAAAKS4/dAI2Kg4jAaQ/s1600/ahfilm-2015-10-08-19-00-53-45.jpg)


(http://2.bp.blogspot.com/-1cpEnA8Ynpk/Vhb-qPCQrAI/AAAAAAAAKTA/Ed1mursvycc/s1600/ahfilm-2015-10-08-19-01-26-32.jpg)


(http://2.bp.blogspot.com/-60SwlV9S5eI/Vhb-Bm5zjkI/AAAAAAAAKSg/0s-E0lh5wG0/s1600/ahfilm-2015-10-08-19-02-54-08.jpg)
I need Hi-Res pack.
Title: Re: Patch 78
Post by: USRanger on October 08, 2015, 11:23:12 PM
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?

What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.

 :salute

Kinda need an answer to this since it basically explains how the clutter system works.  No point in building new clutter to test (as requested) if there's no answer on how it works.
Title: Re: Patch 78
Post by: hitech on October 09, 2015, 08:33:22 AM
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?
I do not know what you meen "grid area", you should see the tile you made in the terrset00 folder. Trees must stay on that tile.
Quote
What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.
What exat shapes are you refering to?

HiTech
Title: Re: Patch 78
Post by: hitech on October 09, 2015, 09:07:36 AM
Terrains built on the stock European texture set still crash my machine; I believe a particular European tree does it if I get close enough for it to render in detail (as does the cornfield in the Pacific set).  The test terrain I made with the silly colors didn't have any trees nearby to where I set the spawn point (I used just a vehicle spawn, not a vehicle or air field, as those have their own trees and I will crash immediately from the tower because the naughty tree is visible).  I had hoped the test would work because then I could systematically determine which European tree crashes my computer, but alas, no trees that I added render in game.

I can successfully build and fly on 512 x 512 terrains as long as I use the Pacific texture set (and stay out of cornfields).

715

If what is crashing you with the corn is crashing you in europe, you should be able to test it.

The corn rows are placed as a clutter type, not placed with the object editor.  Change the name of terrset00 to terrset01. Select pack terrain set. Then corn clutter is type 15 rgb (15 * 16) = 240.

If this breaks you , you can then go thew all the clutter types in terrset00 on a tile and try reproduce it.

I also found a small abnormality with corn in the pack , not sure of the effect but changing it to be like all the other clutter to see if it fixes you.

HiTech
Title: Re: Patch 78
Post by: Easyscor on October 09, 2015, 10:37:06 AM
The Object Editor, terrain tiles and textures.

One anomaly I noticed. I'd set a 4 sq mile patch for testing and after the first test with Atlas 1 Type 19, the objects I'd set in the new tile Atlas 0 Type 0 didn't appear until after I'd toggled Trees Off and On again.

I think it's been addressed before but if not, there isn't enough room for the Shapes labels drop down menu. Perhaps the dropdown box can use the entire width of the Filter+Shapes side of the window?

Will it be possible to use a 2048 diffuse texture with these tiles for the AvA arena?
I'm seeing both Atlas 0 and 1 tiles covering 4 square miles. Since each pixel represents a square 10.4 feet on a side, I'm wondering if we can increase the size of the diffuse textures for the AvA arena and pull that down to 5 ft. or less per pixel. It makes a huge difference in how the ground textures will look. A default Atlas 0 tile's texture of course is half that resolution.

The lack of color issue in the TE has been addressed. The first thing I noticed after clicking the show trees button was that all the trees and objects in the other 19 tiles have disappeared. That's not a deal breaker but it means we would need to retest for things like how many trees we can force into a forest tile without overloading the player's frontend. With an eye toward building custom tiles, I look forward to having the standard tiles for comparison.