Author Topic: Version 2.11  (Read 1883 times)

Offline Pyro

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Version 2.11
« on: August 23, 2007, 02:05:08 PM »
Version 2.11 is out.  You can autoupdate or manually download the patch from here if you have Version 2.10 Patch 2 installed.

http://downloads.hitechcreations.com/AH2102T211.EXE

Version 2.11 Changes
======================

The B-25 was voted by subscribers to be the next plane added to Aces High.  Here they are in the form of the B-25C/D and the B-25H.  A big thanks goes out to Citabria/Fester for the excellent skins he provided for these planes.

Vehicles can now successfully end sorties on the roads of their town.
Vehicle bases now have proper dirt properties for their ground.
Fixed some assorted graphic errors in vegetation and trees.
Corrected small texture glitch on B-17 default skin.

P-38G empty weight was ~600 lbs too light.
190F rockets no longer remain when wing is damaged.
Made some weight balance and flight handling changes to the Mosquito.
Made some changes to damage mapping on the Mosquito.
Made new damage mappings for the F4Us.
Me262 engines no longer continue to smoke after wings destroyed.
109 Gondolas disappear correctly when wing is destroyed.
109G-6 tailwheel now functions correctly.
Removed phantom artifacts from wings of B-26.
Removed phantom artifacts from wing of Spit 14.
Fixed a shading issue on the 109's clock gauge face.
Fixed a bug that let people drive into the ground underneath bridges.
109's rudder and aileron trim gauges were reversed.
Tracers no longer disappear when firing all guns from a formation.
Updated the field layout clipboard maps.
Cannon hits were not displaying holes on the F4Us.
Changed the lighting property of instrument lights in the cockpit so they don't cast a glow over the plane.
Adjusted pintle guns on the Firefly, Panzer, and Tiger.
Plane performance charts in the hangar now display the weight the performance is valid at.
M3's machine gun no longer disappears when you zoom in all the way.
Updated and added new ordance shapes for various bombs and rockets.
Fixed a damage artifact in the B5N landing gear.
Fixed a bug where vehicles could get stuck between a small house and a tree.
Gunners can now have their head movement restrictions customized per position.
Fixed a bug that caused train guns to remain at the depot and keep firing.
Fixed a bug in the beach tile that caused LVTs to sometimes get stuck.
Fixed a fuel damage bug in the B5N.
Fixed a mission bug that kept you from rejoining missions if you logged out and came back.
Fixed a bug that would reset your gamma setting after minimizing the application.
Fixed a bug sometimes prevented saved missions from being accepted online.

FILM VIEWER CHANGES

Hits on drones were not displaying correctly.
You can now hear your own engine sound.
You can now see other players skins in the film viewer.
The recording rate of films has been greatly increased.  This will make the recorded action in films much smoother.
Fixed a bug that was causing some external ordnance not to show up in films.

The new version of AHFILM now contains a new option to make scripted film shots possible.  AH FILM SHOTS works by the user setting up a beginning camera and ending camera. During playback, the camera will follow a path between the two camera positions. This will allow for more advanced, smoother looking camera shots.


AH FILM SHOTS - Brief tutorial

1. Open an AH film with the AH Film Viewer. Find an area of the film to your liking to make a film shot.
   Pause the film when you find an area you like.

2. Now click on the SET UP CAMERA SHOTS button. This will bring up a new window entitled FILM SHOTS.

3. Press the NEW SHOT button in the FILM SHOTS window. You'll see "SHOT 0" in the top pull down bar of the FILM SHOTS window.

4. Choose a camera shot. For this tutorial we'll use a plane relative shot. Next to SHOT TYPE, select "PLANE RELATIVE".

5. Now back in the Main film viewer, Press F1. This will put you in the cockpit. Now lets move the eye point outside the cockpit.

   -Press the right arrow key until you are over the right wing of you aircraft.

   -Now, press F8 and then 4 to rotate your eye point 90 degrees to where you are looking at the fuselage.
   
   -Press the Down arrow key until the entire plane fills the screen.

6. Once the first eye point is to you liking, Press the GRAB ALL button in the STARTING CAMERA area of the FLIM SHOTS window.

7. Play the film now. Your eye point should follow the plane.

8. Now press "PAUSE" on the Main Film viewer after several seconds have played. Now we will set up our ending camera position.

   -Press the right arrow until the plane is 1/2 way off the screen in the main film view window.

   -Now press F8 and then press 4 until the plane is re-centered in the window. You should be looking at the plane now from an angle.

   -In the FILM SHOTS window press the GRAB ALL button under the ENDING CAMERA area.

9. Now Press "PLAY SHOT" and you should see your newly created shot.


   From here, you can save and name the shot, as well as export the shot to AVI.
That’s it! You've created a film shot!


   There are endless ways to set up shots with the film shot window using various TARGET PLANES and CAMERA SHOTS.
The GRAB TARGET button will allow you film from the eye point of another player.
To do this in you main film viewer - just double click on a players name in the list to the right of the main window.
Now, in your FILM SHOTS window, you should see that player’s name in the TARGET PLANE Box. Press GRAB TARGET.
Now you can set up different camera shots from that player’s viewpoint.

   Also, you'll notice that the eye point movement will speed up the longer you hold it down one of the arrow keys.
This comes in handy when you want to start or end a shot far away from you target plane.

MISC:

Starting Camera:

GRAB ALL: Grabs all information about the current eye point / camera.
GRAB START TIME: Grabs the current time position in the film viewer.
GRAB FOV (Field of View): Grabs current field of view / zoom.
GARB POSITION: Grabs current eye point/camera position
GRAB ANGLE: Grabs current eye point / camera angle.

Ending Camera:

GRAB ALL: Grabs all information about the current eye point / camera.
GRAB DURATION: Sets the duration of the film shot
GRAB FOV (Field of View): Grabs current field of view / zoom.
GARB POSITION: Grabs current eye point/camera position
GRAB ANGLE: Grabs current eye point / camera angle.

Also note that you can manually enter data into the Start Time, Position, Field of View, and Angle boxes.