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Showing content with the highest reputation on 02/18/07 in all areas

  1. hello little screenshot ;) it show you Meinit.xml explorer window included in upcoming ModMan 6.0 utility actually you can already change value (not adding or removing) when my XML management engine will be totally finished, it will be integrated to ModMan (7.x) in order to manage MEinit.xml changes during mod installation process. ModMan 7.x release date is not planned but UPCOMING ModMan 6.0 will include this XML explorer window. ModMan 6.0 will be released very soon (read below) example of built-in feature included in ModMan 6.0 - Added in ADDON MAKER, a CFG/LUA management windows, ENJOY ! it allow to ADD/REPLACE/DELETE KEY from SECTION/SUBSECTION in .cfg or .lua files useful when you need to add a new CDDS entry in \config\graphics.cfg During Mod installation with ADDON MANAGER, these key will be added automatically (or removed) Black Shark will be totally supported by ModMan utility All changes are listed below ModMan 6.0.0.6 (Public Release) ------------------------ - Added an XML explorer utility to do easy change to lockon XML files. - (LockOn series) Now checking DDS format before inserting texture in CDDS, bad texture format will be installed in bazar\temptextures folder - Fixed an obvious bug, ModMan don't use any more local time(Daylight settings) for installing/removing/checking addons - Disabled the 'Warning beta stuff window' to be sure to not forget it for final release ;) - fixed a bug where graphics.cfg was not backup properly - Advanced mode for settings graphics is now always on (graphics settings widnow) - Advanced mode check box has been removed - fixed bug on 'Support service' button in main menu - fixed background logo size for basic windows - added small text at the bottom of main menu if user don't use latest version - Added GTR2 profile in modman.ini - recompiled with dev env 10.5 - Added install information in install setup - changed check update URL to http://www.checksix-fr.com domain - Now ModMan check for new version update - Full screen view is now scrollable - When an addon install or remove a catalog file (.CDDS, .GTR), catalog index file is regenerated just after. you don't need to exit and reenter modman anymore to regenerate index file. - Fixed an obvious bug where a debug windows was displayed erreur #122 - Modman 6.0 is 100% working with: all mods/addons made with older modman version all mods/addons made with loman utility all mods/addons made with GTRManager utility - Windows VISTA ©Microsoft is now supported - Main window has changed, only a basic 'look' is available in this beta - modman.ini structure has changed so don't use older modman.ini files - Drastically optimised addon checking engine - .CDDS insertion/extraction engine has been entirely recoded and replace old CDDSBrowser engine Modman built-in engine now support all DXT format from DXT1 to DXT5 used by .CDDS catalog files Performance for inserting/extracting has been drastically improved. - CDDS Browser has been replaced by CDDS Explorer which is a Modman component. CDSS Explorer allow to explore/extract/insert to/from .CDDS Files - Now .cdds index files are also regenerated when Modman version change - Now .gtr index files are also regenerated when Modman version change - Added ADDON MANAGER light window to install / uninstall addons with basic options You can easily switch between LIGHT and ADVANCED mode, your prefered mode is saved automatically. - Fixed CDDS catalog index management (Lockon specific) Now, CDDS (CID_xxx.txt) file index only list textures which can be installed in CDDS files others files not supported will be installed in temptexture folder now you can check always CDDS checkbox in ADDON MANAGER, it will work fine. - Optimized some code. - Fixed CDDS catalog index management Now CDDS index management is generated and sorted like specified in config\graphics.cfg file from ED it means that NOW latest textures from latest patch will go to the GOOD PLACE ! (ie: F-15 texture bug) now you can check always CDDS checkbox in ADDON MANAGER, it will work fine. - Fixed an obvious bug about texture Some FC textures were not installed correctly in temptextures folder (lockon series) - Added a 'CFG' flag in ADDON MANAGER WINDOW White mean: no CFG/LUA modifications included in ZIP file Green mean: CFG/LUA modifications installed Red mean: CFG/LUA modifications not installed Yellow mean: CFG/LUA modifications not installed entirely - Added in ADDON MAKER, a CFG/LUA management windows, ENJOY ! it allow to ADD/REPLACE/DELETE KEY from SECTION/SUBSECTION in .cfg or .lua files useful when you need to add a new CDDS entry in \config\graphics.cfg During Mod installation with ADDON MANAGER, these key will be added automatically (or removed) best regards Skypat
    1 point
  2. A nice little movie i saw over at patricks made by nellenmellen, you can watch the streaming version there http://www.patricksaviation.com/videos/nellenmellen/1691/ or better yet just download the better quality video by going to the link posted by nellenmellen http://putstuff.putfile.com/47199/5231988 It was made through Microsoft flight simulator, kinda interesting to see the effects and such.
    1 point
  3. With the new mission editor, could it be possible for the user to define if an airfield can be used for re-fueling or re-arming. That would greatly improve MP missions, and add much more tactical aspect into them. Right now, pilots can just fly around in afterburner all they want, and when they run out of fuel, just land to the closest airfield, unless, of course it is defended by enemy SAM's. However, there are missions where it would be impractical to have heavy defences on all of the airfields. And by heavy i mean 25T pilots cannot get through. Basically that means at least S300/Patriot + BUK/Hawk systems. Also, this pretty much removes the possibility of "inactive" or "neutral" airfields. Of course we can use static objects to "block" the runways. However, if we want the blocking to be tight enough so that people can't do some pretty interesting landings, especially with the SFM aircraft, the airfields will just look downright silly. Having bunker/oilrig/radio mast right in the middle of the runway doesn't add to the immersion too much.
    1 point
  4. I think I'll call it done. Should be up at lockonfiles in the next few days.
    1 point
  5. To be honest, I'm quite satisfied with ED's progress in terms of avionics - a clickable 3D cockpit and switchology that actually means something (i.e. the systems behind the switches are modelled in exacting detail rather than in abreviated form and being pretty much nothing more than an excuse for modelling the switch) will be introduced with BS and all of their subsequent products can be expected to be of similar quality. We've already got an outstanding flight-/damage-model and the WAFM also seems to be on track, so the physics, avionics and weapons modelling aspects are pretty much taken care of. The next things for ED to tackle are communications (LOMAC was a big improvement over the Flanker series in this regard, but then again that was very easy to accomplish indeed ;) ), the ever present AI problem and - depending on how the new mission editor turns out - a dynamic campaign.
    1 point
  6. remove ALL refueling / rearming / repairing ability on all airfields. add new layer style object that can be placed over an airfield that desigantes the airfield as red or blue refueling / re-arming / repairing.. or having a similar screen to the coalitions menu, where you can add airports into the red or blue side. if not in list = no refuel rearm repair. going one step further. would be nice if for example. the ability to rearm, repair or refuel can be lost in an attack. bring on the base raid games then. also if you land on a enemy or neutral base, you souldnt get any points for it lmao. and in the future when we can have multipull coalitions each coalition may have their own designated air base. there are hundreds of other improvements that need to be done to this game this is just 1 of them
    1 point
  7. urze, Nice desk top but I noticed the recycle bin on the bottom right. You probably already know but in case you didn't, you can remove the recycle bin from your desktop by going to 1. START > RUN 2. Type GPEDIT.MSC 3. Navagate to USER CONFIGURATION >ADMINISTRATIVE TEMPLATES >Click on DESKTOP, 4. On the right hand pane find " Remove Recycle Bin icon on the desktop " , double left click on it then click ENABLE. Sorted! I got it from tweakXP site. If you're using the home version the instruction is in the link.
    1 point
  8. the biggest update is the avionics bay
    1 point
  9. @ JaNk0, that's called rocket dock, its free and you can get it here; http://www.punksoftware.com/ And the theme I'm running is a patched visual style for Windows Xp.
    1 point
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