well that don't look right at all Crinius it has to be said!!!!:hmm:
all i can think of is the Nvidia card is pixelshader2 compatible (what ever the heck that is)
hope you can get some answers...
on the other side i have finaly got the game running like a bat out of hell...simply because i decided to edit my graphics options straight into the PARAMETERS.TXT ...like so
system\FSAA
ffffffff
INT
system\FSAA4x
ffffffff
INT
system\WideScreen
ffffffff
INT
system\LowResWater
00000001
INT
system\lowuqalitysky
00000001
INT
system\DisableVolumeMirror
00000001
INT
system\DisableMirrorShips
00000001
INT
system\DisableMirrorSmoke
ffffffff
INT
system\DisableMirrorSun
00000001
INT
system\LowMirrorMode
00000001
aplogies to Scaz for not fully eplaining this when he so rightly asked,,,if i had followed that up i could have saved my self two days of endless messing about lol
the
ffffffffffffff
means the "NIEN" option (ie no)
and
00000001
means "JA" (ie yes)
soo i can get the proper control over the options like this then save the file and set it to "read only" in the properties option to prevent the game from accidently over writing it
so the ONLY reason i wasn't able to run the game easily and without problems was that the in game options screen really DIDN't save the selected options properly..as long suspected right from the start!
gawd..how many folks have given up on this game for that simple reason??? assumeing it was beyond their PC's capabilites...
i can run it as stock with no modifications to the graphics AND can obviuosly set the options to a higher level aswell.(as it runs perfectly under all circumstances (so far)
i've had a look at the campaign structure and i can safely say that the campaign is not scripted AT ALL
the game writes the missions on the fly (AFAIK) by drawing information stored in various source files
primarily from
shipdata.txt (types and details tonnage etc)
shipdensity1914.txt (again types for this year.. there's one for each year)
it then draw more information from the
SCRIPTS folder
an example is this one
# Gegner unter Land 8.10.1914 ( 3003)
id mysim
phase init
SetTimeLimit $0
StartTime 11.0, 15.0
CampaignStartDate
ChangeGeoPivot 8,53
Weather "sunrise"
CreateSimulationObject [mysim],"ufp"
SetPositionGeo [mysim],8.023,53.944,0
BindToController [mysim]
SetDescriptionMapTexture "ordermap_nordsee.jpg"
*SDensity1914
*TOstengland
*PKanal
*TKanal
DefineMissionGoal $0,"StayArea", 3.277, 51.486, 10000, $b40
SetMissionGoalText $0,"48h Patrouille in Zielgebiet",$1,"Zielgebiet"
DefineMissionGoal $1,"Kill",0,0,0,$1
SetMissionGoalText $1,"Zerstören Sie das Grosskampfschiff!",$1,"Ziel"
DefineMissionGoal $2,"StayArea", 8.188, 53.842, 15000, $1,$3
SetMissionGoalText $2,"Rückkehr zur Basis",$1,"Heimatgebiet"
ApplyStateEngine $0,"OnePointFlee#cressy,1#3.296,51.482#2.775,52.96 9"
ApplyStateEngine $0,"ThreePointEscape#zerst3#3.403,51.537#3.147,51. 518#3.158,51.365#2.775,52.969#10"
ApplyStateEngine $0,"ThreePoint#zerst4#3.147,51.518#3.148,51.365#3. 403,51.537#10"
ApplyStateEngine $0,"ThreePoint#zerst3#3.148,51.365#3.403,51.537#3. 147,51.518#10"
EveryFrame
CompleteOnGoal "Willkommen zu Hause!",$4
Endphase
end
note things like
DefineMissionGoal $0,"StayArea", 3.277, 51.486, 10000, $b40
im assuming the
3.277, 51.486
is the Lat long location of the patrol area...
and perhaps the 10000 is the size of the (circle) area
can't see an obviuos candidate for the 48 hour requirement there tho..
tho i guess there will alternatives to the "stay area" command hoepfully i can replace that with a "reach" command or set a far shorter stay time requirement..there is shipping out side the patrol zone i went north to Hull and ran into just as much shipping up there as in the patrol zone..
ApplyStateEngine $0,"OnePointFlee#cressy,1#3.296,51.482#2.775,52.96 9"
ApplyStateEngine
the ApplyStateEngine refers to the
StateEngineTemplates.txt
note it refers to
a "OnePointFlee" for the Cressy war ship (see the shipdata.txt to find the Cressy listed there)
the OnePointFlee
is this AI set of instructions
15,onepointflee
s:5
c:0,1,PlayerNear:#2,15000
a:1,CreateSimObject:#1
a:1,Stop:
c:1,2,EnemyVisible:5000
a:2,GoTo:g#3
a:2,FireAtWill:
c:2,3,LastDestinationReached:1500
a:3,Stop:
c:3,4,TimeExpired:3,720
a:4,GoTo:g#2
c:4,1,LastDestinationReached:1500
c:2,2,EnemyVisible:5000
c:3,2,EnemyVisible:5000
c:4,2,EnemyVisible:5000
there are twopointflees
threepointflees etc etc etc
it's this that tells the ship how to react to the player if it spots you
and also obviusly has some influence on the sorts of distances it can see you.....this agains is obviously open to editing for choice and effect...i'm sure after a while one coud write ones own "instructions add them to the stateenginetemplates list and summat new becomes available
heres a Trade Route
# Handelsroute mit 4 Wegpunkten
#
# #1=Schiffstyp #2=pos1, #3=pos2, #4=pos3, #5=pos4, #6=speed
#
48,TradeRouteFour
s:18
a:0,SetStartPosition:#2
a:0,CreateSimObject:#1
a:0,GoTo:g#2,#6
c:0,2,LastDestinationReached:1500
c:0,1,EnemyVisible:6000
c:1,0,-EnemyVisible:10000
a:1,Flee:
a:2,GoTo:g#3,#6
c:2,4,LastDestinationReached:1500
c:2,3,EnemyVisible:6000
c:3,2,-EnemyVisible:8000
a:3,Flee:
a:4,GoTo:g#4,#6
c:4,6,LastDestinationReached:1500
c:4,5,EnemyVisible:6000
c:5,4,-EnemyVisible:8000
a:5,Flee:
a:6,GoTo:g#5,#6
c:6,8,LastDestinationReached:1500
c:6,7,EnemyVisible:6000
c:7,6,-EnemyVisible:8000
a:7,Flee:
a:8,Stop:
c:8,10,TimeExpired:8,120
c:8,9,EnemyVisible:6000
c:9,10,-EnemyVisible:8000
a:9,Flee:
a:10,GoTo:g#4,#6
c:10,12,LastDestinationReached:1500
c:10,11,EnemyVisible:6000
c:11,10,-EnemyVisible:8000
a:11,Flee:
a:12,GoTo:g#3,#6
c:12,14,LastDestinationReached:1500
c:12,13,EnemyVisible:6000
c:13,12,-EnemyVisible:8000
a:13,Flee:
a:14,GoTo:g#2,#6
c:14,16,LastDestinationReached:1500
c:14,15,EnemyVisible:6000
c:15,14,-EnemyVisible:8000
a:15,Flee:
a:16,Stop:
c:16,0,TimeExpired:16,120
c:16,17,EnemyVisible:6000
c:17,0,-EnemyVisible:8000
a:17,Flee:
and here's a script in the scripts folder that gives what i assume is one possible route coordinates for traderoutefour
Trade Route OstEngland
ApplyStateEngine $0, "Traderoutefour#Prometheus#-2.704,56.143#-0.795,56.081#0.858,53.377#1.975,52.607#10"
ApplyStateEngine $0, "Traderoutefour#Borneo#0.310,53.535#0.692,55.1 09#-0.536,56.496#-1.849,57.244#10"
ApplyStateEngine $0, "Traderoutefour#Sumatra#1.158,51.544#2.501,52.359# 1.513,53.666#-0.858,54.749#8"
and that's as far as i have got...
so it's far from being just a straight forward mission enegine..as there really isn't a mission script anywhwre..it kinda creates the missions from all the variuos seperate components ..which means you can actualy have a field day with it (in theory anyway)