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 Post subject: FA revisited...
PostPosted: Fri Aug 12, 2011 05:38 am 
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Joined: Fri May 06, 2011 14:46 pm
Posts: 3
FA revisited...
and i'd appreciate some assistance here


1. how to make capture movies in FA
(even the latest versions of 'fraps' can capture old ddraw games
only in window-mode)



2. in FA there's the very same voice for more different people:
- you (pilot)
- RIO (co-pilot)
- wingman (or wingmen)
- tower/carrier
what .lib changes at least co-pilot & wingman voices (the most heard)?


3. FA, at least under XP, 'features' many missing sounds & comms;
i remember playing USNF in DOS and my RIO (co-pilot) always had something to say;
under XP, we barely hear him, and also the wingmen;
how to fix that? (a tricky edit, or a .lib)
also many missing sounds, like firing gun and hearing nothing,
or activating music and not hearing it



4. which AAA have tracers visible at night?




5. any way to fix texture shimmering/waving at airbase ?
(tarmac etc.)



6. huge firing rates of guns in some custom libs:
won't show with all custom libs (only with some),
and also won't show up when playing default game (no custom libs)
(at least on my computer)




7. i know how to change planes in .cam files,
but can i reduce the number of planes available in a campaign?

could i hex-zero all the planes i don't want?
i would only want an f14 for CAP,
a bomber for attack missions,
and a multirole fa18 in case i lose one of the previous planes.

that would make a campaign interesting, don't you think?
(you would really want those reinforcements later on)



8. also i would like to delete some of the weapons available
- not to change their numbers, i know that,
but to make them not available anymore



9. as the game reads, at the end of mission, mission objectives' status,
and presents the player with either the mission success or the mission failure screen,
we should be able to link to this different missions,
and thus make a campaign with tree-branching structure
(like in 'jetfighter 3' and other games)

should be simple, as the game already features the afore-stated capability

even cooler, we could make a semi-dynamic campaign:
instead of selecting from diferent missions (not related),
the game could select from different variant of the very same mission:
one in which the previous' mission targets remain in the battlefield (mission failure),
and one in which those targets were taken out (mission success)

by now, we would be in 'joint strike fighter' league

i'm sure someone even smarter could eventually bring us all into 'falcon 4' league...


thanks


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 Post subject: Re: FA revisited...
PostPosted: Wed Aug 17, 2011 01:45 am 
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Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4437
Quit being a lazya$$ and go read the FA editing tips on the main FARC website.

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FA Futures/FA-2 is Still Being Worked On and Will Be Released...


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 Post subject: Re: FA revisited...
PostPosted: Sat Aug 20, 2011 13:29 pm 
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Joined: Fri May 06, 2011 14:46 pm
Posts: 3
wow, how friendly some people can be...

you sure keep your men in line, CAG
only one problem - fortunately, i'm not one of YOUR men,
so take note of that

as to my presumed lazyness, why don't you make an exercise:
see how many of my topics are covered (correction: correctly answered),
THEN take on me

for example, for the gun-rate problem i've been trying for years to get an ACTUAL answer

otherwise, cheers


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 Post subject: Re: FA revisited...
PostPosted: Sun Aug 21, 2011 02:51 am 
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Joined: Mon Apr 07, 2003 00:26 am
Posts: 1409
Location: Mid-Coast USA
Gun rate problem? What gun rate problem?
Many modders change various gun rates in thier custom LIB to a more realistic rate as per data research.
Gun rates in default FA are quite wrong for the weapons they represent.

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 Post subject: Re: FA revisited...
PostPosted: Wed Aug 24, 2011 01:44 am 
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Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4437
neil coal wrote:
wow, how friendly some people can be...

you sure keep your men in line, CAG
only one problem - fortunately, i'm not one of YOUR men,
so take note of that

as to my presumed lazyness, why don't you make an exercise:
see how many of my topics are covered (correction: correctly answered),
THEN take on me

for example, for the gun-rate problem i've been trying for years to get an ACTUAL answer

otherwise, cheers


*** yawn ***

If you weren't such an a$$ you wouldnt be asking questions that were solved 15 years ago...

Next time close your mouth (or stick your fingers in it) and read more before posting.

But if you want to be banned from this entire resource then keep flapping your gums.

As for the rest, I could give a rats ass, nitwit...

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"FAF Shape Meister"
FAF/FA-2 Design team
TSH Member/Developer
VNFAWING.com Forum Administrator

VNFAWING Forums
VNFAWING Website

FA Futures/FA-2 is Still Being Worked On and Will Be Released...


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 Post subject: Re: FA revisited...
PostPosted: Fri Sep 02, 2011 09:28 am 
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Joined: Fri May 06, 2011 14:46 pm
Posts: 3
to 'CAG Hotshot':

i can guarantee you that, in this particular moment,
'a rats ass' values much more than you

it's up to you to change that sad situation

in regard to banning me, please proceed
- i certainly won't come back here

this is not a place for FA discussion;
it's only a place for a certain someone to show his true colours


to 'KAPTOR':

sorry, but i won't come back for your kind answer,
so no need to explain what i meant by gun firing rate problem

cheers


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 Post subject: Re: FA revisited...
PostPosted: Wed Sep 07, 2011 05:01 am 
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Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4437
Say bye bye bozo...

You are getting the ban stick from the entire resource...

Have fun posting your garbage somewhere else.

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"FAF Shape Meister"
FAF/FA-2 Design team
TSH Member/Developer
VNFAWING.com Forum Administrator

VNFAWING Forums
VNFAWING Website

FA Futures/FA-2 is Still Being Worked On and Will Be Released...


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 Post subject: Re: FA revisited...
PostPosted: Sat Nov 05, 2011 13:55 pm 
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Joined: Sun Aug 01, 2004 20:30 pm
Posts: 411
Location: Canada/Sicily
Pure ownage. Lol.

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