EAW Patch 1.2
by Leonard "Viking1" Hjalmarson |
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Q: How much code optimization has been done and what difference does it make? Various optimizations throughout, but the main focus has been on the network code for handling lag and warping. Q: In the current high res (unsupported) mode the targeting cross and text become very small (say at 1024x768). Any adjustments in this area? No, low priorities...the text display for example is hard-coded in assembly. Q: Are there any other graphics tweaks? There were adjustments to visibility if you are in a high-res mode, so now planes will properly appear as tiny dots sooner than in 640x480. Q: Are there any adjustments for DX6 or is this even possible with a patch? Not really, though the new patch does utilize DirectPlay in DirectX6 a little better than the older method for improved networking. Q: Is there an option to run w/o CD? No, it's just company policy now to require a CD check.
Q: It has been decided to release plane and cockpit textures in a separate download so they can be customized. Do you expect that you'll see someone take on fixed cockpit views for high resolution, or is it even possible for the program to utilize them with the present code? Only the virtual cockpit textures are provided, because EAW is hard-coded to only allow fixed cockpit graphics in 640x480, and probably most people run in higher resolutions. |
Q: Are there any other additions to the patch that were not previously mentioned? I think starting on the ground in a multiplayer coop is new since the last one, and the previously mentioned NoAI. Starting on the ground (StartOnGround=1) is more for the hardcore enthusiasts or online squadrons who want to run a full session from start to finish. You can't accelerate time or ALT-N, so you have to fly it in real time, and everybody and everything (including bombers you might be escorting) start at their base. EAW will try to place everyone at bases as close as possible to the target area, but with the randomization for different missions you may have to fly 30-45 minutes until you get to the action. Or for example, if you are intercepting bombers you may want to sit on the ground until the enemy gets closer. Any AI support squadrons at your base or others will wait too, until you takeoff. While you're sitting at your home base, your map will show where everybody is (friend and enemy) to let you time your departure, but once you take off the enemy icons will disappear and you will have to rely on ground control to find them as before. For our EAW review, see European Air War, by AV8R For a second opinion, see EAW by Jim "Twitch" Tittle For a post patch look, see Version 1.1 Update For a look at flight performance, see Flight Performance in EAW, by Tom Basham. For EAW tactical articles, see Intercepting B17's by Jerry Boucher and Coming Back Alive, by Jim "Twitch" Tittle. For a look at EAW through the lens of force feedback and add-ons, see Peripheral Perfection. For our EAW download page, click HERE Join a discussion forum on this article by clicking HERE.
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