Impossible de faire tourner EECH
-
- Pilote d'essais
- Messages : 6586
- Inscription : 03 août 2001
#26
euh ça fait plus que 5 minutes désolé... perso j'ai accès à toutes les résolutions sans aucun prob jusqu'a 1600x1200 en passant par 1280x1024 et toutes les autres... Il ne me semble rien avoir fait de particulier pour pouvoir y acceder
A ceux qui nous ont quittés trop vite : bon vol les gars !
#27
Dis moi Black Wolf sans vouloir abuser, est ce que tu pourrais m'envoyer un copier coler de ton fichier ini pour voir s'il ne me manque pas de ligne ?
par exemple : je n'ai vu aucune ligne correspondant à la resolution
par exemple : je n'ai vu aucune ligne correspondant à la resolution
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
-
- Pilote d'essais
- Messages : 6586
- Inscription : 03 août 2001
#28
ouaip je te le met en pièce jointe (a renomer en .ini mais attention si t'utilises le mien directement tous les axes du joystick ne correspondront plus à grand chose)
1. Je n'ai pas de lignes concernant la résolution non plus
2. J'ai eu pas mal de versions et de softs qui sont passés sur ma version d'EECH donc je garantis rien au niveau de mon .ini
1. Je n'ai pas de lignes concernant la résolution non plus
2. J'ai eu pas mal de versions et de softs qui sont passés sur ma version d'EECH donc je garantis rien au niveau de mon .ini
- Pièces jointes
-
- eech.txt
- (9.58 Kio) Téléchargé 150 fois
A ceux qui nous ont quittés trop vite : bon vol les gars !
#29
je te remercie, je vais faire une comparaison ligne par ligne pour voir quelles options sont activées et à quoi elles correspondent.
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
#30
encore une question, est ce que le pointeur de la souris disparait sur les differents ecrans de parametrage quand tu bouge la souris ?
il me faut tatonner pour tomber en face des lignes que je veux activer.
il me faut tatonner pour tomber en face des lignes que je veux activer.
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
#31
j'ai moi aussi des disparitions de souris dans les menues mais sans grande importance, par contre mon gros probleme est que qand je commence une partie j'ai un crash dans les 2 a 3 secondes systematique
I9 13900Ks@6,2Ghz WTC EK Quantum Magnitude,Asus Z790 Apex,2X16G V-Color 8200Mhz,RTX 3090 FTW3 Ultra bloc EK+MP5 backplate,Evga Nu Audio pro 7.1,Rog Thor 1200w,laing d5,SSD 850 evo,870 evo plus nvme,Nvme 1T et 2x2T Fury Renegade,tour Tht Core x71,Warthog,rudder MFG Crosswind,VR HP G2.
#32
Bizarre je l'ai installé pas plus tard que dimanche et tout fonctionne chez moi... y a aucun souci.
Essaie de jouer avec le fichier eech.ini peut être trouveras-tu!
Essaie de jouer avec le fichier eech.ini peut être trouveras-tu!
On recrute des pilotes, même ceux qui n'y connaissent rien ou pas grand chose. N'hésitez pas à venir.
http://www.zedroopy.net/BAF/index.php
=BAF=
Boulet un jour, Boulet toujours!
http://www.zedroopy.net/BAF/index.php
=BAF=
Boulet un jour, Boulet toujours!
#33
voila ce que j'ai dans le fichier crash
Executable build date: Feb 17 2006
Executable build time: 23:43:30
Crash details:
Location: 005599b4
Reason: Access violation
Tried to read from memory location: 0xffffffff
Register dump:
EAX: 0x0c90b0e0
EBX: 0x00004000
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x00000000
ESI: 0x00000000
EBP: 0x02c8ecdc
ESP: 0x02c8ecc0
EIP: 0x005599b4
Floating point details:
Control word: 0xffff0e7f
Status word: 0xffff0120
ST(0): cc15b1c2aa030000ffff
ST(1): 00000000000000000000
ST(2): 00000000000000000000
ST(3): 00a82e6821affffffd3f
ST(4): 00000000000000a00840
ST(5): 0000000000000080ff3f
ST(6): 0000000000000080ff3f
ST(7): 00480110210100fa0440
Stack dump:
3c83126e
00000001
00000001
00000000
00000000
446a1648
446a164b
02c8ed00
00494dcb
00000005
00000197
00000001
00000005
00000001
00000002
00000006
Executable build date: Feb 17 2006
Executable build time: 23:43:30
Crash details:
Location: 005599b4
Reason: Access violation
Tried to read from memory location: 0xffffffff
Register dump:
EAX: 0x0c90b0e0
EBX: 0x00004000
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x00000000
ESI: 0x00000000
EBP: 0x02c8ecdc
ESP: 0x02c8ecc0
EIP: 0x005599b4
Floating point details:
Control word: 0xffff0e7f
Status word: 0xffff0120
ST(0): cc15b1c2aa030000ffff
ST(1): 00000000000000000000
ST(2): 00000000000000000000
ST(3): 00a82e6821affffffd3f
ST(4): 00000000000000a00840
ST(5): 0000000000000080ff3f
ST(6): 0000000000000080ff3f
ST(7): 00480110210100fa0440
Stack dump:
3c83126e
00000001
00000001
00000000
00000000
446a1648
446a164b
02c8ed00
00494dcb
00000005
00000197
00000001
00000005
00000001
00000002
00000006
I9 13900Ks@6,2Ghz WTC EK Quantum Magnitude,Asus Z790 Apex,2X16G V-Color 8200Mhz,RTX 3090 FTW3 Ultra bloc EK+MP5 backplate,Evga Nu Audio pro 7.1,Rog Thor 1200w,laing d5,SSD 850 evo,870 evo plus nvme,Nvme 1T et 2x2T Fury Renegade,tour Tht Core x71,Warthog,rudder MFG Crosswind,VR HP G2.
#34
fais une copie de ton fichier ini , pour voir s'il n'y aurait pas un probleme......
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
#35
et voila
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=500 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=30 # Max visual frame rate, (defaults = 30)
32bit=0 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=15 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=0 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=7 # joystick DirectX axis used for vertical FLIR panning
eopanh=9 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=-1 # joystick no. used for FLIR zoom
eozoomax=8 # joystick DirextX axis used for FLIR zoom
cyclicn=-1 # Joystick no. for the cyclic
cyclich=2 # Joystick DirectX axis for cyclic horizontal
cyclicv=3 # Joystick DirectX axis for cyclic vertical
collectiven=-1 # Joystick no. for the collective
collectiveax=4 # Joystick DirectX acis for the collective
ruddern=-1 # Joystick no. for the rudder
rudderax=7 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=2 # joystick DirectX axis used for horizontal joystick look
joylookv=3 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=0 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=0 # visible rotor downwash (dust), def = 1 (on)
highresmfd=0 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=0 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=0 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=0 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
je cherche... je cherche...
j'ai aucune idée pour l'instant sur la solution de mon probleme
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=500 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=30 # Max visual frame rate, (defaults = 30)
32bit=0 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=15 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=0 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=7 # joystick DirectX axis used for vertical FLIR panning
eopanh=9 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=-1 # joystick no. used for FLIR zoom
eozoomax=8 # joystick DirextX axis used for FLIR zoom
cyclicn=-1 # Joystick no. for the cyclic
cyclich=2 # Joystick DirectX axis for cyclic horizontal
cyclicv=3 # Joystick DirectX axis for cyclic vertical
collectiven=-1 # Joystick no. for the collective
collectiveax=4 # Joystick DirectX acis for the collective
ruddern=-1 # Joystick no. for the rudder
rudderax=7 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=2 # joystick DirectX axis used for horizontal joystick look
joylookv=3 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=0 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=0 # visible rotor downwash (dust), def = 1 (on)
highresmfd=0 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=0 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=0 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=0 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
je cherche... je cherche...
j'ai aucune idée pour l'instant sur la solution de mon probleme
I9 13900Ks@6,2Ghz WTC EK Quantum Magnitude,Asus Z790 Apex,2X16G V-Color 8200Mhz,RTX 3090 FTW3 Ultra bloc EK+MP5 backplate,Evga Nu Audio pro 7.1,Rog Thor 1200w,laing d5,SSD 850 evo,870 evo plus nvme,Nvme 1T et 2x2T Fury Renegade,tour Tht Core x71,Warthog,rudder MFG Crosswind,VR HP G2.
#36
A première vue, rien de spécial,
si tu es dans la dernière version en date (cf. tuto de Black Wolf) il te faut activer quelques lignes dans le fichier ini (cf. toujours le tuto de Black Wolf) pour que les dernières modification (MDF HR, textures, etc...) apparaissent.
Mais pour tes CDT ....je vois pas
PS: je te mets aussi mon ini tu pourras comparer toi meme.
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=1000 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=60 # Max visual frame rate, (defaults = 30)
32bit=1 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=1 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=0 # joystick DirectX axis used for vertical FLIR panning
eopanh=0 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=0 # joystick no. used for FLIR zoom
eozoomax=7 # joystick DirextX axis used for FLIR zoom
cyclicn=0 # Joystick no. for the cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
collectiven=0 # Joystick no. for the collective
collectiveax=3 # Joystick DirectX acis for the collective
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=0 # joystick DirectX axis used for horizontal joystick look
joylookv=0 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=1 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1 # visible rotor downwash (dust), def = 1 (on)
highresmfd=1 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=1 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=1 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=1 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
si tu es dans la dernière version en date (cf. tuto de Black Wolf) il te faut activer quelques lignes dans le fichier ini (cf. toujours le tuto de Black Wolf) pour que les dernières modification (MDF HR, textures, etc...) apparaissent.
Mais pour tes CDT ....je vois pas
PS: je te mets aussi mon ini tu pourras comparer toi meme.
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=1000 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=60 # Max visual frame rate, (defaults = 30)
32bit=1 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=1 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=0 # joystick DirectX axis used for vertical FLIR panning
eopanh=0 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=0 # joystick no. used for FLIR zoom
eozoomax=7 # joystick DirextX axis used for FLIR zoom
cyclicn=0 # Joystick no. for the cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
collectiven=0 # Joystick no. for the collective
collectiveax=3 # Joystick DirectX acis for the collective
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=0 # joystick DirectX axis used for horizontal joystick look
joylookv=0 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=1 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1 # visible rotor downwash (dust), def = 1 (on)
highresmfd=1 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=1 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=1 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=1 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
#37
Werner, commence peut-être déjà avec un eech.ini vierge de toute modification pour voir si ça plante.
Si ça le fait toujours, regarde si ça crashe aussi avec une version précédente stable.
Si ça le fait toujours, regarde si ça crashe aussi avec une version précédente stable.
#38
Je tenterai une résinstallation après effaçage de EECH, en procédant par étape:
intallation du jeu
installation du patch (juste le patch)
tentative de lancé
si ok
installation des scène une à une et test à chaque fois!
intallation du jeu
installation du patch (juste le patch)
tentative de lancé
si ok
installation des scène une à une et test à chaque fois!
On recrute des pilotes, même ceux qui n'y connaissent rien ou pas grand chose. N'hésitez pas à venir.
http://www.zedroopy.net/BAF/index.php
=BAF=
Boulet un jour, Boulet toujours!
http://www.zedroopy.net/BAF/index.php
=BAF=
Boulet un jour, Boulet toujours!
#39
deja reinstaller, sans patch, avec patch, des que j'arrive sur la carte j'ai soit un ecran noir direct ou alors au bout de 3 a 4 secondes.
j'ai essayer sans le x52 et le trackir, veut rien savoir le bougre!
j'ai essayer sans le x52 et le trackir, veut rien savoir le bougre!
I9 13900Ks@6,2Ghz WTC EK Quantum Magnitude,Asus Z790 Apex,2X16G V-Color 8200Mhz,RTX 3090 FTW3 Ultra bloc EK+MP5 backplate,Evga Nu Audio pro 7.1,Rog Thor 1200w,laing d5,SSD 850 evo,870 evo plus nvme,Nvme 1T et 2x2T Fury Renegade,tour Tht Core x71,Warthog,rudder MFG Crosswind,VR HP G2.
#40
Essaye avec un EXE posterieur au "161W4" , j'ai eu un probleme de ce type là et c'etait du à une incompatibilité entre l'EXE et la gestion des axes du X52, apres le 161W4.exe la gestion des axes est différente et tout refonctionne.
Fred "skyeyes" Miquel
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
Asus Striker Extreme - Core2Duo 6850 - 2048 DDR2 - 8800 GTX (180.48) - DX 9.0c - WinXPpro sp3 - X52
#41
Bonne nouvelle, j'ai presque fini te recopier le texte ci-dessus (ouf c'est long avec 2 doigts)skyeyes a écrit :A première vue, rien de spécial,
si tu es dans la dernière version en date (cf. tuto de Black Wolf) il te faut activer quelques lignes dans le fichier ini (cf. toujours le tuto de Black Wolf) pour que les dernières modification (MDF HR, textures, etc...) apparaissent.
Mais pour tes CDT ....je vois pas
PS: je te mets aussi mon ini tu pourras comparer toi meme.
[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def 4 hours).
cpac=1 # capture aircraft: aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # user invulnerable time (default 5 sec), when starting mission
[Graphics]
cbar=1000 # distance in meters that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen)
mfr=60 # Max visual frame rate, (defaults = 30)
32bit=1 # Activates 32bit rendering if your video card supports it
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=0 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.
[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish
[Dynamics]
advancedfm=0 # advanced (more complex) flight model, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
[Miscellaneous]
goto=1 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=0 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music
[MODIFICATIONS]
[WUT]
wut= # supply a filename of a wut text file here
[Wideview]
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships
[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
camcom=0 # Activates the Campaign Commander
destgt=0 # Activates designated target list
cannontrack=1 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS
[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=0 # joystick DirectX axis used for vertical FLIR panning
eopanh=0 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=0 # joystick no. used for FLIR zoom
eozoomax=7 # joystick DirextX axis used for FLIR zoom
cyclicn=0 # Joystick no. for the cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
collectiven=0 # Joystick no. for the collective
collectiveax=3 # Joystick DirectX acis for the collective
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
joylookn=-1 # joystick no. used for joystick look
joylookh=0 # joystick DirectX axis used for horizontal joystick look
joylookv=0 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche
[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=1 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1 # visible rotor downwash (dust), def = 1 (on)
highresmfd=1 # high resolution mfd's, def = 0 (off)
greenmfd=0 # mfd's are green (def = 0 (off), 1 = on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=0 # TSD showing enemy colours (red, blue) def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=1 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=0 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=1 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=1 # Use dynamic water textures (def=0)
extended_terrain=0 # add more terrain textures: WARNING exctra terrain packs must be present. (def=0)
[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 for not to autosave
dfr=0 # display framerate, 0 = off, 1 = on, 2 = log to file "framerate.txt"
[end of file]
Et vous jouez en réseau avec ce bon vieux EECH ? (si oui : où, quand, comment ?), histoire de se faire un peu la main avant BS
#42
Hummm... c'est Xp, les cartes ATI ou moi que le jeu n'aime pas ?
Je n'ai que du 640x480 avec P4c 3.0 ghz, ATI9800 pro.... DX9c
Je n'ai que du 640x480 avec P4c 3.0 ghz, ATI9800 pro.... DX9c
#43
BONSOIR UF JOSSE
Alors moi avec un AMD 2600, 512 SDRAM , XP HOME ,DX9b et une carte ATI 9600SE (Drivers CATALYST 5.1) en 1024/768 avec un écran de 15p ca fonctione trés BIEN ,peux etre une probléme de DriversUF_Josse a écrit :Hummm... c'est Xp, les cartes ATI ou moi que le jeu n'aime pas ?
Je n'ai que du 640x480 avec P4c 3.0 ghz, ATI9800 pro.... DX9c
#44
Hummm, j'ai toutes les résos maintenant, en touchant au notnl mais quelques corruptions de textures et un plantage.... en fait, ça doit être des questions de réglages dans le eech.ini
je regarderai ça tranquillement demain je pense...... bref, pas encore ça, mais je pense que je vais peut être revoler un peu sur ce soft que j'avais beaucoup aimé
je regarderai ça tranquillement demain je pense...... bref, pas encore ça, mais je pense que je vais peut être revoler un peu sur ce soft que j'avais beaucoup aimé
#45
eh bien, en fait c'est plutôt içi qu'on voit si il y a des parties http://hoxdna.org/eech/Inferno a écrit :Bonne nouvelle, j'ai presque fini te recopier le texte ci-dessus (ouf c'est long avec 2 doigts)
Et vous jouez en réseau avec ce bon vieux EECH ? (si oui : où, quand, comment ?), histoire de se faire un peu la main avant BS
Toutefois pour certaines , (notamment celle de SpectreServer) il te faudra hamachi, c'est un petit logiciel qui te crée un VPN en peer-2-peer entre chaque participants]http://www.simhq.com/simhq3/sims/boards ... 0;t=004952[/url]