Raw 1.28 e patch
Joined Jun 23, Messages 4, Joined Apr 2, Messages 3, Resources: 1 Resources Maps 1. Thanks for posting TriggerHappy. Dr Super Good. Dr Super Good Spell Reviewer. Joined Jan 18, Messages 26, Resources: 4 Resources Maps 2 Spells 2.
TriggerHappy said:. Patching seems to be much faster as well, indicating that the launcher no longer re-downloads the entire game. Click to expand Kyrbi0 Arena Moderator. Joined Jul 29, Messages 9, Resources: 4 Resources Models 2 Maps 1 Spells 1. Woot, getting better. Chaosy Tutorial Reviewer. Joined Jun 9, Messages 13, Kyrbi0 said:. Joined Jun 2, Messages Resources: 2 Resources Maps 2.
To be fair, they didn't specify which previous state it had gotten better from; from. Joined Sep 17, Messages 7, Local File support bug that turns buff icons black is still not resolved. It makes the preload fix pretty much pointless. You still can't use local files without breaking buff icons. Kaijyuu said:. Joined Jan 25, Messages Resources: 10 Resources Models 9 Maps 1.
Alethos said:. Joined Oct 2, Messages Lol, in a weird turn of events realizing I actually have been keeping two separate installs of Wc3 for years now , I realized I can patch safely without losing my modding capabilities v1. So I did. And whaddayaknow, worked perfectly with barely a problem. I am proud to be an American. Verah Noice, Blizzard. Joined Jan 9, Messages 2, Kyrbi0 you did it, Harry.
Joined Jul 8, Messages 5. Joined Feb 8, Messages 1, There is also an issue with host bots and stealth bots. Some builds are no longer able to stay active. Does anyone know if there was a recent unit rebalance? Maybe not this last patch but recently there were like 4 and I did not read all the notes. RoflingAtU said:. Joined Sep 28, Messages Fixed my perpetual patch re-downloading bug at least.
Joined Sep 24, Messages As with earlier bnet patches, this one disables some special effects created through the "create special effect at point"-trigger. Seems like they fixed it with a stealth patch the last time. Feel free to do so again, blizzard! SubSub said:. Joined Jun 15, Messages Resources: 3 Resources Maps 3.
GG, can't connect on Bnet anymore So what do we do? Is there a way to fix it or? Do we have to wait? The patch came out a few days ago, but it'd good for people to know about it on the front page if they weren't aware.
Promoted to portal. OnyxTheDark said:. Last edited: Jul 18, Run as Admin won't change anything since run Wc3 isn't the prob I have the battle. Joined May 20, Messages Resources: 5 Resources Maps 2 Spells 2 Tutorials 1. What is "Files paths and user names think more globally in game and World Editor" suppose to mean?
I have no idea. Last edited: Jul 11, It might have just been worded improperly. Maybe they meant to say usernames will be treated more globally, as in keeping the color code in mind and not automatically correcting it from something like cFF00Orc to Orc before processing it, and that file paths are treated more globally in the Editor.
He used one Joystick for EAW and an other Joystick for a other flight sim, but always when he had the other USB stick plugged, only this one got used, no matter which stick got plugged in 1st. Maybe my initial explanation isn't very clear: We now can use external rudder pedals, listed as additional controller in Windows.
Also the USB keyboard problem some had should be solved with this. An example Mr. Everything but the throttle was controlled by the Sidewinder. The throttle was controlled by the Logitech.
If you want to also use the stick keys of "Device Port2", this controller needs to use stick control software, which will allow you to assign Keyboard keys to this controller. These assigned keys can then be used in EAW. Now you can use the buttons of both sticks in EAW!
While waiting for the guns to be rearmed, we will be able to push a button and then we get a related loadout added to our plane and a related message on the screen. Of course only, if our plane type have the loadout available. A "Kill Shooter" got introduced. Or when people landed damaged or to rearm. While this might be ok in a coop mayhem, this is just Bullsh To vulch someone realy dont need a human oponent, so this can be done offline.
So same like in Aces High we now will get a "Kill Shooter" for Mayhem games, to prevent vulch-partys. It work like this: Right after game start each players plane will display a little "Kill Shooter on" on the bottom of the screen. As long as this message get displayed, everybody who shoot to you will take the damages, instead of you.
This message will disappear Kill Shooter off , when you retake the undercarriage, or when you reach around feet altitude this should be enough to start a combat. So if there is someone around, who looks for a easy kill, just don't retake the undercarriage. Climb to around feet, then retake the undercarriage and use the altitude to gain a good maneuver speed. If you want to land your plane out of amo or damaged , you need to disengage in time, cause you dont get proteced by the kill shooter while landing!!
Once you are down and on slow speed with or without undercarriage , the "Kill Shooter" get enabled again. The "kill shooter" dont protect you against rockets or bombs!! If two planes have the "kill shooter" enabled, they cant harm each other.
When the "kill shooter" is enabled and your plane once roll, you cant shoot your guns, so you cant kill someone else. This will be a part of EAW1. Also online the Loadout of all planes now get erased from the hardpoints, when the bombs got dropped by default this didnt work correct.
When the player is in "chat mode", the guns wont shoot anymore. Differences to EAW1. War Emergency button: With this new feature you can slightly lower your engine performance, so that it will not overheat quickly. This only works for aircraft which are modelled with WEP!! Join a already running game. You can join every running game up to the Setup screen.
Here you can chat with the people who are flying. If it is a ground started Mayhem, you also can fly. If it is not a ground started mission you will not be able to join, but what you can do is post messages in chat and they appear on the players' screens, so they can reply. That means you can find out if the game will end soon. A 2nd controller: The EAW1.
Some people are used to flying in other sims with rudder pedals instead of twisting the joystick handle. Until now the use of a second controller was not possible in EAW. EAW still only supports the direct stick button inputs from one controller. Now external Pedals can be used, or an external throttle control.
A typical eaw. The exit and quit game routines for On-line play have been changed to prevent a player pausing the game. In the past this often happened accidentally. It was rather disturbing and could cause lag and warp. This feature has been disabled at all for on-line missions.
To exit an online game the player needs to hold down the Esc button for about 5 seconds. Pre-flight chat changed: Previously we had to reactivate the preflight chat after every line we typed, so a normal chat sequence was difficult. Often the 1st character of the message was missing, because the 1st keyboard input reactivated the chat. Now the chat is permanently active, until the player makes a right mouse click.
The right mouse click enables the player and host to make selections. As you can see the difference between MP01a and MP01 is a fix of the bug that often caused a CTD when the host or a player left the game, so that person never saw the debriefing screen. Ralf and I have tested this new exe with a few different game types, and the CTD did not occur for either of us. We hope that it has been fixed. Further development will point to restructure the Multiplayerstructure completely, so that joining a already running game get supported in a better way.
This exe also can get used offline. All features that are not only Online related are also available for offline gaming!! This is what "JoinMayhem5" include: 1. The possibility to join a already running ground started Mayhem game. This is very nice for team mayhems, cause we can select up to 4 Homebases.
A little drawback is that only the host can determine the up to 4 different plane types to be used. On the other hand this can be a advantage, cause then the people dont always only take the absolute best planes in game.
All this is very good for sessions where any people take part, cause as we know, often someone wont reach the game while the initial game start and if someone want to adjust his stick or a other personnel setup resolution, graphic quality etc , he now can leave the game and come back. NOTE: Only the new "ground started mayhem" support the possibility to join a game after it started!! The default game possibilities remain unchanged!
The possibility to Pause a Multiplayer game is ugly all other, specialy if many people take part of the game. So we dissabled the possibility to Pause a game all over. To End a mission, the player need to push "esc" for around 5 seconds. A adjusted Warp correction. This should prevent the Stall-bug, where the planes always rolled to one direction, then they flicked back to the normal flight position.
The possibility to use a 2nd controller and to define which controller shal get used, if more are present. For this we get this 5 new EAW. There might be 3 or more. If you want to use also the stick keys of "Device Port2", this controller need a sticksoftware, which make you able to assign Keyboaed keys to this controller.
Example: I have a very cheap stick, without software, i adjusted the EAW. Additionally i have a Logitec WingmanExtreme3dPro. With help of the Wingmand Profiler software iam able to assingn keyboard buttons to the Stick buttons. Now i can could use the buttons of both sticks in EAW. The Preflight chat now can get activated permanent. By default we had to activate it again, after every message we send, by pushing any key. This was pretty much disturbing, cause often the 1st character then was missing, cause the 1st key command did activate the chat.
Now the chat stay activated, until we make a "right mouse click", then it stay deactivated, until we press another key. We got the possibility to use a WEP button. This only work for planes that are modeled with WEP!! This should help you to fly with the best plane performance, without to cock your engine. If you take a look to the rpm, you will see that only a little reduced throttle is needed to prevent overheat. This one-step installer will upgrade European Air War v1.
It will automatically adjust files and create needed directories. A new eaw. This patch makes 1. This version is the last exe that uses x selection screens and menus. Keep old EAW versions and do not install over them. Some are not backward compatible with the 1. The new campaigns are being written in 1. There were some other 1. In this case these have been re-named as "mpf" files. Burn Damage; Multi-engined planes may lose a wing when a damaged engine burns too long.
The wing will lose max lift and produce more drag, so will do damages on the fuselage. Gunner positions can get deactivated by damages; If you attack a bomber, by damaging the plane on different positions, you can disable the different gunner positions, step by step. So if a Pulk get attacked by your squad, normally the 2nd run is a little more harmless, cause most probably some gunners already got disabled.
Engine start smoke; -Depends on the current throttle setting, the color change, up to a wet start. The engines can overcool in a unpowered highspeed dive, so its needed to be carefully with the throttle afterward. In the default game planes never did recover by itself and the stall edge was extremely small and in all planes rather similar. Now we can adjust the "stall edge width" and also a "stall recover base speed" for each plane. The "stall edge width" do what it say, a plane with a very small "stall edge width" tend to go suddenly into a spin and the other way around.
The "stall recover base speed" define roughly a speed where a plane can and will recover a spin by itself. Note: The real "stall recover speed" get influenced by more factors, like flight position, torque, damage stage etc. So if you fly fast enough and stall the plane, they normally will recover just by leaving the controls alone.
The Performance of the planes fit to the historical data sheets we have. Since we don't have that many data's for the Bombers, they are more estimated, than the fighters. Unfortunately I miss the time to give exact figures of the EAW planes for each altitude etc, but here is a very good Aces High fighter comparison, which have rather realistic figures, very similar to ours.
Effective combat flaps. P38J: 5 min WEP, also in climb. Boosted alerons good for highspeed. Hurri1a: No WEP, so only overheat at very slow speed. Spit1a: No WEP, so only overheat at very slow speed. Simple one step flaps only good for landing.
Spit14e: 5 min WEP, also in climb. BfE 5 min WEP, also in climb. Gunpods can get selected. BfK 10min WEP, also at slow speed. BfC 5 min WEP, also in climb. No gas, no start. Engine may be damaged by repeated wet starts or jamming the throttle forward too fast on a cold engine. If the engine run and still is cold, you need to push the throttle smoothly forward, otherwise the engine will take damages. The engine can overcool now in a long dive with reduced power.
If this happen, you need to be careful with the throttle afterward!! If you move the throttle too fast, the turbine will caught fire. It just means you have failed to get the engine running. With to much or to few throttle, the engine will die again. If you use Autopilot, once the engine did die, you need to disable autopilot and start manually.
That effectively 'calibrates' your roller wheel on the mouse. Also if you press "Alt-N" with an un-started engine, you will get that message as well.
When starting your engine in 1. No throttle and it won't start. Too much, and you'll get a "wet start"," complete with flames and dark smoke. Then once it starts, ease the throttle forward if your engine is cold or you could damage it.
Like wise in a dive that goes too fast, watch your engine temp gauge - if it cools too much and you slam the throttle forward, you could damage the engine as well. The wing leveler got adjusted, so that the throttle stay under your control; Throttle is adjustable now when fly in Wing Leveler and AutoClimb mode. An information screen appears upper right with Frames-Per-Second displayed, along with other aircraft info. The mass values were really useful to us when we had a fuel burn rate 10x larger than it should have been for the Typhoon and P47C in the 1.
The EAW1. So a FWA without ammo is around kg less heavy and it will perform like that. The P47 is around kg less heavy without ammo, while the G6 clean just carry around 90kg ammo and the Spit1a just around 75kg.
So depending to the current fuel and ammo load the performance relation between different planes might vary much. The best ALT values are related to the two possible supercharger stages; Each figure gives you the best performance altitude for one of the supercharger stages.
As such you will take notice that the height vary with the speed. So in EAW1. Important to know is that the engines wont overheat if the plane is a little above the current rated altitude. This is so cause above rated altitude the engines cant get loaded with the full pressure anymore, as such the engine run more cool.
So if a plane have two supercharger stages, there is a altitude band, above the 1st rated alt and below the supercharger switch height, where the engine wont overheat and then again above the 2nd rated alt.
The "best alt diff" is the distance to the current supercharger switch altitude. We not only got one more supercharger stage, all the values float, depending to the current plane speed. Since the loading pressure is one main factor to define the rated altitude of a plane, the rated altitude is related to the speed. As result the rated altitude did vary particular extreme much better climb speed and Vmax feet is not seldom.
All this is now modeled in the default EAW1. I still don't found the time to update other FM sets. More Aircraft in Your Flight. Up to 64 aircraft from your squadron can be part of a flight. Several large squadrons are included as examples. Flying Online: New hosting options and additional aircraft for up to 16 players. If the player have the correct setup loaded, all players will see the same season and plane set, fitting to the hosts settings.
To achieve this we implemented that the current date and plane set number of the host get transmitted to the clients. Then EAW load the related season and plane set, if available. As result we will have more graphical variation and once we got the plane sets ready, we can choose out of up to planes, without the need to load something new.
Rearm: works online aswell as offline one thing i always loved in Aces High was the possibility to land on a Airbase and to get the guns rearmed. A rearm option now is possible in EAW where you can rearm your plane. It work like this. We land on one of our bases, taxi to a hanger within ft or so then we stop the engine and enable the brakes.
After around 30 seconds a "Guns got rearmed" message appear for another few seconds and the Guns really got rearmed. I know that 30 seconds are not very long for rearming the guns, but from Aces High i know that 30 seconds feel like one hour, when you sit there like a duck and the enemies get closer to attack you or get the time to escape. A ground started mayhem multiplayer mission with endless respawn might result in a vulch-party, where people shoot others down, while they still take off and cant defend themselves.
To vulch someone realy dont need a human opponent, so this can be done offline. If you want to land your plane out of ammo or damaged , you need to disengage in time, cause you don't get protected by the kill shooter while landing!! The "kill shooter" don't protect you against rockets or bombs!! Also online the Loadout of all planes now get erased from the hardpoints, when the bombs get dropped by default this didn't work correctly.
Autocombat; Default is ON. This allows you to fly on Autopilot and target enemy aircraft or other objects. The AI Artificial Intelligence will then fly your aircraft and pursue and shoot.
This will happen when the player has selected an enemy plane as the target. Autopilot and AutoClimb are already part of the 1. Throttle may now be used. Extra Squads. There are now several different "Extra squad" settings. Default is OFF zero. Any number up to 17 extra squads may be entered. Up to aircraft seen at once. Shift your view or use a lower number of extra squads to speed up the FPS. If you adjust this to "17", you will get large formation, of up to 64 planes per fighter squad bombers groups can get some more.
So with this setup, you not only command a "squadron or Staffel", but a whole Group; you always give a command to one Group up to 16 planes x 4. With this setting, the Random Encounter Groups are disabled as there are enough flying planes already. You can have a furball of up to Planes. If this will work for you, it depends on your PC.
If it works, 1st time you really will feel like a WWII pilot, cause your main goal will be to survive, if not, you wont last long. Give it a try, in single mission you can select the number of planes for your squad. While a sweep i never got bad fps drops, although 4 fighter groups and large battle size are already planes. If the seasonal setup is activated, it automatically becomes a "host setting" in multiplayer mode, so everybody in game will get the same setting.
GroundBattle: This affects the artillery groundbattle near the frontlines. The higher the value the more impacts happen. Works offline only. More action codes; A number of new ones have been added. Aircraft Formations; Every nation can have its own formation type. A full usable V1 slot; can now be used as an extra plane slot of another type.
It could be more or less than 64 in the game. Now all fighters can use the same number and type of instruments in the virtual 3D cockpit which was limited to 20 as the 2D cockpits do which has no limit. Now, if you can find space on the X. Aircraft Switching; We put it in the code and it is in 1. Make a one line text file in your EAW folder put the plane slot number you want.
Save the file as "ACP. For HR models all the files needed have to be changed accordingly: A. As this readme is meant for people upgrading to 1. The only people who need it are the modders creating or updating work for 1.
A number of ready made scenarios such as SPAW will shortly be released in installations which make good use of these features. It can read "CDF. These can have custom names like "DAW3d. It can also read "Dir. These new sets are transparent to the player. That is, they need no special attention. But they will be important to the modder.
Specialized tools will be available to "mod" these files. Do not remove any of the original CDF files or. The game will default to the original CDF files if the new sets are not found in 1. By default EAW1. The drawback is, that addon setups are difficult to adjust and the massive number of files inside the EAW root is very difficult to manage. The new file loading system allow us to create subfolders where we can point the EAW.
The dir. If a Dir. Additionally EAW will create a Savedata folder in each available "main folder", where the related singlemission and campaign result files get stored. This seasonal terrains will get used fitting to the current game date. Additionally EAW1. Planeset0, 2. Planeset1, 3. Spring, 4. Summer, 5. Fall, 6. Winter, 7. If you now place the related dir. In campaign mode the mission date always did move, but now it also move with every single mission you play. Of course, with an EAW.
Each of this scenarios can include up to 5 plane set folders to be used online. It is almost essential for players using the increasing number of multiskins. For example, SPAW will have these unique files and more in a set:. I have also uploaded "StrEditCV2. Just to clarify, the new exe 1. Always the 1st line in the DIR. A DIR. When a folder, listed in the DIR. If there is no "savedata" folder inside the "main folder", the exe create it. If a DIR. Its useful to use a "DIR.
Cause then this new theatre will have its own "savedata" folder, where the campaign and single mission files get stored, which are related to the world setup. You can create a endless number of "subfolders" inside the "Main folder". While only folders, listed in the "DIR. Ok thats about the DIR.
Now i create some folders inside it and place the related addons into them: 1. Spring 2. Fall 4. Winter 5. Skins1 9. Skins2 Skins3 Multiskins Horizon1 Horizon2 Horizon3 Horizon4 Horizon5 Frontline1 Frontline2 Frontline3 Frontline4 Set Number 1. Set Number 2. Set Number 3. Set Number 4. Set Number 5.
For campaigns always the month of the last flown mission date will get used to determine the moth. I doubt many people will fly 20 Missions in a row, without to exit EAW, so the season should fit rather good and a little delay here and there is rather correct anyway. Actually i don't think its sensible to create a folder for a single file, like i did in my example above.
Also the FM related files can be inside one folder etc. I am sure we will discover more possibility's and also the limitations of this system, but together with a filemanager, this is a huge advantage over the old system. That IMHO would be a major goal! Engine Sounds and Other sounds Separate engine sounds for each plane slot. Knegel posted?? This is what I introduced now: 1.
Each file for now include the sound file number for start and run sound, the included sound files get used in-game. If a file include a not existing engine sound number, the exe will take the default one. Same goes for all other sounds, like different undercarriage move sounds, or different impact sounds, depending to the planes structure wood or metal, plating or not etc.
So with V26, you can create for example a file named "PlaneSound This will minimize the Download time and discspace, for all planes that use only the default plane sounds, though in other slots. Note: If a sound Two Stage Superchargers and Floating Engine Best ALT Knegel posted one main problem while creating historical accurate flight performances was the fact that we have just one static "engine best alt" to work with.
As result it was not possible to create planes with a two stage supercharger correct, but we also couldn't model the influence of the speed related RAM effect to the "engines bets alt".
The discrepancy between "engines best alt" at climb speed particular did differ by m feet to the "Vmax engines best alt" P51 for example. Now we can model all this. We already started to convert the different planes, The advantage over the old system is extreme!
For example the SpitIXc had two extreme power peaks with a big gap in low level and medium alt. In oposide to this, the FWA had most power in low level and then where the Spit had its 2nd gap. As result it did depends very much to the current altitude, which plane did perform, better.
On the other hand, many russian planes had their power peak, where the FW had its gap between 1st and 2nd supercharger stage and so on. Additionally it was not wise to slow down in high alt above engine best alt , cause with decreasing speed, the engines best alt did decrease as well and so the available power also decreased. We can adjust two "engines best altitudes" and the RAM related influence exact, soecialy for each plane.
This will get available with EAW1. Tilting At Windmills? MrJelly posted Tonight I wrote some additional code and compiled a 1. There is the normal type which by default is a mixture of transports and destroyers, so it is an escorted convoy, and the new type which is a battle fleet. The additional TMods in the 1.
In the exe there are default settings, but if a "ShipList. What we now have is the possibility of "warships", which is available as a new interdiction type in single missions and multiplayer, and will have 4 destroyers:1 transport by default, or the settings read from a "WarList.
Here's a single mission selection Only with this we can create historical correct plane performances. Most WWII planes had two stages, but for now we only could model one. This will have a "engine best alt slope" as result, like it was in most WWII planes. The "engine best alt" or "rated alt" often did vary much with the speed. For example the SpitIXc Merlin63 had a best alt 1st supercharger stage of just feet at climb speed, but this did increase to around feet with Vmax at this altitude.
So the climb at climb speed already start to decrease above feet, while the Speed reduce only above feet. For the 2nd supercharger stage its very similar. All default fighters and fighter bombers already got adjusted.
If a target has a shipyard you get a sea convoy, if not but is has a railway station you get a train, otherwise you get trucks. Sea convoys were a real mess. There is a table in the exe containing a set of targets each with x,y coordinates of start and finish points, so if you selected Ostend you would get a sea convoy there to attack.
If your target has a shipyard, but is not in the table then a second table is used. This basically contains sets of coordinates of start and finish positions, and the nearest one is used. Hard coding values like this causes probems. In different scenarios such as SPAW sea convoys are often generated on land.
So some solutions were needed. The first one included in EAW1. The table can be built with an editor for any scenario. It can have convoy routes associated with up to targets, and if present in the EAW folder it is used by the 1.
However, there still remains the possibility that a user selects a ship interdiction which is not at a target in the table, so the second table comes into play, and may well generate a convoy on land. The solution to this is to only make ship interdictions available at targets which are in the "convoys. However, the opatch lsinv keeps throwing the following errors: Jan 04, PM oracle.
NullPointerException at java. Your email address will not be published. Notify me of follow-up comments by email. Notify me of new posts by email. This site uses Akismet to reduce spam.
Learn how your comment data is processed. View All Events. Email Address - oracle. Share this:. Next Goodbye , welcome — and some thoughts Previous Oracle Database December 16, at Dietrich says:.
Sergey says:. January 10, at VSmith says:. December 17, at Arun Gupta says:. December 27, at December 28, at Jean-Jules Fogang says:. January 7, at Leave a Reply Cancel reply Your email address will not be published. February 3 - Upgrade YouTube. How to get access to download older Oracle versions? Goodbye , welcome — and some thoughts Patching all my environments with the October Patch Bundles Oracle Database Subscribe via Email Join 5, other subscribers.
Follow me on Twitter My Tweets. By continuing to use this website, you agree to their use. To find out more, including how to control cookies, see here: Cookie Policy.
Recent Posts How to get access to download older Oracle versions? We use cookies to optimize our website and our service.
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network. The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes. Manage options Manage third parties Manage vendors Read more about these purposes.
Accept cookies Functional only View preferences Save preferences View preferences.
0コメント