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PostPosted: 02 Aug 2008, 22:19 
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Yeah, about that...I realized after about 5 minutes that changing the appearance of the elements wasn't going to be the problem. The real problem is how am I going to reprogram the interface so they work correctly, since everything that is important to gameplay is interactive.

Any suggestions?


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PostPosted: 03 Aug 2008, 02:33 
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Thanks for the report, Mergatroid. Glad it's working correctly, and you're welcome. :D

Yes, there is certainly a performance hit--that's one of the things I'll be sure to note when I flesh out the wiki page/readme. Moderate framerate drops in RTS games don't bother me too much. I once played a game of Zero Hour against 7 AI opponents that had my rig chugging along at 5fps at certain points and the game latest 8+ hours! That said, I know it will be an issue for some more than others, so I plan to provide warnings and tips on the wiki.

I've thought about modifying the HUD elements as well. I agree that 16:10 and 16:9 don't warrant a fix because the stretch is not horrible. Triplehead does spit out one fat HUD, though :shock: :lol:. Since most of the Palantir interface would be on the left screen I don't think it's that bad. If you learn the keyboard shortcuts you could probably just turn off the HUD with F9 much of the time--the minimap is actually not as valuable in TH2Go since the modded FOV gives you 5-6 zipcodes onscreen at once! :D

The graphical HUD elements shouldn't be too difficult to change, but as for getting things to match the coded on-screen interactivity, I currently have no idea how that works. I would probably start by doing a number of searches through the ini files for keywords like screen, hud, palantir, menu, etc., to see if the data is even available in the config files. Maybe looking online for a sage engine mod that features a modified HUD could help. If one exists, the changes could be found by digging through their data files. I might look into this more after completing the Triplehead tweaks, but if you want to run with it, I won't stop you. :wink:

Thanks for setting up that wiki page, Ibrin. I hope you don't mind, but I planned on naming the mods "Widescreen Enhanced" and "Triplehead Enhanced", respectively. Simple names that get to the point, while also self-advertising as a 'superior gaming experience' that will hopefully attract more attention than just calling it a fix. :wink: :) What do you think?

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PostPosted: 03 Aug 2008, 04:38 
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I think I found the files that need to be edited to change the interface. I'll let you know what I come up with on Monday.


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PostPosted: 03 Aug 2008, 05:02 
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I think I found the files that need to be edited to change the interface. I'll let you know what I come up with on Monday.

Very cool.

Do you need a sample map with my TH2Go camera tweaks for testing purposes?

FYI-I'm guesstimating 1-2 weeks to complete the map changes, so you don't need to rush your work. I also need to work on the wiki page and demo video, so it may take longer.

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PostPosted: 03 Aug 2008, 06:01 
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I have no problems on the names. It's all your work. I think "Enhanced" or "Enhancement" is a great title. I believe you have a Wiki account. Now that the page is up, feel free to edit as you like. We can change the title as well. If possible, let's make the Wiki page 100% to go along with the TripleHead fixes.


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PostPosted: 03 Aug 2008, 21:00 
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Made an interesting discovery while modding. The SAGE engine ties the game speed directly to the framerate. The engine caps the framerate at 30fps, which is 'normal' speed. Take a look at what happens with the FPS uncapped:

http://generaladmission.home.comcast.net/files/RotWK_fastFPS.avi (Go, builder, go! :) )

Unfortunately I don't think there is any performance gain to be had by unlocking the framerate. I tested a complex battle scene and found that performance was the same capped or uncapped if the graphics demands forced fps below 30. And at higher FPS the game speed ramps up dramatically and unpredictably:

http://generaladmission.home.comcast.net/files/RotWK_PoorTroll.avi

I am very curious as to why they would tie game speed to the framerate. Surely the game speed could be independent of FPS, and it might yield decent performance gains during moderately complex scenes. Any designers in this forum with insight on this?

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PostPosted: 04 Aug 2008, 05:09 
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Made an interesting discovery while modding. The SAGE engine ties the game speed directly to the framerate. The engine caps the framerate at 30fps, which is 'normal' speed. Take a look at what happens with the FPS uncapped:

http://generaladmission.home.comcast.net/files/RotWK_fastFPS.avi (Go, builder, go! :) )

Unfortunately I don't think there is any performance gain to be had by unlocking the framerate. I tested a complex battle scene and found that performance was the same capped or uncapped if the graphics demands forced fps below 30. And at higher FPS the game speed ramps up dramatically and unpredictably:

http://generaladmission.home.comcast.net/files/RotWK_PoorTroll.avi

I am very curious as to why they would tie game speed to the framerate. Surely the game speed could be independent of FPS, and it might yield decent performance gains during moderately complex scenes. Any designers in this forum with insight on this?


They probably figured that a drop in framerate meant that there was more on screen, and therefore more for the player to control, so they drop the speed to compensate for the increase in micromanagement.

Also, the settings I found didn't change anything about the interface. I found a forum that is mainly dedicated to C&C games which use the sage engine and posted the question to them in their BFME2 forum. I'm not holding my breath, though. The last post in that subforum before mine was in April.


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PostPosted: 04 Aug 2008, 10:39 
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I am very curious as to why they would tie game speed to the framerate.
I have absolutely no knowledge in game programming BUT maybe it's to ensure max smoothness of the models' animations during the most epic-scaled battles. Maybe all animations in BFME2 were designed at 30 fps to begin with, and tied to the framerate so that when the game slows down, the game doesn't get choppy and always feels smooth and "cinematic". Unfortunately this also means that anything higher than 30 fps will make it all go "Benny Hill fast"...

I sure didn't remember the framerate was capped, hopefully it won't be too much of an eyesore when scrolling the map left and right at 3840x1024 :?


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PostPosted: 04 Aug 2008, 23:25 
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Interesting ideas. You guys are thinking outside my 'box'. I know there must be one or more particular reasons for designing a game this way, but my lack of knowledge re:game design has me in the dark.

I've played Sage engine games since the first CnC: Generals. As best as I can tell, the games only lose FPS when the hardware demands become too great. I wouldn't worry too much about scrolling in TH resolutions, scavvenjahh. Your GTX card should do very well and you should only get slowdowns during major screen activity, or if there are so many units in play that the CPU becomes the bottleneck.

"Benny Hill fast" :lol:. Did you check out my fastFPS clip?

Mergatroid-
Thanks for investigating the HUD issue. If nothing pans out it's not a huge deal. The camera tweaks I've done for surround users actually make the game worth playing, with a fantastic horizontal FOV in particular. Without the tweaks, the game would apply such a cut to the Vert res that it would be like the camera is only 30' above the ground. Which reminds me, I need to get a screenshot of that so I have it for the before/after comparison.

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PostPosted: 04 Aug 2008, 23:55 
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Here are the before/after shots for Triplehead resolution.

Regular (obviously unplayable for an RTS)


Modded camera


Better, no?

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PostPosted: 05 Aug 2008, 00:14 
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WAAAAAAAAAAAY worse! The developer did not want it to be like this!

THINK OF THE DEVELOPERS VISION!

:lol:


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PostPosted: 05 Aug 2008, 00:37 
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THINK OF THE DEVELOPERS VISION!


Myopia FTW! :lol:

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PostPosted: 05 Aug 2008, 02:03 
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Everybody knows that the developers vision isn't what the consumer actually wants anyway. They just learn to like what they are given.

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PostPosted: 05 Aug 2008, 03:15 
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They just learn to like what they are given.


9 words that could be traced to the root of innumerable social, cultural, economic, political manipulations/atrocities throughout history. Hence, we are called "sheeple".

Well spoken, Mobster.

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PostPosted: 05 Aug 2008, 20:45 
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Stumbled upon this accidentally. It looks as if my Triplehead camera tweaks will also work for 16:10 resolutions (and possibly 4:3) and allow play at a camera height of 900.

Check out the view distance!


Look at the mininmap...it shows that you can see nearly half of an 8-player map! The camera is still zoomable down to any level.

I would not consider this optimal for a single-screen setup, but for those of you hankering for a 'skycam' (one of you voted Higher! in the poll), this should float your boat. :wink:

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PostPosted: 05 Aug 2008, 20:51 
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BFME2 is natively Vert-. Could this be used to make it Hor+?


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PostPosted: 05 Aug 2008, 20:55 
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My tweaks for WS and TH increase the camera to a level that gives enormous Hor+ and even Vert+ over the default settings in the game. The engine applies more Vert- the wider you go, but the mod compensates for it. See my TH comparison shots a few posts above.

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PostPosted: 05 Aug 2008, 21:03 
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I would not consider this optimal for a single-screen setup, but for those of you hankering for a 'skycam' (one of you voted Higher! in the poll), this should float your boat. :wink:


:shock:
Yes please.
I would change my vote if I could (and I'm the one who voted for 500 :P).

Mergatroid-
Thanks for investigating the HUD issue. If nothing pans out it's not a huge deal. The camera tweaks I've done for surround users actually make the game worth playing, with a fantastic horizontal FOV in particular. Without the tweaks, the game would apply such a cut to the Vert res that it would be like the camera is only 30' above the ground. Which reminds me, I need to get a screenshot of that so I have it for the before/after comparison.


I haven't given up quite yet. I'm pretty sure there is a way to do it, I just haven't come across the correct file/files yet. At this point I'm just trying to find it so I can get the hud in the center screen and sized correctly for the TH users.

On a QA note: I played through the "Good" campaign on BFME 2 yesterday. The only map that had a problem was the one for the Blue Mountains mission, where you have to kill the dragon lord. I think it was mission 4. It was still at 300.
It was actually quite infuriating to play after doing everything else at 600 :).


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PostPosted: 05 Aug 2008, 23:45 
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Thanks for testing the campaign maps, Mergatroid. I was most concerned about those because of the scripting and map customization they use. Glad to hear most work fine.

I checked out the Blue Mountain map. The camera is set to 600 like the others, so I will have to go through the map scripts and other settings to find the problem. I'd like to test the map myself, but I haven't played the campaign at all and I can't find any launch parameter or tweak that will allow me to load that map directly in the game. Do you have any suggestions? I don't have the time right now to play through the game to get to a certain point.

The screenshot I took of the Triplehead camera tweak running in 16:10 was from BFME2. I need to try it in RotWK and in more maps to see if it works across the board. Look promising, though.

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PostPosted: 06 Aug 2008, 08:10 
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The only thing I can think of is that the camera gets confused due to 2 different terrain heights + caves. Try setting it to 900.


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PostPosted: 07 Aug 2008, 00:14 
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The only thing I can think of is that the camera gets confused due to 2 different terrain heights + caves. Try setting it to 900.


I just now figured out how to run this map in the game without having to play the entire campaign. I will have to tweak it into submission, though, since it starts and then automatically defeats me :evil: ;).

I will try changing the camera height, though my guess is that if my first tweak from 300 to 600 didn't make a difference, then it's likely another setting/script somewhere in the map that is the culprit. There are other variables related to ground height, and this map uses a number of cutscene scripts at several points. I guess it's just back to the good old "eliminate the variables" troubleshooting method.;)

FYI--I added a little "Thank You" credit for you on the wiki page for the mod. :)

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PostPosted: 07 Aug 2008, 06:15 
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[quote]I am very curious as to why they would tie game speed to the framerate.
I have absolutely no knowledge in game programming BUT maybe it's to ensure max smoothness of the models' animations during the most epic-scaled battles. Maybe all animations in BFME2 were designed at 30 fps to begin with, and tied to the framerate so that when the game slows down, the game doesn't get choppy and always feels smooth and "cinematic". Unfortunately this also means that anything higher than 30 fps will make it all go "Benny Hill fast"...

I sure didn't remember the framerate was capped, hopefully it won't be too much of an eyesore when scrolling the map left and right at 3840x1024 :?

Thats actually probably a really good guess there. I don't know the specifics behind these games on the decision, but could see it as a valid reason. If the animations are set for 30fps, it means the animation code simply has to display one frame after another. This results in less CPU time, vs having to calculate out what animation frame should be active each frame. With an RTS, you could have many units on the screen, and calculating where the animations should be for all of them could be a large enough of a hit to slow things down. A steady framerate is usually better then having a high framerate that dips randomly.


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PostPosted: 08 Aug 2008, 08:44 
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FYI--I added a little "Thank You" credit for you on the wiki page for the mod. :)


Thanks :)

I've run through both good and evil campaigns for bfme2 and the campaign + epilogue for rotwk and all of the rest of the maps work.


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PostPosted: 08 Aug 2008, 09:14 
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@Mergatroid

:shock: Wow. You get the "maniac map tester" award. ;) :D I need to embellish that credit I gave you.

Glad to hear all the other maps work correctly. Blue Mountain is proving a pain in the arse! I managed to force access to it via the skirmish menu, but it played wonky and the graphics were messed up so that proved useless--except for the fact that the camera seemed to be at the correct height of 600. So I just knuckled down and started playing through the campaign so I could playtest it correctly. Got there earlier tonight and just like you my camera was stuck at sea level.

Now I need to find the problem. My gut is telling me it's in the scripting, though so far I haven't found it. I'll keep on the hunt while I work on the Triplehead version of the mod.

Many thanks again for your help!

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PostPosted: 08 Aug 2008, 16:23 
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Just a random thought, but have you tried changing the "DefaultCameraMaxHeight" in gamedata.ini? The map may be forcing it back to the default somehow.

I doubt this will work, but it's worth a shot. I'll try it later tonight or tomorrow if I have time.


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 Post subject: Fixed!
PostPosted: 08 Aug 2008, 18:32 
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Finally got Blue Mountain map fixed.

So after none of the camera settings I adjusted had any effect, I tried deleting the entire section of script for the opening cinematic. No effect. :? :?:

Leaving the game running, I checked OpenedFilesView and saw that the game was not even accessing the Maps.big file during that map, but it did have several other .big files open. Guess what's inside _patch101.big: Blue Mountain. Changed the camera, reload, it works!

I'll add this to the next release. If you want to test it, here is the new .big file (backup the original first!):

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PostPosted: 08 Aug 2008, 18:40 
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I tweaked the Argonath shellmap for BFME2 so it doesn't look so ridiculous in Triplehead (due to severe Vert-). Here is a preview:

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PostPosted: 08 Aug 2008, 22:58 
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Funny to hear water splashing, and not see any


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PostPosted: 08 Aug 2008, 23:34 
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Funny to hear water splashing, and not see any

Yeah, the volume of the water surprised me a little, especially since I had raised the camera 200%. Maybe I'll try to drop the first shot down to river level so that the water and canoes are visible.

Of course, any Tolkien fan would know the Argonath stand over the Anduin River. ;)

edit
Changed the first camera shot. Now the shellmap is more diverse and 'cinematic'. :)

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 Post subject: Re: Fixed!
PostPosted: 09 Aug 2008, 06:54 
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Finally got Blue Mountain map fixed.

So after none of the camera settings I adjusted had any effect, I tried deleting the entire section of script for the opening cinematic. No effect. :? :?:

Leaving the game running, I checked OpenedFilesView and saw that the game was not even accessing the Maps.big file during that map, but it did have several other .big files open. Guess what's inside _patch101.big: Blue Mountain. Changed the camera, reload, it works!

I'll add this to the next release. If you want to test it, here is the new .big file (backup the original first!):

Tested and confirmed working.

Did you change the other maps in the patch files (if there are any)?


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PostPosted: 09 Aug 2008, 08:00 
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I found no other maps in the patch files, so I think I got them all, now.

Curiously, the patch.doc file in the game folder mentions nothing about Blue Mountain at all, not even under the 1.01 section. :? Oh well, it's fixed now and that's what matters.

Thanks for testing it on your system. Most appreciated, is your assistance. :)

BTW, whenever my daughter catches a glimpse of my screen and your avatar is visible, she yells out excitedly, "Puppet"! I hope you are ready for those heart-melting moments. :D

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PostPosted: 09 Aug 2008, 19:05 
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GLEEEEEEEE!!!!!! :D


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PostPosted: 09 Aug 2008, 20:09 
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Have you posted new versions of the map packs?


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PostPosted: 09 Aug 2008, 21:43 
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Have you posted new versions of the map packs?

Not yet. I need to add the fixed file for the Blue Mountain map and then re-upload. I was planning to do a little more map testing myself first to minimize the number of times I need to upload and "release" a new version.

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PostPosted: 09 Aug 2008, 22:50 
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No problem. Just checking.


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PostPosted: 10 Aug 2008, 11:01 
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Nice work on the shellmap, I knew you could do it ;)

The only drawback of playing with cam height at 600 is that you lose most sound effects... The engine is being a bit too clever at applying "distance fading" to sound sources. You have to zoom in quite a few to really live the battles. The most distant cam angle is like a tactical map, but you can't really play the game using only this bird's eye view, partly because micro-management is harder, but mostly due to the missing sounds imo.

But that just a thought, it sure is darn great to have this freedom of zoom, both in (crazy close-ups!) and out.

I'd love to see what the game looks like on one of those crazy 6-panel double TH2G setups :)


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PostPosted: 10 Aug 2008, 17:41 
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I noticed the sound fading issue as well, especially at 900. I'm fairly certain that can be fixed through tweaks to .ini files. I'll investigate.

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PostPosted: 11 Aug 2008, 03:08 
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Sound has been fixed and will be included with the mod's next release.

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PostPosted: 13 Aug 2008, 20:02 
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Shadow draw distance has been fixed.

Before:


After:

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PostPosted: 13 Aug 2008, 20:17 
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I changed the DL links on the Wiki page to link back into your directory on WSGF Media. That way you can keep updates and point releases (like the sound update) visible on the Wiki. I can move the end product on the main WSGF domain when it's all finalized.


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PostPosted: 28 Aug 2008, 09:02 
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Mod is still coming along (check first post for current status).

Thanks for the continued support, Ibrin. Sadly I've yet to add much to the wiki page, but it will happen (too many irons in the fire atm). My basic roadmap is 1) finish the mods 2) update the wiki 3) finish and publish the demo video. At that point I think we can properly launch the mod. I also plan to post an announcement on a couple of the larger BFME forums once the work is complete.

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PostPosted: 28 Aug 2008, 10:33 
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Congrats for fixing the sounds and shadows ! Looks like nothing in this game can resist The General. :bowdown
I have a feeling my 'CE dragon problem' will be like a walk in the park too :mrgreen: but... we'll see that later...


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PostPosted: 10 Sep 2008, 00:52 
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Map updates for TH2Go are finally complete. *sigh*

Changes to fog, audio, and shadow settings are next and should go quickly. Then comes recompiling all the files, a complete readme/wiki update, final installer design, demo video, etc. Can't predict a release date yet, but I'll say relatively soon. Or, in Blizzard vernacular, "When it's done." :mrgreen:

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PostPosted: 21 Sep 2008, 18:58 
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Newbie here! Great work on this mod, having had to suffer with EA's stupidity just to be able to play this I'm glad you guys have taken the time to do something for the gamers that EA wouldn't! :D Anywho you said that this patch was still very much alive and open to suggestions so here goes (apologies if they've already been brought up!):

Single Player Blue Mountains map - no new FOV/Camera integration yet.
Skirmish maps that were only available to Collectors Edition owners such as Argonath, Weathertop etc... - same problem.

Any ideas on when the next version of the patch is due btw?


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PostPosted: 21 Sep 2008, 20:14 
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Greetings, CB143!

Glad to hear you like my work. Yes, the mod is back at the top of my list as of today...I got sidetracked for a week or so working on my game recording guide.

Blue Mountains map has been fixed and will be included in the next release.

I have Argonath and Weathertop fixed in the expansion...didn't realize those were available in the original since I don't have the CE. That presents a couple of questions:

-If those maps were included with the mod, would they actually function for non-CE BFME2 players? I'm guessing if they don't work then those 2 maps simply won't be recognized by the game, but then again I don't want it to cause bugs.
-Which .big files in the game directory contain those 2 maps? They are probably not in the maps.big file.

I'm sure there is some way I can integrate fixes for these CE maps into the mod--just need to figure out how.

Now that things are back on track, I'm planning to have the next version out within a couple weeks, but I can't pin down a certain date (too much real life chaos at the moment). I will add progress notes to the first post as things progress.

also... :welcome

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PostPosted: 21 Sep 2008, 21:05 
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Thanks, glad to be here!

With regards to those questions, considering EA's track record with "Collector's Edition" versions of their releases, they don't appear to radically alter a great deal, more they simply stick something onto the end after they're done with the vanilla release :P For example I had the CE of Black and White 2 somewhere and the only alteration to that the addition of a small .exe file "tigerunlocker", that made a minor alteration to a registry entry to unlock the new creature.

Therefore I think it would be safe to assume that adding the two maps from the expansion for use in the non-CE of the original shouldn't cause any problems, they're practically the same game but for the minor alterations in the game mechanics. (If attempting this were to cause a bug, then most of this community seem to be aware and understanding enough that they shouldn't bombard you with angry messages, and simply revert back to the appropriate data files which they should've backed up 8) ) So it wouldn't hurt to give it a go surely?

Failing that, there's the issue as to where these extra maps are amongst the files. You're obviously right in saying that they aren't in maps.big, otherwise I wouldn't still have these maps having replaced my original file with the widescreen fix version.

I'm assuming its definitely another .big file right? Perhaps a comparison between editions is in order. If you don't have a CE copy to hand or don't know anybody else with the CE I'd be happy to help as much as I can, even if its as only as much as listing all the .big files in my directory here and trying to pinpoint the difference.

Anyway, good luck! I'm looking forward to seeing what you come up with, what's more, people lacking a copy of the expansion will have some new maps to play with if you succeed!


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PostPosted: 21 Sep 2008, 21:50 
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You're right General, the CE maps are in a separate data2.big file.


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PostPosted: 22 Sep 2008, 02:05 
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I'd be happy to help as much as I can, even if its as only as much as listing all the .big files in my directory here and trying to pinpoint the difference.

Thanks for the offer. I think I have the files I need.

What I will probably do is mod those CE maps and post just that file so you can test it for me. Also, a few pages back in the thread should be a link for the modded Blue Mountain map that you can try. Of course everything will be packaged together in the final release.

scav...you da man! :wink:

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Sorry to go off-topic a sec, I noticed a couple of pages back you were discussing the framerate and any possible bottlenecks. I play at 1680x1050 (Ultra High Q) and hit a bit of a wall FPS-wise on the Erebor mission of the single player campaign.

General, you mentioned that at some point beyond the graphics card capability the CPU becomes a bottleneck, and this brings about my observation. My 8800GTX OC2 and 4GB DDR2-1066 are ample enough to enjoy a good framerate but I've encountered a strange bug with my Q6600 CPU. I don't know if anybody else has encountered this problem (or hopefully found a workaround) but the game gives a Direct3D (E_OUTOFMEMORY) crash unless I set the CPU affinity of the game.dat/lotrbfme2.exe processes to just 1 out of 4 cores, and hence, a bottleneck is created :x

Any ideas what the hell is going on or was this game simply not optimised to utilise multiple cores, its a shame to see all that processing power go to waste! :cry:

I'm using Vista HP 64 btw.


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PostPosted: 22 Sep 2008, 19:04 
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Not sure what is causing your CPU problems, but I'm also short on experience on a few points. I use an AMD CPU on windows XP 32bit, so I can't speak with much authority on Intel, Vista, or the 64bit variables. It's possible the game has an issue with multiple cores, but it runs fine with my X2 so I've never gone looking for data. Based on the age of the game, and the fact that it is the same SAGE engine that started with CNC:Generals, I'd say it has minimal to no optimization for dual-core cpus.

The game engine itself ties game speed directly to fps, and is designed to work at exactly 30fps, until the rendering demands stress your hardware to the point of dropping fps below 30.

Have you tried running the game on multiple cores with the graphics options turned down? Try Medium settings. Have you tried different combinations of cores? Also, what video card do you have?

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Thanks for replying seeing as this has nothing to do with widescreen mods! :roll:

Its strange, I doubt the XP/Vista factor has anything to do with it, though its difficult for me to tell seeing as I pretty much upgraded my hardware and OS all at the same time. I've got the BFG Geforce 8800GTX OC2 running on the latest applicable Forceware, v175.19.

The 64bit OS is still able to run 32 bit processes and game.dat is executed as such, so its not that.

Maybe the SAGE engine's rendering technique isn't simulataneous threads of each core to execute properly, effectively causing the processor to trip over itself as it allocates different tasks to each core, thus causing the memory leak that eventually leads to the E_OUTOFMEMORY error in game.dat. I'll attempt to try lower graphics quality settings though that sort of eliminates the whole point of this endeavour lol. I might experiment with two cores and thus attempt to imitate an AMD X2 processor as closely as possible, but it might just be the backwards predicament of having a PC that's just too advanced for its own good (when it comes to playing this game anyway!)

Oh well, if anybody else has any suggestions or perhaps a little more concrete reasoning for this error than mine, then I'm all ears, but I won't keep you from the great work you're doing on the widescreen mod, so thanks anyway!


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PostPosted: 23 Sep 2008, 00:37 
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CB143,

Your postulations are entirely logical, and I really don't have any other suggestions. We do have a Tech Support section in our forum, if you open a ticket there you will probably get more feedback. Folks just check this thread for my mod. :)

Speaking of which, I forgot to upload the fixed CE maps for you to test, but here it is: Files available from https://community.pcgamingwiki.com/files (search there)

First be sure that you BACK UP the data2.big file in the game directory, then replace it with the one in the archive. The CE maps should now have the modified camera in-game.

scavvenjahh, here are the CE maps with Triplehead modifications: Files available from https://community.pcgamingwiki.com/files (search there)

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So, you posted the widescreen fix but I see no mention of the current WIP triplehead fix, so even though it's not finished we can't download the WIP one, or are they both in the same ZIP?


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PostPosted: 24 Sep 2008, 15:59 
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...set the CPU affinity of the game.dat/lotrbfme2.exe processes to just 1 out of 4 cores...simply not optimised to utilise multiple cores...Vista HP 64.


And there you have it.

1 and 2 definitely, I'm sure 3 doesn't help.


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PostPosted: 24 Sep 2008, 16:38 
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I know that this thread is to do with something else (ie: widescreen mod) but that Out of Memory error... how fast does it manifest? Because I was playing BfME2 for a few hours the other day on my Q6600/4GB/8800GT, and it was fine. No problems at all. This is, however, with XP32.


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PostPosted: 24 Sep 2008, 18:39 
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So, you posted the widescreen fix but I see no mention of the current WIP triplehead fix, so even though it's not finished we can't download the WIP one, or are they both in the same ZIP?

The Widescreen mod has already had a first version/release. The Triplehead mod is approaching completion (first release), so there is no WIP available. The two mods will be separate, and in total there will be 4 releases as shown in the first post of the thread:

BFME2- Widescreen
BFME2- Triplehead
RotWK- Widescreen
RotWK- Triplehead

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PostPosted: 24 Sep 2008, 19:23 
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Apologies for the delay in testing those CE maps General, was away for a few days. I'm happy to report however that the maps appear to have taken to the modifications made with no noticeable glitches :D Just to clarify however, was it just Argonath and Weathertop or were there others?

I also tested my CPU glitch. The game appears to run fine with a maximum of two processor cores enabled. I'll need more time to stress-test this, but in response to Paradigm Shifter's question, the OUTOFMEMORY bug normally appears within 15-30mins of play, though it depends on how much stress is being put on the system. For example, it'll last around an hour if I just sit there and do nothing, but in the basic tutorial map, the second I get to destroying the spider lairs and building the fortress it crashes at this point.

It would certainly seem that the developers did not have multi-core processors on their check list when it came to testing given that it was relatively new technology at the time of this game's release. And the added dimensions with regards to my system of 64 bit processing and Vista probably didn't help things either. Quad core processors tend to handle data a little differently in 64 bit compared to 32, hence as I alluded to in a previous post, maybe the system was doing a little too much than what the game was comfortable with.

Just to reiterate, as General has mentioned his AMD X2 CPU has no problems and my Q6600 at this point utilising any combination of 2 of its 4 cores appears to be stable also, so x4 looks to be out of the question, I'll keep anyone else who's interested posted if I come across anything.

And kudos to General once more for working those CE maps! :)


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PostPosted: 24 Sep 2008, 21:28 
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If I (ever) get my act together, I'll see what BfME2 does on XP64. Certainly seems like it's a 32-bit/64-bit issue, as it doesn't error for me. :?:


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PostPosted: 25 Sep 2008, 10:17 
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For CE owners, the 5 exclusive maps are :
Argonath
Forochel
Tournament Snow
Umbar
Weathertop

Quickly tested'em all @5040x1050, and the cam mod works ok ! (Except the old 'occasional upscreen shadow glitch'...)

Great job :)


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PostPosted: 25 Sep 2008, 12:13 
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Ok thanks, I saw that there was a download for the widescreen and tried to look on all the pages and it mentioned little tweaks here and there from people using it but nothing there was no download links.

I really appreciate the effort gone into these tweaks, i'm absolutely loving my RTS in triplescreen as it adds alot more depth and environment to the game, it's just a shame that big companies don't neccesarily cater for the more 'above average' gamer and make it so hard for us.


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PostPosted: 25 Sep 2008, 16:07 
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The first post has the link to the latest ws cam mod, what are you looking for exactly ? :?


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PostPosted: 25 Sep 2008, 17:37 
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(Except the old 'occasional upscreen shadow glitch'...)
Great job :)

Yeah, that has to be fixed in an .ini file and added to the distribution. Thanks for putting up the CE map list, scav.

i'm absolutely loving my RTS in triplescreen as it adds alot more depth and environment to the game

Glad you like it. You probably noticed this, but the fully expanded camera view only takes effect after the first time you zoom in/out. That activates the script I added and the camera will 'pop' out to max view distance for Triplehead.

It would be nice if more devs would support triplehead resolutions. BFME2's native support is basically good for counting roof shingles. :)

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PostPosted: 26 Sep 2008, 01:25 
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Font size for Triplehead menus has been fixed:


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PostPosted: 14 Oct 2008, 02:14 
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As requested, the Collector's Edition maps have been added to the mod release for BFME2. :)

Also, my first tests running the mod using the engine's -mod switch have been successful, so this will make it much easier to package, install, and use.

Lastly, a little tease of the 'modded' main menus:









For you triplehead users, how important is it for you to have a corrected Create-A-Hero menu? Everything in the menu works, but no matter what I try, the 3D window showing the heo model is stuck at a zoom distance where the only thing you can see is their abdomen. I can keep looking for a fix, or, if it's not a big deal, you can always switch to a 16:10 resolution for hero creation, then go back to triplehead for playing. What do you want?

One more thing, I will need some testers for both Widescreen and Triplehead mods in the near future. If you want to participate, post here. Testing notifications/instructions will be sent via PM.

The end is in sight!

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Any screenie of the Create-a-Hero section in TripleHead ? If the menus are a pain in the butt to navigate at such resolutions, no need to fix the 3D character window imho, as switching to a normal res would be better anyway; but since you fixed the font size, well... feel free to look into this issue, too as time permits :)

Is there a way to keep the old (fixed) shellmap with the expansion installed ?

In any event, congrats again for the great job you've been doing on this one. Simply awesome.


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PostPosted: 15 Oct 2008, 02:00 
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Any screenie of the Create-a-Hero section in TripleHead ?



The selection screen (seen above) is the worst part. When creating a hero you can move the camera somewhat, so you can see most of the character model (except Ogres, which have much larger models). I've already put several hours into this problem with no hint of a solution, so I think I'm just going to leave it as-is and advise tripleheaders to switch to 16:10 for hero creation.

Is there a way to keep the old (fixed) shellmap with the expansion installed ?



It's possible, though convoluted (tweaks to a number of additional--and temperamental--game files), I don't think it's well-suited to include with the mods. I might be willing to create a separate solution for this once the camera mods are released.

In any event, congrats again for the great job you've been doing on this one. Simply awesome.

Thanks! I'm anxious to get this finished.

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PostPosted: 16 Oct 2008, 05:51 
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Your work on this is simply amazing.


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PostPosted: 16 Oct 2008, 07:00 
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Your work on this is simply amazing.

Thanks, Ibrin. :) (Been awhile since I've run into you in this thread.)

This mod has been quite a learning experience for me. It's satisfying and rewarding, but I'm a little anxious to get it complete now. Not sure I can squeeze this out in time to get an entry into the big contest, but I'm definitely going to try. ;)

I can't remember if you have these games or not. If so, do you want to test the triplehead version for me?

Also, my intention has been to promote the mod as "WSGF presented/sponsored", or something like that, in order to give the site some attention. You OK with me sticking a credit like that in the readme/installer graphics/demo video?

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PostPosted: 16 Oct 2008, 18:59 
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Fixed the horribly-stretched title graphic on the main menu:


Also decided that the super-stretched Witch King background was unacceptable, so how about this?


I can center the game title in the middle monitor if you want, though I think it looks nice on the darker background of Mordor's sky.

I'm getting a little jealous of you TH players who will actually be able to play this on 3 screens. The best I can do is faux-TH @ 1440x384. :(

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PostPosted: 17 Oct 2008, 17:23 
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All 3 pieces have very different looks and feels, it shocked me at first glance, but all in all it's clearly better than stupidly stretched material :) and yes, the title looks great like that, Mordor is such a killer background... so to speak...


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PostPosted: 17 Oct 2008, 19:28 
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Yeah, the 3 distinct images are a little jolting visually. I thought of blending the edges, but since the image borders will exactly match the monitor bezels, I thought it better to leave them as-is so each screen is distinct. Unless I stumble across some hi-res witch king artwork that would make a killer backdrop for TH, I'll just leave this as-is. Certainly is better than super-stretchy fatty Witch King. :P

That Mordor background is my favorite. The animated Mordor shellmap of BFME1 (which the still came from) looks so nice I love to sit and watch the roiling clouds and Sauron's electrified eye.

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PostPosted: 01 Nov 2008, 11:44 
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All 4 mods have been released. See first post for links.

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PostPosted: 04 Nov 2008, 13:09 
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All hail the new TripleHeader !!! :)
Congrats man, that's one heck of a mod and it's nice to see it finally done & nicely awarded !

As I'm struggling with Triplehead monitors, a brand new 30" panel, Ati/nvidia cards to test and my girlfriend's PC's sudden decision to die, I lack the time to play BFME2... but when I do rest assured I'll post screenies of your mod in action in all sizes/formats available to me :)

Congrats again - and many thanks !


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Thanks, scav! I'm looking forward to joining the TH bandwagon.

I hope you can get your monitor issues sorted out and get back to the gaming. BTW, you got a credit in the mod's readme. ;) Thanks for all the help.

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Yes sir, this mod works great for me, nothing like playing the Minas Tirith map the way it was meant to be played.


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Yes sir, this mod works great for me, nothing like playing the Minas Tirith map the way it was meant to be played.
Or the way it wasn't ;)


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PostPosted: 06 Nov 2008, 16:03 
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Yes sir, this mod works great for me

Thanks for the feedback!

nothing like playing the Minas Tirith map the way it was meant to be played.

That's the exact reason I started the mod in the first place. The super-low camera just did not capture the epic scale that The Lord of the Rings demands.

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I posted a couple screenies in the Widescreen section. No time for surround atm, but maybe I can do some "faux TH2G" playtesting later...

By the way General, now that I saw it in action again, I can confirm you were right : the CE dragon is just a different skin... ;)


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By the way General, now that I saw it in action again, I can confirm you were right : the CE dragon is just a different skin... ;)

A skin change should be rather simple. I'll browse some of the texture archives.

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Maybe not that simple... The summoned dragon (CE or not) doesn't look like the 'dragstrike' texture at all, which is the same in the CE and regular version anyway. Can't find any other relevant texture in any .big file.

The dragon texture in the ws mod is the regular one by the way.

It's amazing how cautiously they seem to have "hidden" that texture. Needless to say, the additional maps are a much more essential feature of the CE so let's not catch a headache trying to sort this out ;)


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What? Throw down a gauntlet and then say "Don't run it"? ;) :)

Besides, I think you might have found the treasure map:
The dragon texture in the ws mod is the regular one by the way.

The mod doesn't include any textures, but it does include a full set of the .ini files from ini.big, and those files are from my non-CE version of the game. Can you upload or send me the ini.big file from your CE version?

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Okay, I'll PM you when I finish uploading the file. There's a couple interesting entries in there actually, and in datainiobjectevilfactionunitsevilbeastssummoneddragon.ini I see this :
RandomTextureFixedRandomIndex = Yes
;// this set of replacements correspond (in number and in order) to ...
RandomTexture = SumnDragon_C.tga 0 SumnDragon_C.tga
RandomTexture = SumnDragonB_C.tga 0 SumnDragon_C.tga
RandomTexture = SumnDragonC_C.tga 0 SumnDragon_C.tga
RandomTexture = SumnDragonD_C.tga 0 SumnDragon_C.tga
RandomTexture = SumnDragonE_C.tga 0 SumnDragon_C.tga
;// ... this set
RandomTexture = SumnDragon2_C.tga 0 SumnDragon2_C.tga
RandomTexture = SumnDragonB2_C.tga 0 SumnDragon2_C.tga
RandomTexture = SumnDragonC2_C.tga 0 SumnDragon2_C.tga
RandomTexture = SumnDragonD2_C.tga 0 SumnDragon2_C.tga
RandomTexture = SumnDragonE2_C.tga 0 SumnDragon2_C.tga
:idea: :?:


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Odd. I ran a text diff on the .ini files from your version and it came up with no differences with mine. :?

I caught a small tip on another forum, saying that the CE version comes with a different game2.dat file. Here's the MD5 hash from mine:
E82F5311F97750868DD18FCD5594C6D8

How does that compare to yours?

Do you only have the CE version? If I could compare all the files between the 2 versions it would probably help reveal the changes.

MD5 tool: http://www.elgorithms.com/downloads/chaosmd5.php

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PostPosted: 12 Nov 2008, 15:28 
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Mine is : 4B38163D4001AFDF71783AEA5EA2F2D3 (here's the file)
Yes, I only have the CE.
Also don't forget I have a data3.big with only an empty mithriledition.txt in it; could this be a trigger for CE contents and maybe the RandomTexture replacements ?

There's a total of 4 different skins for the summoned dragon in Textures3.bigartcompiledtexturessusumndragonxxx.dds - looks like the CE version's "dalmation" skin is sumndragonc_c.dds and sumnddragonc2_c.dds , no idea what the others (green, gold...) are, I'll try some export/rename/import and see what it does...


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PostPosted: 23 Nov 2008, 13:09 
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Okay, I think I got it, at least partially. Not really pertaining to your mod or WS gaming so maybe I should post this on some BFME2 forum instead, but hey.

There are actually 5 different skins that consist of two 1024x1024 texture files (body & wings).

dragon_c.dds & dragon2_c.dds


dragonb_c.dds & dragonb2_c.dds


dragonc_c.dds & dragonc2_c.dds


dragond_c.dds & dragond2_c.dds


dragone_c.dds & dragone2_c.dds



So there are 5 different "summoned dragons", and each time you use that power there's a probability of getting each skin.
To verify this I used a trainer to "chain summon" dragons, and eventually got all flavors in both my not-modded CE and Widescreen Enhanced versions. BUT :
1) the first time you summon the dragon in a game, you always get the "default" skin (I'm not 100% sure though, maybe there's no default at all)
2) if you have the CE, dragon "c" replaces all others - as the "default" dragon at least.




Games where you summon several dragons are not that common I suppose (need lots of power points + cooldown time), so one'd think there's only one dragon skin available per version of BFME2 - except maybe in the rare event of a multiplayer game with several dragons of various colors summoned by different players. However even if you have the regular non-CE version of the game, it seems you have a chance of summoning dragon "c" just like any other - from your "second" summoned dragon on. The same probably applies to the CE : you always get dragon "c" first, then any skin can pop up if you use the power again.

Again that may not be 100% true, I'm a bit fed up of playtesting this :lol: (and trying to explain tings I'm not even sure of.. in english...) but in any event, if you really want to be sure summoned dragons will always have one specific skin, you can always rename or replace the relevant dds files (just watch that syntax ! All files are "_c" and "2" is for wings)...

Anyone toying with this, please post your results ;)


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PostPosted: 23 Nov 2008, 23:01 
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Great work, scav. I didn't suspect that the first summon would always be the standard skin, so I'll need to playtest again using multiple summons. Fortunately I can mod the regeneration value so the dragon can be summoned as quickly as I want. ;)

I have all those same skins in my non-CE .big file. Given that our .ini files also showed no differences, I'd say EA has done a fairly good job of hiding how the CE features work. We can crack it, though. :)

I don't have lots of time for modding ATM, but I'll get back to this when I can. If you feel like it, would you be willing to dump a directory list of your CE install folder into a .txt file and share it? PM me when you can. I'd like to compare all files/folders/sizes/dates with my non-CE version. No hurry, BTW.

Also, don't know if you have CnC: Zero Hour, but I put up a quick Triplehead fix for it here:
http://www.widescreengamingforum.com/node/9747

WAY more fun with such a huge view of the battlefield. :D

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PostPosted: 28 Jan 2009, 11:06 
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I could use a little photoshop project GeneralAdmission.

If I can find the material I would like to see if I can create a new title screen for the TH version so you do not have to have that seperate efect and get that nice 3 screen span feel.

Can you send me any resources you have (like the current images your using, the title) and give me any guidelines as to what you need (the required resolution & file type, is the image in an off aspect ratio and gets streched, ect ect)

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PostPosted: 28 Jan 2009, 22:04 
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Sounds good to me. You are talking about this splash screen, correct?:


I'd like to retain the Triplehead Enhanced title as-is, but you are welcome to change/recreate the background image(s). My 3-screen mashup way just a quick way to fix the horribly stretched regular splash screen. I've had it in the back of my mind to go back and improve/change it, especially since the transition lines don't line up exactly with my bezels for some reason, but I might never get around to it. I'd be happy to include your work in the mod, with credits, of course.

I'll collect the source assets and PM you with links and info, hopefully by the end of the day.

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PostPosted: 29 Jan 2009, 06:38 
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Sounds good to me. You are talking about this splash screen, correct?:


I'd like to retain the Triplehead Enhanced title as-is, but you are welcome to change/recreate the background image(s). My 3-screen mashup way just a quick way to fix the horribly stretched regular splash screen. I've had it in the back of my mind to go back and improve/change it, especially since the transition lines don't line up exactly with my bezels for some reason, but I might never get around to it. I'd be happy to include your work in the mod, with credits, of course.

I'll collect the source assets and PM you with links and info, hopefully by the end of the day.


Yep thats the one, Id love to give a little hand in your great mod. The title looks great and in that image link its fine I just saw the "in action" shots of the old one and thought it was stretching for some reason so I was going to correct it so that it would not stretch if possible. Looks like you already did that though so I just need to see what kind of backdrop I can come up with.

Im assuming this is something we can just have as an optional download where the users can freely and easily change it within there files in addition to your already setup mod downloads. Maybe even have a choice of a few backdrops.

The best way to get a source maybe very well just to take some great in game screen shots that way its related to the game and the right resolution & aspect already.

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PostPosted: 29 Jan 2009, 23:16 
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Im assuming this is something we can just have as an optional download where the users can freely and easily change it within there files in addition to your already setup mod downloads. Maybe even have a choice of a few backdrops.

It is possible to swap backgrounds whenever you want, but the process would be tedious to use with the way the mod is distributed. My guess is few people would want to bother with it.

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PostPosted: 30 Jan 2009, 07:06 
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I had my first idea today, I found a 3d saurons eye screen saver deal that I could use. Power went out in my house soon as I started to work on it though so work was canceled for today.

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General, the BFMEII version of your command points mod doesn't seem to have any effect on my game... I tried Skirmish mode (Isengard), Campaign mode (Mordor) and War of the Ring (Elves).

Actually, in Skirmish mode (and probably MP too) there's a command points multiplier (up to 100x !) in the game's Rules... and it has no effect either (on buildings or killings), with or without your modded ini.big. So maybe it's just me :?

On a sidenote, would it be feasible to attach command points earnings to each and every building types, especially barracks ? That'd be much more "classical" RTS style and we wouldn't have to rely that much on farms for training big armies anymore.

ViciousXUSMC, if you're looking for photoshop action, the loading screens of the campaign mode maps could use some "tripleheading" too :P


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PostPosted: 31 Jan 2009, 18:58 
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General, the BFMEII version of your command points mod doesn't seem to have any effect on my game... I tried Skirmish mode (Isengard), Campaign mode (Mordor) and War of the Ring (Elves).

Does the RotWK version work? If so maybe your CE version of BFMEII is not playing nice. Do you have a dataini folder with tons of .ini files under the main directory? Delete or rename that folder to "hide" it from the engine so it uses only the ini.big file.

Did you try rebooting your PC or powering off your modem, counting to 10, then powering it back on? :wink: :P

Actually, in Skirmish mode (and probably MP too) there's a command points multiplier (up to 100x !) in the game's Rules... and it has no effect either (on buildings or killings), with or without your modded ini.big. So maybe it's just me Confused

Yes, I always use 100x to support massive armies, but that is altering the overall unit cap. Bumping CP per building lets you get to that 100x level a lot faster. ;)

On a sidenote, would it be feasible to attach command points earnings to each and every building types, especially barracks ? That'd be much more "classical" RTS style and we wouldn't have to rely that much on farms for training big armies anymore.

Yes, you could add your chosen CP value to any building you want by editing the .ini files. Just a matter of data hunting. :)

Depending on how the game is programmed this might handicap AI players (if they "think" that CP points only apply to farms, etc.).

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PostPosted: 03 Feb 2009, 16:26 
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Okay, that was stupid : it didn't work because I had only renamed the original ini.big to iniBAK.big, which didn't really move it out of the way. (Stupid "hide extensions" thingy's fault, too.)

The BFMEII version works perfectly. The game crawls with 8000+ command points spent, but hey :lol:


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PostPosted: 03 Feb 2009, 18:09 
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Okay, that was stupid : it didn't work because I had only renamed the original ini.big to iniBAK.big, which didn't really move it out of the way. (Stupid "hide extensions" thingy's fault, too.)

haha...Explorer's insidious "help" features strike again. You should try xplorer2 lite, my fav file manager. Among other things, CTRL+F2 lets you rename filename and extension in a snap.

The BFMEII version works perfectly. The game crawls with 8000+ command points spent, but hey :lol:

Glad to hear it works now. I think I'll post a new thread in the Mod section just so it gets a little more exposure.

Massive armies do move like molasses. I once played a Zero Hour skirmish against 7 Hard Armies...took 2 days to finish the match. :D

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PostPosted: 06 Mar 2009, 12:35 
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ok,i install this mod,is it,or will be ever posible to change angle of camera???


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PostPosted: 06 Mar 2009, 13:19 
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You can still rotate, but not change the zoom angle. Install the TripleHead Enhanced mod too, it has a different angle than the Widescreen Enhanced mod, so you can choose which suits you best ;)


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Unfortunately the SAGE Engine was not designed with a fully user-controlled camera in mind. The engine began with Generals and thus had to conform to the gameplay and design conventions on the C&C universe. To this day the camera is the most glaring deficiency in an otherwise fantastic engine.

While it is not possible to control camera's angle (pitch) in realtime, there are mods available that employ camera presets that you can switch on the fly. See RJ-RotWK for example.

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 Post subject: No modded.big
PostPosted: 18 Mar 2009, 23:27 
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I don't get it working. I installed the official 2.01 Patch and then your tool, but I don't have the WSEmod.big in my game folder. What did I do wrong? Is it because I do not have the english version of the game?


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 Post subject: Re: No modded.big
PostPosted: 18 Mar 2009, 23:49 
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I don't get it working. I installed the official 2.01 Patch and then your tool, but I don't have the WSEmod.big in my game folder. What did I do wrong? Is it because I do not have the english version of the game?

A different language version shouldn't be a problem unless EA messed with installation folders, although I suppose Windows could be to blame. Since I don't have any experience with games/OS versions other than English I can't offer tips on that issue. I can help you get the mod working with some manual steps (I am assuming that the shortcuts for the mod created in your start menu are non-functional).

If the installer completed successfully, you should have the WSEmod.big file sitting on your hard drive. It is supposed to go in this directory:

C:Documents and Settings[your username]Application DataMy The Lord of the Rings, The Rise of the Witch-king Files


If it isn't there, try a simple filename search of your hard drive. When you locate the .big file, copy/paste it to the RotWK directory (the folder that contains lotrbfme2ep1.exe). Create a new shortcut of lotrbfme2ep1.exe on your desktop. Edit the shortcut properties so the target line looks like this:

"F:Program FilesThe Battle for Middle-earth II-RotWKlotrbfme2ep1.exe" -mod WSEmod.big


Of course make sure the path is accurate for your setup. Double-clicking the new shortcut should launch the game and automatically activate the mod.

Let me know of any problems or if this works for you.

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PostPosted: 26 Mar 2009, 17:12 
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Hi,

the .big was in the mentioned directory, and copying it to [my username]everyfoldernameinGerman turned out to be the right way!
Now it works, amazing!


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PostPosted: 26 Mar 2009, 18:55 
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Hi,

the .big was in the mentioned directory, and copying it to [my username]everyfoldernameinGerman turned out to be the right way!
Now it works, amazing!

Glad to hear it works. I hope you like the mod. :)

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 Post subject: Vista x64 game Error.
PostPosted: 03 Jun 2009, 05:19 
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Hello, I recently stumbled across this site and have since reinstalled a whole assortment of my old games.

I tried out the RotWK patch and upon trying to launch it gives me a rather lengthy error and exits. Here is a screen-shot of the error.




I run an nVidia geforce 260 GTX, AMD Athlon 64 Dual Core, 4 gigs of ram, on Vista Ultimate x64 SP2. Need any futher informaiton contact me at my email address, thanks!


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PostPosted: 03 Jun 2009, 08:26 
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I've never seen an error message like that one. A few questions:

-Did you successfully run the game before installing the widescreen mod?
-Did you install the RotWK 2.01 patch?
-Have you installed any other mods?

The WS mod doesn't change anything at all in the weapon.ini file, which is what the screenshot indicates as the cause of the crash.

I don't run Vista or 64-bit, so I can't say whether or not they factor into the problem.

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PostPosted: 03 Jun 2009, 15:51 
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Yes it's updated to the 2.01 patch, yes it ran fine before I installed the wide-screen patch, and it runs fine after I uninstalled your wide-screen patch. No there are not any other mods present just the base game.

*shrug*


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PostPosted: 01 Nov 2009, 17:49 
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Really great job, man!!!! :)
Thank you very much!!! :D


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PostPosted: 10 Jan 2010, 15:33 
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This Mod doesn't work for me, i installed it but there is no change, in lotr2 and rtwk :(


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PostPosted: 11 Jan 2010, 04:10 
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Really great job, man!!!! :)

Thank you very much!!! :D

You're welcome! :)

This Mod doesn't work for me, i installed it but there is no change, in lotr2 and rtwk :(

Which Windows version are you running? If you installed the Widescreen mod, do a file search on your computer for WSEmod.big. Is it present on your system? In which directory? If you installed the Triplehead mod search for THEmod.big instead.

The mod installs custom shortcuts in the Start Menu. Did you use those to launch the game? Does the game launch at all?

If you can provide some of the details I can probably get things working for you.

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This Mod doesn't work for me, i installed it but there is no change, in lotr2 and rtwk :(

Which Windows version are you running? If you installed the Widescreen mod, do a file search on your computer for WSEmod.big. Is it present on your system? In which directory? If you installed the Triplehead mod search for THEmod.big instead.

The mod installs custom shortcuts in the Start Menu. Did you use those to launch the game? Does the game launch at all?

If you can provide some of the details I can probably get things working for you.

Windows 7 64bit, no it's not present i searched for this file and i wondered why i can't find this file in the bfme2 or RotWK directory, i will search if i'm @ home on the hole computer for that file.


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PostPosted: 12 Jan 2010, 18:40 
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Okey i found the file THEmod.big at C:UsersXXXXAppDataRoamingMy The Lord of the Rings, The Rise of the Witch-king Files.
I tried Shortcut of Game and the Mod, both doesn't work..


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PostPosted: 12 Jan 2010, 19:11 
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YEEEESSSS now it works!!!!
i have the german version, so the path to the directory my bfme2 files is different..first i copied the file to the main directory because in the link is standing that the file have to be in the main directory, but that doesn't work, then i copied it to the directory where "my bfme2" files are..don't know why but it works, tanks a lot!! im in love with this mod :o

btw: sorry for the bad english :doh


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Glad you got it working and sorry I didn't respond sooner.

Yes, the .big file gets installed in a "My Battle for Middle Earth files..." folder inside the Docs and Settings folder. The installer reads this folder location from the registry, installs the .big file there, and then creates a shortcut in your start menu with the executable's -mod switch to activate the mod. I hadn't thought to ask about a different language version of Windows, but it makes sense that such a difference would be the problem.

I'll add a note to the first post so other foreign-language users can utilize your solution. Thanks for posting the info!

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Hello, I can't seemn to get the widescreen Mod working...
I get this error when I try to launch the game with the mod's launcher.
Something like: ' Unknown Field 'ShadowLOD' in block 'StaticGameLOD'

and then a whole lot more of explanation...

Please help,
Regards, Thomas

EDIT: I had to update the game to 1.06... the MOD works fine now and IM IN LOVE WITH IT... I can't see why the designers didn't put the camera where you put it, lol. Good job.
Now I DO have another question. Is it possible to connect with friends using this MOD? Like a LAN connection through hamachi? Or is it strictly single player?
Regards.


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PostPosted: 20 Feb 2010, 23:25 
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EDIT: I had to update the game to 1.06... the MOD works fine now and IM IN LOVE WITH IT... I can't see why the designers didn't put the camera where you put it, lol. Good job.
Now I DO have another question. Is it possible to connect with friends using this MOD? Like a LAN connection through hamachi? Or is it strictly single player?
Regards.

Glad to hear it's working for you. Both mods do require the latest official patch for BFMEII or RotWK.

The mods should be fully multiplayer compatible with anyone else also using the same mod. Just tell your friends which one to install and it should work, though I have not tested it personally. Remember there are no gameplay changes besides the camera modification, and if anyone doesn't like the increased fov they can always zoom in to where they like it.

Remember, don't try to connect to regular, non-modded online matches using the mod. Most likely it will just be incompatible, but it could also trigger cheat protection/bans/jealousy/etc.

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hi....i got a problem here...i did install the Mod correctly .... the mod works well...but when im going for a Skirmish or a network gameonline my games doesnt detect the maps...it detected the Custom maps(tower defenses,HeroDefense.......) but the classic maps dont, then i did delete the maps from "Maps" on Files... and then it dont detect anything...i did copy the maps from "MapsPreviews" and still do not...what should i do?

ps: i dont use english version of windows
pps: srry i dont talk english very well


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hi....i got a problem here...i did install the Mod correctly .... the mod works well...but when im going for a Skirmish or a network gameonline my games doesnt detect the maps...it detected the Custom maps(tower defenses,HeroDefense.......) but the classic maps dont, then i did delete the maps from "Maps" on Files... and then it dont detect anything...i did copy the maps from "MapsPreviews" and still do not...what should i do?

ps: i dont use english version of windows
pps: srry i dont talk english very well

Hey TyphonEdu,

Sorry for the late reply. Since you have a non-English version of Windows I recommend looking at MarQs posts HERE to see how he got the mod working with his German Windows version. If you have tried moving/copying files to different places you may need to start with a fresh install of the game and mod. Also make sure you have the game patched to the latest official version.

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PostPosted: 17 Aug 2010, 00:09 
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Hello everybody.
First sorry for my bad english... :(

I try to install and test the triplehead enhanced mod, but it works with only 8 maps... I ve update my game with 1.06, i ve patched the game with the mod, but it doesnt works completly....

Some help please !!!


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PostPosted: 17 Aug 2010, 18:43 
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Hello everybody.
First sorry for my bad english... :(

I try to install and test the triplehead enhanced mod, but it works with only 8 maps... I ve update my game with 1.06, i ve patched the game with the mod, but it doesnt works completly....

Some help please !!!

Are you using a non-English version of Windows? If so, look at my post immediately above yours for a link to information about how another non-English user got the mod working.

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How to play others maps (for example: ROTWK Maps Pack v3 maps) in widescreen mods?

Orginal maps that made by EA can be played in widescreen mods. Can anyone tell me how to play ROTWK Maps Pack v3 in wide screen mods ?


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PostPosted: 16 Dec 2010, 02:31 
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How to play others maps (for example: ROTWK Maps Pack v3 maps) in widescreen mods?

Orginal maps that made by EA can be played in widescreen mods. Can anyone tell me how to play ROTWK Maps Pack v3 in wide screen mods ?

Unfortunately the Widescreen and Triplehead mods do not support any 3rd party maps. The mods themselves are essentially just re-packed versions of the official maps--each having been edited to support the relevant mod requirements.

With FinalBIG and Worldbuilder any map can be edited with the same changes I made for these mods.

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PostPosted: 01 Feb 2011, 01:20 
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I installed Wide And Triple mod but neither works.
Window 7 32bit.
I think game cant find mod file
both mods are there:
C:Usersmy userAppDataRoamingMy Battle for Middle-earth(tm) II Files


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I copied mod in other dir and write full path in shortcut like: -mod "d:xxx.big"
It works now, as I think game is unable find default path in Windows 7


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PostPosted: 02 Feb 2011, 20:17 
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I copied mod in other dir and write full path in shortcut like: -mod "d:xxx.big"
It works now, as I think game is unable find default path in Windows 7

Glad you got it working. I've added a note to the first post to help anyone else on Vista/7 with these issues.

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PostPosted: 04 Mar 2011, 09:13 
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I'm having big problems with these two mods :(
I have an italian Win 7, but even if i followed the instructions posted some pages ago, i still can't get neither mod to work.
This is what i did
1) installed BFME2
2) patched to 1.06
3) started first time
4) modified options.ini to make resolution 1920x1080
5) installed WSE/THE mods, copied their files to the correct folder

After that, if i launch the game with -mod it looks like the mod has been loaded (i get the "widescreen enhanced" text), yet the camera looks always the same and, with WSE on, it's blocked, while with THE i can at least zoom in even if height looks the same.

Any hint?


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PostPosted: 23 Mar 2011, 21:16 
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Im having a similair problem.
I use windows 7 64bit SP1 - US language

1. I installed BFME2
2. I updated it to 1.06
3. I Installed ROTWK
4. I updated it to 2.01
5. I started games both one time to configure ingame settings.
6. I installed BFME2-WSEmod-1.0 pointing to the root of my installed directory C:GamesLOTR Battle for Middle-Earth 2
7. I installed RotWK-WSEmod-1.0 pointing to the root of my installed directory C:GamesLOTR The Rise of the Witch-king
8. I edited options.txt in both My battle for middle earth files and set it to 1920x1080
9. I started ROTWK and tested singleplayer and skirmish it didn't work.

Then I read one of the posts above me and I copied WSEmod to my ROTWK directory and added this to the ROTWK shortcut mod WSEmod.big.

10. I started ROTWK again and saw Widescreen Edition in main menu, and then I started single player and I saw that it worked, it was way zoomed out, it also worked in skirmish
11. I repeated the very same steps for Middle Earth 2 vanilla copying WSEmod to root BFME2 directory and adding the command line - mod WSEmod.big

But to my suprise there is no "Widescreen Edition" letters in my main menu and the camera is the same, still close up in singleplayer or skirmish...

Could someone please help out?

EDIT:
It seems I copied WSEmod.big to the BFME 1 <--- Folder LOLLOLOL
And then it still didn't work when I copied it to the BFME2 Folder.
Then it seems I missed a space (or a backspace if u will) in the - mod to -mod commandline, which made the mod not load. LOLOL anyway it's solved now.

Now just gotta install the camera mod for BFME1 and see if it works : http://www.widescreengamingforum.com/forum/viewtopic.php?f=31&t=17154


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PostPosted: 18 Apr 2011, 18:23 
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After that, if i launch the game with -mod it looks like the mod has been loaded (i get the "widescreen enhanced" text), yet the camera looks always the same and, with WSE on, it's blocked, while with THE i can at least zoom in even if height looks the same.

Any hint?

Hmmmmm...if the Widescreen Enhanced text is appearing in the menu then the game is recognizing the .big file. I'm not sure why the camera/map settings are dysfunctional.

Is this a retail CD/DVD version of the game? ATM I can't think of anything to try other than starting over with a new install from scratch, but that may not change anything.

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 Post subject: BFME2
PostPosted: 24 Jul 2011, 13:40 
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Hello!

I installed the mod but I have problems with BFME2:

The game is awesome at 16/9 1366x768 resolution but there is no subtitle during cutscenes.
When I delete data dir from wsemod.big and create a new big it works fine.


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 Post subject: Szaby59 wrote:Hello!I
PostPosted: 31 Jul 2011, 00:41 
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Hello!

I installed the mod but I have problems with BFME2:

The game is awesome at 16/9 1366x768 resolution but there is no subtitle during cutscenes.
When I delete data dir from wsemod.big and create a new big it works fine.

Do I understand correctly that you were able to fix the problem?

You are the first person to report subtitle issues with the mod. Are you using a US-English language version of the game or a different localization?

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 Post subject: I'm using different
PostPosted: 31 Jul 2011, 14:12 
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I'm using different localization, but the settings are same.
I fixed it, but I'm afraid deleting the config files will cause problems when I using the mod.


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PostPosted: 02 Oct 2011, 20:06 
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Hi there, I am from Argentina and i found this post very interesting, i tried to install the Mod, but i couldn't.

*I have the 2.1 Version of RotWK
*I install the mod, and then i run it through the shortcur created on mi Windows Menu, and nothing happens!
*I'm ussing wx sp3
*I also read this post, http://widescreengamingforum.com/forum/forums/gaming/detailed-widescreen-reports/8754/middle-earth-ii-witch-king-detailed-report and i couldn't follow this step:

Same method for the resolution. (In Vista, Options.ini is in C:UsersAppDataRoamingMy Battle for Middle-earth(tm) II Files) *Yes i know it says vista, but for windows it should be some similar way, soy i created

C:Documents and SettingsAdministradorApplication DataMy Battle for Middle-earth (tm) II Files

And also another one in spanish, just in case:

C:Documents and SettingsAdministradorApplication DataMis archivos de La Batalla por la Tierra Media™ II

In wich i hace an Options.ini with:

AudioLOD = High
HasSeenLogoMovies = yes
IdealStaticGameLOD = High
Resolution = 1920 1080
StaticGameLOD = High
TimesInGame = 5

*I took this information from another web page

Pd:

I notice you left some support to another language but i can't enter this topic:

http://widescreengamingforum.com/forum/viewtopic.php?f=61&%3Bt=14099&%3Bp=180259#p180259

When i open the page, i can only see some white stuff without any visual error.

Please, i want to play this at 1920x1080 :)

Thanks for reading!


Edit: I read on the unninstall.config that it creates when you install the mod and it shows a route called:

C:Documents and SettingsAdministradorDatos de programaMy The Lord of the Rings, The Rise of the Witch-king FilesWSEmod.big

I search for this route and it doesn't exist... it could be possible that the instaler never created ?


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PostPosted: 05 Dec 2011, 22:57 
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Sorry for the very belated reply!

You may be having the same problem that other users of foreign-language Windows version have had. The link that you tried that returned an error is from the forum's old format. HERE is the working link. MarQs posted information on how he got his German language version of the game working with the mod. There is some additional info the posts previous to the one linked.

I hope this helps.

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 Post subject: Hi all,I've been trying
PostPosted: 29 Dec 2011, 18:55 
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Hi all,

I've been trying unsuccessfully to download the RotWK Widescreen mod for the past two days or so. I've tried using IE and Firefox, and the end result is the same. The download progresses to about 50% or 26MB, then stops and says it is completed, but obviously the file is incomplete since it's supposed to be about 50MB. Any idea why this happens? Is there another link I can try?


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PostPosted: 29 Dec 2011, 21:04 
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Hi all,

I've been trying unsuccessfully to download the RotWK Widescreen mod for the past two days or so. I've tried using IE and Firefox, and the end result is the same. The download progresses to about 50% or 26MB, then stops and says it is completed, but obviously the file is incomplete since it's supposed to be about 50MB. Any idea why this happens? Is there another link I can try?

I was just able to download the mod successfully from the link on this page:
http://widescreengamingforum.com/dr/lord-rings-battle-middle-earth-ii

It was slow, and I got a warning that the server doesn't support resuming, but it worked. Perhaps try a download manager? (I use Free Download Manager)

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PostPosted: 30 Dec 2011, 13:01 
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Thanks for the suggestion, the download manager idea worked like a charm.


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 Post subject: Problem with 16:9
PostPosted: 17 Feb 2012, 13:36 
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Hello. There was very unpleasant problem.

The native resolution of the screen of my notebook - 1600х900 (16:9).

But when I establish this permission in a file options.ini there is a following problem:
(sorry, I couldn't make a screenshot, therefore it was necessary to make a picture by means of phone (probably any protection)).




In the menu of powers appears blank black areas, it is visible that the circle isn't stretched.

The same problem with BFME 1 and with BFME 2 RotWK.

To put something like 1024х768 is a nightmare, therefore it would be desirable to solve somehow a question if it is possible.

Sorry for bad english.


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 Post subject: Hello Yamaneco,If I
PostPosted: 17 Feb 2012, 20:56 
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Hello Yamaneco,

If I understand correctly, it appears that the green powers tree menu is stretched wide while the glowing green outline remains circular, resulting in those visible black areas. The menu is almost certainly a 2D element, and those all get stretched in widescreen resolutions. The green glow must be a particle effect rendered in realtime by the engine since it retains its proper aspect ratio (just like all other effects like spells/explosions/such that occur during gameplay).

The mod was not designed to correct 2D elements like this. It might be fixable, but I don't have any plans to implement this in the mods.

If I have misunderstood your question I apologize. Please post some more details so I can understand correctly.

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PostPosted: 18 Feb 2012, 11:23 
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I am not assured of technical details, but it seems you have understood correctly.
But the question remained. How I can will correct it?
I will be very grateful, if you help me.

P.S. Sorry for bad English.


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 Post subject: Yamaneco wrote:But the
PostPosted: 18 Feb 2012, 22:13 
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But the question remained. How I can will correct it?

You would probably need to find the image file inside one of the game's .big archives, extract it, resize it to match your resolution, then drop the new file in the appropriate sub-directory of the game folder or import it back into the .big file to get the game to recognize the new version. FinalBIG can do the extracting/importing. Google should get you a download location real quick.

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PostPosted: 19 Feb 2012, 08:06 
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You speak about a picture a circle or about green area, which on each side?

If about a circle I have found it, it seems.
BFME/apt/SpellStore.big/art/textures/apt_SpellStore_1.tga

But I think that the picture with green area (pouring), instead of that I have found is necessary.

P.S. Sorry for bad english.

P.S.S. Such problem not only at me?

Update: I have searched everything that is possible, but hasn't found more pictures with green area.
There can be a green area actually is not a picture, and any effect which with a transparency impose on the basic image?
In file SpellStore.big there are many various files with the parameters which values are unknown to me. There can be a business in a bottom?


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PostPosted: 26 Feb 2012, 01:57 
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Try resizing that .tga file, import it into the .big file, and see if it changes anything in-game. (Back up the original .big first, of course). If the changes don't show in the game, then I'm out of ideas. All those other .apt and .ru files in the .big archives are beyond my understanding.

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PostPosted: 05 Apr 2012, 23:35 
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Is there any way to get this working with the unofficial patch 2.02? I just want to play single player and enjoy the changes of the patch and a nice zoom level.


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PostPosted: 06 Apr 2012, 01:00 
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Is there any way to get this working with the unofficial patch 2.02? I just want to play single player and enjoy the changes of the patch and a nice zoom level.

I am not familiar with the unofficial patch or how it works. You can probably open the maps in Worldbuilder and edit the camera settings for each map to get the zoom level you want. This is what I did for the mods. Since multiplayer is not a concern then you don't have to worry about version compatibility issues.

I am working on a plan to revisit my BFME2 work and build a new type of fix that would be simpler to use and perhaps offer more features. For now it is just a plan, though; no work has been started yet.

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PostPosted: 06 Apr 2012, 01:12 
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Thanks for the advice, I will look into that. I wish there was just a simple console command I could use to zoom out.

Just an fyi

this is the unofficial patch

http://www.gamereplays.org/rotwkunofficial202/portals.php?show=page&name=why-play-202


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PostPosted: 06 Apr 2012, 01:44 
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Humm, I can't figure out how to edit an existing map


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 Post subject: Ok I figured it out.I
PostPosted: 06 Apr 2012, 02:12 
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Ok I figured it out.

I extracted your WSEmod.big file, took all the map mp folders and put them in my maps folder, now I can skirmish on all of your maps.

Just out of curiosity what is the rest of the stuff in the mod file for, i.e. the data and art folders. Am I missing out on something here by only using the map files?

Thanks


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PostPosted: 06 Apr 2012, 03:30 
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Ok I figured it out.

I extracted your WSEmod.big file, took all the map mp folders and put them in my maps folder, now I can skirmish on all of your maps.

Just out of curiosity what is the rest of the stuff in the mod file for, i.e. the data and art folders. Am I missing out on something here by only using the map files?

Thanks

Glad to hear it works. Just remember, if any of the unofficial patch's features were created by map file edits, those features will be missing from gameplay.

The art folder has only a new logo with the mod title text. The map.ini file associated with each map file has the setting to disable the hardware fog (which gets quite murky with a higher camera elevation). I *think* the data folder has only one or two changes to the gamedata.ini file--all the other ini and inc files are just redundant. They are included simply because I got the mod working in that state and released just before a deadline, and I never went back and culled them to trim the unneeded files. In short, I don't think you're missing anything major with your current solution. With the Triplehead mods it would be more complicated.

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 Post subject: HiI like this game a lot
PostPosted: 12 Apr 2012, 21:03 
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Hi

I like this game a lot and ive been playing it eyefinity mode.

with the extracted big file I just added the maps folder like the guy said above and now the fov is great.

only have a couple of problems...one is the menus are squashed, this I can live with.



my major problem is with the hud being so stretched, it looks bad.

I was wondering if anything could be done to scale the hud.


here is a screenshot...click for full size


regards

Sean


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 Post subject: Hi Sean,I don't have any
PostPosted: 20 Apr 2012, 22:00 
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Hi Sean,

I don't have any current plans to implement a HUD mod, and I'm not sure what it would take to correct the stretching. If/when I start work on a completely new mod for these games, I will attempt to fix the HUD at that time.

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PostPosted: 01 May 2012, 14:31 
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At wide-screen resolution there is very annoying bug of the minimap. The top and bottom part of the map isn't displayed. The relief, buildings, units - anything isn't present.


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PostPosted: 01 May 2012, 19:01 
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At wide-screen resolution there is very annoying bug of the minimap. The top and bottom part of the map isn't displayed. The relief, buildings, units - anything isn't present.

This is the first sample I've seen regarding minimap problems. The mod itself makes no changes to the minimap or any graphics other than the main menu, so I'm not sure what the cause could be.

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PostPosted: 02 May 2012, 12:44 
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I know that a problem not in your mod. A problem in the game, when using wide-screen resolution.


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 Post subject: Windows 7 problem...
PostPosted: 12 May 2012, 23:41 
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Hi,

The link to the help on getting this to work in Windows 7 is broken (http://www.wsgf.org/forum/viewtopic.php?f=61&%3Bt=14099&%3Bstart=165)

I've installed the mods but the game fails to launch - see attachment.

Help would be appreciated.

J


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 Post subject: Jonofwrath wrote:Hi, The
PostPosted: 13 May 2012, 01:40 
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Hi,

The link to the help on getting this to work in Windows 7 is broken (http://www.wsgf.org/forum/viewtopic.php?f=61&%3Bt=14099&%3Bstart=165)

I've installed the mods but the game fails to launch - see attachment.

Help would be appreciated.

J

That link is from the site's old format. The current link should be this:
http://www.wsgf.org/forum/9146/bfme2-rotwk-widescreen-and-triplehead-mods-released#comment-171989

but for me it still goes to post #1 of this thread. If the link fails for you as well, go to the bottom of this page and set view comments to 300 per page, Save changes, then just do a Ctrl+F search on the page for Ika. That will take you to his post and the information about getting the mods working on Windows 7.

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I can't run any of the exe files im my win7. Error msg says its not a valid Win32 application. And the win7/vista link is broken. Is there a way to fix this prob? The mods look great!!


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PostPosted: 05 Jun 2012, 21:20 
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saw your post now, and found the win7 solution, But it dosent fix my problem, can't even run the exe file. Any thoughts?


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 Post subject: Hii got this to work by
PostPosted: 08 Jun 2012, 12:55 
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Hi

i got this to work by extracting the maps from the big file...i included a readme with location to place the folder.

now no need for a mod just run the game and load the alt version map.


thanks to GeneralAdmission for these fov edited maps files.


link to zoomed maps for super widescreen=P `maps.rar


cheers


Sean


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 Post subject: Please help!
PostPosted: 14 Aug 2012, 13:49 
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I copied mod in other dir and write full path in shortcut like: -mod "d:xxx.big"
It works now, as I think game is unable find default path in Windows 7.


I am not that good at computers and I dont understand what he means, could anybody help me please?


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 Post subject: Re: Please help!
PostPosted: 16 May 2013, 09:43 
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contrast wrote:
I copied mod in other dir and write full path in shortcut like: -mod "d:xxx.big"
It works now, as I think game is unable find default path in Windows 7.

I am not that good at computers and I dont understand what he means, could anybody help me please?



I didn't really get what to do either. Could someone write what to do step by step?


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I'm getting an error message when I try to launch it using the shortcut provided. I'm using Windows 8 x64 and can play the game no problem using the normal method of launching the game. When I click on the widescreen shortcut it comes up with this error message:

---------------------------------------------------------------------------------------------------------------
Expected floating point value, math op, or predefined macro, but found
'SHARKU_DAMAGE'

Error parsing field 'Damage' in block 'Weapon' in file
'Data\INI\Weapon.ini', line 13888


Error parsing field ' Damage' in block 'Weapon' in file
'Data\INI\Weapon.ini', line 13888


Error parsing INI block ' Damage' in file 'Data\INI\Weapon.ini'.
7 Addresses:
(unknown)(0): game.dat+241550 Debug::PostStaticInit+3390
(unknown)(0): game.dat+2294796
FXParticleSystem::DefaultModuleKey<0>::operator=+209278
(unknown)(0): game.date+2325810
GameClientRandomVariable::setRange+15179
(unknown)(0):game.dat+6460555 Xfer::operator==+119787
(unknown)(0):KERNEL32.DLL+165187 BaseThreadInitThunk+14
(unknown)(0):ntdll.dll+376633 RtIInitializeExceptionChain+ 133
(unknown)(0):ntdll.dll+376588 RtIInitializeExceptionChain+88

Because of the severity of this error the game will now exit.

---------------------------------------------------------------------------------------------------------------


Any help would be appreciated!!


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Hello Duomaxwell43,

Sorry to hear you are having problems with the mod. I don't have Windows 8, but I'll do what I can to help.

Did you install the mod using the installers or by some other method? Please tell me where WSEmod.big is located on your drive.

If I can sort this out with you that will help me improve instructions for the .zip releases I'm prepping.

Thanks.

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PostPosted: 02 Jun 2013, 02:07 
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Hey thanks for the quick reply! And the WSEmod.big file is in C:\users\username\AppData\Roaming\My Battle for Middle-Earth(tm) II Files. Also, I installed it using the installer provided.

I did sort of correct the problem on my own too. I was using the unofficial 1.07 update from gamereplays. When I reverted back to 1.06 it worked fine, but with the 1.07 it just gives that error I was talking about.


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PostPosted: 03 Jun 2013, 03:18 
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Ah yes that would do it. The mods work correctly only with the latest official version of each game.

On the other hand, at least I know that the installers work correctly with Windows 8. Thanks for the compatibility test! ;)

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PostPosted: 03 Jun 2013, 16:22 
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Yup thanks for the info! And just as an update I've been playing the game with no problems so yeah it looks like everything is good on Windows 8 x64.


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Hi, I am having problems downloading the Triplehead and widescreen mods posted on page 1 of this thread, is there another host link, as this one just gives me an error/problem loading page when i follow the link..? (i have tried different browsers and on two different pc's)


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PostPosted: 13 Sep 2013, 07:24 
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ZAjabbar wrote:
Hi, I am having problems downloading the Triplehead and widescreen mods posted on page 1 of this thread, is there another host link, as this one just gives me an error/problem loading page when i follow the link..? (i have tried different browsers and on two different pc's)

Links should now be working. Sorry for the error.

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PostPosted: 05 Jan 2014, 23:33 
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Hi , i'm french so sorry for my bad english

But , is it possible to use the zoom modification mod with customs maps , or it's just impossible

Thanks a lot ! ;)


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PostPosted: 08 Jan 2014, 08:30 
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bramear wrote:
Hi , i'm french so sorry for my bad english

But , is it possible to use the zoom modification mod with customs maps , or it's just impossible

Thanks a lot ! ;)

Sorry, but the mods will not work with custom maps unless you edit the map files yourself.

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PostPosted: 17 Jan 2014, 10:58 
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The year is 2014 and I'm playing RotWK for the first time. It sure fool-of-a-took me a while to find a used dvd with an asking price of a used dvd... not of a used car. But for the umpteenth time, nearly a decade after release and notwithstanding the low-poly units and low, locked framerate, I'm still amazed at how fun BfME2 is. Easily one of the best RTS and sequels ever, and how preciousss to write this while CoH2 is having a Free Weekend :P

Anyway. Widescreen.

I was quite shocked to find an alternative fix for RotWK: the widescreen version of Unofficial Patch 2.02
It appears to make the FOV as close to strictly Hor+ as possible with a UI squished to perfection, at least in 16:9.

4:3 out of the box
Image

16:10 w/ Unofficial Patch 2.02
Image

16:10 w/ WS Enhanced mod
Image

Unofficial 2.02's FOV is basically WS Enhanced FOV minus the ability to pull the camera quite as high; the UI is squished up to 16:9, instead of stretched from 4:3.
(On a sidenote this may not be the best spot for FOV comparisons esp. for WS Enhanced, what with the map's end "wall" to the south and mountains pushing the camera up to the west.)

Unfortunately the widescreen-friendly features of u2.02 come with multiple game changes I'm not interested in (reorganized Powers tree, "balanced" unit stats, etc.), and the mod itself is a bit sneaky and invasive (e.g disabling it must be done through its launcher, instead of simply running the game without it). I couldn't find details on the WS fixes of u2.02, how they were done or if they were taken from another mod.

A new mod that would keep only the FOV and UI fixes of u2.02 and get rid of the core gameplay changes would be sooo very awesome. Actually, your camera height fix with their UI fix is what I'm dreaming of, as this combination could substantially improve both the WS & TH Enhanced mods, not to mention UWS support.

So, most revered GeneralAdmission, if you ever find the time - would you care to poke around u2.02's .big files or maybe contact the Gamereplays guys, and see what can be done to squish "your" UI too ?
I realize time has passed, you've moved on and are probably not too eager to re-work on your old mods. It is certainly no matter of urgency either. But by the Iron Crown, surely you'll understand that I simply had to ask ;)


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PostPosted: 19 Jan 2014, 09:36 
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scavvenjahh wrote:
So, most revered GeneralAdmission, if you ever find the time - would you care to poke around u2.02's .big files or maybe contact the Gamereplays guys, and see what can be done to squish "your" UI too ?
I realize time has passed, you've moved on and are probably not too eager to re-work on your old mods. It is certainly no matter of urgency either. But by the Iron Crown, surely you'll understand that I simply had to ask ;)

Actually I would love to go back to this project and rework it completely! I have grand ideas of a version 2 that is unified, simpler, cross-compatible with mods, features use-defined camera controls, etc.

Unfortunately, Real Life time demands leave me hardly anything left to allocate to my hobbies. I have multiple game fix projects that have been in stasis a long time now that I wish I could complete, and many more in line behind those.

If and when I can find the time, I will jump head-first back into these projects because I love them dearly. Sorry I can't make any promises--just know that my inactivity is absolutely not due to lack of interest.

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PostPosted: 19 Jan 2014, 12:52 
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Oh I hear you, loud and clear... and hey, I hope this kind of nerdy feedback leaves you more excited about the stuff than depressed that you can't really afford to look into it. My final request was merely a rhetorical way to end the message, the discussion is all I'm interested in, and your reply actually boosted my morale. Sure, actual game fixes are nice and all - but by golly, uncurbed enthousiasm is what it's really all about !

Now if you'll excuse me, I still have a big chunk of Angmar to conquer and a certain DR to update. But first of all, I really should do the dishes. The fight never ends...


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PostPosted: 02 Mar 2014, 16:43 
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A few maps like RotWK's Barrow-Downs look much better in a bit of mist. So here's a funny savegame trick: how to get the WS Enhanced camera AND the original map's fog working together 8-)

First save your game in WS Enhanced...
Image

Then quit and load that savegame in the base game...
Image

Oh, the atmosphere.
Of course on the next mission the camera will be reset and you'll have to return to WS Enhanced. And repeat the trick if you want to restore this map's fog, too.

Note that it doesn't work so well in Multi-mon; even though the trick works with TH Enhanced, the resulting very thick fog and muffled sounds are really not worth it...


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PostPosted: 07 Sep 2015, 12:29 
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Hi, widescreen and triplehead links are not working :( ( http://www.wsgf.org/generaladmission/BF ... od-1.0.exe )


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PostPosted: 13 Sep 2015, 04:20 
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Oops, I forgot to quote your message. So I made another comment.


Last edited by BFME2FAN on 13 Sep 2015, 07:04, edited 1 time in total.

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PostPosted: 13 Sep 2015, 07:02 
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I love your mod and use in on my main computer, but I'm trying to mod some maps on my other computer that doesn't have your mod. When I set the max distance to 600, the sound effects are very quite (like the fighting sounds). So I'd really appreciate it if you could tell me how you were able to fix it?


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PostPosted: 23 Sep 2015, 20:52 
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Poking around in FinalBig... Apparently the settings you're looking for are the Microphone parameters in data\ini\audiosettings.ini

For instance I see these values in THEmod.big compared to the original ini.big:

MicrophonePreferredFractionCameraToGround = 86% (was 96%)
MicrophoneMaxDistanceToCamera = 900 (was 300)
MicrophonePullTowardsTerrainLookAtPointPercent = 90% (was 60%)
ZoomMaxDistance = 1025.0 (was 425%)
ZoomSoundVolumePercentageAmount = 10% (was 20%)

Not a modder myself so I don't know how much that helps. Good luck eh !


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PostPosted: 24 Sep 2015, 06:30 
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scavvenjahh wrote:
Poking around in FinalBig... Apparently the settings you're looking for are the Microphone parameters in data\ini\audiosettings.ini

For instance I see these values in THEmod.big compared to the original ini.big:

MicrophonePreferredFractionCameraToGround = 86% (was 96%)
MicrophoneMaxDistanceToCamera = 900 (was 300)
MicrophonePullTowardsTerrainLookAtPointPercent = 90% (was 60%)
ZoomMaxDistance = 1025.0 (was 425%)
ZoomSoundVolumePercentageAmount = 10% (was 20%)

Not a modder myself so I don't know how much that helps. Good luck eh !

Bingo. ;)

Those are the settings I changed to correct the audio for Triplehead/Surround, although my ancient notes say I used 96% for MicrophonePreferredFractionCameraToGround. Could be a typo in my changelog.

If you extract audiosettings.ini into your game folder (with the correct directory structure), you can play with the settings in a text editor and relaunch the game to test fairly easily.

Thanks for posting up the info, scav!

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