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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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VirtualDub Game Recording Guide | BFME2 & RotWK Widescreen/Triplehead Mods


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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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