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Please help!
Posted: 14 Aug 2012, 13:49
by contrast
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?
Re: Please help!
Posted: 16 May 2013, 09:43
by magneman
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?
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 01 Jun 2013, 23:05
by Duomaxwell43
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!!
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 02 Jun 2013, 01:06
by GeneralAdmission
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 02 Jun 2013, 02:07
by Duomaxwell43
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 03 Jun 2013, 03:18
by GeneralAdmission
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!

Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 03 Jun 2013, 16:22
by Duomaxwell43
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 11 Sep 2013, 17:17
by ZAjabbar
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)
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 13 Sep 2013, 07:24
by GeneralAdmission
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 05 Jan 2014, 23:33
by bramear
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 !

Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 08 Jan 2014, 08:30
by GeneralAdmission
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 17 Jan 2014, 10:58
by scavvenjahh
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
Anyway. Widescreen.
I was quite shocked to find an alternative fix for RotWK: the widescreen version of
Unofficial Patch 2.02It 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

16:10 w/ Unofficial Patch 2.02

16:10 w/ WS Enhanced mod

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

Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 19 Jan 2014, 09:36
by GeneralAdmission
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.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 19 Jan 2014, 12:52
by scavvenjahh
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...
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 02 Mar 2014, 16:43
by scavvenjahh
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
First save your game in WS Enhanced...

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

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...
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 07 Sep 2015, 12:29
by Barredcore
Hi, widescreen and triplehead links are not working

(
http://www.wsgf.org/generaladmission/BF ... od-1.0.exe )
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 13 Sep 2015, 04:20
by BFME2FAN
Oops, I forgot to quote your message. So I made another comment.
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 13 Sep 2015, 07:02
by BFME2FAN
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?
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 23 Sep 2015, 20:52
by scavvenjahh
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 !
Re: BFME2 & RotWK Widescreen and Triplehead Mods--Released
Posted: 24 Sep 2015, 06:30
by GeneralAdmission
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!