UPDATE (2.11) available - note 2.12 now supercedes this

Battle of Britain "Wings of Victory"
Bader
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UPDATE (2.11) available - note 2.12 now supercedes this

Post by Bader »

BOBII BDG_2.11 Update Released

21st May 2010
*********************************************************************************************************************************************************************************

Image

Battle of Britain II BDG_2.11 Release now available.
Please note that the items listed in these release notes are all incremental over 2.10. For notes on prior updates there, please see: http://www.a2asimulations.com/forum/vie ... 36&start=0
This update has been brought to you by the freeware BDG (BoB Developers Group) team. We hope you enjoy the continued enhancements for what has been a real labour of love over a number of years now.


*********************************************************************************************************************************************************************************
*
This update comes in two parts
* HERE-> http://www.gamershell.com/download_59140.shtml (304M) <-HERE (English Language Version) OR
* HERE-> http://www.gamershell.com/download_59142.shtml (316M) <-HERE (International Languages Version, includes English too)
* AND for users with a 256M (or better) video card we also have MULTISKIN:
* HERE-> http://www.gamershell.com/download_59144.shtml (164M) <-HERE (works with English or International Versions)
*
(Note: Multiskin goes on top of the base 2.11 English or International patch)
*
*
* ALTERNATIVE Mirror:
* HERE-> http://www.atomicgamer.com/files/86253/ ... 11-english (276M) <-HERE (English Language Version) OR
* HERE-> http://www.atomicgamer.com/files/86254/ ... ernational (288M) <-HERE (International Languages Version, includes English too)
* AND for users with a 256M (or better) video card we also have MULTISKIN:
* HERE-> http://www.atomicgamer.com/files/86255/ ... -multiskin (164M) <-HERE (works with English or International Versions)
*
(Note: Multiskin goes on top of the base 2.11 English or International patch)
*
* Listing of all BoB II patches:
* http://www.atomicgamer.com/gameFiles.ph ... 19#patches
*
* Battle of Britain II: Wings of Victory v2.10 Manual (PDF)
(This has not been updated for this release)
* http://www.atomicgamer.com/file.php?id=81095
*********************************************************************************************************************************************************************************


Note1: this update will bring *any* previous version up to 2.11. You do not need any previous patches at all.

Note2: You will need the latest DirectX to run 2.11.
You will get a missing .dll error if you do not. When you run the 2.11 self-installer it will point you to the Microsoft DirectX update page. Update to DirectX9.0c (June version). Unfortunately, there are multiple versions of 9.0c so if in any doubt, update.

Note3: The MultiSkin
patch should go ON TOP OF Battle of Britain 2: Wings of Victory v2.11 Patch (English) OR Battle of Britain 2: Wings of Victory v2.11 Patch (International)
You should have a 256M gfx card to be sure to run without issues.

Note4: How to back up your existing settings from earlier BoBII updates.
Buddye's installation guide HERE-> http://www.a2asimulations.com/forum/vie ... 0&t=19368B
Back up your Bdg.txt and \savegame, \2dGauge, and \keyboard folders (these folders contain all your settings and joystick buttons)

Note5: If you have a low end system and experience a crash once into 3D, go to your bdg.txt file and set LANDSCAPE_TEXTURE_SIZE = 1024 (the default is 2048). This will reduce the landscape texture resolution by a factor of 4 and should help users with low system memory.

Note6: Windows Vista and Window 7 users. All Vista and Windows 7 users will need to apply the 'Vista/Windows 7 fix' to your desktop shortcut as a fresh 2.11 install will overwrite the previous shortcut.
Right click on shortcut and go to properties. Go to the compatibility tab. Check "disable desktop composition" and check the privilege level, run this program as an administrator.

Note7: Forcing VSync with ATI card
There is a known issue with the latest ATI cards and VSync. See http://www.a2asimulations.com/forum/vie ... 10&t=21660
In short, you need to right click your ATI tray icon and enable through that (Wait for vertical refresh->Always on).

Note8: Framerates over densely populated areas of 3D objects
See the section later in this thread. Object rendering is not as efficient as we hope to make it in the future. Be prepared to check your Ground Object Density settings in densely populated urban areas. See below.

*********************************************************************************************************************************************************************************


What's included?


1) Updated Flight Models
2) 200 additional period ground models (over 2.10)
3) Updated High Res Terrain textures (64x original BoBII resolution)
4) Corrections/updates to key locations such as Folkestone, Dover
5) Brand new Me110 model.
6) Much of the terrain is now populated. Over 700,000 models in game.
7) Multiple stability and bug fixes.
8 ) Updated Spitfire model.
9) New default skins for non-multiskin users. (GZ-V 32 Sq. Hurricane, DW-O 610 Sq. Spitfire. White 9 IJG3, Yellow L IIIZG26)
10) The Tiger Moth is now flyable and will be released shortly as a separate package (It requires that campaign mode is disabled).


Known Issues:
1- When selecting the Blenheim in the 'End of Defiant' Historical Instant Action Mission (you can add it in place of the Defiant), you *must* select an RAF or Luftwaffe fighter after making the change to enable the Blenheim. If you do not, you will get a crash.
2- Some objects are lighting badly in low light conditions.
3- Spitfire flap selector animation timing is delayed when selecting 'flaps up'.


2.11 code (exe) Changes from 2.10 (Buddye)

1. Fixed a small bug that caused a CTD when a fighter is going after a bomber to check and see that the attacking fighter is RAF (LUF fighters do not go after Bombers). Thanks to Baza.
2. Fixed a bug by separating the code for Multi AI attacking an AI so that the Bdg.txt parameter Max_Number_AI_Targeting_AI is more effective.
3. Tried to fix a very intermittent problem of AI A/C sticking their wing into the ground when doing a AUTO_LANDING.
4. Fixed the FOV_JIB01 Key (Shift+F8) so it will both zoom in and zoom out
5. Fixed the FOV so returning from the Map the FOV will reset to “Initial Field of View” which players can define in Options->Adv.
6. Increased the rate of fire for the Browning 303 on the Spit and Hurri. I reduced the bullet load out for the Spit to 300 bullets per gun. I reduced the bullet load out for the Hurri to 334 bullets per gun. The change was brought about by players posts on the General Forum. Our thanks to the BOBII community.
7. Increased the percent of maneuver SLASHINGATTACK to try and reduce the number of attacks on Bombers from the rear.
8. Fixed/prevented a CTD in AutoLanding thanks to Chumleigh.
9. No evasive maneuver if attacking A/C is maneuver = STRAFFE and target A/C has it gear on the ground.
10. Added a new BDG.txt parameter for those who want a an option for the JU87 behavior (maybe not realistic but the JU87 did have front guns):
Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No, dogfighting after being fired on (and an evasive maneouvre)
11. Make A/C invisible after it “blows-up”.
12. If move code of target (ai.unfriendly) = NULL , then select an aggressive maneuver.
13. Fix the One-on-One mission so the Tiger Moth will get engaged.
14. Implemented the Tiger Moth positive and negative “G” for the wings so the wings will break correctly if over stressed. Thanks to Ken for the numbers.
15. Fix a error message in SelectTheNextDisengage maneuver program, thanks to Chumleigh.
16. Fix a CTD in Disengage thanks to Chumleigh.
17. Prevented a CTD in “ArtInt::PersonalThreat” thanks to Chumleigh for finding this one.
18. A code change in AutoTakeOff so if the player is in Manual Engine Management the AI will take off in 30 seconds but if the player is in Auto Engine Management the AI will take off in 10 seconds. We need to thank our new player (Frederf) for the suggestion.
19. Flight Model updates (see notes later in this post).
20. Fixed Added a wing failure (+ and - G force) for the Tiger Moth as the numbers are different from the other BOBII flyable A/C. Thanks to Ken for the idea, requirements, and testing of this feature.
22. Fixed a bad bug in the spinning feature of BOBII for all flyable A/C thanks to Ken for finding and reporting this bug. I was using a speed check for take of and landings but the Tiger Moth is so much slower I implemented a "GearTouch" check.
23. Add a check for a bad pointer (pTrackIR) that may have caused a CTD during MP testing.

==============================================================================================================================

Flight Model (FM) updates.
Some notes from Blue Six, our FM specialist.

Buddye has made several significant code changes in support of Flight Model development for the Tiger Moth. Since two of these changes also enhance the FMs of the original five a/c, they are included with Patch 2.11:

1.) the spin determination code has been modified to enhance spin entry at low airspeeds – it is now relatively easy for the player to deliberately spin the a/c by simply throttling back, raising the nose slightly, then kicking rudder and pulling smoothly back on the stick as the aircraft approaches the stall. The stick should be held fully back and central until the spin is established. This procedure could not be relied upon to produce a spin previously; in most cases, the aircraft would simply enter heavy buffet and the nose would drop. Spins at higher airspeeds, following accelerated stalls, are not affected by this code change. No changes are required to the player's spin settings in the .bdg file;

2.) a "fixed rudder trim" feature has been added, for both the Tiger Moth and the Bf109, to simulate the ground adjustable only rudder trim found on these two a/c. As with the fixed aileron trim already implemented, this is only active if torque and slipstream effects are enabled in Options. The amount of trim is adjustable through a new setting in the .bdg file, i.e. "BF109_Rudder_Trim_Delta." A default setting of 150 is recommended for the Bf109 – this, used in combination with the current BF109_Aileron_Trim_Delta default setting of 1250, will trim the aircraft for an assumed cruise condition of 400 kph / 60% power setting. To prevent problems in taxiing, the fixed rudder trim comes into play gradually, once airspeed exceeds 40 kph.


==============================================================================================================================

Multiskin updates
Updates are to the new Bf110 model (brand new set of skins and markings to go with the new model) and corrections for the Bf109. Thanks to Redband for the corrections and Bf110 markings, as well as Stickman for the ZG76 sharkmouth.

All in, over 2,000 schemes for all fighters and bombers are authentically modelled, a unique feature of the passion and dedication of the BoBII community.

Image


==============================================================================================================================

Landscape improvements come in three parts
1. We now have over 600 upgraded ground objects. The latest objects are in towns and cities.
2. We have High Res Landscape textures. To use this, select LANDSCAPE_TEXTURE_SIZE = 2048 This is the default now.
The original BoBII textures were 256x256. With 2.06 we went to 512x512, with 2.08, we went to 1024x1024 and now we have 2048x2048. This improves the look and feel low down considerably.
3. Dover and Folkestone areas remodelled.

Note: please select FULL Ground Object Density in the game setup screens (under "More GFX") to see all of the objects.

Image
Image
Westminster
Image
Folkestone Harbour
Image

=================================================================================================================


How do I enable trees?

Image


There are two places that Trees are enabled (sorry, needs a single setting next time, no doubt).

1) Forests and Treelines

Edit your \Battle of Britain II\bdg.txt file.
Add these lines at the bottom:

ENABLE_AUTO_GEN=ON
TEMP_AG_SN[15,2]=1192
TEMP_AG_SN[15,3]=62
# AutoGen TreeLine stuff (experimental):
TEMP_AGTL_SN[0]=1192
TEMP_AGTL_SN[1]=63
TEMP_AGTL_SN[2]=62
Yes, you need all these lines. Just copy and paste all the section above, or type longhand.
Users with weaker systems should reduce the numbers in bold down to 2 or 1 or 0 (lowest density). This number after the comma is a density setting and runs 0-3, mimimum to maximum.

So here is an example of a less demanding setting:

ENABLE_AUTO_GEN=ON
TEMP_AG_SN[15,1]=1192
TEMP_AG_SN[15,2]=62
# AutoGen TreeLine stuff (experimental):
TEMP_AGTL_SN[0]=1192
TEMP_AGTL_SN[1]=63
TEMP_AGTL_SN[2]=62

2) Other hedgerows

In your Battle of Britain\Objectadds folder you will find a set of 27 text files called “TREES- …..txt”

You can remove these files completely to reduce their impact on framerates.

=================================================================================================================

Some comments on framerates with all the new objects.

There will undoubtedly be quite an impact on many user's systems. Up until now large parts of the terrain have lacked 3D objects. Now there are many.

If you have anything other than a strong modern processor (it is more processor dependent than anything else) consider
1) reducing your Ground Object Density setting (Full=100%, High=50%, Medium=25%, Minimum=only essential items for gameplay)
2) go to your Battle of Britain II\Objectadds folder and remove files. The ones starting “TREES- …..txt” are obvious. Others have logical names, so you can remove them selectively as you wish
3) This thread from the Technical Support Forum is still valid. HERE-> http://www.a2asimulations.com/forum/vie ... 17&t=10091 Reducing Object density will have the greatest effect for many users as it's the main difference visually between 2.10 and 2.11.

For the next release we plan to improve framerates by making more location-specific models.

=================================================================================================================

A couple of key mods.
1) Water.
To see water effects low down as in the screenshots in this thread, go to your Battle of Britain II\weather folder.
Rename the file LOWDOWN_Water.fx to Water.fx
(To restore the original water, rename the file DEFAULT_Water.fx to Water.fx)
The new water effect is much better low down, but perhaps not so good at height, where you spend most time flying which is why this is optional.

2) Compass around artificial horizon.
I have had a few queries about what is, in fact, quite a old feature. For full details on the highly flexible 2D gauge system look here: http://www.a2asimulations.com/forum/vie ... 10&t=10981

If you wish only to enable the compass ring around your artificial horizon (top right), go to your Battle of Britain II\2Dgauges folder and rename the files starting "COMPASS_" by removing the text "COMPASS_" from the filename.
Example: change COMPASS_BF109_2DGauges.ini to BF109_2DGauges.ini. Do this for all five flyable aircraft. You might want to save the original files first.

3) RAF Constant Speed (Variable pitch) propellors.
By the time of the BoB virtually all of the two pitch propellors were gone.
If you want to give both 1A and 1B models of the Hurricane and Spitfire a variable pitch prop unit, then go to your \Battle of Britain II\models folder
and make a copy of Hurricane1B.ACM and Spitfire1B.ACM and rename them as Hurricane1A.ACM and Spitfire1A.ACM, replacing the existing files.
This will remove all two pitch machines in-game. Next time we need to refine this further to allow both types, but in more historically accurate numbers
(by default most are 1A right now, which isn't right, they should be the exception).


=================================================================================================================

And finally, here are some general screenshots of the new release.
HERE-> http://www.a2asimulations.com/forum/vie ... 10&t=21877

=================================================================================================================

Yet another wonderful team effort across all times zones and nationalities. The passion and dedication of the team continues to humble me.
We don't do this for the pay, merely for the love of a shared passion.
There are dozens of people contributing to the various versions so far.
Please see past release notes for previous versions. Specifically on 2.11, thank you to:
Coders- Buddye, Osram, Eric
Flight Model (FM)- blue six, Eric, chumleigh
Models: Creation, conversion- Ben, Geoff, Simon.
Textures- Ben, Bader, Aces, Stickman, Hylander_1715, Redband
Multiskin- Redband
Gauges- Eric, blue six, stickman, Smokin256
Landscape- PV, Bader, Scoobared
Guides/Illustrations- Stickman, AlexCraig
Testing/General- Trumper, Borton, Aces, Prem Holdaway, Heinkill, JamesB, PV, Stickman, SeaVee, Aces
and, as ever, Scott, for allowing us to camp out here and general support.




Image


=================================================================================================================
Last edited by Bader on 05 Jan 2013, 03:19, edited 11 times in total.
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

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stickman
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Re: BOBII BDG_2.11 Update Released

Post by stickman »

One thing that is new here, and not mentioned above, is the Nimbus clouds in Poor and Inclement weather.

Stock issue now is a mod I made two years ago. PV started this back then, and I took his ideas a few steps further.
The old Nimbus clouds, viewed at from ~ 7,000 to 10, 000 feet, were what one poster rightly called "bill board" clouds. Flat on top, and square on the ends.
I tried to reduce this "bill board" look with the Weather/Nimbus texture file. Plus some bdg.text tweaks.

The stock bdg.text has not been changed for Weather in v2.11, or.. ever since BoBII original release, so I offer here what I decided was best for me.
Lines edited in yellow:

Cloud_Fair_CloudCover = 140.000000
Cloud_Fair_CloudDensity = 160.000000
Cloud_Fair_CloudSliceHeight = 3048.000000
Cloud_Poor_CloudCover = 160.000000
Cloud_Poor_CloudDensity = 140.000000
Cloud_Poor_NimbusCover = 180.000000
Cloud_Poor_CloudSliceHeight = 1500.000000
Cloud_Inclement_RainStrength = 1.000000
Cloud_Inclement_FogDensity = 1.000000
Cloud_Inclement_FogEndMult = 0.400000
Cloud_Inclement_CloudCover = 220.000000
Cloud_Inclement_CloudDensity = 254.000000
Cloud_Inclement_CloudSliceHeight = 1500.000000
Cloud_Inclement_NimbusCover = 200.000000

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Buddye
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Re: BOBII BDG_2.11 Update Released

Post by Buddye »

Please read the key release "Notes 1-8"............

They are all short text...................................
Buddye

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ben
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Re: BOBII BDG_2.11 Update Released

Post by ben »

Congratulations Bader on getting 2.11 out. I know the last few days have been a struggle, ironing out bugs, so well done all! :D
attitude: inverted dive.
altitude: zero feet.
outlook: Well, lets look on the bright side shall we?

heinkill
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Re: BOBII BDG_2.11 Update Released

Post by heinkill »

Just a note re the Tiger Moth. You may see reference to the Tiger Moth in the release notes, for example in Buddye's code changes.

There is no Tiger Moth in this release.

The changes were made to allow us to continue development for the Tiger Moth which we expect to release very soon.

We wanted to make sure 2.11 code is stable before putting the Tiger Moth out there.

H
Last edited by heinkill on 24 May 2010, 14:13, edited 1 time in total.
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philip.ed
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Re: BOBII BDG_2.11 Update Released

Post by philip.ed »

It's here?! :shock: Cheers guys, thanks for wasting my weekend when the weather outside is sooo nice ;)

EDIT_if I'm not too bothered about the 110 multiskins, could I just carry on using my previous multiskin?

Bader
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Re: BOBII BDG_2.11 Update Released

Post by Bader »

Sorry about that. The weather will be lovely this weekend, yes. Leave it to the evening :)

Actually, there are minor texture updates (and lighting changes) across all the types (RAF too), but the 110 the main thing for Multiskin this time. I would think you would end up with only the single base 110 skin if you stay with the 2.10 MS. You can try it and see.
Last edited by Bader on 22 May 2010, 15:02, edited 1 time in total.
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

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philip.ed
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Re: BOBII BDG_2.11 Update Released

Post by philip.ed »

OK, I installed it over my current 2.10, and everything has gone super smooth (touch wood) ;) The only problem I'm getting is an error message on leaving the sim, saying it couldn't read certain text files in the bdg.txt relating to the Tiger Moth. It makes sense though.

Thanks for this ;) Loving this update, flying low over London was a dream ;)

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cgjimeneza
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Re: BOBII BDG_2.11 Update Released

Post by cgjimeneza »

All right
downloading this saturday...

will tell you later how it goes

kudos to the team!
Carlos Jimenez

Bader
BDG
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Re: BOBII BDG_2.11 Update Released

Post by Bader »

philip.ed wrote:OK, I installed it over my current 2.10, and everything has gone super smooth (touch wood) ;) The only problem I'm getting is an error message on leaving the sim, saying it couldn't read certain text files in the bdg.txt relating to the Tiger Moth. It makes sense though.
That should not repeat. You should get it only once. I guess you had some old files somewhere.

philip.ed wrote: Thanks for this ;) Loving this update, flying low over London was a dream ;)
Great, have fun.
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

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numanoid
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Re: BOBII BDG_2.11 Update Released

Post by numanoid »

ENABLE_AUTO_GEN=ON
TEMP_AG_SN[15,2]=1192
TEMP_AG_SN[15,3]=62

# AutoGen TreeLine stuff (experimental):
TEMP_AGTL_SN[0]=1192
TEMP_AGTL_SN[1]=63
TEMP_AGTL_SN[2]=62
Can you tell us what the difference in the 2 bold lines are for autogen? Can we do 15,3 in both of them?
Core i7 930 @ 4.2Ghz
6 GB Corsair RAM
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Bader
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Re: BOBII BDG_2.11 Update Released

Post by Bader »

numanoid wrote:
Can you tell us what the difference in the 2 bold lines are for autogen? Can we do 15,3 in both of them?
Fair question. As I recall, you get no benefit as you place trees on top of each other, so probably no, don't have two different items with the same density setting. Worth a try, but the recommended settings came from some testing experience a while back.



From the 2.10 release notes where this particular feature first came out:
ENABLE_AUTO_GEN=ON
TEMP_AG_SN[15,2]=1192
TEMP_AG_SN[15,3]=62

What does this mean?
-place object 1192 (a beech) on areatype 15 (forest) with density (0-3).
-place object 62 (an oak) on areatype 15 (forest) with density (0-3).

The number after the comma is a density setting and runs 0-3, mimimum to maximum.
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

Intel Core I7 920 @3.57GHz
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godzilla
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Re: BOBII BDG_2.11 Update Released

Post by godzilla »

Thanks for all the wonderful work guys, it just gets better and better :D I do feel sorry for those guys who are waiting for Olegs BoB and are not playing BoB II WoV, they do not know what they are missing :wink: But I do have a request and a question, would it be possible to get a printer friendly version of the release notes posted? There is information there that I would like to print out for handy referance, but printing the whole page is a big waste of printer ink.
My question deals with the referance to the hedgerows and deleteing those files for better frame rates, if I do that will I still be able to change the BDG.txt and see more tree's or do I need to keep those files if I change the txt?

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borton
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Re: BOBII BDG_2.11 Update Released

Post by borton »

Please read the key release "Notes 1-8"............

They are all short text...................................
Sorry, Buddye, it is very hot here and I've just been adding trouble by burning vast piles of cleared woodland! I do not understand your post. :oops:
Godzilla wrote:But I do have a request and a question, would it be possible to get a printer friendly version of the release notes posted? There is information there that I would like to print out for handy referance, but printing the whole page is a big waste of printer ink.
I second that, please.

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Buddye
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Re: BOBII BDG_2.11 Update Released

Post by Buddye »

I just player to read the notes below:

Note1: this update will bring *any* previous version up to 2.11. You do not need any previous patches at all.

Note2: You will need the latest DirectX to run 2.11.
[/b]You will get a missing .dll error if you do not. When you run the 2.10 self-installer it will point you to the Microsoft DirectX update page. Update to DirectX9.0c (June version). Unfortunately, there are multiple versions of 9.0c so if in any doubt, update.

Note3: The MultiSkin
patch should go ON TOP OF Battle of Britain 2: Wings of Victory v2.11 Patch (English) OR Battle of Britain 2: Wings of Victory v2.11 Patch (International)
You should have a 256M gfx card to be sure to run without issues.

Note4: How to back up your existing settings from earlier BoBII updates.
Buddye's installation guide HERE-> http://www.a2asimulations.com/forum/vie ... 0&t=19368B
Back up your Bdg.txt and \savegame, \2dGauge, and \keyboard folders (these folders contain all your settings and joystick buttons)

Note5: If you have a low end system and experience a crash once into 3D, go to your bdg.txt file and set LANDSCAPE_TEXTURE_SIZE = 1024 (the default is 2048). This will reduce the landscape texture resolution by a factor of 4 and should help users with low system memory.

Note6: Windows Vista and Window 7 users. All Vista and Windows 7 users will need to apply the 'Vista/Windows 7 fix' to your desktop shortcut as a fresh 2.11 install will overwrite the previous shortcut.
Right click on shortcut and go to properties. Go to the compatibility tab. Check "disable desktop composition" and check the privilege level, run this program as an administrator.

Note7: Forcing VSync with ATI card
There is a known issue with the latest ATI cards and VSync. See http://www.a2asimulations.com/forum/vie ... 10&t=21660
In short, you need to right click your ATI tray icon and enable through that (Wait for vertical refresh->Always on).

Note8: Framerates over densely populated areas of 3D objects
See the section later in this thread. Object rendering is not as efficient as we hope to make it in the future. Be prepared to check your Ground Object Density settings in densely populated urban areas. See below.
Buddye

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