CodeGroup Known Bugs and Feature Ideas   7-24-2017

Written and Edited by: MarkEAW
Other Text and Information from: Forum posts, Jel, Knegel, Max188, Nvidia, Rotton50, Jamie Richards, Huntress, Skylark, Pobs, VonBeerhofen, Sydbod
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CONTENTS

INTRO
 

-------------KNOWN BUGS-------------

CONTROLS
Independent Engine Management Gone | Jerky Mouse

SOUND
No CLICK Sound When selecting Menu Options

THE "7217" ERROR
The Workarounds

MOUSE POINTER ON SCREEN

CAMPAIGN MOVIES (CTD) / (SmackerVideos)

GLIDE NOTES
Broken Display Text | Glide Resolution Limits | Glide API v3.0

WINDOWS 10 NEARLY FULL COMPATIBILITY
Test Results | Test Machine | Frame Rate Results

 

-------------FEATURE IDEAS-------------

CONTROLS
Make Pilot Map KEY a Toggle

SOUND
New Sounds and Slots (Pilot Radio) | 32 Voices | New Sounds and Slots (Plane Functions)

FLIGHT MODEL
Separate Stalls and Spins

RETRO LOOK
Bring back the Retro MPS Mission Fuel Gauge Loading Screen | Bring Back Standard Cockpit Displays

VIDEO
FIELD OF VIEW (FOV) - Widen it for Widescreens

 

INTRO

The listed bugs here are from the CodeGroup's independent modifications. Bugs where tested and verified a few times each. Not all Bugs are listed so if you find any, in any version of the game, please contact me so I can add to this list.

For the record, we must consider that the past and present EAW programmers and Modders are only working on EAW as a hobby, Bugs and feature drops are to be expected. Most of these problems are not the result of the community EAW Code programmers, they are problems connected with the original code of EAW.

 


-------------KNOWN BUGS-------------


 

CONTROLS

 

Independent Engine Management Gone: (Started with v1.28)
All that remains for throttle control in EAW v1.28 and above is for all engines at once. Except for these partial working independent power down functions. When the game was coded with 4 engines, there was no independent engine keys made.
THROTTLE ENGINE 1 DOWN=SEMICOLON
THROTTLE ENGINE 2 DOWN=APOSTROPHE

My suggestion: Until a better key assignment can be had. I think a four engine power up and power down could be temporally linked to two engines left (or one left with P-38) and two engines right(or one right with P-38) using the original MicroProse default keys for now allowing some independent engine management.

 

 

Jerky Mouse: (Started with v1.28)
The jerky mouse on the menu screens is due to the 7217 error workaround that was programmed into EAW1.28 by Will Gee (an original MPS EAW programmer) He managed to make a workaround which kicks in if your particular video card/driver cannot handle 8 bit. It is included in all of the 1.28 series of exes. When EAW enables it, it produces a slow/sluggish stuttery or jumping mouse pointer. To make selections you have to click kinda slowly as fast clicks tend to be missed and the game menu selection doesn't react.

The only current solution for a jerky mouse (without code fixes) is to use a Wrapper program and set it to run the game in window mode rather than full screen, (since EAW natively only runs in full screen), the Wrapper forces it into window mode it 'cures' the problem with the mouse.

 

 

SOUND



No CLICK Sound When selecting Menu Options: (Started at least in v1.40CNv51, perhaps earlier, but not in stock v1.2)This happens at the first Menu selection, the Click sound doesn't work when selecting a selection, such as instant action/quick mission or any other selection on that screen. The click sound only works IN the Configuration menu.

 

 

THE "7217" ERROR

 

The Workarounds:
A former MicroProse EAW Team member, Will Gee helped the community source code programmers with a work-around that kicked in and tricked the exe into thinking that the card supported 8-bit, and displayed the screens, even though a slight downside was jerky mouse movements. His code was added to the original 1.28 release, and has been included in all subsequent versions.

 

MOUSE POINTER ON SCREEN

I think this may have been fixed in v1.28 and up??

 

CAMPAIGN MOVIES (CTD) / (SmackerVideos)

An option is to turn off smacker videos in the eaw.ini file (this file is in your game folder and opens with Notepad).
 
Set PlayIntro=0
and
Video Playback=0.

 

 

GLIDE NOTES

 

Broken Display Text: (in v1.40)
The v1.40 game just defaults up to 1600x1200. So basically nothing is correctly working in between those resolutions, but simply appears to be the resolution set higher than what the monitor can produce results in the text being broken apart.

 

Glide Resolution Limits: (in v1.40)
In the EAW v1.40, the game will default up to 1600x1200. Any resolution higher than what your monitor supports will break apart the text/font used during flight.

 

Glide API v3.0:
Around February 15 2016 Glide v3.0 was added to the 1.40 exe (also to 1.28e and 1.29) This version of Glide supports 24 bit selectable colors (256 at once) just like EAW in D3D has had all a long, and its faster than the previous Glide version. (The original Glide 2.43 only supports a fixed 8 bit palette of 256 colors at one time and isn't as fast.)

There still are a few graphical glitches, especially when the game first enters the flight screen...and on the virtual cockpit; the seem along the center and left and right sides is obvious.

 

 

WINDOWS 10 NEARLY FULL COMPATIBILITY

 

Glide v3.0 was added to the 1.40 exe (also to 1.28e and 1.29) and is faster than the older Glide 2.43.

 

Test Results:
I first tested EAW 1.40vxx game from MrJelly and Co (independent CodeGroups) for Frames Per Second (Note: To get a FPS counter in the top right corner of v1.28 and up, use CTRL-G). The tests results listed below for "in the clear" where done with zero activity or objects on screen: You'll get reasonable FPS when flying over sea, or at high altitude when all ground objects are not visible (effectively turned off by the game).
 

Frame Rate Results
Direct 3D Mode Glide Mode
Test Machine:
is a 3.0GHZ AMD Quad Core with 4gigs of memory(800Mhz). Using Win10 (see test results below).
Windows 10 (January 2016)
EAW v1.40v66
1680x1050
8fps dense fighter formation
15fps in the clear
6-8fps in dense bomber formation -crawling

Windows 10 (January 2016)
EAW v1.40v66
1024x768
12fps in dense formation
19fps in the clear

Windows 10 (March 2016)
EAW v1.40v84 and tested 1.40v85*
1024x768
21fps in dense fighter formation -slightly sluggish
25fps in the clear - smoother
19fps in dense bomber formation -just playable
*(v85 yielded 1-2frames less than v84, but not consistently. v85 uses more HR ground objects and at further distance than previous versions.)

 

Windows 10 (January 2016)
EAW v1.40v66
GLIDE 2.43 (nGlide)
1024x768
23fps in dense formation*
41fps in the clear
*A very odd drop down resulted to a crawl of 3FPS when I approach a dense bomber formation, half way through the bomber formation the FPS jumps back up to 23.

Windows 10 (March 2016)
EAW v1.40v84
GLIDE 3.0 (nGlide)
1024x768
44fps in dense formation*
48-50fps in the clear
*A odd drop down resulted to 36-41fps when I approach a dense bomber formation only when the tail gunners are firing.

Test Machine:
is a 3.7GHZ (4.2OC) AMD Quad Core with 8gigs of memory(1066Mhz). Using Win10 (see test results below).
Windows 10 (September 2016)
EAW v1.40v86NEW
1024x768
23-25fps in dense bomber formation -smooth
25fps in the clear - smoother
FPS remained steady
Windows 10 (September 2016)
EAW v1.40v86NEW
GLIDE 3.0 (nGlide)
1024x768
45-50fps in dense formation
47-50fps in the clear
FPS remained steady
   
   

 

 

 


-------------FEATURE IDEAS-------------
 


 

CONTROLS
 

Make Pilot Map KEY a Toggle: (Started since v1.0)
(The Independent CodeGroups's EAWv1.60 has a toggle feature for this key).


 

 

SOUND


32 Voices
: (Started with v1.0, problematic v1.28)
This limit is hit sooner with the Independent CodeGroup's v1.28 and up since they have so many separate engine sounds for different planes.

 


FLIGHT MODEL
 

Separate Stalls and Spins: (Started since v1.0)
As the source code modifications where made, the stalls and spins where separated a bit , but not fully...this was done by custom FM's...

 

 

RETRO LOOK

Bring back the Retro MPS Mission Fuel Gauge Loading Screen: (Started at least as low as v1.1, problematic 1.40?)
The EAW community members eventually up scaled the loading fuel gauge to 1024x768 in EAWv1.28d, this new fuel dial screen was made to run in that new default resolution. In the source code modifications they later added the map screen background and a % loading amount text for all other resolutions to avoid the blank screen.

As clever has the map screen addition is, it would be nice to add back in that retro look and function rather than the use of the map screen. Even retaining the % complete text from the map loading screen and place it somewhere in the black area of the gauges loading screen would be ideal.

 

 

 

VIDEO
 

FIELD OF VIEW (FOV) - Widen it for Widescreens: (Started with v1.1)



In EAW V1.28 and up:
Since the static view cockpits are no longer used, and the Virtual Cockpit is, the programmers in the CodeGroup modified the SnapViews in a similar way that MPS did, for a wider frame of view(FOV) plus an increase in the point of view(POV) which was done by moving the views of the snapviews in virtual cockpit mode as well as shifting the POV to the side so the player is able to look around the cockpit frames and rear plating/tail. (panview and padlock views where not modified, so those remain the same as stock EAWv1.2).

To tests this, press F5 for standard back left view, then hold the 1 key on the keypad for snap view back left, its like you lean a bit further over to see around the chair. Also try facing forward in the cockpit with a standard view, by selecting F8, then hold down the Keypad number 8 snap view, see how the pilot seat seems to push back and the cockpit gauges are further away from the pilots eye and you get more vision on the sides. Unfortunately you can't maintain that snap view forever, you must release it at some point.

Note: In the stock EAW v1.2 your face is right up to the dash at the 1024x768 setting. However, now in EAW v1.28 the 1024x768 view had been properly increased, meaning you now sit back further away from the dash (your POV is moved back), and you'll notice FOV is actually larger than the older widest 800x600 view, meaning 1024x768 in EAWv1.28 is wider. Also EAWv1.28 does not have any problems when using 1920x1080 mode. With this increase in POV and FOV, in fact the 1920 width setting is very similar (just a slightly narrower view) to what is currently visible with EAWv1.28 in its newly defined 1024x768 adjusted setting, and exactly the same as with EAWv1.28 and its own 1920x768 setting.

Modders: If your a modder and want to experiment, Most planes have a "vc_offset.mpf" file, in this file you can adjust the viewpoint for each snapview position, its actually just a text file. But this will not help the standard forward view when not in snap mode. (On a unrelated Sidenote: Two values are to adjust the default guns convergence for this plane, don't touch those, use the eaw.ini file to set X and Y).

 


[END]