CodeGroup Known Bugs and Feature Ideas 5-30-2020
Written and Edited by: MarkEAW
THE "7217" ERROR
The listed bugs here are from the Code Group'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.
Remember to read the same help document for the stock game for more information.
Read my 'Troubleshoot Help Document' also for some issues you may have with the game.
Targeting, Hitting and Collision: (Started
The changes done to the games data files have created those two issues. Which are the inability to hitting another planes wings, fuselage, or the pilot and making collision of plane vs plane impossible. This is a noticed by players that have gone from stock v1.2 to the codegroups v1.28 (or other versions). The codegroup apparently never fixed this, or know how to??... or don't want to???...
The hit bubble sizes where reduced and then tested on the stock v1.2 game back in the year 2002. This was done with a mod called RP, it changed the .FLT and PLANES.DAT files. The changes eventually found there way into the Code-Groups v1.28 un-official version in the early years of coding, 2005-2008. Further decission to accommodate the newer gun convergence feature that was added to the 1.28 game, making it easy to target the stock default hit bubbles, a later version of the RP patch (with reduced HB sizes) was incorporated.
The way convergence works is it defaults so bullets from your guns cross at and to about 300meters in front of the plane, (however this distance can be adjusted in the eaw.ini file if you want). However there is no hit bubble player adjustment for the game as the realistic gunnery OFF difficulty setting seems not to effect anything...
With these Code-Groups changes, the only location on a plane to hit with bullets, seems to be the engines (and just a tad bit more to the left and right) on the enemy planes. The changes made, also effect collision, as it is nearly impossible to collide when passing through another plane, like bomber formations etc.
For an example in RP1.0(released in 2002 for the stock v1.2 game), Knegel took the default B17 wingbubblesize = 95 and changed it to = 9. Thus making it just as large as the skin on the plane. This allows only direct hits on the wing itself and not the empty air areas around the wing to be hit. Unfortunately the wingtip became un targetable as the bubble size was positioned too far left, the reduction in size made that noticeable.
Independent Engine Management Gone:
(Started with v1.28)
Jerky Mouse: (Started with v1.28)
When EAW enables it, it produces a slow/sluggish stuttering or jumping mouse pointer. To make selections you have to click very 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. However read on.....
This bit of code needs to be removed as modern windows tolerates 8-bit screens with compatibility fixes. (see THE "7217" ERROR bug information listed further down).
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.
See stock v1.2 for this issue.
This bit of code is no longer required on modern windows as now known compatibility fixes built in allow the 8bit screens regardless. The downside of keeping this code in the exe's when its runs, is it will produce stuttering mouse movements. (Jerky Mouse in the CONTROLS bug section listed up above).
From some research I found that there was some code added in v1.28, but its unclear exactly what was done to improve this bug. However, users today (2019) still encounter either two movable mouse pointers (one belongs to windowsOS) or the dreaded single one in the middle of the screen.
Display Text: (in v1.40)
Glide Resolution Limits: (in v1.40)
Glide API v3.0:
This version of Glide supports -24 bit- -selectable- colors (but still 256 at once) just like stock EAW in D3D has had all a long. (The original Glide 2.43 only supports a -fixed- -8 bit- palette of 256 colors at one time).
This version of Glide is also faster than the previous Glide version.
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.
Attention: Glide v3.0 was added to the CodeGroups 1.40 exe (also to retro updates to 1.28e and 1.29). This Glide build is faster than the older Glide 2.43.
Make Pilot Map KEY a Toggle:
(Started since v1.0)
Separate Stalls and Spins:
(Started since v1.0)
Bring back the Retro MPS Mission Fuel Gauge Loading Screen:
(Started at least as low as v1.1, problematic 1.40?)
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.
FIELD OF VIEW (FOV) - Widen it for Widescreens: (Started with v1.1)
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.