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WinSPWW2 v4.5 -- NOW AVAILABLE
NOW AVAILABLE
Click HERE WinSPWW2 version 4.5 Upgrade patch[/size] 12 New Scenarios 7 Updated Scenarios 1 Revised Campaign 2 Revised Campaign files 1 New Terrain type ( Desert Houses ) 208 New or revised Photos 28 New or Revised vehicle or aircraft Icons 36 Updated OOB files 10 Revised Icon Graphic files 4 New or Revised Text files Upgraded Cost Calculator Upgraded MOBHack, MOBHack.INI and MOBHack Help file Upgraded ScenHack Upgraded Camo Map Editor Upgraded Game Options ( the 4.5 upgrade patch contains all of the 4.25 upgrade patch files) 1/ Guns or vehicles loaded onto their transport planes in the game have their crews split off when loaded so they are dropped separately. Previously there was no way to rejoin them during the deployment phase. New code has been added so that in the deployment phase only, if you unload one of these units from a TRANSPORT AIRCRAFT, the crews will be re-united with their gun or vehicle by pressing ' J '. 2/ All Anti Tank gun unit classes have had their cost reduced by approximately 25% 3/ The GameOptions program will now auto-detect if your operating system is Windows XP or earlier or Vista / Win7 and any future OS Microsoft may release. If it finds you are running an operating system newer than Windows XP it will automatically run a command line that shuts windows explorer down briefly then restarts it ONLY IF you have the game set to run in FULL SCREEN MODE. 4/ There was a minor bug that allowed artillery falling on map in some cases to affect off map units. This has been corrected 5/ HQ's, scout classes, Forward Observers and ammo vehicles will now withhold opfire if they have not been fired on so these units will no longer give away their position prematurely. This makes scouts , for example, much more likely to be bypassed than in the past 6/ Anti Tank guns and flak units will also withhold fire on moving infantry and some soft vehicles as well but will not let the enemy get as close as Scouts etc.. This is an improvement on past code that tended to allow opfire from Anti Tank guns and flak units at moving infantry from long ranges when they should have stayed concealed. 7/ Non FLAK units in the delay or defence will not fire AAA weapons except if the fighter bombers are very close in the first 12 or so turns . This stops " recce by spotting AAMG fires "', if you put strike planes in as a pre-game deployment to find the enemy layout. Those units with AAMGs WILL fire at paratrooper carrying aircraft and gliders normally, however. 8/ There was a small section of code missing from the pre-game deployment screen (L)oad and (U)nload ALL UNITS routine where the (ESC)ape key did not allow you to change your mind but loaded or unloaded all units when the (ESC)ape key was selected. This has been corrected and the (ESC)ape function now allows you to back out of that situation 9/ Units on water that were destroyed were not being credited as kills. Now Corrected 10/ There is new min range code for artillery based on 1/5th of the units range with 5 hexes being the absolute minimum on map artillery units will target indirect, up to 20 hexes minimum. An on map gun , for example, with a 90 hex range would be able to target units a minimum of 18 hexes from the gun. All guns with a range greater than 100 hexes will only be able to fire at targets greater than 20 hexes from their location on the map. Mortar units on the other hand will have their minimum ranges determined by their sabot range with the absolute minimum mortars can target indirect now being 2 hexes 11/ The PBEM long campaign was not supposed to have special battles, but a bug was allowing these through. The campaign loop now clears down the special battle flag in the correct place and these will no longer show up in PBEM campaigns. 12/ Widescreen support has been added to the game for CD owners. This will allow you to run the game at the same resolution as your normal desktop. If a player wanted to use a resolution OTHER than the current windows desktop mode (e.g. to run the game in 1024x768 full screen, with the desktop set to say 1280x1024 ) then he would need to set the windows desktop to the desired size before starting the game. (Click on desktop, settings, choose required windows mode). 13/ The game code has been altered to make it much more windows friendly when it comes to CPU usage. In the past the game wanted all the resources it could have all the time including that time you were away from the keyboard making a cup of coffee or thinking about what you would do next. Now, the CPU usage will drop considerably when the game is waiting for input from the human player. It still requires all the CPU usage it can handle when the AI is moving but once it is the human players turn many players with high end computers will notice their machine is not working nearly as hard as it used to be and the effects are more obvious the newer and faster your computer is. 14/ There were numerous minor unit , weapon and formation changes made to the OOBs . 15/ The Italian long Campaign code was checking for a max year of 1944 as a start date since that fit VJ and VE days both being beyond that date. However, it took no account of the 1943 Italian surrender date so you could set an Italian campaign to a start date that was later than it's end date. This has been corrected 16/ There have been a number of new Romanian Vs Russians battle locations added to the game. A Romanian player should set up a regular campaign with Russia as the 3 possible opponents. Start date is 6/1941 and end date for the new battle locations is 8/1944. This replaces the previous generic Southern Russian and caucuses battle locations. 17/ The variety of battle locations for the Spanish versus a Russian opponent from 10/1941 to 10/1943 have been fleshed out somewhat, rather than the previous generic USSR locations. 10/41 to 8/42 is the Volkhov River Front, Novgorod and 9/1942 to 10/1943 is the Neva River Front, Leningrad for example, 18/ A new terrain set has been added to the game that will place single hex desert houses when desert maps are called for on all auto-generated maps. For sceanrio design purposes either house type can be placed on maps simply by switching between desert and summer . 19/ Smoke was not being replenished in some cases in Campaigns. Now corrected. As usual we remind everyone that on going secure PBEM games WILL fail if this patch is applied while they are being played. |
Re: WinSPWW2 v4.5
Looks like there's some excellent improvements coming. Thank you for all your hard work.
Quote:
Thanks :up: Cross |
Re: WinSPWW2 v4.5
This sounds like a great update! Sounds like some non-trivial interesting game play changes, and I am excited to be able to play WinSPWW2 without heating my house with my cpu :)
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Re: WinSPWW2 v4.5
All good improvements and fixes.
New building for the desert is great. I really like change 5 and 6, looking forward to it. Thanks! |
Re: WinSPWW2 v4.5
Yay! Yet another patch, thank you Andy and Don
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Re: WinSPWW2 v4.5
Nice touches especially modified unit behaviour routines, to me this "inteligence" is one of the aspects that makes this game stand head & shoulders above the rest of the crowd.
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Re: WinSPWW2 v4.5
Hurrah!
Looking forward to these changes and improvements. As always...great work chaps! Thanks! |
Re: WinSPWW2 v4.5
Where i can download this patch ?
The download page is 4.25 not 4.5 Glaude1955 |
Re: WinSPWW2 v4.5
I'm so anxious to get your patch that I misread the first sentence.
OK, I'll be patient. Thank you for your work and especially to monitor your work. Glaude1955 |
Re: WinSPWW2 v4.5
Thamks in advance, Awaiting the wide screen support, got it working on MBT, but the Beta Fix didn't seem to take on SP, It will be nice to have.:up:
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