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Author Topic: Modding Tornado  (Read 112792 times)

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Offline Clark78

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Re: Modding Tornado
« Reply #345 on: September 08, 2020, 11:37:55 AM »
Ping!

Tried out your latest mods yesterday. They work really good, especially like the new explosions!

Thanks,
Lars
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Offline Frankie

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Re: Modding Tornado
« Reply #346 on: September 08, 2020, 12:19:26 PM »
Hi Clark78

Thanks for the kind words about the rebooted explosions. I have hit modder's block. Can't seem to muster the creative spark for some weeks now.  Maybe I should retire again. That always seems to work.

Cheers
Frankie Kam
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Offline Frankie

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Re: Modding Tornado
« Reply #347 on: October 05, 2020, 05:06:44 PM »
My Tornado site lives on at cefl4u.com/tornado
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Offline ajthenoob

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Re: Modding Tornado
« Reply #348 on: October 07, 2020, 03:27:51 AM »
Hey, just downloaded the latest. Any reason joystick settings seem to be missing? Also, can you post your GO.BAT? Mine seems to be acting weird, I wonder why we can't run FLIGHT.EXE by itself.
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Offline Frankie

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Re: Modding Tornado
« Reply #349 on: October 07, 2020, 03:58:53 AM »
Hi ajthenoob

Go to
http://dogsofwarvu.com/forum/index.php/topic,7836.0.html

Read the PRE-REQUISITES section where you will find a Google Drive link:

1. Here is the GoogleDrive link: https://drive.google.com/open?id=1XzOlSB-W-RPqFtPafWvbdk6Xz0iP7C1A

Inside that link you will be able to download the full game via the zip file named TORNADO.ZIP which is the Tornado 1.0E game itself. Copy the latest modded FLIGHT.EXE from this forum into the FLIGHT folder of the extracted  zip file contents. I.e., inside C:\TORNADO\TORNADO\FLIGHT

Cheers
Frankie Kam

APPENDIX

My GO.BAT file contents

@echo off
rem
rem 旼컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴커
rem ?            Tornado CD-ROM 1.0E              ?
rem ?   Copyright (c) 1994 Digital Integration    ?
rem ?                                             ?
rem ?Modified for CD-ROM by Rob Northen Computing ?
rem ?                                             ?
rem ?          Syntax GO [drive_letter:]          ?
rem ?                                             ?
rem ?To use Hard Drive C for saving to type GO C: ?
rem ?To use Hard Drive D for saving to type GO D: ?
rem ?To use Hard Drive E for saving to type GO E: ?
rem 읕컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴켸
rem
cd tornado.cd
lh cdpatch %1
if not exist setup.inf setup.exe
echo Loading Tornado ...
cd amp
loadhigh amp
cd ..
cdpatch x
cd ..


My DOSBox conf file settings:
# This is the configuration file for DOSBox 0.74-3. (Please use the latest version of DOSBox)
# Lines starting with a # are comment lines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
#       fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
#       fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
#   fullresolution: What resolution to use for fullscreen: original, desktop or fixed size (e.g. 1024x768).
#                     Using your monitor's native resolution (desktop) with aspect=true might give the best results.
#                     If you end up with small window on a large screen, try an output different from surface.
#                     On Windows 10 with display scaling (Scale and layout) set to a value above 100%, it is recommended
#                     to use a lower full/windowresolution, in order to avoid window size problems.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
#                     (output=surface does not!)
#           output: What video system to use for output.
#                   Possible values: surface, overlay, opengl, openglnb, ddraw.
#         autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
#      sensitivity: Mouse sensitivity.
#      waitonerror: Wait before closing the console if dosbox has an error.
#         priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
#                     pause is only valid for the second entry.
#                   Possible values: lowest, lower, normal, higher, highest, pause.
#       mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
#     usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
#fullresolution=original
fullresolution=1024x768
windowresolution=original
#output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74-3.map
usescancodes=true


#output=ddraw

[dosbox]
# language: Select another language file.
#  machine: The type of machine DOSBox tries to emulate.
#           Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
#  memsize: Amount of memory DOSBox has in megabytes.
#             This value is best left at its default to avoid problems with some games,
#             though few games might require a higher value.
#             There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=16

[render]
# frameskip: How many frames DOSBox skips before drawing one.
#    aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!
#    scaler: Scaler used to enlarge/enhance low resolution modes. If 'forced' is appended,
#              then the scaler will be used even if the result might not be desired.
#              To fit a scaler in the resolution used at full screen may require a border or side bars,
#              to fill the screen entirely, depending on your hardware, a different scaler/fullresolution might work.
#            Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=true
scaler=normal3x
#scaler=hq3x


[cpu]
#      core: CPU Core used in emulation. auto will switch to dynamic if available and
#            appropriate.
#            Possible values: auto, dynamic, normal, simple.
#   cputype: CPU Type used in emulation. auto is the fastest choice.
#            Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
#    cycles: Amount of instructions DOSBox tries to emulate each millisecond.
#            Setting this value too high results in sound dropouts and lags.
#            Cycles can be set in 3 ways:
#              'auto'          tries to guess what a game needs.
#                              It usually works, but can fail for certain games.
#              'fixed #number' will set a fixed amount of cycles. This is what you usually
#                              need if 'auto' fails. (Example: fixed 4000).
#              'max'           will allocate as much cycles as your computer is able to
#                              handle.
#            Possible values: auto, fixed, max.
#   cycleup: Amount of cycles to decrease/increase with keycombos.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=max
cycleup=10
cycledown=20

[mixer]
#   nosound: Enable silent mode, sound is still emulated though.
#      rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
#            Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=25

[midi]
#     mpu401: Type of MPU-401 to emulate.
#             Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
#             Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use
#               (find the id with mixer/listmidi).
#               Or in the case of coreaudio, you can specify a soundfont here.
#               See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
#  sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
#          Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
#  sbbase: The IO address of the soundblaster.
#          Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
#     irq: The IRQ number of the soundblaster.
#          Possible values: 7, 5, 3, 9, 10, 11, 12.
#     dma: The DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
#    hdma: The High DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
#          Possible values: auto, cms, opl2, dualopl2, opl3, none.
#  oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
#          Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
#          Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
#      gus: Enable the Gravis Ultrasound emulation.
#  gusrate: Sample rate of Ultrasound emulation.
#           Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#  gusbase: The IO base address of the Gravis Ultrasound.
#           Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
#   gusirq: The IRQ number of the Gravis Ultrasound.
#           Possible values: 5, 3, 7, 9, 10, 11, 12.
#   gusdma: The DMA channel of the Gravis Ultrasound.
#           Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
#           there should be a MIDI directory that contains
#           the patch files for GUS playback. Patch sets used
#           with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
#    pcrate: Sample rate of the PC-Speaker sound generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#     tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
#            Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#    disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
#               2axis (supports two joysticks),
#               4axis (supports one joystick, first joystick used),
#               4axis_2 (supports one joystick, second joystick used),
#               fcs (Thrustmaster), ch (CH Flightstick).
#               none disables joystick emulation.
#               auto chooses emulation depending on real joystick(s).
#               (Remember to reset dosbox's mapperfile if you saved it earlier)
#               Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
#        timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
#     autofire: continuously fires as long as you keep the button pressed.
#       swap34: swap the 3rd and the 4th axis. Can be useful for certain joysticks.
#   buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
#          Can be disabled, dummy, modem, nullmodem, directserial.
#          Additional parameters must be in the same line in the form of
#          parameter:value. Parameter for all types is irq (optional).
#          for directserial: realport (required), rxdelay (optional).
#                           (realport:COM1 realport:ttyS0).
#          for modem: listenport (optional).
#          for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
#                         transparent, port, inhsocket (all optional).
#          Example: serial1=modem listenport:5000
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
#            xms: Enable XMS support.
#            ems: Enable EMS support.
#            umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
mount c d:\tornadom
c:
path=c:\MASM611\BIN
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Offline molnibalage

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Re: Modding Tornado
« Reply #350 on: November 08, 2020, 09:50:52 AM »
Hi.

I'm working on a very, very long article series about the Jet (and partially WWII) flight simulators (in Hungarian).
So far I have released three parts.
https://htka.hu/2019/10/12/szimulator-tortenelem-1-resz/
https://htka.hu/2020/04/19/szimulator-tortenelem-2-resz/
https://htka.hu/2020/10/18/szimulator-tortenelem-iii-resz/

Currently I'm working on the Tornado from 1993. Because you are modding it I guess you know deeply the game then any other player.

  • On the screenshots here I can the the 9K33 Osa (SA-8) while so far I never saw or killed during any mission. In the "review"section where 3D models of the vehicles can be checked there is not such thing. I tested the v1.0E Desert Storm and v1.0F versions.
  • How long are the campaigns in general? In LVL1 campaigns even following the 6th day the end seems to me not close. The morale of the opponent is very low but other stats are still high.
  • The player can attack the combat vehicles of the opponent. Is there any way to order the AI controlled planes to do this?
  • I do not understand the campaign system. If I'm killed the only thing I can do pressing following the debrief clicking on OK or cancel. In case of cancel the pilot does not die and I can fly again the last mission. If I click OK, de pilot dies but I can use the last save file with other pilot. What is the logic behind this? Of course I always will click on cancel and refly. But in this case is there any way to loose a campaign...?
  • How can be turned the 3D models in review part? I tried every key combo and joy button and axes but none of them worked.

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Offline Frankie

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Re: Modding Tornado
« Reply #351 on: November 08, 2020, 10:39:52 AM »
HI molnibalage

Thank you for your many questions! I will do my best to answer.

Regarding the 9K33 Osa (SA-8), I remember reading the patch readme file that mentioned that they changed the model of the vehicle. So maybe that's why you can't find the SA-8.

Sorry, but I have hardly played the campaigns, believe it or not. And I have never finished one yet! Perhaps someone else, hardcore Tornadoholic can reply your answer to this question on my behalf.

Yes, the player can attack the combat vehicles of the opponent. However, sorry to disappoint you, there is NO way to order the AI controlled planes to do this. Not enough memory variables and code memory to do this.

Again, I don't know much about the Campaign part.

in the modded versions of FLIGHT.EXE, I took out the 3D models review part. Basically, I DELETED the code that showed the rotating 3D models of the various air and ground vehicles. To release more code and memory space. That's why you can't see or activate them! Otherwise, there was no way I could have crammed in so many modifications to the original Tornado. Haha.

Nice to know that there are people still playing this wonderful DOS flight simulator. There is one guy who plays (played) Tornado on Twitch.tv. https://www.twitch.tv/tertius_oculus/

Cheers
Frankie Kam
boonsengkam@gmail.com
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Offline Frankie

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Re: Modding Tornado
« Reply #352 on: November 08, 2020, 03:57:57 PM »
HI molnibalage

> On the screenshots here I can the the 9K33 Osa (SA-8) while so far
>I never saw or killed during any mission. In the "review"section where
>3D models of the vehicles can be checked there is not such thing. I
>tested the v1.0E Desert Storm and v1.0F versions.
>


The ZRK-Romb's NATO code is the SA-8 Gecko.
See below in red bold letters:


    TORNADO REVISION 1.0b - 09.09.1993
          ==================================

           (c) 1993 Digital Integration Ltd
           ================================

            IMPORTANT
            =========

   THIS REVISION DISK CANNOT BE USED WITH THE VERSION OF TORNADO
   DISTRIBUTED BY SPECTRUM HOLOBYTE, CONTACT SH FOR AN UPDATE IF
   YOU HAVE THE AMERICAN VERSION.

   This revision disk should only be used with Tornado versions
   1.0 or 1.0a released by Digital Integration Ltd.


To install this revision:-

1) Copy TORNAD1B.ZIP into your TORNADO directory.

2) Use PKUNZIP (v2.04) to unzip TORNAD1B.ZIP.

   pkunzip -d TORNAD1B.ZIP <ENTER>

3) Run UPDATE.EXE to modify some files.

   update <ENTER>


This revision addresses the following issues:-

 1) Mission save in campaign - it is now possible to save flight plans during
    campaigns.

 2) US Robotics 14400 Modem - the program now caters for the non-Hayes
    compatible codes used by this modem.

 3) ThrustMaster rudder pedal support.

 4) Promotion bug fixed.

 5) SAM effectiveness - SAMs are no longer always lethal but you will sustain
    more damage.

 6) Quit game - you no longer have to be stationary to end a mission. It is
    now ok to end a mission when you have landed and your ground speed is
    below 30kts.

 7) Explore mode - now fixed to daytime.

 8) Air victories bug fixed in log.

9) SAM launcher changed from ZRK-Romb to ZREK-BD Strela 10.

10) Enemy aircraft barrel roll phenomenon fixed.

11) Drone view displays aircraft designation. IDS and ADV Tornados
    display abbreviated callsign (A)lpha, (B)ravo etc.

10) Digital fuel readout on instrument panel.

11) When the air radar is switched on it automatically selects range
    with respect to selected air weapon.

12) Dogfight mode. If no weapons are armed, then hitting fire will
    automatically arm air-to-air weapons and switch on the air radar.

13) RWR gives audible warning when incoming missiles are very close.
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Offline molnibalage

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Re: Modding Tornado
« Reply #353 on: November 08, 2020, 09:18:56 PM »
My original questions maybe were confusing. I'm trying to explore the original and patched from of the game what was in that and what may I miss or did not understand. :)
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Offline Frankie

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Re: Modding Tornado
« Reply #354 on: February 15, 2021, 12:07:33 PM »
Hi there

Well it's 2021 now. Chinese New Year week. Same time last year, I was modding the heck out of this flight simulator. This year, zilch. I've hit the end of the road with modding this amazing invention of Digital Integration. Amazing that even as I type these words, the Modding Tornado thread gets between 2 to 6 guests sifting through the posts.



Stay safe folks!

Cheers
Frankie Kam

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    techbath file interigator Modding tool

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    by gameleaper