http://eechcentral.simhq.com/api.php?action=feedcontributions&user=Messyhead&feedformat=atomEECH Central - User contributions [en]2024-03-28T09:15:18ZUser contributionsMediaWiki 1.26.2http://eechcentral.simhq.com/index.php?title=MFD_Export&diff=1939MFD Export2020-10-17T05:13:47Z<p>Messyhead: updating monitor instructions</p>
<hr />
<div>MFD export allows you to display the MFDs on a separate monitor.<br />
<br />
== Requirements ==<br />
# EECH has to run in full screen mode.<br />
# Both monitors/adapters have to be configured in dualview mode e.g. set to Duplicate or Extend display across both monitors. Not in clone mode! If you click on Start->Control Panel->Display Properties->Settings->Identify both screens should show different numbers. (These numbers have nothing to do with the number in export_mfd_adapter=n. Here you have to try the numbers (0,1,2,3,...) until it works.)<br />
# The defined MFD export screen resolution has to be supported by the export monitor<br />
<br />
== The best way to configure the screens ==<br />
* set monitors in dualview mode e.g. set to Duplicate or Extend display across both monitors<br />
* delete game.cfg<br />
* run eech with mfdexport disabled<br />
* configure the main screen in the game options menu<br />
* quit EECH<br />
* enable mfdexport and set mfd_export_adapter=0<br />
* run EECH<br />
If the game crashes (hangs or shows error message) then try mfd_export_adapter=1 (2,3,..)<br />
<br />
MFD export should also work with different (mixed) graphic cards, e.g. the main screen is<br />
on one card and the MFDs on the other card. But both MFDs can only be displayed on the same <br />
card. It is not possible to put one mfd on one card and the second mfd on the other card.<br />
<br />
[[category:installation and setup]]<br />
<br />
== Examples ==<br />
<br />
How to render MFD on Android tablet using screen share VNC software<br />
<br />
Example system: Windows 7 x64 PC with #1 FullHD monitor connected via DVI, which used for the main game rendering, and #2 1024x640 display using HDMI. They configured to be '''extended''' monitors, not cloned.<br />
<br />
[[File:MFD Displays.jpg|frameless]]<br />
<br />
At this stage MFD data can be rendered on second display already, but in this example it will be used as dummy display for share target. Important to understand, that display will be turned off (in idle mode), but connected.<br />
<br />
If you have no second monitor connected, you may try one of solution:<br />
<br />
* if empty VGA port available, you can try to use it for adding fake display<br />
* some software solution (like custom drivers) can be used but it may not work on some operation systems<br />
* DIY plug for HDMI may force video adapter to add extra display, but you shouldn't do it without experience in electronics<br />
<br />
<br />
'''First step''' is configure EECH.INI<br />
<br />
export_mfd=1 # enable MFD export<br />
export_mfd_adapter=0 # 0 is connected display #2<br />
export_mfd_screen_width=1024 # screen width<br />
export_mfd_screen_height=640 # screen height<br />
export_mfd_left_pos=0,0,512,512 # left MFD position: top left corner (0px, 0px) bottom right corner (512px, 512px), height same as with to preserve proportions<br />
export_mfd_right_pos=512,0,1024,512 # right MFD position: top left corner (512px, 0px) bottom right corner (1024px, 512px)<br />
export_mfd_single_pos=0,0,512,512 # no longer used<br />
<br />
If possible, export can be tested using connected display after game launch.<br />
<br />
'''Second step''': configure share screen software.<br />
<br />
'''RealVNC''' should be installed in Windows, it's only one known that have option to select target display. <br />
After installation, you can set up password and accept connections on default port (it can be changed if necessary). Then go to Expert tab and set '''DisplayDevice''' value as '''\\.\DISPLAY2''' (number may differ). Ensure, that you have no antivirus or firewall software active, or at least whitelist selected port.<br />
<br />
[[File:Ultravnc.jpg|frameless]]<br />
<br />
Enable Wi-Fi on Android device and install '''VNC Viewer''' application. Open it, create new connection using IP of your PC and selected port (default is 5900). You can enable View only mode as no need to capture controls. <br />
Connect to your PC - you will be asked to type password, and after that picture of secondary display will appear (black screen or current wallpaper).<br />
<br />
'''Launch''' latest version of Enemy Engaged: Comanche vs. Hokum, shared screen should be black at this point.<br />
Start mission, get inside any helicopter, enable both MFDs and you will see their copy on the Android device screen.<br />
<br />
[[File:Android MFD.jpg|frameless]]<br />
<br />
<br />
One '''huge''' limitation of this method is high latency - it's 100-300ms and noticeable when you are using FLIR for DTV optics. You can try to decrease latency by making screen resolution smaller.<br />
<br />
In similar way any other device can be used - Apple tablet, Windows laptop etc. that has VNC software installed.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MFD_Export&diff=1938MFD Export2020-10-17T05:13:26Z<p>Messyhead: /* Requirements */</p>
<hr />
<div>MFD export allows you to display the MFDs on a separate monitor.<br />
<br />
== Requirements ==<br />
# EECH has to run in full screen mode.<br />
# Both monitors/adapters have to be configured in dualview mode e.g. set to Duplicate or Extend display across both monitors. Not in clone mode! If you click on Start->Control Panel->Display Properties->Settings->Identify both screens should show different numbers. (These numbers have nothing to do with the number in export_mfd_adapter=n. Here you have to try the numbers (0,1,2,3,...) until it works.)<br />
# The defined MFD export screen resolution has to be supported by the export monitor<br />
<br />
== The best way to configure the screens ==<br />
* set monitors in dualview mode e.g. set to Extend display across both monitors<br />
* delete game.cfg<br />
* run eech with mfdexport disabled<br />
* configure the main screen in the game options menu<br />
* quit EECH<br />
* enable mfdexport and set mfd_export_adapter=0<br />
* run EECH<br />
If the game crashes (hangs or shows error message) then try mfd_export_adapter=1 (2,3,..)<br />
<br />
MFD export should also work with different (mixed) graphic cards, e.g. the main screen is<br />
on one card and the MFDs on the other card. But both MFDs can only be displayed on the same <br />
card. It is not possible to put one mfd on one card and the second mfd on the other card.<br />
<br />
[[category:installation and setup]]<br />
<br />
== Examples ==<br />
<br />
How to render MFD on Android tablet using screen share VNC software<br />
<br />
Example system: Windows 7 x64 PC with #1 FullHD monitor connected via DVI, which used for the main game rendering, and #2 1024x640 display using HDMI. They configured to be '''extended''' monitors, not cloned.<br />
<br />
[[File:MFD Displays.jpg|frameless]]<br />
<br />
At this stage MFD data can be rendered on second display already, but in this example it will be used as dummy display for share target. Important to understand, that display will be turned off (in idle mode), but connected.<br />
<br />
If you have no second monitor connected, you may try one of solution:<br />
<br />
* if empty VGA port available, you can try to use it for adding fake display<br />
* some software solution (like custom drivers) can be used but it may not work on some operation systems<br />
* DIY plug for HDMI may force video adapter to add extra display, but you shouldn't do it without experience in electronics<br />
<br />
<br />
'''First step''' is configure EECH.INI<br />
<br />
export_mfd=1 # enable MFD export<br />
export_mfd_adapter=0 # 0 is connected display #2<br />
export_mfd_screen_width=1024 # screen width<br />
export_mfd_screen_height=640 # screen height<br />
export_mfd_left_pos=0,0,512,512 # left MFD position: top left corner (0px, 0px) bottom right corner (512px, 512px), height same as with to preserve proportions<br />
export_mfd_right_pos=512,0,1024,512 # right MFD position: top left corner (512px, 0px) bottom right corner (1024px, 512px)<br />
export_mfd_single_pos=0,0,512,512 # no longer used<br />
<br />
If possible, export can be tested using connected display after game launch.<br />
<br />
'''Second step''': configure share screen software.<br />
<br />
'''RealVNC''' should be installed in Windows, it's only one known that have option to select target display. <br />
After installation, you can set up password and accept connections on default port (it can be changed if necessary). Then go to Expert tab and set '''DisplayDevice''' value as '''\\.\DISPLAY2''' (number may differ). Ensure, that you have no antivirus or firewall software active, or at least whitelist selected port.<br />
<br />
[[File:Ultravnc.jpg|frameless]]<br />
<br />
Enable Wi-Fi on Android device and install '''VNC Viewer''' application. Open it, create new connection using IP of your PC and selected port (default is 5900). You can enable View only mode as no need to capture controls. <br />
Connect to your PC - you will be asked to type password, and after that picture of secondary display will appear (black screen or current wallpaper).<br />
<br />
'''Launch''' latest version of Enemy Engaged: Comanche vs. Hokum, shared screen should be black at this point.<br />
Start mission, get inside any helicopter, enable both MFDs and you will see their copy on the Android device screen.<br />
<br />
[[File:Android MFD.jpg|frameless]]<br />
<br />
<br />
One '''huge''' limitation of this method is high latency - it's 100-300ms and noticeable when you are using FLIR for DTV optics. You can try to decrease latency by making screen resolution smaller.<br />
<br />
In similar way any other device can be used - Apple tablet, Windows laptop etc. that has VNC software installed.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MFD_Export&diff=1937MFD Export2020-10-17T05:08:22Z<p>Messyhead: Added clarification for monitors</p>
<hr />
<div>MFD export allows you to display the MFDs on a separate monitor.<br />
<br />
== Requirements ==<br />
# EECH has to run in full screen mode.<br />
# Both monitors/adapters have to be configured in dualview mode e.g. set to Extend display across both monitors. Not in clone mode! If you click on Start->Control Panel->Display Properties->Settings->Identify both screens should show different numbers. (These numbers have nothing to do with the number in export_mfd_adapter=n. Here you have to try the numbers (0,1,2,3,...) until it works.)<br />
# The defined MFD export screen resolution has to be supported by the export monitor<br />
<br />
== The best way to configure the screens ==<br />
* set monitors in dualview mode e.g. set to Extend display across both monitors<br />
* delete game.cfg<br />
* run eech with mfdexport disabled<br />
* configure the main screen in the game options menu<br />
* quit EECH<br />
* enable mfdexport and set mfd_export_adapter=0<br />
* run EECH<br />
If the game crashes (hangs or shows error message) then try mfd_export_adapter=1 (2,3,..)<br />
<br />
MFD export should also work with different (mixed) graphic cards, e.g. the main screen is<br />
on one card and the MFDs on the other card. But both MFDs can only be displayed on the same <br />
card. It is not possible to put one mfd on one card and the second mfd on the other card.<br />
<br />
[[category:installation and setup]]<br />
<br />
== Examples ==<br />
<br />
How to render MFD on Android tablet using screen share VNC software<br />
<br />
Example system: Windows 7 x64 PC with #1 FullHD monitor connected via DVI, which used for the main game rendering, and #2 1024x640 display using HDMI. They configured to be '''extended''' monitors, not cloned.<br />
<br />
[[File:MFD Displays.jpg|frameless]]<br />
<br />
At this stage MFD data can be rendered on second display already, but in this example it will be used as dummy display for share target. Important to understand, that display will be turned off (in idle mode), but connected.<br />
<br />
If you have no second monitor connected, you may try one of solution:<br />
<br />
* if empty VGA port available, you can try to use it for adding fake display<br />
* some software solution (like custom drivers) can be used but it may not work on some operation systems<br />
* DIY plug for HDMI may force video adapter to add extra display, but you shouldn't do it without experience in electronics<br />
<br />
<br />
'''First step''' is configure EECH.INI<br />
<br />
export_mfd=1 # enable MFD export<br />
export_mfd_adapter=0 # 0 is connected display #2<br />
export_mfd_screen_width=1024 # screen width<br />
export_mfd_screen_height=640 # screen height<br />
export_mfd_left_pos=0,0,512,512 # left MFD position: top left corner (0px, 0px) bottom right corner (512px, 512px), height same as with to preserve proportions<br />
export_mfd_right_pos=512,0,1024,512 # right MFD position: top left corner (512px, 0px) bottom right corner (1024px, 512px)<br />
export_mfd_single_pos=0,0,512,512 # no longer used<br />
<br />
If possible, export can be tested using connected display after game launch.<br />
<br />
'''Second step''': configure share screen software.<br />
<br />
'''RealVNC''' should be installed in Windows, it's only one known that have option to select target display. <br />
After installation, you can set up password and accept connections on default port (it can be changed if necessary). Then go to Expert tab and set '''DisplayDevice''' value as '''\\.\DISPLAY2''' (number may differ). Ensure, that you have no antivirus or firewall software active, or at least whitelist selected port.<br />
<br />
[[File:Ultravnc.jpg|frameless]]<br />
<br />
Enable Wi-Fi on Android device and install '''VNC Viewer''' application. Open it, create new connection using IP of your PC and selected port (default is 5900). You can enable View only mode as no need to capture controls. <br />
Connect to your PC - you will be asked to type password, and after that picture of secondary display will appear (black screen or current wallpaper).<br />
<br />
'''Launch''' latest version of Enemy Engaged: Comanche vs. Hokum, shared screen should be black at this point.<br />
Start mission, get inside any helicopter, enable both MFDs and you will see their copy on the Android device screen.<br />
<br />
[[File:Android MFD.jpg|frameless]]<br />
<br />
<br />
One '''huge''' limitation of this method is high latency - it's 100-300ms and noticeable when you are using FLIR for DTV optics. You can try to decrease latency by making screen resolution smaller.<br />
<br />
In similar way any other device can be used - Apple tablet, Windows laptop etc. that has VNC software installed.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MFD_Export&diff=1936MFD Export2020-10-17T05:06:32Z<p>Messyhead: /* The best way to configure the screens */</p>
<hr />
<div>MFD export allows you to display the MFDs on a separate monitor.<br />
<br />
== Requirements ==<br />
# EECH has to run in full screen mode.<br />
# Both monitors/adapters have to be configured in dualview mode. Not in clone mode! If you click on Start->Control Panel->Display Properties->Settings->Identify both screens should show different numbers. (These numbers have nothing to do with the number in export_mfd_adapter=n. Here you have to try the numbers (0,1,2,3,...) until it works.)<br />
# The defined MFD export screen resolution has to be supported by the export monitor<br />
<br />
== The best way to configure the screens ==<br />
* set monitors in dualview mode e.g. set to Extend display across both monitors<br />
* delete game.cfg<br />
* run eech with mfdexport disabled<br />
* configure the main screen in the game options menu<br />
* quit EECH<br />
* enable mfdexport and set mfd_export_adapter=0<br />
* run EECH<br />
If the game crashes (hangs or shows error message) then try mfd_export_adapter=1 (2,3,..)<br />
<br />
MFD export should also work with different (mixed) graphic cards, e.g. the main screen is<br />
on one card and the MFDs on the other card. But both MFDs can only be displayed on the same <br />
card. It is not possible to put one mfd on one card and the second mfd on the other card.<br />
<br />
[[category:installation and setup]]<br />
<br />
== Examples ==<br />
<br />
How to render MFD on Android tablet using screen share VNC software<br />
<br />
Example system: Windows 7 x64 PC with #1 FullHD monitor connected via DVI, which used for the main game rendering, and #2 1024x640 display using HDMI. They configured to be '''extended''' monitors, not cloned.<br />
<br />
[[File:MFD Displays.jpg|frameless]]<br />
<br />
At this stage MFD data can be rendered on second display already, but in this example it will be used as dummy display for share target. Important to understand, that display will be turned off (in idle mode), but connected.<br />
<br />
If you have no second monitor connected, you may try one of solution:<br />
<br />
* if empty VGA port available, you can try to use it for adding fake display<br />
* some software solution (like custom drivers) can be used but it may not work on some operation systems<br />
* DIY plug for HDMI may force video adapter to add extra display, but you shouldn't do it without experience in electronics<br />
<br />
<br />
'''First step''' is configure EECH.INI<br />
<br />
export_mfd=1 # enable MFD export<br />
export_mfd_adapter=0 # 0 is connected display #2<br />
export_mfd_screen_width=1024 # screen width<br />
export_mfd_screen_height=640 # screen height<br />
export_mfd_left_pos=0,0,512,512 # left MFD position: top left corner (0px, 0px) bottom right corner (512px, 512px), height same as with to preserve proportions<br />
export_mfd_right_pos=512,0,1024,512 # right MFD position: top left corner (512px, 0px) bottom right corner (1024px, 512px)<br />
export_mfd_single_pos=0,0,512,512 # no longer used<br />
<br />
If possible, export can be tested using connected display after game launch.<br />
<br />
'''Second step''': configure share screen software.<br />
<br />
'''RealVNC''' should be installed in Windows, it's only one known that have option to select target display. <br />
After installation, you can set up password and accept connections on default port (it can be changed if necessary). Then go to Expert tab and set '''DisplayDevice''' value as '''\\.\DISPLAY2''' (number may differ). Ensure, that you have no antivirus or firewall software active, or at least whitelist selected port.<br />
<br />
[[File:Ultravnc.jpg|frameless]]<br />
<br />
Enable Wi-Fi on Android device and install '''VNC Viewer''' application. Open it, create new connection using IP of your PC and selected port (default is 5900). You can enable View only mode as no need to capture controls. <br />
Connect to your PC - you will be asked to type password, and after that picture of secondary display will appear (black screen or current wallpaper).<br />
<br />
'''Launch''' latest version of Enemy Engaged: Comanche vs. Hokum, shared screen should be black at this point.<br />
Start mission, get inside any helicopter, enable both MFDs and you will see their copy on the Android device screen.<br />
<br />
[[File:Android MFD.jpg|frameless]]<br />
<br />
<br />
One '''huge''' limitation of this method is high latency - it's 100-300ms and noticeable when you are using FLIR for DTV optics. You can try to decrease latency by making screen resolution smaller.<br />
<br />
In similar way any other device can be used - Apple tablet, Windows laptop etc. that has VNC software installed.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Simple_edit_object_tutorial_for_EECH&diff=1929Simple edit object tutorial for EECH2020-03-22T08:50:30Z<p>Messyhead: Added some common key commands</p>
<hr />
<div>This is a tutorial for how to make simple changes to objects in EECH using Lightwave. As an example we'll change the landing pads used by the helicopters in EECH to make them a little bigger, and change the texturing so it's not repeating.<br />
<br />
== Exporting the existing objects ==<br />
<br />
First we need to export the existing objects of EECH, so that we can find the object we need to edit. Use the method described in [[3D_modeling#Exporting]] to export the objects and scenes.<br />
<br />
Next we need to find the scene for the object we want to edit. There are too many scenes for it to be effective to look through all of them manually. But you can try searching for something which describes it, most scenes have fairly obvious names. For the landing pad I searched for PAD, LANDING, FARP and MAT. The last two reveals a couple of interesting objects named 00BB_FARP_MAT.LWS and 00BC_FARP_MAT_GREY.LWS. Try opening them up in lightwave layout and bingo, this looks like what we want!<br />
<br />
Note for textures to show up you must have a directory called \textures in the root folder on your hard drive where you've unpacked the textures. If you don't see any textures then the problem is probably that you don't have this folder, or that it's missing files.<br />
<br />
When you've found the scene you want, click on the part you want to edit in Lightwave Layout. The pad scene has two objects, the pad itself, and a white collision object to the side of it, for now we only care about the object itself, though we want to change the collision object as well eventually, so that helicopters can land on it correctly once we change the size.<br />
<br />
[[Image:layout.jpg]]<br />
<br />
The selected object should now be surrounded by a yellow dotted box (if you're using default Lightwave colors). Now check the "Current Item" field in the lower left part of the UI. Or alternatively press P to bring up object properties, where there is a "Current Object" field toward the top. Either way it should say 051B for the 00BB_FARP_MAT.LWS scene. That is the name of the object we want to open in modeller, so go ahead and open the file called 051B.LWO in modeller.<br />
<br />
== Editing the pad object in modeller ==<br />
<br />
[[Image:modeller2.jpg|thumb|Hovering mouse over top edge of polygon, and point mode selected]]<br />
[[Image:modeller4.jpg|thumb|Selecting the points on the right side from back view]]<br />
<br />
OK, let's do some simple editing of the object! First we want to make it rectangular, i.e. the same size in each direction. By using the top view (top left quarter of screen) and hovering the mouse over the edges of the pad you can read from the position in the bottom left that the upper and lower edge are at 6 and -6 meters, and the left and right edges are at 3 and -3 meters. So we want to move the left and right side a further 3 meters each to make them the same size.<br />
<br />
We first select all the point on the right edge. Make sure you're in point selection mode, the Points button should be highlighted in the lower left corner of the UI. If you're not then press space until you are. Then hold the right mouse button and draw a circle around the points on the right side you want to select. If you select the wrong objects you can deselect objects by doing the same again, draw a circle with the right mouse button around the points you want to remove from the selection.<br />
<br />
Then press T to start moving them. You can move by holding the left mouse button while moving the mouse in any of the views. But for this case when we know exactly how far we want to move them it's easier to enter the distance yourself. So press N to bring up the Numeric panel then enter 3m as the X offset, and leave the other values at zero. Then press apply in the dialog. Now do the same for the other side, but move in the other direction (-3m instead of 3m).<br />
<br />
== Editing the UV mapping of the texture ==<br />
<br />
The texture used in the pad is a tiny texture which is repeated tons of times to fill out the entire pad. We want to change it to let the texture cover the entire pad entirely, with no repeating. That way we can make a nice high-res texture with various symbols, dirt etc and not have it be so repeating and uniform.<br />
<br />
[[Image:modeller6.jpg|thumb|Display properties]]<br />
<br />
First select the main polygon of the pad. You have to enter polygon selection mode to do this, so press space until you are in polygon selection mode (or just press Ctrl+H). Then click the mouse on the big flat polygon for the pad in any of the views. Then in the top left view, where it says "Top" in the drop down menu, select "UV texture" from that drop down. Then press D to open the display options. Select the Backdrop tab, and from the Image drop down select FARP_MAT.bmp. This is the texture used for the mat. Then press OK.<br />
<br />
[[Image:modeller5.jpg|thumb]]<br />
Then select the UV map used for this polygon from the drop down in the lower right. First select texture maps by clicking the T button, then select "VertexMapTexture000" from the drop down.<br />
<br />
Now you may be wondering how you're supposed to figure out what the correct names for the texture and UV map are when I'm not here to tell you. So I'll now explain how to find it yourself. When you have a polygon selected, press I to open the info dialog. It has a field named surface, so remember the name in that field. Then open the surface editor and select the surface with the name you hopefully still remember. In the field named color, all the way to the right is a highlighted button with a T. Press it. This will open the texture editor which will tell you the name of the image and the UV map in the appropriately named fields.<br />
<br />
[[Image:modeller7.jpg|thumb|Info dialog tells you which surface the polygon uses]]<br />
[[Image:modeller8.jpg|thumb|Surface editor]]<br />
[[Image:modeller9.jpg|thumb|Texture editor tells you which UV-map and Image this surface texture uses]]<br />
<br />
Now on to the job of changing the UV map. With the correct UV-map and texture as background you will see in the UV-texture view a tiny spec in the lower left edge of the texture. This is not the UV-map, it's the normal, we have to zoom out to see the entire UV-map. Zoom out a lot.<br />
<br />
[[Image:modeller10.jpg|thumb|UV texture view]]<br />
<br />
Now that we have zoomed out a lot, we see that it's the polygon which is tiny and the UV-map which is huge. We want to make them the same size. Resizing works the same for UV-maps as it does for polygon, so press H to select the resize tool, and then drag your mouse so that the UV-map nicely matches the polygon. You probably have to zoom in a few times to get it accurate. And we're done! Save the object as a LWO file.<br />
<br />
[[Image:modeller11.jpg|thumb|Final result]]<br />
<br />
Well, the texture is of course really low res for such a big object, but that's a simple matter of creating a new texture. Just create one of appropriate size, give it the same name as the old one, and put it in any of the directories in cohokum\graphics\textures.<br />
<br />
There are of course a lot more which can be done with modeller, and to create good textures, but that is beyond the scope of this tutorial. But that is not specific to EECH, and there are lots of tutorials around for both, so try one of those if you need more help in modelling or texturing. Now on to getting the object back into EECH.<br />
<br />
== Converting the object to EECH's format ==<br />
<br />
There are two converters for converting a LWO file back to EECH's object format, EEO. I'll use the one I created myself for this tutorial, but FireBird's converter should work as well, though there may be some differences.<br />
<br />
This converter is written in Python, so you will first have to [http://python.org/download/ download and install python], if you don't already have it. Then [http://nadja.mine.nu/~arneh/lwo2eeo.py download] and put the converter someplace convenient, e.g. in the same directory as your LWO-models. You also need a [http://nadja.mine.nu/~arneh/TEXTURES.TXT list of texture names] internal to EECH. Put it in the same directory as lwo2eeo.py. Don't put any new names in there, unless you've checked the EECH source code that those names are already in the source code! You only need to add new names if you want to use a texture which is not an image, but generated by EECH, like an MFD or HUD-display, for normal textures they don't need to be named in that file, you just have to put the texture in one of the textures-directories and EECH should find it.<br />
<br />
Now open a command line window and navigate to the directory where your model is. Then run the converter like this<br />
lwo2eeo.py 051B.LWO 051B.EEO<br />
Assuming you kept the name of the LWO file as 051B.LWO. If the name of the LWO and EEO file is the same, except for extension, like it is in this example you don't need to provide the name of the EEO-file. '''It is important that the name of the EEO file is the same as the number of the object in the scene (plus .EEO extension)!''' Otherwise EECH won't know which object you're trying to replace.<br />
<br />
lwo2eeo.py should write something like this:<br />
<pre><br />
P:\eech\lwo2eeo.py version 1.4.1<br />
<br />
Number of polygons: 17<br />
Number of points: 56<br />
<br />
Wrote 051f.eeo successfully!<br />
</pre><br />
<br />
[[Image:result.jpg|thumb|300px|With some good textures this can be the result]]<br />
<br />
Or if there were any errors or warnings those will be shown. It will also list any textures you need to provide to EECH if you have used any textures not already known to EECH.<br />
<br />
If everything was successful then place the EEO file in the cohokum\3ddate\objects-directory, and EECH should detect it and use it the next time it is started!<br />
<br />
== Notes on modelling, specific to EECH ==<br />
<br />
* All textures must use UV-maps, not any of the other projection-modes available in Lightwave. Using anything else will result in wrong UV-maps, and possibly even game crashes.<br />
<br />
* Several properties are not supported by EECH's 3D format. My converter will ignore those properties, and write a warning about it.<br />
<br />
* Only use flat, convex, single sided polygons.<br />
<br />
* Many objects have different levels of detail and collision and shadow objects. You probably want to change them as well if you do any significant changes to a model.<br />
<br />
<br />
== Common keyboard shortcuts ==<br />
<br />
Space bar - switches between selection modes: point, line, polygon. I tend to stay on polygon<br />
<br />
/ - deselect current selection<br />
<br />
- (as in minus key) - hide selection: this is useful to remove surfaces that you don't need to see, or if a surface is behind another.<br />
<br />
\ - unhide all<br />
<br />
Shift \ ( | pipe) - hide inverted: this shows what's been hidden, and hides what's visible. So switches hidden.<br />
<br />
] - select all connected polygons<br />
<br />
Shift a - fit selected polygon<br />
<br />
Ctrl a - fit all<br />
<br />
" (quote mark: Shift 2 on UK keyboards) - invert selected. So selects everything not selected, and deselects what you selected. This can be useful to quickly hide everything. Select a surface you want to work on, invert everything, and hit the hide key.<br />
<br />
In the perspective viewport<br />
<br />
Alt and L mouse - rotate around view: this rotates around a centre point of your current view, not the current selection<br />
<br />
Ctrl Alt and L mouse - zoom in / out<br />
<br />
Shift Alt and L mouse - Move view about<br />
<br />
<br />
Modify tab<br />
----------<br />
<br />
t - move the selection<br />
<br />
y - rotate the selection<br />
<br />
h - stretch selection<br />
<br />
Shift h - size selection<br />
<br />
<br />
You can also hold Ctrl before using a modifier, and constrain the movement to one direction.<br />
<br />
You can select a modify mode, then hit n to bring up the numeric panel, and change something using values instead of moving the mouse.<br />
<br />
If you're in a modify mode, hitting Space bar will get you out of it.<br />
<br />
<br />
Texture related<br />
---------------<br />
<br />
q - Change surface: used to assign or create a surface<br />
<br />
F5 - surface editor (this is probably where you'll need to look up some tutorials)<br />
<br />
In the bottom right, you'll see 5 letters W, T, M, C, S. T is textures. If you select that, then the dropdown shows all the existing UV maps.<br />
<br />
Each viewport has some dropdowns at the top that can be used to change a view. If you set one of the viewports to UV, then select a UV map from the dropdown in the bottom right of the screen, then the UV map will be shown in the viewport. You can also show the image for the UW map, so you can see how the textures are mapped.<br />
<br />
<br />
Other stuff<br />
-----------<br />
<br />
i - information on the current selection: can be useful to find the surface that is assigned to the selection<br />
<br />
w - statistics: you can use this to select different surfaces by their characteristics. For example, all polygons with a certain surface<br />
<br />
At the top right, next to the name of the model there is a number, then some boxes, split diagonally. These are the layers. Everything is usually loaded into layer 1, unless the model is saved in layers. You can split an object to layers, by selecting some polygons, cutting them (Ctrl x), then selecting an empty layer, and pasting. You can then select individual layers, or Shift L mouse click to select multiple layers. If you click in the bottom half of the split layer box, it will show the layer as an outline.<br />
<br />
<br />
Layers<br />
------<br />
<br />
Layers can sometimes be useful if you're working on smaller details.<br />
<br />
end - collapse all layers to one layer. You'll need to do this before trying to convert to an EEO or it won't load in game properly, if at all.<br />
<br />
home - delete a layer<br />
<br />
insert - inserts a layer<br />
<br />
F7 - shows the layers panel. Useful if you end up with a lot of layers, and you can name them as well. For my Blackhawk cockpit, I had 15 layers.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Mi-24V_Section&diff=1883Mi-24V Section2018-11-06T18:58:57Z<p>Messyhead: Removed advanced avionics</p>
<hr />
<div>This is a reference for the Mi-24V modelled in the game.<br />
<br />
=== Cockpit Instruments ===<br />
[[Mi-24V Cockpit instruments]]<br />
<br />
=== Weapons ===<br />
[[Mi-24V Weapons]]<br />
<br />
=== Flight Manual Part 1 ===<br />
[[Mi-24V Flight Manual part 1]]<br />
<br />
=== Flight Manual Part 2 ===<br />
[[Mi-24V Flight Manual part 2]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=GitHelp&diff=1882GitHelp2018-09-08T07:16:04Z<p>Messyhead: /* SSH Keys */</p>
<hr />
<div>This page shows you the requirements for accessing the EECH source code, which is located in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository on [https://eech.codebasehq.com/login CodebaseHQ]<br />
<br />
== Git ==<br />
You will need a Git client. This can downloaded from the [https://git-scm.com/ Git site].<br />
<br />
== Github Account ==<br />
{|<br />
| The source code is held in Github. See the SimHQ forum post for instructions on how to access it [http://simhq.com/forum/ubbthreads.php/topics/4420670 EECH Source Code Access]<br />
|}<br />
<br />
== SSH Keys ==<br />
The Github help pages have detailed instructions for creating and adding SSH Keys<br />
<br />
[https://help.github.com/articles/adding-a-new-ssh-key-to-your-github-account/ Adding SSH Key]<br />
<br />
== Cloning a repository ==<br />
The Github help pages have detailed instructions on how to clone a repository.<br />
<br />
[https://help.github.com/articles/cloning-a-repository/ Cloning a Repository]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=GitHelp&diff=1881GitHelp2018-09-08T07:11:05Z<p>Messyhead: Amending instructions</p>
<hr />
<div>This page shows you the requirements for accessing the EECH source code, which is located in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository on [https://eech.codebasehq.com/login CodebaseHQ]<br />
<br />
== Git ==<br />
You will need a Git client. This can downloaded from the [https://git-scm.com/ Git site].<br />
<br />
== Github Account ==<br />
{|<br />
| The source code is held in Github. See the SimHQ forum post for instructions on how to access it [http://simhq.com/forum/ubbthreads.php/topics/4420670 EECH Source Code Access]<br />
|}<br />
<br />
== SSH Keys ==<br />
Once you have activated your account '''and as a requirement in order to clone the repository''' you have to provide a SSH key.<br />
=== Creating and uploading the key ===<br />
{|<br />
| TortoiseGit should install a copy of the "PuttyGen" program in the "bin" subfolder of its installation directory. Use this program to create a SSH2-RSA 1024 bit keypair (the default settings should be ok, just press the "Generate" button). Once this is done, you may paste the generated '''public''' key into the mask in your webbrowser (you reach this by clicking the "Add new SSH Public Key" link in your CodebaseHQ profile). Save the '''private''' key into a 'ppk' file on your development machine (you will need this one later on).<br />
| [[File:Codebase_puttygen.png|200px|thumb|left|Puttygen just created a key; the public key is marked and can be copied directly into your browser]] <br />
| [[File:codebase_sshpublickeylink.png|200px|thumb|left|Adding a public SSH key]]<br />
| [[File:Codebase_sshpublickeyentry.png|200px|thumb|left|The SSH key entry mask in your profile]] <br />
|}<br />
<br />
Please note that you can generate and add the SSH key '''after''' the initial account activation.<br />
<br />
== Cloning a repository ==<br />
The Github help pages have detailed instructions on how to clone a repository.<br />
<br />
[https://help.github.com/articles/cloning-a-repository/ Cloning a Repository]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=GitHelp&diff=1880GitHelp2018-09-08T07:08:49Z<p>Messyhead: Amending account creation instructions</p>
<hr />
<div>This page shows you the requirements for accessing the EECH source code, which is located in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository on [https://eech.codebasehq.com/login CodebaseHQ]<br />
<br />
== Git ==<br />
You will need a Git client. This can downloaded from the [https://git-scm.com/ Git site].<br />
<br />
== Github Account ==<br />
{|<br />
| The source code is held in Github. See the SimHQ forum post for instructions on how to access it [http://simhq.com/forum/ubbthreads.php/topics/4420670 EECH Source Code Access]<br />
|}<br />
<br />
== SSH Keys ==<br />
Once you have activated your account '''and as a requirement in order to clone the repository''' you have to provide a SSH key.<br />
=== Creating and uploading the key ===<br />
{|<br />
| TortoiseGit should install a copy of the "PuttyGen" program in the "bin" subfolder of its installation directory. Use this program to create a SSH2-RSA 1024 bit keypair (the default settings should be ok, just press the "Generate" button). Once this is done, you may paste the generated '''public''' key into the mask in your webbrowser (you reach this by clicking the "Add new SSH Public Key" link in your CodebaseHQ profile). Save the '''private''' key into a 'ppk' file on your development machine (you will need this one later on).<br />
| [[File:Codebase_puttygen.png|200px|thumb|left|Puttygen just created a key; the public key is marked and can be copied directly into your browser]] <br />
| [[File:codebase_sshpublickeylink.png|200px|thumb|left|Adding a public SSH key]]<br />
| [[File:Codebase_sshpublickeyentry.png|200px|thumb|left|The SSH key entry mask in your profile]] <br />
|}<br />
<br />
Please note that you can generate and add the SSH key '''after''' the initial account activation.<br />
<br />
== Cloning a repository ==<br />
Once everything is set up, how do you get the code? First, you need to get a link to the branch you want to retrieve. You can do this in CodebaseHQ by first selecting the EECHMain project (image 1), then the eechdev repository (image 2). You will find the link to the repository in the upper right corner (image 3). Copy it to the clipboard.<br />
{|<br />
| [[File:Codebase_dashboard.png|200px|thumb|left|Image 1: The dashboard on first login]] <br />
| [[File:Codebase_repository1.png|200px|thumb|left|Image 2: The EECHMain project]] <br />
| [[File:Codebase_repository2.png|200px|thumb|left|Image 3: The eechdev respository]]<br />
|}<br />
<br />
On your development machine, create an empty folder. Now, right click on this folder node (or somewhere in it) and select "Git Clone..." from the context menu (see image 4). A dialogue like shown in image 5 should appear. After the repository was cloned, Windows Explorer overlay the normal file/folder icons with custom icons showing the file status (up-to-date, modified, conflicted etc), see image 6.<br />
<br />
{|<br />
| [[File:Git_clone1.png|200px|thumb|Image 4: The TortoiseGit "clone" context menu]]<br />
| [[File:Git_clone2.png|200px|thumb|Image 5: Clone settings]]<br />
| [[File:Git_overlayicon.png|200px|thumb|Image 6: A Git repository]]<br />
|}<br />
<br />
In the "URL" box, copy the link to the code repository you copied earlier. You may verify that the path in the "Directory" box is correct. Finally, make sure that the path to the SSH private key you created earlier is correct. If you now click on "OK" Git should start retrieving the code. Please note that as Git retrieves the '''entire''' repository this may take a while.<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=GitHelp&diff=1879GitHelp2018-09-08T07:04:32Z<p>Messyhead: Updating instructions</p>
<hr />
<div>This page shows you the requirements for accessing the EECH source code, which is located in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository on [https://eech.codebasehq.com/login CodebaseHQ]<br />
<br />
== Git ==<br />
You will need a Git client. This can downloaded from the [https://git-scm.com/ Git site].<br />
<br />
== CodebaseHQ Account ==<br />
{|<br />
| As stated on the [[Development|Development page]], in order to be able to create your account, we need your firstname, lastname (these are required by the hosting software), your desired username and a valid email address. Once an account was created, an activation email will be sent to the address you provided. This mail includes a link which will activate your account once you clicked on it and submitted a password (see image on the right).<br />
| [[File:Codebasesignup.png|200px|thumb|The codebase signup page]]<br />
|}<br />
<br />
== SSH Keys ==<br />
Once you have activated your account '''and as a requirement in order to clone the repository''' you have to provide a SSH key.<br />
=== Creating and uploading the key ===<br />
{|<br />
| TortoiseGit should install a copy of the "PuttyGen" program in the "bin" subfolder of its installation directory. Use this program to create a SSH2-RSA 1024 bit keypair (the default settings should be ok, just press the "Generate" button). Once this is done, you may paste the generated '''public''' key into the mask in your webbrowser (you reach this by clicking the "Add new SSH Public Key" link in your CodebaseHQ profile). Save the '''private''' key into a 'ppk' file on your development machine (you will need this one later on).<br />
| [[File:Codebase_puttygen.png|200px|thumb|left|Puttygen just created a key; the public key is marked and can be copied directly into your browser]] <br />
| [[File:codebase_sshpublickeylink.png|200px|thumb|left|Adding a public SSH key]]<br />
| [[File:Codebase_sshpublickeyentry.png|200px|thumb|left|The SSH key entry mask in your profile]] <br />
|}<br />
<br />
Please note that you can generate and add the SSH key '''after''' the initial account activation.<br />
<br />
== Cloning a repository ==<br />
Once everything is set up, how do you get the code? First, you need to get a link to the branch you want to retrieve. You can do this in CodebaseHQ by first selecting the EECHMain project (image 1), then the eechdev repository (image 2). You will find the link to the repository in the upper right corner (image 3). Copy it to the clipboard.<br />
{|<br />
| [[File:Codebase_dashboard.png|200px|thumb|left|Image 1: The dashboard on first login]] <br />
| [[File:Codebase_repository1.png|200px|thumb|left|Image 2: The EECHMain project]] <br />
| [[File:Codebase_repository2.png|200px|thumb|left|Image 3: The eechdev respository]]<br />
|}<br />
<br />
On your development machine, create an empty folder. Now, right click on this folder node (or somewhere in it) and select "Git Clone..." from the context menu (see image 4). A dialogue like shown in image 5 should appear. After the repository was cloned, Windows Explorer overlay the normal file/folder icons with custom icons showing the file status (up-to-date, modified, conflicted etc), see image 6.<br />
<br />
{|<br />
| [[File:Git_clone1.png|200px|thumb|Image 4: The TortoiseGit "clone" context menu]]<br />
| [[File:Git_clone2.png|200px|thumb|Image 5: Clone settings]]<br />
| [[File:Git_overlayicon.png|200px|thumb|Image 6: A Git repository]]<br />
|}<br />
<br />
In the "URL" box, copy the link to the code repository you copied earlier. You may verify that the path in the "Directory" box is correct. Finally, make sure that the path to the SSH private key you created earlier is correct. If you now click on "OK" Git should start retrieving the code. Please note that as Git retrieves the '''entire''' repository this may take a while.<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1878Development2018-09-08T07:01:53Z<p>Messyhead: Updating instructions</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account.<br />
<br />
In order to get one, follow the instructions on this post [http://simhq.com/forum/ubbthreads.php/topics/4420670 EECH Source Code Access] section of SimHQ forums. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/install/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1874Development2018-05-14T11:45:29Z<p>Messyhead: Updating source code access process</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account.<br />
<br />
In order to get one, follow the instructions on this post [http://simhq.com/forum/ubbthreads.php/topics/4420670 EECH Source Code Access] section of SimHQ forums, and an account can be created for you. State that you agree to the [[EECH_License|EECH License]]. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/install/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1873Development2018-05-01T11:35:55Z<p>Messyhead: amended source code access details</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account.<br />
<br />
In order to get one, ask for an account for access to the repository at [http://simhq.com/forum/ubbthreads.php/topics/4195250/EECH_source_code EECH Source Code Request] section of SimHQ forums, and an account can be created for you (please provide your firstname/lastname and a username). State that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/install/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Dual_Install&diff=1865Dual Install2017-10-11T21:59:10Z<p>Messyhead: /* Step 2 : Creating the batch file */</p>
<hr />
<div>== Aim of this tutorial ==<br />
<br />
This tutorial explains how to install several versions of EECH on the same computer, and how to create a batch file to switch easily between two versions of EECH. I took the examples of v1.15.4 and v1.16.0, but the tutorial can be adapted to any versions.<br />
<br />
== Step 0 : Installation ==<br />
<br />
The two versions need to be installed as described hereafter in order to have the batch file to work. The drive, path and name of the folders is up to you. The only requirement is that the installation, first version and second version folders must be in the same folder (in my case "Plane Games").<br />
<br />
I installed EECH on the K: drive, and the installation path was K:\Plane Games\EECH.<br /><br />
I patched it to v1.15.4 and renamed its folder EECH1154. Its path is now K:\Plane Games\EECH1154<br /><br />
I install EECH again to the same path K:\Plane Games\EECH<br /><br />
I patched it to v1.16.0 and renamed its folder EECH1160. Its path is now K:\Plane Games\EECH1160<br /><br />
<br />
== Step 1 : Write down the paths ==<br />
<br />
In my case, the relevant data are :<br /><br />
Drive : K:<br /><br />
Installation folder name : EECH<br /><br />
Installation path : K:\Plane Games\EECH<br /><br />
First version folder name : EECH1154<br /><br />
First version path : K:\Plane Games\EECH1154<br /><br />
Second version folder name : EECH1160<br /><br />
Second version path : K:\Plane Games\EECH1160<br /><br />
<br /><br />
Just note down your own paths and folder names.<br />
<br />
== Step 2 : Creating the batch file ==<br />
<br />
Open the notepad and create a txt file anywhere you like.<br />
Copy and paste the following lines:<br />
<nowiki><br />
:START<br />
cls<br />
@ECHO __________________________________________<br />
@ECHO !<br />
@ECHO ! EECH - Choose your version<br />
@ECHO !__________________________________________<br />
@ECHO.<br />
@ECHO 1 - Version 1.15.4<br />
@ECHO.<br />
@ECHO 2 - Version 1.16.0<br />
@ECHO.<br />
@ECHO off<br />
@ECHO.<br />
<br />
:question<br />
set /p choice= Type the selected version of EECH (1/2) then press Enter?<br />
<br />
if /I "%choice%"=="1" (goto :a)<br />
if /I "%choice%"=="2" (goto :b)<br />
goto question<br />
<br />
:a<br />
K:<br />
ren "K:\Plane Games\EECH1154" "EECH"<br />
cd "K:\Plane Games\EECH\cohokum"<br />
start /wait cohokum.exe<br />
cd /<br />
ren "K:\Plane Games\EECH" "EECH1154"<br />
GOTO END<br />
<br />
:b<br />
K:<br />
ren "K:\Plane Games\EECH1160" "EECH"<br />
cd "K:\Plane Games\EECH\cohokum"<br />
start /wait cohokum.exe<br />
cd /<br />
ren "K:\Plane Games\EECH" "EECH1160"<br />
GOTO END<br />
: END<br />
</nowiki><br />
<br />
== Step 3 : Path set-up ==<br />
<br />
Make sure that all data are set according to YOUR installation and version folder names and paths.<br />
<br />
Caution : all names with space between words must be quoted. Enemy Engaged becomes "Enemy Engaged" in the following example at the bottom of the page.<br />
<br />
== Step 4 : Save as ==<br />
<br />
Save the txt as EECH-Launcher.txt and change the extension from .txt to .bat. You can also create a shortcut to this file on your desktop.<br />
<br />
== Step 5 : Enjoy ==<br />
<br />
Double-click on the bat file (or the shortcut), and a windows will open asking to choose which version you want to play.<br />
<br />
Mission accomplished! You are done.<br />
<br />
The code is not too complex, and can be easily adapted to three versions.<br />
<br />
I hope it will be somewhat interesting for you!<br />
<br />
<br />
<br />
== Example ==<br />
<br /><br />
Drive : C:<br /><br />
Installation folder name : Enemy Engaged<br /><br />
Installation path : C:\Program Files\Enemy Engaged<br /><br />
First version folder name : Version 15.4<br /><br />
First version path : C:\Program Files\Version 15.4<br /><br />
Second version folder name : Version 16.0<br /><br />
Second version path : C:\Program Files\Version 16.0<br /><br />
<br /><br />
In the code :<br /><br />
<br /><br />
:a<br /><br />
C:<br /><br />
ren "C:\Program Files\Version 15.4" "Enemy Engaged"<br /><br />
cd "C:\Program Files\Enemy Engaged\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd C:<br /><br />
ren "C:\Program Files\Enemy Engaged" "Version 15.4"<br /><br />
GOTO END<br /><br />
<br /><br />
:b<br /><br />
C:<br /><br />
ren "C:\Program Files\Version 16.0" "Enemy Engaged"<br /><br />
cd "C:\Program Files\Enemy Engaged\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd C:<br /><br />
ren "C:\Program Files\Enemy Engaged" "Version 16.0"<br /><br />
GOTO END<br /><br />
<br />
[[Category:Tutorials]] [[Category:Installation and setup]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Dual_Install&diff=1864Dual Install2017-10-11T21:57:05Z<p>Messyhead: /* Step 2 : Creating the batch file */</p>
<hr />
<div>== Aim of this tutorial ==<br />
<br />
This tutorial explains how to install several versions of EECH on the same computer, and how to create a batch file to switch easily between two versions of EECH. I took the examples of v1.15.4 and v1.16.0, but the tutorial can be adapted to any versions.<br />
<br />
== Step 0 : Installation ==<br />
<br />
The two versions need to be installed as described hereafter in order to have the batch file to work. The drive, path and name of the folders is up to you. The only requirement is that the installation, first version and second version folders must be in the same folder (in my case "Plane Games").<br />
<br />
I installed EECH on the K: drive, and the installation path was K:\Plane Games\EECH.<br /><br />
I patched it to v1.15.4 and renamed its folder EECH1154. Its path is now K:\Plane Games\EECH1154<br /><br />
I install EECH again to the same path K:\Plane Games\EECH<br /><br />
I patched it to v1.16.0 and renamed its folder EECH1160. Its path is now K:\Plane Games\EECH1160<br /><br />
<br />
== Step 1 : Write down the paths ==<br />
<br />
In my case, the relevant data are :<br /><br />
Drive : K:<br /><br />
Installation folder name : EECH<br /><br />
Installation path : K:\Plane Games\EECH<br /><br />
First version folder name : EECH1154<br /><br />
First version path : K:\Plane Games\EECH1154<br /><br />
Second version folder name : EECH1160<br /><br />
Second version path : K:\Plane Games\EECH1160<br /><br />
<br /><br />
Just note down your own paths and folder names.<br />
<br />
== Step 2 : Creating the batch file ==<br />
<br />
Open the notepad and create a txt file anywhere you like.<br />
Copy and paste the following lines (everything between the +++ signs) :<br />
<nowiki><br />
++++++++++++++++++++<br /><br />
<br /><br />
:START<br /><br />
cls<br /><br />
@ECHO __________________________________________<br /><br />
@ECHO !<br /><br />
@ECHO ! EECH - Choose your version<br /><br />
@ECHO !__________________________________________<br /><br />
@ECHO.<br /><br />
@ECHO 1 - Version 1.15.4<br /><br />
@ECHO.<br /><br />
@ECHO 2 - Version 1.16.0<br /><br />
@ECHO.<br /><br />
@ECHO off<br /><br />
@ECHO.<br /><br />
:question<br /><br />
set /p choice= Type the selected version of EECH (1/2) then press Enter?<br /><br />
<br /><br />
if /I "%choice%"=="1" (goto :a)<br /><br />
if /I "%choice%"=="2" (goto :b)<br /><br />
goto question<br /><br />
<br /><br />
:a<br /><br />
K:<br /><br />
ren "K:\Plane Games\EECH1154" "EECH"<br /><br />
cd "K:\Plane Games\EECH\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd /<br /><br />
ren "K:\Plane Games\EECH" "EECH1154"<br /><br />
GOTO END<br /><br />
<br /><br />
:b<br /><br />
K:<br /><br />
ren "K:\Plane Games\EECH1160" "EECH"<br /><br />
cd "K:\Plane Games\EECH\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd /<br /><br />
ren "K:\Plane Games\EECH" "EECH1160"<br /><br />
GOTO END<br /><br />
<br /><br />
: END<br /><br />
<br /><br />
++++++++++++++++++++++<br /><br />
</nowiki><br />
<br />
== Step 3 : Path set-up ==<br />
<br />
Make sure that all data are set according to YOUR installation and version folder names and paths.<br />
<br />
Caution : all names with space between words must be quoted. Enemy Engaged becomes "Enemy Engaged" in the following example at the bottom of the page.<br />
<br />
== Step 4 : Save as ==<br />
<br />
Save the txt as EECH-Launcher.txt and change the extension from .txt to .bat. You can also create a shortcut to this file on your desktop.<br />
<br />
== Step 5 : Enjoy ==<br />
<br />
Double-click on the bat file (or the shortcut), and a windows will open asking to choose which version you want to play.<br />
<br />
Mission accomplished! You are done.<br />
<br />
The code is not too complex, and can be easily adapted to three versions.<br />
<br />
I hope it will be somewhat interesting for you!<br />
<br />
<br />
<br />
== Example ==<br />
<br /><br />
Drive : C:<br /><br />
Installation folder name : Enemy Engaged<br /><br />
Installation path : C:\Program Files\Enemy Engaged<br /><br />
First version folder name : Version 15.4<br /><br />
First version path : C:\Program Files\Version 15.4<br /><br />
Second version folder name : Version 16.0<br /><br />
Second version path : C:\Program Files\Version 16.0<br /><br />
<br /><br />
In the code :<br /><br />
<br /><br />
:a<br /><br />
C:<br /><br />
ren "C:\Program Files\Version 15.4" "Enemy Engaged"<br /><br />
cd "C:\Program Files\Enemy Engaged\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd C:<br /><br />
ren "C:\Program Files\Enemy Engaged" "Version 15.4"<br /><br />
GOTO END<br /><br />
<br /><br />
:b<br /><br />
C:<br /><br />
ren "C:\Program Files\Version 16.0" "Enemy Engaged"<br /><br />
cd "C:\Program Files\Enemy Engaged\cohokum"<br /><br />
start /wait cohokum.exe<br /><br />
cd C:<br /><br />
ren "C:\Program Files\Enemy Engaged" "Version 16.0"<br /><br />
GOTO END<br /><br />
<br />
[[Category:Tutorials]] [[Category:Installation and setup]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1863Main Page2017-10-11T14:43:14Z<p>Messyhead: Added Dual Install guide</p>
<hr />
<div>__notoc__<br />
{| <br />
[[Image:Eech central logo.png|287px|right|EECH Central Logo]]<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24V_Section|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
([https://yadi.sk/d/XZ064nqG347cPT Mirror])<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
[[Image:Review-icon.png|15px]] [[Dual Install]]<br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Section]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Enemy_Engaged_2&diff=1854Enemy Engaged 22017-03-06T13:16:10Z<p>Messyhead: /* External reviews EE2 */</p>
<hr />
<div>This page is about ''Enemy Engaged 2'' and how it compares to [[abbreviations|EECH]]. This article's point of view tries to be neutral and tries to have information fairly and without bias.<br />
<br />
== Summary ==<br />
<br />
Enemy Engaged 2 started with [[timeline|modded version 1.6.1W5T3]] (January 2005), '''features''' later developed by the community aren't implemented in Enemy Engaged 2. Basically Enemy Engaged 2 had only a '''graphics''' overhaul, but the results aren't staggering to call. The [[dynamic water]] effect for example has been greatly improved.<br />
<br />
== External reviews EE2 ==<br />
<br />
=== [http://www.gamespot.com/pc/sim/enemyengaged2/review.html?tag=tabs;reviews Gamespot] ===<br />
<br />
rating: 6.0<br />
<br />
* ''"Basically just repackages the seven-year-old original."''<br />
* ''"Sluggish visual engine and buggy."''<br />
* ''"Disappointing"''<br />
* ''"Same as last year"''<br />
<br />
=== Other ===<br />
<br />
* [http://www.softwareheadlines.com/modules/planet/view.article.php/187590 Software Headlines]<br />
* [http://www.simhq.com/_air10/air_303a.html SimHQ]<br />
* [http://www.gameshark.com/pc/reviews/2743/Enemy-Engaged-2-Review.htm Gameshark] (rating: C+)<br />
* [http://www.eurogamer.net/article.php?article_id=80456 Eurogamer] (rating: 5/10)<br />
* [http://www.gamespot.com/articles/enemy-engaged-2-qanda-missions-aircraft-and-performance/1100-6169520/ FAQ at Gamespot with lead Producer]<br />
<br />
== EE2 vs EECH ==<br />
<br />
{| class="prettytable" width="720px" <br />
|-<br />
| width="55px" | '''EE2'''<br />
| Enemy Engaged 2<br />
| ''by G2 Games''<br />
|-<br />
| '''EECH'''<br />
| Enemy Engaged - Comanche Hokum (modded version)<br />
| ''by [http://simhq.com/forum/ubbthreads.php/forums/13/1/EECH_EEAH.html SimHQ community]''<br />
|}<br />
<br />
{| class="prettytable"<br />
<br />
|-<br />
! colspan="2" width="360px" | EE2<br />
! colspan="2" width="360px" | EECH<br />
<br />
|-<br />
| colspan="4" | '''graphics engine'''<br />
<br />
|-<br />
| width="20px" | [[Image:Smiley positive.png]] || graphics engine overhaul<br />
| width="20px" | [[Image:Smiley neutral.png]] || older (but not outdated!) graphics engine<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || low polygon count on models<br />
| [[Image:Smiley positive.png]] || good models and textures<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || greater looking [[dynamic water]]<br />
| [[Image:Smiley neutral.png]] || plain looking [[dynamic water]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || higher tree count (buggy behavior)<br />
| [[Image:Smiley neutral.png]] || low tree count<br />
<br />
|-<br />
| colspan="4" | '''features'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || 3 warzones<br />
| [[Image:Smiley positive.png]] || [[campaigns|16 warzones]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || 1 color MFDs for Alligator and Comanche<br />
| [[Image:Smiley positive.png]] || color MFDs for Alligator and Comanche<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || default looking [[campaign map palette|campaign map]]<br />
| [[Image:Smiley positive.png]] || great looking [[campaign map palette|campaign map]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || DTV color scheme act like FLIR<br />
| [[Image:Smiley positive.png]] || full colored DTV<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || straight Vihkr paths<br />
| [[Image:Smiley positive.png]] || spiral Vihkr paths<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || Apache's HUD applied to Comanche<br />
| [[Image:Smiley positive.png]] || realistic Comanche HUD<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[shared memory export]]<br />
| [[Image:Smiley positive.png]] || [[shared memory export]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[engine startup procedure]]<br />
| [[Image:Smiley positive.png]] || [[realistic engine startup procedure]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || old fashioned linear axis control<br />
| [[Image:Smiley positive.png]] || [[non-linear axis]] for cyclic, collective and pedals<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || unrealistic automatic radar and laser activation<br />
| [[Image:Smiley positive.png]] || manual radar and laser activation<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[Priority Fire Zones]]<br />
| [[Image:Smiley positive.png]] || [[Priority Fire Zones]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || unrestricted night vision<br />
| [[Image:Smiley positive.png]] || restricted night vision<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || less realistic [[Hellfire trajectories]]<br />
| [[Image:Smiley positive.png]] || realistic [[Hellfire trajectories]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || no [http://www.copters.com/pilot/autorotation.html auto rotation]<br />
| [[Image:Smiley positive.png]] || [http://www.copters.com/pilot/autorotation.html auto rotation]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || same HUD<br />
| [[Image:Smiley positive.png]] || different HUD for the KA-52<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || low MFD resolution<br />
| [[Image:Smiley positive.png]] || high MFD resolution<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no seasons<br />
| [[Image:Smiley positive.png]] || seasons (summer, winter)<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [[fly any aircraft]]<br />
| [[Image:Smiley positive.png]] || [[fly any aircraft]]<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || utilize [[WUT files]]<br />
| [[Image:Smiley positive.png]] || utilize [[WUT files]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no free camera mode<br />
| [[Image:Smiley positive.png]] || free camera mode<br />
<br />
|-<br />
| colspan="4" | '''miscellaneous'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no 3D Apache cockpit<br />
| [[Image:Smiley positive.png]] || 3D apache cockpit (release: Q4 2007)<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [[TrackIR]] support (6 DoF)<br />
| [[Image:Smiley positive.png]] || [[TrackIR]] support (6 DoF)<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || [http://www.simhq.com/forum/ubbthreads.php?ubb=postlist&Board=99&page=1 community?]<br />
| [[Image:Smiley positive.png]] || [http://www.simhq.com/forum/ubbthreads.php?ubb=postlist&Board=13&page=1 great community!]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || weak information sources<br />
| [[Image:Smiley positive.png]] || sufficient information sources<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [http://www.eech2.com/index2.html intro movie]<br />
| [[Image:Smiley negative.png]] || no intro movie<br />
<br />
|-<br />
| colspan="4" | '''retail'''<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || $30<br />
| [[Image:Smiley positive.png]] || $1<br />
<br />
|-<br />
| colspan="4" | '''installation'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || easy (1 CD , 1 patch)<br />
| [[Image:Smiley positive.png]] || easy ([[installation|1 CD, 1 patch]])<br />
<br />
|}<br />
<br />
== Gallery ==<br />
<br />
=== Enemy Engaged 2 ===<br />
<br />
<gallery><br />
image:EE2 dynamic water.jpg|dynamic water<br />
image:EE2 trees.jpg|more trees<br />
</gallery><br />
<br />
=== EECH ===<br />
<br />
<gallery><br />
image:Aleut Winter.jpg|winter season<br />
image:Screenshot01.jpg|new textures<br />
</gallery><br />
<br />
== Retail ==<br />
<br />
=== Enemy Engaged 2 ===<br />
<br />
Enemy Engaged 2 can be bought at [http://www.google.nl/search?q=buy+enemy+engaged+2 all kinds of internet stores].<br />
<br />
* [http://www.eech2.com/stores.html G2 games]<br />
* [http://search.ebay.com/Enemy-Engaged-2 eBay]<br />
* [http://www.amazon.co.uk/s/ref=nb_ss_vg_h_?url=search-alias%3Dvideogames&field-keywords=Enemy+Engaged+2&Go.x=0&Go.y=0&Go=Go Amazon]<br />
* [http://www.gogamer.com/searchresults.htm?keywords=Enemy+Engaged+2&categoryId=&x=23&y=17 Go Gamers]<br />
<br />
=== EECH ===<br />
<br />
EECH (modded version) is harder to [[Acquire EECH|obtain]], that's a noticeable disadvantage of this game. The CD is not all the time available at internet stores (i.e. [http://search.ebay.com/enemy-engaged-comanche-hokum eBay])! There's no legal bypass to this, because you need this CD to install all the community added content. But the price of $1 is quite beneficial to say.<br />
<br />
: <font color="grey">More information: [[acquire EECH]]</font><br />
<br />
== External Links ==<br />
<br />
* [http://simhq.com/forum/ubbthreads.php/forums/13/1/EECH_EEAH.html1 SimHQ community]<br />
<br />
== See also ==<br />
<br />
* [[Timeline]] - The timeline represents all added features<br />
* [[EECH Longbow 2 comparison]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Enemy_Engaged_2&diff=1853Enemy Engaged 22017-03-06T13:15:43Z<p>Messyhead: /* External reviews EE2 */</p>
<hr />
<div>This page is about ''Enemy Engaged 2'' and how it compares to [[abbreviations|EECH]]. This article's point of view tries to be neutral and tries to have information fairly and without bias.<br />
<br />
== Summary ==<br />
<br />
Enemy Engaged 2 started with [[timeline|modded version 1.6.1W5T3]] (January 2005), '''features''' later developed by the community aren't implemented in Enemy Engaged 2. Basically Enemy Engaged 2 had only a '''graphics''' overhaul, but the results aren't staggering to call. The [[dynamic water]] effect for example has been greatly improved.<br />
<br />
== External reviews EE2 ==<br />
<br />
=== [http://www.gamespot.com/pc/sim/enemyengaged2/review.html?tag=tabs;reviews Gamespot] ===<br />
<br />
rating: 6.0<br />
<br />
* ''"Basically just repackages the seven-year-old original."''<br />
* ''"Sluggish visual engine and buggy."''<br />
* ''"Disappointing"''<br />
* ''"Same as last year"''<br />
<br />
=== Other ===<br />
<br />
* [http://www.softwareheadlines.com/modules/planet/view.article.php/187590 Software Headlines]<br />
* [http://www.simhq.com/_air10/air_303a.html SimHQ]<br />
* [http://www.gameshark.com/pc/reviews/2743/Enemy-Engaged-2-Review.htm Gameshark] (rating: C+)<br />
* [http://www.eurogamer.net/article.php?article_id=80456 Eurogamer] (rating: 5/10)<br />
* [http://www.gamespot.com/articles/enemy-engaged-2-qanda-missions-aircraft-and-performance/1100-6169520/] FAQ at Gamespot with lead Producer<br />
<br />
== EE2 vs EECH ==<br />
<br />
{| class="prettytable" width="720px" <br />
|-<br />
| width="55px" | '''EE2'''<br />
| Enemy Engaged 2<br />
| ''by G2 Games''<br />
|-<br />
| '''EECH'''<br />
| Enemy Engaged - Comanche Hokum (modded version)<br />
| ''by [http://simhq.com/forum/ubbthreads.php/forums/13/1/EECH_EEAH.html SimHQ community]''<br />
|}<br />
<br />
{| class="prettytable"<br />
<br />
|-<br />
! colspan="2" width="360px" | EE2<br />
! colspan="2" width="360px" | EECH<br />
<br />
|-<br />
| colspan="4" | '''graphics engine'''<br />
<br />
|-<br />
| width="20px" | [[Image:Smiley positive.png]] || graphics engine overhaul<br />
| width="20px" | [[Image:Smiley neutral.png]] || older (but not outdated!) graphics engine<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || low polygon count on models<br />
| [[Image:Smiley positive.png]] || good models and textures<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || greater looking [[dynamic water]]<br />
| [[Image:Smiley neutral.png]] || plain looking [[dynamic water]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || higher tree count (buggy behavior)<br />
| [[Image:Smiley neutral.png]] || low tree count<br />
<br />
|-<br />
| colspan="4" | '''features'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || 3 warzones<br />
| [[Image:Smiley positive.png]] || [[campaigns|16 warzones]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || 1 color MFDs for Alligator and Comanche<br />
| [[Image:Smiley positive.png]] || color MFDs for Alligator and Comanche<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || default looking [[campaign map palette|campaign map]]<br />
| [[Image:Smiley positive.png]] || great looking [[campaign map palette|campaign map]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || DTV color scheme act like FLIR<br />
| [[Image:Smiley positive.png]] || full colored DTV<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || straight Vihkr paths<br />
| [[Image:Smiley positive.png]] || spiral Vihkr paths<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || Apache's HUD applied to Comanche<br />
| [[Image:Smiley positive.png]] || realistic Comanche HUD<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[shared memory export]]<br />
| [[Image:Smiley positive.png]] || [[shared memory export]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[engine startup procedure]]<br />
| [[Image:Smiley positive.png]] || [[realistic engine startup procedure]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || old fashioned linear axis control<br />
| [[Image:Smiley positive.png]] || [[non-linear axis]] for cyclic, collective and pedals<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || unrealistic automatic radar and laser activation<br />
| [[Image:Smiley positive.png]] || manual radar and laser activation<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no [[Priority Fire Zones]]<br />
| [[Image:Smiley positive.png]] || [[Priority Fire Zones]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || unrestricted night vision<br />
| [[Image:Smiley positive.png]] || restricted night vision<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || less realistic [[Hellfire trajectories]]<br />
| [[Image:Smiley positive.png]] || realistic [[Hellfire trajectories]]<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || no [http://www.copters.com/pilot/autorotation.html auto rotation]<br />
| [[Image:Smiley positive.png]] || [http://www.copters.com/pilot/autorotation.html auto rotation]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || same HUD<br />
| [[Image:Smiley positive.png]] || different HUD for the KA-52<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || low MFD resolution<br />
| [[Image:Smiley positive.png]] || high MFD resolution<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no seasons<br />
| [[Image:Smiley positive.png]] || seasons (summer, winter)<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [[fly any aircraft]]<br />
| [[Image:Smiley positive.png]] || [[fly any aircraft]]<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || utilize [[WUT files]]<br />
| [[Image:Smiley positive.png]] || utilize [[WUT files]]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no free camera mode<br />
| [[Image:Smiley positive.png]] || free camera mode<br />
<br />
|-<br />
| colspan="4" | '''miscellaneous'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no 3D Apache cockpit<br />
| [[Image:Smiley positive.png]] || 3D apache cockpit (release: Q4 2007)<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [[TrackIR]] support (6 DoF)<br />
| [[Image:Smiley positive.png]] || [[TrackIR]] support (6 DoF)<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || [http://www.simhq.com/forum/ubbthreads.php?ubb=postlist&Board=99&page=1 community?]<br />
| [[Image:Smiley positive.png]] || [http://www.simhq.com/forum/ubbthreads.php?ubb=postlist&Board=13&page=1 great community!]<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || weak information sources<br />
| [[Image:Smiley positive.png]] || sufficient information sources<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || [http://www.eech2.com/index2.html intro movie]<br />
| [[Image:Smiley negative.png]] || no intro movie<br />
<br />
|-<br />
| colspan="4" | '''retail'''<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || $30<br />
| [[Image:Smiley positive.png]] || $1<br />
<br />
|-<br />
| colspan="4" | '''installation'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || easy (1 CD , 1 patch)<br />
| [[Image:Smiley positive.png]] || easy ([[installation|1 CD, 1 patch]])<br />
<br />
|}<br />
<br />
== Gallery ==<br />
<br />
=== Enemy Engaged 2 ===<br />
<br />
<gallery><br />
image:EE2 dynamic water.jpg|dynamic water<br />
image:EE2 trees.jpg|more trees<br />
</gallery><br />
<br />
=== EECH ===<br />
<br />
<gallery><br />
image:Aleut Winter.jpg|winter season<br />
image:Screenshot01.jpg|new textures<br />
</gallery><br />
<br />
== Retail ==<br />
<br />
=== Enemy Engaged 2 ===<br />
<br />
Enemy Engaged 2 can be bought at [http://www.google.nl/search?q=buy+enemy+engaged+2 all kinds of internet stores].<br />
<br />
* [http://www.eech2.com/stores.html G2 games]<br />
* [http://search.ebay.com/Enemy-Engaged-2 eBay]<br />
* [http://www.amazon.co.uk/s/ref=nb_ss_vg_h_?url=search-alias%3Dvideogames&field-keywords=Enemy+Engaged+2&Go.x=0&Go.y=0&Go=Go Amazon]<br />
* [http://www.gogamer.com/searchresults.htm?keywords=Enemy+Engaged+2&categoryId=&x=23&y=17 Go Gamers]<br />
<br />
=== EECH ===<br />
<br />
EECH (modded version) is harder to [[Acquire EECH|obtain]], that's a noticeable disadvantage of this game. The CD is not all the time available at internet stores (i.e. [http://search.ebay.com/enemy-engaged-comanche-hokum eBay])! There's no legal bypass to this, because you need this CD to install all the community added content. But the price of $1 is quite beneficial to say.<br />
<br />
: <font color="grey">More information: [[acquire EECH]]</font><br />
<br />
== External Links ==<br />
<br />
* [http://simhq.com/forum/ubbthreads.php/forums/13/1/EECH_EEAH.html1 SimHQ community]<br />
<br />
== See also ==<br />
<br />
* [[Timeline]] - The timeline represents all added features<br />
* [[EECH Longbow 2 comparison]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1852Development2017-02-27T21:54:16Z<p>Messyhead: /* OpenWatcom */</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account.<br />
<br />
In order to get one, ask for an account for access to the repository at [http://simhq.com/forum/ubbthreads.php/topics/4195250/EECH_source_code] section of SimHQ forums, or send a Private Message to the user Executioner and an account can be created for you (please provide your firstname/lastname and a username). State that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/install/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1847Development2016-05-28T04:34:19Z<p>Messyhead: Updating details for getting an account</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account.<br />
<br />
In order to get one, ask for an account for access to the repository at [http://simhq.com/forum/ubbthreads.php/topics/4195250/EECH_source_code] section of SimHQ forums, or send a Private Message to the user Executioner and an account can be created for you (please provide your firstname/lastname and a username). State that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1846Development2016-05-28T04:27:30Z<p>Messyhead: </p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
Developer access to the codebase has to be managed. To get an account, send a Private Message to the user Executioner on the SimHq.com forums, and he should be able to set one up for you.<br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account. In order to get one, ask for an account on the development list (please provide your firstname/lastname and a username), and state that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
If eech-dev server is not avialable you can ask for access to the repository at [http://simhq.com/forum/ubbthreads.php/forums/13/1/EECH_EEAH EECH section of SimHQ forums].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/ Latest version 1.9] is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile.<br />
[ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
[[Image:Download.png|20px]] download [ftp://ftp.openwatcom.org/open-watcom-c-win32-1.9.exe OpenWatcom Win32 1.9]<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX 9 SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the installed DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://download.fileplanet.com/ftp1/fpnew/miscellaneous/dx90bsdk.exe DirectX 9b SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to clear all temporary compilation files<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
To compile launch OpenWatcom IDE and create new project in the the <code>aphavoc</code> directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.<br />
Now you can choose '''Launch - Run Batch''' and type proper script name (<code>cmake</code> for example).<br />
<br />
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:<br />
<br />
* Place <code>al.h</code> and <code>alc.h</code> into Watcom <code>h\nt</code> directory. You can get these files from installed OpenAL 1.1 SDK directory.<br />
* Define <code>openal</code> variable. You can open <code>aphavoc/makefile</code> add <code>!define openal</code> somewhere at the top of this file. <br />
<br />
[[Image:Download.png|20px]] download [http://downloads.sourceforge.net/project/foobar-openal/foo_dsp_openal/OpenAL%20SDK%20(by%20Creative)/OpenAL11CoreSDK.7z?r=http%3A%2F%2Fsourceforge.net%2Fprojects%2Ffoobar-openal%2Ffiles%2Ffoo_dsp_openal%2FOpenAL%2520SDK%2520%2528by%2520Creative%2529%2F&ts=1390249375&use_mirror=softlayer-dal OpenAL 1.1 SDK]<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1845Main Page2016-05-04T00:44:26Z<p>Messyhead: added the old logo</p>
<hr />
<div>__notoc__<br />
{| <br />
[[Image:Eech central logo.png|287px|right|EECH Central Logo]]<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Section]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=File:Eech_central_logo.png&diff=1844File:Eech central logo.png2016-05-04T00:42:52Z<p>Messyhead: </p>
<hr />
<div></div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Common.css&diff=1843MediaWiki:Common.css2016-05-04T00:26:50Z<p>Messyhead: </p>
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/* Style rules for media list templates */<br />
<br />
div.medialist {<br />
min-height: 50px;<br />
margin: 1em;<br />
background-position: top left;<br />
background-repeat: no-repeat;<br />
}<br />
<br />
div.medialist ul {<br />
list-style-type: none; <br />
list-style-image: none;<br />
margin: 0;<br />
}<br />
<br />
div.medialist ul li {<br />
padding-bottom: 0.5em;<br />
}<br />
<br />
div.medialist ul li li {<br />
font-size: 91%;<br />
padding-bottom: 0;<br />
}<br />
<br />
/* Change the external link icon to an Adobe icon for all PDF files */<br />
/* (in browsers that support these CSS selectors, like Mozilla and Opera) */<br />
#bodyContent a[href$=".pdf"].external, <br />
#bodyContent a[href*=".pdf?"].external, <br />
#bodyContent a[href*=".pdf#"].external,<br />
#bodyContent a[href$=".PDF"].external, <br />
#bodyContent a[href*=".PDF?"].external, <br />
#bodyContent a[href*=".PDF#"].external {<br />
background: url(http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Icons-mini-file_acrobat.gif/15px-Icons-mini-file_acrobat.gif) center right no-repeat;<br />
padding-right: 16px;<br />
}<br />
<br />
/* Change the external link icon to an Adobe icon anywhere the PDFlink class */<br />
/* is used (notably Template:PDFlink). This works in IE, unlike the above. */<br />
span.PDFlink a {<br />
background: url(http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Icons-mini-file_acrobat.gif/15px-Icons-mini-file_acrobat.gif) center right no-repeat !important;<br />
padding-right: 17px !important;<br />
}<br />
<br />
/* Content in columns with CSS instead of tables [[Template:Columns]] */<br />
div.columns-2 div.column {<br />
float: left;<br />
width: 50%;<br />
min-width: 300px;<br />
}<br />
<br />
div.columns-3 div.column {<br />
float: left;<br />
width: 33.3%;<br />
min-width: 200px;<br />
}<br />
<br />
div.columns-4 div.column {<br />
float: left;<br />
width: 25%;<br />
min-width: 150px;<br />
}<br />
<br />
div.columns-5 div.column {<br />
float: left;<br />
width: 20%;<br />
min-width: 120px;<br />
}<br />
<br />
/*Add formatting to make sure that "external references" from [[Template:Ref]] do<br />
not get URL expansion, not even when printed. The mechanism up to MediaWiki 1.4 was<br />
that the HTML code contained a SPAN following the anchor A; this SPAN had the class<br />
"urlexpansion", which was not displayed on screen, but was shown when the medium was<br />
"print". The rules below ensure (a) that there is no extra padding to the right of<br />
the anchor (displayed as "[<number>]"), (b) that there is no "external link arrow" for<br />
the link, and (c) that this SPAN of class "urlexpansion" is never shown.<br />
[[User:Werewolf|Werewolf]] 22:27, 16 March 2007 (CET)<br />
*/<br />
<br />
.plainlinksneverexpand {<br />
background: none ! important;<br />
padding: 0 ! important;<br />
}<br />
<br />
.plainlinksneverexpand .urlexpansion {<br />
display: none ! important;<br />
}<br />
<br />
/* Make sure that ext links displayed within "plainlinksneverexpand" don't get<br />
the arrow...<br />
*/<br />
.plainlinksneverexpand a {<br />
background: none !important;<br />
padding: 0 !important;<br />
}<br />
<br />
/* With MediaWiki 1.5, the mechanism has changed: instead of a SPAN of class "urlexpansion"<br />
following the anchor A, the anchor itself now has class "external autonumber" and the<br />
expansion is inserted when printing (see the common printing style sheet at<br />
http://en.wikipedia.org/skins-1.5/common/commonPrint.css) using the ":after" pseudo-<br />
element of CSS. We have to switch this off for links due to Template:Ref!<br />
[[User:Werewolf|Werewolf]] 22:27, 16 March 2007 (CET)<br />
*/<br />
.plainlinksneverexpand a.external.text:after {<br />
display: none !important;<br />
}<br />
.plainlinksneverexpand a.external.autonumber:after {<br />
display: none !important;<br />
}<br />
<br />
/* Messagebox templates */<br />
<br />
.messagebox {<br />
border: 1px solid #aaa;<br />
background-color: #f9f9f9;<br />
width: 80%;<br />
margin: 0 auto 1em auto;<br />
padding: .2em;<br />
}<br />
.messagebox.merge {<br />
border: 1px solid #c0b8cc;<br />
background-color: #f0e5ff;<br />
text-align: center;<br />
}<br />
.messagebox.cleanup {<br />
border: 1px solid #9f9fff;<br />
background-color: #efefff;<br />
text-align: center;<br />
}<br />
.messagebox.standard-talk {<br />
border: 1px solid #c0c090;<br />
background-color: #f8eaba;<br />
}<br />
.messagebox.nested-talk {<br />
border: 1px solid #c0c090;<br />
background-color: #f8eaba;<br />
width: 100%;<br />
margin: 2px 4px 2px 4px;<br />
}<br />
<br />
/* Put a checker background at the image description page only visible if the image has transparent background */<br />
<br />
#file img {background: url("http://upload.wikimedia.org/wikipedia/commons/5/5d/Checker-16x16.png") repeat;}<br />
<br />
/* Support for Template:IPA, Template:Unicode and Template:Polytonic. The inherit declaration resets the font for all browsers except MSIE6. The empty comment must remain. Please copy any changes to [[Template:IPA fonts]] and [[Template:Unicode fonts]]. */<br />
.IPA {<br />
font-family: "Chrysanthi Unicode", "Doulos SIL", Gentium, GentiumAlt, Code2000, "TITUS Cyberbit Basic", "DejaVu Sans", "Bitstream Cyberbit", "Arial Unicode MS", "Lucida Sans Unicode", "Hiragino Kaku Gothic Pro", "Matrix Unicode";<br />
font-family /**/:inherit;<br />
}<br />
.Unicode {<br />
font-family: Code2000, "TITUS Cyberbit Basic", "Doulos SIL", "Chrysanthi Unicode", "Bitstream Cyberbit", "Bitstream CyberBase", Thryomanes, Gentium, GentiumAlt, "Lucida Grande", "Arial Unicode MS", "Microsoft Sans Serif", "Lucida Sans Unicode";<br />
font-family /**/:inherit;<br />
}<br />
.latinx {<br />
font-family: Code2000, "TITUS Cyberbit Basic", "Microsoft Sans Serif";<br />
font-family /**/:inherit;<br />
}<br />
.polytonic {<br />
font-family: Athena, Gentium, "Palatino Linotype", "Arial Unicode MS", "Lucida Sans Unicode", "Lucida Grande", Code2000; <br />
font-family /**/:inherit;<br />
}<br />
.mufi {<br />
font-family: Alphabetum, Cardo, LeedsUni, Junicode, "TITUS Cyberbit Basic", ALPHA-Demo;<br />
}<br />
<br />
#wpSave {<br />
font-weight: bold;<br />
}<br />
<br />
/* class hiddenStructure is defunct. See [[Wikipedia:hiddenStructure]] */<br />
.hiddenStructure {<br />
display: inline ! important;<br />
color: #f00; <br />
background-color: #0f0;<br />
}<br />
<br />
/* Removes underlines from links */<br />
.nounderlines a { <br />
text-decoration: none;<br />
}<br />
<br />
/* Remove underline from IPA links */<br />
.IPA a:link, .IPA a:visited {<br />
text-decoration: none;<br />
}<br />
<br />
/* Removes useless links from printout */<br />
@media print {<br />
#privacy, #about, #disclaimer {display:none;}<br />
}<br />
<br />
#EnWpMpBook { background-image: url(http://upload.wikimedia.org/wikipedia/en/7/7e/MP-open-book.png); }<br />
#EnWpMpSearch { background: url(http://upload.wikimedia.org/wikipedia/en/a/ae/MP-magnifying-glass.png) no-repeat top right; }<br />
#EnWpMpSearchInner { float: right; width: 20em; text-align: center; }<br />
#EnWpMpBook2 { background-image: url(http://upload.wikimedia.org/wikipedia/commons/8/8e/MP-open-book2.png); }<br />
<br />
.messagebox.small-talk {<br />
width: 238px;<br />
font-size: 85%;<br />
float: right;<br />
clear: both;<br />
margin: 0 0 1em 1em;<br />
line-height: 1.25em; <br />
background: #F8EABA;<br />
}<br />
<br />
/* Standard Navigationsleisten, aka box hiding thingy from .de. Documentation at [[Wikipedia:NavFrame]]. */<br />
<br />
div.Boxmerge,<br />
div.NavFrame {<br />
margin: 0px;<br />
padding: 2px;<br />
border: 1px solid #aaa;<br />
text-align: center;<br />
border-collapse: collapse;<br />
font-size: 95%;<br />
}<br />
div.Boxmerge div.NavFrame {<br />
border-style: none;<br />
border-style: hidden;<br />
}<br />
div.NavFrame + div.NavFrame {<br />
border-top-style: none;<br />
border-top-style: hidden;<br />
}<br />
div.NavPic {<br />
background-color: #fff;<br />
margin: 0px;<br />
padding: 2px;<br />
float: left;<br />
}<br />
div.NavFrame div.NavHead {<br />
height: 1.6em;<br />
font-weight: bold;<br />
font-size: 100%;<br />
background-color: #efefef;<br />
position:relative;<br />
}<br />
div.NavFrame p {<br />
font-size: 100%;<br />
}<br />
div.NavFrame div.NavContent {<br />
font-size: 100%;<br />
}<br />
div.NavFrame div.NavContent p {<br />
font-size: 100%;<br />
}<br />
div.NavEnd {<br />
margin: 0px;<br />
padding: 0px;<br />
line-height: 1px;<br />
clear: both;<br />
}<br />
a.NavToggle {<br />
position:absolute;<br />
top:0px;<br />
right:3px;<br />
font-weight:normal;<br />
font-size:smaller;<br />
}<br />
<br />
/* Coloured watchlist numbers */<br />
.mw-plusminus-pos {<br />
color:darkgreen;<br />
}<br />
<br />
/* .mw-plusminus-null currently at developer default */<br />
<br />
.mw-plusminus-neg {<br />
color:darkred;<br />
}<br />
<br />
.dablink {<br />
font-style:italic;<br />
padding-left:2em;<br />
}<br />
<br />
/*</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Common.css&diff=1842MediaWiki:Common.css2016-05-04T00:26:11Z<p>Messyhead: </p>
<hr />
<div>*/<br />
<br />
/* Main page fixes */<br />
.interwiki-completelist {<br />
font-weight: bold;<br />
}<br />
<br />
/* make the list of references look smaller */<br />
ol.references {<br />
font-size: 100%;<br />
}<br />
<br />
.references-small { font-size: 90%;}<br />
<br />
/* VALIDATOR NOTICE: the following is correct, but the W3C validator doesn't accept it */<br />
/* -moz-* is a vendor-specific extension (CSS 2.1 4.1.2.1) */<br />
/* column-count is from the CSS3 module "CSS Multi-column Layout" */<br />
/* Please ignore any validator errors caused by these two lines */<br />
.references-2column {<br />
font-size: 90%;<br />
-moz-column-count:2;<br />
column-count:2;<br />
}<br />
<br />
.same-bg { background: none }<br />
<br />
/* Highlight clicked reference in blue to help navigation */<br />
<br />
ol.references > li:target {<br />
background-color: #DEF;<br />
}<br />
<br />
sup.reference:target { <br />
background-color: #DEF;<br />
}<br />
<br />
/* wikitable/prettytable class for skinning normal tables */<br />
<br />
table.wikitable,<br />
table.prettytable {<br />
margin: 1em 1em 1em 0;<br />
background: #f9f9f9;<br />
border: 1px #aaa solid;<br />
border-collapse: collapse;<br />
}<br />
<br />
table.wikitable th, table.wikitable td,<br />
table.prettytable th, table.prettytable td {<br />
border: 1px #aaa solid;<br />
padding: 0.2em;<br />
}<br />
<br />
table.wikitable th,<br />
table.prettytable th {<br />
background: #f2f2f2;<br />
text-align: center;<br />
}<br />
<br />
table.wikitable caption,<br />
table.prettytable caption {<br />
margin-left: inherit;<br />
margin-right: inherit;<br />
font-weight: bold;<br />
}<br />
<br />
/* default skin for navigation boxes */<br />
table.navbox {<br />
background-color: #f9f9f9;<br />
border: 1px solid #aaa;<br />
clear: both;<br />
font-size: 90%;<br />
margin: 1em 0em 0em;<br />
padding: 5px;<br />
text-align: center;<br />
width: 100%;<br />
}<br />
<br />
table.navbox th {<br />
background-color: #ccf;<br />
padding-left: 1em;<br />
padding-right: 1em;<br />
}<br />
<br />
table.navbox tr:not(:first-child) th {<br />
background-color: #ddf;<br />
}<br />
<br />
@media print {<br />
.navbox {<br />
display: none;<br />
}<br />
}<br />
<br />
/* Infobox template style */<br />
<br />
.infobox {<br />
border: 1px solid #aaa;<br />
background-color: #f9f9f9;<br />
color: black;<br />
margin-bottom: 0.5em;<br />
margin-left: 1em;<br />
padding: 0.2em;<br />
float: right;<br />
clear: right;<br />
}<br />
.infobox td,<br />
.infobox th {<br />
vertical-align: top;<br />
}<br />
.infobox caption {<br />
font-size: larger;<br />
margin-left: inherit;<br />
}<br />
.infobox.bordered {<br />
border-collapse: collapse;<br />
}<br />
.infobox.bordered td,<br />
.infobox.bordered th {<br />
border: 1px solid #aaa;<br />
}<br />
.infobox.bordered .borderless td,<br />
.infobox.bordered .borderless th {<br />
border: 0;<br />
}<br />
<br />
.infobox.sisterproject {<br />
width: 20em;<br />
font-size: 90%;<br />
}<br />
<br />
@media print {<br />
.infobox.sisterproject {<br />
display: none;<br />
}<br />
}<br />
<br />
/* styles for bordered infobox with merged rows */<br />
.infobox.bordered .mergedtoprow td,<br />
.infobox.bordered .mergedtoprow th {<br />
border: 0;<br />
border-top: 1px solid #aaa;<br />
border-right: 1px solid #aaa;<br />
}<br />
<br />
.infobox.bordered .mergedrow td,<br />
.infobox.bordered .mergedrow th {<br />
border: 0;<br />
border-right: 1px solid #aaa;<br />
}<br />
<br />
<br />
/* styles for geography infoboxes, e.g. countries, country subdivisions, cities, etc. */<br />
<br />
.infobox.geography {<br />
text-align: left;<br />
border-collapse: collapse;<br />
line-height: 1.2em; <br />
font-size: 90%;<br />
}<br />
<br />
.infobox.geography td,<br />
.infobox.geography th {<br />
border-top: solid 1px #aaa;<br />
padding: 0.4em 0.6em 0.4em 0.6em;<br />
}<br />
.infobox.geography .mergedtoprow td,<br />
.infobox.geography .mergedtoprow th {<br />
border-top: solid 1px #aaa;<br />
padding: 0.4em 0.6em 0.2em 0.6em;<br />
}<br />
<br />
.infobox.geography .mergedrow td,<br />
.infobox.geography .mergedrow th {<br />
border: 0;<br />
padding: 0 0.6em 0.2em 0.6em;<br />
}<br />
<br />
.infobox.geography .mergedbottomrow td,<br />
.infobox.geography .mergedbottomrow th {<br />
border-top: 0;<br />
border-bottom: solid 1px #aaa;<br />
padding: 0 0.6em 0.4em 0.6em;<br />
}<br />
<br />
.infobox.geography .maptable td,<br />
.infobox.geography .maptable th {<br />
border: 0;<br />
padding: 0;<br />
}<br />
<br />
/* Style for "notices" */<br />
.notice {<br />
margin: 1em;<br />
padding: 0.2em;<br />
}<br />
<br />
#disambig {<br />
border-top: 1px solid #ccc; <br />
border-bottom: 1px solid #ccc;<br />
}<br />
<br />
#spoiler {<br />
border-top: 2px solid #ddd;<br />
border-bottom:2px solid #ddd;<br />
}<br />
<br />
/* Standard talk template style */<br />
<br />
.Talk-Notice {<br />
border: 1px solid #C0C090;<br />
background-color: #F8EABA;<br />
margin-bottom: 3px;<br />
width: 85%;<br />
border-spacing: 3px;<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.Talk-Notice:after {<br />
content: "The CSS for this template should be changed. See [[Wikipedia:Template Standardisation]].";<br />
}<br />
<br />
/* Make template background appear correctly on all browsers */<br />
.Talk-Notice td {<br />
background: inherit;<br />
}<br />
<br />
/* Persondata */<br />
table.persondata {<br />
border: 1px solid #aaa;<br />
display: none;<br />
speak: none;<br />
}<br />
.persondata-label {<br />
color: #aaa;<br />
}<br />
<br />
/* Makes redirects appear in italics on [[Special:Allpages]] */<br />
.allpagesredirect {<br />
font-style: italic;<br />
}<br />
<br />
/* Choose whether to have AD/BC dates or CE/BCE dates*/<br />
<br />
/* First, the default : display both : See templates ADCE and BCEBC for how these are used*/<br />
.Use_Default_Date_Convention { display: inline; }<br />
.Use_AD_and_BC { display: none; }<br />
.Use_BCE_and_CE { display: none; }<br />
<br />
/* If you want to display AD and BC add the following to User:You/monobook.css page */<br />
/*<br />
.Use_Default_Date_Convention { display: none; }<br />
.Use_AD_and_BC { display:inline; }<br />
.Use_BCE_and_CE { display:none; }<br />
*/<br />
<br />
/*If you want to display CE and BCE add the following to User:You/monobook.css page */<br />
/*<br />
.Use_Default_Date_Convention { display: none; }<br />
.Use_AD_and_BC { display:none; }<br />
.Use_BCE_and_CE {display:inline; }<br />
*/<br />
<br />
/* Class for links with loudspeaker icon next to them */<br />
<br />
.audiolink a{<br />
background: url("http://upload.wikimedia.org/wikipedia/commons/thumb/8/8a/Loudspeaker.svg/11px-Loudspeaker.svg.png") center left no-repeat !important;<br />
padding-left: 16px !important;<br />
padding-right: 0 !important;<br />
}<br />
<br />
/* Icons for medialist templates [[Template:Listen]], [[Template:Multi-listen_start]], [[Template:Video]], [[Template:Multi-video_start]] */<br />
<br />
div.listenlist {<br />
background: url("http://upload.wikimedia.org/wikipedia/commons/thumb/a/a6/Gnome-speakernotes.png/30px-Gnome-speakernotes.png");<br />
padding-left: 40px;<br />
}<br />
<br />
div.videolist, div.multivideolist {<br />
background: url("http://upload.wikimedia.org/wikipedia/en/thumb/2/20/Tango-video-x-generic.png/40px-Tango-video-x-generic.png");<br />
padding-left: 50px;<br />
}<br />
<br />
/* Style rules for media list templates */<br />
<br />
div.medialist {<br />
min-height: 50px;<br />
margin: 1em;<br />
background-position: top left;<br />
background-repeat: no-repeat;<br />
}<br />
<br />
div.medialist ul {<br />
list-style-type: none; <br />
list-style-image: none;<br />
margin: 0;<br />
}<br />
<br />
div.medialist ul li {<br />
padding-bottom: 0.5em;<br />
}<br />
<br />
div.medialist ul li li {<br />
font-size: 91%;<br />
padding-bottom: 0;<br />
}<br />
<br />
/* Change the external link icon to an Adobe icon for all PDF files */<br />
/* (in browsers that support these CSS selectors, like Mozilla and Opera) */<br />
#bodyContent a[href$=".pdf"].external, <br />
#bodyContent a[href*=".pdf?"].external, <br />
#bodyContent a[href*=".pdf#"].external,<br />
#bodyContent a[href$=".PDF"].external, <br />
#bodyContent a[href*=".PDF?"].external, <br />
#bodyContent a[href*=".PDF#"].external {<br />
background: url(http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Icons-mini-file_acrobat.gif/15px-Icons-mini-file_acrobat.gif) center right no-repeat;<br />
padding-right: 16px;<br />
}<br />
<br />
/* Change the external link icon to an Adobe icon anywhere the PDFlink class */<br />
/* is used (notably Template:PDFlink). This works in IE, unlike the above. */<br />
span.PDFlink a {<br />
background: url(http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Icons-mini-file_acrobat.gif/15px-Icons-mini-file_acrobat.gif) center right no-repeat !important;<br />
padding-right: 17px !important;<br />
}<br />
<br />
/* Content in columns with CSS instead of tables [[Template:Columns]] */<br />
div.columns-2 div.column {<br />
float: left;<br />
width: 50%;<br />
min-width: 300px;<br />
}<br />
<br />
div.columns-3 div.column {<br />
float: left;<br />
width: 33.3%;<br />
min-width: 200px;<br />
}<br />
<br />
div.columns-4 div.column {<br />
float: left;<br />
width: 25%;<br />
min-width: 150px;<br />
}<br />
<br />
div.columns-5 div.column {<br />
float: left;<br />
width: 20%;<br />
min-width: 120px;<br />
}<br />
<br />
/*Add formatting to make sure that "external references" from [[Template:Ref]] do<br />
not get URL expansion, not even when printed. The mechanism up to MediaWiki 1.4 was<br />
that the HTML code contained a SPAN following the anchor A; this SPAN had the class<br />
"urlexpansion", which was not displayed on screen, but was shown when the medium was<br />
"print". The rules below ensure (a) that there is no extra padding to the right of<br />
the anchor (displayed as "[<number>]"), (b) that there is no "external link arrow" for<br />
the link, and (c) that this SPAN of class "urlexpansion" is never shown.<br />
[[User:Werewolf|Werewolf]] 22:27, 16 March 2007 (CET)<br />
*/<br />
<br />
.plainlinksneverexpand {<br />
background: none ! important;<br />
padding: 0 ! important;<br />
}<br />
<br />
.plainlinksneverexpand .urlexpansion {<br />
display: none ! important;<br />
}<br />
<br />
/* Make sure that ext links displayed within "plainlinksneverexpand" don't get<br />
the arrow...<br />
*/<br />
.plainlinksneverexpand a {<br />
background: none !important;<br />
padding: 0 !important;<br />
}<br />
<br />
/* With MediaWiki 1.5, the mechanism has changed: instead of a SPAN of class "urlexpansion"<br />
following the anchor A, the anchor itself now has class "external autonumber" and the<br />
expansion is inserted when printing (see the common printing style sheet at<br />
http://en.wikipedia.org/skins-1.5/common/commonPrint.css) using the ":after" pseudo-<br />
element of CSS. We have to switch this off for links due to Template:Ref!<br />
[[User:Werewolf|Werewolf]] 22:27, 16 March 2007 (CET)<br />
*/<br />
.plainlinksneverexpand a.external.text:after {<br />
display: none !important;<br />
}<br />
.plainlinksneverexpand a.external.autonumber:after {<br />
display: none !important;<br />
}<br />
<br />
/* Messagebox templates */<br />
<br />
.messagebox {<br />
border: 1px solid #aaa;<br />
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`1</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Monobook.css&diff=1840MediaWiki:Monobook.css2016-05-04T00:25:16Z<p>Messyhead: </p>
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`1</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Monobook.css&diff=1839MediaWiki:Monobook.css2016-05-04T00:22:15Z<p>Messyhead: </p>
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<hr />
<div>This is a reference for the Mi-24V modelled in the game.<br />
<br />
=== Cockpit Instruments ===<br />
[[Mi-24V Cockpit instruments]]<br />
<br />
=== Weapons ===<br />
[[Mi-24V Weapons]]<br />
<br />
=== Advanced Avionics ===<br />
[[Mi-24V advanced avionics]]<br />
<br />
=== Flight Manual Part 1 ===<br />
[[Mi-24V Flight Manual part 1]]<br />
<br />
=== Flight Manual Part 2 ===<br />
[[Mi-24V Flight Manual part 2]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1837Main Page2016-05-03T23:52:58Z<p>Messyhead: </p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Section]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Mi-24V_Section&diff=1836Mi-24V Section2016-05-03T23:52:20Z<p>Messyhead: Created page with "This is a reference for the MI-24V modelled in the game. === Cockpit Instruments === Mi-24V Cockpit instruments === Weapons === Mi-24V Weapons === Advanced Avionics..."</p>
<hr />
<div>This is a reference for the MI-24V modelled in the game.<br />
<br />
=== Cockpit Instruments ===<br />
[[Mi-24V Cockpit instruments]]<br />
<br />
=== Weapons ===<br />
[[Mi-24V Weapons]]<br />
<br />
=== Advanced Avionics ===<br />
[[Mi-24V advanced avionics]]<br />
<br />
=== Flight Manual Part 1 ===<br />
[[Mi-24V Flight Manual part 1]]<br />
<br />
=== Flight Manual Part 2 ===<br />
[[Mi-24V Flight Manual part 2]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Mi-24V_Weapons&diff=1835Mi-24V Weapons2016-05-03T23:44:57Z<p>Messyhead: Messyhead moved page Mi-24 weapons to Mi-24V Weapons without leaving a redirect</p>
<hr />
<div>There is tree main types of weapons modelled for the Mi-24 in EECH, fixed unguided weapons (rockets and UPK-23 gun pods), Yak-B gatling gun in nose turret and the Shturm (AT-6) anti tank missiles. The main aid of firing all these weapons is the HUD sight. This page explains how to use them.<br />
<br />
== Fixed unguided weapons ==<br />
<br />
The Mi-24 can carry three types of rockets (S-5 57mm rockets in pods of 32, S-8 80mm rockets in pods of 20 and S-13 127mm rockets in pods of 5). It can also carry UPK-23 gun pods, with each pod carrying two GSh-23L 23mm guns with a combined firing rate of around 3500 rds per minute and 250 rounds of ammunition (which means all 250 rounds takes less than 5 seconds to fire). The rockets and gun pods are aimed and fired the same way.<br />
<br />
=== The HUD sight for fixed unguided weapons ===<br />
<br />
The HUD sight shows cross where firing the selected weapon will at a given range. The range is shown as a winding bar around the aiming cross. It has tick marks for every 1000 meters out to 4000 meters.<br />
<br />
The sight will itself adjust range, and it does this by triangulation. This method assumes that the ground is flat, and if the helicopters is fairly high or in a dive this method works very well. But it's important to know that it does not work very well over hilly terrain, or if the helicopter is flying low or firing at a shallow angle at a target far away. If this is the case you have to adjust for that when aiming, or may even prefer the backup which doesn't adjust for range at all. And it doesn't not work at all for airborne targets.<br />
<br />
Assuming the conditions are good for the range calculations it's a simple matter of putting the aiming cross over the target and firing. The rockets have fairly wide dispersion, so even with the best of aiming they may hit a significant distance from the aiming point. Therefor it's better to fire many rockets in salvos. The gun pods have much less dispersion and as such is much better suited when accuracy is needed.<br />
<br />
=== The backup sight ===<br />
<br />
The Mi-24 also has a backup sight (accessed by pressing O). All this sight does is show you what is straight ahead, and you have to adjust for range yourself. Still, this sight may be preferable when the ballistic sight is unreliable or against airborne targets. Or of course if the HUD sight fails due to damage.<br />
<br />
== Firing the Yak-B nose gun ==<br />
<br />
The Yak-B is a four-barrell 12.7 mm gatling gun mounted in a turret in the nose. It has a firing rate of around 4000 rounds per minute, and 1470 rounds of ammunition (altough in real life more 500 than is rarely carried; that is on avarage as many as it will be able to fire before the gun jams). It's able to traverse 60 degrees to each side, 15 degrees up and 60 degrees down.<br />
<br />
In the real Mi-24V the nose gun can be aimed, slewed and fired by the gunner in the front cockpit. It can also be fired by the pilot in fixed mode (i.e. firing straight ahead). Both modes are supported in EECH, but since only the pilot's cockpit is modelled aiming in slewed mode is fairly primitive.<br />
<br />
The fixed mode is the default, and is aimed just like the fixed weapons described above. To enter the slewed mode press the key for the helmet mounted sight (PgUp). The gun will now fire in the direction the pilot is looking, up to the gun's traversal limits. There is no aiming help, so you will just have to see where the bullets hit and adjust your fire. The slewed mode is also used when using the EO sight (PgDn), and it will then fire in the same direction as the EO camera.<br />
<br />
== Firing Shturm missiles ==<br />
<br />
The Shturm (NATO codename AT-6 Spiral) is a radio guided anti tank missile with a range of around 5 km. The Mi-24V, which is the model simulated in EECH, was the first Hind model capable of carrying this missile. The Ataka used on the Mi-28 is a further development of the Shturm.<br />
<br />
The Shturm missiles is aimed with the EO system. So either use it yourself with PgDn and lock onto a target or ground point. Or cycle through the targets the co-pilot has discovered by using the next/previous target commands.<br />
<br />
The HUD will show an aiming cross over the target/locked point if it's inside the HUDs view limits, and it will also show triangulated range to that point, like for the gun sight.<br />
<br />
When you have a green ready light you can fire the Shturm missile. You can also fire if the range constraint is not met, since the range isn't accurate in any case. The missile requires continuous radio guidance, so keep the target locked until the missile hit (or miss). You can change target/aim point while the missile is in flight, and the missile will try its best to hit the new target.<br />
<br />
== HUD lights ==<br />
<br />
Below the HUD and on each side are two lights. These lights are used to give the pilot some aiming status. The top green light on the left tells the pilot that the sight is active, and the selected weapon is ready to fire. The red light below is an advisory light that the range to current target is below minimum range or beyond maximum range of the selected weapon. Since range is not accurate the pilot may ignore this light if (s)he has reason to believe otherwise.<br />
<br />
The top red light on the right side is used to indicate that the current weapon is not ready to fire. This only happens for the Shturm missiles when firing constraints are not met. The target is most likely outside the missiles firing limits, so manouver to position the target towards the centre of the HUD.<br />
<br />
== Co-pilot target help ==<br />
<br />
If Co-pilot target-ID in the options menu is set to something other than 'OFF' then in the gun and rocket mods there will be a little circle over the current EO position (over target if a target is locked), to help you find the target and know what to aim for.<br />
Also the ID the co-pilot has identified will be named at the bottom of the HUD. Both of these are cheats that the real Mi-24 HUD doesn't have, but it does somewhat make up for not having a second person in the front cockpit to help you.<br />
<br />
[[category:Gameplay]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Mi-24V_Cockpit_instruments&diff=1834Mi-24V Cockpit instruments2016-05-03T23:44:32Z<p>Messyhead: Messyhead moved page Cockpit instruments Mi-24 to Mi-24V Cockpit instruments without leaving a redirect</p>
<hr />
<div>__toc__<br />
<br />
[[Image:Mi-24-instrument-map.jpg|frame|none|Instruments of the Mi-24 Hind.]]<br />
<br />
== Main Instruments ==<br />
<br />
The main instrument panel of the Mi-24V contains the following instruments:<br />
<br />
* 1. G-force gauge. From -2 to +4 G. The Mi-24 should be flown only at positive G, and no more than + 1.8 G.<br />
* 2. Clock<br />
* 3. Warning lights<br />
* 4. Hover indicator. Shows velocity in three axis (vertical on the left, horizontal on the right). Vertical velocity from -10 to +10 m/s. Sideways and rearwards speed up to 25 km/h, forward speed up to 50 km/h<br />
* 5. Indicated air speed x10. From 0 to 450 km/h in a non-linear scale<br />
* 6. Attitude indicator<br />
* 7. Vertical Velocity Indicator. From -30 to +30 m/s on a non-linear scale.<br />
* 8. Moving map. Your helicopter's position is indicated by the cross in the centre of the map. The map moves to show its position<br />
* 9. Rotor blade pitch indicator. Shows the pitch of the rotor blades in degrees<br />
* 10. Radar altimeter. From 0 to 700 m in a non-linear scale<br />
* 11. Barometric altitude. Shows altitude above sea-level. Long needle shows hundreds of meters, short shows thousands. In picure altitude is approximately 1980 m above sea level<br />
* 12. Radio compass. The compass rose rotates, and shows helicopters current direction at the top. The needles points to selected waypoint (narrow needle), and heading between previous waypoint and next (wide needle). The window below this gauge shows the name of the currently selected waypoint<br />
* 13. Back-up attitude indicator<br />
* 14. Rotor RPM. From 0 to 110%.<br />
* 15. Turbine N1 RPM. From 0 to 110%. Needle marked 1 is for left engine, and 2 for right engine.<br />
* 16. Engine Pressure Ratio. Yellow needles shows how much power the engines are producing. The red marks the limits. Lowest red shows limit for normal flight, the middle for take-off/landing and the upper for emergencies.<br />
* 17. Engine temperatures. Upper needles show hundreds of degrees Celsius, the lower does one revolution per 100 degrees.<br />
* 18. Sidewind indicator. This gauge shows how much sidewind the helicopter is experiencing, and hence how much it is blown sideways. From 50 km/h to the left to 50 km/h to the right.<br />
* 19. Fuel gauge in hundreds of litres. Only the outer scale is used (the others are for individual internal tanks and external tanks which are not modelled in EECH). From 0 to 2500 litres.<br />
<br />
== Gear/Hydraulics panel ==<br />
<br />
Gear/Hydraulics panel contain the following gauges:<br />
* 20. Gear status light. Green light if gear is operational, red if it has failed.<br />
* 21. Gear hydraulic pressure. From 0 to 100 kg/cm². Normal level is 80 kg/cm². If this is too low then it will be impossible to raise or lower gear.<br />
* 22. Main hydraulic pressure. Same scale as Gear Hydraulic pressure. If both this and secondary hydraulic pressure fails then flight controls will lock-up.<br />
* 23. Secondary hydraulic pressure. Same scale as Gear Hydraulic pressure. If both this and secondary hydraulic pressure fails then flight controls will lock-up.<br />
* 24. Lights for parking brake and cockpit seal. If all doors are closed green cockpit seal light will be lit, otherwise yellow cockpit open light.<br />
* 25. Gear indicator lights. Three green lights if all wheels are in locked down position, three red if gear is retracted. No lights if gear is somewhere in between. It is not safe to land without three green lights.<br />
* 26. Gear lever.<br />
<br />
== Weapons panel ==<br />
<br />
Weapons panel contain the following switches:<br />
* 27. Master arm switch<br />
* 28. Weapon selector. The settings are:<br />
** OFF/MSL: No weapon, or Sthurm (AT-6 Spiral) missiles. In real life it must be in the off-position because the co-pilot fires the missiles from his cockpit.<br />
** NPU-30: 30 mm cannon. Not modelled in EECH.<br />
** MG 7.62 + MG 12.7: Fire all guns in GUV gun pods. Not modelled in EECH.<br />
** MG 12.7: Fire 12.7 mm guns from GUV pods. Not modelled in EECH.<br />
** MG 7.62: Fire 7.62 mm guns from GUV pods. Not modelled in EECH.<br />
** FLEX MG: 12.7 mm gatling gun in nose turret.<br />
** RKT: S-5 or S-8 Rockets.<br />
** BOMBS: Bombs. Not modelled in EECH.<br />
** UPK23: 23 mm gun pods.<br />
** KMGU: KMGU cluster bomb dispensers. Not modelled in EECH.<br />
* 29. Rocket salvo switch. Short is 2 rockets per salvo, medium is 4 and long is 10.<br />
* 30. Wing pylon lights. Lights up the active weapon pylons on wings. Only the regular pylons, the wing tip pylons have no lights.<br />
<br />
== Radar Warning Receiver ==<br />
<br />
[[Image:Mi-24-rwr-map.jpg|frame|none|The Radar Warning Receiver.]]<br />
<br />
The Mi-24's Radar Warning Receiver (RWR) warns about enemy radars emitting in your vicinity. It does not warn about IR, laser or optically guided weapons, so don't think you're safe just because you don't see anything on the RWR!<br />
<br />
{| class="prettytable"<br />
<br />
|-<br />
! <br />
! Item<br />
! Comments<br />
<br />
|- valign="top"<br />
| width="30px" | '''1.'''<br />
| Direction lights<br />
| Shows approximate direction of threats targeting your Mi-24. The number on the light is approximate bearing.<br />
<br />
|- valign="top"<br />
| '''2.'''<br />
| Signal strength of strongest signal<br />
| The more lights are lit the stronger signal, which usually means that the threat is close, though it doesn't directly correspond to distance. A strong radar from further away may have a stronger signal than a weak radar that is closer.<br />
<br />
|- valign="top"<br />
| '''3.'''<br />
| Above/below lights<br />
| Shows if threat is above or below helicopter. If it's above it's likely an aircraft.<br />
<br />
|- valign="top"<br />
| '''4.'''<br />
| Red lock light<br />
| Lights if a active radar guided missile has locked you up, or the guiding vehicle of a semi-active radar guided missile has you locked up. If you see this light you should immediately take evasive action and release chaff!<br />
<br />
|- valign="top"<br />
| '''5.'''<br />
| Type lights<br />
| Shows the types of radar which have been detected. The lights are from left to right: aircraft (or active radar missiles), long range radar (in EECH usually ship's radars), medium range radar (usually SAMs), short range radar (usually AAA), AWACS (none are in EECH) and Early Warning Radar.<br />
<br />
|}<br />
<br />
== Left side ==<br />
<br />
APU temperature. Shows temperature of APU in 100s of degrees Celsius, should be around 600-700 degrees when the APU is operating.<br />
<br />
Fuel tank and pump lights and switches. Switches are in up position and lights lit when the fuel pumps are enabled, which they always should be during flight. Toggled with CTRL+K.<br />
<br />
Navigation and formation lights. Switches in up position and lights lit when the extern navigation and formation lights are lit (the external lights are not actually modelled on the current external 3D model of the Mi-24 in EECH). Toggled with V key.<br />
<br />
Radio switches. Various radio and radionavigation instruments are enabled when the switches are in the up position, which they always should be during flight. Toggled with CTRL+K.<br />
<br />
Fire extinguisher lights. The top lights lit when there is a fire in the corresponding system (left and right engine and APU). The lights below lit when the corresponding fire extinguisher has been used. Press F to fire a fire extinguisher.<br />
<br />
Auto pilot lights. The centre red light is lit when the autopilot is off. The right green light is lit when the autopilot is on, and the left green light is lit when auto hover is enabled.<br />
<br />
Altitude hold light. The green light is lit when altitude hold is enabled, or auto-hover with altitude hold is enabled, the red light is lit otherwise.<br />
<br />
Collective. Moves up and down with collective change. The twist grip twists with governor RPM change. Twist toward the right (seen from above) is higher RPM (up to 97%), all the way to the left is ground idle RPM (72%).<br />
<br />
== Secondary engine gauges ==<br />
<br />
Oil pressure gauges. Oil pressure for both engines. If you've taken damage you should check that the engine oil pressure is ok. If not the engine may fail soon.<br />
<br />
Oil temperature gauges. Oil temperature for both engines.<br />
<br />
[[category:gameplay]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1833Main Page2016-05-03T23:42:56Z<p>Messyhead: </p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Flight Manual part 1]]<br />
* [[Mi-24V Flight Manual part 2]]<br />
* [[Mi-24V advanced avionics]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1831Main Page2016-05-03T23:41:34Z<p>Messyhead: </p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Flight Manual part 1]]<br />
* [[Mi-24V Flight Manual part 2]]<br />
* [[Mi24-V advanced avionics]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Userlogin-yourname&diff=1830MediaWiki:Userlogin-yourname2016-05-03T22:35:31Z<p>Messyhead: </p>
<hr />
<div>Choose a Username to match your username on the EECH/EEAH forums</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Userlogin-yourname&diff=1829MediaWiki:Userlogin-yourname2016-05-03T22:34:51Z<p>Messyhead: </p>
<hr />
<div>Choose a username to match your username on the EECH/EEAH forums<br /><br />
<br /><br />
Username</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=MediaWiki:Userlogin-yourname&diff=1828MediaWiki:Userlogin-yourname2016-05-03T22:32:41Z<p>Messyhead: Created page with "Choose a username to match your username on the EECH/EEAH forums Username"</p>
<hr />
<div>Choose a username to match your username on the EECH/EEAH forums<br />
<br />
Username</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=3D&diff=18273D2016-05-03T22:00:11Z<p>Messyhead: added toc</p>
<hr />
<div>__toc__<br />
<br />
This article is about the basic principles of a 3D environment.<br />
<br />
== 3D environment ==<br />
<br />
{|<br />
|- valign="top" width="100%"<br />
| <br />
* A 3D environment needs '''3D objects'''.<br />
* A 3D environment needs '''textures'''.<br />
*: If a texture can repeat itself next to each other (like the bricks), this is called a '''"tileable" texture'''.<br />
* Textures are applied to the objects. This is called "texture mapping" or just '''mapping'''.<br />
* '''Rendering''' is the process of producing frame images from a 3D environment.<br />
* Rendering is processed by a '''3D engine'''. Another engines type is a "physics engine" which compute the physics in a 3D environment. For example [http://www.planetdan.net/pics/misc/tetka.swf '''rag doll'''], this is how a dead body falls to the ground (when shot) without the use of a predetermined animated movement sequence.<br />
| [[Image:3D box.png|thumb|100px|A 3D object]]<br />
| [[Image:Texture.jpg|thumb|100px|A texture]]<br />
|}<br />
<br />
== Pixels ==<br />
<br />
* Most of the time there's a pixel overload to display on a computer screen. For example there's no need to render all pixels at distant objects. This has to be scaled down to the amount of pixels needed, this technique is called "texture filtering". Common filtering methods are:<br />
** anisotropic filtering<br />
** bilinear filtering<br />
** mip mapping<br />
* '''[[Anisotropic filtering]]''' is one of the latest filtering methods in todays graphics cards. The method is not new, but its a computing intensive process, which previous hardware couldn't handle well.<br />
* '''[http://en.wikipedia.org/wiki/Image:Image-resample-sample.png Bilinear filtering]''' is not there to <u>filter</u> pixels, but to <u>add</u> pixels if the texture hasn't a sufficient amount of pixels.<br />
* The '''[[mipmapping|mip mapping]]''' technique allows the use of texture with less resolution for distant objects. This will decrease the "texture filtering" process workload, simply because it has less pixels to filter now.<br />
* '''Shaders''' is another method of creating good rendered images. A shader can alter mapped texture pixel's color. '''Light shader''' are very common for this purpose. It alters the brightness of a pixel to simulate shadows and highlights.<br />
* [http://en.wikipedia.org/wiki/Bump_map Bump mapping] is a shader technique to create deceiving depths on a textured object.<br />
<br />
=== Pixel ambiguity ===<br />
<br />
The word pixel could have 3 meanings.<br />
<br />
{| class="prettytable"<br />
|-<br />
| style="background:#F2F2F2" | '''texture pixel'''<br />
| a pixel on a texture map<br />
|-<br />
| style="background:#F2F2F2" | '''mapped texture pixel'''<br />
| a pixel of a texture map applied on 3D object<br />
|-<br />
| style="background:#F2F2F2" | '''screen pixel'''<br />
| a pixel on the computer screen<br />
|}</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=User:Spamtastic&diff=1826User:Spamtastic2016-05-03T20:47:13Z<p>Messyhead: Created page with "This is for getting rid of spam accounts. Merge them into this and delete. This user is blocked from doing anything."</p>
<hr />
<div>This is for getting rid of spam accounts. Merge them into this and delete.<br />
<br />
This user is blocked from doing anything.</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1825Main Page2016-05-03T15:03:05Z<p>Messyhead: /* Interesting Articles */</p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Flight Manual part 1]]<br />
* [[Mi-24V Flight Manual part 2]]<br />
* [[Clickable Cockpits]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1824Main Page2016-05-03T13:04:00Z<p>Messyhead: /* Interesting Articles */</p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Flight Manual part 1]]<br />
* [[Mi-24V Flight Manual part 2]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1823Main Page2016-05-03T13:03:20Z<p>Messyhead: /* Interesting Articles */</p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* [[Mi-24V Flight Manual part 1]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" |<br />
<br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=EECH_developments_and_timeline&diff=1822EECH developments and timeline2016-05-03T11:03:45Z<p>Messyhead: </p>
<hr />
<div>{|<br />
|-<br />
| width="150px" | [[image:timeclock.png|left]]<br />
| This page shows the developments of this game over the years.<br><br><br />
__toc__<br />
|}<br />
<br />
== Timeline ==<br />
<br />
[[Image:Timeline.png|550px|thumb|none|A graphical timeline of important events.]]<br />
<br />
== Developments survey ==<br />
<br />
=== Legend ===<br />
{| style="background:#F8F8F8" border="1" cellspacing="0" cellpadding="5"<br />
<br />
|-<br />
| width="35" style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]] <br />
| An official patch.<br />
<br />
|-<br />
| style="background: #8CAAE5" | [[Image:Star icon.png|20px]]<br />
| An important event.<br />
<br />
|-<br />
| style="background: #CDD9F1" | [[Image:Star icon.png|15px]]<br />
| An interesting event.<br />
<br />
|-<br />
| style="background: #FFDEAD" align="right" | [[Image:Green check.png|17px]]<br />
| A stable game version.<br />
<br />
|}<br />
<br />
=== Timeline ===<br />
<br />
{| width="100%" style="background:#F8F8F8" border="1" cellspacing="0" cellpadding="5"<br />
<br />
|-<br />
! width="90px" | Date<br />
! width="100px" | Version<br />
! Comments<br />
<br />
|-<br />
| 1998-12<br />
| <br />
| style="background: #8CAAE5" |<br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
| Released: [http://en.wikipedia.org/wiki/Enemy_Engaged:_Apache_vs_Havoc Enemy Engaged: Apache vs. Havoc] (EEAH)<br />
|}<br />
<br />
|-<br />
| 2000-03<br />
| <br />
| style="background: #8CAAE5" |<br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
| Released: [http://en.wikipedia.org/wiki/Enemy_Engaged:_Comanche_vs_Hokum Enemy Engaged: Comanche vs. Hokum] (EECH)<br />
|}<br />
<br />
|- <br />
| 2000-03-21<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.0.2C <br />
|<br />
<br />
|- <br />
| 2000-05-03<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.3.0C <br />
|<br />
<br />
|- <br />
| 2000-05-11<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.0C <br />
|<br />
<br />
|-<br />
| 2000-05-13<br />
| <br />
| Released: Demo<br />
<br />
|- <br />
| 2000-05-26<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.1C <br />
|<br />
<br />
|-<br />
| 2000-06-09<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.1X <br />
|<br />
<br />
|-<br />
| rowspan="2" | 2000-06-19<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.2X <br />
|<br />
<br />
|-<br />
| <br />
| Released: GSS 1.6 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|- <br />
| 2000-06-27<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.3X <br />
|<br />
<br />
|-<br />
| 2000-06-30<br />
| <br />
| Released: GSS 1.7 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|- <br />
| 2000-07-03<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.4X <br />
|<br />
<br />
|-<br />
| 2000-07-04<br />
| <br />
| Released: GSS 1.8 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|- <br />
| 2000-07-06<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.5X<br />
|<br />
<br />
|-<br />
| 2000-07-07<br />
| <br />
| Released: GSS 1.82 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|-<br />
| 2000-08<br />
| <br />
| Release: US version<br />
<br />
|-<br />
| 2000-08-08<br />
| <br />
| [[Image:Cross icon.gif|15px]] [http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=000825 Combatsim.com closes EECH forum]<br />
<br />
|-<br />
| 2000-08-09<br />
| <br />
| Released: GSS 1.83 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|-<br />
| 2000-09<br />
| <br />
| style="background: #8CAAE5" |<br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
| EECH Mods take off<br />
|}<br />
<br />
|-<br />
| 2000-10-03<br />
| <br />
| Released: GSS 1.84 <font color=#BBBBBB>by Richard "Flexman" Hawley<br />
<br />
|-<br />
| 2000-11-20<br />
| <br />
| [http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001514 Razorworks is acquired by Empire].<br />
<br />
|-<br />
| 2000-12-03<br />
| <br />
| The EECH Mods Group and Daniel "DeStRo" Blazevic [http://www.combatsim.com/cgi-bin/ubbcgi/ultimatebb.cgi?ubb=get_topic&f=51&t=001601 release WUT].<br />
<br />
|-<br />
| 2001-04-12<br />
| <br />
| Released: TexImpEx 1.0 <font color=#BBBBBB> by Blaze </font><br />
<br />
|-<br />
| 2001-04-18<br />
| <br />
| Released: BED 1.0 <font color=#BBBBBB> by Robfox </font><br />
<br />
|- <br />
| 2001-05-30<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.6X <br />
|<br />
<br />
|-<br />
| 2001-06-09<br />
| 1.5.1B <br />
|<br />
<br />
|-<br />
| 2001-06-21<br />
| <br />
| Released: [[WUT]] 2.1 by DeStRo<br />
<br />
|-<br />
| 2001-07-20<br />
| <br />
| Alaska 1.0 release<br />
<br />
|-<br />
| 2001-08-15<br />
| 1.5.1C Plus <br />
|<br />
<br />
|-<br />
| rowspan="2" align="left" | 2002-11-25<br />
| <br />
| Razorworks announces the impending release of the source code.<br />
<br />
|- <br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]]&nbsp;&nbsp;1.4.7X<br />
|<br />
<br />
|-<br />
| 2003-02-10<br />
| <br />
| style="background: #8CAAE5" |<br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
| Released: [[Acquire EECH#How to acquire an EECH CD.3F|source code]]<br />
|}<br />
<br />
|-<br />
| 2003-03-18<br />
| 1.6.0X<br />
|<br />
<br />
|-<br />
| 2003-03-30<br />
| 1.6.0W<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W0<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W1<br />
|<br />
<br />
|-<br />
| 2003-04-02<br />
| 1.6.0W2<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W3<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W4<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W5<br />
| "eech.ini", downwash effect included, TrackIR not included, multiplayer buggy<br />
<br />
|-<br />
| rowspan="2" align="left" | 2003-04-08<br />
| 1.6.0W6<br />
|random task assignments that mess up the gameplay fixed, small eech.ini fixes that cau-sed crashes, keyboard behavior back to normal <br />
<br />
|-<br />
| 1.6.0W7<br />
| Multiplayer is sort of stable, downwash fixes, and a hack that allows multiplayer at the cost of the client's downwash effect, experimental multiplayer "fix" that should result in more stable games. dual-redundant masterserver ping, primary and secondary masterser-ver ini settings & command line options work. New default values added. Fly any aircraft fixes.<br />
<br />
|-<br />
| 2003-04-19<br />
| 1.6.0W8<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
* added: TrackIR support, <br />
* added: mappable joystick<br />
* added: rudder pedals support<br />
* fixed: unstable multiplayer<br />
|}<br />
<br />
|-<br />
| 2003-05-26<br />
| 1.6.0W9<br />
| In-game multiplayer server browser, Ability to limit the number of players in a multiplayer game (default is 4), new realistic looking moving map display (elevation colours or relief), High-resolution MFD's, The Comanche and Apache FLIR displays are now black&white, Thicker downwash effect, CBAR values works for EECH campaigns now (they previously only worked for EEAH campaign), "tab-2" CTD fix<br />
<br />
|-<br />
|<br />
| 1.6.0W10<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.0W11<br />
| Pick a returning chopper to fly rogue. Spot the wanted Helo in the 2D-map, click on it, ac-cept, auto-select and off you go (you can't choose it from the mission or group list since it has no task), Blackhawk and Hind flyable, regardless of the faa-setting in eech.ini, Black-hawk and Hind loadout configuration enabled, W11 is possibly more stable in MP.<br />
<br />
|-<br />
| 2004-01-18<br />
| 1.6.0W12<br />
| Changes in the MP server code, Full TrackIR support, Mouse controlled FLIR, Cockpit inset window, Campaign commander in map screen, Satellite view (in cockpit and in map window), Mouse controlled map screen (zoom, panning), Configurable radar ranges and cannon ammo amount, Blackhawk and Hind returned to not flyable w/o faa=1, AH64-A and KA50 added as configurable choppers.<br />
<br />
|-<br />
|<br />
| 1.6.0W13<br />
| More changes in the MP-code, Session filter, if active it will suppress any host that runs a map you don’t have, Session filter buggy, Satellite view inactive<br />
<br />
|-<br />
| rowspan="2" | 2004-03-03<br />
| 1.6.0W14<br />
| style="background: #CDD9F1" |<br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
* fixed: bugs of 1.6.0W13<br />
* advanced flight model<br />
* designated target list<br />
* able to read new style [[WUT files]]<br />
|}<br />
<br />
|-<br />
| <br />
| [[WUT#Editing a WUT file|GWUT tool]] <font color=#BBBBBB>by Gotcha</font><br />
<br />
|-<br />
|<br />
| 1.6.0W15<br />
| Default values of cpac, cgs, cpds changed, Comanche loadout-error in GWUT fixed<br />
<br />
|-<br />
|<br />
| 1.6.1W1<br />
| Fly_Any_Aircraft error when using GWUT-files fixed, MP-changes, Retractable gear on the Hind and KA-50, Doors working on the Hind, KA-50 and BlackHawk, New control screen in the options menu, Version check functional when joining in MP, Deadband around 59% throttle removed, Possible to reverse pedal axis<br />
<br />
|-<br />
|<br />
| 1.6.1W2<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.1W3<br />
|<br />
<br />
|-<br />
| 2005-01-24<br />
| style="background:#FFDEAD" | <br />
{| width="100%"<br />
|-<br />
| 1.6.1W4<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.1W5T2<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.1W5T3<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.1W5T4<br />
|<br />
<br />
|-<br />
|<br />
| 1.6.1W5T5<br />
|<br />
<br />
|- <br />
| 2005-03-09<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| 1.6.1W5<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
|<br />
<br />
|-<br />
| 2005-03-25<br />
| 1.6.2W1T4<br />
|<br />
<br />
|-<br />
| 2005-06-21<br />
| 1.6.2W1T7<br />
|<br />
<br />
|- <br />
| 2005-08-20<br />
| style="background:#FFDEAD" | <br />
{| width="100%"<br />
|-<br />
| 1.6.2W2<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
|<br />
<br />
|-<br />
| 2005-11-20<br />
| 1.6.2W2T3<br />
|<br />
<br />
|-<br />
| 2005-11-22<br />
| 1.6.2W2T4<br />
|<br />
<br />
|-<br />
| 2005-12-05<br />
| 1.6.2W2T5<br />
|<br />
<br />
|-<br />
| 2005-12-06<br />
| 1.6.2W2T6<br />
| better handling of custom campaigns (including dynamic water), Alexander Archipelago campaign recognized, "season" texture information to choose desert/summer/winter textures automatically (if present), season information is saved with savegames and transmitted in MP, improved framerates with TSD colour map display at 10 and 25km scales (set mfr to a high value in eech.ini), z-buffer switch in eech.ini improves runway disappearing, working cockpit dials and lamps for the Havoc<br />
<br />
|-<br />
| 2005-12-07<br />
| 1.6.2W2T7<br />
|<br />
<br />
|-<br />
| 2005-12-26<br />
| 1.6.2W2T9<br />
|<br />
<br />
|- <br />
| 2006-02-14<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| 1.6.2W3<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
|<br />
* Added: warzones<br />
* Added: in-game season<br />
* Added: "extended_textures" in [[eech.ini]]<br />
* Added: cockpit dials and lights for Havoc and Hind<br />
* Fixed: disappearing of runways when landing. Though, landing pads still disappear.<br />
* Added: a toggle key for the high LOD feature.<br />
* Added: 3 night vision brightness levels.<br />
* Added: more HUD colours<br />
* HUD size and colour config are saved in eech.ini per gunship.<br />
* Added: flight formations (diamond, ragged left and ragged right).<br />
* Added: [[keycard]]<br />
<br />
<br />
|-<br />
| 2006-06-22<br />
| 1.6.2W4T1<br />
|<br />
<br />
|-<br />
| 2006-06-30<br />
| 1.6.2W4T2<br />
|<br />
<br />
|-<br />
| 2006-07-15<br />
| 1.6.2W4T3<br />
|<br />
<br />
|-<br />
| 2006-08-20<br />
| 1.7.0<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
* [http://www.copters.com/pilot/autorotation.html auto-rotation]<br />
* realistic engine<br />
* new HUD for Ka-52<br />
* transition mode<br />
* high resolution MFDs<br />
* new weapons MFD page for Apache<br />
* new engine sounds<br />
* sound reduction when closing canopy doors<br />
* separate key for manually opening and closing canopy doors<br />
* F1 centers the view in mouse look<br />
|}<br />
|-<br />
| 2006-08-22<br />
| 1.7.1<br />
|<br />
* Fixed version number used for checking multiplayer compatibility<br />
<br />
|-<br />
| 2006-10-15<br />
| 1.7.2<br />
| <br />
* New high-resolution HUD for the Mi-28 (similar to new Ka-52 HUD)<br />
* Track-IR and G-forces can now move head position also in Mi-28<br />
* Added heading tape to TSD for Comanche and Hokum<br />
* Further tweaking to low and medium speed flight dynamics.<br />
* Fixed bug with head pitch not being saved in wideview<br />
* Fixed bug with g-force_head_movement modifier in eech.ini not working properly.<br />
* Fixed bug with new Hokum HUD appearing only as a filled block in external view and in-ternal view without cockpit.<br />
* Fixed bug with tail rotor not being powerful enough to counteract torque with cross cou-pling disabled.<br />
<br />
|-<br />
| 2006-12-23<br />
| 1.8<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
* Manual laser and radar control, and laser must be active for laser guided missiles to gui-de<br />
* More realistic, higher trajectories for the Hellfire<br />
* [[Apache TSD|Priority Fire Zones for the Longbow]]<br />
* New more restricted night vision view<br />
* New colour MFDs (for the Apache only)<br />
|}<br />
<br />
|-<br />
| 2006-12-28<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| 1.8.1<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
| <br />
* Several bug fixes which came with the 1.8 release.<br />
* Longbow's threat warning MFD page (ASE) has got colours. SAM sites have RED rings, AAA yellow. IR missiles are red, radar missiles are yellow, and laser guided missiles are blue.<br />
* Added threat identification (Apache Longbow only).<br />
* Changed side selection screen for free flight to select specific helicopter type.<br />
<br />
|- <br />
| 2007-01-18<br />
| 1.8.2<br />
| <br />
* Several bug fixes which came with the 1.8.1 release.<br />
* Addition items in the flight log.<br />
* With "realistic engine" initially the MFD screens and the HUD are turned off.<br />
* Cycle through Comanche's side MFDs.<br />
* Implemented non-linear axis for cyclic, collective and pedals.<br />
* AI wingmen won't any longer need to climb to get line of sight to target when firing radar guided hellfires.<br />
* Manually activating of the radar and laser.<br />
* AI will no longer waste guided air-to-surface missiles. They will not refire a guided missile at the same target until the first missile has missed (or hit but failed to destroy target).<br />
* Changed "usemaster" option in [[eech.ini]] to default to off.<br />
<br />
|-<br />
| 2007-01<br />
| 1.8.3<br />
| <br />
* Several bug fixes which came with the 1.8.2 release.<br />
<br />
|- <br />
| 2007-02-21<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2143041&page=1#Post2143041 1.8.4]<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
<br />
|<br />
* Several bug fixes which came with the 1.8.3 release.<br />
* Fixed Hind's flight model which caused it suddently to do violent maneuvers.<br />
* Fixed so that mouse buttons can be used with the EO cameras again.<br />
* EECH will now check if the <code>aphavoc</code> directory exists in the same directory as <code>cohokum</code>.<br />
<br />
|-<br />
| 2007-05-25<br />
| <br />
| style="background: #8CAAE5" |<br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
| Released: [http://en.wikipedia.org/wiki/Enemy_Engaged_2 Enemy Engaged 2]<br />
|}<br />
<br />
|-<br />
| 2007-05-28<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2222287&page=1&gonew=1#Post2222287 1.8.5]<br />
| <br />
* Added arrow keys as fine adjustment of trim. Useful in when helicopter is mostly trimmed, but just need some fine adjustment. Only works when using a joystick for cyclic control.<br />
* Added [[Shared Memory Export]] of flight data.<br />
* Added waypoint, weapon and NG RPM data to shared memory export.<br />
* Several crash fixes including when taking damage in Cobra and other helicopters with the general flight model.<br />
<br />
|-<br />
| 2007-06-03<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2226645&page=1&gonew=1#Post2226645 1.8.6]<br />
| <br />
* save games and multiplayer crashing fix introduced in 1.8.5.<br />
* export also the upfront display/ekran data to shared memory<br />
<br />
<br />
|-<br />
| 2007-07-08<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2279450&page=1&nt=5&fpart=1 1.9.0]<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
* free camera mode<br />
* different Comanche HUD<br />
* realistic weapon ballistics<br />
* spiral Vihkr paths<br />
* full colored DTV<br />
* more detailed campaign map palette<br />
* Color MFDs for Alligator and Comanche<br />
* different smoke color<br />
* rockets have shorter burn time and faster acceleration<br />
* wobbly camera<br />
* adjustable update time for enemy unit positions on the campaign map<br />
* smoke persistence can now be set to 10 secs for older hardware<br />
|}<br />
<br />
|-<br />
| 2008-02-08<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2443413#Post2443413 1.10]<br />
| style="background: #8CAAE5" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|20px]]<br />
| <br />
* '''3D Apache cockpit'''<br />
* EO camera:<br />
** ground spot locking<br />
** camera shaking when cannon is fired<br />
* ORT view for Apache<br />
* pedal trim<br />
* removed restrictions on screen resolutions<br />
* "trinnlaus" zoom<br />
* object rendering to fog border<br />
* support for background image themes<br />
|}<br />
<br />
|-<br />
| 2008-02-08<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2443839#Post2443839 1.10.1]<br />
| <br />
* bug fix: crashing when locking a target with EO<br />
<br />
|-<br />
| 2008-02-16<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| [http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2449949 1.10.2]<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
| <br />
* several bug fixes<br />
* co-pilot search and report targets<br />
* ability to lock target or ground point by clicking on TSD<br />
<br />
|-<br />
| 2008-07-10<br />
| style="color:white; background:#535353" | [[Image:Razor R logo black.png|25px]] <br />
| style="background: #000000" | <br />
{| width="100%"<br />
|-<br />
| width="25px" | [[Image:Star icon.png|20px]]<br />
|<br />
[http://www.razorworks.com/ Razorworks disbanded]<br />
|}<br />
<br />
|-<br />
| 2008-12-22<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| [http://simhq.com/forum/ubbthreads.php/topics/2638836/X_Mas_is_here_EECH_1_11_and_Mi.html 1.11]<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
| style="background: #8CAAE5" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|20px]]<br />
| <br />
* '''3D Hind (Mi-24V) cockpit'''<br />
* Added noise maps.<br />
* several bug fixes<br />
* Added flight model for Mi-24V.<br />
** Including suspension modeling.<br />
* Rotor brake must be off for engine to start.<br />
* Now only one engine can be started at a time.<br />
* Adjustment to trim function. <br />
* Weapons use a rate of fire now.<br />
* Fixed bug where only one gun sound would be used even if several kind of guns were carried.<br />
* Added easter egg to Mi-24 cockpit.<br />
* EECH now supports custom scenes (created with Firebird's tool) in addition to custom 3D objects.<br />
* ''MFD export'' with color conversion, works now with 32 bit colordepth too(by mue)<br />
* Small adjustment to AI flight model.<br />
* Added option for disabling text messages.<br />
|}<br />
<br />
|-<br />
| 2009-05-29<br />
| [http://simhq.com/forum/ubbthreads.php/topics/2733487 1.12]<br />
| <br />
* Added [http://lomac.strasoftware.com/tacview-en.php Tacview] support.<br />
<br />
|-<br />
| 2009-06-18<br />
| [http://simhq.com/forum/ubbthreads.php/topics/2745794/1.html 1.12.1]<br />
| <br />
* Added two visual themes: one for Apache and one for Hind (by GCsDriver). Don't forget to set themes=2 in EECH.INI.<br />
* Added different maxfov settings for different cockpits in EECH.INI.<br />
* Suspension fix<br />
* Player-controllable Comanche, Apache, Blackhawk, Havoc and Hokum-B won't stand above or below surface (by W4chund).<br />
* Restored respecting of season for loaded saves.<br />
* Restored broken Alt-F3/F4 support.<br />
<br />
|-<br />
| 2009-07-26<br />
| [http://simhq.com/forum/ubbthreads.php/topics/2827510/EECH_1_12_2_released.html#Post2827510 1.12.2]<br />
| <br />
* Added control over variable weather (see Random weather parameters in EECH.INI)<br />
* No cockpit view for some helicopter has MFDs with adjustable size (Alt-F11)<br />
* Fixed CTD with "flyable" A-10s and Harriers<br />
<br />
|-<br />
| 2010-03-01<br />
| [http://simhq.com/forum/ubbthreads.php/topics/2968684/EECH_1_12_3_released.html#Post2968684 1.12.3]<br />
| <br />
* Added OpenAL support. Multiple (5.1) speakers may produce surrounding sound.<br />
* Improved loadout for Hind. Loadout is displayed correctly now (by dfang). Hind may carry<br />
o Missiles (Sturm) on wingtip and outer pylons<br />
o Rockets (S-5, S-8, S-13) on inner and outer pylons<br />
o Gun pods (UPK) on inner and outer pylons <br />
* Canopy sounds amplification control.<br />
There are groups of sound effects<br />
o Rotor of player's helicopter<br />
o Rotor of other helicopters<br />
o Engine of player's helicopter<br />
o Engine of other helicopters<br />
o Misc of player's helicopter (gears, for example)<br />
o Misc of other helicopters<br />
o Guns<br />
o Environmental sounds <br />
* Each group has three numbers associated used to calculate sound effect volume amplification:<br />
amplification = first / 100 + bound(canopy_door_state, 0, second) * third / 10000, where<br />
canopy_door_state varies from 0 (fully closed) to 100 (totally open)<br />
bound(x,y,z) produces y if x less than y, or z, if x greater than z, or x otherwise<br />
Check canopy_sounds_amp in Sounds section of EECH.INI<br />
* Turned on cgs (comms guaranteed send) by default<br />
* Removed demand for slash for command-line arguments<br />
<br />
|-<br />
| 2010-05-14<br />
| [http://simhq.com/forum/ubbthreads.php/forums/13/9/EECH_EEAH.html 1.13.0]<br />
| <br />
* Viper is a new and flyable helicopter (by dfang) <br />
* Improved data export (UDP- and SIOC-compatible ways) <br />
* In-cockpit sound volumes are adjusted (by Colonel_Kurtz) <br />
o Bug fixes <br />
* Fixed low frame rate in Hind cockpit with the map enabled (map is not moving again) <br />
* Textures are unloaded always now. <br />
* Returned "heading follow mode" for chase camera. <br />
* Added MFD, HUD and arming screen names for TOWs. <br />
<br />
|-<br />
| 2011-10-29<br />
| [http://simhq.com/forum/ubbthreads.php/topics/3420872/1.html 1.14.0]<br />
| <br />
* Previously missing Hokum, Comanche, Apache, Havoc cockpit textures (by Mapi)<br />
* Remapped and retextured (camo) military hardware (by Pesanur, Soczkien, dfang).<br />
* Added rotating wheels for player-controllable Apache-D, Hind, Havoc, Comanche (by dfang).<br />
* Added suspension for Apache (by dfang).<br />
* Explosion and smoke effects (by BANITA).<br />
* Rearranged 3d files and textures.<br />
* Added import of textures animation.<br />
* Speech can be redirected to headphones while all environment sound is played in speakers.<br />
* Added support of 24/32 bit compressed/uncompressed TGA textures.<br />
* Added export/import of smoke, meta smoke and explosion databases.<br />
<br />
|-<br />
| 2011-12-04<br />
| [http://simhq.com/forum/ubbthreads.php/topics/3467758/1/1_14_1_bugfix_release_is_out.html 1.14.1]<br />
| <br />
* Fixed opaque winter Hind windshield (by dfang)<br />
* Changed suspension data for Apache Longbow, Havoc, Hokum-B and Comanche (by dfang)<br />
* Fixed CTD on exit with custom EXPLOS.CSV<br />
* Fixed compass and ADI in Apache Longbow cockpit<br />
* Fixed ADI in Apache and default cockpits<br />
* Fixed GWUT: None if the specified gwut file is absent<br />
<br />
|-<br />
| 2012-12-22<br />
| style="background:#FFDEAD" |<br />
{| width="100%"<br />
|-<br />
| [http://simhq.com/forum/ubbthreads.php/topics/3704798/1_15_is_out 1.15.0]<br />
| align="right" | [[Image:Green check.png|17px]]<br />
|}<br />
| style="background: #8CAAE5" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|20px]]<br />
|<br />
Features<br />
* '''OH-58D Kiowa Warrior cockpit and external (by Soczkien)'''<br />
* '''AH-1Z Viper cockpit (by dfang)'''<br />
* UH-60 Blackhawk external (by Soczkien)<br />
* Ka-50 cockpit (unfinished) (by Soczkien)<br />
* Hind moving map carret<br />
* '''New map - Europe (by Soczkien)'''<br />
* Clouds puffs (by Soczkien)<br />
* Newer sound effects (by Doctor_Wibble)<br />
* Additional UI screens (by dfang)<br />
* Added support of WAV files (mono PCM, 8 and 16 bits, any sane frequency)<br />
* Improved explosions import<br />
<br />
Bug fixes<br />
* Fixed payload for Blackhawk <br />
* No crush while displaying destroyed Yak or Falcon <br />
* Preserving proportions of background screens for wide displays <br />
* No test of video modes on enumeration<br />
<br />
<br />
|}<br />
<br />
|-<br />
| 2014-06-02<br />
| [http://simhq.com/forum/ubbthreads.php/topics/3961405/EECH_1.15.2_update_available#Post3961405 1.15.2]<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
Features<br />
* New external models and textures for Mi-24, Mi-17, Mi-6, CH-53, AH-1W, Ka-29, CH-47;<br />
* Main rotor blades animation, accurate blades damage;<br />
* Animated helicopter's horizontal stabilizer, rudder tilt rotors;<br />
* New undercarriage animation mostly for all helicopters (except AH-64 and CH-3);<br />
* Forest trees affected by fog;<br />
* Specular glossiness for textured models;<br />
* New detailed reflection images for different seasons;<br />
* Tweaked smokes (by Zackin5);<br />
* Water textures (by L_Viper);<br />
* G-force head movement effects improved, visual vibrations added;<br />
* Loadout textures (by civilian);<br />
* New FLIR and LLTV/DTV screens;<br />
* Green NightVision goggles for CIS;<br />
* Rockets muzzle flash animation added;<br />
* New configurable shells tracers;<br />
* Smoke trail visual quality improved;<br />
* Smoke and flame coloring improved;<br />
* New animated ship wakes;<br />
* Aircrafts ground/water collision effects;<br />
* Particles clouds;<br />
* HESCO barriers (by messyhead);<br />
* US pilots camo skins (by SKIP2008);<br />
<br />
* Helicopter repairing and refueling progress bar;<br />
* [http://eechcentral.simhq.com/index.php?title=Advanced_MFD New EO screen symbology for Havoc, Hokum and Blackshark];<br />
* Clickable fuel quantity button at weapon loading page;<br />
* Additional campaigns - Cuba Libre, Cuba Libre 2, Border War (by ricnunes)<br />
* US ATC voice pack (by LazerPotatoe)<br />
* Troops insertion process optimized<br />
<br />
* Additional collision points are added to helicopter objects, collisions calculating precise increased;<br />
* Interaction of helicopter with water are added;<br />
* Missing collision objects are added for Mi-28, Ka-52, AH-64D, AH-64A, AH1-Z, AH1-W, AH1-T, OH-58;<br />
* Tail rotor damage enabled;<br />
* Damage can be taken both from land and other object collision. Amount of damage is depends on current velocity and angle to the surface;<br />
* Water random damage is added – than longer helicopter staying on water surface than more damage it gets (except CH-47 and CH-53). Engines will be damaged immediately in case of any engine collision with water;<br />
* Repairing cheat has time delay when difficult is HARD;<br />
* Alternative helicopter destruction. Instead of replacing whole model only weapons and pilots are became invisible;<br />
* All aircrafts has armor level (look GWUT file);<br />
* Damage states for aircrafts - mortal damage (30% of damage level left), critical damage (5% of damage level left), smoke appears. damage level decreased about 1 point per second if damage state is mortal, about 8 points per second if damage state is critical (only AI);<br />
* Critical damage state for vehicles (15% of damage level left), vehicle became inactive, damage level decreased about 2 points per second, smoke appears;<br />
* Smooth calculations of armor thickness after weapon impact (both vehicles and aircrafts);<br />
<br />
* Suspension dynamics added for all helicopters;<br />
* Smooth damaged rotor vibrations;<br />
* Additional cargo weight for supply missions (6000kg for heavy lift helis, 2000kg for medium lift)<br />
* [http://eechcentral.simhq.com/index.php?title=Flight_model Alternative advanced flight model added];<br />
<br />
* View control mod (field of view change by mouse wheel, EO control by POV buttons, AH64D EO targeting bug fixed, smooth mouse EO control etc);<br />
* [http://eechcentral.simhq.com/index.php?title=Ground_stabilizer New EO gyro stabilization];<br />
* [http://eechcentral.simhq.com/index.php?title=Forcefeedback Force feedback support];<br />
* Improved external camera control by TIR;<br />
<br />
* Weapon launch force added;<br />
* Ballistic calculations fixed for unguided weapons, missed targeting symbology added;<br />
* Gatling rotating speed fixed;<br />
* Chaffs and flares quantity changed almost for all helicopters, salvo size increased twice;<br />
* Stinger missiles added for UH-60;<br />
* Ataka missiles added for KA-29;<br />
* Cannon pods added for MI-17;<br />
* Hydra pods added for AH1T and AH1W, Stinger removed;<br />
* 6 M2HB auto cannons and 2 M61A1 (CIWS) added for Tarawa;<br />
* All weapons has separated damage and penetration capabilities;<br />
* Hardball and AP effectiveness decreases with range;<br />
* [http://eechcentral.simhq.com/index.php?title=Weapons#Warhead_types Explosion splash effectiveness non-linear and depends on type of warhead];<br />
* [http://eechcentral.simhq.com/index.php?title=Weapons#Warhead_types New warhead types HEDP, MPSM, HEAA (shells with radio proximity fuze)];<br />
* Ballistic calculations precision greatly increased, artillery lost capability to use hight ballistic trajectory;<br />
* Switchable weapon payload configs for helicopters with default cockpit;<br />
* [http://eechcentral.simhq.com/index.php?title=Weapons#Weapon_types Dual-thrust rocket motors support, non-linear fuel consumption];<br />
* [http://eechcentral.simhq.com/index.php?title=Weapons#External_ballistics All weapon types (include decoy, parachutes etc.) affected by wind];<br />
* [http://eechcentral.simhq.com/index.php?title=Weapons#External_ballistics Real time calculations of weapon's drag force];<br />
* Sight systems target visual recognition range increased<br />
<br />
* Jet pilot's ejecting after being critically damaged (by magitek)<br />
* Improved weapon filtering for aircrafts and vehicles<br />
* Group of aircrafts will abort mission and return home if one of the members get mortal damage (main mission priority should be less than 5.0), after landing aircraft will be repaired<br />
* Airplanes and jets movement improved (by magitek)<br />
* Rearming of vehicle's weapon does not make other arms inactive<br />
<br />
Bugs fixed<br />
* Europe tree's texture alpha layer missed <br />
* Helicopter models without proper LODs <br />
* Ballistics calculations problems <br />
* No sound with DirectSound EXE version <br />
* Wheels collision with water surface <br />
* Grey trees for some maps <br />
* Tail stabilizator is static for some helis <br />
* Ka-50 cockpit displacement <br />
* Non functional persistent_smoke string (replaced with max_smoke_time) <br />
* Nose-cannon related problems for MP client <br />
* Continuously repeated 'This is ground control. Requesting support at grid" radio message <br />
* Rear rotor sinking <br />
* Heli roll down from a carrier<br />
* Weapon fixes for MP game (by magitek)<br />
|}<br />
|-<br />
| 2016-02-28<br />
| [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out 1.16.0]<br />
| style="background: #CDD9F1" | <br />
{| width="100%"<br />
|-<br />
| width="20px" | [[Image:Star icon.png|15px]]<br />
| <br />
Features<br />
* Now using Direct3D9!<br />
* Single file installer - upgrade stock game in one step<br />
* Using OpenAL-Soft for sound system by default<br />
* WAV sounds instead of PCM<br />
* Multiplayer system minor improvements and fixes<br />
* Joystic axis state indication at Controls page<br />
* Infantry patrols and more complicated insertion missions<br />
* New way of stealth factor calculation for helicopters<br />
* Airfields mod (WIP, by Soczkien)<br />
* Jets Replace mod v1.0 (by Soczkien), Su-34 Fullback presented as Multy-role Fighter<br />
* New Skins for Russian helicopters mod (WIP, by ignarik)<br />
* New US helicopters skins mod (WIP, by rapota)<br />
* New High Detailed Trees mod v1.2 (by Soczkien)<br />
* New Sea Water mod (by Soczkien)<br />
* New Winter Terrain textures (by Soczkien)<br />
<br />
Bug fixes<br />
* Helicopter overspeed issues<br />
* Pilot static hand visibility problems in wideview mode<br />
* Helicopters has wrong heading angle relative to HESCO barriers<br />
* Russian translation and fonts issues<br />
|}<br />
|}<br />
<br />
== See also ==<br />
<br />
* [[Enemy Engaged series timeline]]<br />
* [[Enemy Engaged 2#EE2 vs EECH|EECH vs EE2 comparison]]<br />
* [[EECH Longbow 2 comparison|EECH vs Longbow comparison]]<br />
<br />
[[category:installation and setup]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=EECH_Longbow_2_comparison&diff=1821EECH Longbow 2 comparison2016-05-03T10:44:17Z<p>Messyhead: </p>
<hr />
<div>The amount of value given to each point is up to you.<br />
<br />
{| class="prettytable"<br />
<br />
|-<br />
! colspan="2" | Longbow 2<br />
! colspan="2" | EECH<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || 2D and '''3D cockpits'''.<br />
| [[Image:Smiley neutral.png]] || 2D and '''3D cockpits'''.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''gauges''' not working in 3D cockpit.<br />
| [[Image:Smiley positive.png]] || Working '''gauges''' in 3D cockpit.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no '''clickable cockpit'''<br />
| [[Image:Smiley positive.png]] || '''Some clickable cockpits'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || better '''flightmodel'''<br />
| [[Image:Smiley negative.png]] || worse '''flightmodel'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''Flightmodel''' tends to overweight the aircraft.<br />
| [[Image:Smiley negative.png]] || '''Flightmodel''' exaggerates the lightness of the aircraft.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || less '''[[dynamics|flight dynamics]]''' applied<br />
| [[Image:Smiley positive.png]] || more '''[[dynamics|flight dynamics]]''' applied<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || more realistic '''engine model'''<br />
| [[Image:Smiley negative.png]] || less realistic '''engine model'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no '''[[engine startup|engine startup sequence]]'''<br />
| [[Image:Smiley positive.png]] || '''[[engine startup|engine startup sequence]]'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || modeled '''cockpits''': Apache, Blackhawk, Kiowa<br />
| [[Image:Smiley positive.png]] || modeled '''cockpits''': Apache, Comanche, Hokum, Havoc<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || '''flightmodels''': 3 (Apache, Blackhawk, Kiowa)<br />
| [[Image:Smiley negative.png]] || '''flightmodels''': 1<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || more like an old military sim graphics<br />
| [[Image:Smiley positive.png]] || better '''graphics'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || 2 player flying 1 gunship available<br />
| [[Image:Smiley negative.png]] || 2 player flying 1 gunship not available<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || more '''exciting''' campaign gameplay<br />
| [[Image:Smiley negative.png]] || less '''exciting''' campaign gameplay<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''stability''' issues on computer performance<br />
| [[Image:Smiley positive.png]] || quite '''stable''' on computer performance<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || much better '''AI''' for ground units<br />
| [[Image:Smiley negative.png]] || worse '''AI''' for ground units (static on crossroads)<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''Rockets''' do not work correctly for most people.<br />
| [[Image:Smiley positive.png]] || No '''rockets''' issues.<br />
<br />
|}<br />
<br />
== See also ==<br />
<br />
* [[Enemy Engaged 2]] - EE2 vs EECH</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=EECH_Longbow_2_comparison&diff=1820EECH Longbow 2 comparison2016-05-03T10:43:46Z<p>Messyhead: </p>
<hr />
<div>The amount of value given to each point is up to you.<br />
<br />
{| class="prettytable"<br />
<br />
|-<br />
! colspan="2" | Longbow 2<br />
! colspan="2" | EECH<br />
<br />
|-<br />
| [[Image:Smiley neutral.png]] || 2D and '''3D cockpits'''.<br />
| [[Image:Smiley neutral.png]] || 2D and '''3D cockpits'''.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''gauges''' not working in 3D cockpit.<br />
| [[Image:Smiley positive.png]] || Working '''gauges''' in 3D cockpit.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no '''clickable cockpit'''<br />
| [[Image:Smiley positive.png]] || no '''Some clickable cockpits'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || better '''flightmodel'''<br />
| [[Image:Smiley negative.png]] || worse '''flightmodel'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''Flightmodel''' tends to overweight the aircraft.<br />
| [[Image:Smiley negative.png]] || '''Flightmodel''' exaggerates the lightness of the aircraft.<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || less '''[[dynamics|flight dynamics]]''' applied<br />
| [[Image:Smiley positive.png]] || more '''[[dynamics|flight dynamics]]''' applied<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || more realistic '''engine model'''<br />
| [[Image:Smiley negative.png]] || less realistic '''engine model'''<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || no '''[[engine startup|engine startup sequence]]'''<br />
| [[Image:Smiley positive.png]] || '''[[engine startup|engine startup sequence]]'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || modeled '''cockpits''': Apache, Blackhawk, Kiowa<br />
| [[Image:Smiley positive.png]] || modeled '''cockpits''': Apache, Comanche, Hokum, Havoc<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || '''flightmodels''': 3 (Apache, Blackhawk, Kiowa)<br />
| [[Image:Smiley negative.png]] || '''flightmodels''': 1<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || more like an old military sim graphics<br />
| [[Image:Smiley positive.png]] || better '''graphics'''<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || 2 player flying 1 gunship available<br />
| [[Image:Smiley negative.png]] || 2 player flying 1 gunship not available<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || more '''exciting''' campaign gameplay<br />
| [[Image:Smiley negative.png]] || less '''exciting''' campaign gameplay<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''stability''' issues on computer performance<br />
| [[Image:Smiley positive.png]] || quite '''stable''' on computer performance<br />
<br />
|-<br />
| [[Image:Smiley positive.png]] || much better '''AI''' for ground units<br />
| [[Image:Smiley negative.png]] || worse '''AI''' for ground units (static on crossroads)<br />
<br />
|-<br />
| [[Image:Smiley negative.png]] || '''Rockets''' do not work correctly for most people.<br />
| [[Image:Smiley positive.png]] || No '''rockets''' issues.<br />
<br />
|}<br />
<br />
== See also ==<br />
<br />
* [[Enemy Engaged 2]] - EE2 vs EECH</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Main_Page&diff=1810Main Page2016-05-03T09:51:41Z<p>Messyhead: /* Introduction */</p>
<hr />
<div>__notoc__<br />
{| <br />
<br />
== Introduction ==<br />
<br />
[[Image:Mi24 doors.jpg|thumb|left|Community-created Mi-24V cockpit]]<br />
<br />
'''''Enemy Engaged – Comanche vs. Hokum ([[abbreviations|EECH]])''''' is a combined forces realtime battlefield helicopter simulation.<br />
<br />
The player pilots an attack helicopter inside a dynamic campaign. Instead of being confined to separate pre-defined "missions" like in so many other simulation games, it is possible to see the battle unfold across the entire battlefield in real time, without "load times" during missions. Your tasks in the game range from attack missions on enemy bases, FARPs and vehicles, close air support or interdiction of enemy air defenses, recon-missions to obtain photographic intelligence, down to simple transfer missions to replenish your forces.<br />
<br><br />
<br><br />
Effective air defense simulations necessitate NOE (Nap of the Earth) flying and the use of terrain as cover, as well as making best use of the stealth characteristics of the Comanche helicopter. <br />
A "Mission Commander" feature allows players to define their own missions and ultimately control the battle strategy from a powerful interactive game map that integrates seamlessly with the 3D action. The entire battlefield simulation is fully networked and supports multiple human pilots on either side of the simulated conflict.<br />
<br><br />
<br><br />
There are 9 helicopters modeled in the game that are flyable with their own cockpits, and seven of those have 3D cockpits. On the Blue side, these are the [[The Apache|AH-64A Apache]], [[The Apache|AH-64D Apache Longbow]], the [http://www.fas.org/man/dod-101/sys/ac/rah-66.htm RAH-66 Comanche], the [http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper AH-1Z Viper], and the [http://www.army-technology.com/projects/kiowa/ OH-58D Kiowa]. On the Red side, these are the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-52 "Hokum B"], the [http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm Ka-50 "Black Shark"], the [http://www.fas.org/man/dod-101/sys/ac/row/mi-28.htm Mi-28N "Havoc"], and the [[Mi-24 cockpit|Mi-24V Hind]]. All other helicopters in the game are flyable, but they use a 'default' cockpit from the Apache A.<br />
<br><br />
<br><br />
[[Image:Shot08.jpg|right|thumb]]<br />
The game tries to be as realistic as possible, having features like the [[Engine startup|realistic engine startup procedure]] and the [[priority fire zones]] for example, while retaining the ease-of-use factor that makes it popular with players who are more interested in action than avionics. Support for innovative input devices like TrackIR allow for an optimal level of immersion. Combined with the truly massive environments that retain a realistic sense of scale.<br />
<br><br />
<br><br />
Although the original game was released in 1999, the community has developed substantial graphics and gameplay-related enhancements, aside from stability and multiplayer improvements. The release of the game's [http://en.wikipedia.org/wiki/Sourcecode source code] ensured that an active fan community grew in size, turning EECH into it's current game.<br />
<br><br />
<br><br />
You can have a look at some [[Screenshots|screenshots]] of the game in the gallery.<br />
<br />
|-<br />
<br />
{| class="prettytable" width="100%"<br />
|-<br />
| colspan="4" align="center" |<br />
<br />
== March 5th 2016 v1.16.0FIX1 released ==<br />
[[image:Folder.png]] [https://drive.google.com/open?id=0B2tSjM_s_ROqRkhibzNtVXM2a3c 1.16.0 allmods installer]<br><br />
[[Image:Review-icon.png|15px]] [http://simhq.com/forum/ubbthreads.php/topics/4234430/EECH_ver1.16.0_is_out!#Post4234430 Details]<br><br />
[[Image:Review-icon.png|15px]] [[Installation guide]]<br><br />
<br />
== Guides & manuals ==<br />
<br />
===[[Image:Review-icon.png|15px]] [[Special:AllPages|Table of Contents]]===<br />
<br />
|-<br />
| width="33%" style="background:#D8F3D5" valign="top" | <br />
=== Starters Guide ===<br />
To help you get started. Please, read the following:<br />
#[[Gameplay]]<br />
#[[Acquire EECH]]<br />
#'''[[Installation guide]]'''<br />
#[[Multiplayer|Multiplayer guide]]<br />
#[[Quick start]]<br />
<br />
<font size="1">[[System requirements]] / [[FAQ]]</font><br />
<br />
| width="33%" style="background:#FFEDED" valign="top" |<br />
<br />
=== Interesting Articles ===<br />
* about [[Enemy Engaged 2]]<br />
* [[eech.ini]]<br />
* [[Engine startup]]<br />
* [[Priority Fire Zones]]<br />
* [[Designated target list]]<br />
* [[Map list]]<br />
* <font color="grey">[[ToC|more...]]<font><br />
<br />
| width="33%" style="background:#DFE7FF" valign="top" | <br />
=== Strategy Guides ===<br />
* [http://simhq.net/downloads/air_combat/eech/ApacheHavocManual.pdf Apache Havoc Manual]<br />
* [http://simhq.net/downloads/air_combat/eech/apache_vs_havoc_guide.pdf Apache Havoc Strategy Guide]<br />
* [http://simhq.net/downloads/air_combat/eech/EECHManual.pdf Comanche Hokum Manual] <br />
* [http://simhq.net/downloads/air_combat/eech/comanche_vs_hokum_guide.pdf Comanche Hokum Strategy Guide]<br />
* [https://app.box.com/s/2vota2riw3tev8giain2 EECH Keycard]<br />
* Training missions: <br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652467/1 1/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652499/1 2/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652510/1 3/4]<br />
** [http://www.simhq.com/forum/ubbthreads.php/topics/1652531/1 4/4]<br />
* [[hints]]<br />
|}<br />
<br />
[[category:installation and setup]] [[Category:eech.ini]] [[Category:tutorials]] [[Category:Developing]] [[category:Gameplay]] [[category:campaign]] [[Category:tutorials]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=File:Zombietar_small.png&diff=1681File:Zombietar small.png2014-01-08T09:19:10Z<p>Messyhead: </p>
<hr />
<div></div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1679Development2013-03-19T22:03:18Z<p>Messyhead: /* OpenWatcom */</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
Developers have their own mailing-list. To subscribe to the list send an email to:<br />
<br />
<code>eech-dev-subscribe@bollocks.net.nz</code> <br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account. In order to get one, ask for an account on the development list (please provide your firstname/lastname and a username), and state that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://www.openwatcom.org/index.php/Main_Page OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/archive/ Version 1.3 and 1.7a] are known to compile. Other compilers or versions may work, but you will probably have to fix some errors for it to compile, OpenWatcom 1.3 should compile it without problem, in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://msdn2.microsoft.com/en-us/xna/aa937788.aspx DirectX SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
To compile go to the <code>aphavoc</code> directory in the source. There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to make one from the other<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyheadhttp://eechcentral.simhq.com/index.php?title=Development&diff=1678Development2013-03-19T21:58:33Z<p>Messyhead: /* OpenWatcom */</p>
<hr />
<div>[[Image:Feather.png|200px|right]]<br />
<br />
This page is for those who intend to develop this game by programming the source code. '''Please note that the code was made available under the terms of [[EECH_License|this licence]].'''<br />
<br />
== About the source code ==<br />
<br />
The source code is written in [http://en.wikipedia.org/wiki/C_%28programming_language%29 C].<br />
<br />
== Prerequisites ==<br />
<br />
=== Acquire source code ===<br />
<br />
Developers have their own mailing-list. To subscribe to the list send an email to:<br />
<br />
<code>eech-dev-subscribe@bollocks.net.nz</code> <br />
<br />
The source code is hosted in a [http://en.wikipedia.org/wiki/Git_%28software%29 Git] repository. In order to download a copy ('clone') of the source code, you will need an account. In order to get one, ask for an account on the development list (please provide your firstname/lastname and a username), and state that you agree to the [[EECH_License|EECH License]]. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see [[GitHelp|this page]].<br />
<br />
=== [http://en.wikipedia.org/wiki/OpenWatcom OpenWatcom] ===<br />
<br />
The first step is to get OpenWatcom. [ftp://ftp.openwatcom.org/archive/| Version 1.3 and 1.7a] are known to compile. Other compilers or versions may work, but you will probably have to fix some errors for it to compile, OpenWatcom 1.3 should compile it without problem, in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).<br />
<br />
=== [http://en.wikipedia.org/wiki/Direct_X DirectX SDK] ===<br />
<br />
You will also need Microsoft's DirectX SDK.<br />
<br />
For Watcom to find the DirectX libraries and headers, copy the content from the <code>Lib</code> and <code>Include</code> directories from the DirectX SDK to the <code>lib386\nt</code> and <code>h\nt</code> directories respectively in the Watcom install.<br />
<br />
[[Image:Download.png|20px]] download [http://msdn2.microsoft.com/en-us/xna/aa937788.aspx DirectX SDK]<br />
<br />
== Compiling ==<br />
<br />
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.<br />
<br />
To compile go to the <code>aphavoc</code> directory in the source. There are several scripts used for compiling there. The most useful are:<br />
<br />
* <code>dmake</code>, to make a debug build<br />
* <code>cmake</code>, to make a release build<br />
* <code>remake</code>, to make one from the other<br />
<br />
It is important to edit the scripts <code>dmake</code> and <code>cmake</code> to have the correct ROOTPATH before start building. This is the directory where the source is installed.<br />
<br />
== See also ==<br />
<br />
* [[Credits|Developers]]<br />
* [[3D modeling]]<br />
<br />
[[Category:Developing]]</div>Messyhead