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Author Topic: [MOD] WESTFRONT44 - Final  (Read 21541 times)

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Uufflakke

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Re: [MOD] WESTFRONT44 - Final
« Reply #180 on: May 18, 2012, 02:53:43 PM »

@Tomoose, you can add as much rails as you want. Curved, straight, junctions etc but not in regular FMB but in Unlocked FMB.
But I warn you! As soon as you start working with the necessary tools it's like using heroin 'just for the experiment'.
Once you tried it you are addicted!

Map Making tools here:
http://www.sas1946.com/main/index.php/board,121.0.html

Map Editing tools here with a lot of screenshots:
http://ultrapack.il2war.com/index.php/topic,1977.0.html

After added the railways to the map it's also possible to let the trains run at different times from one track to the other instead of straight ahead from A to B as soon as the mission starts.
http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=8432&

Some "old school" examples by FabianFred from 2008:
http://allaircraftsimulations.com/forum/viewtopic.php?f=126&t=17063

http://allaircraftsimulations.com/forum/viewtopic.php?f=3&t=8792

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tomoose

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Re: [MOD] WESTFRONT44 - Final
« Reply #181 on: May 18, 2012, 03:45:42 PM »

Uufflakke;
thanks.  I'm not sure I want to get that adventurous, LOL.  Having said that, if I build a railway yard using the tools you suggest can I put it in any/every map I want????

Atom5:
I have lots of train-related objects but no simple train tracks.  I'm using the latest version of DBW 1.71 and I assume the objects list inside is up to date so to speak?
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atom5

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Re: [MOD] WESTFRONT44 - Final
« Reply #182 on: May 18, 2012, 09:56:08 PM »

Yeah, I know what you want, there are 20 or 30+ different types of rail track...I have them but I don't have IL2 at the moment to find out which mod they came in, all I cn say is that I use up3, last mod I activated was the 'plutonium effects' mod...I think...but suddenly there were 1500+ more objects in my FMB...rail tracks...road pieces....sorry I can't be specific :(
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bestekampfpilot58

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Re: [MOD] WESTFRONT44 - Final
« Reply #183 on: July 02, 2012, 10:29:11 AM »



Hey Gents,

Hows it going? I was going to ask some questions about how to install this map mod, after I had read through ALL the postings, which I have, but after what happened it is now a moot point.

Last week I had modified my version of 3.06 Mod significantly, with the addition of the  beautiful Ju88G, and the wonderful Ju188. Both of these planes installed flawlessly, and flew very well in the game! To the creators of these two planes, I must  compliment you on your skills, VERY WELL DONE!! I had also installed this mod GurnerFX_V4.2_modact_4.10, which I really liked a lot! In short I had my game all cleaned up, and running smooth as silk!

So, flushed with success, this Saturday, 6/30/12, I decided to install this map mod. I carefully read through ALL the postings on this forum, indeed  I read for more then a day just to make sure that I understood what to do. Unhappily, I did have some problems. No matter what I did these maps would not show up in the game? WTH?  I read with interest, posting #159, as this was exactly the same reaction that I was having. I unfortunately did NOT have the =Boomer Object pack=  as referenced by posting #160. I WAS going to D/L this Boomer object pack, when I had tried every  thing else first!

I tried to imitate as best I could what I saw in these postings with no results, the game would load, but the maps would not display at all? So, I tried one last time by disabling all of my mods in Jsgme, then activating the map mods first, Then, I activated the rest of the mods that I had running before. The result was a catastrophe!  ???

I turned the game on, and much to my utter amazement the Focke Wulf .tga file that I had been using for a year and that displays when the game first starts was gone! In it's place was the generic Hungarian Bf109 .tga that displays when Sas 3.06 starts!  ???

I can 'run' the game, but I CANNOT play the game. I did find and replace the Focke Wulf 190 back ground .tga, so yes the game does load up 'normally', now. When I get to the first screen in game, the main menu, I can pick on almost all of the buttons, and there will be a normal response, but when I pick on quick mission, then, I will get a blank me262.tga back ground and nothing else!
Normally in quick mission, you pick fly, and a 'stand by' message will appear, but not in this case.
I also am able to load up Fmb and even create a mission, but when I hit 'fly” I get a application error, i.e., “The memory could not be read at 0x5ed0530e', and Il2 will crash!

Just FYI this is from my eventlog after I tried to fly in Fmb...
==============================================================================================
[01.07.2012 16:00:44] Mission: Single/US/test Wildcat after Mod .mis is Playing
09:37:00 Mission BEGIN........(That's it! Not a clue of what is going on in the back ground!)
==============================================================================================
So, NOT the result that I anticipated or expected, to say the least! I guess that I will be updating to DBW a lot sooner then I thought. But, having said that, I would like to ask you guys here for a small indulgence, specifically a bit of knowledge, what is the EXACT web address for me to d/l Up 3.0! To install DBW you need Up 3, right? Can I down load Up 3 in one fell swoop, or will it have to be D/L via torrent? (!) I have two options here, I can d/l SAS 3.6 again, and rebuilt the WHOLE game over, groan, OR I can try what appears to be a more advanced update for il2, DBW, either way, I have to start from scratch again......My aching noggin!  :'(

I'm very frustrated, obviously, as I did take the time and put in a fair amount of effort, and  I still went 'down in flames!' Reminds me of my OLD USAF days LONG ago!  Boy, I was loving those two Junkers, and those new 'effects!' Sigh! Just before my 'crash', I did a boom and zoom in a wildcat on three Zekes, in one blazing pass two Zekes became fireballs! I LOVED the fire effects from that mod!  :P

Just FYI, I am running 4.101m with SAS Modact 3.06  (or should I say, 'was' running?)
Thanks in advance for your patience!  :)

Horrido!
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GilB57

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Re: [MOD] WESTFRONT44 - Final
« Reply #184 on: July 03, 2012, 03:17:56 AM »

Hi !

I'm not sure what's happening to your game but I expect that you previously made a backup ?
Anyways, no mapmod can prevent a game from playing (no modification in java code). Some maps can make display problems but I never heard something like that about this one ?

I suppose that something went wrong after installing the objects pack ?
I personnally installed the WestFront 40 & 44 maps on a 4.10.1m install + objects pack without any problem (for test purpose).
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bestekampfpilot58

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Re: [MOD] WESTFRONT44 - Final
« Reply #185 on: July 05, 2012, 03:19:02 PM »

GilB57.

Bonjour!  :)

Thank you for the response, just for future reference, yes I do have a backup. I have a older version of
Il2 on a different computer that I use for my back up. I run mods through this newer version of Il2, then IF
they work, THEN and only then will I transfer these newer mods to my 'older' version of Il2. This Il2 is my
'test bed' for mods to that other computer.

I did sort some errors out, there was a memory error that was caused by a mod conflict, however this mod
conflict only occurred after I installed the West-front mod? Also there still remains a significant display error
that appears to be caused by the Ecran Wide mod. There is a file named background.tga, that shows up in the
game as a screenshot of a Me262 technical data drawing. This background.tag comes with Ecran Wide mod.
When I activate il2, and attempt to load quick mission, this Me262 background appears, but nothing else!?
I can move my mouse across the screen, and nothing else. in short, it is not possible to play qmb in my Il2!?
I did restore partial game functionality, I can play in FMB, which is a relief! Now IF only I can figure out WHY
that *(*&*(^*^ background.tga  :'(   is hosing up my qmb, then I would be very happy indeed!  :)

I have disabled the the Ecran Wide mod, and STILL this display error persists! A few days before my mod crash
I had installed some more ram in my system, and a program called 'game booster.' These additions to my game
REALLY sped the game up. making it much more playable! Thus this recent error is that much harder to deal with...

That is the extent of my efforts to date. Thank you.
Have a good day!
Horrido!
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GilB57

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Re: [MOD] WESTFRONT44 - Final
« Reply #186 on: July 17, 2012, 02:25:04 AM »

NEWS, summer 2012:

Another patch is being worked currently.
Westfront 40 & 44 will now be treated as a single mod (maps stays in their own folders).

FEATURES:
WF44:
-Airfields added:

Florennes airfield south of Charleroi belgian town. was build by germans as NJG4 airfield (1942) then was used by USAAF (fall 1944) and hosted P38s, P47s and ... P61s.
This one fills a big hole in this part of the map.

I may also add Wattisham in UK and B44-Poix in France.

-Some airfields already present on WF40 map may be added also in WF44 (Eastchurch, Köln-Ostheim,...)
-Some airfields will carry late war concrete runways (AntWerp Deurne).
-Some bugs fixed in some places.

WF40:
Slight textures rework (I wasn't completely satisfied by previous one)


-Some bugs fixed in some places.
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Stratodog

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Re: [MOD] WESTFRONT44 - Final
« Reply #187 on: July 17, 2012, 09:01:44 AM »

Excellent!! Thanks again.

Any chance for Leiston on the WF44-45 winter map?
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GilB57

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Re: [MOD] WESTFRONT44 - Final
« Reply #188 on: July 17, 2012, 01:19:31 PM »

Yes !
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Stratodog

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Re: [MOD] WESTFRONT44 - Final
« Reply #189 on: July 17, 2012, 10:50:38 PM »

Yee haw! great news.  Thanks.  :)
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Oscar

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Re: [MOD] WESTFRONT44 - Final
« Reply #190 on: August 08, 2012, 07:56:56 AM »

This is marvelous news!  Can't wait to get Florennes (A-78).

I was stationed there in the 80's....LOL!

Wouldn't consider adding a few more bases would you?
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tomoose

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Re: [MOD] WESTFRONT44 - Final
« Reply #191 on: August 08, 2012, 11:15:49 AM »

Wow!  Adding to an already great job.
I'd like to request more railyards in the cities if it's not too late. 

Thanks for all the hard work.
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