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Author Topic: new Vehicles... package 1 & 2 (v1.02) - 3 (v1.02)  (Read 31180 times)

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SAS~Epervier

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #96 on: April 26, 2012, 01:53:22 AM »

70%, you do not write correctly the lines in the files chief - stationary - technics.ini !
You must look at the contents of log.lst to know more precisely your problem!
http://www.sas1946.com/main/index.php/topic,13457.0.html
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SAS~Epervier

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #97 on: May 16, 2012, 03:56:08 AM »

Bizarre!
I received a message from a user ModAct (410).
It has an error message for Package 3 and 4b :

ActorException: Hook: Smoke not found.

Does someone also had this kind of error?

If you have this error :


http://www.mediafire.com/?w36495ud555c34s
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sa_475th_Chaney

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #98 on: May 28, 2012, 08:57:17 AM »

This has been an ongoing issue of mine for ages now with this game. when it comes to editing chief.ini or stationary.ini I can sometimes get it right and have no issues. but sometimes i wreck the whole process. In theory I understand that (or believe to be) these files "lines" must be carefully placed and spaced. If there was an easier way of copying and pasting over these files, then everyone would be doing it. I ran into the option of a mod that adds objects to my install and i just froze up. this is the scariest part of modding for me. And I'm pretty clueless on understanding the log.lst , logkeep yada yada. I haven't got there yet with that understanding. When i add stuff to stationary or chief, i basically evenly space the lines according to how i think they should be by carefully following what is already in the files. Then there are times that i try and add stuff and it will throw one section off like 10 spaces leaving me dumbfounded. The other question is, can we just throw these sections anywhere in there? Does USSR have to be with other like items? But then again, I'm sure it doesn't have to be "that" difficult. Could you jedi explain an easier route or at least guide me to a template to understand better? Tango Mike. S!
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max_thehitman

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #99 on: June 09, 2012, 10:53:39 PM »



I am really interested in these great mods, but I cannot use gamefront  :(

Could you please use Mediafire or Rapidshare?
Please
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SAS~Epervier

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #100 on: June 10, 2012, 01:44:19 AM »

Following requests ...
New links to Mediafire!
See the first post!
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max_thehitman

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #101 on: June 11, 2012, 12:13:05 PM »


THANK YOU SAS~Epervier   8)

VPmedia has added your cool mod (horses and wagons) to the new Update
for DBW-1916 (IL-2-1916) game!

He gave you credit on the list of mods  :)
I like your art! Very good!

Cheers
MAX
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sa_475th_Chaney

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #102 on: June 18, 2012, 11:55:02 AM »

This has been an ongoing issue of mine for ages now with this game. when it comes to editing chief.ini or stationary.ini I can sometimes get it right and have no issues. but sometimes i wreck the whole process. In theory I understand that (or believe to be) these files "lines" must be carefully placed and spaced. If there was an easier way of copying and pasting over these files, then everyone would be doing it. I ran into the option of a mod that adds objects to my install and i just froze up. this is the scariest part of modding for me. And I'm pretty clueless on understanding the log.lst , logkeep yada yada. I haven't got there yet with that understanding. When i add stuff to stationary or chief, i basically evenly space the lines according to how i think they should be by carefully following what is already in the files. Then there are times that i try and add stuff and it will throw one section off like 10 spaces leaving me dumbfounded. The other question is, can we just throw these sections anywhere in there? Does USSR have to be with other like items? But then again, I'm sure it doesn't have to be "that" difficult. Could you jedi explain an easier route or at least guide me to a template to understand better? Tango Mike. S!

I guess I'll quote myself because i was hoping for an answer on this lol. I'm still largely confused to adding stuff to chief, stationary, etc. it's the easiest way to crash a game so i usually dont mess with it but hey, if someone creates a mod pack, i wont complain. i think wind started it but i dont know if he has anything new brewing.
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slejsa

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #103 on: September 17, 2014, 08:33:09 AM »

Works in 4.12 :)
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vpmedia

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #104 on: November 15, 2014, 03:16:55 AM »

I reworked the textures of the first pack, they work well in 4.12:



http://ulozto.net/xR8MKNCz/vehicles-truck-tractor-p1-2-7z

Credits: Max the hitman for ZIS and GAZ truck textures

Mick

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #105 on: November 15, 2014, 03:44:31 AM »

Many THX Istvan, I love all your texture reworks ...!   :P
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SAS~Epervier

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #106 on: November 15, 2014, 05:24:05 AM »

Thank you very much !  :) :)
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SAS~Epervier

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Re: new Vehicles... (package 1 - 2 - 3...)
« Reply #107 on: November 21, 2014, 09:07:20 AM »

Package 3

v1.2
- fix "ActorException: Hook: Smoke not found" now included in archive 3.
- add sound for horses (author wav unknown !) - new data in technics.ini

See first post for link !
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