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Author Topic: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info  (Read 61817 times)

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cgagan

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #48 on: August 20, 2013, 06:12:55 PM »

In #SAS/Mapmods
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Badmuthafunker

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #49 on: August 26, 2013, 09:54:55 AM »

Here's one for you, guys.

I've tried to install The Westfront, Cyberolas' Ardennes and Prokorhovka maps, but without success. Despite all objects and textures being in place, and the relevant all.ini entries, none show in QMB or FMB. I also added the QMB pro missions for the two Cyberolas maps, but when I fly the missions the default map loads.
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BravoFxTrt

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #50 on: August 26, 2013, 09:59:26 AM »

Did you deactivate the Default Maps, and rename RRR? Or edit RRR in your all.ini?
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

Badmuthafunker

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #51 on: August 26, 2013, 01:14:18 PM »

Hi Bravo, thanks for your reply.

I expected the Cyberolas repaints to overwrite the defaults, as in DBW, without requiring any editing of the all.ini. Besides, this doesn't explain the fact that the westfront maps don't show in the FMB or QMB lists.

Edit: I've just installed the Prokhorovka_RRR folder and added the all.ini entry. No dice. In short the game's not reading any new all.ini entries.

Edit 2: My mistake. I overlooked the lack of a "maps" folder inside "MAPMODS"! The game now, of course reads my all.ini. Sadly the maps are too big to load. Thanks for your help, mate.
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BravoFxTrt

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #52 on: August 26, 2013, 01:54:46 PM »

Try this,   Put a  -  on  Prokhorovka Default Map  then remove   _RRR   from Cyberolas's Map.

Or if you want to keep the default Map   here is my all.ini entry 
Prokhorovka_RRR  Prokhorovka_RRR/load.ini 

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SAS~Tom2

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #53 on: August 26, 2013, 05:24:19 PM »

A little Sidenote: Tom,Carstsmasters Lightmod in the Second Link is not compatible with the 4.12 Game version. Sad but true.

Semor:
Worked for me:
Chose the easy DII files only, not the rest of the easy mod version and put those in the main install.
And the 4.09m version of the easy ones!

il2_core.dll
il2_corep4.dll
il2corSSE3.dll
il2corSSE4.dll
msvcp71.dll
msvcr71.dll


Then put the Modact jsgme "True Color HD Skins" inside the #SAS folder, no more, not the DIIs.
I can load hi res skins and textures.

















General tips
As for getting all my maps:

I followed this forum's tips closely:
Went to my DBW 1.71 install:
Copied the entire maps folder over inside the #SAS\MapMods folder.
#SAS\MAPMODS\MAPS


Then...from UP~Boomer's post:
# 10
https://www.sas1946.com/main/index.php/topic,35419.0.html


Used his UP3 static ini file and copied the 4.12 static entries in as advised.
Backed the static.ini file up and copied the new static ini in #SAS\STD\com\maddox\il2\objects.

After this took the 4SFS UP3 object files as per Boomer's linked post into "IL-2 Sturmovik 1946\SFS_AUTO".

up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

Finally, opened my DBW install again and copied and pasted the following files as well into the
IL-2 Sturmovik 1946\SFS_AUTO:

up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs

up_textures01.sfs
up_textures02.sfs

updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs

Done. :-*

Tom
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bergkamp

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #54 on: October 14, 2013, 07:58:44 AM »

Hi all, looking for some advice. I have copied over my MapMods folder into my SAS Modact5 folder (for v4.12.1) together with the related SFS files, as described above. All maps load ok, except for BB North Vietnam and BB South Vietnam. I get the load ini error message when loading map in my modact install but both maps work fine in my DBW Full Monty and New TFM install.

I am probably missing something obvious but as usual, cannot see the wood for the trees. Logfile enclosed.

Thanks for any help.

Code: [Select]


[Oct 14, 2013 1:32:26 PM] ------------ BEGIN log session -------------
[1:32:26 PM] OpenGL provider: Opengl32.dll
[1:32:26 PM] OpenGL library:
[1:32:26 PM]   Vendor: NVIDIA Corporation
[1:32:26 PM]   Render: GeForce GTX 660 Ti/PCIe/SSE2
[1:32:26 PM]   Version: 4.3.0
[1:32:26 PM]   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[1:32:26 PM] Size: 1920x1080
[1:32:26 PM] ColorBits: 32
[1:32:26 PM] DepthBits: 24
[1:32:26 PM] StencilBits: 8
[1:32:26 PM] isDoubleBuffered: true
[1:32:26 PM]
[1:32:26 PM] *** Looking for Advanced CPU Instructions...
[1:32:26 PM] [x] PentiumPro
[1:32:26 PM] [x] Multimedia (MMX)
[1:32:26 PM] [x] 3D (SSE)
[1:32:26 PM] [x] 3D (SSE2)
[1:32:26 PM] [-] 3D (3DNow)
[1:32:26 PM] ColourBits 32, ABits 0, ZBits 24
[1:32:26 PM]
[1:32:26 PM] *** Looking for Render API Extensions ...
[1:32:26 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:32:26 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:32:26 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:32:26 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:32:26 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:32:26 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:32:26 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:32:26 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:32:26 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:32:26 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:32:26 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:32:26 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:32:26 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:32:26 PM]
[1:32:26 PM] Maximum texture size : 16384
[1:32:26 PM] Maximum simultaneous textures :4
[1:32:26 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:32:26 PM] 15 Splashscreens available.
[1:32:27 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:32:27 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:32:29 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[1:32:29 PM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[1:32:29 PM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[1:32:29 PM] INTERNAL ERROR: Texture required
[1:32:29 PM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[1:32:30 PM] Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42
[1:32:30 PM] Ship: Value of [USSYorktownCV5_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:194)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
[1:32:30 PM] Ship: Value of [USSHornetCV8_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:195)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42
[1:32:30 PM] Ship: Value of [USSHornetCV8_42D]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:196)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42D
[1:32:30 PM] Ship: Value of [USSEnterpriseCV6_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:197)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[1:32:30 PM] Ship: Value of [USSEnterpriseCV6_44]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:198)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_44
[1:32:31 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:31 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:31 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:31 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:32 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:33 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:34 PM] Initializing DirectSound playback device...
[1:32:34 PM] Primary buffer created.
[1:32:34 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:32:34 PM] Not enought hardware buffers (0), hardware disabled
[1:32:34 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:32:34 PM] Default speaker config is : 1310724.
[1:32:34 PM] Direct sound audio device initialized successfully :
[1:32:34 PM] DX Version : 7
[1:32:34 PM] Hardware    - disabled [buffers : 0]
[1:32:34 PM] Extensions  - enabled :
[1:32:34 PM]   EAX ver. 1 [ ]  - disabled
[1:32:34 PM]   EAX ver. 2 [ ]  - disabled
[1:32:34 PM]   EAX ver. 3 [ ]  - disabled
[1:32:34 PM]   I3D ver. 2 [ ]  - disabled
[1:32:34 PM]   ZoomFX     [ ]  - disabled
[1:32:34 PM]   MacroFX    [ ]  - disabled
[1:32:34 PM] SIMD render [X]
[1:32:34 PM] num channels 32
[1:32:34 PM]
[1:32:48 PM] Detected Vertex Shaders 3.0.
[1:32:48 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:32:48 PM] Vertex texture units: 32
[1:32:48 PM]
[1:32:50 PM] PBuffer: suitable formats: 6
[1:32:50 PM]
[1:32:50 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:32:50 PM] Depth = 24, stencil = 8
[1:32:50 PM] PBuffer: suitable formats: 6
[1:32:50 PM]
[1:32:50 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:32:50 PM] Depth = 24, stencil = 8
[1:32:53 PM] Loading vertex/fragment programs: *170127312*
[1:32:53 PM] *** Loading: [vpFogFar2Tex2D]
[1:32:53 PM] *** Loading: [vpFog2Tex2DBlend]
[1:32:53 PM] *** Loading: [vpFogFar4Tex2D]
[1:32:53 PM] *** Loading: [vpFogFar8Tex2D]
[1:32:53 PM] *** Loading: [vpFogNoTex]
[1:32:53 PM] *** Loading: [vpFog4Tex2D]
[1:32:53 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:32:53 PM] *** Loading: [vp4Tex2D]
[1:32:53 PM] *** Loading: [vp6Tex2D]
[1:32:53 PM] *** Loading: [vpTexUVTex2D]
[1:32:53 PM] *** Loading: [vpWaterGrid_NV]
[1:32:53 PM] *** Loading: [vpWaterSunLight_NV]
[1:32:53 PM] *** Loading: [vpWaterSunLight_ATI]
[1:32:53 PM] *** Loading: [vpWaterSunLight_FP]
[1:32:53 PM] *** Loading: [vpTreeSprite]
[1:32:53 PM] *** Loading: [vpTreeTrunk]
[1:32:53 PM] *** Loading: [vpVAObjectsN]
[1:32:53 PM] *** Loading: [vpVAObjectsL0]
[1:32:53 PM] *** Loading: [vpSprites]
[1:32:53 PM] *** Loading: [vpSimpleGL]
[1:32:53 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpSimpleGL]
[1:32:53 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpRiverCoastAA]
[1:32:53 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [vpWaterDM_CPU]
[1:32:53 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterLFogDM]
[1:32:53 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:32:53 PM] Load bridges
[1:32:54 PM] Load static objects
[1:32:55 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse_blasted01/live.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
[1:32:57 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[1:32:58 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[1:32:58 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[1:33:15 PM] Detected Vertex Shaders 3.0.
[1:33:15 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:33:15 PM] Vertex texture units: 32
[1:33:15 PM]
[1:33:15 PM] INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'
[1:33:15 PM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer/PS/Rice-1.tga')
[1:33:15 PM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNIN'
[1:33:15 PM] WARNING: TLandscape::LoadMap('BB_North_Vietnam/load.ini') - errors in loading
[1:33:15 PM] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'BB_North_Vietnam/load.ini' loading error
[Oct 14, 2013 1:33:36 PM] -------------- END log session -------------
Logged

SAS~Boomer

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #55 on: October 14, 2013, 08:21:22 AM »

Hi Bergkamp

I edited your post to use # code for the long log post
click # then paste long text between bracketed code like doing a quote

Besides all the ship errors your log throws out...
your map error is quoted below  ;)

Quote
[1:33:15 PM]   INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'
[1:33:15 PM]   INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer/PS/Rice-1.tga')
[1:33:15 PM]   WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNIN'
[1:33:15 PM]   WARNING: TLandscape::LoadMap('BB_North_Vietnam/load.ini') - errors in loading
[1:33:15 PM]   World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'BB_North_Vietnam/load.ini' loading error
[Oct 14, 2013 1:33:36 PM] -------------- END log session -------------


I quoted the last part of your log
it displays why your map will not load>
INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'

you are missing the texture named Rice-1.tga

once you find and install that texture it may give you another texture error maybe not
if you have ANY other textures missing for that map you will need to load the map each time to find each missing texture
The game will only give the error of the FIRST missing texture it finds when loading
it takes loading the game several times sometimes to find all the missing textures

To find the textures,find the thread from where the map is downloadable
re-download and read the thread carefully as you may need to install some other map to have all the textures needed
I don't know what that map come out with for textures,or if it is dependent on another map and textures
I am working from memory here,so just giving you the available info and examples to try locate what you need

SAS Modact versions of the game need absolutely everything installed by the end user
every map,texture and mod of any kind

Compared to Mod packs that have pretty much everything installed for you as an end user,
or any Pack made for a Mod pack which is usually dependent on the Mod pack to run right

Check and read the BB North Vietnam and BB South Vietnam map threads for downloads needed  ;)



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bergkamp

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #56 on: October 14, 2013, 08:53:10 AM »

Thanks for the explanation Boomer. I don't normally have too much trouble installing mods but when they go wrong, it is the internal nuts and bolts that leave me wanting.

Anyway, thanks again and I can now start my investigation.

Cheers, Bergkamp
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bergkamp

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #57 on: October 15, 2013, 10:32:26 AM »

Hi again, Boomer. Just thought I would let you know that I have both N & S Vietnam maps up and running, so thanks again for your help.

The link to Batbombs v2.1 North Vietnam map is dead, so I used by VpMedia's map provided with his campaign. I've been busy today, so I cannot yet tell
if Vp's map is populated with updated objects.

ps-I forgot to apologise for not inserting #code, in my original post, making for long thread. Will engage brain next time.

Cheers again,

Bergkamp
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SAS~Boomer

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #58 on: October 15, 2013, 04:27:45 PM »

That's great Bergkamp,glad to see you got it working  :)

NP with the code,takes awhile to get to learn the icons etc. when posting on a new forum  ;)

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fightingirish

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Re: 4.12 SAS ModAct 5 Map Works.
« Reply #59 on: January 08, 2014, 07:16:16 AM »

Just wanted to thankyou guys for the tips and explanations in this thread. Followed the advice and it all works a treat..........maptastic!! cheers guys
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