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Author Topic: IL-2 Random Skies Mod v2.7 ~NEW VERSION~  (Read 36681 times)

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SAS~Storebror

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Re: Random Skies Mod v1.0 (23-July-2015)
« Reply #24 on: July 24, 2015, 09:06:21 AM »

Thanks whistler, makes perfectly sense.
You know I'm a triple-checker type of guy, so I gave it a try and can confirm that your script is clean, the generated exe is clean and all tools involved apparently were clean as well.

Best regards - Mike
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whistler

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Re: Random Skies Mod v1.0 (23-July-2015)
« Reply #25 on: July 24, 2015, 09:17:50 AM »

And very lucky we are you did check it! I was starting to feel a bit uncomfortable...  :-X

I have no plans to develope it further unless there are big changes in CUP or an important bug is reported.

If it makes the community feel safer, a trusted member of this board can host this very version verified by you ...

Cheers!
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Darkwind

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Re: Random Skies Mod v1.0 (23-July-2015)
« Reply #26 on: July 24, 2015, 11:50:23 PM »

I didn't hesitate or have a second thought about downloading from the other sites you offered. I trust SAS and you as well. Thanx so much for your time and effort, this is truly a neat little mod. 
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whistler

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #27 on: July 26, 2015, 02:59:10 AM »

Thanks Darkwind!

Silent update:

I have reworked the Random.bat file a little to add one new feature and to allow a better control to texture editors.

- The last texture name used is saved to the "Files/last.txt" for your convenience. I like this sky! which one is it?

- At some point texture creators may want to use custom Noise files. If you now add a noise tga file to the "Noise" folder with the exact same name than texture, the batch file will use this file instead of the default "CloudsNoise003.tga". I thought it was a pitty to leave this already built-in feature behind...

- Also now included "CloudsNoise005.tga" from tbauchot for texture creators to use it if they want.

- TB New Skies Textures Pack updated to take advantage of this new feature (3 textures use a different noise file than the others).

The executable remains the same. Just overwrite everything. Cheers  ;)
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Peter Lynn

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #28 on: July 26, 2015, 03:14:49 AM »

Thank you. Great mod!
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WindWpn

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #29 on: July 27, 2015, 10:00:06 AM »

Great mod!  Wondering, does it make sense to update all load.ini files to ensure:
Code: [Select]
  HighClouds  = Clouds256.tga
  HighCloudsNoise  = CloudsNoise.tga

I have a number of custom map installs, and though most employ the standard Clouds256.tga, some, I see, have custom named values.  Of course these textures are located in the _Tex folder, but wondering if all those could be removed and simply use this mod pattern to load the appendix high cloud textures randomly?

I also updated my config which uses TotalModder to call the random.bat alone prior to loading TM which works well in my highly customized HSFX based il2 install.

~S~
wind
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whistler

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #30 on: July 27, 2015, 11:25:05 AM »

Hi WindWpn

The launcher is just a wrapper to humanize the scripts. All work is done in the Random.bat and depending on the argument you pass, it does one thing or another. So you can use either:

"#SAS\Random Skies\Files\Random.bat" [empty] -> Random (all texture folders)
"#SAS\Random Skies\Files\Random.bat" Light -> Random Light folder
"#SAS\Random Skies\Files\Random.bat" Medium -> ...
"#SAS\Random Skies\Files\Random.bat" Heavy
"#SAS\Random Skies\Files\Random.bat" Custom

The Stock option calls the Reset.bat and it removes all files, allowing you to use the internally stored textures. These batch files where writen as standalone (as long as they are place where they should), as you have noticed already.

The best approach for you is to edit every custom-added map load.ini:

Code: [Select]
//  HighClouds  = ThisMapClouds.tga
//  HighCloudsNoise  = ThisMapNoise.tga

  HighClouds  = Clouds256.tga
  HighCloudsNoise  = CloudsNoise.tga

The custom textures remain where they are and you can always revert it back.

Or just replace the first 2 lines with the other 2 and delete the custom textures. Up to you!
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SAS~Monty27

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #31 on: August 01, 2015, 07:28:46 PM »

Absolutely love this Whistler, and tbauchot too, big thanks.  Thanks for building the full support for CUP as discussed.  Mods like this make Il2 a more comprehensive flight simulator, what a toolset we have now!
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spartan18a

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #32 on: August 02, 2015, 04:25:39 AM »

So, will it be implemented in the next CUP update? I guess so, right? :)
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SAS~Monty27

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #33 on: August 10, 2015, 07:12:56 PM »

The JSGME-Def-Skies Options are there already and will also be included in the up-coming TGA release.  Other than that what is there to do? 

The install of this utility is explained very well here.  Its easy to do and it works.

I will also highlight the thread in CUP, as should others with plenty of lovely screenshots... ;D
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spartan18a

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Re: Random Skies Mod v1.0a (26-July-2015)
« Reply #34 on: August 11, 2015, 02:08:41 AM »

Thanks Monty. Love CUP :)
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whistler

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Re: Random Skies Mod v1.0b (24-Jan-2016)
« Reply #35 on: January 24, 2016, 05:46:12 AM »

Version 1.0b is up! Find download link in the first post. Just overwrite everything.

Careful! The luncher has a new executable name! delete old "Random Skies Launcher v1.0.exe" and use the new one.

I Added a new context menu. Right click anywhere to access new options:



Hope you like these additions! I find myself going to these locations too often and I thought this could come in handy. Now I have only one shortcut on the desktop. :P

Cheers!
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