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Author Topic: Monte Cassino/Anzio - new Towns  (Read 10757 times)

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Mick

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Re: Monte Cassino/Anzio - new Towns
« Reply #24 on: July 12, 2018, 07:30:04 AM »

Roger, Mick.
When user shows which objects are missing in his Il-2 version ,
the mapmaker knows best, where to find them.
So it is his kindness to submit them.

... not necessarily, and that's the problem ...!  :-X

Because the map maker that used his game version to make a new map or improve an old one, may not know from where a few objects come, since he has them in his game version and didn't add them himself ...  :-X

For him, these objects are like "stock" ones ... :-X
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Uzin

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Re: Monte Cassino/Anzio - new Towns
« Reply #25 on: July 12, 2018, 08:19:59 AM »

As for my maps, I supplied the objects on (nearly) everybody users request.
I cinsider it my duty.
Map maker can always copy/paste his objects, you are not right, sorry.
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Mick

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Re: Monte Cassino/Anzio - new Towns
« Reply #26 on: July 12, 2018, 10:23:01 AM »

... sorry but you misunderstood me, Uzin ...  ;)

I never said a map maker should not provide objects that are missing in other game versions, I simply said that when he releases his new map, he is not necessarily aware that objects he used in it, may be missing from other guy's games ...  ;)

And I really appreciate that you always provide missing objects, once you know there are some, thanks to the static.ini checker tool ...  :)
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Nowekat

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Re: Monte Cassino/Anzio - new Towns
« Reply #27 on: July 12, 2018, 11:29:24 AM »

Thanks, Uzin, for the note. I did not knew that there is the modact as an installation of its own. I downloded the 6.4 and found there is only one very small static.ini. If that's the games original one, my goal was never to create a map for the original game instead the modded one with thousends of great extensions. You may have reasons to run a modded game without mods but may not expect to run a mod then.

The "big" static.ini i mentioned (693 kB) is in my BAT-Installation in the #SAS\STD\com\maddox\and-so-on-folder. I think this is modact 5.3. If this didn't came with the BAT installation i don't remember where i got it from. This shows three missing objects: 

buildings.House$RussiaRailStationB
buildings.House$UK_City_5
buildings.House$Wasserturm1

StationB and City_5 are easyly to substitute, about the Wasserturm1 i'm not shure at the moment. That's why a asked about the ToW-Model.

As i wrote the map saves with BAT WAW at least and VPMedia. I'm sorry if it does'nt work with other installations, but i don't know where these objects are from and how to install them. But i still try to learn every day.

Greetings,
Nowekat 
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Mick

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Re: Monte Cassino/Anzio - new Towns
« Reply #28 on: July 12, 2018, 12:28:45 PM »

... but i don't know where these objects are from and how to install them.

... exactly what I thought and wrote ...  ;)

For you, these objects can be considered as "stock", since they came with your game version ...  ;)
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Uzin

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Re: Monte Cassino/Anzio - new Towns
« Reply #29 on: July 12, 2018, 03:50:23 PM »

@Nowekat.
Finally I obeyed your instructions and successfully installed both this and Kasserine map into VPnodpack:
missions save, hurrah! ;)
The stock towns textures populated by your method now do not see like the notes for drum, as it was on default maps, no fps problem was observed.
The only note: I made a mission for Bf-109 F2  taking off and landing and observed that plane flied by autopilot wanders randomly after laning on airfield .
Yhank you for nice maps. :)
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Nowekat

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Re: Monte Cassino/Anzio - new Towns
« Reply #30 on: July 14, 2018, 06:49:35 AM »

I'm glad to hear this. Do you know what is wrong with that airfield? Is there a general flaw with the airfields? I'm not shure if i realy understood how they work.
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Uzin

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Re: Monte Cassino/Anzio - new Towns
« Reply #31 on: July 14, 2018, 07:13:40 AM »

I'm glad to hear this. Do you know what is wrong with that airfield? Is there a general flaw with the airfields? I'm not shure if i realy understood how they work.
There is nice rurorial about creating airfields, by spdr109 :

https://www.sas1946.com/main/index.php/topic,14115.0.html

https://www.sas1946.com/main/index.php/topic,14115.msg157120.html#msg157120
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Epervier

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Re: Monte Cassino/Anzio - new Towns
« Reply #32 on: July 14, 2018, 04:56:13 PM »

... same with me, not saving missions (4.09), so I suppose "RussiaRailStationB", "wasserturm1" and "UK_City_05" are missing in my game ...
... but where in hell can they be found ...?
For those who don't have VP and BAT packs!  ;)
Try this : https://www.mediafire.com/?0pceiohj92uj9ih
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

lowfighter

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Re: Monte Cassino/Anzio - new Towns
« Reply #33 on: July 16, 2018, 01:10:35 AM »

Very nice population of the towns!  8)
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bomberkiller

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Re: Monte Cassino/Anzio - new Towns
« Reply #34 on: July 16, 2018, 02:09:21 AM »

Quote
For those who don't have VP and BAT packs!

Thank you very much.

Best regards, Gerhard  :)
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FAC N° 9 ...cheers mein Schatz

Hans-Joachim Marseille

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Re: Monte Cassino/Anzio - new Towns
« Reply #35 on: July 16, 2018, 06:13:05 AM »

@Epervier: Merci but it still don't work in my DBW. In FMB when hitting "Play" still nothing happens. What a pity - it looks a very nice map though.  :(
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"United we stand against Evil." #FCKPTN. #SlavaUkraini
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