Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => C.U.P. Missions and Campaigns => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Module 3: WAW (World at War) => Topic started by: sniperton on May 12, 2016, 07:51:16 AM

Title: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on May 12, 2016, 07:51:16 AM
CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)

v1.0
v1.1 -- updated + hotfix

Changelog v1.1b
--- new weapons file added as a hotfix (fixes a bug that caused a pink plane issue)

Changelog v1.1
 ---- fixed FW190G1 duplicate loadouts
 ---- fixed ME262A2NJ duplicate loadouts
 ---- fixed compatibility problem in TB3 loadouts (i.e. no need for Config-TORP JSGMEMOD any more)
 ---- fixed IL4-DB3T missing hooks in class file
 ---- added classes for B-17F and PBN-1 with new hooks by DreamK to fix compatibility between mines and torps mods in WAW.
 ---- fixed several small errors in cod files which were affecting empty loadouts and some non-empty loadouts (e.g. 1xTorpedo_45_36_AV_A for IL4-DB3T)
 ---- added missing sounds and presets for PWS-26 which was causing game to hang when this aircraft was selected.
 ---- now all loadout data in weapons.properties is based on internal game data

Why this mod, and what is it good for?
First, you don’t need this mod if you don’t use DCG. Some planes in WAW do not comply with naming conventions established by the stock game and which DCG is expecting. These irregularities make DCG hang or let you create missions with lonely pink planes going on a sightseeing tour. One out of ten planes in WAW is affected in this way or another. This mod makes WAW fully compatible with DCG on the price that non-DCG missions which use any planes affected by this mod (ca. 110 planes) might be broken while this mod is enabled.

What does this mod do?
The mod comes with a newly generated weapons.properties file (for the first time covering WAW’s full content) and ~120 class files adjusted to the effect that
– now we have all the planes with both a “default” and a “none” loadout (missing loadouts were added);
– now we have all the planes with standardized “default” and “none” loadouts (the Uppercase/lowercase problem was solved and irregular entries such as “empty” or “Empty” were converted to standardized ones);
– now we have all the planes with loadouts compatible with Il-2’s native format for localized content (removed were the spaces that formerly prevented Il-2 from using them properly);
– some weapons were absent from CUP-WAW#20 which prevented several planes from using their full loadouts; hopefully these will be integrated into an official WAW update.
- fixed some compatibility issues between weapons mods within WAW.

We estimate that there have been at least 3000 changes to the weapons.properties file that came with WAW (including the addition of nearly one thousand loadout configurations not available before). The new weapons.properties is >99.9% generated from game data and the final few tricky exceptions were handled manually. This means that we feel confident that a newly installed WAW20 with this mod added will be completely compatible with DCG in terms of armaments.

For a full list of changes please refer to our report file attached to the mod.

Download (v1.1 + hotfix)
https://www.mediafire.com/download/guv2u5nqpubac3a/%23WAW_DCG_compatibility_mod_v1.1.zip (https://www.mediafire.com/download/guv2u5nqpubac3a/%23WAW_DCG_compatibility_mod_v1.1.zip)

Hotfix only (if you don't want to re-download the whole package):
https://www.mediafire.com/download/bsviem6nh97bgzc/%23WAW_DCG_compatibility_mod_v1.1b.zip (https://www.mediafire.com/download/bsviem6nh97bgzc/%23WAW_DCG_compatibility_mod_v1.1b.zip)

Installation and activation
[0. disable and delete the v1.0 folder if you already have one]
1. copy the <#WAW_DCG_compatibility_mod_v1.1> folder to the JSGMEMODS folder in your CUP-WAW#20 installation;
2. overwrite it with the hotfix;
3. activate through JSGME.exe.

The new weapons.properties file
The original weapons.properties file included in WAW is neither complete, nor accurate. So first we analysed WAW’s class files and fixed several problems as outlined above. Then we extracted all relevant data and generated a new file with only the localized names taken from the old weapons file. The new file has all the planes available in WAW#20 with all their payload configurations. Loadouts not previously included are marked with an initial “$” sign in their localized name.
We’ve found several planes in the class files which are not to be found in WAW#20’s air.ini (and are not available in-game as a consequence). We included them for reference (marked as “# NoAirIni ...”), commenting out those which would surely conflict with existing types. Yet it's safer not to enable the rest either, since they may have been left out on purpose.

Disclaimer and recommendations
All class, cod and 3do files included were created by others. Moezilla and sniperton claim no credit for their creation but only their modification for the purposes of compatibility with the third-party software, Paul Lowengrin's DCG. This mod was designed to be used primarily (but not exclusively) in conjunction with sniperton’s Data Integrity Tool for DCG, which is released separately (https://www.sas1946.com/main/index.php/topic,51325.0.html (https://www.sas1946.com/main/index.php/topic,51325.0.html)) and which makes full use of the new weapons.properties file, also enabling you to import data from it to DCG.
If you have edited your CUP-WAW#20 installation with newer mod planes, then those planes will not be available in DCG without further editing of the weapons file included in this mod. If you should find a bug or strange behaviour then contact the authors through the SAS forum.

Credits
1C:Maddox for creating Il-2 Sturmovik;
All modders and the www.sas1946.com (https://www.sas1946.com) community for keeping up the good work;
Paul Lowengrin for creating and maintaining DCG (http://forum.jg1.org/forum/8-lowengrins-dynamic-campaign-generators-dcg-for-il-2-cfs2/ (http://forum.jg1.org/forum/8-lowengrins-dynamic-campaign-generators-dcg-for-il-2-cfs2/));

Authors
sniperton: original idea, parsing java files for irregularities (with special thanks to Moezilla for his guidance), weapons.properties creation;
Moezilla: java and cod editing, re-compiling and re-hashing, project maintenance.
Title: Notes for DIT users
Post by: sniperton on May 12, 2016, 07:51:49 AM
DIT users are kindly requested to
1) install and enable v1.1 (while uninstalling and/or disabling v1.0);
2) re-run DIT with unchanged parameters;
3) notice that they lost a few loadouts;
4) be happy about these losses as those loadouts were wrong and would have made DCG hang;
5) be happy about the dozens of new loadouts made newly available to them.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on May 13, 2016, 05:00:48 PM
Great job guys! Downloading now!
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on May 15, 2016, 06:55:12 PM
Sniperton - Very clever way to solve our DCG problem.

I am touching every aircraft in my air.ini when I got to the Spitfire MkVb Trop, 1941. The weapons.properties has SpitfireMkVbT but the air.ini has SpitfireMkVbTrop. Making the change in the weapons.properties fixed the mismatch.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on May 16, 2016, 03:24:11 PM
Very clever way to solve our DCG problem.

Unfortunately, not fully solved yet. My statistical guess is that appr. 2 percent of the loadouts and loadout assignments are still unsafe to use. Although we worked from the class files, they turned out to be not always reliable. Moe is digging deep in WAW to fix the problem.

To resolve all DCG-related problems you have to resolve several other problems not related to DCG. The upcoming v1.1 could be named 'WAW#20 Self-Compatibility Patch' as well...  :D
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on May 18, 2016, 11:57:49 AM
Totally excited!
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: Vortex on May 18, 2016, 03:11:06 PM
Very very nice. Good job! Waiting for years for something like this!
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: vonofterdingen on May 18, 2016, 03:57:54 PM
Agree. This will add a lot of stability to DCG campaigns.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on May 19, 2016, 11:53:53 AM
...Unfortunately, not fully solved yet. My statistical guess is that appr. 2 percent of the loadouts and loadout assignments are still unsafe to use.

I just found that out :)

Which is OK because of the way IL-2 was designed. Zip the folder as a backup, then a simple extract into a location of choice and the game is up and running again. Like it was build on a linux platform. I do love it so!
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on May 24, 2016, 05:52:38 PM
* updated *
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on May 24, 2016, 06:31:37 PM
Outstanding! :)

What I really really really love about your IL-2 Data Integrity Tool for DCG is the fact that you only have to map a weapon set once and it copies the selection to all other aircraft with the same load-out automatically GREAT FORESIGHT!!! ;)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: vonOben on June 01, 2016, 11:13:07 AM
Excellent team work Moezilla and sniperton!

Thank you very much for this CUP version and also for the VPMod version!  :)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: vegetarian on June 12, 2016, 08:32:56 AM
Quick question - does this mod replace the DCG Files Updated for #WAW 19 mod byJG7_X_Man?
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: Moezilla on June 12, 2016, 10:09:19 AM
Quote
This mod was designed to be used primarily (but not exclusively) in conjunction with sniperton’s Data Integrity Tool for DCG, which is released separately (https://www.sas1946.com/main/index.php/topic,51325.0.html) and which makes full use of the new weapons.properties file, also enabling you to import data from it to DCG.

I think if you use this mod and sniperton's DIT together then you will have what you need to update X_Man's files to full WAW#20 compatibility.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: vegetarian on June 13, 2016, 02:06:05 AM
Thanks mate, I'll give it a go.

Cheers
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 16, 2016, 01:08:16 PM
Quote
This mod was designed to be used primarily (but not exclusively) in conjunction with sniperton’s Data Integrity Tool for DCG, which is released separately (https://www.sas1946.com/main/index.php/topic,51325.0.html) and which makes full use of the new weapons.properties file, also enabling you to import data from it to DCG.

I think if you use this mod and sniperton's DIT together then you will have what you need to update X_Man's files to full WAW#20 compatibility.

What he said :D

If you start with my files - your work load would be significantly lighter than if you were to start with the original DCG files in the datafolder.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 16, 2016, 04:02:33 PM
BTW, Man, I don't want to put pressure on you, but you might consider updating your WAW files for the benefit of us all  ;D ;)
I know you have been primarily busy with campaign editing in the past weeks, but I'm sure you're much ahead of all of us regarding air units editing, aren't you?  :D Just let the children get some new toy  8)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 17, 2016, 09:15:34 AM
BTW, Man, I don't want to put pressure on you, but you might consider updating your WAW files for the benefit of us all  ;D ;)
I know you have been primarily busy with campaign editing in the past weeks, but I'm sure you're much ahead of all of us regarding air units editing, aren't you?  :D Just let the children get some new toy  8)

Ummmm considering all the work you put into DIT - Why the hell not! :)

I have been dealing with an accounting system conversion at work - so been working evenings and weekends to fund my hobby LOL so I need to find out where I left off. I found some DCG didn't link some aircraft (...some versions of the DC-3) and some new ground units too. I was eyeing my next project Afrika Air Korps JG27 and JG2 (...I like unit based campaigns) when I found out some new units don't work well in DCG as well. I need to complie a list to share with Paul - I don't want to piece meal the questions/tasks I have for him :) don't want to scare him away.

I don't mind sharing my class/payload/allpayload files but I had to manually fix and issue with the Consolidted Librator GRV and the Spitfire Vb Trop '41
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 17, 2016, 05:55:59 PM
I just asked it for economy reasons, WAW is so big, that thousands of clicks are required to make it usable for DCG, and you must be ahead of us with hundreds of clicks, so why not update the huge work you've once made manually? We DCG-geeks are a super-small community, so it's not something like publishing the dead sea scrolls with commentaries  :D

Not because you owe to me for DIT or Moe for his mod, but just for fun. Take it easy, Man, and do what you see best  ;D
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 20, 2016, 03:24:55 PM
Hey sniperton - In doing some test over the weekend I made a great find.

GilB57's WESTFRONT 39-45 Maps are ~530 sq. km and by setting the front to 5000 km I finally received an intercept mission for Bf 109F-2 from St. Omer intercepting Blenheim IVs out of RAF Martlesham Heath - Target: Colonge!!!.

I had to manually change the max range of the aircraft to 1000 km. Paul had said this too: There is a correlation with DCG generating all possible missions based on the relationship b/w Aircraft Range, Map Size, Action Radius and long distance intercept payload missions possible.

With these setting - having a 3rd party campaign alone will not make these bigger maps/campaign work.

I am now setting my sights on long range Jabo missions with the Fw 190Fs and Gs.   

Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 20, 2016, 04:11:02 PM
Not sure what you want to tell me  :-[
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 20, 2016, 06:11:37 PM
Not sure what you want to tell me  :-[

Nope :) I started to but remembered you fixed the issue I was going to mention with v0.26
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 21, 2016, 02:08:20 AM
The next thing you may want to mention is that it would be handy if DIT auto-generated the squadids file too. Code written, and will be included in 0.27.  ;)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 21, 2016, 07:15:01 AM
...OK now you are just showing off (....but I like it!) :)

I updated to v0.26 last night so I am tweaking ranges and loadouts. I haven't seen hurricanes on any Rhubarbs and Typhoons yet while testing my Channel Map so I still have work to do. Once I get done - I will post. 
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 26, 2016, 04:06:04 PM
Hey sniperton - This is a current find testing the Fairey Swordfish:

The "$" $1_1xTorpedoMkXII for example in the weapons.properties file in this cases were causing errors because the "$" doesn't import to the allpayloads.dcg not the payloads.dcg files - thus causing a mismatch.

Outcome: user aircraft blowing up on runway and the culprit aircraft doesn't appear in game.
Solution: removing the "$" from the weapons.properties file.

what do you think?
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 26, 2016, 05:35:13 PM
Hey, old chap, we've got this in the weapons file:

Code: [Select]
SwordfishMkI.1_1xTorpedoMkXII           $1_1xTorpedoMkXII
SwordfishMkI is the plane, 1_1xTorpedoMkXII is the payload (internal designation), and $1_1xTorpedoMkXII is the localized display name how it should appear ingame. Can you really confirm that the localization name really affects how the thing behaves ingame?

Or is it a problem that DCG's allpayload file doesn't have it? Theoretically, it should be all the same what DCG has a localized name so far as 1_1xTorpedoMkXII matches the ingame name.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 27, 2016, 06:18:17 PM
The second issue. The $ isn't showing in the dcg files. 😀
I am not sure the $ is necessary at all.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 27, 2016, 06:53:16 PM
$ only signifies that the loudout hasn't been found in original weapons file (it has been added by code from the game files). Once you enable it as 'A/B/T/D', it should appear in the DCG files as well. Can you confirm that you have it enabled and it's still not showing?
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 29, 2016, 08:55:45 AM
sniperton - confirmed.

I don't think there is anything gained from knowing which load-outs the mod corrected.
If your mod added new load-out,identifying them would be significant to the "purist".  ;D
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on June 29, 2016, 10:45:10 AM
SwordfishMkI with 1_1xTorpedoMkXII works just fine for me. Your issue doesn't have to do anything with the $. The $ belongs to the localization string of the loadout (human readable equivalent for the internal loadout name). It's only displayed in the QMB, DCG does not use it at all. So it's normal that you don't have it in allpayloads/payloads.

Code: [Select]
[MAIN]
  MAP Balaton/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player 702sq00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[Wing]
  702sq00
[702sq00]
  Planes 4
  Skill 1
  Class air.Swordfish1
  Fuel 100
  weapons 1_1xTorpedoMkXII
[702sq00_Way]
  NORMFLY 114923.08 71353.85 500.00 224.00 &0
  NORMFLY 142153.85 83661.54 500.00 224.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]


Please check whether you have the compatibility mod 1.1 enabled via JSGME. I remember that torpedos were a problem child for Moe between 1.0 and 1.1, and maybe you're still using 1.0.


Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on June 29, 2016, 12:26:14 PM
Ummm - thanks for researching this. I had  weapons $1_1xTorpedoMkXII - in my weapons.properties. Anyway - it's working! :) 
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on November 05, 2016, 08:46:19 AM
Hey Sniperton! Long time no see! I stumbled upon a loadout issue with the TYPHOON1BLate4Blade it turns out that 2XDT isn't a accepted loadout, 2xdt is the correct one. This is also the case for all the Typhoons and Tempests. Can you please fix this in your tool when you have the time :)

Work around:

If your aircraft blows up on the runway - cycle through all aircraft to check for a pink aircraft - in this case it will be the one of the Typhoons or Tempests that doesn't recognized 2XDT as the correct loadout for 2 x drop tanks.

- Close IL-2
- Navigate to the folder of the DCG Campaign you were flying [IL-2 MAIN FOLDER]\Missions\Campaign\DE\DGen_[Current mission folder]
- Find the most recent mission file YYYYMMDD##.mis and open it in your text editor of choice
- Search for the Typhoon/Tempest and find 2XDT and replace all instances with 2xdt
- Save file

This will allow the mission to start successfully without your flight blowing up on the runway then next time you run the mission. (NOTE: You still have to fix this in DCG)

To fix this issue in DCG - you have to edit the allpayloads.dcg and payloads.dcg files in DCG folder - I have 1 in my data folder and another in each third party campaign folders.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on November 05, 2016, 09:06:12 AM
The problem is that there's a 2xdt for the US planes and a 2XDT for the Japanese ones.
But as I see in my generated weapons.properties file (timestamp 30 June 2016), they are all correct. Could you please check whether you have this file?
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on November 05, 2016, 11:09:49 AM
Thanks for your quick response!!! :)

Can you generate a DCG mission with that load-out using the Typhoon or the Tempest? I believe that some aircraft have their load-outs hard coded in the aircraft file. My weapons.properties is dated July but it has the same information as yours
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on November 05, 2016, 12:04:09 PM
My PC is fully messed up ATM. Anyway, DCG just uses what it finds in the allpayloads and payloads file. If you have the correct types in both, you'll be fine.

Please check [Il-2 412 CUP]\#WAW\STD\i18n\weapons.properties for:

A7M2.2xDT                               2x DT (300l)
...
TempestMkV.2xdt                         $2xdt

If you have the correct types, DIT should have converted them appropriately into DCG format. If there's a difference between weapons data and allpayloads data, please re-run DIT on them.


 So if you have those loadout entries correct in the weapons file, then there are two possibilities:

Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: JG7_X_Man on November 06, 2016, 02:18:34 PM
I decided to reinstalling your Compatibility Mod and redesignating all the outlying weapons from scratch in the available payload using IL-2 DIT - this way I will be in sync with anything you have coming down the pipeline :)

I know you asked me for my payloads.dcg and allpayloads.dcg awhile back - so now when I am done, I will shoot it over to you and I be sure the files will jive with the weapons.properties file that came with the Compatibility Mod.  ;)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: blackshark on July 08, 2017, 04:20:39 AM
Hi, I am an user of VPMEDIA Modpack and I have seen your "post" in that thread.

Sorry if I am not an expert in IL2 modding but I have a few questions:

In the first post of this thread you wrote:
"Why this mod, and what is it good for?
First, you don’t need this mod if you don’t use DCG. Some planes in WAW do not comply with naming conventions established by the stock game and which DCG is expecting. These irregularities make DCG hang or let you create missions with lonely pink planes going on a sightseeing tour. One out of ten planes in WAW is affected in this way or another. This mod makes WAW fully compatible with DCG on the price that non-DCG missions which use any planes affected by this mod (ca. 110 planes) might be broken while this mod is enabled."

Talking about VPMEDIA modpack, I understand that I have to install this mod ONLY if I use DCG, because when I do not use DCG I can have problems; is that true for VPMEDIA Modpack too ?

For the installation I follow the same instructions that you have in post 1 for WAW ?
"Installation and activation
[0. disable and delete the v1.0 folder if you already have one]
1. copy the <#WAW_DCG_compatibility_mod_v1.1> folder to the JSGMEMODS folder in your CUP-WAW#20 installation;
2. overwrite it with the hotfix;
3. activate through JSGME.exe."

It's the same if I create 2 installations of the modpack; one for DCG (with your mod) and one for NOT-DCG, is that correct ?



Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on July 08, 2017, 03:42:55 PM
Hi Blackshark, our mod was specifically made for CUP/WAW, you don't need it for VPMOD. VPMOD is fine and compatible with DCG.
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: BigJimTaplin on October 05, 2022, 06:47:07 AM
Is this still required with BAT 4.2.x and DCG 3.50b?
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: sniperton on October 06, 2022, 10:17:58 AM
This mod was made 7 years ago to fix issues found in CUP-WAW, the predecessor to BAT.
So far as I know, most of these fixes have been incorporated in BAT. That's the good news.
The bad news is that BAT has much more content than CUP-WAW used to have, and this mod won't fix any issues that may have emerged since the inception of BAT.
So the short answer is that this mod is outdated and you don't need it any more, if you ask me  ;)
Title: Re: CUP-WAW#20 Compatibility Mod for DCG (by Moezilla and sniperton)
Post by: BigJimTaplin on October 06, 2022, 04:42:16 PM
Much obliged for your response, thank you