# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => ETO Maps => Topic started by: GilB57 on April 28, 2011, 08:35:24 AM

Title: [MOD] WESTFRONT44 - Final [4.09] [4.10]
Post by: GilB57 on April 28, 2011, 08:35:24 AM
(http://gillesbabin.perso.neuf.fr/trucs-et-bidules/images/simul4/WF44-W.jpg)
(http://gillesbabin.perso.neuf.fr/trucs-et-bidules/images/simul4/WF44-S.jpg)
After a long time WIP and a long time BETA, I'm very pleased to announce it is finally done :

(http://img11.hostingpics.net/pics/603324WF44pub.jpg)

Just go here for information and download:
LINK OBSOLETE go there : http://www.sas1946.com/main/index.php/topic,28363.0.html

Quote
WESTFRONT44 - Version final 1.00 (public) Patch 01B & patch02
Date: 08-31-2011

Compatibility:
IL2-1946 4.09 Modded UP 2.01 with maps WestFront44 already installed.
IL2-1946 4.10 + SAS Modact & objects pack with maps WESTFRONT44 already installed.
IL2-1946 4.101 + UP 3.0 RC2 (maps WestFront44 already included)

***********
BUG FIXES:

Patch01b:
New Manston 1944 airfield.
Chievres take-off points for AIs fixed.
Heights added in the south-east part of the map.
Buildings on roads deleted.
New water color for both maps (no more problem of missing texture in winter map).
Missing bridges in the south added.

patch02 : flooded parts fixed & extended in NL.

***********
AKNOWLEDGMENTS:

New Manston Airfield original construction : 242Sqn_Cat.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Mick on April 28, 2011, 09:44:31 AM
Un grand MERCI à toi pour tout ce que tu partages avec nous ...  ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: RealDarko on April 28, 2011, 09:50:48 AM
Thanks mate greatly apreciatted
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Checkyersix on April 28, 2011, 09:52:25 AM
Very nice. Thanks!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Kopfdorfer on April 28, 2011, 10:06:11 AM
Congratulations GilB,

This map is going to hear a lot of bang-bang.

(http://images53.fotki.com/v53/photos/1/133612/575746/Surprise_at_Asch-vi.jpg)
(http://www.wings-fine-arts.com/Images/ProductImages/Nicolas-Trudgian/OperationBodenplatteHi.jpg)

Here you go skinners!
(http://www.clubhyper.com/reference/images/Bf_109k4_StabIII_JG53_cr.jpg)

This FW190 is a real beauty, and I don't believe I've seen it skinned(http://static2.hlj.com/images/kag/kag15013_1.jpg)

Way to go GilB!!!

Kopfdorfer
Title: Re: [MOD] WESTFRONT44 - Final
Post by: gianluca on April 28, 2011, 11:05:46 AM
hi Gilb and thks a lot first of all, getting a load.ini error with your winter map, any idea?
best regards, Gianluca

Ok, found it: your winter load.ini loks in _Tex for a WF44_w tga but the TGA which comes from the download is named WF44_wTL.
deleted TL and it worked.
Thks again for your beautiful map!!!

PS if only a 30km bigger easterly I could have found and flown over meine geliebte Koblenz...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on April 28, 2011, 02:50:01 PM
Superb job! This map is going to be used, a lot!!!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: squiffy on April 28, 2011, 09:58:23 PM
Fantastic.  Thanks for the hard work! ;D
Title: Re: [MOD] WESTFRONT44 - Final
Post by: cgagan on April 28, 2011, 11:56:20 PM
Merci maitre! True work of art... 8)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: whiskey111 on April 29, 2011, 03:40:37 AM
It's awesome !
Big thanks !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Whiskey_Sierra_972 on April 29, 2011, 03:43:30 AM
Stunning work mate!

I ordered to my resque squad to be in operational awardness due the numerous fight 'll happen in that area in the next days!!!!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: rofl on April 29, 2011, 03:52:43 AM
A real masterpiece, thanks a lot GilB57 :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: w on April 29, 2011, 07:49:32 AM
Great work -!!! GilB57 !!!  ;D

Just loaded your maps and took the Fw 198 tour of the airfields-
cities and towns look great , very well populated ,
building spacing in metropolitan areas is very realistic.
Ground textures look great too,
I really like your treatment of grass airfields.

I really look forward to your "Phony War", 1940 Blitz Map project!!!
Vous êtes un gentleman et un érudit.

Pictures say a thousand words----

(http://i1100.photobucket.com/albums/g403/wateratty/2904201113-42-27.jpg)
(http://i1100.photobucket.com/albums/g403/wateratty/2904201113-41-42.jpg)
(http://i1100.photobucket.com/albums/g403/wateratty/2904201113-40-59.jpg)

Title: Re: [MOD] WESTFRONT44 - Final
Post by: mandrill on April 29, 2011, 09:30:29 PM
Felicitations, Gilbert! Une travaille vraiment geniale!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: thefruitbat on April 30, 2011, 04:20:14 PM
fantastic map, perfect for a campaign i'm researching and making for the dangerdogz,, was going to use cannons, but using this one now 8).

92 squadron, on a circus to Lille,

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Gerson on April 30, 2011, 07:28:34 PM
Hy  thefruitbat
I really loved yours pilots skins in the pictures of your last post
Where did you got them?
Would you mind share them with us?
Best regards
Gerson
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Blond on April 30, 2011, 09:37:55 PM
This Europe looks better than CoD from mid / high altitude... stunning work! ???

Below 1500m... I have a problem with "tree lines" drawing time. It seems that 3D trees have choppy rendering... killing imersion a bit.
I wish there was some "light" version with 40% less tree-saturation...

- - - -
Nice "channel front" skins thefruitbat ( Jg26 ? )
::)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~vampire_pilot on May 01, 2011, 02:12:07 AM
This is so epic!!
I can see this being of use for spring 1940 as well.

and now can we get barbarossa in one map please? ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 01, 2011, 03:34:02 AM
Great screenies TheFruitBat ! (juste a little too big for my computer) ;)

The spring40 map (mainly less airfields with fewer concrete runways, and new airfields like Ypenburg, Nivelles, Gossoncourt, Norrent Fontes, Senon, La Malmaison, Vogelsang, Wesel West...) will come later ! for now, I'm tired of it !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: thefruitbat on May 01, 2011, 04:11:49 AM
Thanks guys.

@Gerson,

do you mean the plane skins or the pilots themselves?

109 skins are vpmedia, and the 92 squadron spit skins are based on a blank kristoff skin, rest done by me. Pilot skins are probably wolfighters i think?

@Blond

92 squadron and JG26, good spot.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: madcop on May 01, 2011, 04:43:32 AM
Hello there ....

A very well deserved rest for Gil.
A real masterpiece as usual with him.

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Gerson on May 01, 2011, 04:44:34 AM
The pilots themselves
I found them more " realistic" than the ones I have
Title: Re: [MOD] WESTFRONT44 - Final
Post by: thefruitbat on May 01, 2011, 04:54:20 AM
@Gerson,

search for wolfighters mods,

http://www.sas1946.com/main/index.php/topic,5558.0.html

http://www.sas1946.com/main/index.php/topic,2227.0.html

pretty sure thats what they are 8)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Gerson on May 01, 2011, 06:26:39 AM
Thanks for the link
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Tom2 on May 02, 2011, 12:29:27 PM
The CoD team really needs to hire GilB57 and redko.
Fantastic shots gentlemen! :o
Awesome immersion!

Tom
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 03, 2011, 12:18:49 PM
Just for eyes pleasure:

(http://img11.hostingpics.net/pics/320967Westfront44win002.jpg)

(http://img11.hostingpics.net/pics/390249Westfront44sum001.jpg)

(http://img11.hostingpics.net/pics/138938Westfront44genwin001.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Flying H on May 03, 2011, 01:20:11 PM
A shitload of eye-candy! Delightful pleasure flying between shootouts!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Airbourne on May 04, 2011, 09:33:56 AM
Great maps. Unfortunately I have the old won't save in FMB problem with both maps. I am talking about 4.09 here. I don't have the problem with other maps and I have tried the static.ini checker which says I have all the objects needed. Also tried opening the maps in FMB and hitting shift tab. The only thing that looks wrong is that one line says: java.lang.NullPointerException. I know that means java can't find an object or something like that but that is as far as I go. Anyone know what I should do next? Just hope I haven't missed something really obvious.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: McWolf on May 04, 2011, 11:45:54 AM
Very nice map! must have!! I really wish those texture can replace all default maps
PS? I find VP default map repack has similar texture too. Am I right?

(http://i540.photobucket.com/albums/gg345/McWolf73/0505201118-51-03A.jpg)

(http://i540.photobucket.com/albums/gg345/McWolf73/0505201118-53-20A.jpg)

(http://i540.photobucket.com/albums/gg345/McWolf73/0505201119-02-42A.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 04, 2011, 12:01:20 PM
Quote
The only thing that looks wrong is that one line says: java.lang.NullPointerException.

Without a missing texture or object?
I encountered this pb ONCE : it was a WRONG "space" character in the all.ini line concerning the map I tried to load. I replaced this "space" by a "_" and it loaded !

Does load + doesn't save = missing object

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Knochenlutscher on May 04, 2011, 09:24:34 PM
Don't know where to address a very annoying bug/incident happening when using Westfront Winter QMB  http://www.sas1946.com/main/index.php/topic,14680.0.html scramble/blue with loadouts (Sc250 or anything else). My AI mates keep crashing in the woods, this bug was on some of the Fingulf DGEN missions too (Helsinki AB), when I selected a Fw 190A-5 and loadouts.
I use the Me 262 A-2a, i.e. on Berlin Scramble Blue, everythings fine, on others too. But this uses magnetos placed in front of the runway. Any idea?
I wanted to try the opposite waypoint of the runway, but the snap function in FMB only lets me access 3 of 4 possible points for T/O.
the airfield is Chievres, that's where the QMB Scramble starts. Though the runway seems long enough to me that AI must get airborne at least with a minimum loadout.
I can save missions, but can't sort this prob out.
Thanks again
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 05, 2011, 02:38:09 AM
Hi, I currently don't support QMB missions files & bugs, maybe you should ask to QMB missions author ?

Anyway, some airfields have very short runways for IAs operations... but it's not the case of Chievres, if I remember well.
I'll do some test IAs take-off & landing with standard FMB mission, when I'll find some time .

(http://img11.hostingpics.net/pics/912300WF44s02.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Benno on May 05, 2011, 03:33:46 AM
Hi'
I've installed it in JGSE according to instructions,  but it does not appear in the FMB Maplist  ?
I'm using 4.09m+UP2.1.
Help please ,Anybody knows.
Benno
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 05, 2011, 07:28:59 AM
...Maybe because you have an active "Mods" folder in your game ?

If so, you'll have to MANUALLY add these lines in your mapmods/maps/all.ini file (in the proper section):

Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 06, 2011, 04:17:50 AM
Just for dutch people :

(http://img11.hostingpics.net/pics/184607Rotterdam4003.jpg)
3e JaVa defending Walhaven airfield on 05-10-40 morning ... (I like this little Fokker ;) )
(http://img11.hostingpics.net/pics/874384Rotterdam4001.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Benno on May 06, 2011, 06:13:53 AM
GILB57
Thanks for that hint.
Have a good weekend
Benno
Title: Re: [MOD] WESTFRONT44 - Final
Post by: McWolf on May 06, 2011, 08:00:28 AM
CAMOUFLAGE=summer, I wonder if it should be for winter map? Thanks!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: fresco on May 06, 2011, 11:26:33 AM
No problem to change the text in  WF44W_load.ini:

CAMOUFLAGE = SUMMER  to  CAMOUFLAGE = WINTER

Fresco+
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 06, 2011, 11:45:59 AM
I put "summer" to avoid rivers and ocean completely covered with ice : wouln't be realistic in west Europe scenario.... it's also to avoid those white camos on german planes which were not used in western front.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on May 06, 2011, 12:40:52 PM
No problem to change the text in  WF44W_load.ini:

CAMOUFLAGE = SUMMER  to  CAMOUFLAGE = WINTER

Fresco+

Better not doing that...
Unless you like bombcraters and black smoke on water after dropping some bombs or firing rockets.  ::) Try it out and see for yourself.  ;)

With CAMOUFLAGE = winter (nót WINTER) and TEMPERATURE above zero degrees you have open water ánd watersplash instead of bombcraters on water.
But in both cases default winter skins like Gilb57 stated in his post.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: asheshouse on May 06, 2011, 12:47:33 PM
Nice work. I will enjoy flying on this.

Ashe
Title: Re: [MOD] WESTFRONT44 - Final
Post by: McWolf on May 06, 2011, 08:07:28 PM
Thanks! Clear now!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Riptide_One on May 06, 2011, 09:25:30 PM
GilB57,

My compliments to you on this skillfully crafted map.

Cheers,

Riptide
Title: Re: [MOD] WESTFRONT44 - Final
Post by: fresco on May 07, 2011, 12:52:30 AM
(http://i241.photobucket.com/albums/ff304/Frescachon/zoomface.gif)

Sorry Uufflakke  ;)

What is the problem with WINTER? In my installation which I have several maps WINTER and working properly  ::) Another thing is not to declare the temperature below 0 degrees.

In any case, by editing load may be changing values ??and seeing results. There are irreversible changes

Fresco+
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on May 07, 2011, 01:59:53 AM
@fresco: Just try it out and see for yourself. Like I said in my previous post.
(And in both cases TEMPERATURE = 1)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/ac2e7f43.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/17f8a9ab.jpg)

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Airbourne on May 07, 2011, 02:24:19 PM
Thanks for the help with the FMB saving problem guys. Still isn't working though. I will try a couple of other things.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: fresco on May 08, 2011, 01:59:58 AM
Uufflakke,  verified, you're absolutely right   ;)

Thank you.

Fresco+
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Blond on May 08, 2011, 04:55:37 AM
(http://www.sas1946.com/images/imageshit/img854/7136/abcsb.jpg)
Great map for Reich defense 1943...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: thefruitbat on May 08, 2011, 08:45:28 AM
Loving this map 8),

4 MkIIb's from 92 squadron on an early morning patrol over France, March '41.

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Blond on May 08, 2011, 09:26:01 AM
(http://www.sas1946.com/images/imageshit/img90/2317/overholland1943.jpg)

Holland sky...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on May 08, 2011, 12:25:53 PM
I think that there might be some problems with the taxi/parking-points on the UK airfields Manston and Lympne.

When my AI B-17's land there they just drive around, aimlessly, until they eventually run into some static object, explode or start to burn, poor sods.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: vpmedia on May 08, 2011, 12:40:45 PM
amazing work!! congrats!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Mick on May 08, 2011, 12:45:17 PM
... jeez !! Glad to see you here Istvan !!  ;D
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on May 08, 2011, 12:58:40 PM
Yesss! Vpmedia has entered the building!  ;D
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 09, 2011, 01:54:13 AM
Quote
I think that there might be some problems with the taxi/parking-points on the UK airfields Manston and Lympne.

When my AI B-17's land there they just drive around, aimlessly, until they eventually run into some static object

I should look at that... anyway, these airfields are not for heavies  ;D they should land at Boxted, Leiston or Raydon.... Bradwell Bay should also be Ok !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: 242Sqn_Cat on May 09, 2011, 03:06:49 AM
Quote
I think that there might be some problems with the taxi/parking-points on the UK airfields Manston and Lympne.

When my AI B-17's land there they just drive around, aimlessly, until they eventually run into some static object

I should look at that... anyway, these airfields are not for heavies  ;D they should land at Boxted, Leiston or Raydon.... Bradwell Bay should also be Ok !

Manston as depicted isn't correct though. By 1944 the concrete runway - 9,000 ft (2,745m) long by 750 ft (230m) wide - was complete, and the airfield was designated as one of the main emergency landing fields for returning heavies, along with Woodbridge. Manston should look more like it is today - check Google Earth.

:cheers:
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Airbourne on May 09, 2011, 03:55:51 AM
Solved the no-save problem. The key was UP~Boomer's post. If your static.ini has all the objects then one just HAS to be misplaced. Go to the map and hit shift tab and it should tell you what it can't find. Do a search for that file and you will get it with the navigation to it included. Move it to the right place which, in the case of objects I believe is in the 3Do folder.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 09, 2011, 06:46:48 AM
Quote
Manston as depicted isn't correct though. By 1944 the concrete runway - 9,000 ft (2,745m) long by 750 ft (230m) wide - was complete, and the airfield was designated as one of the main emergency landing fields for returning heavies, along with Woodbridge. Manston should look more like it is today - check Google Earth.

I didn't know that ! If you have a plan (or aerial photo), I may do a little fix  ::)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: NS~mati140 on May 09, 2011, 07:55:52 AM
Just a little question, does this map, in contrast to Ashes one, cover the area of Operation Market Garden? You know, Arnhem and surroundings? If not, would it be expanded? As I remember from Ashes map it was just few kilometres North from the edge of the map. It would be nice to finally make use of those C-47s we've got in game. And to provide CAS with P-47 manouvering between Parachutes...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Airbourne on May 10, 2011, 10:46:45 AM
Yes it does cover the arnhem area.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Benno on May 11, 2011, 03:05:47 AM
Hi'
Woodbridge had the FIDO (anti-fog) installed !
Benno
Title: Re: [MOD] WESTFRONT44 - Final
Post by: NS~mati140 on May 11, 2011, 09:03:04 AM
Yes it does cover the arnhem area.

Nice. I already checked, gonna try how many paratroopers can engine survive, hyhyhy.

BTW, I think we need 2 new objects now: the Koln kathedral and the bridge in Arnhem.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Knochenlutscher on May 11, 2011, 09:23:38 AM
Hi GilB57,
I did some tinkering around Chievres AB and placing T/O points in FMB. LeOne doesn't had a clue too, the author of the mission files. I double checked them, and couldn't find anything that could cause trouble. I altered them to find a working solution.
You can't select the 4 Snap-Points independently. This has nothing to do with a special Mod or aircraft in selection.
Even if I Start placing from scratch I can't access like it should. What made me think is Snappoint West, very hard to get T/O points set there, 95% of the time it switches to neighbouring South-Point.
I tried another Field. A 81 - Creil works perfect, points can be given the way you like, no incidents with crashing AI or that sort.
But A 84 Chievres Spawnpoints seemed to be messed up.
Please take a look in FMB at these example missions and try loading all flights, the direction of T/O, all flights spawn in the opposite direction.
http://www.mediafire.com/?j64rc8u5g0bztxb (http://www.mediafire.com/?j64rc8u5g0bztxb)
Anyway, wish you all the best, hope it helps
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 12, 2011, 03:05:40 AM
Quote
very hard to get T/O points set there, 95% of the time it switches to neighbouring South-Point.
But sometimes the inverse ...
I checked that (thx for the report) but found nothing evidently wrong with the T/O points... maybe the two points are too close to each other ?!?
If I cant sort out this bug, I may delete one runway for AI use.
I'll probably do a little patch later (also possibly adding a concrete runway on Manston airfield) but not very soon I think.

(http://img11.hostingpics.net/pics/349583winterp51.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: 242Sqn_Cat on May 12, 2011, 03:27:28 AM
I'll probably do a little patch later (also possibly adding a concrete runway on Manston airfield) but not very soon I think.

I'll send you something soon with regards to that.
:cheers:
Title: Re: [MOD] WESTFRONT44 - Final
Post by: andrey65 on May 18, 2011, 09:43:48 AM
The mission of this excellent map - http://www.mission4today.com/index.php?name=Downloads3&file=details&id=866
Tempest vs. V-2
Thanks to the author maps!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: flightdok74 on May 18, 2011, 01:27:56 PM
Please, I need help, When I load the Tempest vs. V-2 single player mission, I get a tex. error loading message, but when I load it in the multiplayer coop. mission, it loads and works correctly.   Thankyou.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: andrey65 on May 18, 2011, 10:43:14 PM
Strange!
And he writes a log? What's mistake?
Send me the log - ax65@kemtel.ru
The mission was done at 4.101 + HSFX501+ map
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Badmuthafunker on May 19, 2011, 12:43:30 PM
First off: Thanks for these two fantastic maps GilB.  :)

Does anyone know the correct folder name for QMB missions? Every one I've tried won't work.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Airbourne on May 19, 2011, 01:36:04 PM
Isn't it just: 'Quick' ?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Badmuthafunker on May 19, 2011, 02:06:09 PM
Er, no mate.  : ;D

I'm referring to the folder within "Quick" which corresponds to the map name, into which the .mis files go; this folder must be named after the first part of the map's load.ini. Sadly, in this particular case, I can't get it to work.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 20, 2011, 02:23:13 AM
Sorry : I can't help with QMB ...

(http://img11.hostingpics.net/pics/491848genwin01.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: ClipWing on May 20, 2011, 07:58:37 AM
Er, no mate.  : ;D

I'm referring to the folder within "Quick" which corresponds to the map name, into which the .mis files go; this folder must be named after the first part of the map's load.ini. Sadly, in this particular case, I can't get it to work.

Using Modact all I do is use the following Folder structure:-

Missions/Quick/WestFront44(Summer)/WestFront44(Summer)BlueNone00.mis
and
Missions/Quick/WestFront44(Winter)/WestFront44(Winter)BlueNone00.mis
(or obviously "BlueScramble00.mis" or whatever type of mission).

Don't know what you do if using any mod-pack like UP though. Think there is some QMBmap file or something that you have to enter the map name in, but never used anything other than SAS ModActivator, so don't really know.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Mixx on May 20, 2011, 07:59:19 AM

to Gilb 57:
Yes! Fantastic job!
Author of many thanks, thanks, thanks .....
Your perseverance in the work is impressive!
Good luck
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 20, 2011, 11:50:42 AM
Thx Mixx !

To all: what is your favorite : winter or summer ?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: henkypenky on May 20, 2011, 02:35:29 PM
Impossible to make a choice, they'r both great
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Badmuthafunker on May 21, 2011, 05:08:30 PM
Thanks ClipWing  :)

Already tried those names, the maps don't even show in QMB. All my other maps that I've got QMB missions for show OK. This is in my 4.101 set-up with SAS ModAct.

Not to worry.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: mariksio on May 31, 2011, 03:11:04 AM
Summer looks awesome but winter doesn't work for me, it wont load, got blue screen like some texture is missing, please help
Title: Re: [MOD] WESTFRONT44 - Final
Post by: cgagan on May 31, 2011, 03:23:31 AM
Boomer has uploaded a very useful textures pack from all major mapmakers in the game at the UP site; I suggest you d/load it and try to see what textures help you with your problem. Otherwise, the shift&tab combination once you have  a "blue screen" will give you "error" messages. These again should point to the problem
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 31, 2011, 03:53:29 AM
Quote
winter doesn't work for me, it wont load, got blue screen like some texture is missing, please help

It appears that SOME people (not everybody, I don't know why) have problems with the texture I provided for "Water".
In the WF44W_load.ini :

[WATER]
Water    = water/WF44_w.tga

A simple fix would be to change it (with notepad):

[WATER]
Water    = water/water.tga    (the default water, darker)

Unfortunately, for UP 3.0 owners, the "WF44W_load.ini" is completely hidden in sfs file...

I 've planned to do a patch soon (I still need documentation someone promised to give to me about an airfield).
Title: Re: [MOD] WESTFRONT44 - Final
Post by: mariksio on May 31, 2011, 05:17:51 AM
Thanks Gib it works now :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Gerson on May 31, 2011, 05:36:59 AM
Hello GilB57
Is your map alresdy installed in UP 3.0
If not, how do I install it?
Congratulations for your wonderful work
Gerson
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 31, 2011, 07:54:17 AM
Yes it is : it is named "Western Front".

(It seems that UP team decided to erase all reference to modders names)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: [URU]Fox on May 31, 2011, 09:07:50 AM
Great map indeed.

Just a question: would this map be suitable for a 1940 campaign? I don't really have that much history knowledge  :-[.

Title: Re: [MOD] WESTFRONT44 - Final
Post by: jeanba on May 31, 2011, 09:20:39 AM
Great map indeed.

Just a question: would this map be suitable for a 1940 campaign? I don't really have that much history knowledge  :-[.

In 1940, Northern Nertherlands were flooded, and a lot of airfields were inexisting / different.
But apart from this, yes
Title: Re: [MOD] WESTFRONT44 - Final
Post by: pied on May 31, 2011, 02:36:44 PM
I'm having a problem with the winter map in UP3.0.  The summer map loads fine and quick missions seem to work OK. However, whilst trying out the Bodenplatte missions I get a CTD.  I attempted to open the Tempest mission in FMB and got a 'load.ini' error.

The specific wording of the error is unable to open file 'Maps'/_Tex/water/WF44_w.tga.   I checked the files in my UP2.01 install and WF44_w.tga isn't there...  Any ideas?

pied
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 01, 2011, 03:34:40 AM
@ Pied : please, read the page just BEFORE this one  ;)

Quote
It was decided that it just looks cleaner in the FMB
No problem for me  !
I was just searching for some Redko's desert map, and one was just named MTO mod... finally, not an actual problem !
Except that, the new maps selection window is a great idea  8) ;D 8)

@ URU Fox: a 1940 map is planned (different airfields, less concrete), but later this year.
Quote
In 1940, Northern Nertherlands were flooded
:-\ ...I've been told that the Netherlands were flooded by germans in autumn 1944 to prevent allies to catch and use Antwerp harbour ?!? (it's the reason why my winter44 map is partially flooded mainly on Walcherem island with Vlissingen airfield unusable)
Discussed there:
http://www.sas1946.com/main/index.php/topic,11391.72.html
Title: Re: [MOD] WESTFRONT44 - Final
Post by: pied on June 01, 2011, 06:21:44 AM
Got it!  Thanks for the info, guess I'll continue with those missions on UP2.01.

Thanks for the wonderful maps!

pied
Title: Re: [MOD] WESTFRONT44 - Final
Post by: [URU]Fox on June 01, 2011, 06:50:03 AM
Got it. Thx for the replies.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: jeanba on June 01, 2011, 06:59:57 AM
@ Pied : please, read the page just BEFORE this one  ;)

:-\ ...I've been told that the Netherlands were flooded by germans in autumn 1944 to prevent allies to catch and use Antwerp harbour ?!? (it's the reason why my winter44 map is partially flooded mainly on Walcherem island with Vlissingen airfield unusable)
Discussed there:
http://www.sas1946.com/main/index.php/topic,11391.72.html
It is likely tehy were flooded on both occasions
Title: Re: [MOD] WESTFRONT44 - Final
Post by: pied on June 01, 2011, 07:04:33 AM
Reference the problem with the WF44_w.tga texture, I have solved my problem with it by adding to the #UP# folder the following....

#UP#/MAPMODs/maps/_Tex/Water/WF44_w.tga (file from the similar folder in my UP2.01 install).

The winter map now loads and missions play fine.

pied
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 03, 2011, 06:11:14 PM
I too have started having problems not being able to save missions. The error message I'm getting says a number of Long Bridges have too big offset?
It also lists a number of houses without collision?
I assume these are faults in the load.ini?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 04, 2011, 07:11:13 AM
Quote
A lot of new objects that have been made by modders do not have collision models
again no big deal,the buildings just disappear or remain unharmed if a bomb explodes on them is all

+1 Boomer !
Canon-UK made objects which are buildings ALLREADY destroyed... I suppose they don't need more  ;)

(I was aware of these 2 error messages, but I noticed no influence on mission ...)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Fusek on June 04, 2011, 08:38:03 AM
Quote
In 1940, Northern Nertherlands were flooded
:-\ ...I've been told that the Netherlands were flooded by germans in autumn 1944 to prevent allies to catch and use Antwerp harbour ?!? (it's the reason why my winter44 map is partially flooded mainly on Walcherem island with Vlissingen airfield unusable)
Discussed there:
http://www.sas1946.com/main/index.php/topic,11391.72.html

In 1940, the Dutch flooded the 'Nieuwe Water Linie', a series of low areas that could be flooded with a system of fortifications along its edge. It was designed in the 1800's. The area's flooded where deep enough to make operations on foot/horse/vehicle nearly impossible,but too shallow to use boats or barges. This is one of the main reasons why the Germans used paratroopers, they just flew over the floods!

(http://www.cultuurwijzer.nl/sites/cultuurwijzer.nl/contents/i000869/waterlinie.jpg)

There is a lot more info on www.hollandsewaterlinie.nl (http://www.hollandsewaterlinie.nl)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 04, 2011, 10:00:53 AM
Boomer, thanks for clearing that up for me. Both myself and a friend of mine are unable to save missions for some reason, and we both are using HSFX 5 with the maps enabled using JSGME. There must be some object or objects present in UP 3 that are not in HSFX? How can I best correct this? Is there an "objects pack" from UP that I can add to my mods folder perhaps?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 04, 2011, 10:44:40 AM
I tried downloading the "00_Objects_STD" that Tom2 (Thanks Tom2!) posted in your thread concerning the objects file, Boomer. I unzipped it and enabled it using JSGME and it seems to have worked. Thanks for putting me on the right track.
I guess this is just one of the hazards of trying to get something from one mod pack working in another...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on June 17, 2011, 04:50:00 PM
Little thing but happened to see this in FMB:

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/9f547006.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: madcop on June 18, 2011, 03:04:46 AM
Little thing but happened to see this in FMB:

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/9f547006.jpg)

Hi Uuflake

Do you experience that in flight also?
In my install ,when looking at some maps in the FMB , at some distance , houses begin to flash and send "laser" beams. Looks like they are all "Flakvierling ".

The difference with you is that I am experiencing then the same thing in flight.
It happens also that  whole pans of ground texture are floating in the air like  big tablecloth.,or raising vertically from the ground in a big column .

I experience this phenomenom in all my 4 installs.

Any Idea ? ( Graphic card related ? I have Nvidia 7800 GS AGP 256 MB.--as clean as If I would have bought it yesterday ! --)

Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 18, 2011, 08:24:08 AM
Patch 01 ready for DL. (First post updated: http://www.sas1946.com/main/index.php/topic,15457.0.html )

Sorry Uuflakke: too late report to be included...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on June 18, 2011, 09:02:30 AM
In flight also with my NV 8600GT 512mb.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/1821ef48.jpg)

I think the graphic phenomenom you have sounds like you need to try out other settings of your videocard or adjusting settings in the IL2 Setup.
Not sure though...   ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: madcop on June 18, 2011, 09:58:30 AM
In flight also with my NV 8600GT 512mb.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/1821ef48.jpg)

I think the graphic phenomenom you have sounds like you need to try out other settings of your videocard or adjusting settings in the IL2 Setup.
Not sure though...   ;)

Hey Uuflakke.

Could you please post your settings ( conf.ini and graphic card ?) ?

Thank-you

Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 18, 2011, 09:39:28 PM
Since installing the patch I once again cannot save missions. Did the patch include a new object or texture that was not in the previous version?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 19, 2011, 04:14:37 AM
Yes ! A few runways coming from Waggel Nordsee map are used for the new Manston... (included in UP 3.0)

ANYWAY, the patch is buggy and needs to be reworked !
Please cancel the installation, sorry (or reinstall the original package after deleting the patched one)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 19, 2011, 08:02:10 AM
When you release an updated patch, can you include a download of the runways, for those of us using HSFX? We would greatly appreciate this. We are loving this map so far, thanks for all the hard work.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on June 19, 2011, 12:03:42 PM
+1. I'm still on HSFX and think that would be great.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 20, 2011, 07:07:57 AM
Quote
and taking pics.... with the mini map open
shows the map maker exactly where the glitch is

+1 Boomer : without situation, I can't fix the bug  ;)

Quote
+1. I'm still on HSFX and think that would be great.

Yes indeed !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 22, 2011, 01:36:34 AM
Patch is now fixed & ready (first post).
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on June 22, 2011, 11:40:57 AM
Thanks for this! These two maps are SUPER!  ;D
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 23, 2011, 11:24:39 AM
Poltava, are you able to save missions in HSFX after this latest update? I'm reluctant to install it after the last time. I have a couple of missions I'm working on, and I don't want to have it get messed up.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on June 23, 2011, 02:56:29 PM
No, I haven't installed the patch yet - now i suddenly got scared  ??? What is the problem?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 23, 2011, 03:19:51 PM
After installing the previous patch, I couldn't save any missions because some new objects had been added which are not in HSFX 5. I had to delete it (it was buggy anyway) and go back to the previous version.
This is why I was asking for an updated objects STD file for HSFX users to use with the map.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on June 24, 2011, 02:01:23 AM
Murph!

I'm sure that GilB will help us out on this one! To have the map fully HSFX/Ultrapack/DBW compatible will ensure maximum usage. And I'm still on HSFX. It would be a pity if I can't complete my B-17 campaign just because of a few added objects...  :(
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 24, 2011, 03:05:20 AM
Sorry but but I can't help you anymore;

In fact, everything needed is provided inside the new patch BUT the static.ini file MUST be updated.
Depending on the installation, a few occurences of this file can be found, and you can update ALL the occurences of the file OR find the working one and update it.
Please consider make a backup copy before  ;)

Manston should appear like that:

(http://img4.hostingpics.net/pics/319421Manston00.jpg)

NB : forgot to mention: if you encounter a problem loading the winter map, please DL again the patch01B (forgot a few files but now corrected  ::) )
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on June 24, 2011, 04:19:29 AM
I have now applied the latest patch (thanks GilB!) and I can confirm that there is no problems in getting the patched versions of both the summer and the winter maps to run in HSFX 5.0. It works. I can save, and fly. And yes, Manston looks like that! :D

Adding maps to HSFX is done in the same way you added maps to old Ultrapack, adding new lines to the static.ini etc. No need for the JGSME activator, although I know it works that way too.

So, Murph: have another go! It can be done. Trust me!  8)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Murph on June 26, 2011, 10:22:15 AM
Thank you for the encouragement. I was able to get it working by updating the other two static.ini files I have in my game. It looks right and saves missions now.
The reason I am using JSGME to add maps is that I fly co-ops with my squad (Fighting Irish) and I am trying to keep things as simple as possible, since lately we seem to spend an inordinate amount of time talking people through how to add maps manually rather than flying. This is a beautiful map and I want us to be able to use it as squad with as little fuss as possible.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: acred99 on June 27, 2011, 04:48:40 AM
Hi Can someone tell me how to properly install this map on version 10.
I need step by step idot proof with diagrams type instructions as I have spent a day trying to get it to work and can't.
Its the one thing about IL2 that frustrates me the most is the constant drain on time trying to get Mods to work.

Matthew
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on June 28, 2011, 02:31:45 AM
Hi Acred99 !

I don't know what you mean about "version10"...

Anyway, I provided readme files in english (and french). You should take a look inside, and maybe follow EXACTLY what's explained there  ;)
Sorry, I have no time for what you need (if someone else can do that ?).
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on August 30, 2011, 11:08:18 AM
(http://img11.hostingpics.net/pics/191461newfloodW02.jpg)
Large flooded area north-east of Bruges city

Due to a bad interpretation of documents, the flooded part of Netherlands in winter map is not correct.

I made a little patch which fixes that and largely extend flooded parts in Netherlands and north Belgium: Walcheren & Beveland islands, north & east of Bruges city, northwest of Antwerp city.

I may also provide modified xxxload.ini for both WestFront44 maps (with comment lines) in order to apply modification also on summer map, if you want to create battle of the Scheldt scenario (october & november 44).

(http://img11.hostingpics.net/pics/134998newfloodS02.jpg)
Flooded Walcheren (summer map).

Are some people interested in such a patch ?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: stanislao on August 30, 2011, 12:05:09 PM
What a mess, I have not installed  UP HSFX but I thought I had all the objects
needed in the Mods, but obviously I'm missing something .. I open Westfront 44
but I can not fly .. who can tell me where I find the collection of objects "00_objects" complete? Thanks for any response.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: redfox on August 30, 2011, 04:21:26 PM
Yep. I for 1 am interested in the patch you mention.

Cheers - Redfox
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on August 31, 2011, 02:43:50 AM
Allright !

I thought about that:
I think I'll update the primary pack to include the 2 patches.
Then, I'll share with the UP team for their next release (final ? RC5 ?) but there will be just a little problem : once INSIDE UP3.00, it will be impossible to modify load.ini to have flooded parts in summer map  :-\
Title: Re: [MOD] WESTFRONT44 - Final
Post by: hguderian on August 31, 2011, 05:49:05 AM
And what about a flooded version (e.g. flood_load.ini) + a no flooded version of the same map included into UP3?

Thanks a lot Gilb for your maps...they're a joy to see&fly!!

Regards
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on August 31, 2011, 11:57:00 AM
UPDATE RELEASED (see first post)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Kopfdorfer on September 01, 2011, 09:59:01 AM
As you know GilB ,

I would be VERY interested in a flooded summer /fall 1944 Scheldt map.

Cheers for all your fine work.

Kopfdorfer
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Stratodog on September 05, 2011, 10:03:07 PM
Hi GilB,

I noticed that Leiston is on the Summer map  :) but not on the Winter map  :(
Perhaps that's intentional.  Just and FYI, in case it's not what you intended.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on September 06, 2011, 08:02:59 AM
Yes it is.

I made winter map first.
As I deleted a few winter airfields for summer (because they didn't exist on september 44), I thought that I could add a few more (Leiston is in that case).

In fact the Leiston airfield is provided in generic winter map (just look at WestFront44-readme.doc to have it)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Stratodog on September 06, 2011, 09:51:15 AM
Thanks, I'll look for it.  :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on September 20, 2011, 06:39:11 PM
Request help for installing map.  I'm using 4.101 with SAS Modact 3.06.  Where do I unzip the map and what do I need to do to the all.ini file etc.
Complete noob so a step by step explanation would be very much appreciated.
thanks.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on September 21, 2011, 03:40:10 AM
You'll find readme's in the pack. Please just read all of them carefully  ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on September 25, 2011, 05:47:25 PM
HELP!!!
So far I've managed to avoid screwing up my game but I'm still confused about adding this map.  The readme only discusses what to add to all.ini and static.ini but there are no clear instructions as to how to add it (for a complete noob).  The Map Tutorial in this forum indicates a MOD folder that isn't related to #SAS so I'm confused as to the complete steps.
Can someone PLEASE explain step by step?
I have installed the map mod into #SAS/MAPMODS/MAPS
In this folder are the following folders;
_Tex
02_WestFront44_Airfield_texs
02_WestFront44_maps
WestFront44
None of these folders show up in JSGME.  What step am I missing?
Thanks.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Kazegami on September 25, 2011, 06:36:17 PM
You don't use JSGME for every mod there is.
Most mods don't use JSGME.
Only look at JSGME if the mod says something about JSGME.
All you need to do to activate a map is to put them in the Mapmods folder and add the line to the all.ini.
When they say "mods folder" they mean #SAS, #UP#, #DBW, Files, or MODS, depending on what pack or mod activator you use. For you, the "mods folder" is #SAS.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: acred99 on September 25, 2011, 08:59:41 PM
Is there a lite version of this map, like Canons UK one with only the airfields populated ?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on September 26, 2011, 09:56:09 AM
No.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on September 26, 2011, 06:19:43 PM
Still no joy.
The Readme says to use JGSGME but no matter where I put the damn thing I don't see it in JSGME!!  I managed to get WestFront 44 showing in my Load Maps in FMB but when I click on it I get the following error msg;

I currently have the folders I mentioned in my previous post in Il21946/#SAS/MAPMODS/MAPS

whether I put them there or in a MODS folder in the main Il2 folder and try JSGME it does not show up.  So I'll ask again.  If I unzip the map file into #SAS/MAPMODS/MAPS what do I need to do to activate it????????????????????????????????????????????????????
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on September 27, 2011, 02:19:04 AM
The problem you encounter suggest that you did'nt installed it in the right folder !

Installing a mod is a real pain with all those packs & installs (it's the reason why I suggest using JSGME: it remains common for all installs)
Sorry but I can't make a readme for EACH installation...

Anyway, the map is included within UP3.00 RC4, why don't you install this one (it gives you the ability to fly even in a simple 4.101 game)?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: flying scotsman on October 02, 2011, 04:01:21 AM
:-\ With thanks to GilB57 for a beautiful looking scenery and Kazegami who has got me almost there, I have tried to load the Westernfront44 scenery in 4.101, MODACT 306, which must be as common as muck on this site, it is after all SAS MODact.

I have the folder SAS/MAPMOD/MAP which has the file Tex and the all.ini file.
Into which I put the 02 Westernfront44_map & 02Westernfront44_Airfield_texs folders
I added the text to the all.ini and I found the static.ini file in STD/Com folder and added the Northsea Airfield additions.
When I open Full Mission builder the map shows, but says cannot fined westerfront44  in the map folder....so close :D
Further assistance appreciated. Yes I think I have followed the MAPMOD instructions in the Main SAS site and pretty well the instructions given. I cannot open the word files (but thats a fight between Microsoft & I over my copy of word2010) and the notepad file is totally corrupt in the download.

But leading all 12 pages of this excellent file I'm almost there....whats the last bit or have i got it in th wrong order?

Thank you
Title: Re: [MOD] WESTFRONT44 - Final
Post by: sputnikshock on October 12, 2011, 10:13:13 PM
This map is outstanding! F-A-N-T-A-S-T-I-C!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on October 13, 2011, 03:15:29 AM
THX !

Quote
Anyway, the map is included within UP3.00 RC4, why don't you install this one

I forgot to mention ONE THING:
Unfortunately, due to some mistake with patches, the WestFront44 maps included in UP3 RC4 is buggy (summer map) : around 100 bridges missing and Manston airfield unusable for take-off & landing due to vanished concrete runway  ???

So, while waiting for next UP release (they are aware of that), I HIGHLY recommand re-installing the latest "all-in-one" release in your UP3.00 RC4 game (in #UP" folder or preferably JSGME folder)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 08, 2011, 08:17:59 AM
I know this is a lame question but where is the definitive all.ini file located.  As a lot of mods come with a pre-prepared all.ini file they now seem to be in a dozen different locations.  For example a mod will come with the mod files, a readme, an "add to all.ini" file and in some cases another all.ini file.
I assumed the all.ini would be in the main IL2 game folder but I don't see it.  I've checked every all.ini I could find to make sure the WestFront lines are in there and they are but I still can't get the map to work.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 08, 2011, 10:42:50 AM
Should be a great chance if GilB57 will re-check the final release of this great map because of missing obyects and problerm to load of many people here (like me too  :P)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on November 09, 2011, 02:53:00 AM
Well, the pack has already been checked & tested.

It is provided with some readme, add-to-all.ini, add-to-static.ini and so on...
Please, read carefully all provided info files BEFORE installing.

IL2 has now too much possible installs (UP3, DBW, HSFX, SAS activator, etc...) to take all in account.
Files location DEPENDS on which install. you want to have it, and I can't tell you EXACTLY where to put them .... it is that so simple, sorry  ???
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Goanna on November 10, 2011, 01:10:36 AM
I know this is a lame question but where is the definitive all.ini file located.  As a lot of mods come with a pre-prepared all.ini file they now seem to be in a dozen different locations.  For example a mod will come with the mod files, a readme, an "add to all.ini" file and in some cases another all.ini file.
I assumed the all.ini would be in the main IL2 game folder but I don't see it.  I've checked every all.ini I could find to make sure the WestFront lines are in there and they are but I still can't get the map to work.

Tomoose,
If you are using UP3 RC4 the all.ini file you want resides inside up_maps04.sfs, you can use the extractor tool to extract it and place in your .........\#UP#\STD\maps folder. Alternatively, as I have already done this, you can copy the text below and paste (overwrite current contents) in your all.ini file that is currently in your ......\#UP#\STD\maps\all.ini file

Hope this helps

Cheers

Goanna

Code: [Select]
[all]2B_FlightTest 2B_FlightTest/load.ini************E************ Net1Winter/load.iniBalaton Balaton/load.iniBalaton_winter Balaton/load_w.iniBessarabia  Bessarabia/load.iniCrimea Crimea/load.iniCrimea_Autumn(LAL) Crimea/LAL_crimeaautumn.iniCrimea_Mud(LAL) Crimea/LAL_crimeamud.iniCrimea_Summer(LAL) Crimea/LAL_crimeasummer.iniCrimea_Winter(LAL) Crimea/LAL_crimeawinter.iniKt_Finland_summer Kt_Finland/load.iniKt_Finland_winter Kt_Finland/load_winter.iniFinsGulf FinsGulf/load.iniWinterFinsGulf FinsGulf/load_w.iniIasi_Online Bessarabia/load_Iasi.iniKiev Kiev/load.iniKiev_WAutumn Kiev/WAutumn_Kiev_load.iniKiev_SAutumn Kiev/SAutumn_Kiev_load.iniKuban Kuban/load.iniKurland_Autumn Kurland/load.iniKurland_Winter Kurland/wload.iniKurland_Autumn_online Kurland/load_online.iniKurland_Winter_online Kurland/wload_online.iniKursk Kursk/load.iniKursk(LAL) Kursk/LAL_load.iniLvov Lviv/load.iniLvov_Autumn Lviv/LAL_Lvivautumn.iniLvov_Winter Lviv/Winter_CKY_load.iniSummerMoscow Moscow/sload.iniMoscow Moscow/load.iniMurmansk murmansk/load.iniMurmansk_Summer MurmanskS/load.iniOdessa_Online Bessarabia/load_Odessa.iniProkhorovka Prokhorovka/load.iniProkhorovka(LAL) Prokhorovka/LAL_load.iniSmolensk Smolensk/load.iniAutumn_Stalingrad Stgrad/aload.iniSummer_Stalingrad Stgrad/sload.iniStalingrad Stgrad/load.iniKt_svir Kt_svir/load.iniKt_svir_W Kt_svir/loadw.iniAP_Ukraine AP_Ukraine/load.iniAP_Ukraine_W AP_Ukraine/load_w.iniKt_viipuri_AA11 Kt_viipuri/load_U.iniKt_viipuri_winter_e Kt_viipuri/load_winter_e.iniKt_viipuri_winter Kt_viipuri/load_winter.ini************W************ Netmountains/load.inizip_Alpen_east zip_Alpen/zip_Alpen_east_load.inizip_Alpen_mid zip_Alpen/zip_Alpen_mid_load.inizip_Alpen_west zip_Alpen/zip_Alpen_west_load.iniArdennes_S Ardennes/sload.iniArdennes_W Ardennes/wload.iniArdennesWinter(tab) Ardennes/tab_wload.iniAtlanticSummer CoralSea/Atlantic_summer_CKY_load.iniAtlanticWinter CoralSea/Atlantic_winter_CKY_load.iniBerlin Berlin/load.iniBerlin_Autumn Berlin/Autumn_CKY_load.iniBerlin_Winter Berlin/Winter_CKY_load.ini352nd_Cross_Channel 352nd_Cross_Channel/load.iniEnglish_Channel(Can) CAN_Channel/CAN_40_load.ini1940_1941_Channel CAN_EnglishChannel/1940load.ini1942_1945_Channel CAN_EnglishChannel/1943load.iniWinter_40_41_Channel CAN_EnglishChannel/W1940load.iniWinter_42_45_Channel CAN_EnglishChannel/W1943load.iniGSpr_1940_1941_Channel   CAN_EnglishChannel/GSpr_1940load.iniGSpr_1943_1945_Channel   CAN_EnglishChannel/GSpr_1943load.iniGSum_1940_1941_Channel   CAN_EnglishChannel/GSum_1940load.iniGSum_1943_1945_Channel   CAN_EnglishChannel/GSum_1943load.iniGAut_1940_1941_Channel   CAN_EnglishChannel/GAut_1940load.iniGAut_1943_1945_Channel   CAN_EnglishChannel/GAut_1943load.iniGWin_1940_1941_Channel   CAN_EnglishChannel/GWin_1940load.iniGWin_1943_1945_Channel   CAN_EnglishChannel/GWin_1943load.iniChannelDF(kt) Kt_channel/load.iniDenmark RW32_Denmark/load.iniash_Battle_Of_France_1940   ash_BoF/ash_load.iniash_Batl.OfFra.40_Online   ash_BoF/ash_Oload.iniGothicLine_Summ. Slovakia_Lite/TEloads.iniGothicLine_Wint. Slovakia_Lite/TEloadw.iniNormandy1 Normandy/load2.iniNormandy2 Normandy/load.iniNormandy3 Normandy/load1.iniGW_Normandy_January  normandy/GW_norm2_load.iniGW_Normandy_March  normandy/GW_norm_load.iniNormandy-43(LAL) LALnormandy1/LAL_load1.iniNormandy-44(LAL) LALnormandy2/LAL_load2.inimixx_Zapolar'e mixx_Zapolar'e/mix_load.iniNorway Norway/load.iniNorwayW Norway/fly_Z_w_load.iniNorway_Summer_GW Norway/GS_load.iniNorway_Winter_GW     Norway/GW_load.iniNWEurope NWEurope/load.iniCY6_ash_BoF_Ruhr CY6_ash_BoF_Ruhr/load.iniSlovakia_summer Slovakia/load.iniSlovakia_winter Slovakia/load_winter.iniSlovakia_sum.(online) Slovakia/load_online.iniSlovakia_wnt.(online) Slovakia/load_winter_online.iniSlov.Winter(Mbug) Mbug_Slovakia_winter/load.iniZuti_Slovenia_Summer Zuti_Slovenia/Slovenia_Summer.iniZuti_Slovenia_ON_Summer Zuti_Slovenia/Slovenia_On_S.iniZuti_Slovenia_OFF_Summer Zuti_Slovenia/Slovenia_Off_S.iniZuti_Slovenia_Winter Zuti_Slovenia/Slovenia_Winter.iniZuti_Slovenia_ON_Winter Zuti_Slovenia/Slovenia_On_W.iniZuti_Slovenia_OFF_Winter Zuti_Slovenia/Slovenia_Off_W.iniWestFront40(Blitzkrieg) WestFront40/WF40_load.iniWestFront40(Winter) WestFront40/WF40W_load.iniWestFront44(Summer) WestFront44/WF44S_load.iniWestFront44(Winter) WestFront44/WF44W_load.ini************M************ SandsOfTime/load.iniag_Cartagena ag_Cartagena/load.iniCentralMed(mrz) mrz_Centmed/mrz_centmed_load.inivkg_Crete vkg_Crete/load.inivkg_CreteOnline vkg_Crete/loadL.iniag_Dakar ag_Dakar/load.iniOnlineDesert desert/load.inivkg_El_Alamein vkg_El_Alamein/load_ZAF.inivkg_El_AlameinOnline vkg_El_Alamein/load.iniIta_Afr_Greece(vol) vol_ItalyAfricaGreece/vol_ita_load.iniItalyII_DF It_new_italy_DF/It_load.iniOnlineItaly Italy_DF/load.iniLYBIA_N-E  JV69_LYBIA_N-E/JV69_M_load.iniMalta(mrz) mrz_Malta/mrz_load.iniMalta-medium(mrz) mrz_Malta/mrz_load_medium.iniMalta-high(mrz) mrz_Malta/mrz_load_high.iniMalta_42    Malta_42/fiv_load_high.iniMTO         MTO/load.iniMTO_Light   MTO/load_light.iniSandsOfTime SandsOfTime/load.iniSardegna(vol) vol_Sardegna/vol_load.iniSinai(dlv) dlv_Sinai/load.ini************P************ Net8Islands/load.iniAleutians Aleutians/load.iniB29_Alley B29_Alley/load.iniBurma Burma/load.inicztx_BurmaLower cztx_BurmaLower/load.iniChichi Chichi/load.iniCoralSea CoralSea/load.iniCoralSeaOnline CoralSea/Online_load.iniCoralSeaOnline2 CoralSea/2_load.iniNTL_Darwin_Small NTL_Darwin_Small/NTL_Darwin_Small_load.iniGuadalE Guadal/eload.iniGuadal Guadal/load.iniag_Hankow ag_Hankow/load.iniHawaii Hawaii/load.iniIwo Iwo/load.iniIwoOnine Iwo/Online_load.iniKhalkhinGol KhalkhinGol/load.iniKokodaTrail MrO_Kokoda/load.ini3BG_KTO 3BG_KTO/load.ini3BG_KTO_Winter 3BG_KTO_Winter/load.iniKwajalein Kwajalein/load.iniredko_japan1 redko_japan1/load.iniKyushu Japan1/load.iniag_Madagascar ag_Madagascar/load.iniMakinAtoll Makin2/load.iniManchuria Manchuria/load.iniMarianas Marianas/load.iniMarianasOnline Marianas/Online_load.iniMidway Midway/load.iniBP_Midway Midway/BPload.iniCat_Midway Cat_Midway/load.iniNewGuinea NewGuinea/load.iniCY6_North_Korea CY6_North_Korea/load.iniCY6_North_KoreaW CY6_North_Korea/loadw.iniOkinawa Okinawa/load.iniOkinawaOnline Okinawa/Online_load.iniOkinawa_Redko Okinawa_Redko/load.iniOkinawaOnline_Redko Okinawa_Redko/Online_load.iniPalau Palau/load.iniPalauOnline Palau/Online_load.iniredko_palau redko_palau/load.iniredko_palauOnline redko_palau/Online_load.iniIJ_Palembang_42 IJ_Palembang/42load.iniIJ_Palembang_45 IJ_Palembang/45load.iniPhilippines(dlv) dlv_Philippines/load.iniRennell1943(LS) LS_Rennell43/load.iniRennell(LS) LS_Rennell/load.iniIJ_Sakishima IJ_Sakishima/load.iniSantaCruz1942(LS) LS_SantaCruz42/load.iniSantaCruz(LS) LS_SantaCruz/load.iniSingapore singapore/load.iniSingapore2 singapore/load2.iniTarawa Tarawa/load.iniThailand(ffb) ffb_Thailand/load.iniThe_Slot_08-42    Slot/load_0842.iniThe_Slot_10-42    Slot/load_1042.iniThe_Slot_12-42    Slot/load_1242.iniThe_Slot_07-43    Slot/load_0743.iniThe_Slot_10-43    Slot/load_1043.iniThe_Slot_01-44    Slot/load_0144.iniLS_Truk LS_Truk/load.iniWake Wake/load.ini************O************ Net5Summer/load.iniNetIslands NetIslands/load.iniNet5Summer Net5Summer/load.iniNetMountains Netmountains/load.iniNet6Island Net6Island/load.iniNet3Summer Net3Summer/load.iniNet8Islands Net8Islands/load.iniNet8Islands_v2 Net8Islands/load_v2.iniNet7Islands Net7Islands/load.iniNet1Summer Net1Summer/load.iniNet1Winter Net1Winter/load.iniNet2Summer Net2Summer/load.iniNet2Winter Net2Winter/load.iniEmpty1a Empty1a/load.iniEmpty1a_Winter Empty1a_Winter/load.iniEmpty1b Empty1b/load.iniEmpty1b_Winter Empty1b_Winter/load.iniEmpty2a Empty2a/load.iniEmpty2a_Winter Empty2a_Winter/load.iniEmpty2b Empty2b/load.iniEmpty2b_Winter Empty2b_Winter/load.iniEmpty4a Empty4a/load.iniEmpty4b Empty4b/load.ini
Title: Re: [MOD] WESTFRONT44 - Final
Post by: asheshouse on November 10, 2011, 03:32:08 AM
For anyone running an HSFX installation or SAS ModAct load this object pack. It will probably fix your problems.

http://www.sas1946.com/main/index.php/topic,19227.0.html

Another useful tool for de-bugging map installations is the Universal Static.ini Checker.
It tells you what objects you are missing.  http://www.mediafire.com/?oyygitdgtin

I am running these maps fine in HSFX5 -- but I had to track down various missing objects first.
Boomers SFS Object Pack listed first above now contains all the missing objects required.

Ashe
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 10, 2011, 09:47:26 AM
@@ GilB57--  Hi GilB, I think I've found WHY many people have problem to load correctly your (Wonderful) maps:

the problem is shown in the picture here: (http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/Gilles-downloadpage.jpg)

This MAY cause (like was for me) that many instruction of adding lines in all.ini readed in the post here confuse from 1940 and 1944 version of your maps. Now that I 've found the problem I have installed correctly all your 4 maps  and all work like a charm.Thank you!, Hope this help all folks here too. Regards.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on November 11, 2011, 04:03:56 AM
:o You are right !

Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 12, 2011, 11:22:53 AM
@ x-raptor;
can I ask you to spell out the steps to install this map please?  I am using the SAS Mod Activator (no UPS or HM or any of the supermods).  I only have the Carrier Crew and widescreen.  I have never installed any map or mod before so need a step-by-step explanation if possible.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 12, 2011, 06:06:20 PM
Tomoose,

1) D/l Object Boomer collection in sfs format  http://www.sas1946.com/main/index.php/topic,19227.0.html (http://www.sas1946.com/main/index.php/topic,19227.0.html)  and follow the instruction to install into the game folder.
2) D/L the 2 maps from the site of GilB57.
3) extract the RAR in a folder of you desktop
4) You will find some readMe files that tell you some lines to add into "all.ini" and into "static.ini" files.
5) Deactivate all jsgme mods.
6) put all the folder (1940 map +1944 map + airfield text) of the maps into Jsgme.
7) re-activate all mod you use in jsgme (+ maps 1940+1944+airfield text folder).

Now you shoud go to have all ok on loading and enyoy those work of art of GilB57 ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 12, 2011, 07:00:27 PM
Thanks for the instructions.  It's really appreciated.  I'll give it a shot.  BTW where is the all.ini file located, I don't see it in the Il2 main folder?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 12, 2011, 07:17:33 PM
use "search" function after ofened your IL2 SasModact folder, you will find
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on November 13, 2011, 03:17:25 AM
BE CAREFUL :
There's also some "all.ini" in Users" folder ! This one is unusable  ;)

You must find some "maps/all.ini" file !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on November 18, 2011, 04:52:13 AM

...  made to show ground effects I'm playing with  ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 18, 2011, 06:11:35 AM
:) good work GilB57 very beatiful video!!..
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 18, 2011, 06:05:36 PM
I must be missing something.  I've tried with and without JSGME. It activated in JSGME but nothing showed up in the game (i.e. FMB).
I've added the appropriate lines to every all.ini I could find (I have no idea which is the definitive all.ini).
The #SAS folder has a subfolder called MAPMODS.  I've placed the tex and map files in there too but still no joy.  I'm at a loss.  I don't have HSFX or UP simply the #SAS Mod activator.  I have the Carrier Crew 5 working fine but I can't figure out why the map doesn't work.  The map did show up briefly in the FMB map list but would not open and I got a "2D" error etc.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: X-Raptor on November 18, 2011, 07:13:26 PM
DFo you have installed  =Boomer Object pack?=
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 19, 2011, 10:17:12 AM
The readme says nothing about Boomer object pack.  What is it?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uzin on November 19, 2011, 01:13:17 PM
@tomoose:
here is Boomers object pack:

http://www.mediafire.com/?m3bl8b2bj6mdc8u
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on November 20, 2011, 08:04:58 AM
Is it necessary for the map?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: MrKilroy on January 29, 2012, 10:50:40 AM
I am running 4.101m with SAS Modact 3.06. I am wanting to run the WestFront44 map. I finally got the map up in FMB, but it will not save.
I have all the objects installed and ran the static.ini checker. I had no missing objects. Any ideas on why it is not saving?

Thanks!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on January 29, 2012, 11:02:52 AM
OK, finally, I got it working.  It saves, flies the whole works.

Mr Kilroy;  Kenny, create a 3do folder under your MAPMODS folder in #SAS so that you have one folder labelled Maps and another labelled 3do.  Part of my problem was understanding which 3do folder to use as I was getting conflicting advice.  Your 3do folder should have sub-folders labelled Airfield, Aeronautics, Bridges, Buildings etc.
In addition, copy the static.ini from the Objects_STD file into your #SAS/STD/com/maddox/il2/objects folder.

The only prob I have now is that my RAF base has german signs and the control tower is speaking german!!   ::)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 11, 2012, 02:00:46 AM
Your maps are brilliant. I think I've said that before?!! I use your maps for just about all theatres, I usually only spend 10 minutes over the target area before I'm either out of ammo or out of blood, anyway the screenshot of my shipyard looks overloaded...but its not, I've just made it look busy.

This is an early shot, all new pics on a busted computer - new one being built.

It's an economical way to create detail without the FPS being being a problem.

(http://i1258.photobucket.com/albums/ii537/atom55555/P1070575.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 13, 2012, 05:29:30 PM
GilB57;
The map is great.  I noticed one thing in the DBW version however when looking around for juicy targets for bombers...............no train stations or railyards at all anywhere on the map!
Any chance you will be adding some in the future?
Keep up the great work!!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 14, 2012, 05:05:04 AM
In fact, a few big towns have their railways station (for example Rotterdam, Antwerp & Duisburg) but my idea was to let mission-makers make their own stuff because the map is so big and heavily populated ...
Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on May 14, 2012, 05:12:25 AM
I support that idea. It makes the map less heavy and at the same time it increases the possibilities of the mission builders.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 14, 2012, 07:16:08 AM
Ack.  Understood.  I must have missed the one in Duisberg.  I stand corrected!
:)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 14, 2012, 02:50:12 PM
Agree totally! So many different computer configs to cater for, pretty sure some are playing IL2 on Comodor 64's with 1fpm   ;D

Like the maps as they are, nice and vacant.

Build your railyards, targets, towns etc but don't put in the a/c, vehicles etc and save it as a single mission, and keep adding to it every now and then with more detail. Then you don't have to rebuild all infrastructure each time, just open up the map/mission you have saved and make your mission propper.  :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 15, 2012, 03:28:45 AM
After all this time, I can now tell the truth :
At the beginning, I was pretty sure that, once the map populated with all cities, villages, harbors and so on, it would become completely unplayable (at that time actors.static had grown up to 5mb) and I was so surprised to see that it stayed more than playable: enough fluent even above such places as Rotterdam  :o !!!

My first intention was to have airfieds populated with only runways, taxiways and parkings, and maybe one or two buildings ... and you can see the result  ::)

(http://img11.hostingpics.net/pics/630858WestFront40baseKolnOstheim.jpg)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 15, 2012, 04:33:11 AM
I keep forgetting that most players like it all there in front of them...nothing to do except shoot down 3000 planes in one mission and head home for tea and medals!

I like forward airfields, and small highly detailed areas, so when I look down at my burning victim, I'll see washing hanging out on the line, fences, and all the trimings. I just figure out what's going to kill my machine with detail...and then back it off a bit.  ;D

I found if I destroy one of the concrete bunker objects and place them under the buildings so the edges stick out, it really 'cements' them to the landscape and makes the buildings look very real, not vacant. Gives great detail without too much fps drop.

Can't wait to get new machine, get this map, break up with girlfriend, and have some fun...thanks GilB57
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 15, 2012, 07:59:32 PM
Before I go wading through the 2000+ objects.  Does anyone know the Object number for a train track, so I can build some railyards? ::)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 16, 2012, 12:12:33 AM
Hey tomoose,

there is an object list with descriptions available I'm sure, just don't know exactly where it is...but the 'Road' object is 1572, rail lines might be near that, in fact I think it might be just after the roads. Also depends what Mod you have, because new objects added give different numbers on ya list once merged.

I made my own list of the objects I use frequently and stuck it to computer - life is so much easier  :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 16, 2012, 07:33:32 AM
I have the latest DBW and its list.  One thing I've noticed in FMB is when I click on number 240 (or anything in the 240-249 range) it automatically jumps to the 2400 numbers.  Has anyone else noticed this?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 16, 2012, 06:35:15 PM
Just to clarify.  Is the Westfront 44 in DBW 1.71 the same as the one in this thread?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on May 17, 2012, 07:56:04 AM
I suppose yes ?

Westfront44 map was released long ago within UP3RC4, and I suppose it is the same one but maybe with the latest patch/fix 02.
WestFront40 is still not included in any Modpack (except in the Clean JGME DBW pack).
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 17, 2012, 10:58:49 AM
GilB57;
thanks for the info.  I just wanted to make sure I was on the same sheet of music.  I still can't find any railway track object to build a railyard.  There's railway bridges but no train tracks.  Am I missing something?
:-[
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 17, 2012, 01:44:42 PM
The amount of objects I had increased suddenly when I was stuffing around with the JGME folder; I was shifting mods from one side of the mods pack to the activation side....and suddenly they appeared when I played the game!

I didn't bother to find out which mod included them, and I can't find a mod here that has a comprehensive description of the contents. Lots of Airfield runway components will appear in the objects list at the same time.

Ain't this a pretty map though, can't wait to get new machine, get this map and travel back to 1944 for a while :)

Title: Re: [MOD] WESTFRONT44 - Final
Post by: SAS~Poltava on May 18, 2012, 12:38:42 AM
In DBW 1.7 you can find a railway station with tracks as Object 639. Se also 629ff.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 18, 2012, 10:36:36 AM
Poltava;
thanks, not quite what I'm looking for but definitely helpful.
I found the railway station at 640 and a type of track at 642.  This 'track' seems to be just a end piece from a yard.  There were no single tracks however.
For example;
this first pic is what I put together with the objects you indicated, so far so good.
(http://img.photobucket.com/albums/v66/Tomaz99/1805201216-29-07.jpg)

What I'm looking for however is the actual train tracks so I can build something like this from the Northwest Europe map.
(http://img.photobucket.com/albums/v66/Tomaz99/1805201216-30-11.jpg)

As you can see there are lots of train tracks as one would expect but the Western Front 44 map doesn't have any already built in, it's all single tracks.  So you would have to build these tracks (straights, curves etc) but I'm damned if I can find any track objects other than 642!! :(
Title: Re: [MOD] WESTFRONT44 - Final
Post by: slipper on May 18, 2012, 02:01:55 PM
tomoose

You can get train tracks, but i believe you have to have a map building version of il-2 installed. I have done it myself, its not to difficult, see here mate

http://www.sas1946.com/main/index.php/topic,12178.0.html

Its worth doing mate, you can make some really good alterations to maps.

regards

slipper
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 18, 2012, 02:13:20 PM
Hey Tomoose, I don't have any map editing/ building components in my game and I have a gazillion railways line objects.

You're off topic here  ;D, and perhaps need to open another thread in the Modder/objects section. Sorry I can't give you an answer, new machine being built - so I ain't got IL2 to have a look and see which Mod they came with.

I'll bet someone will be able to help you immediately with no guessing - it's a nice bunch of new objects, you'll love'em  ;) ;)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on May 18, 2012, 02:17:29 PM
After all this time, I can now tell the truth :
At the beginning, I was pretty sure that, once the map populated with all cities, villages, harbors and so on, it would become completely unplayable (at that time actors.static had grown up to 5mb) and I was so surprised to see that it stayed more than playable: enough fluent even above such places as Rotterdam  :o !!!

My first intention was to have airfieds populated with only runways, taxiways and parkings, and maybe one or two buildings ... and you can see the result  ::)

What causes fps drops is the density of objects, the amount of polygones of objects and the variety of objecs on a small area. Not the size of the actors.static.
All this has been explained by Mkubani one of the developers of the Slovakia map.
I'm still working on a map and that's already more than 10 mb and no fps drop. Loading time is somewhat longer of course.

Once I asked the limit of file size in populating a map and UP~Boomer the specialist created a map with 17 mb without crashing!

But I can imagine you don't wanna populate your map entirely which covers a huge area. It must take ages even with the autopop tool.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 18, 2012, 02:49:45 PM
This is an image of ship yard only 10% complete! Wait til you see the 30+ AAA guns shooting from the cliff tops into the water as I come in low level - the water boils with hot lead, the huge fire and smoke columns, float planes taking off...it's a f\$%ing riot.......but the fps are really good even at low level. A couple of 500 pounders exploding under a ship will set fps back for a milli-second, but is acceptable.
(http://i1258.photobucket.com/albums/ii537/atom55555/P1070575.jpg)
[/quote]
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Uufflakke on May 18, 2012, 02:53:43 PM
@Tomoose, you can add as much rails as you want. Curved, straight, junctions etc but not in regular FMB but in Unlocked FMB.
But I warn you! As soon as you start working with the necessary tools it's like using heroin 'just for the experiment'.
Once you tried it you are addicted!

Map Making tools here:
http://www.sas1946.com/main/index.php/board,121.0.html (http://www.sas1946.com/main/index.php/board,121.0.html)

Map Editing tools here with a lot of screenshots:
http://ultrapack.tuttovola.org/index.php/topic,1977.0.html (http://ultrapack.tuttovola.org/index.php/topic,1977.0.html)

After added the railways to the map it's also possible to let the trains run at different times from one track to the other instead of straight ahead from A to B as soon as the mission starts.
http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=8432& (http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=8432&)

Some "old school" examples by FabianFred from 2008:
http://allaircraftsimulations.com/forum/viewtopic.php?f=126&t=17063 (http://allaircraftsimulations.com/forum/viewtopic.php?f=126&t=17063)

http://allaircraftsimulations.com/forum/viewtopic.php?f=3&t=8792 (http://allaircraftsimulations.com/forum/viewtopic.php?f=3&t=8792)

Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on May 18, 2012, 03:45:42 PM
Uufflakke;
thanks.  I'm not sure I want to get that adventurous, LOL.  Having said that, if I build a railway yard using the tools you suggest can I put it in any/every map I want????

Atom5:
I have lots of train-related objects but no simple train tracks.  I'm using the latest version of DBW 1.71 and I assume the objects list inside is up to date so to speak?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: atom5 on May 18, 2012, 09:56:08 PM
Yeah, I know what you want, there are 20 or 30+ different types of rail track...I have them but I don't have IL2 at the moment to find out which mod they came in, all I cn say is that I use up3, last mod I activated was the 'plutonium effects' mod...I think...but suddenly there were 1500+ more objects in my FMB...rail tracks...road pieces....sorry I can't be specific :(
Title: Re: [MOD] WESTFRONT44 - Final
Post by: bestekampfpilot58 on July 02, 2012, 10:29:11 AM

Hey Gents,

Hows it going? I was going to ask some questions about how to install this map mod, after I had read through ALL the postings, which I have, but after what happened it is now a moot point.

Last week I had modified my version of 3.06 Mod significantly, with the addition of the  beautiful Ju88G, and the wonderful Ju188. Both of these planes installed flawlessly, and flew very well in the game! To the creators of these two planes, I must  compliment you on your skills, VERY WELL DONE!! I had also installed this mod GurnerFX_V4.2_modact_4.10, which I really liked a lot! In short I had my game all cleaned up, and running smooth as silk!

So, flushed with success, this Saturday, 6/30/12, I decided to install this map mod. I carefully read through ALL the postings on this forum, indeed  I read for more then a day just to make sure that I understood what to do. Unhappily, I did have some problems. No matter what I did these maps would not show up in the game? WTH?  I read with interest, posting #159, as this was exactly the same reaction that I was having. I unfortunately did NOT have the =Boomer Object pack=  as referenced by posting #160. I WAS going to D/L this Boomer object pack, when I had tried every  thing else first!

I tried to imitate as best I could what I saw in these postings with no results, the game would load, but the maps would not display at all? So, I tried one last time by disabling all of my mods in Jsgme, then activating the map mods first, Then, I activated the rest of the mods that I had running before. The result was a catastrophe!  ???

I turned the game on, and much to my utter amazement the Focke Wulf .tga file that I had been using for a year and that displays when the game first starts was gone! In it's place was the generic Hungarian Bf109 .tga that displays when Sas 3.06 starts!  ???

I can 'run' the game, but I CANNOT play the game. I did find and replace the Focke Wulf 190 back ground .tga, so yes the game does load up 'normally', now. When I get to the first screen in game, the main menu, I can pick on almost all of the buttons, and there will be a normal response, but when I pick on quick mission, then, I will get a blank me262.tga back ground and nothing else!
Normally in quick mission, you pick fly, and a 'stand by' message will appear, but not in this case.
I also am able to load up Fmb and even create a mission, but when I hit 'fly” I get a application error, i.e., “The memory could not be read at 0x5ed0530e', and Il2 will crash!

Just FYI this is from my eventlog after I tried to fly in Fmb...
==============================================================================================
[01.07.2012 16:00:44] Mission: Single/US/test Wildcat after Mod .mis is Playing
09:37:00 Mission BEGIN........(That's it! Not a clue of what is going on in the back ground!)
==============================================================================================
So, NOT the result that I anticipated or expected, to say the least! I guess that I will be updating to DBW a lot sooner then I thought. But, having said that, I would like to ask you guys here for a small indulgence, specifically a bit of knowledge, what is the EXACT web address for me to d/l Up 3.0! To install DBW you need Up 3, right? Can I down load Up 3 in one fell swoop, or will it have to be D/L via torrent? (!) I have two options here, I can d/l SAS 3.6 again, and rebuilt the WHOLE game over, groan, OR I can try what appears to be a more advanced update for il2, DBW, either way, I have to start from scratch again......My aching noggin!  :'(

I'm very frustrated, obviously, as I did take the time and put in a fair amount of effort, and  I still went 'down in flames!' Reminds me of my OLD USAF days LONG ago!  Boy, I was loving those two Junkers, and those new 'effects!' Sigh! Just before my 'crash', I did a boom and zoom in a wildcat on three Zekes, in one blazing pass two Zekes became fireballs! I LOVED the fire effects from that mod!  :P

Just FYI, I am running 4.101m with SAS Modact 3.06  (or should I say, 'was' running?)
Thanks in advance for your patience!  :)

Horrido!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on July 03, 2012, 03:17:56 AM
Hi !

I'm not sure what's happening to your game but I expect that you previously made a backup ?
Anyways, no mapmod can prevent a game from playing (no modification in java code). Some maps can make display problems but I never heard something like that about this one ?

I suppose that something went wrong after installing the objects pack ?
I personnally installed the WestFront 40 & 44 maps on a 4.10.1m install + objects pack without any problem (for test purpose).
Title: Re: [MOD] WESTFRONT44 - Final
Post by: bestekampfpilot58 on July 05, 2012, 03:19:02 PM
GilB57.

Bonjour!  :)

Thank you for the response, just for future reference, yes I do have a backup. I have a older version of
Il2 on a different computer that I use for my back up. I run mods through this newer version of Il2, then IF
they work, THEN and only then will I transfer these newer mods to my 'older' version of Il2. This Il2 is my
'test bed' for mods to that other computer.

I did sort some errors out, there was a memory error that was caused by a mod conflict, however this mod
conflict only occurred after I installed the West-front mod? Also there still remains a significant display error
that appears to be caused by the Ecran Wide mod. There is a file named background.tga, that shows up in the
game as a screenshot of a Me262 technical data drawing. This background.tag comes with Ecran Wide mod.
When I activate il2, and attempt to load quick mission, this Me262 background appears, but nothing else!?
I can move my mouse across the screen, and nothing else. in short, it is not possible to play qmb in my Il2!?
I did restore partial game functionality, I can play in FMB, which is a relief! Now IF only I can figure out WHY
that *(*&*(^*^ background.tga  :'(   is hosing up my qmb, then I would be very happy indeed!  :)

I have disabled the the Ecran Wide mod, and STILL this display error persists! A few days before my mod crash
I had installed some more ram in my system, and a program called 'game booster.' These additions to my game
REALLY sped the game up. making it much more playable! Thus this recent error is that much harder to deal with...

That is the extent of my efforts to date. Thank you.
Have a good day!
Horrido!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on July 17, 2012, 02:25:04 AM
NEWS, summer 2012:

Another patch is being worked currently.
Westfront 40 & 44 will now be treated as a single mod (maps stays in their own folders).

FEATURES:
WF44:
(http://img15.hostingpics.net/pics/234351FlorennesAB02.jpg)
Florennes airfield south of Charleroi belgian town. was build by germans as NJG4 airfield (1942) then was used by USAAF (fall 1944) and hosted P38s, P47s and ... P61s.
This one fills a big hole in this part of the map.

I may also add Wattisham in UK and B44-Poix in France.

-Some airfields already present on WF40 map may be added also in WF44 (Eastchurch, Köln-Ostheim,...)
-Some airfields will carry late war concrete runways (AntWerp Deurne).
-Some bugs fixed in some places.

WF40:
Slight textures rework (I wasn't completely satisfied by previous one)
(http://img15.hostingpics.net/pics/475449Wf40new01.jpg)

-Some bugs fixed in some places.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Stratodog on July 17, 2012, 09:01:44 AM
Excellent!! Thanks again.

Any chance for Leiston on the WF44-45 winter map?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: GilB57 on July 17, 2012, 01:19:31 PM
Yes !
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Stratodog on July 17, 2012, 10:50:38 PM
Yee haw! great news.  Thanks.  :)
Title: Re: [MOD] WESTFRONT44 - Final
Post by: Oscar on August 08, 2012, 07:56:56 AM
This is marvelous news!  Can't wait to get Florennes (A-78).

I was stationed there in the 80's....LOL!

Wouldn't consider adding a few more bases would you?
Title: Re: [MOD] WESTFRONT44 - Final
Post by: tomoose on August 08, 2012, 11:15:49 AM
Wow!  Adding to an already great job.
I'd like to request more railyards in the cities if it's not too late.

Thanks for all the hard work.
Title: Re: [MOD] WESTFRONT44 - Final
Post by: mandrill on August 08, 2012, 12:41:35 PM
Exquisite countryside and rivers. Wow!!
Title: Re: [MOD] WESTFRONT44 - Final
Post by: David Prosser on May 06, 2014, 04:54:38 PM
Thanks, the first link I followed got a 403.

cheers

David
Title: Re: [MOD] WESTFRONT44 - Final
Post by: propnut27 on May 25, 2014, 11:39:41 AM
I am, as I've mentioned in my previous posts,a fairly complete idiot when it comes to computer expertise. However, I Have managed to get my game up to DBW build 1.7 v4.10 with the kind and patient help of you nice folks here. I have been reluctant to proceed with trying the newer versions because I have too much invested in time and frustration to attempt to keep up.

I have successfully added many mod aircraft, ships, campaign, single missions, and objects. Again my thanks for your assistance in that regard. But, I have be able to add even a single mod map. This is something I would very much like to do. I have searched these boards for tutorials, studied them, followed the instructions assiduously, spent countless hours of frustration, and have come up a complete bust.

Each map modder seems to have different methods, and the readme files have been very confusing to me. I see everybody else using these maps, and giving glowing praise for their beauty, and labor it took to produce them.

If some one of you very adroit folks would take the time to write a "Map Mod Installation Guide For Complete Idiots" I, and I suspect, many others, would be forever grateful.

Gil