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Author Topic: VP Modpack Discussion  (Read 65150 times)

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vpmedia

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Re: VP Modpack Discussion
« Reply #36 on: April 12, 2016, 06:51:38 AM »

My splash screens are in the GUI folder, the rest is standard SAS Modact 5.3 files.

PO_MAK_249RIP

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Re: VP Modpack Discussion
« Reply #37 on: April 13, 2016, 01:23:43 AM »

Hi VP can your new textures be extracted from this pack and used in CUP? Does this pack incluce the "Grain tower"?
I've been without my gaming PC for several months due to our container going to the wrong port after moving overseas so im a bit behind with everything!! So apologies if this is a stupid question!

Mick

Sent from my SM-T530 using Tapatalk

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Corsair Carbide case, Intel core i5 4690 3.5ghz with Arctic Cooler, Asus Rock H97 performance, MSI Ventus XS OC 1660GTX 6GB DDR6, 32GB Patriot Viper 1600Mhz, 256GB/500GB Crucial SSDs, Windows 10 64bit.

RealDarko

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Re: VP Modpack Discussion
« Reply #38 on: April 13, 2016, 02:26:25 AM »

Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.
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vpmedia

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Re: VP Modpack Discussion
« Reply #39 on: April 13, 2016, 03:08:23 AM »

Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?

vpmedia

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Re: VP Modpack Discussion
« Reply #40 on: April 13, 2016, 03:18:18 AM »

Hi VP can your new textures be extracted from this pack and used in CUP?

You dont need to extract, everything is in the #SAS folder:
TEXTURES_Buildings, STATIC_BUILDINGS_Stgrad_grain_silo, etc.

The Static.ini is located in #SAS\STD\com\maddox\il2\objects\ as usual.

RealDarko

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Re: VP Modpack Discussion
« Reply #41 on: April 13, 2016, 03:45:51 AM »

Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?

Both modes, it says this:


Code: [Select]
INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/_Tex/Trees\whc_Jungle.tga
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\whc_Jungle.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'W'
WARNING: TLandscape::LoadMap('Okinawa/load.ini') - errors in loading
Landscape 'Okinawa/load.ini' loading error
java.lang.RuntimeException: Landscape 'Okinawa/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'Okinawa/load.ini' loading error
java.lang.RuntimeException: Landscape 'Okinawa/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 13, 2016 9:44:18 AM
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Cpl.LouisLeBeau

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Re: VP Modpack Discussion
« Reply #42 on: April 13, 2016, 03:52:37 AM »

@Gatrasz : thanks heaps! changing the il2fb.ini gave me back access to WAW, and choosing Modact gives me the VP mod pack! seems to be stable too.
Cheers!
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vpmedia

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Re: VP Modpack Discussion
« Reply #43 on: April 13, 2016, 04:02:42 AM »

Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?

Both modes, it says this:
...

I dont have this problem, but try this file:
http://ulozto.net/xy7RjPJN/whc-jungle-tga

It goes into #SAS\MAPMODS\MAPS\_Tex\Trees\

RealDarko

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Re: VP Modpack Discussion
« Reply #44 on: April 13, 2016, 04:15:15 AM »

Maps load fine now. I have a lot smaller file with the same name of the one you provided I replaced it with the new one and now it works perfectly. Thanks.
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victor639514

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Re: VP Modpack Discussion
« Reply #45 on: April 14, 2016, 11:22:05 AM »

What exactly is Part-16 of the files that need to be downloaded?

Is it a patch? I ask because it is 2.4MBs small compared to the rest of the 700MB files.
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Hey, get that inertia started!

erafitti

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Re: VP Modpack Discussion
« Reply #46 on: April 15, 2016, 09:31:04 AM »

A great modpack, many thanks VP.

According to this modpack idea, I have compiled improvements for ships_4.12 default in SFS file with Total modder by Pal.

If it is of interest to someone, this is the address where you can download:

http://uloz.to/xgMydXra/ships-default-rar

Install: Edit .rc file and include it just below

@sfs MOUNT fb_3do26.sfs

Credit to their respective authors.

Un saludo.
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vonofterdingen

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Re: VP Modpack Discussion
« Reply #47 on: April 15, 2016, 03:48:42 PM »

I'm currently adjusting some of the DCG campaigns I have done for CUP ("Siege of Rabaul," "War over Italy," and "Battle of Moscow" in that order) so that they work with this pack. I will start posting download links before next weekend. I am finding that I can fly with much higher density settings with the VP modpack than I can with CUP. The changes are minor (loadouts in most cases).

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