- julian57 - 14.06.2009
Hello, I solve the problem of not save the mission with the FMB, installing mod from Porco, thanks.
In the Santorino Island a problem of unevenness of the ground in one of parking, this causes a jump and the airplane overturns. (AX 17-16 quadrants).
Excuse by my English evil
greeting
- viking4570 - 14.06.2009
julian57 Wrote:Hello, I solve the problem of not save the mission with the FMB, installing mod from Porco, thanks. In the Santorino Island a problem of unevenness of the ground in one of parking, this causes a jump and the airplane overturns. (AX 17-16 quadrants).
Excuse by my English evil
greeting
Great, I'm glad you got it worked out. I'll check out the airfield issue. -viking
OK - Found the airfield issue - will issue fix with the update.
- el bradipo - 15.06.2009
Viking, you are Raffaello!!!! Ehmm...Speaking of the houses in the water: in reality they are of the palafitte (house on water in italian, i dont know in english) of age of the stone and they have been inhabited from fred flintstone and barney rubble (YABBA-DABBA-DOOOH)!!!!!!GREAT WORK
vkg_Patch 1.1 available - viking4570 - 16.06.2009
Patch 1.1:
This patch provides a new actors.static which will eliminate the buildings in the water and provides an updated map_h which flattens an errant bump on one of the airfields. This is small download, only around 500K, and recommended. (I took the opportunity to add a few more object details, couldn't help myself :wink: )
To install the patch: extract to temp location .... copy files to ..\MODS\MAPMODS\Maps\vkg_Crete ...) - overwrite when asked. I'd back up the original actorsUI.static and map_h until you make sure the map works, just in case.
here's the link:
(The link is inoperative)
Cheers - viking
- Dietz - 16.06.2009
- julian57 - 16.06.2009
Thank you very much,
Some Screenies that show the BumpH files to good effect.... - viking4570 - 16.06.2009
- GilB57 - 17.06.2009
Hi Viking ! Great map, really
Don't know if you corrected it in the patch, but I found a few places (here near Molai) where cultivated fields appear on very steep slopes. Some rocky or cliff tex would look better here :wink:
Anyway, thx !
- making153 - 17.06.2009
Anyone else having problems getting the QMB missions to show ?? I have all the correct entries in my CONF.INI/ALL.INI but the map refuses to show up in my QMB list ??
I have 35 Custom maps and have noticed a similar problem with one or two of the others also ?? although the vast majority work ok !
Any ideas ?
BTW, I have renamed all my BumpH textures - would this cause a problem?
- Trooper117 - 17.06.2009
QMB missions work fine here mate..
- viking4570 - 17.06.2009
making153 Wrote:Anyone else having problems getting the QMB missions to show ?? I have all the correct entries in my CONF.INI/ALL.INI but the map refuses to show up in my QMB list ??
I have 35 Custom maps and have noticed a similar problem with one or two of the others also ?? although the vast majority work ok !
Any ideas ?
BTW, I have renamed all my BumpH textures - would this cause a problem?
renaming the BumpH textures would not be causing your problem. If the map simply does not show in your QMB+ dropdown list that is 100% due to some naming problem in your conf.ini, likely a misnumbering. -viking
- viking4570 - 17.06.2009
GilB57 Wrote:Hi Viking ! Great map, really
Don't know if you corrected it in the patch, but I found a few places (here near Molai) where cultivated fields appear on very steep slopes. Some rocky or cliff tex would look better here :wink:
Anyway, thx !
Thanks GilB57 - I guess one can't catch everything, although I admit I spent way more time refining the textures on Crete itself than the outlying areas. I'll conduct another texture sweep for a future patch. Cheers - viking
- Boosher - 17.06.2009
The map looks wonderful, but I believe I am having an issue with some tree objects. THis is what I see when I zoom in on villages:
- JAMF - 17.06.2009
Fix for "Pink Trees" with Flushy's Bumpification (In 1st post is a link)
- Boosher - 17.06.2009
Thanks JAMF.