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UP 2.01 AND QMB MAPS - Printable Version

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+--- Thread: UP 2.01 AND QMB MAPS (/showthread.php?tid=70754)



UP 2.01 AND QMB MAPS - Pooch - 06.07.2010

Got UP 2.01 up and running. Don't know why, but I had no mods folder, and had to create one. Also, no F-86 cockpit. Had to put that in also, once I created the mods folder. I don't think there's anything wrong with the install, it runs smoothly, and I've been on-line with it....so must be oksy.
My only disappointment is that with my old AAA install, I had some amazing maps that I used quite a bit with qiuck missions.
Only have a handful available to me now, though. I know they are there but not in the QMB. I have them enterered in the config ini, but , no good.
I really miss REDKO's incredible Japan map. Used it a lot. What am I doing wrong?


Re: UP 2.01 AND QMB MAPS - Murph - 06.07.2010

I think UP uses a different version of the QMB+ that uses a different method for adding maps to the QMB. Check your jsgme folder for a newer QMB and see if there's a readme for it.
As far as the Redco repaint goes, I think you can add it by creating a Mapmods folder inside your Mods folder and installing it there.


Re: UP 2.01 AND QMB MAPS - Nadia - 06.07.2010

First check if you have a QMB mod to activate from JSGME, activate it. Then you can find QMBMaps.ini in the Quiks file. After that go into Missions/Quick and see if you do have any missions there. The basic name of the series of missions (for a map) is what needed to be written in Maps.ini. Also the load.ini line found within a mission file must correspond to a Map load.ini for FMB that actually exist and works in FMB.

- first comment: if their QMBmod doesn't work for you, you can still add the latest QMBmod as a mod in you're Mods file.
- misconception: Maps need only to be activated for FMB, that is if you add new maps for your game. For QBM you need a series of missions for that map, and it is the name used by that series of missions that need to be put as an entry in QMBMaps.ini; this actually activates those missions. They just happen to often have the same name as the map.
- also the load.ini used inside a mission need to match the load.ini currently used for this map in FMB. They have been known to change as the Map themselves evolve. Sometimes an old QMB mission will not have followed this evolution, therefore will need to be edited with the new load.ini or map in mind.

Conclusion: if you add a map to your game, add it for FMB (using Mapmods). If you want to add something to QMB: add missions for this map, or any map that already exist in FMB.
UP doesn't use "map" lines in Conf.ini anymore; but latest version of QMB does require a few control lines in there. Here is an exemple of my last lines in conf ini:

[Mods]

PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=1
SideDoor=1
SpeedbarTAS=0
SeparateGearUpDown=0
SeparateHookUpDown=0
SeparateRadiatorOpenClose=0
ToggleMusic=1
AirShowSmoke=0

( They are for QMBproPal final that I use from inside Mods ).
Now as exemple only, showing the content of my QMBMaps.ini:

RH_Okinawa
NetCoralSea
Net8Islands
Smolensk
Moscow
RH_Crimea
Net5Summer
Ardennes_W
MTO
SlovakiaW
SlovakiaS
Kuban
Channel4041
Channel4041W
Channel4245
Channel4245W
Bessarabia
Berlin
Burma
CAN_Channel
dlv_Sinai
Hawaii
Korea_Summer
Korea_Winter
Kurland_Autumn_online
Midway
NetMountains
NewGuinea
Normandy2
Norway
NWEurope
Philippinesdvl_Philippines
OnlineDesert
ER_Philippines
SandsOfTime
Slovakia
Stalingrad_Winter
The_Slot_1-44
vol_ItalyAfricaGreece
vkg_Crete
vkg_El_Alamein_BP
vkg_El_Alamein_ZAF
ER_Lybia
Zuti_Slovenia_Summer
Zuti_Slovenia_On_S
Zuti_Slovenia_Off_S
Zuti_Slovenia_Winter
Zuti_Slovenia_On_W
Zuti_Slovenia_Off_W
Aleutians
Madeira
Convoy
Benghalli
Creta
ER_Malta
Murmansk_Winter
Kt_eastafrica
LAL_Crim2_mud
Manchuria
Singapore
Balaton
Kyushu
zip_Alpen


//Cartagena
///Channel4041A
//Channel
//Coral_Islands
///fly_Z_Britain_Autumn
//Hokkaido_S
//OnlineItaly
//Slot
//Taranto

The latest with // don't work for me, since either I do not have these maps installed in my FMB, or I do not have any mission for them in QMB. :wink:


Re: UP 2.01 AND QMB MAPS - Pooch - 07.07.2010

Well, Nadia...once again I have to say thanks. You found that noseart for me, and now this. Got it working. I noticed that you didn't have all of those slash marks in front of your map names, like I did. I had them in front of just about every map. I went and took every single one out, and...BANG! There were all my maps. Well done.
Only one I can't seem to get right is Okinawa with Redkos' textures. I tried all of the tricks I did with AAA. Renaming the Redko folder Okinawa, and so on. But hey, good enough, I'm messin with it anymore. For the third or so time, thanks.


Re: UP 2.01 AND QMB MAPS - Nadia - 07.07.2010

A note for Okinawa if I may: notice I use RH_Okinawa because we changed both the map actors and the missions in QMB successfully.
When we first tried, it could not be done: any change we made was overwritten by IL2 engine (UP2), including the missions got written back
the way they were every time we run the game... So we went around the problem by changing the name of the map and and the name of the
missions so the game would not recognise them and mess with them... So that is why our Okinawa map is now called RH_Okinawa.

InMapmods we now have a file name Okinawa with this inside:

actors.static
actors1.static
load.ini
RHload.ini
xxxload.ini
xxxRHload.ini

Now both original map and new RH_Okinawa map can exist as map in All.ini:
...
Midway Midway/load.ini
RH_Okinawa Okinawa/RHload.ini


Re: UP 2.01 AND QMB MAPS - Gerson - 07.07.2010

Hello Nadia
I would like to ask for your help, because I tried to load the Monte Cassino Map in my UP 2.1 game but when I try to load a mission in the QMB Pro Pal, I push the "fly" button but nothing happens.
I dropped the Map folder and the -Tex in my Files/maps, added the lines to the all.ini file. I did not put the Map in the Mods folder as told in the read me file that came with the map, because in the UP mod , the MODS folder should be disabled, and added the name of the map in the QMBMaps.ini, but nothing happens when i push the fly button
Thanks
Gerson


Re: UP 2.01 AND QMB MAPS - Nadia - 07.07.2010

Gerson Wrote:Hello Nadia
I would like to ask for your help, because I tried to load the Monte Cassino Map in my UP 2.1 game but when I try to load a mission in the QMB Pro Pal, I push the "fly" button but nothing happens.
I dropped the Map folder and the -Tex in my Files/maps, added the lines to the all.ini file. I did not put the Map in the Mods folder as told in the read me file that came with the map, because in the UP mod , the MODS folder should be disabled, and added the name of the map in the QMBMaps.ini, but nothing happens when i push the fly button
Thanks
Gerson
Not sure I understand you quite clearly...
You say you operate in UP mode without MODS (-Mods) then you want to add a Map in Files: wrong.
Either UP2.01 gives you already Monte Casino as a map (sfs files) or you are trying to add it.
YOU SHOULD READ ALL MY COMMENTS ABOVE CAREFULLY.

Unless you are a part of a group of select online players who will all do this:
you should not install in Files. Modifying UP compromise you're ability to go on line.
Files should not be modified, unless everybody do so at the same time.

A mod is a mod, so you must activate your Mods and work in there: that is the MAPMODS file.
I had time to check this map v1.1 and install instructions do not give you clearance to install in Files at all.

Correct this. Install in mods. Then run game, load Map in FMB, check that it
loads fine with the new textures. That's all you get. You cannot fly in QMB
even if you write the name of the map in QMBMaps.ini. ALL EXPLAINED ABOVE.
You need to make or download QMB-missions for this map, because that is what you need in QMB, not a map.
If you click on Target inQMB you should get:
None
Armor
Bridge
Airbase
Scramble
Strike
If you do not have any of these missions installed, they go whitish and unavailable. You need at least one of the above, like None,
to be able to play on this map in QMB. A None mission can be made in FMB, using default planes, red against blue, then another version blue against red.
What's the dif.? The name of the mission (you must mimic those names that already exist in Quick ) and the flight one plane made as player is what the dif.
You can make more differences if you wish. You make four flights of one default plane each, all starting in the air towards the enemy, four enemy flights
of one default plane each, starting in the air heading towards the friendlies. It is good to program a dozen or so way-points for each plane circling the battle area,
then make them go and land to the nearest airfield for that side. Might be good to define a front-line so airfields are auto-sided blue or red.
Put player in red plane flight one, you got Red-None mission. Make copy.
Put player in blue plane flight one, you got Blue-None mission. Save with another name.

Name these properly to fit the bill and put in Quick with the others like them, (.mis files) without properties files. The basic name you give your mission, you write in QMBMaps.ini.

If you CHOOSE to call them:
zip_Monte_CassinoBlueNone00
zip_Monte_CassinoRedNone00
then write zip_Monte_Cassino in QMBMaps.ini

If you choose to call them:
MonteCassinoBlueNone00
MonteCassinoRedNone00
then write MonteCassino in QMBMaps.ini

If you choose to call them:
ApplePieBlueNone00
ApplePie RedNone00
then write ApplePie in QMBMaps.ini
( ApplePie being the missions you made in FMB with the Monte Cassino map). This mission will load.ini the needed map. :wink:


Note about map_ru properties in STD - Nadia - 08.07.2010

A cosmetic change can be made for you to see in QMB: find maps_ru.properties file located in path Mods/STD:
In the exemple above, the map is called zip_Monte_Cassino, so it seems natural to name the missions zip_Monte_CassinoBlueNone00 and zip_Monte_CasinoRedNone
(Notice that you don't have to...) At this point you have no choise but to add the zip_Monte_Casino line in your QMBMaps.ini....
But you can still change what the "map" (mission) name will look like in QMB. using map_ru properties, adding a line like this:

zip_Monte_Cassino Monte Casino (1944)

Now an exemple of my last lines found in maps_ru.properties:
....
2B_FlightTest Flight Test Map (BBury)
Korea_Summer Korea Summer (3BG_KTO)
Korea_Winter Korea Winter (3BG_KTO_Winter)
3BG_KTO KTO (3BG)
3BG_KTO_Winter KTO Winter (3BG)
ag_Korea Korea (Agr)
ag_Andalucia Andalucia-Gibraltar (Agr)
RD_Malvinas Malvinas (RD)
zip_Monte_Cassino Monte Casino (1944)

After that, everywhere in game you can see Monte Casino (1944) instead of zip_Monte_Cassino. :wink:
Notice that original map names or missions names with spaces in them cannot work here (on the left column), since the first space means " now comes the new name to be used".


Re: UP 2.01 AND QMB MAPS - Gerson - 08.07.2010

Thanks for your patience with me
Im entirely new to this world of Modding and im trying my first steps
Ill see if I have time tonight to try everything you teached me
I already put the files in the right places
Now I have to create the mission for the map to work in QMB
I never before builded a mission by my self
Ill search the forum for instructions
Best regards
Gerson


Re: UP 2.01 AND QMB MAPS - Nadia - 08.07.2010

First check in FMB if you can load you're new map.
The missions must be made as singles; save them in Single; a mission cannot be saved directly to Quick.
Once you got your map open, create four A-20G flights of one default Russian plane heading toward four A5M4 Claude flights of
one default German plane each, heading towards their foe. Do not change any parameters: all and everything must be defaults.
Put player (click the select box) in first A20G. You got you're RedNone mission, save it. Put player (select box) in first A5M4.
You got you're BlueNone mission, save it with different name. EXIT FMB, EXIT game.
Once these two missions are named correctly, place the .mis files in Quick.
Destroy the .property files.

Note that a LOT MORE can be done. My best advice is to open the existing missions in Quick using FMB and see how they are made. :wink:
Also note you must consider the scale of the map, and not place ennemies to far apart as this will take ages to resolve. Bye !


Re: UP 2.01 AND QMB MAPS - Gerson - 09.07.2010

Hello Nadia
I suceeded in creating my first mission and the map and the mission worked fine
I have it saved in the single mission folder
The map still is not available in the QMB
It is there at the menu scroll, but still nothing happens when I push the "fly" button
I think I have to set up a mission in the Quicks folder for the map to be operational in QMB
How can I put this mission in the Quicks folder?
Thanks


Re: UP 2.01 AND QMB MAPS - Nadia - 11.07.2010

Gerson Wrote:Hello Nadia
I suceeded in creating my first mission and the map and the mission worked fine
I have it saved in the single mission folder
The map still is not available in the QMB
It is there at the menu scroll, but still nothing happens when I push the "fly" button
I think I have to set up a mission in the Quicks folder for the map to be operational in QMB
How can I put this mission in the Quicks folder?
Thanks
OK. Once you have a mission done ( 4 flights of 1 against 4 flights of 1 defaults planes ), you must take a look in the QUICK file.
This is not the QUICKS file. You must manually transfer your missions into this file while the game is not running.
Also compare other work in there with you're own work ( you can open any of these missions with FMB (game running), to compare the missions
already in there, with the one you just created, this way you can correct any mistakes in 'making' and mistakes in 'naming' your .mis files.
(You can look any of the files present in Quick with FMB, but you cannot edit or save work directly in there...)
If you install a good ... BlueNone00 or a good ... RedNone00 mission in there (being sure to activate it in the Quicks/QMBMaps.ini using the same name "..."
that you have already decided upon, you shall be in business. So do not install in IL2 Sturmovik 1946/Quicks ( where you have the QMBmaps.ini file ),
but install in IL2 Sturmovik 1946/Missions/Quick, transferring only the .mis files and not .property files from the sister file IL2 Sturmovik 1946/Missions/Single. :!:

P.S.: Don't foget you should have 'two saves' of you're mission; one with player activated in RED No1plane;
and another save of the same mission with the player activated in BLUE No1 plane.

And once again, this not the map you are activating in QMB, it is these missions you are activating;
so use their name, select that name, and click the word None in option Target( It should become inlighted, not withish anymore...
Otherwise if it is not inlighted, then you're work is wrong...). If not wrong, then rig yourselves a single friendly plane and FLY.
Any other plane wont even be there, if you do not rig them as well one by one, that's how it works in QMB. Smile