Using Mod Maps in 4.11 - spdr109 - 17.01.2012
This worked for me.
Install the JSGME into a clean version of 4.11.
The JSGME installer will create a folder and will ask you to name it
something other than MODS. I named mine “JSGME”.
Within this folder create another folder. I named mine “Modact 0.001 Alpha”.
Within that folder paste the contents of ton414's download.
Get it here-
http://freeil2modding.free-forum.net/my-work-for-the-patch-4-11m-vt864.html
There should be a il2fb.exe, a wrapper.dll, a folder named “FILES”, and a folder named “MODS”.
Open the folder named “FILES” and you will find an RC file. Open it and add the following lines:
@sfs MOUNT up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs
Next go here
--------------------------------------------------------------------------------------------
( Link removed )
No links to SAS, they will not allow links from there to here, so we will not allow links from here to there sorry.
Deutschmark
--------------------------------------------------------------------------------------------
Download all six items.
There should be a folder named “IL-2_#SAS”.
Get into it and find the static.ini inside.
IL-2_#SAS\#SAS\STD\com\maddox\il2\objects\static
Copy and paste the static.ini file into the JSGME folder we created earlier. Allow to overwrite.
JSGME\Modact 0.001 Alfha\MODS\STS\com\maddox\il2\objects\static
There should be four .sfs files.
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs
Copy and paste these four files into your main IL-2 game folder.
That's it. Now you should be able to use any mod maps (that these sfs files contain the objects for)
in version 4.11.
Re: Using Mod Maps in 4.11 -
ton414 - 17.01.2012
Hi spdr109.
The static.ini file from mod activator is the original of 4.11, and contains some new entries, you should edit it but should not overwrite it.
Re: Using Mod Maps in 4.11 -
Gaston - 18.01.2012
Mmmmmh... maybe would it be good to have these new entries apart, to add them to a pre-existing static.ini file...
And I think it would be also useful to use the maps sfs files to add these maps in the 4.11 game ! more simple that way, no ?
Re: Using Mod Maps in 4.11 - spdr109 - 18.01.2012
That should work just fine Gaston.
Ideally you should track down any new entries in the 4.11 static.ini and add them to static.ini in the modact.
I see no problems in using the map sfs files from UP or DBW as long as you mount them in the .rc file and make the additions to the all.ini.
I confess that the way I went about this was probably not the most comprehensive solution.
I simply needed to install a WIP map that only exists on my pc to test the new AI features and how they relate to the airfields.
Re: Using Mod Maps in 4.11 -
ton414 - 18.01.2012
This are the new entries of 4.11:
Code:
//===========================================================================
[***]
Title Humans
//===========================================================================
[buildings.House$AirdromeMaskingnetMid]
Title Airdrome_Maskingnet
MeshLive 3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body WoodMiddle // FIXME: need special type 'Cloth'
Panzer 0.1
[buildings.House$AirdromeMaskingnetBig]
Title Airdrome_Maskingnet
MeshLive 3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body WoodMiddle // FIXME: need special type 'Cloth'
Panzer 0.1
[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive 3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim
[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive 3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim
Re: Using Mod Maps in 4.11 - spdr109 - 18.01.2012
Thanks ton414.
Just finished pasting these entries into my modact static.ini.
So now, the static.ini in the modact should contain all 4.11 objects plus the SAS modact objects.
This is EXACTLY what I needed!
Re: Using Mod Maps in 4.11 -
Gaston - 19.01.2012
Thanks, ton414 !