An Understanding of HSFX and Use of GME
#1

Ok, for all those out there who have been grappling with understanding HSFX and the included Generic Mod Enabler (GME), I would like to post what I have found so far...

HSFX is is based upon a single directory called Files which contains all the relevant content. With GME, a folder called jsgmemods is created in the root of the IL2 install which contains all the default mods that ship with a base install of HSFX. Basically, any new modded content you would like to add to your HSFX install should be pasted into the jsgmemods folder where upon with load of Generic Mod Enabler, you can activate the newly added mod.

However, any newly added mod must support the HSFX file structure naming convention. For example, I recently attempted to install the P40 L/F addition from SAS. The rar download contained all the necessary content; however, the file structure within the mod was not HSFX compatible. When I followed the instructions to manually update all the properties and ini files, along with enabling the mod in GME, I would get a game crash at 60% load. At first I thought it was buttons related, so I updated to the latest buttons, but still the game load crashed at 60%. As I studied the file structure and types in the HSFX install, I discovered that the necessary java files were not being installed with the GME. I therefore edited the P40 L/F mod file structure to include Files/required java files, and this solved the problem since the GME takes the mod content and copies it to the respective locations in the HSFX install where required based upon the directory structure contained in the mod. In the case of the P40F/L mod, content is written into the 3do and Files folders in the HSFX install.

In my previous install using UI 1.1, I simply pasted the mods into the MODS folder and used the hyphen to turn on/off mods. But now with GME it seems that the Mod has to be reviewed for correct file path installation per HSFX since GME actually writes the files to their respective locations.

I saw some posts which note that simply adding a MODS folder to the root of the HSFX install will work too, but this defeats the purpose of GME.

All in all, I guess with the new file structure configuration of HSFX, users will need to understand where to look for modded content used by HSFX and how to set up a mod for processing though GME.

Please post your experience with using GME and HSFX based upon the base install of HSFX and managing mods.

PS: My P40L/F mod still does not work as I get an heir.him cannot load error when attempting to run a QMB flight with in one of the planes, but I have a thread into the SAS post for the new mod noted that issue.
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#2

Update - found the issue. Everything needs to go into Files folder for HSFX. For all mods, the only folder you should see is Files. The all modded content recreates the file structure within Files. This solved the issue I had with the new aircraft additions since 3do was being created outside of the Files directory. Once I updated the mod to set 3do inside Files, and then enabled with GME, all worked perfectly!

Ok, figuring out this new structure for HSFX...
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#3

WindWeapon Wrote:Ok, figuring out this new structure for HSFX...
I just use the MODS folder. I keep the Files folder for official HSFX stuff. I haven't added any aircraft so I haven't had any problems from that point of view. I actually don't like it when campaigns and such add stuff to the jsgmemods folder because it clutters up the list, since if I want to play online I'll just deactivate the MODS folder and then I only have to match the mods the server's using in JSGME.
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#4

hmmm, when I tried to use a MODs folder I get a crash at 60%. LIkely because I am adding the new P40 aircraft to my install. I guess with managing mods online vs offline, with GME and mod naming, those which are HSFX and those which are not can be differentiated by naming.

All in all, pretty cool with GME and the single Files understanding of how HSFX works.
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#5

HSFX4.1-cockpit pics. Which file name goes with which plane?
I did an sas extraction to uncompress files so I could do some simple cockpit editing to add photos to my aircraft, but I'm having a problem determining the folder name I should use.

For example, the expanded sas files end up with only one Spitfire model in the 3do/cockpit folder. It's the SpitfireMkVb.
I fly a mission with a Spitfire Mk. VIII. I can't seem to find the correct name for my modded cockpit folder. I tried
SpitfireMkVIII and SpitfireMk8, neither worked. I did get Spitfire Mk IX to work by creating a SpitfireMkIXc folder.

There must be someway of knowing which name will work for which aircraft. Some place where one can lookup the
relationship between names and aircraft.

Help!
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#6

WindWeapon Wrote:hmmm, when I tried to use a MODs folder I get a crash at 60%.
60% crash is a buttons file error, isn't it? Isn't that just because you've added more than one buttons file by putting the buttons that contains the P-40 FM in MODS? There's already a buttons file in Files/gui/game, and if there's two buttons, the game crashes.
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#7

Nope, I am familiar with the buttons requirements and have only one buttons file in the Files/gui/game folder. The reason for the crash was that the java files (assume java, but the ones with the hash like naming) were not being copied into the Files/ folder related to the P-40 mod. The two file with the hash-like file names were not being copied to the correct location using the GME tool. Once I updated the P-40 mod to look like:

P-40F-L/Files/

everything fell into place. The hash-like files were copied into "Files" and the Files/3do folder was updated with the relevant files for the P40. Everything loaded and works correctly.

UPDATE: Yep, just added two new aircraft to HSFX in addition to the P40 addition, using the technique noted in this thread with no problems. I also updated the fly_zo f6f cockpit mod to use the technique and now that mod is correctly working in the HSFX base install. The bottom line is that for any mod added to base HSFX, all the mod code must be packaged in Files/. Therefore, you would have something like this for the P-40FL mod:

Extract the mod to a space on the harddrive. in the actual directory where you see the 3do directory and all the java (hash like named files) create a new folder called "Files/" Move all the hash like files and the 3do directory into the Files folder. Copy your updated mod pack to the jsgmemods folder in the IL2 HSFX game directory. Fire up GME and enable your mod. Let it do its thing and if you get the warning message, simply ignore it. Once GME has the mod enabled, fire up IL2 HSFX, and wala, your mod is in there!

As for mod mgmt, I have used a naming convention for my "add on" mods in GME. All the add ons start with "MOD - " in the naming convention, so if I need to use the base HSFX install for online flight or some other reason, I can simply disable all the ones that start with "MOD -" using GME, and have the base HSFX install.

All in all, pretty slick, and I like it! Big Grin
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#8

U can use files or mods folder like u prefer (exactly like before).
I'm using UP1.8 based on HSFX and I'm using only the MODS folder.
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#9

I leave the HSFX untouched and as explained already by fly_zo in another thread I created a MODS folder in the IL2 Sturmovik1946 rootfolder. I added some maps in it that are missing in the HFSX files like TIB's Archangelsk and Zapolar's Arctic map. It works without any problem. The MODS folder need to have the same structure as before and everything added will overrule HSFX.
But...as I don't like the new cloud mod very much I disabled it and put Flushy's Cloud Mod in my MODS folder. It works but I have a considerable fps drop which wasn't the case with my "good old" install. So when I disable Flushy's version, enable the HSFX cloud mod and restart the game the fps are back to normal.
Would like to know what causes this so I can put back Flushy's version again 'cause it doesn't look fluffy like cotton balls in my opinion.
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#10

Its not just a matter of dropping in a new map mod into the MODS folder is it?..
Doesn't it require that map to then be logged in the allini for the maps, if so where is it now located?
What about the tex files etc for changing the look of a particular map?..
I know this new system gives us faster loading times, but it seems I've now lost the ability to get at many files that I needed to change my game.. presets and sounds for instance, because I want to change back to many of the sounds I had with my old install?
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#11

Trooper117 Wrote:Its not just a matter of dropping in a new map mod into the MODS folder is it?..
Doesn't it require that map to then be logged in the allini for the maps, if so where is it now located?
What about the tex files etc for changing the look of a particular map?..
I know this new system gives us faster loading times, but it seems I've now lost the ability to get at many files that I needed to change my game.. presets and sounds for instance, because I want to change back to many of the sounds I had with my old install?

Actually adding maps that are not present in the HSFX is not that difficult.
Create a MODS folder and in it a Mapmods folder and it should look like this: rootfolder\MODS\Mapmods\
In here you can drop your missing maps and _Tex folder.
You can find the HSFX all.ini in: rootfolder\files\maps\all.ini. Put a copy of it in your Mapmods folder and add the line of that particular map. I tried it and it works.
It seems that everything in the MODS folder overrules the HSFX mods.
I still have to sort out how it works with sounds.
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#12

Ah, got it.. thanks!
It took me months to get to grips with the old file structure, but I was totaly happy to install any mod within it..
The annoying thing here is that I have to start all over.. a comprehensive 'how to' readme with all the relevant info would have been appreciated instead of mucking around 'in the dark'.

Note.. is it necessary to make a copy of the maps all ini and put it in the MOD folder? Will the new entry be read if you leave it in the files folder?
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#13

I found out the hard way that you cannot hook up to UP 1.8 servers using HSFX 4.1. My thinking was thus. If UP1.8 is based on HSFX, Ui 1.2 and SAS and HSFX is the same way, why then I should have no problem, right? Not so. Unfortunately I will need someone to explain why that is since it seems al UP1.8 did was combine all the other mod communities stuff into one package, or am I missing something?

Other than this SEOW stuff, what is different and why? Shouldn't these two be compatible?
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