[Mod] Zip_Alpen V.1.2 - Final version + smaller actors patch

flipp_coin: Well, there is no problem to create a railroad instead of a road, just my program was faulty, as always ;-(. Here it is (Edit:V.1.1, broken rail fixed), the fixed one of course;-):

http://fileuploadedout.filefront.com/12 ... 52689be9//

Extract both files in the Alpen folder. Run "Brenner_railroad.exe". This will change the brenner road into a rail, and if you run it again, it will change the rail back into the road (No joke!). You also can create rail and road together, but they will be in the same line. Type in "2" here instead of the "1" for the simple change as indicated and "Enter". Don't forget to save the original map_t before using the program.

Mission creating problems: To bad. Also in the "small" maps? I hoped that would be fixed. I didn't noticed these problems because i didn't knew to use the play from fmb ..... only blue horizon and no plane .... had no idea of that "players aircraft-thing". Only solution would be to use stripped actors.static files. Gaston, it's realy an other game with the perfect mode, but don't forget alsoe to adapt your conf.ini manually, there is a lot to do for the best results.
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Exellent service - zipzapp Big Grin

what I want to be able to do is to set up a DCG campaign on your map... and then the suplielines are crucial !!!

what I actually is missin the moste is a brideg or two somewher in the Brenner pass / accordin to historic maps and missions....

In DCG it is two ways to knock out a supplieline:
.....hitting the actual convoy/train or taking out a bridge on the rout...

To make the target area look god and bussy with transports, a dummy road would be nice - adding vehicles can be done by the technic desribed by fabianfred like this: http://allaircraftsimulations.com/forum/...php?t=8432


...but anyhow - thanks again for a marvelous map - it is grate joy just flying sigthseeing Tongue
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Games bridges can be used only at height "0". There are some guys here that know how to elevete objects, but i don't and i also don't know if that would be possible also with the bridges (They are not simple objects). I just noticed there seem to be no rails in the normal fmb, may be they are in the fmb+?.
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zipzapp, could you provide an actors just with the airports populated, no cities, as a mission building actors while building and testing?
later this could be changes in the properties by text editor to reflect the correct actors one wants.
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Here it is:

http://files.filefront.com/airport+acto ... einfo.html

About 1,3 MB.The airport-actors.static includes also all bridges and railway stations. Thought this would be usefull.

Good luck, i hope it helps. Afaik the actiors isn't mentioned in the mission files, in the mis file only the map and the load.ini are noticed. So you may have to rename one of the original actors.static files in the Alpen map folder and rename the airport-actors as the former actors. But of course you could also create also a new load.ini and a new map entry.
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Hi, zippzapp !!!

I have done what you say in second proposition :

I have renamed a load.ini in ..._light.ini and corrected the static line with this new static file.

Unfortunately, it gives an error : MAP2D section not found...

I did not modify anything else except the static section... does anyone else have this error ???






edit : my mistake... I forgot something in the all.ini file !!! now, it works fine... I think the solution is to use this map to create mission, and then, make a correction in the xxx.mis file with writing the name of the correct map's load.ini !!!

Avoir la foi, c'est être plus sûr d'une chose que la raison ne le permet.
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My explanation was bad. There are two ways:

1) Rename one of the actors.statics in the Alpen folder to save it and give the small one thats name.
Example:
Rename actors_east.static as save_actors_east.static
Rename airport-actors.static as actors_east.static

Thats simple but not very comfortable, because you always have to rename the files to switch between the "full" and the "light" version. So the second way:

Double the load.ini as you did it, change the reference of the actors in it and create a new entry in the all.ini.
Example:
Rename the zip_Alpen_east_load.ini as light.ini (Of course you will rename a copy, not the original one) in the Alpen folder.

Change in the light.ini the following entry:

[static]
actors_east.static

into

[static]
aiport-actors.static

So when the "light.ini" is called, the game knows it shall use an "airport-actors.static."

Now open the all.ini in the mapmods/maps folder and add the following line where ever you want:

zip_Alpen_light zip_Alpen/light.ini

So an entry "zip-Alpen_light" will appear in the map directory of the fmb as a new map and the game knows, it shall look into a folder "zip_Alpen" (that always exists) to start a file named "light.ini" (that you jsut created). And following the instructions in the "light.ini" it will load a "airport-actors.static"

The first part is free, you can also use

Ajmm-66i zip_Alpen/light.ini (I did not test this ;-))

than the map will appear as "Ajmm-66i" in the map directory of the fmb and not as "zip_Alpen-light", you can name it as you want. But following are the names of the map folder and of the actors to be used, they must meet the existing map folder and the name of the actors you want to use. The error message "MAP2D section not found" appears if a folder or file was not found, mostly it doesn't have to do anything with the "MaP2D"-Section in the load.ini.

If you create a mission using this new map, in the .mis file you will find an entry

[MAIN]
MAP zip_Alpen/light.ini

To use the mission in the original map you must change this into

[MAIN]
MAP zip_Alpen/zip_Alpen_east_load.ini

or

[MAIN]
MAP zip_Alpen/zip_Alpen_west_load.ini

I hope this helps.
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thank you very much, sir Smile
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zipzapp Wrote:My explanation was bad. There are two ways:

1) Rename one of the actors.statics in the Alpen folder to save it and give the small one thats name.
Example:
Rename actors_east.static as save_actors_east.static
Rename airport-actors.static as actors_east.static

Thats simple but not very comfortable, because you always have to rename the files to switch between the "full" and the "light" version. So the second way:

Double the load.ini as you did it, change the reference of the actors in it and create a new entry in the all.ini.
Example:
Rename the zip_Alpen_east_load.ini as light.ini (Of course you will rename a copy, not the original one) in the Alpen folder.

Change in the light.ini the following entry:

[static]
actors_east.static

into

[static]
aiport-actors.static

So when the "light.ini" is called, the game knows it shall use an "airport-actors.static."

Now open the all.ini in the mapmods/maps folder and add the following line where ever you want:

zip_Alpen_light zip_Alpen/light.ini

So an entry "zip-Alpen_light" will appear in the map directory of the fmb as a new map and the game knows, it shall look into a folder "zip_Alpen" (that always exists) to start a file named "light.ini" (that you jsut created). And following the instructions in the "light.ini" it will load a "airport-actors.static"

The first part is free, you can also use

Ajmm-66i zip_Alpen/light.ini (I did not test this ;-))

than the map will appear as "Ajmm-66i" in the map directory of the fmb and not as "zip_Alpen-light", you can name it as you want. But following are the names of the map folder and of the actors to be used, they must meet the existing map folder and the name of the actors you want to use. The error message "MAP2D section not found" appears if a folder or file was not found, mostly it doesn't have to do anything with the "MaP2D"-Section in the load.ini.

If you create a mission using this new map, in the .mis file you will find an entry

[MAIN]
MAP zip_Alpen/light.ini

To use the mission in the original map you must change this into

[MAIN]
MAP zip_Alpen/zip_Alpen_east_load.ini

or

[MAIN]
MAP zip_Alpen/zip_Alpen_west_load.ini

I hope this helps.
Can we have more than one version simultaneously?
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Just make some copys of the load.ini and rename them asyou want. Rename also the different actors.statics and change the entry in the load.ini's to fit the actors names. In the all.ini add new lines with adapted map names and load.ini's.
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Boris The Spider Wrote:I'm having an unusual problem. After installing per instructions (I had v1.1 installed and let it overwrite), I can load any of these maps. alpen/alpen_east/alpen_west. But when I try and load from any of these maps to another alpen map, (i.e. aplen_east>alpen_west) I get the following dialog:

The instruction at "0x5ed0530e" referenced memory at "0x0000051c". The memory could not be "read". Click OK to terminate program

I click OK, the game closes and when I re-open it I can load the desired map fine but again, cannot change to another version. I don't have this problem with any other map or switching from an alpen amp to another map, just switching between the alpen versions.

Any ideas?

It's more an annoyance than anything else. The maps themselves are gorgeous. Thanks zipzapp!

Similar error, but I have instruction at "0x0dc90a57" referenced memory at "0x0ee48fc0" The memory could not be "read". Click OK to terminate program
I have an Quadcore 2,4Ghz with 2Gb RAM and I open Zip_Alpen map for first. I turn off my PC, waiting 5 min and re-turning on, open Alpen map but same error...
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help... sorry if this problem has already been posted...

I'm not very experienced with the mods but I did my best, I installed into the mods/maps section of the game folder as normal. I went to start the game and nothing. But then worse I went to the FMB section and all the modded maps are gone! Only the standard game ones, they are still there I can play my campaigns like before with the mod but they're not available to use in FMB... help?

thx in advance!
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Make sure you have (gameroot/) MODS/MAPMODS/all.ini populated with the name of this map. That may help.
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I also have the error about a bad memory unload (see other posts). The error happens after I have built a mission in FMB and have flown it without any apparent problem. However, when I exit the mission, I get the memory error (cannot read memory at bla bla bla).
I have followed the instructions by zipzapp for this problem, where he describes the "second way". I have created the "light.ini" according to his instructions and added the entry "light.ini" in the all.ini file.
I think that the map loads OK, but now I don't have any airfields on the map!!
What am I doing wrong?
I'm really stuck here and I would like very much to use this wonderful map.
I'm a noob with MODs, so I think I screwed up somewhere, but I have no idea where.... The instructions by zipzapp are clear and I have done literally as he explains, but no joy....
HELP!
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The memory bug shouldn't appear with the UI1.1. Alpen-west and Alpen_east versions, these use the "smaller actors-patch" actors.static of only 8 MB. The unsplitted pure "Alpen" version (this one was'nt meant to be published no more) with its "zip_Alpen_load.ini" uses a 17 MB actors.static with some problems and also the memory bug.

If there are no airfields with the "light" actors-version (well, that's not an official version at all ;.)), then the game doesn't find it and doesn't load it. Check the name of this actors.static, it must be the same as referenced in the used load.ini in this section:

[static]
actors.static

It doesn't matter how you name the actors.static, but the file name and this entry must coincide.
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