problems connected with modified maps discussion
#1

Well, I'd like if we discuss troubles connected to modified maps.
How to make it easy for the user which doesn't have the desire to fiddle with files but want's to use mod maps.
Mission/campaign load Errors...(single coop or dogfight)
Mission running errors...(single coop or dogfight)
....
We've got to identify the problems first, then try to solve.
Please join!
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#2

in my experience only different thing from "standard" mods is all.ini file so IMHO we should have sticky with one all.ini that contain all the modded maps. All map modders should report names of their new maps to one person who will update that "all.ini" file. Confused users can just get and install that file without worrying of overwriting.

That will only work if modders stick to their prefix for all modified files included.

One more thing , that sticky should include detailed "how to" description regarding installing map mods


just a thought


regards
Z
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#3

^ +1 Smile
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#4

+2
Big Grin
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#5

This is especially important that we have some kind of standardisation

when we make a mission using ...say....fly_desert_kuban_one...so that people know if they have this map installed or not....especially for on-line play

what we do in the privacy of our own computers is of no consequence

but if we intend to make missions to be shared....then it becomes more complicated
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#6

I think it's a good idea with the all.ini and installation guide sticky, should it be another sticky or just your already present sticky about author prefix?


fly_zo Wrote:in my experience only different thing from "standard" mods is all.ini file so IMHO we should have sticky with one all.ini that contain all the modded maps. All map modders should report names of their new maps to one person who will update that "all.ini" file. Confused users can just get and install that file without worrying of overwriting.

That will only work if modders stick to their prefix for all modified files included.

One more thing , that sticky should include detailed "how to" description regarding installing map mods


just a thought


regards
Z
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#7

Yes Fred, those are the problems i was thinking too. Community is split now, so let's take the case one mission builder publish one campaign using the standard map. What can the user do such that he plays using a modified map. What malfunctions can occur during playing in such a case (obviously if the mod map consists only in swapped textures there'll be no problem but what about height mods or deleted rivers or added forest). Or a mission builder publish a campaign which he built using a modified map. What makes the user which wants to play it on the standard map. As before what malfunctions. Online dogfights or coops with modified maps, only users having the mod map installed will be able to play if the server has the map "registered" in the "all.ini".
Sorry for the lack of coherence...What do you think?


fabianfred Wrote:This is especially important that we have some kind of standardisation

when we make a mission using ...say....fly_desert_kuban_one...so that people know if they have this map installed or not....especially for on-line play

what we do in the privacy of our own computers is of no consequence

but if we intend to make missions to be shared....then it becomes more complicated
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#8

I know that the majority of these mods will be used off-line...but they certainly make missions and mission-building more interesting
things such as the new maps....new and bigger vehicle convoys and trains and tank columns

if we build a mission to enjoy these extras then it is natural to want others to see and enjoy our work too....that is when the problems start to arise

Once this current rush of new cockpits and maps etc. slows down to a trickle, then might be the time to start organising everything into Packs....and a mission available for download by other people would have as a necessary requirement the installation of the relevant packs

for those of us who have not really bothered to 'pick and choose' with the mods...but have installed everything available...we can quite easily get together on the AAA server or arrange our own co-ops too.
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#9

lowfighter Wrote:I think it's a good idea with the all.ini and installation guide sticky, should it be another sticky or just your already present sticky about author prefix?

... IMHO its better to have separated sticky to avoid any confusion , but please first lets all be unanimous on that idea. Let us hear opinions of others too...


Z
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#10

I really,really don't want to see this in the new mission readme's to new maps!

Addons needed to play this mission:
Bomber pack v6.9
Flyzo's Mappack v2.5
uber FM v0.8
uber gunmod v1.1
deeds fokker xxi addonplaneset
captains mappack v0.9
Lowlands texturepack for captains mappack v0.9
Shipcolumns for GER-forces
Armorcolunms for USSR-forces
Smoke effectspack by sniper
FatClouds by bearfat
Tracerpack to uber's gunmod v1.1
nightsky for Skypack by user
Skypack 1.2 by user
trainpack by Willy
driveble jeep by drunk
french-bunkers v0.5 by aadolf
soldierspack v0.1 by a##hole
etc...

So one mod that has all is my favourite to other games that have mods,please try to keep them in one place or pack if possible.

My example is from Operation Flashpoint,it's really stupid to make a mission that uses a 100 different addons that you need to find,IF you can find them before you can play the mission.
:evil:
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#11

letku Wrote:I really,really don't want to see this in the new mission readme's to new maps!

Addons needed to play this mission:
Bomber pack v6.9
Flyzo's Mappack v2.5
uber FM v0.8
uber gunmod v1.1
deeds fokker xxi addonplaneset
captains mappack v0.9
Lowlands texturepack for captains mappack v0.9
Shipcolumns for GER-forces
Armorcolunms for USSR-forces
Smoke effectspack by sniper
FatClouds by bearfat
Tracerpack to uber's gunmod v1.1
nightsky for Skypack by user
Skypack 1.2 by user
trainpack by Willy
driveble jeep by drunk
french-bunkers v0.5 by aadolf
soldierspack v0.1 by a##hole
etc...

So one mod that has all is my favourite to other games that have mods,please try to keep them in one place or pack if possible.

My example is from Operation Flashpoint,it's really stupid to make a mission that uses a 100 different addons that you need to find,IF you can find them before you can play the mission.
:evil:

so we make one pack ... and there you are complaining i like better vp media maps than fly_zo (and you'll be right) or i don't like smoke mod you included ... see

the whole point of mods is that every user can choose what he like and disregard what he don't like.

anyway this thread is about MAP mods only ... no FMB objects, no effects just maps.

Z
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#12

One "official" map pack would be perfect, with updates that don't change the name of previously included maps.

I suggest that FMB mods to chief.ini are in the same pack, because both relate to mission building, when effects/sound/flyableAI don't.
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#13

i agree with rollnloop, i would like to see one map pack, with all files included for the end user, then as new maps are made they can be added to this map pack, a bit lkie what has happened with the heavy bombers pack.

I cant think of a workaround for the occasions when a mission builder makes a mission/campaign using a non standard map, maybe they could also include the map files with it. This would then allow a campaign builder to include numerous versions of the same map, so that they could represent different situations as the campaign progressed. ie a campaign taking place through Autumn - Spring on the Eastern Front could include an Autumn "muddy" map, Winter snow, and Spring thaw, that would add to the immersion, as long as the maps were included with the campaign there wouldn't be a problem(unless you did not have the sound mod activated)

regards slipper
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#14

By default we should add the maps to the game, not overwrite the existing ones.

Everybody has the option to overwrite for example his default Balaton map if he renames the vp_load.ini to load.ini or duplicates it to that new name. Filelist.txt also needs to be modified.

What we need is a correctly structured all.ini which everybody can use and continue.

Example:

Quote:[all]
Burma Burma/load.ini
Chichi Chichi/load.ini
CoralSea CoralSea/load.ini
CoralSeaOnline CoralSea/Online_load.ini
CoralSeaOnline2 CoralSea/2_load.ini
GuadalE Guadal/eload.ini
Guadal Guadal/load.ini
Hawaii Hawaii/load.ini
Iwo Iwo/load.ini
IwoOnine Iwo/Online_load.ini
Kyushu Japan1/load.ini
Marianas Marianas/load.ini
MarianasOnline Marianas/Online_load.ini
Midway Midway/load.ini
NewGuinea NewGuinea/load.ini
Okinawa Okinawa/load.ini
OkinawaOnline Okinawa/Online_load.ini
Palau Palau/load.ini
PalauOnline Palau/Online_load.ini
Singapore singapore/load.ini
Singapore2 singapore/load2.ini
Tarawa Tarawa/load.ini
Wake Wake/load.ini

Ardennes_S Ardennes/sload.ini
Ardennes_W Ardennes/wload.ini
Berlin Berlin/load.ini
Balaton Balaton/load.ini
Balaton_winter Balaton/load_w.ini
Crimea Crimea/load.ini
FinsGulf FinsGulf/load.ini
FinsGulf_Winter FinsGulf/load_w.ini
KhalkhinGol KhalkhinGol/load.ini
Kiev Kiev/load.ini
Kuban Kuban/load.ini
Kurland_Winter Kurland/wload.ini
Kurland_Autumn Kurland/load.ini
Kurland_Winter_online Kurland/wload_online.ini
Kurland_Autumn_online Kurland/load_online.ini
Kursk Kursk/load.ini
Lvov Lviv/load.ini
Manchuria Manchuria/load.ini
Moscow_Winter Moscow/load.ini
Moscow_Summer Moscow/sload.ini
Murmansk Murmansk/load.ini
MurmanskSummer MurmanskS/load.ini
Normandy1 Normandy/load2.ini
Normandy2 Normandy/load.ini
Normandy3 Normandy/load1.ini
Norway Norway/load.ini
NWEurope NWEurope/load.ini
Prokhorovka Prokhorovka/load.ini
Smolensk Smolensk/load.ini
Stgrad_winter Stgrad/load.ini
Stgrad_Summer Stgrad/sload.ini
Desert_DF desert/load.ini
Italy_DF Italy_DF/load.ini
SandsOfTime SandsOfTime/load.ini

Net1Summer Net1Summer/load.ini
Net1Winter Net1Winter/load.ini
Net2Summer Net2Summer/load.ini
Net2Winter Net2Winter/load.ini
NetIslands NetIslands/load.ini
Net3Summer Net3Summer/load.ini
NetMountains Netmountains/load.ini
Net5Summer Net5Summer/load.ini
Net6Island Net6Island/load.ini
Net7Islands Net7Islands/load.ini
Net8Islands Net8Islands/load.ini
Net8Islands_v2 Net8Islands/load_v2.ini
Empty1a Empty1a/load.ini
Empty1a_Winter Empty1a_Winter/load.ini
Empty1b Empty1b/load.ini
Empty1b_Winter Empty1b_Winter/load.ini
Empty2a Empty2a/load.ini
Empty2a_Winter Empty2a_Winter/load.ini
Empty2b Empty2b/load.ini
Empty2b_Winter Empty2b_Winter/load.ini
Empty4a Empty4a/load.ini
Empty4b Empty4b/load.ini

vp_Balaton Balaton/vp_load.ini
vp_SandsOfTime1 SandsOfTime/vp_load.ini
vp_SandsOfTime2 SandsOfTime/2vp_load.ini
vp_SandsOfTime3 SandsOfTime/3vp_load.ini
fly_Crimea_desert Crimea/fly_Z_d_load.ini
fly_Norway_winter Norway/wload.ini

;*ADD ENTRY HERE BY DELETING THIS LINE*
*

It cannot be avoided that people release different map mods at different times, so the "author prefix" is a good idea, sticky is already there.

We also could use a separated forum section where everybody can open a thread for his project.

I think we got one question, who will compile our first community pack?
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#15

*sorry the forum engine can use only one space between words
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