Maps with modifed objects.
#1

Hi all. It seems that we are having a bit of a problem with new maps, that don
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#2

I completely agree with you.
Mapmakers' work is long and hard, but maybe they will find the time to add
to their installs a 'simpler' version with only stock objects...
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#3

I do... though only partially.

I understand that some have issues geting objects MODs to work and that many cannot enjoy the great new maps because of that, however, I don't think setting a limit of what objects should be used is a good idea. Could you imagine Canon's Channel without a Tower Bridge or Houses of Parliament in London ? I can't.

What I think would be preferable is a static.ini files library containing different files for different installs, that people could pick up and paste in their STD depending on what map/objects mod they have installed and are having problems with. Kind of like a 'StaticObects Installer' if you will...

It seems silly to me to refrain from using all the great new objects. Even those who have problems with them would prefer to use them rather than to use default 4.09 (or even 4.08 !! ) objects.

Educate the masses, help them learn to help themselves, and the problem will solve by itself... The Book says 'teach a man how to fish', not 'if he doesn't kow how to fish, just give him fishbones to suck on ' Wink

Cheers

Nico
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#4

PorcoRosso Wrote:It seems silly to me to refrain from using all the great new objects. Even those who have problems with them would prefer to use them rather than to use default 4.09 (or even 4.08 !! ) objects.

Educate the masses, help them learn to help themselves, and the problem will solve by itself...

It remains unanswered why those like me who have 4.09bm + UI 1.1 + 1.1.1 patch and can
manage a manual install and have old and new maps like Grand Canyon, Zimbotho and so on
perfectly working can't use the new Korea map, e.g.
Since nobody really doesn't know why it happens that for someone works and for others with identical install not, the only answer we get is to "reinstall everything" or that we are masses to
be educated. Thank you for help.
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#5

...i don't feel like restricting authors creativity just because some users can't handle installation process or refuse to use latest basic mod pack version ( AAA UI 1.11)

there is a rule/guidelines regarding new objects on maps and that should be enough IMHO:

(The link is inoperative)

all official AAA maps are checked out by me and if followed install instructions properly they all work without problems .


regards
Z
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#6

fly_zo Wrote:[...] if followed install instructions properly they all works without problem [...]


With all the respect I have for you (and it's true) in this case something goes wrong
because I followed new Korea map install instructions EXACTLY as they must be done
but it doesn't work.
I have ALL other maps, even the beta, working.
I looked for conflicts desactivating mods involving maps' objects like the infantry mod etc.
but no way.
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#7

axal Wrote:
fly_zo Wrote:[...] if followed install instructions properly they all works without problem [...]


With all the respect I have for you (and it's true) in this case something goes wrong
because I followed new Korea map install instruction EXACTLY as they must be done
but it doesn't work.
I have ALL other maps, even the beta, working.
I looked for conflicts desactivating mod involving map's objects like the infantry mod etc.
but no way.

sorry to hear that cos i have tested that map on clean AAA UI 1.1 ( patched to 1.11) and it all work fine here .

Do you have AAA UI 1.11 ?

If not then you need to track down all new objects included in AAA UI 1.11 and install them as separate mods ... please contact Monguse ( AAA UI project leader) for exact list of new objects/mods.

reg
Z
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#8

Yes, I have 4.09bm + UI 1.1 + 1.1.1 patch plus other objects (ship pack2 and infantry mod)
The problem is not Korea working or not, I can survive without :wink:
There are mysterious issues, sometimes, that make something crack. It happens.

It was only that I found really unfair to be treated by "masses" without knowing circumstances
and the most of all when members of the community only search help (the reason of present topics)

Anyway, Fly_zo, thank you for your help! (not ironic this time)
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#9

eh, Ship pack 2 is beautiful mod but also the most demanding one cos it uses ini (technics.ini ... )files which can easily get in conflict with for example static aircrafts mods (same files )... its structure should get thoroughly checked to match AAA UI 1.11

reg
Z
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#10

I think its a reasonable request for map makers to document with their maps all of the modded objects required to make it work. By that I mean all of the objects which don't come with the basic 4.09 installation.

Also to provide installation instructions for any new custom modded objects not previously available.

However it must be for the user to track down and install any required existing modded objects. Links to these can generally be found without too much difficulty and if not help is soon available.

However its probably too much to expect map makers to produce multiple versions of the same map, except where there are historic changes to justify it, like in the Slot maps.
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#11

fly_zo Wrote:Ship pack 2...can easily get in conflict...

Good to know! I'll kick it out temporarily and see! :wink:
Thank you very much for the tip!
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#12

asheshouse Wrote:I think its a reasonable request for map makers to document with their maps all of the modded objects required to make it work. By that I mean all of the objects which don't come with the basic 4.09 installation.

Also to provide installation instructions for any new custom modded objects not previously available.

However it must be for the user to track down and install any required existing modded objects. Links to these can generally be found without too much difficulty and if not help is soon available.

However its probably too much to expect map makers to produce multiple versions of the same map, except where there are historic changes to justify it, like in the Slot maps.


there is problem with that cos author may not know all objects included in AAA UI's ( present or future) ... its like with game patch versions , users should have the last mod pack version ( AAA UI) to be compatible with new mods .... or we will end up with mandatory support for every old game version for every mod (...4.08 .... and we are not professionals here so we can test mods on every possible installation version user may have :wink: )

Z
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#13

Yes Fly Zo I understand. Then Can i ask to have a Master Static.ini, and objects form lastest U.I: in a sticky so everybady can have it handy? becouse you are right. I took the Mapobjects Mod folder form my UI 1.11, and the satatic ini from that same install, and put it elsewere and Korea works perfectlly.

Still when soemone creates new objects for his new map, it will not be compatible with the latest U.I. and you will have to create a new AI version with the new objects and static.ini.

Al long a you do that as Mr. Jolly does with the aircraft installers, we should be all right.

Thanks for considering it Fly_Zo.

P.S. Grate job running this section man, Very apreciated. Smile
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#14

I'm sorry I upset you with 'masses'. I just thought a little bit of simple irony couldn't hurt anyone. Sorry again if that was the case. I certainly did not mean to insult anyone.

Just so you know, I was including myself in 'masses' , because up until fairly recently I had the same problem as you and it took me a while to find what wasn't working ike it should have.
The issue was not coming from an objects mod but from a rogue statics.ini in a folder where there shouldn't have been one. The game loaded this one first and all the modifications of my statics.ini in the STD folder had no effect. Perhaps you've done it already, but if you haven't, check all the folders in your MODs directory and delete all statics.ini you find outside of the STD folder. The one I found was under 'MODs/DAMAGEMOD02'.

If you still have problems, try relocating all objects mods under 'MODs/ObjectsMaps' (UI folder I believe...). Your problem might be coming from the order in which the game loads the different MODs.

Anyway, that's how I solved my problem.

Another problem is that mapmakers often use objects without always knowing wether they came from the UI or other maps. There are several cases of maps using Canon's airfield tiles or Slot or Thailand objects which I believe were not included in the UI. Maybe if mapmakers could provide a precise list of what objects they used we could identify most problems and solve them earlier.

edit : Look how we all thought of the same thing at the same time. That's what I'd call Mass Thinking Tongue


Cheers

Nico
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#15

Baco1170 Wrote:Yes Fly Zo I understand. Then Can i ask to have a Master Static.ini, and objects form lastest U.I: in a sticky so everybady can have it handy? becouse you are right. I took the Mapobjects Mod folder form my UI 1.11, and the satatic ini from that same install, and put it elsewere and Korea works perfectlly.

Still when soemone creates new objects for his new map, it will not be compatible with the latest U.I. and you will have to create a new AI version with the new objects and static.ini.

Al long a you do that as Mr. Jolly does with the aircraft installers, we should be all right.

Thanks for considering it Fly_Zo.

P.S. Grate job running this section man, Very apreciated. Smile

yes, we did try to unify ini files structure ... but AAA UI team is more concerned for online aspect of game ( hence some mods not being included ) so they dictate future mods structure ... we are left with adjusting to their specs every time new AAA UI come out .

Not happy about it but that is just the things are right now ...

i strongly suggest having two installations (main and latest AAA UI ) and gradually switching to latest AAA UI present at the time .. only way to avoid conflicts

reg
Z
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