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Re: The Depot Mod's

 
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Re: The Depot Mod's - 2/4/2006 8:41:09 PM   
Dragoon 45


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I normally use the plain jane versions of the OOB's and the Icons in one set up and use some custom versions I designed in the other.

I have read through the threads about the Depot Mod's but am somewhat confused over what exactly the differences are between them and the normal OOB's and Icons.

I have no experience with the Depot Mod's but am somewhat intrigued at the thought of updated icons. Could someone please explain the differences in the Icons for me and also what the difference is in the OOB files? I would love to see a new icon for the M-18 that is actually to scale with the other vehicle icons, the M-18 was actually not much bigger than an M-24.





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RE: Re: The Depot Mod's - 2/4/2006 8:55:46 PM   
Alby


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basically...
completely reworked OOBs, weapons now have values the game code expects. Recalculated pricing, standardized small arms and artillery ammo loadouts, also fire control, range finder, gun stabilizer, weapon stats and unit size are now consistant.Some new LBMs and encyclopedia text files have also been added. Also includes Flashfyre SPs and Losqualos Vehicle Icon mod. Includes new Icons for Infrantry and nearly all vehicles in the game. Also Flashfyre and Tracers latest terrain and building graphics. Lahtinens larger Crosshairs and smaller IDflags. Many players contributed to the OOBS.
there are screenshots in this link below.

http://www.matrixgames.com/forums/tm.asp?m=957635

< Message edited by Alby -- 2/4/2006 8:58:03 PM >


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RE: Re: The Depot Mod's - 2/4/2006 8:58:47 PM   
Goblin


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The OOB files are being cleaned up. For example, tank X has a PEN of 100 in the British OOB, and a PEN of 85 in the US OOB, with the same gun, and same ammo. These types of weird things are being fixed in the Mod. There are still some units with tank busting MG's that are being fixed, etc. There are also formation improvements, vehicle improvements (fixing passenger load errors, incorrect armor on same vehicles, etc).

The icons question I will leave to someone more knowledgable.

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RE: Re: The Depot Mod's - 2/4/2006 8:59:24 PM   
Goblin


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Dammit Alby, stop answering questions and WORK!!


Goblin

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RE: Re: The Depot Mod's - 2/4/2006 9:01:24 PM   
Alby


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quote:

ORIGINAL: Goblin

Dammit Alby, stop answering questions and WORK!!


Goblin




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RE: Re: The Depot Mod's - 2/4/2006 10:10:39 PM   
FlashfyreSP


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I'll speak to the graphics end of things:

There are two different 'improvements' to the graphics that have been put in Mod form:
1. The Terrain graphics, which affect how the map looks.
2. The Vehicle/Infantry/Misc icons, which affect how the various units and markers look like.

Now, most of the Terrain graphics are from the SPWW2 version. The basic types, like Summer, Rough, and Desert, have all had their basic Mixed tiles replaced. Other changes are to the Desert Rough, Jungle Rough, Sand Dunes, Green Crops, Plowed Fields, Polder, Marsh, and more.

Also in this group are new building icons, which expand the Rowhouses, Wood and Stone Single-Hex, and Multi-Hex sets. New roads and railroad graphics as well, and even railroad and tramline overlays to change the way those rail lines look. Tracer has done a lot of the building work, and others have added a few things here and there (like a Bamboo Watch Tower for those jungle battles).

The Icon changes are a combination of my and Losqualo's reworking of all the vehicle icons, as well as the infantry changes I did a few years ago. There are also new minefield markers, new ID flags and other non-unit icons that have been changed. With the vehicle icons, many incorrect icons were fixed, and a number of new ones included. There is even a set of 'modified' 8.3 OOBs that only have the Icon Numbers changed where necessary; these OOBs are identical in all other aspects to the vanilla 8.3 OOBs. But the changes in the icon graphics necessitated making some Icon Number changes as well, and so these OOBs are required for full enjoyment of the Vehicle Mod.

With the exception of the OOB change indicated above, all these graphic changes can be used without affecting any PBEM game; some older scenarios/campaigns may have the odd unit that appears incorrect, as the actual SHP file was changed, but those seem to be very few. I've used the Vehicle Icons with Wild Bill's LLRV campaign with no problem.

Hope this helps clear up some of the confusion.

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RE: Re: The Depot Mod's - 2/4/2006 10:17:11 PM   
Goblin


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Is there a way to implement the icon changes without changing the ID Flags, Vic Hex Flags, and minefield markers?


Goblin

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RE: Re: The Depot Mod's - 2/4/2006 10:22:33 PM   
FlashfyreSP


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quote:

ORIGINAL: Goblin

Is there a way to implement the icon changes without changing the ID Flags, Vic Hex Flags, and minefield markers?


Goblin


Using the Terrain Mod, the Infantry Mod and the Vehicle Icon Mod only, yes. The Terrain Mod only includes the map tiles. The Infantry Mod only changes the infantry and crew icons, the Vehicle Mod changes all the other vehicle icons.

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RE: Re: The Depot Mod's - 2/4/2006 10:44:29 PM   
Alby


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Goblin, no Victory Hex flags have been changed.
the ID flags are the ones that go with individual units, Lahtinen made them smaller and placed them above the unit better, so you can se the entire unit Icon now.
And whats wrong with Flashfyres minefield Icon!!



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RE: Re: The Depot Mod's - 2/4/2006 11:00:40 PM   
Dragoon 45


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Guy's Thank You for your answers. I think I will try a separate install with the Depot Mods. I found the Vehicle Mods but no the complete OOB Mods. Where are they? Not using MOD SWAPPER, how do I install them, just overwrite the existing files or what?

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RE: Re: The Depot Mod's - 2/4/2006 11:00:58 PM   
Goblin


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quote:

And whats wrong with Flashfyres minefield Icon!!


I like the current one.


Goblin

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RE: Re: The Depot Mod's - 2/4/2006 11:02:24 PM   
Goblin


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I recommend Modswapper, since it puts them in and out for you, without having to do seperate installs, or backing up your OOB's. Flash or Alby will have to give you instructions on how to do it without.


Goblin

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RE: Re: The Depot Mod's - 2/4/2006 11:48:08 PM   
Alby


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quote:

ORIGINAL: Goblin

quote:

And whats wrong with Flashfyres minefield Icon!!


I like the current one.


Goblin



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RE: Re: The Depot Mod's - 2/4/2006 11:50:47 PM   
Alby


Posts: 4855
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From: Greenwood, Indiana
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quote:

ORIGINAL: Dragoon 45

Guy's Thank You for your answers. I think I will try a separate install with the Depot Mods. I found the Vehicle Mods but no the complete OOB Mods. Where are they? Not using MOD SWAPPER, how do I install them, just overwrite the existing files or what?


Depot Multi Mod Vehicle Ver 2 includes the oobs as well as Icons and Terrain Graphics

http://www.wargamer.com/gamesdepot/details.asp?sid=4112
There is also an update at
www.spwaw.com
in the modswapper forum
I do not advise NOT using modswapper

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RE: Re: The Depot Mod's - 2/5/2006 12:47:33 AM   
FlashfyreSP


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I have to concur with Alby: if at all possible, use the ModSwapper program to run any mod. Once you find that you prefer a mod to the original files, then you can manually replace the appropriate files.

However, if you aren't afraid of 'fiddling' with the game files, then here goes:

1. Before you do anything else, create a new folder in your Steel Panthers main game folder. Call it "Original File Backups" or something similar. This is where you will move/copy the original game files you are going to replace.
2. Open the .ZIP or .SPM file with any archiving program, like WinRAR or WinZIP. Extract the mod.ini file inside into the same folder you have the Mod file; if it's in the main game folder, you'll be asked if you want to overwrite the existing mod.ini file. Preferably, no. Move this file into the "Original File Backups" folder, then extract the file again. The mod.ini file is the 'instruction sheet' for ModSwapper; it tells the program what files are included and where they are to go.
3. Open mod.ini with a text editor (Notepad works) and look at the list. The first section lists just the file names; the second lists the file names and what the path is to their final location. You might see something like "Ter45z4.shp=\shp\"...this means the Ter45z4.shp file goes into the SHP folder.
4. Using this list, MAKE A BACK-UP COPY OF EVERY FILE YOU ARE GOING TO REPLACE. Put them in the "Original File Backups" folder you created earlier. I can't stress this enough; if you don't, you'll spend a lot of time reinstalling the game to get those 'original' files back.
5. Once the copies are made (or, moved into the new folder, if you choose to do it that way), use the mod.ini list to extract the various files in the .ZIP/.SPM into the appropriate folders.



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RE: Re: The Depot Mod's - 2/8/2006 1:34:50 AM   
sabrejack


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The reason I've got separate installs for vanilla and DMMv2 is that I'll be playing different PBEM games in each of the versions, and having different 'email' folders for the different versions allows me to keep track of things much easier.

I used Modswapper to install the DMMv2 in the additional install though. Found it very simple to use (once I'd read the instructions).

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RE: Re: The Depot Mod's - 2/11/2006 12:52:31 AM   
johnhulten

 

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Does the Depot Mod have a negative impact on the MegaCampaigns?

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RE: Re: The Depot Mod's - 2/11/2006 4:14:29 PM   
Alby


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From: Greenwood, Indiana
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It is not ideally suited to existing scenarios, campaigns and Mega-Campaigns, as they have moved some units around and changed some weapon slots and icons.

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