Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Unit Mod for 1.6

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> Unit Mod for 1.6 Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Unit Mod for 1.6 - 9/18/2009 3:54:49 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Here it is...
fixed: removed the unit names from counter.
thanks for the feedback

Attachment (1)

< Message edited by Agent S -- 9/19/2009 5:08:14 AM >


_____________________________

Post #: 1
RE: Unit Mod for 1.6 - 9/18/2009 4:33:50 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
A sample image.




Attachment (1)

< Message edited by Agent S -- 9/18/2009 4:35:56 AM >


_____________________________


(in reply to Magpius)
Post #: 2
RE: Unit Mod for 1.6 - 9/18/2009 5:04:52 AM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
muchas gracias!

[later]

should we create a new folder for this mod? I see an info.png in other mods, is that not needed for this one?


< Message edited by gwgardner -- 9/18/2009 5:30:32 AM >


_____________________________



(in reply to Magpius)
Post #: 3
RE: Unit Mod for 1.6 - 9/18/2009 6:34:32 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
The zip now includes the info.png file, as there were some slight tweaks.
sorry about that.
The terrain.png and others.png are still a work in progress from the earlier version.
(the appearance.csv file for the map skin is fantastic!, thanks)


< Message edited by Agent S -- 9/18/2009 8:01:42 AM >


_____________________________


(in reply to gwgardner)
Post #: 4
RE: Unit Mod for 1.6 - 9/18/2009 6:36:20 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
oh...in answer to your question GW. Yes, It would be worth making a [Unitskin] folder to put these in.

_____________________________


(in reply to Magpius)
Post #: 5
RE: Unit Mod for 1.6 - 9/18/2009 9:57:11 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
for some reason, the fleet icons are not appearing in the fall weiss scenario, but are there for the grand campaign.
any suggestions welcome.


_____________________________


(in reply to Magpius)
Post #: 6
RE: Unit Mod for 1.6 - 9/18/2009 4:10:06 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
looking great

any way to get the unit names lower, off the counter?




Attachment (1)

_____________________________



(in reply to Magpius)
Post #: 7
RE: Unit Mod for 1.6 - 9/18/2009 4:21:32 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
look at the clarity, even at zoom out level 6 on my laptop 1280x800 - really cleans up the map.




Attachment (1)

_____________________________



(in reply to gwgardner)
Post #: 8
RE: Unit Mod for 1.6 - 9/18/2009 4:33:03 PM   
Bleck


Posts: 741
Joined: 3/8/2009
From: Poland
Status: offline
quote:

ORIGINAL: gwgardner
any way to get the unit names lower, off the counter?


You can wait for Agent S to fix it, or you can do it by yourself. Open appearance.csv of his skin, at line 25 (end of line should say it is Name Text Dst) change second value (100) to let's say 120, maybe more... This value is text Y (top) position.

_____________________________

Wastelands Interactive member (Programmer)

(in reply to gwgardner)
Post #: 9
RE: Unit Mod for 1.6 - 9/18/2009 7:32:48 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline

quote:

ORIGINAL: Bleck

quote:

ORIGINAL: gwgardner
any way to get the unit names lower, off the counter?


You can wait for Agent S to fix it, or you can do it by yourself. Open appearance.csv of his skin, at line 25 (end of line should say it is Name Text Dst) change second value (100) to let's say 120, maybe more... This value is text Y (top) position.


Thanks for the info. Will do.


_____________________________



(in reply to Bleck)
Post #: 10
RE: Unit Mod for 1.6 - 9/18/2009 8:50:00 PM   
Bleck


Posts: 741
Joined: 3/8/2009
From: Poland
Status: offline
quote:

for some reason, the fleet icons are not appearing in the fall weiss scenario, but are there for the grand campaign.
any suggestions welcome.

Are you sure? I just tested it and everything was ok.
BTW: good work :)


_____________________________

Wastelands Interactive member (Programmer)

(in reply to gwgardner)
Post #: 11
RE: Unit Mod for 1.6 - 9/19/2009 1:06:37 AM   
Madmatt32162


Posts: 5
Joined: 7/18/2009
Status: offline
Thanks for the Hard work, Agent S.
Matt

_____________________________

Gentlemen! You can't fight in here. This is the war room!

(in reply to Bleck)
Post #: 12
RE: Unit Mod for 1.6 - 9/19/2009 4:59:34 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
bleck, the fleet icons work on the standard classic map, but when combined with my map mod, they dont work in fall weiss.
which is odd. how would map .csv's effect unit appearance?

I thought I had removed the unit names from my mod. I'll check the appearance.csv file. and will correct accordingly...


_____________________________


(in reply to Madmatt32162)
Post #: 13
RE: Unit Mod for 1.6 - 9/19/2009 5:08:18 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
  • Fixed unit name error
  • updated file attached at top of thread.
thanks GW


_____________________________


(in reply to Magpius)
Post #: 14
RE: Unit Mod for 1.6 - 9/20/2009 5:46:05 PM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: Agent S

Here it is...
fixed: removed the unit names from counter.
thanks for the feedback

I doubt anyone will help me out scine I'm not a member of the boys club. However I can't get this download to work. It's file name is smith, and when I select this option as smith I still get battleships as aircraft. I have the 1.60 patch, any suggestions would be helpful.

_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to Magpius)
Post #: 15
RE: Unit Mod for 1.6 - 9/20/2009 9:05:29 PM   
Anraz

 

Posts: 785
Joined: 7/25/2008
Status: offline
Describe what have you done exactly and for sure someone will write what should be done.


_____________________________


(in reply to H. Hoth)
Post #: 16
RE: Unit Mod for 1.6 - 9/20/2009 11:06:29 PM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: Anraz

Describe what have you done exactly and for sure someone will write what should be done.


thank you I got it work.


_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to Anraz)
Post #: 17
RE: Unit Mod for 1.6 - 9/21/2009 12:34:09 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
what was  the problem H.H?
(oh and welcome to the club)


_____________________________


(in reply to H. Hoth)
Post #: 18
RE: Unit Mod for 1.6 - 9/21/2009 12:46:41 AM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: Agent S

what was  the problem H.H?
(oh and welcome to the club)


I had to delete my old ver 1.50 "smith", then I dl your mod again. You guys are great, the cs around here is 5 stars.

_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to Magpius)
Post #: 19
RE: Unit Mod for 1.6 - 9/21/2009 4:33:30 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
quote:

You guys are great, the cs around here is 5 stars-HH

sorry dude; cs?


_____________________________


(in reply to H. Hoth)
Post #: 20
RE: Unit Mod for 1.6 - 9/21/2009 11:56:07 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
"client services", "comradely support"?

Chuck

(in reply to Magpius)
Post #: 21
RE: Unit Mod for 1.6 - 9/21/2009 1:19:31 PM   
Bleck


Posts: 741
Joined: 3/8/2009
From: Poland
Status: offline
"community support"?

_____________________________

Wastelands Interactive member (Programmer)

(in reply to cpdeyoung)
Post #: 22
RE: Unit Mod for 1.6 - 9/21/2009 1:24:48 PM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline

quote:

ORIGINAL: Bleck

"community support"?


I think we have a winner!

Chuck

(in reply to Bleck)
Post #: 23
RE: Unit Mod for 1.6 - 9/21/2009 10:45:15 PM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
Give that Pole a beer!

(in reply to cpdeyoung)
Post #: 24
RE: Unit Mod for 1.6 - 9/21/2009 11:05:49 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
Status: offline
cs = cocktail sauce... Mmmmm with shrimp... its 5pm here time for dinner

(in reply to Tomokatu)
Post #: 25
RE: Unit Mod for 1.6 - 9/21/2009 11:22:38 PM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: cpdeyoung


quote:

ORIGINAL: Bleck

"community support"?


I think we have a winner!

Chuck

LOL Customer Service, wow.


_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to cpdeyoung)
Post #: 26
RE: Unit Mod for 1.6 - 9/22/2009 1:24:30 AM   
NefariousKoel


Posts: 2930
Joined: 7/23/2002
From: Murderous Missouri Scum
Status: offline
Hate to break up the party, but..

Is there any indicator of the single group attack being used for the turn on these units?  

I can understand the flashing lamp going against the cleanliness of it (which I like), but I wonder if it's possible to have a simple on/off black dot on the counters to show that..


_____________________________


(in reply to H. Hoth)
Post #: 27
RE: Unit Mod for 1.6 - 9/22/2009 2:39:18 AM   
balto

 

Posts: 1123
Joined: 3/4/2006
From: Maryland
Status: offline
This is Great. Thank you.

< Message edited by balto -- 9/22/2009 4:02:43 AM >

(in reply to NefariousKoel)
Post #: 28
RE: Unit Mod for 1.6 - 9/22/2009 3:48:59 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
@Balto: it's the 1st post in this thread.
@Nefarious, I'm not sure which 'dot' you want turned back on...
- a modified big blinking blue dot
or one of the red, yellow, green dots.  more info. required.


_____________________________


(in reply to balto)
Post #: 29
RE: Unit Mod for 1.6 - 9/22/2009 4:34:23 AM   
balto

 

Posts: 1123
Joined: 3/4/2006
From: Maryland
Status: offline
Oh man, that is awesome. Thanks a million.

(in reply to Magpius)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> Unit Mod for 1.6 Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.469