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RE: Focke-Wulf mod v1.14

 
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RE: Focke-Wulf mod v1.14 - 9/3/2015 3:48:04 PM   
AlterEgo

 

Posts: 83
Joined: 6/29/2015
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quote:

ORIGINAL: Turner

I really wanted to add the guided Ruhrstahl X-4 Surface-to-Air Missile system as a FlaK device, but since it is not possible to make it a delayed arrival, it's a no-go. AlterEgo do you know anything about what the possibilities are of making such a device delayed?


Turner, I can't extend the device data structure with an extra delay field without loosing the
compatibility with the vanilla game.

The only way to include a delayed Ruhrstahl X-4 system is that I'll add the delay for this device
manually within my EDBTR_Launcher.
So you can use device 72 (not in use in the vanilla game) for it.
Just a suggestion...


(in reply to AlterEgo)
Post #: 31
RE: Focke-Wulf mod v1.14 - 11/27/2015 1:20:19 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
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Am I correct in assuming that this mod is a continuation of the Focke-Wulf DB mod in another thread?

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All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to AlterEgo)
Post #: 32
RE: Focke-Wulf mod v1.14 - 11/27/2015 1:27:59 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
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Also, would there be a problem using this with Target v2? Both mods loaded at the same time?

_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to solops)
Post #: 33
RE: Focke-Wulf mod v1.14 - 11/27/2015 10:45:54 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
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quote:

ORIGINAL: solops

Also, would there be a problem using this with Target v2? Both mods loaded at the same time?


Same question here. Good work, Turner!

Also- would this Mod work with Alter Ego's Mod?

Mac

< Message edited by Mac Linehan -- 11/28/2015 12:45:10 AM >


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Post #: 34
RE: Focke-Wulf mod v1.14 - 11/28/2015 12:20:30 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
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quote:

ORIGINAL: Mac Linehan

quote:

ORIGINAL: solops

Also, would there be a problem using this with Target v2? Both mods loaded at the same time?


Same question here. Good work, Turner!

Also- would this Mod work with Alter Ego's Mod?

Mac

One is a graphic mod, one is a database mod, and one is a game engine mod, so no conflicts there.

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simovitch


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Post #: 35
RE: Focke-Wulf mod v1.14 - 11/28/2015 6:26:04 PM   
Mac Linehan

 

Posts: 1484
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simovitch-

Thank You, for your immediate help. Have not looked at the Target v2 Mod yet; but will do so and install all three.

Cricket Mac

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Post #: 36
RE: Focke-Wulf mod v1.14 - 11/28/2015 11:29:18 PM   
solops

 

Posts: 814
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From: Central Texas
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What and where is the Alter Ego Mod?

_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to Mac Linehan)
Post #: 37
RE: Focke-Wulf mod v1.14 - 11/28/2015 11:54:58 PM   
Turner


Posts: 299
Joined: 9/14/2010
From: Sweden
Status: offline

quote:

ORIGINAL: solops

Am I correct in assuming that this mod is a continuation of the Focke-Wulf DB mod in another thread?


That is correct.

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"There are no desperate situations, only desperate people." - Heinz Guderian

Trippin' with Jagdgeschwader 11

(in reply to solops)
Post #: 38
RE: Focke-Wulf mod v1.14 - 11/29/2015 1:10:41 AM   
simovitch


Posts: 5488
Joined: 2/14/2006
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quote:

ORIGINAL: solops

What and where is the Alter Ego Mod?

It's a mod created by a guy named alter ego that reverse-engineered the game using an injection dll programming/hack technique, fixing several issues in a matter of weeks that we waited for years from the developer to do.

here's the thread:ae mod

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simovitch


(in reply to solops)
Post #: 39
RE: Focke-Wulf mod v1.14 - 11/29/2015 1:23:05 AM   
warshipbuilder


Posts: 1960
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From: C-eh-n-eh-d-eh
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quote:

here's the thread:ae mod


The d/l link is on page 5, post 133

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warshipbuilder

Any ship can be a minesweeper, once.
ED/BTR Ressurection Project
https://www.bombercommandmuseumarchives.ca/

(in reply to simovitch)
Post #: 40
RE: Focke-Wulf mod v1.14 - 12/19/2015 6:30:13 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
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Gents-

Where would I find the Target v2 Mod? I have seen screen shots of a green map; is that the Target v2, or is there another map mod?

Am now officially on Christmas Break; and plan to add the mods then fire up the game and play!

Thank you for your help!

Mac

< Message edited by Mac Linehan -- 12/19/2015 8:37:58 PM >


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Post #: 41
RE: Focke-Wulf mod v1.14 - 12/20/2015 5:44:21 AM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
Status: offline

quote:

ORIGINAL: Mac Linehan

Gents-

Where would I find the Target v2 Mod? I have seen screen shots of a green map; is that the Target v2, or is there another map mod?

Am now officially on Christmas Break; and plan to add the mods then fire up the game and play!

Thank you for your help!

Mac

Hi, you mean this? http://www.matrixgames.com/forums/tm.asp?m=2262466

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Post #: 42
RE: Focke-Wulf mod v1.14 - 12/20/2015 7:36:53 PM   
Mac Linehan

 

Posts: 1484
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From: Denver Colorado
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cohimbra-

Thank you for the link!

I downloaded the "each nation has it's own color" version of the map; but the green only map (post #1) is just one file that windows does not know how to open; not a zipped collection of map files.

Thanks Again,

Mac

< Message edited by Mac Linehan -- 12/20/2015 8:42:03 PM >


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Post #: 43
RE: Focke-Wulf mod v1.14 - 12/21/2015 1:47:52 AM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
Status: offline
quote:

ORIGINAL: Mac Linehan

but the green only map (post #1) is just one file that windows does not know how to open; not a zipped collection of map files.


mmm...maybe you downloaded the .gif images?
Have you tried the link in post#1?
Downloaded it just now, is the .zip collection of (green) map files you're looking for.


Can I suggest the "BtR Map Names & Borders v1.02" mod?
I've uploaded it in MediaFire, here's the link:
http://www.mediafire.com/download/2ln5tud908ovte4/EDBTR+Map+Names+and+Borders+v1.02.7z
Give it a try.

There's also the "BTR Mini Map Weather Zones", here's the link (MediaFire too):
http://www.mediafire.com/download/giu218krrmzqrs9/EDBTR+Mini+Map+Weather+Zones+.zip

Enjoy!



< Message edited by cohimbra -- 12/21/2015 3:05:31 AM >


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Post #: 44
RE: Focke-Wulf mod v1.14 - 12/21/2015 2:04:38 AM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
cohimbra-

Thank You for the links (will most certainly give them a try) and your immediate help, Sir!

From the Snowy Mountains of Colorado to the Sunny Mediterranean shores of Italy-

Merry Christmas

Mac

< Message edited by Mac Linehan -- 12/21/2015 3:09:23 AM >


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Post #: 45
RE: Focke-Wulf mod v1.14 - 1/15/2016 11:16:28 AM   
Nuklearpinguin

 

Posts: 6
Joined: 11/25/2013
Status: offline
Hello,

I search a List when the plans (Axis) to begin production. (Month/Year)
Sry for my bad English.....

Seeker11

< Message edited by Seeker11 -- 1/15/2016 12:17:00 PM >

(in reply to Mac Linehan)
Post #: 46
RE: Focke-Wulf mod v1.14 - 11/10/2017 11:52:20 AM   
Nuklearpinguin

 

Posts: 6
Joined: 11/25/2013
Status: offline
Hello I use the version 1.15 but in there Version the F190F3 have only 2 WGr210 and not 4? Can me anybody help to change this, please?!

(in reply to Nuklearpinguin)
Post #: 47
RE: Focke-Wulf mod v1.14 - 6/13/2019 3:49:26 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Is this mod compatible with the new patch?

It also seems to contradict what I saw a mod say the other day (in another thread whose name escapes me now), who clearly said that B-29's could not be modded into the game, at all.

[found the post in question]

< Message edited by Elessar2 -- 6/13/2019 3:50:59 PM >

(in reply to Nuklearpinguin)
Post #: 48
RE: Focke-Wulf mod v1.14 - 6/13/2019 6:54:13 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
I'm not sure if it is compatible or not, I would have to dig into it to see what it changes and I don't have the time or inclination to do that right now. I would venture a guess that as long as the mod only changes start times and characteristics and doesn't change the ID of any of the aircraft or devices it should be OK insofar as how well it stood up with the pre 1.03 versions. Backup your stock data files, because I think this mod changes the locations file, which we spent many hours fixing to match historical.

Adding new plane types like the B29 requires modifications to the AI routines so that the AI can find and use them. They also need to be added to the correct slots within the database. I'll let warshipbuilder chime in about the why and why not.





< Message edited by simovitch -- 6/13/2019 6:55:12 PM >


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simovitch


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Post #: 49
RE: Focke-Wulf mod v1.14 - 6/18/2019 10:24:54 AM   
warshipbuilder


Posts: 1960
Joined: 2/23/2013
From: C-eh-n-eh-d-eh
Status: offline
The why for the mod was that it is an alternative to Jet Age scenario. It was a good idea and Nick put a lot of work in to it. I suggested the B-29 to him as a B-17 upgrade. I mean it is a what-if scenario, so what the hell, WHY NOT<g>. How well it all works I do not know and nobody has ever chimed in about it.

There are 400 slots for aircraft in the game. The first 200 are for the Axis and the second 200 for the Allies. Theoretically they are all "live" and you "should" be able to add any aircraft you want. Theoretically.

Bottom line is go ahead and add an aircraft to an empty slot and see what happens. Assign the type to a squadron and see if it takes to the sky and does anything. There will be no new aircraft added to the official game, so you are on your own if you wish to diversify you choices.



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warshipbuilder

Any ship can be a minesweeper, once.
ED/BTR Ressurection Project
https://www.bombercommandmuseumarchives.ca/

(in reply to simovitch)
Post #: 50
RE: Focke-Wulf mod v1.14 - 3/6/2020 10:26:15 PM   
DWatson60

 

Posts: 13
Joined: 10/17/2009
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Sir, may I ask for this mod to be updated to work with ver. 1.05? I have found it truly interesting and enjoyable to play. Having such a mod updated simply adds to the pleasure of playing the game.

thank you

(in reply to warshipbuilder)
Post #: 51
RE: Focke-Wulf mod v1.14 - 3/7/2020 3:22:15 PM   
simovitch


Posts: 5488
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Did you test to see if it wasn't compatible? it just changes the aircraft and location data so i would be surprised if it isn't.

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simovitch


(in reply to DWatson60)
Post #: 52
RE: Focke-Wulf mod v1.14 - 3/8/2020 8:17:58 PM   
DWatson60

 

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Joined: 10/17/2009
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I did not even think of that, I was expecting changes that would be cancelled out by copying the DAT files from the mod into the game. I will give it shot. Thank you.

I did have to reinstall the game, then transferred the files. Started the game and it is working. Still do not know if there are ver. 1.05 data that has been replaced by the mod dat files but we shall see. It will take some time before I can determine any effects.

(in reply to simovitch)
Post #: 53
RE: Focke-Wulf mod v1.14 - 3/20/2020 4:08:44 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
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quote:

ORIGINAL: DWatson60

Still do not know if there are ver. 1.05 data that has been replaced by the mod dat files but we shall see. It will take some time before I can determine any effects.

I can guarantee that many 1.05 data files have been replaced by the mod, bit that is unlikely to have any adverse effect on the execution of the game program regardless of what version you are playing.

_____________________________

simovitch


(in reply to DWatson60)
Post #: 54
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