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Subchaser’s Map Mod V2 NOW AVAILABLE

 
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Subchaser’s Map Mod V2 NOW AVAILABLE - 6/22/2005 11:18:41 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
EDIT: MAP MOD VERSION 2.1.(final) will be available on Spooky's site 6/30!



< Message edited by Subchaser -- 6/30/2005 1:20:04 AM >


_____________________________

Post #: 1
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 11:34:29 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Subchaser

New version of the mod will be posted this weekend. New version will be 100% compatible with the latest patch 1.60. All changes will be reflected and map art will match map data again, so if you want to keep using my variant of the map you don’t have to mess with pwhex files, just wait till Saturday and then install updated version of the map. Map will be suitable for playing all official scenarios and scenario mods based on official map.

In the case if you don’t want to download new version of the map art… then after installing the patch you should reinstall the pwhex.dat file created by Andrew Brown for my variant of the official map (Thanks again Andrew!). You can download that file from here

Andrew Brown’s WitP site

Please note, if you use this map data file, your pbem opponent should use it also. This issue is not critical but can cause some confusion.

I recommend to download new version of the map art, this is the simplest way. After installing the patch you just drop those bmps into your ART folder and that’s all. Since my mod is just a cosmetic your pbem opponents do not have to use it. No data files included, it’s just a skin job.

Btw, should I add industry/resources symbols to no_hex variant? Any other suggestions?



Oh my... while I was typing my message to you here (new thread) you posted answer on your own... what can I say...


IMHO, you should do (if possible):

#1
Your version of map art with HEXes and added industry/resources symbols

#2
Your version of map art without HEXes and added industry/resources symbols

#3
Your version of map art with HEXes (i.e. without any additional symbols)

#4
Your version of map art without HEXes (i.e. without any additional symbols)


Thanks _IMMENSLY_ !!!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 2
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 1:35:32 PM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline
Thank you so much! I love your map graphics.

(in reply to Subchaser)
Post #: 3
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 1:44:16 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
what can I say - what an freaking awesome support !!!

thanks again !



_____________________________


(in reply to medicff)
Post #: 4
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 1:52:12 PM   
SuperKing


Posts: 33
Joined: 4/29/2005
From: Split,Croatia
Status: offline


Btw, should I add industry/resources symbols to no_hex variant? Any other suggestions?

[/quote]

Is there any chance of using "the Kid's" map font(from his unfinished map mod)?It's very sharp & nice looking.
Anyway,your map is great as it is,though.Keep up the good work.

(in reply to Subchaser)
Post #: 5
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 2:14:10 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
quote:

ORIGINAL: Subchaser

New version of the mod will be posted this weekend. New version will be 100% compatible with the latest patch 1.60. All changes will be reflected and map art will match map data again, so if you want to keep using my variant of the map you don’t have to mess with pwhex files, just wait till Saturday and then install updated version of the map. Map will be suitable for playing all official scenarios and scenario mods based on official map.


Fantastic! Thanks Subchaser. I was just about to write a message about how to handle upgrading to v1.6 while using your map, and you have provided the best possible solution.

Andrew

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Subchaser)
Post #: 6
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 4:44:32 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
I use your map myself so I'm very glad to hear this news. Thanks!

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Andrew Brown)
Post #: 7
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 5:07:32 PM   
Crimguy


Posts: 1409
Joined: 8/15/2003
From: Cave Creek, AZ
Status: offline
Your map is the best IMHO. Really easy on the eyes, and tastefully drawn.

(in reply to Erik Rutins)
Post #: 8
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 5:13:14 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

One additional thing (if possible)...

Can you please check and re-draw HEXes that are currently shown as purely ground HEXes while in fact they contain both land and sea?

The most glaring example is "Khota Bharu" which looks really ugly (when ships go into it) because there is not even a dot of blue paint denoting sea...


Leo "Apollo11"


P.S.
Have no idea why my attached picture didn't want to show the first time around...




Attachment (1)

< Message edited by Apollo11 -- 6/22/2005 5:17:24 PM >


_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 9
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 6:58:57 PM   
jhdeerslayer


Posts: 1194
Joined: 5/25/2002
From: Michigan
Status: offline
Glad to hear as you are my hero with this map that I use.

(in reply to Apollo11)
Post #: 10
RE: Subchaser’s Map Mod and patch 1.60 - 6/22/2005 9:35:39 PM   
myros

 

Posts: 289
Joined: 7/1/2004
Status: offline
Nice to see my base map work getting the needed updates and tweeks.
I use Subs version myself :)

Myros

(in reply to jhdeerslayer)
Post #: 11
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 12:01:09 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
Andrey, are you/have you done the CHS map of Andrew's in your style? With Panama etc?

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to myros)
Post #: 12
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 12:49:48 AM   
invernomuto


Posts: 986
Joined: 10/8/2004
From: Turin, Italy
Status: offline
quote:

ORIGINAL: myros

Nice to see my base map work getting the needed updates and tweeks.
I use Subs version myself :)

Myros


Subchaser's map + your icons (Jap + US) are the best graphic mod for this game IMHO.


(in reply to myros)
Post #: 13
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 1:17:57 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
Leo, four variants it’s 170mb! I can do it but I’m afraid Spooky doesn’t have enough webspace to host them all.

quote:

Can you please check and re-draw HEXes that are currently shown as purely ground HEXes while in fact they contain both land and sea?

I will, it would be great if you point out other such hexes


Thanks for your kind words everyone!


Myros I’m taking my hat off sir! Thanks a lot for your job!

_____________________________


(in reply to Apollo11)
Post #: 14
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 1:20:30 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
quote:

ORIGINAL: SuperKing
Is there any chance of using "the Kid's" map font(from his unfinished map mod)?It's very sharp & nice looking.
Anyway,your map is great as it is,though.Keep up the good work.


It’s indeed sharp and nice looking, but it’s too large IMHO, I’m sure Kid will switch to a smaller one if he will ever return to this his project. Large fonts overpower the map in the crowded areas like China or Malaya. Take a look at this, 12,5pts font and it already grabs all your attention and doesn’t let to focus on anything else.




Attachment (1)

_____________________________


(in reply to SuperKing)
Post #: 15
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 1:22:11 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
quote:

ORIGINAL: Ron Saueracker

Andrey, are you/have you done the CHS map of Andrew's in your style? With Panama etc?


Not yet Ron, it requires a lot of time, I have to draw new map actually, that’s not easy (if it’s going to be a worthy map). I can’t even say when it will be done, I don’t have enough free time just to play this game last months… However, I’ve created light blue version of AB’s map (temporary solution), it’s a bit more eyes friendly IMHO. I can ask Andrew to host this variant… and even add symbols and change fonts, that won’t take too much time, let me know.




Attachment (1)

_____________________________


(in reply to Ron Saueracker)
Post #: 16
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 2:39:45 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: Subchaser

quote:

ORIGINAL: Ron Saueracker

Andrey, are you/have you done the CHS map of Andrew's in your style? With Panama etc?


Not yet Ron, it requires a lot of time, I have to draw new map actually, that’s not easy (if it’s going to be a worthy map). I can’t even say when it will be done, I don’t have enough free time just to play this game last months… However, I’ve created light blue version of AB’s map (temporary solution), it’s a bit more eyes friendly IMHO. I can ask Andrew to host this variant… and even add symbols and change fonts, that won’t take too much time, let me know.





That's a little easier on my eyes. I like the way Andy did the map regardless but the colour was a bit hard. This might do nicely.


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Subchaser)
Post #: 17
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 4:04:03 AM   
bilbow


Posts: 741
Joined: 8/22/2002
From: Concord NH
Status: offline

quote:

ORIGINAL: Subchaser

New version of the mod will be posted this weekend. New version will be 100% compatible with the latest patch 1.60. All changes will be reflected and map art will match map data again, so if you want to keep using my variant of the map you don’t have to mess with pwhex files, just wait till Saturday and then install updated version of the map. Map will be suitable for playing all official scenarios and scenario mods based on official map.



I will happily wait till Saturday (or whenever). Thanks for the quick update to this great map.


_____________________________

An appeaser is one who feeds a crocodile- hoping it will eat him last
- Winston Churchill

(in reply to Subchaser)
Post #: 18
RE: Subchaser’s Map Mod and patch 1.60 - 6/23/2005 2:12:03 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Subchaser
Leo, four variants it’s 170mb! I can do it but I’m afraid Spooky doesn’t have enough webspace to host them all.


Then just first two (as usual)?

#1
Your version of map art with HEXes and added industry/resources symbols

#2
Your version of map art without HEXes and added industry/resources symbols

quote:


quote:


Can you please check and re-draw HEXes that are currently shown as purely ground HEXes while in fact they contain both land and sea?


I will, it would be great if you point out other such hexes


I will do that - thank you!!!

Gentleman - you heard the _MAN_ - please let him know if there are any other "problematic" HEXes on map!


Leo "Apollo11"


_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 19
RE: Subchaser’s Map Mod and patch 1.60 - 6/24/2005 7:51:07 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

Like I promissed here is a list of HEXes that I think would benefit from more sea pixels (i.e. bluish paint):


84, 32 - Petropavlovsk
69, 37 - west of Sapporo
49, 44 - east of Tainan
29, 31 - west of Pagan
18, 21 - Madras
20, 47 - Bankha
53, 91 - Port Moresby
48, 92
46, 109 - Rockhampton
38, 125 - Sydney
33, 127
28, 125 - Melbourne


I hope this can help you "Subchaser"!


Leo "Apollo11"


_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 20
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 2:46:20 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
*bump* - because its important

< Message edited by Oliver Heindorf -- 6/25/2005 3:42:17 PM >


_____________________________


(in reply to Apollo11)
Post #: 21
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 8:17:39 PM   
Rocco

 

Posts: 282
Joined: 10/20/2002
From: IL, USA
Status: offline
hello

I use your old version of the map, love it by the way.

I thought that your map was simply cosmetic. I have a pbem game going and have upgraded to 1.6 (started in 1.5). I have no
idea if my opponent uses your map. I planned on updating to your knew map when it comes out. So, a couple questions:

If my opponent doesn't use your map but I do, can serious problems occur?

If I update to your new map version, do I need to update pwhex still?

Note: I don't use any mods except graphic changes (your map and Cobra's ship sides)

Thanks a lot for the map, it really is the best looking one around.

Rocco

_____________________________


(in reply to Oliver Heindorf)
Post #: 22
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 10:12:26 PM   
general billy


Posts: 915
Joined: 9/28/2003
From: London UK
Status: offline
This is something I need to know too. Great Map btw

(in reply to Rocco)
Post #: 23
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 10:18:31 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Rocco
I thought that your map was simply cosmetic. I have a pbem game going and have upgraded to 1.6 (started in 1.5). I have no
idea if my opponent uses your map. I planned on updating to your knew map when it comes out. So, a couple questions:

If my opponent doesn't use your map but I do, can serious problems occur?


"Subchaser's" map is 100% cosmetic (and so beautiful that we all _ADORE_ it)!

Therefore it is of no importance whatsoever if you use original Matrix/2By3 map or "Subchaser's" map (or if your opponent is using one or another)!

But, the problem is that neither original (Matrix/2By3) map nor "Subchaser's" map is "real" - let me explain - it is of _NO_ importance what we see as graphics representation of a HEX - the HEX value is what matters (i.e. the code you see when you press "2" on keyboard in game).

What "Subchaser" will now do is to close his map graphics much closer to what actual underlying map data realy is!


I hope this helps...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Rocco)
Post #: 24
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 10:40:03 PM   
general billy


Posts: 915
Joined: 9/28/2003
From: London UK
Status: offline
So that means we can run PBEM turns using it and it wont have any effect on the game? And my opponent doesnt need the new map with HEX value changes to continue play?


(in reply to Apollo11)
Post #: 25
RE: Subchaser’s Map Mod and patch 1.60 - 6/25/2005 10:44:18 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: general billy

So that means we can run PBEM turns using it and it wont have any effect on the game? And my opponent doesnt need the new map with HEX value changes to continue play?


Yes.

It means exactly that... it is all pure "eye candy" for our visual pleasure...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to general billy)
Post #: 26
RE: Subchaser’s Map Mod and patch 1.60 - 6/26/2005 12:07:23 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
quote:

ORIGINAL: Apollo11

Hi all,

Like I promissed here is a list of HEXes that I think would benefit from more sea pixels (i.e. bluish paint):


84, 32 - Petropavlovsk
69, 37 - west of Sapporo
49, 44 - east of Tainan
29, 31 - west of Pagan
18, 21 - Madras
20, 47 - Bankha
53, 91 - Port Moresby
48, 92
46, 109 - Rockhampton
38, 125 - Sydney
33, 127
28, 125 - Melbourne


I hope this can help you "Subchaser"!


Leo "Apollo11"



it is done, thanks for your help Leo

_____________________________


(in reply to Apollo11)
Post #: 27
RE: Subchaser’s Map Mod and patch 1.60 - 6/26/2005 12:13:37 AM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
quote:

ORIGINAL: general billy

So that means we can run PBEM turns using it and it wont have any effect on the game?


Yes... you can and it won't

quote:

And my opponent doesnt need the new map with HEX value changes to continue play?


It doesn't matter what map art you use, it just can't cause any data problems. Just make sure you're both have the same pwhex.dat file...

_____________________________


(in reply to general billy)
Post #: 28
RE: Subchaser’s Map Mod and patch 1.60 - 6/26/2005 12:15:55 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Subchaser

it is done, thanks for your help Leo


Thank you!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 29
RE: Subchaser’s Map Mod and patch 1.60 - 6/26/2005 11:57:35 PM   
Subchaser


Posts: 1201
Joined: 11/15/2002
Status: offline
Version 2 is on the way to Spooky, will be available for download soon…

Samples with the fixes done





I'll post report with more details a little bit later



_____________________________


(in reply to Apollo11)
Post #: 30
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