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RE: Update on 1.03

 
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RE: Update on 1.03 - 3/10/2008 3:45:40 PM   
vadersson


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Another question, (I wanted to keep them seperate)

How does intergrating the three games into one engine?  I would really like to get to a point where it is all just modules of a larger game.

Thanks,
Duncan



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Post #: 91
RE: Update on 1.03 - 3/10/2008 5:22:32 PM   
Deputy


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From: Silver City, NM USA
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quote:

ORIGINAL: vadersson

Another question, (I wanted to keep them seperate)

How does intergrating the three games into one engine?  I would really like to get to a point where it is all just modules of a larger game.

Thanks,
Duncan




Just curious...why would you want them all jammed together? Are you interested in playing fantasy scenarios of Japan vs Germany????
Personally, I like having the 3 seperate. No chance of getting things confused and having to start all over.

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Post #: 92
RE: Divisional ORBAT for DCG - 3/10/2008 5:23:51 PM   
Jason Petho


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quote:

ORIGINAL: Mraah

Jason,

Will the new documents for v1.03 explain how we can create Tony's suggestion before v1.04 is released?

Rob


Unfortunately, no. Not directly.

Jason Petho

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Post #: 93
RE: Divisional ORBAT for DCG - 3/10/2008 5:28:34 PM   
Jason Petho


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quote:

ORIGINAL: vadersson

Quick Question Guys,

What wil 1.03 do for the average scenario player?  I only play Scenarios (some against the computer, some via e-mail) and I also play LCG.  Will the OOB changes effect these games or not?  Just wondering since I don't do DCG.

Thanks,
Duncan




The order of battle edits will be available for new scenarios for the scenario designers out there.

Most of the new units will require new scenarios in order to truly appreciate them. That is my goal for the 1.04 UPDATE, a large scenario pack.

There are new features that will reflect all scenario play; for stand alone, DCG and LCG scenarios.

Jason Petho



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Post #: 94
RE: Update on 1.03 - 3/10/2008 5:32:58 PM   
vadersson


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quote:

ORIGINAL: Deputy


quote:

ORIGINAL: vadersson

Another question, (I wanted to keep them seperate)

How does intergrating the three games into one engine? I would really like to get to a point where it is all just modules of a larger game.

Thanks,
Duncan




Just curious...why would you want them all jammed together? Are you interested in playing fantasy scenarios of Japan vs Germany????
Personally, I like having the 3 separate. No chance of getting things confused and having to start all over.


A Couple of reasons.
1. Reduce redundancies and prevent the same unit working differently in different theaters. (Look at the old Bunker defense strength.)
2. The possibility of some what-if scenarios is attractive.
3. Less files to maintain. If trucks VP change from 1 to 3, you only have to change one set of files.
4. New modules could be easier to load in, depending on how the master program is written. I am very interested in WWI and Korea, and I think this would make it easier to add.

Just a couple things. I just think it would be a nice thing to have all the scenarios available from one program.

Thanks,
Duncan

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Carrier Rifle Section should be modeled with their Bren guns!

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Post #: 95
RE: Update on 1.03 - 3/10/2008 5:55:50 PM   
Deputy


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Hmmmm...I think combining them onto one big game engine would lose the identity of East Front, West Front, and Rising Sun. I understand the interest in other conflicts, but when I want to play US vs Japan, I don't want to have to sort through a bunch of East Front and West Front stuff to find Rising Sun. I don't know if ALL trucks are going to be changed to 3 VP or just the ones in EF/WF. That's an interesting point in that I'm not sure trucks in RS SHOULD be changed to 3 VP. I don't use modules and I suspect that would have limited appeal.

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Post #: 96
RE: Divisional ORBAT for DCG - 3/10/2008 8:34:21 PM   
simovitch


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quote:

ORIGINAL: Mraah


quote:

ORIGINAL: tony luke

Greetings Jason,

I noticed above that you were after ORBATs that people would like. If it is possible I would like to be able to select a particular Division, start at battalion level in a DCG and work up through the ranks to command that Division. Specifically, Gross Deutschland, Wiking, Hitler Jugend, and Panzer Lehr. Is this possible? For your consideration.



Jason,

Will the new documents for v1.03 explain how we can create Tony's suggestion before v1.04 is released?

Rob

Jason is right - it is not directly explained, but there will be enough new information provided for editing DCG's that a player could have these Divisions appear on the Campaign selection screen for themselves with a bit of work. The only problem is you could royally screw things up if you are not careful because it will require a lot of renumbering of OOB elements from Division down to Company. So this may be best left for Jason's experienced beta team to take on.

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Post #: 97
RE: Divisional ORBAT for DCG - 3/10/2008 8:53:10 PM   
Jason Petho


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In addition to what simovitch has stated, you also run the risk of having your newly created order of battles overwritten when new UPDATES are released.

Jason Petho

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Post #: 98
RE: Divisional ORBAT for DCG - 3/10/2008 9:28:03 PM   
Deputy


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Think I will wait for Jason and the crew to create those new divisions in 1.04. it is a great idea, though.

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Post #: 99
RE: Divisional ORBAT for DCG - 3/10/2008 10:04:32 PM   
vadersson


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Another new question.

Is there a spreadsheet with the stats for all the units in JTCS?  SOmething with firepower vs range as well as the unit defenses, Assault values, etc?  I know the help files have this info, but I don't know if they were ever updated to JTCS over origianal.  I also know that the help files need some sort of upgrade to work in Vista. 

Just a couple of things.

Thanks,
Duncan



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Carrier Rifle Section should be modeled with their Bren guns!

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Post #: 100
RE: Divisional ORBAT for DCG - 3/10/2008 10:11:51 PM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: vadersson

Another new question.

Is there a spreadsheet with the stats for all the units in JTCS?  SOmething with firepower vs range as well as the unit defenses, Assault values, etc?  I know the help files have this info, but I don't know if they were ever updated to JTCS over origianal.  I also know that the help files need some sort of upgrade to work in Vista. 

Just a couple of things.

Thanks,
Duncan




There will be included two xls sheets that you will be able to find in the "MANUALS" folder.

One details the German units in East Front (eventually I plan to convert West Front Germans to be the same as the East Front Germans, but this is a MAMMOTH task, requiring all the scenarios and campaigns to be converted as well.) and the Russians/Soviets units. They detail all of the platoon information, but do not provide firepower/range data.

I have not updated the help files, I don't know how to do it. If someone can enlighten me, I would be willing to put in the time to do so.

Visa conversion is beyond me, but there is a way to have the Help files show up in Vista via a download from microsoft. The link is referenced in another post.

Jason Petho



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Post #: 101
RE: Divisional ORBAT for DCG - 3/11/2008 2:28:52 AM   
Warhorse


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Jason, I had started to do new help files for my Korean War mod, but it is a monumental task, requireing a few other programs, and compiling and stuff, I gave up, too much for me to handle!! Maybe someone else could enlighten me as to an easier way?

Mike


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(in reply to Jason Petho)
Post #: 102
RE: Divisional ORBAT for DCG - 3/11/2008 3:06:40 AM   
Jason Petho


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quote:

ORIGINAL: Warhorse

Jason, I had started to do new help files for my Korean War mod, but it is a monumental task, requireing a few other programs, and compiling and stuff, I gave up, too much for me to handle!! Maybe someone else could enlighten me as to an easier way?

Mike



Hi Mike

You got further than I have! *laughs*

Here's hoping someone has a solution.

Jason Petho


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Post #: 103
RE: Divisional ORBAT for DCG - 3/11/2008 1:19:47 PM   
vadersson


Posts: 139
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Hey guys,

On the help file issue, here is MS's stance:
Note for Help content providers who are shipping .hlp filesloadTOCNode(2, 'moreinformation');The WinHlp32.exe technology is officially obsolete, starting with the Windows Vista release. The WinHlp32.exe technology will not be supported in its current form in future Windows releases. Therefore, we strongly recommend that software developers do not use this Windows Help program any longer in Windows Vista. Software developers who ship programs that rely on .hlp files are encouraged to transition their Help system to an alternative Help file format, such as .chm, .html, or .xml. They will also have to change their calls from the WinHelp API to the new content source. Several third-party tools are available to help software developers convert Help content from one format to the other format.

Basically MS wants you to transition to one of the other formats.  I think the help files for JTCS would be pretty easy to change to .xml.  However, all the help calls in the program will need to be changed as well.  Might want to bring this up with Matrix as I suspect that it affects a lot of thier games.

Thanks,
Duncan



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Carrier Rifle Section should be modeled with their Bren guns!

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Post #: 104
HelpScribble - 3/11/2008 5:32:34 PM   
Mraah

 

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quote:

ORIGINAL: Jason Petho

Hi Mike

You got further than I have! *laughs*

Here's hoping someone has a solution.

Jason Petho



Jason,

There is really great 3rd Party Shareware program called HelpScribble. You can find this at :

http://www.helpscribble.com/

HelpScribble runs on Windows 95, 98, ME, NT4, 2000, XP, 2003 and Vista. It can create help files for all these versions of Windows, and also for Windows 3.1.

A single user license for HelpScribble costs US$ 99. A five user license costs US$ 399.

If you find this program useful I will be more than happy to donate towards getting you your own licence for all the great work you've done here along with the rest of the Matrix Beta Team!!!

I'd get my own and help you guys but I won't have the time to figure it out while you guys are in the business and could use this program over and over again.

Just let me know .

Rob


< Message edited by Mraah -- 3/11/2008 5:40:37 PM >

(in reply to Jason Petho)
Post #: 105
RE: HelpScribble - 3/11/2008 5:39:59 PM   
Jason Petho


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From: Terrace, BC, Canada
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Excellent find, Rob

Looks like something I will have to pursue!

Jason Petho

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Post #: 106
RE: HelpScribble - 3/11/2008 5:42:08 PM   
Deputy


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Oh great...MS wants people to transition to an OS that isn't working worth a crap for most people. No thanks. Rob's find sounds MUCH better. And it's compatible with ALL Windows systems.

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Post #: 107
Generic Mod Enabler - 3/11/2008 9:23:47 PM   
Mraah

 

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Jason,

If I might suggest another handy program called Generic Mod Enabler. It's freeware and it works well for enabling/disabling a mod which overwrites OOB's and such. Of course, I still make a backup of the original files but it's nice to use and organize the mod. I'm sure folks have heard about it but here's the link anyway :

http://www.users.on.net/~jscones/software/products.html

I've had no problems with applying a patch with it, as long as the mod is disabled beforehand.

It's only a suggestion and I'll leave it to you guys as to recommend or not.

Below is a screen shot of what it looks like. I simply installed it to my John Tiller's Campaign Series folder, it created a MOD folder, then I created a subfolder for my mod name, and then another subfolder for where the mod should apply the change. It works well with the Panzer Leader/Panzer Blitz mod.

Rob










Attachment (1)

< Message edited by Mraah -- 3/11/2008 9:24:44 PM >

(in reply to Deputy)
Post #: 108
RE: Generic Mod Enabler - 3/11/2008 9:41:51 PM   
Jason Petho


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From: Terrace, BC, Canada
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That's convenient.

I have included a "User Mods" folder with some of the various mods that have been posted here. Should work rather well for those that have that program!

Jason Petho

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Post #: 109
RE: Generic Mod Enabler - 3/11/2008 11:09:29 PM   
Mraah

 

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quote:

ORIGINAL: Jason Petho

That's convenient.

I have included a "User Mods" folder with some of the various mods that have been posted here. Should work rather well for those that have that program!

Jason Petho



Great!!! Now, not to bother you with the million dollar question again ... I will anyway ... V1.03 is days or hours away?
Thanks.
Rob


(in reply to Jason Petho)
Post #: 110
RE: Generic Mod Enabler - 3/11/2008 11:14:10 PM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: Mraah

Great!!! Now, not to bother you with the million dollar question again ... I will anyway ... V1.03 is days or hours away?
Thanks.
Rob




The final 1.03 goes to Matrix on the night of March 23rd. How long it takes them to build the installer and update the new manual will be how long it takes to be released. Once it is out of my hands, I have no more control over it.

On the brightside, the last two weeks of BETA testing started already. There is one minor issue with one of the new features found so far that I hope the programmer can resolve.

Jason Petho

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Post #: 111
RE: Generic Mod Enabler - 3/11/2008 11:32:03 PM   
Deputy


Posts: 447
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From: Silver City, NM USA
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Rob: I think I'll try that generic mod program on Close Combat: Cross of Iron. I've overwritten files on it and it hasn't malfunctioned yet, but I'd rather play it safe. Thanks for that link!!!

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Post #: 112
Thank you Jason - 3/12/2008 1:21:22 AM   
Tim41

 

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For all you have done. After going through many other strings, I now realize how much you have been through to produce 1.03. Good luck and good hunting! You deserve the Crimson Stipes of the General Staff at least!

(in reply to Jason Petho)
Post #: 113
RE: Generic Mod Enabler - 3/12/2008 1:25:52 AM   
Warhorse


Posts: 5712
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From: Birdsboro, PA, USA
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quote:

ORIGINAL: Mraah

Jason,

If I might suggest another handy program called Generic Mod Enabler. It's freeware and it works well for enabling/disabling a mod which overwrites OOB's and such. Of course, I still make a backup of the original files but it's nice to use and organize the mod. I'm sure folks have heard about it but here's the link anyway :

http://www.users.on.net/~jscones/software/products.html

I've had no problems with applying a patch with it, as long as the mod is disabled beforehand.

It's only a suggestion and I'll leave it to you guys as to recommend or not.

Below is a screen shot of what it looks like. I simply installed it to my John Tiller's Campaign Series folder, it created a MOD folder, then I created a subfolder for my mod name, and then another subfolder for where the mod should apply the change. It works well with the Panzer Leader/Panzer Blitz mod.

Rob

Handy proggy indeed, I use it all the time, eliminates the need for multiple installs, and makes it a snap to test out something!!

Mike










_____________________________

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Meine Ehre heißt Treue
www.cslegion.com

(in reply to Mraah)
Post #: 114
RE: Generic Mod Enabler - 4/23/2008 9:16:32 PM   
Bumpasses

 

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[/quote]The final 1.03 goes to Matrix on the night of March 23rd.[/quote]

Hey MATRIX, you've had it a month now, whats the deal?
when do we get our hands on the v103 prize?????

(in reply to Jason Petho)
Post #: 115
RE: Generic Mod Enabler - 4/23/2008 9:37:58 PM   
Jason Petho


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From: Terrace, BC, Canada
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Still waiting patiently for their manual editing.

Shan't be much longer, I suspect.

Jason Petho

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Post #: 116
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