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RE: Uxbridge counters - 10/9/2009 1:49:52 AM   
jack54


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hi Hairog,

I don't think it's this mod; I'm missing ships also, but not all the time. Sometimes they're there sometimes not.

Start game no ships,---re-start game ships,---change counters no ships again.very strange!


jack

(in reply to Hairog)
Post #: 31
RE: Uxbridge counters - 10/9/2009 8:36:37 AM   
Magpius


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is this happening with my unit mod Jack?
For a while it was occurring when I played 'fall weiss', but I no longer have the problem, and have been unable to repeat the 'missing ships glitch'.
If it keeps happening, or if anyone else has this problem, let me know and I'll double check. (may be the appearance.csv or gui.csv). What resolution are you playing on?


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Post #: 32
RE: Uxbridge counters - 10/9/2009 8:37:25 AM   
Uxbridge


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From: Uppsala, Sweden
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quote:

ORIGINAL: Hairog

I have your excellent units working in 1.6 except for the ships don't show up. Any ideas?


It's working fine at my end, so, frankly, I have no idea what's the problem. I'm at work now, so I can't attend to it immediately, but I will think about it and see if I can come up with something.

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Post #: 33
RE: Uxbridge counters - 10/9/2009 3:24:26 PM   
Hairog


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Thank you.

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Post #: 34
RE: Uxbridge counters - 10/9/2009 7:11:36 PM   
Uxbridge


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I'm afraid I can't figure this one out. Works fine here. I'm going to look at some other graphic issues. Maybe I find something to shed a light on this question then.

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Post #: 35
RE: Uxbridge counters - 10/9/2009 8:24:56 PM   
coxville


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Can I just echo again that the concept behind these counters is fantastic. I have regressed slightly in that I still use the ship sprites and I have dropped the rest into the Mix 2 counter set so i still get the flags (Italy and germany were getting quite confusing when sharing a battlefield) but the colours are superb. I can really manage the battle field well now, particularly for those longer fronts. thank you so much.

Chris

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Post #: 36
RE: Uxbridge counters - 10/9/2009 8:42:36 PM   
jack54


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I'm able to create the lost ship icons by changing the map with the options menu.

So far this happens on all units stock or mods:

-load game I have all ship icons
-change map leaving units the same- I loose ships (seems to happen with any map)
-change units with options menu; ships are back.

I'm using vista 32bit I don't know if it's limited to that;probably not.

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Post #: 37
RE: Uxbridge counters - 10/9/2009 9:07:55 PM   
Uxbridge


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quote:

ORIGINAL: coxville

Can I just echo again that the concept behind these counters is fantastic. I have regressed slightly in that I still use the ship sprites and I have dropped the rest into the Mix 2 counter set so i still get the flags (Italy and germany were getting quite confusing when sharing a battlefield) but the colours are superb. I can really manage the battle field well now, particularly for those longer fronts. thank you so much.

Chris


If you have problems telling Germans and Italians apart, it is because you're still using original scenario colours, which I'm not, and for which the counters therefore are not originally intended.

Next time, when you have finished playing, go into the save file for the current scenario, copy and send me your countries.csv-file. I can then change the colours for the proper ones and have the file sent back to you. Replacing it in your save file will give you the same look as I have.

Let me know here if you have sent anything. I don't look at this mail-box often.

< Message edited by Uxbridge -- 1/17/2010 11:06:41 AM >

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Post #: 38
RE: Uxbridge counters - 10/9/2009 9:44:41 PM   
Bleck


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From: Poland
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quote:

ORIGINAL: jack54
I'm able to create the lost ship icons by changing the map with the options menu.

So far this happens on all units stock or mods:

-load game I have all ship icons
-change map leaving units the same- I loose ships (seems to happen with any map)
-change units with options menu; ships are back.

I'm using vista 32bit I don't know if it's limited to that;probably not.


Thanks for spotting that jack54! Problem with disappearing naval units is now fixed

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Post #: 39
RE: Uxbridge counters - 10/9/2009 10:31:14 PM   
Uxbridge


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Ah, good. Then I don't have to think more about that!

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Post #: 40
RE: Uxbridge counters - 10/9/2009 10:43:37 PM   
Bleck


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Correct, all you guys can do for now is to reload units skin every time you change map skin.

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Post #: 41
RE: Uxbridge counters - 10/9/2009 11:07:08 PM   
Uxbridge


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That's fine. Suppose there will be a hotfix soon.

Meanwhile I have made some new changes. Wasn't all that happy with rain and snow, so I made the first a little more distinctive:






Attachment (1)

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Post #: 42
RE: Uxbridge counters - 10/9/2009 11:08:52 PM   
Uxbridge


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... and I liked the soldiers of the counter world to really feel the snow flakes coming down on their heads:






Attachment (1)

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Post #: 43
RE: Uxbridge counters - 10/10/2009 4:43:37 AM   
Magpius


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From: Melbourne, Australia
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Cool snow



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Post #: 44
RE: Uxbridge counters - 10/10/2009 5:12:44 AM   
coxville


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From: Birmingham UK
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Thanks Uxbridge, still feeling my way through graphics modding but have scanned the forums and now know what to change so will have a tweak myself once Moscow lies in ruins.

keep up the good work.

Chris

(in reply to Magpius)
Post #: 45
RE: Uxbridge counters - 10/10/2009 8:47:48 AM   
Michael the Pole


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Uxbridge, I have to tell you that using the Army symbols for corps was pure genius.  Love it.  With all you guys producing these counter mixes, we're getting a real embaressment of riches.

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A tribute to my heroes: http://www.youtube.com/watch?v=8fRU2tlE5m8

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Post #: 46
RE: Uxbridge counters - 10/10/2009 1:16:33 PM   
jack54


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From: East Tennessee
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great job,I love the new weather!!!

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Post #: 47
RE: Uxbridge counters - 10/10/2009 10:34:52 PM   
gwgardner

 

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Much impressed by this counter mod. Thx for making it available.

The use of the army symbol is much more fitting than the guards symbols, indeed. The use of the blue checker-board for motorized is kewl, but I actually like having those two wheel symbols in the previous version you did. Wish you had kept the wheels while changing to blue, since wheels are present with divisions.

Finding a way to show at a glance the tech level is a big plus, and the clear differentiation between divisions and corps.

questions:

1)I prefer Agent S's ship counters due to their size and the ship identifier, eg BB or CV, etc. Having no clue about this stuff, I'll ask: is it possible to use your counters with Agent S's ships?

2) what exactly does the eye candy file do for the scenarios?


< Message edited by gwgardner -- 10/10/2009 11:05:08 PM >


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Post #: 48
RE: Uxbridge counters - 10/10/2009 11:41:08 PM   
Uxbridge


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From: Uppsala, Sweden
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You can only mix mine and Agent's graphics if either I remake his or he remakes mine. Not sure I like to venture into that.

The eyecandy is just that - something to look at. The file is included only so the system don't crash for lack of it. I have taken away all previous images in it.

In a day or two I will make a special motorized corps with wheels for you.

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Post #: 49
RE: Uxbridge counters - 10/11/2009 12:55:15 AM   
gwgardner

 

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You're too kind.

By eye candy you mean the snow and rain on the counters?

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Post #: 50
RE: Uxbridge counters - 10/11/2009 1:13:15 AM   
Bleck


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Take a look at data\gfx\[MapSkin]Normal\eyecandies.png Snow and rain/mud are not eyecandies, those are "states" of hex and are in terrain.png, eyecandies are just for map so it looks better.

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Post #: 51
RE: Uxbridge counters - 10/11/2009 3:31:03 AM   
Magpius


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As far as I am aware, the basic terrain maps don't even use eyecandies. I know I have never bothered to mod the file. I think it works on the normal map sprites.
As for the mix/ match of Ux's land units and my naval... go for it, but I think it unlikely the Ux or I would bother hybridising each others graphics, there's more fun in working on new stuff.
if anyone else wants to do it feel free. the more the better.


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Post #: 52
RE: Uxbridge counters - 10/11/2009 4:29:10 AM   
Bleck


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quote:

ORIGINAL: Agent S
As far as I am aware, the basic terrain maps don't even use eyecandies. I know I have never bothered to mod the file. I think it works on the normal map sprites.

That is true, there is no need to have eyecandies.png in [MapSkin]... directory, in such case game will simply not draw eyecandies, even if they are defined in scenarios eyecandies.csv.

P.S. You can also add your own flags to specific scenario, because "data\scenarios\<scenario name>\Flags" is first place where game is looking for them for each country, if there is no file that fits the criteria (<country name>.png) then "data\gfx\Flags\" is scanned. So you can attach your own flag for lets say Germany that will work only in your scenario.

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Post #: 53
RE: Uxbridge counters - 10/11/2009 9:05:30 AM   
Uxbridge


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No eyecandies? Great. I didn't dare removing it.

For the future, it would be nice if you could also include the possibility to write something in the candy hex; the tenth column. This way one can place some well known WWII-locations on the map without acctually affecting the game itself.


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Post #: 54
RE: Uxbridge counters - 10/13/2009 11:51:31 PM   
LuckyJim1005

 

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Can I just say that your counter mod is superb. Just being to be able to tell Corps from Divs and then you tack on the Motorised bling and at a glance I can see where my forces are weak, where the powerful armour corps are, seeing those para units at glance.

We are not worthy.

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Post #: 55
RE: Uxbridge counters - 10/14/2009 6:02:57 AM   
Uxbridge


Posts: 1505
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Well, I'm rather pleased myself. Many thanks to Wasteland, making these moddings possible.

Which reminds me I have to finish the map mod.

(in reply to LuckyJim1005)
Post #: 56
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