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RE: The Blue Max 2D Counter and Map Mod

 
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RE: The Blue Max 2D Counter and Map Mod - 3/29/2020 7:26:32 PM   
Simulacra53


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< Message edited by Simulacra53 -- 8/24/2020 8:05:03 AM >

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RE: The Blue Max 2D Counter and Map Mod - 3/30/2020 7:44:44 AM   
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< Message edited by Simulacra53 -- 8/22/2020 12:03:01 PM >

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RE: The Blue Max 2D Counter and Map Mod - 3/30/2020 7:48:35 AM   
Simulacra53


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< Message edited by Simulacra53 -- 8/22/2020 12:00:55 PM >

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RE: The Blue Max 2D Counter and Map Mod - 3/30/2020 8:32:21 PM   
Hubert Cater

 

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The ideal way for a graphical mod package to work is to generally follow the in game structure as well. For example, the game will have a default Bitmaps and Interface folder for the default graphics, and then each campaign can have its own customized graphics as well within the campaign subfolders.

The Blue Max mod follows this structure and if you simply want to add customized 1914 March on Paris graphics you'll want to leave the following folders of the mod alone:

C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Bitmaps
C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Interface



What you'll need to do is copy the customized graphics structure and navigate to this folder in the Blue Max mod and then create the 1914 March on Paris subfolder as follows:

C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Campaigns
C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Campaigns\_1914 March on Paris

And then you need to match the campaign customized graphics folder (this would be the part for Belgium) by also creating this subfolder:

C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Campaigns\_1914 March on Paris\Bitmaps\Major_05

Then place any of the desired Blue Max graphics in that folder and when you launch the Blue Max mod it will show the customized Belgian graphics now as well.

Hope this helps,
Hubert




< Message edited by Hubert Cater -- 3/30/2020 8:33:12 PM >


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RE: The Blue Max 2D Counter and Map Mod - 3/30/2020 8:34:32 PM   
Hubert Cater

 

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quote:

ORIGINAL: Simulacra53

ORIGINAL: Simulacra53

There is a cleaner way!

The March to Paris campaign has a single bitmap folder, which as you may guess has the Major_05 folder replacing Russian with Belgian counter art. That also explains the overwrite on scenario start up!

The way to fix the Blue Max mod for March to Paris is to create a bitmap copy like described earlier, but now using the campaign specific folder structure.

To make it easier I have uploaded a zip file that can be unpacked and copied straight to your SC3 mod folder and used from the in game mod settings menu. The zip has only been provided as a stop gap until Andrew provides his own fix, not to infringe on his fine work.

https://rhorta.home.xs4all.nl/TEMP/MATRIX/Blue_Max_Units_MtP_Fix_only.zip

Please note this fix stacks on top of the usual Blue Max mods.



EDIT - making too many mistakes on iPad, due to age (only 50), lack of attention and eyesight...



Ah I see you've eventually sorted this out as well.


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RE: The Blue Max 2D Counter and Map Mod - 3/30/2020 9:07:04 PM   
Simulacra53


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Yep, but your instructions are much appreciated I am sure, thanks,
Sorry for making such a mess of my posts.

It all made sense when I checked the campaign folders.
Your design makes for a very flexible game, where you can have campaign specific art and mods.

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Post #: 126
RE: The Blue Max 2D Counter and Map Mod - 3/31/2020 5:40:06 AM   
Philippeatbay


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Hubert's comments are very much appreciated.

I was confused by the modular structure of the Blue Max mod, and wasn't sure where to put the Campaign folder.
I now realize that it belongs in the Blue Max Units folder, and when you put it in there everything works like a charm.

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Post #: 127
RE: The Blue Max 2D Counter and Map Mod - 3/31/2020 2:50:18 PM   
Hubert Cater

 

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Great to hear

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RE: The Blue Max 2D Counter and Map Mod - 5/6/2020 9:58:15 PM   
Simulacra53


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<snip>

< Message edited by Simulacra53 -- 8/22/2020 12:01:46 PM >


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Simulacra53
Free Julian Assange

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Post #: 129
RE: The Blue Max 2D Counter and Map Mod - 5/6/2020 10:05:56 PM   
Simulacra53


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Sorry Hubert, did not intend to send a reply to you...

...but if I caught you attention, let me take the opportunity to thank you yet again for adding another beautiful campaign at my preferred scale. Without coming across greedy, may we hope for many more like it, both free but also as paid dlc - to oil the machine.

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Post #: 130
RE: The Blue Max 2D Counter and Map Mod - 5/7/2020 2:13:37 PM   
Hubert Cater

 

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Hi Simulacra53,

Very glad to hear you like it and thank Bill as he designed that one and did his usual fantastic job once again

As for future campaigns, I can't say yes or no definitively as we have a few things on the go at the moment, but if we have the chance, we are always happy to provide further content as time and potential revenues permit.

Hubert

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RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 10:50:47 AM   
Cavalry Corp

 

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Some help please. I actually bought this game because of the quality of this mod.
Downloaded the game okay today and problem. The mod folder was not in the game once I started it so I created one.
When I start again though when I click on mods the screen is blank whatever I do. Please see following picture. What am I doing wrong?

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Post #: 132
RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 10:51:42 AM   
Cavalry Corp

 

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Here is the screenshot.




Attachment (1)

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Post #: 133
RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 11:22:34 AM   
Taxman66


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Wrong 'Mods' folder I think.
It needs to be in Users/<user_id>/My Documents/My Games/Strategic Command WWI/Mods

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Post #: 134
RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 11:37:48 AM   
Cavalry Corp

 

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Okay and thank you very much. That means it's very strange that I have a matrix game that is not inside the matrix standard folder. It seems to be split into parts of my computer. Never mind it all seems to work okay.

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Post #: 135
RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 11:43:14 AM   
Taxman66


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And for anybody listening the Blue_Max Interface (Settings) screen needs to be adjusted.

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Post #: 136
RE: The Blue Max 2D Counter and Map Mod - 5/12/2020 11:45:58 AM   
Taxman66


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There's a discussion about this somewhere (perhaps in the WWII forum?).

End result: Blame Microsoft. There is some logic behind the reasoning though (along the lines of not wanting people to monkey in the Programs file).


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RE: The Blue Max 2D Counter and Map Mod - 5/13/2020 12:50:31 PM   
Cavalry Corp

 

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Okay and thanks managed to get it working now okay. How strange.

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Post #: 138
RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 10:33:19 AM   
Rick402

 

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So i tried installing from the Directions, The Newest Blue Max Mod, 1.2, followed the directions for the Mod to Install and now i get this when launching SC WW1
i keep getting an Error Invalid Settings File? its says to Delete The launcher setting, with Directions of how to find and remove it, can i get some help. the site wont let me post a screen shot of what i got, Please this both for the Matrix Direct Download game, and the Steam version!

Attachment (1)

< Message edited by Rick402 -- 5/14/2020 10:38:32 AM >

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RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 10:44:43 AM   
Rick402

 

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the game runs fine even with the mods installed just when i got to open the game that error message pops up and i want to get it fixed, wasnt as issue tell now with this newest version of the mod, please can someone help!

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Post #: 140
RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 11:55:50 AM   
Taxman66


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What's the exact path of where you installed the mod? It has to be via the <user_id>/My Documents/... folder not the 'Programs(x86)' folder

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Post #: 141
RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 1:34:19 PM   
Hubert Cater

 

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Hi Rick402,

That is a very odd error and off hand I don't suspect it is linked to the mods in any way as the mods install to a completely different folder and really shouldn't have any effect on the Launcher.

Sometimes there are temporary Launcher errors as it communicates with the Matrix server, e.g. bad connection or server issues etc., but if it doesn't resolve itself then I would try and contact Matrix Support directly and open up a support ticket on this one as I unfortunately do not implement the Launcher or have control/access to it from a development point of view, e.g. just the game code from our end.

https://www.matrixgames.com/contacts

Hope this helps,
Hubert

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RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 5:09:28 PM   
Rick402

 

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@taxman, yes it is installed to that path, prior I had accidentally installed it straight to the documents on accident, cause I hadn't read it correctly, then I fixed it and this is what happened I assume as a direct result, I d k, but it has been placed in correct spot, @HubertCarter, I Directly contacted slitherene and matrix they both said to come here cause it was Mod related. Now I d k what to do?,

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Post #: 143
RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 7:06:13 PM   
Simulacra53


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Helping someone without eyes on the situation is always difficult.
If you do not have any particular save games it is probably easiest to follow these steps - with the Steam install.

Rename or delete C:\Users\<username>\Documents\My Games\Strategic Command WWI
In Steam, go to game properties, run verify game option.
After verification, run as Vanilla.

This will work, guaranteed.

iirc Vanilla includes Blue Max, test with included mod.
If that works - deactivate mod from within the game.

Download full 1.2 Blue Max, unzip somewhere safe with entire map folder structure.
From this point start with Mod install procedure, making sure to place the right mod folders in the correct nod folder.

C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\

Reactivate Blue Max mod components as you like.

Matrix Standalone is a little more complex to fix.

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Post #: 144
RE: The Blue Max 2D Counter and Map Mod - 5/14/2020 8:42:05 PM   
Hubert Cater

 

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Hi Rick,

Perhaps they may have misunderstood the Launcher error as it would not as far as I can tell be related to the mod. The mod is just a set of files that the game reads once the game EXE actually launches... the Launcher runs before the game even runs etc so I don't see how the mod would have an effect.

To test this you could try uninstalling the mod or temporarily remove it and see what happens.

Hubert

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Post #: 145
RE: The Blue Max 2D Counter and Map Mod - 5/15/2020 1:36:21 AM   
Rick402

 

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you are the man @Simulacra53! How did you know how to do all those steps? IT WORKED!!! THANK YOU THANK YOU!

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Post #: 146
RE: The Blue Max 2D Counter and Map Mod - 5/15/2020 1:40:58 AM   
Rick402

 

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but what do i do with the renamed file folder and game? i just went ahead and deleted it and redid the steps


< Message edited by Rick402 -- 5/15/2020 1:53:34 AM >

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Post #: 147
RE: The Blue Max 2D Counter and Map Mod - 5/15/2020 2:10:48 AM   
Rick402

 

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@hubert Carter thank you for taking the time to try and help me sir, good job on this Wonderful Amazing game!

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Post #: 148
RE: The Blue Max 2D Counter and Map Mod - 5/15/2020 9:09:00 PM   
Simulacra53


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quote:

ORIGINAL: Rick402
you are the man @Simulacra53! How did you know how to do all those steps? IT WORKED!!! THANK YOU THANK YOU!


Glad to know it is fixed.
Great game, great mod.

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Post #: 149
RE: The Blue Max 2D Counter and Map Mod - 5/16/2020 3:43:20 AM   
Rick402

 

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does this work for all steam games?

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