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RE: Knights Cross 2D Counter & Map Mod Released

 
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RE: Knights Cross 2D Counter & Map Mod Released - 5/6/2019 4:02:21 PM   
lecrop


Posts: 255
Joined: 4/14/2009
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There is a problem with the updated version of Knights Cross Real Flags, folder's name can't contain spaces in MOD's folder.

Other than that everything is perfect, thank you for an oustanding mod

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Post #: 31
RE: Knights Cross 2D Counter & Map Mod Released - 5/6/2019 4:15:01 PM   
IronX


Posts: 127
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From: Victoria, BC
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Ok, thanks for that. I'll have it fixed today.

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Post #: 32
RE: Knights Cross 2D Counter & Map Mod Released - 5/6/2019 11:58:23 PM   
Steely Glint


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I have the mod installed, recognized and load, but only the Soviet counters are modded. What is going on?

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Post #: 33
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 12:55:50 AM   
Steely Glint


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Here's what I get, I redownloaded and reinstalled 1.1 five minutes ago.




Attachment (1)

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Post #: 34
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 2:14:33 AM   
budd


Posts: 2625
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From: Tacoma
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That looks like two different mods for the counters. looks like Spires counters and IronX for the Russians.

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Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Steely Glint)
Post #: 35
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 2:23:49 AM   
Wolfe1759


Posts: 791
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Also the map graphics are not the IronX mod. I'd suggest a clean install of SG3 and the apply the IronX mod and see if that works.

P.S. make sure the IronX mod is installed correctly in the mods folder, scroll up in this thread to see the mistakes I made

< Message edited by Wolfe1759 -- 5/7/2019 2:27:06 AM >


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Post #: 36
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 2:52:15 AM   
Steely Glint


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quote:

ORIGINAL: budd

That looks like two different mods for the counters. looks like Spires counters and IronX for the Russians.


Yet I did a game-menu upgrade and have no other mods active.

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“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

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Post #: 37
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 3:43:14 AM   
IronX


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Yeah, there’s definitely another mod there by the looks of it. If it’s not in the mods folder it must have been applied directly to the game. A fresh install of the game may be necessary to correct it. Also, be aware that the new mod manager installs mods alphabetically, so there can be conflicts depending on the naming convention.

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Post #: 38
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 1:51:35 PM   
Hubert Cater

 

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The one key advantage of the new built in mod manager into the game is that players no longer have to apply mods directly to the default files which could be a reason for the issue you are having here Steely Glint.

By applying the graphical mods directly to the USER Mods folder for the game instead, and then turning the mods on or off in game via the SETTINGS->MODS screen (and clicking on the check box to enable the mod in the right hand column of that screen) it preserves the default files for you, and allows you to enable and disable mods as desired without messing up any default game files.

The last part is key as it won't require you to reinstall the game (to restore the default files) if you ever decided the mod was no longer for you etc.

< Message edited by Hubert Cater -- 5/7/2019 1:52:16 PM >


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Post #: 39
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 2:42:07 PM   
Steely Glint


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quote:

ORIGINAL: IronX

Yeah, there’s definitely another mod there by the looks of it. If it’s not in the mods folder it must have been applied directly to the game. A fresh install of the game may be necessary to correct it. Also, be aware that the new mod manager installs mods alphabetically, so there can be conflicts depending on the naming convention.


I did a uninstall/reinstall/reupdate and now the game and mod both work. The only problem left now is converting my user campaigns.

_____________________________

“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to IronX)
Post #: 40
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 2:44:58 PM   
Steely Glint


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The modded counters don't show up when editing scenarios, though. Is there a way to fix that?

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“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Steely Glint)
Post #: 41
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 3:42:50 PM   
IronX


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^ Good to hear that a reinstall sorted out the conflict!

I imagine that the game's - including the editor's - default now is to show the original graphics. Only after the game is run with mods activated will the new counters show up. So, unless you install the mod directly to the game, which is no longer recommended, I don't think there's an easy fix. Hubert will likely have a difinitive answer.

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Post #: 42
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 4:28:17 PM   
Simulacra53

 

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Tried both, but prefer JSGME, so still using the mod that way and it works the same in normal game or community games (latter means it is NOT used but overruled by custom game files).

For the record I don’t like it when games put large amounts of data outside of the game directory, imo any profile data should be limited to config files and settings, not entire campaigns and mods (etc).

< Message edited by Simulacra53 -- 5/7/2019 4:34:58 PM >

(in reply to IronX)
Post #: 43
RE: Knights Cross 2D Counter & Map Mod Released - 5/7/2019 7:58:02 PM   
Steely Glint


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The user campaigns refuse to work. I'm not liking this upgrade much.

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“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Simulacra53)
Post #: 44
RE: Knights Cross 2D Counter & Map Mod Released - 5/8/2019 1:45:38 AM   
Hubert Cater

 

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quote:

I imagine that the game's - including the editor's - default now is to show the original graphics. Only after the game is run with mods activated will the new counters show up. So, unless you install the mod directly to the game, which is no longer recommended, I don't think there's an easy fix. Hubert will likely have a difinitive answer.


Correct, at the moment the Editor does not load graphical mods and I'll have to look into this to see if it is an option as there might be the possibility it won't easily work as campaigns within the Editor are a bit more dynamic (as they are being developed) than when they are in their more static state at launch time within the game.

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Post #: 45
RE: Knights Cross 2D Counter & Map Mod Released - 5/8/2019 1:51:59 AM   
Hubert Cater

 

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quote:

ORIGINAL: Simulacra53
For the record I don’t like it when games put large amounts of data outside of the game directory, imo any profile data should be limited to config files and settings, not entire campaigns and mods (etc).


At one time everything was within the installation folder, but Microsoft changed how things work and files are no longer easily stored and modified from within the Program Files folder without going through administrative setting hoops, and all done by explicitly going against Microsoft guidelines and User Account Control security settings etc. Essentially it doesn't really work well at all if you try and store customized campaigns, mods, saved game files within the Program Files folder after initial installation as these files will not show, and they will be stored in a 'Virtual Store' folder instead.

This is why all new applications, games and so on, no longer do this.

More info can be found here:

https://docs.microsoft.com/en-gb/windows/desktop/win_cert/certification-requirements-for-windows-desktop-apps

Specifically section 10. Apps must install to the correct folders by default:

10.1 Your app must be installed in the Program Files folder by default

For native 32-bit and 64-bit apps in %ProgramFiles%, and %ProgramFiles(x86)% for 32-bit apps running on x64. User data or app data must never be stored in this location because of the security permissions configured for this folder.






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Post #: 46
RE: Knights Cross 2D Counter & Map Mod Released - 5/8/2019 5:04:14 PM   
IronX


Posts: 127
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From: Victoria, BC
Status: offline
New version now available. Changes mostly affect German fighters and all late model aircraft. See first post for details and dowload link.

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Post #: 47
RE: Knights Cross 2D Counter & Map Mod Released - 5/9/2019 3:51:21 AM   
budd


Posts: 2625
Joined: 7/4/2009
From: Tacoma
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Awesome job, love the new wave graphics. am i wrong, looks like you put the mod files in the folder, activate and they work for both versions of the game, Steam and Matrix. I did have to re- download the community scenarios as they would show in the Steam version, but not the Matrix version. once i installed the new download it shows in the Matrix version, but the Steam version shows them twice on the campaign list. don't think that will cause an issue.
I really should pick a version and uninstall the other:-) Now there's a mod folder i might just uninstall the Matrix version. One thing i'm not sure of if i stop using JSME is that the mod folder won't point out conflicts, and you don't get to pick the order of the mods.

Look forward to the WAW version.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to IronX)
Post #: 48
RE: Knights Cross 2D Counter & Map Mod Released - 5/9/2019 5:27:40 AM   
IronX


Posts: 127
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From: Victoria, BC
Status: offline
Yep, put the mod in the mod folder. It should work for both Steam and Matrix versions. When the WAW game is updated, it will similarly go in its mod folder. As the same mod will work for both games, I’ll be combining the two to save on downloading.

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Post #: 49
RE: Knights Cross 2D Counter & Map Mod Released - 5/11/2019 8:31:55 AM   
Meteor2


Posts: 247
Joined: 7/20/2009
From: Germany
Status: offline
Does not work for me.
I see all the three mods in option menue, but if I mark them, nothing is changed in the game.
Using the Matrix Version.
They are located in the .../my games / SCWiE / mods folder.


(in reply to Hubert Cater)
Post #: 50
RE: Knights Cross 2D Counter & Map Mod Released - 5/11/2019 4:47:22 PM   
budd


Posts: 2625
Joined: 7/4/2009
From: Tacoma
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Without being able to see your files, my question would be did you unzip the files all the way? As I recall there was a zip inside a zip. My guess would be your file structure is off in some way,probably an extra folder level. Seems to use the same folder structure as JSME. All the modded folders are in one folder, not in a folder then another folder.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Meteor2)
Post #: 51
RE: Knights Cross 2D Counter & Map Mod Released - 5/14/2019 5:56:54 PM   
Meteor2


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From: Germany
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Thanks Budd.

I had not seen, that there some sub, sub, sub folders in the zip.
I copied the last one and now it works.

Thanks for the fine mod, IronX.

(in reply to budd)
Post #: 52
RE: Knights Cross 2D Counter & Map Mod Released - 5/14/2019 6:16:19 PM   
IronX


Posts: 127
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Thanks!

The current version of the mod zip file has a main folder (Knights_Cross_Mod_1-2) that contains several sub folders. You just extract the whole lot into your Mods folder and activate it in Settings. Same with the update if you have the previous version.

This will be the same process for World At War when the game is next updated to include the mod manager.

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Post #: 53
RE: Knights Cross 2D Counter & Map Mod Released - 5/14/2019 6:21:04 PM   
Franciscus


Posts: 531
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Great mod, thanks !

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Post #: 54
RE: Knights Cross 2D Counter & Map Mod Released - 5/26/2019 1:15:32 AM   
Hairog


Posts: 1101
Joined: 7/11/2000
From: Cornucopia, WI
Status: online

quote:

ORIGINAL: IronX

New version now available. Changes mostly affect German fighters and all late model aircraft. See first post for details and dowload link.

quote:

w available. Changes mostly affect German fighters and all late model aircraft. See first post for details and dowload link.


Great Mod! Really adds appeal to the game.

Since you changed the German planes you might want to consider adding the Pe-2 to the Soviet Tactical Bombers. It was a very important plane through 1943 with over 11,000 being made.

Also I suggest that the Tu-2 be moved to Medium bomber and take up the 4 or even 5 slot. It was arguably the best medium bomber of the war, faster than all but the Mosquito yet able to carry over 6000lbs of bombs.

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Post #: 55
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