Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New 2D Counter Mod (WIP)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> MODS and Scenarios >> RE: New 2D Counter Mod (WIP) Page: <<   < prev  4 5 6 [7] 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: New 2D Counter Mod (WIP) - 4/25/2019 2:07:22 AM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Good to know!

_____________________________


(in reply to budd)
Post #: 181
RE: New 2D Counter Mod (WIP) - 4/25/2019 6:28:06 AM   
Steely Glint


Posts: 559
Joined: 9/23/2003
Status: offline
Thank you very much!

Your work is very much appreciated.

_____________________________

“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 budd)
Post #: 182
RE: Iron Cross 2D Counter & Map Mod Released - 5/1/2019 6:40:09 PM   
David Hansen

 

Posts: 109
Joined: 6/18/2010
Status: offline
Is the bleached map mod v2.0 compatible with this mod?

(in reply to IronX)
Post #: 183
RE: Iron Cross 2D Counter & Map Mod Released - 5/4/2019 10:09:32 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Latest update (v4.1) is now available, the main change being the addition of all missing units. See first post for details.

Any issues, please let me know and I will address them asap.


_____________________________


(in reply to David Hansen)
Post #: 184
RE: Iron Cross 2D Counter & Map Mod Released - 5/5/2019 7:35:06 AM   
Steely Glint


Posts: 559
Joined: 9/23/2003
Status: offline
Again, thank you ever so much for work. It is much appreciated.

_____________________________

“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 #: 185
RE: Iron Cross 2D Counter & Map Mod Released - 5/5/2019 3:08:59 PM   
jaggslither

 

Posts: 21
Joined: 8/23/2017
Status: offline
Awesome, thank you for updating!

(in reply to IronX)
Post #: 186
RE: Iron Cross 2D Counter & Map Mod Released - 5/5/2019 9:15:29 PM   
majpalmer

 

Posts: 70
Joined: 11/28/2014
Status: offline
Great Mod. A minor purely cosmetic suggestion.

The Germans start out with 109Es, then you get Gs, and then FWs.

I'd suggest a change to Ds, then Es, then Fs, and then the FWs.

As it is now, I have 109 Gs by the French campaign, and FWs by Russia.

It makes no difference in terms of play. As I said, it's purely cosmetic.

I love your mod, and use both versions.

Super work.

_____________________________


(in reply to IronX)
Post #: 187
RE: Iron Cross 2D Counter & Map Mod Released - 5/5/2019 9:34:51 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Thanks.

I will look at making those changes for the next update.

Edit: I'm also adding level 5 jet aircraft to all nations for consistency.

< Message edited by IronX -- 5/6/2019 8:51:28 PM >


_____________________________


(in reply to majpalmer)
Post #: 188
RE: Iron Cross 2D Counter & Map Mod Released - 5/7/2019 6:59:37 PM   
David Hansen

 

Posts: 109
Joined: 6/18/2010
Status: offline
Just d/l and installed WAW.

D/L installed V4.1 of this mod.

Everything works okay except... when I turn on the land unit bases (recommended).

CTD with the following:

ERROR MESSAGE: Failed (draw_sprite_to_ buffer) SEGMENTATION VIOLATION.

(in reply to IronX)
Post #: 189
RE: Iron Cross 2D Counter & Map Mod Released - 5/7/2019 8:28:28 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
That sounds like a file is not the right dimensions. I've just updated all the 2D counter files and have tried it on a fresh install and it works, so that may correct the issue.

However, I don't know what "land unit bases" are. Does it still crash if you don't turn this option on?

_____________________________


(in reply to David Hansen)
Post #: 190
RE: Iron Cross 2D Counter & Map Mod Released - 5/7/2019 11:26:42 PM   
David Hansen

 

Posts: 109
Joined: 6/18/2010
Status: offline
The land unit bases refers to the color circle that surrounds the 3D unit base in the advanced preferences options screen.

When I choose just the 3d land unit w/o the colored base...everything works fine.

(in reply to IronX)
Post #: 191
RE: Iron Cross 2D Counter & Map Mod Released - 5/7/2019 11:45:20 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Ok, thanks. It sounds like the issue is not related to my mod as it doesn't use any files used by 3D units.

_____________________________


(in reply to David Hansen)
Post #: 192
RE: Iron Cross 2D Counter & Map Mod Released - 5/21/2019 10:53:12 PM   
countrboy

 

Posts: 208
Joined: 9/26/2015
Status: offline
Hi IronX,

I love your mod and think it's great. However I would like to use the original map as I have trouble distinguishing some features on the mod map such as swamp etc. Is it possible to use both your mod and the original map? If so, how would it be done?
Cheers.

(in reply to IronX)
Post #: 193
RE: Iron Cross 2D Counter & Map Mod Released - 6/5/2019 12:32:04 PM   
Phoenix100

 

Posts: 2608
Joined: 9/28/2010
Status: offline
In the first post in here this map looks fantastic, everything clear and easy to see. But when I install it it looks like the pic below. Terrain kind of blurry, no? Anyone know what I'm doing wrong? Thanks.







Attachment (1)

(in reply to countrboy)
Post #: 194
RE: Iron Cross 2D Counter & Map Mod Released - 6/8/2019 3:31:27 AM   
Hairog


Posts: 1568
Joined: 7/11/2000
From: Cornucopia, WI
Status: offline

quote:

ORIGINAL: countrboy

Hi IronX,

I love your mod and think it's great. However I would like to use the original map as I have trouble distinguishing some features on the mod map such as swamp etc. Is it possible to use both your mod and the original map? If so, how would it be done?
Cheers.


Country boy, I thought the same so I brightened up certain features from Welk’s Map mod. My Naval Mods all include these features. Download one and use the corresponding bitmap graphics besides the unit files (Major_01) etc.

Be sure to backup files first.

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to countrboy)
Post #: 195
RE: New 2D Counter Mod (WIP) - 6/8/2019 6:02:59 AM   
Rick402

 

Posts: 70
Joined: 3/28/2019
Status: offline
im going to give these wonderful mods some fun here real soon, good job man, looks nice!

(in reply to Uxbridge)
Post #: 196
RE: Iron Cross 2D Counter & Map Mod Released - 6/14/2019 11:00:39 AM   
george420


Posts: 28
Joined: 10/25/2017
Status: offline
You have turned a good looking game into a gorgeous game, very nice job.

(in reply to IronX)
Post #: 197
RE: New 2D Counter Mod (WIP) - 6/27/2019 12:14:31 AM   
RyanCrierie


Posts: 1406
Joined: 10/14/2005
Status: offline
I'm just popping in to say that this mod is awesome.

_____________________________


(in reply to Uxbridge)
Post #: 198
RE: New 2D Counter Mod (WIP) - 6/30/2019 3:11:34 AM   
norvandave


Posts: 85
Joined: 2/24/2004
From: Vancouver, BC, Canada
Status: offline
I have the Steam installation. Wondering why I can't see the mods when I put the files in the Steam MODS folder






Attachment (1)

_____________________________

First there is a mountain, then there is no mountain, then there is.

(in reply to RyanCrierie)
Post #: 199
RE: New 2D Counter Mod (WIP) - 6/30/2019 3:16:25 AM   
dougo33


Posts: 81
Joined: 11/23/2011
From: Eugene, Oregon
Status: offline
norvandave

I placed the mod in the following path:

C:\Users\XXXXXX\Documents\My Games\Strategic Command WWII - World at War\Mods

You need to place it in your user directory then it should show up in the mod list

< Message edited by dougo33 -- 6/30/2019 3:17:53 AM >

(in reply to norvandave)
Post #: 200
RE: New 2D Counter Mod (WIP) - 6/30/2019 4:27:00 AM   
norvandave


Posts: 85
Joined: 2/24/2004
From: Vancouver, BC, Canada
Status: offline
dougo33, thanks. Over thought things. I thought I had to change it for Steam.

It's working now.

_____________________________

First there is a mountain, then there is no mountain, then there is.

(in reply to dougo33)
Post #: 201
RE: Iron Cross 2D Counter & Map Mod Released - 7/25/2019 11:06:40 PM   
Hartmann

 

Posts: 884
Joined: 11/28/2000
Status: offline

quote:

ORIGINAL: IronX

Thanks.

I will look at making those changes for the next update.

Edit: I'm also adding level 5 jet aircraft to all nations for consistency.


Sorry to have to bug you about this, but the issue others mentioned - that the Soviet counters are not showing - is still present. At least for me. I have the newest version, even redownloaded the png to make sure. I got them in the correct folder (Major_04) too.

(in reply to IronX)
Post #: 202
RE: Iron Cross 2D Counter & Map Mod Released - 7/25/2019 11:42:11 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
^ I just redownloaded it myself, checked every Soviet counter file and they are all okay. Make sure you have them installed in the campaign sub-folders too.

_____________________________


(in reply to Hartmann)
Post #: 203
RE: Iron Cross 2D Counter & Map Mod Released - 7/26/2019 1:00:43 AM   
Hartmann

 

Posts: 884
Joined: 11/28/2000
Status: offline
quote:

ORIGINAL: IronX

^ I just redownloaded it myself, checked every Soviet counter file and they are all okay. Make sure you have them installed in the campaign sub-folders too.


Oh ... my bad - because I only use the counters (keeping with the original map) I had forgotten that the Major_04 folder has got to go into the 39 Campaign folder too. All is fine now. Thanks for the great work!

< Message edited by Hartmann -- 7/26/2019 1:01:25 AM >

(in reply to IronX)
Post #: 204
RE: New 2D Counter Mod (WIP) - 7/29/2019 1:04:42 PM   
klink1944

 

Posts: 7
Joined: 10/29/2018
Status: offline
Very nice work, i love it ;) May i suggest somes adds like mountain division for germany as the alpini in italy and of course tank division too

_____________________________


(in reply to Uxbridge)
Post #: 205
RE: New 2D Counter Mod (WIP) - 7/29/2019 2:25:42 PM   
Uxbridge


Posts: 1311
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
I was just thinking about this too. Unfortunately, there seems to be no way to make these units do anything "alpine", like having them move faster in hilly terrain or so. I have one Italian mountain unit, but mostly because I always found it funny that it was in the desert. For the Germans I used the extra slots for Waffen-SS, Hitlerjugend and Luftwaffe field units.

_____________________________


(in reply to klink1944)
Post #: 206
RE: New 2D Counter Mod (WIP) - 7/29/2019 5:42:05 PM   
epower

 

Posts: 25
Joined: 7/15/2019
Status: offline
IronX, First off a huge thank you for all your tremendous work on this mod. Can't play without it. I particularly like what you did with HQ attachments indicators.

Alas, the HQ range indicators and the attachment icons are not showing up. The second click on HQ does not show the pale radio towers in those hexes the HQ can supply.
I tried this with a clean install of WaW the towers are missing. By contrast this feature works perfectly in your Knights Cross mod for WiE.

I believe you've placed the WiE version of tile_highlight_sprites into the WaW version. Looking at the tile_highlight_sprites files for both Knights Cross 1.2 and Iron Cross 4.3, I found the files to be identical. Both have a 4x10 format, whereas WaW uses a 5x10 format.

Best Regards

(in reply to Uxbridge)
Post #: 207
RE: New 2D Counter Mod (WIP) - 7/30/2019 10:35:18 AM   
Sigma8510

 

Posts: 167
Joined: 4/15/2006
Status: offline

quote:

ORIGINAL: epower

IronX, First off a huge thank you for all your tremendous work on this mod. Can't play without it. I particularly like what you did with HQ attachments indicators.

Alas, the HQ range indicators and the attachment icons are not showing up. The second click on HQ does not show the pale radio towers in those hexes the HQ can supply.
I tried this with a clean install of WaW the towers are missing. By contrast this feature works perfectly in your Knights Cross mod for WiE.

I believe you've placed the WiE version of tile_highlight_sprites into the WaW version. Looking at the tile_highlight_sprites files for both Knights Cross 1.2 and Iron Cross 4.3, I found the files to be identical. Both have a 4x10 format, whereas WaW uses a 5x10 format.

Best Regards

I believe this also is the source of the issue I reported here with fighter escort/intercept ranges not showing:
http://www.matrixgames.com/forums/tm.asp?m=4662053

(in reply to epower)
Post #: 208
RE: New 2D Counter Mod (WIP) - 7/31/2019 5:26:56 PM   
AZKGungHo


Posts: 498
Joined: 6/7/2006
Status: offline
I unzipped the folder to the mod folder and it shows up in the game when I go to settings and mods. But it's kind of greyed out in the mods and it does not show up.

Not sure what I did wrong here. All those files stay in the Iron_Cross_Mod_v4-3 folder right?

_____________________________

"In Arduis Fidelis"
Louie Marsh

Books:
Once A Raider… http://tinyurl.com/89mfnnk
Getting Real - http://tinyurl.com/7zhcjlq
Websites:
www.usmcraiders.com
discipleup.org

(in reply to Mortgoth)
Post #: 209
RE: New 2D Counter Mod (WIP) - 7/31/2019 8:50:23 PM   
epower

 

Posts: 25
Joined: 7/15/2019
Status: offline
The mod name will remain greyed out until you activate it by ticking the box on the right of the mods screen


(in reply to AZKGungHo)
Post #: 210
Page:   <<   < prev  4 5 6 [7] 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> MODS and Scenarios >> RE: New 2D Counter Mod (WIP) Page: <<   < prev  4 5 6 [7] 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.160