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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 - 12/5/2019 9:46:36 PM   
Hubert Cater

 

Posts: 4034
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Tanaka
Love your mods. Is there a way to keep playing with the game unit sprites while using the rest of your mod? Just not a nato symbol fan. I can do this in WIE and WAW. Thanks!


I don't think you can by default with the current Blue Max mod, but if you remove the equivalent 3D unit modifications from the Blue Max mod, i.e. by hand and removing them from all the applicable folders in the Blue Max mod, then the default 3D units will show in game as they would then not otherwise be modified by Blue Max.

Hope this helps,
Hubert


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Post #: 31
RE: The Blue Max 2D Counter and Map Mod - 12/5/2019 9:52:52 PM   
samspackman

 

Posts: 84
Joined: 4/26/2010
Status: offline
Given IronX's mod is being used to market the game, I hope he has received some compensation for his work!

(in reply to Hubert Cater)
Post #: 32
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 1:02:30 AM   
Tanaka


Posts: 3274
Joined: 4/8/2003
From: USA
Status: online

quote:

ORIGINAL: Hubert Cater

quote:

ORIGINAL: Tanaka
Love your mods. Is there a way to keep playing with the game unit sprites while using the rest of your mod? Just not a nato symbol fan. I can do this in WIE and WAW. Thanks!


I don't think you can by default with the current Blue Max mod, but if you remove the equivalent 3D unit modifications from the Blue Max mod, i.e. by hand and removing them from all the applicable folders in the Blue Max mod, then the default 3D units will show in game as they would then not otherwise be modified by Blue Max.

Hope this helps,
Hubert



This worked thanks!

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Post #: 33
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 10:39:54 AM   
Phoenix100

 

Posts: 2597
Joined: 9/28/2010
Status: offline
Incredible mod. Really makes the appearance sing. I too hope all his work was compensated.

(in reply to Tanaka)
Post #: 34
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 1:42:24 PM   
MarechalJoffre


Posts: 50
Joined: 12/18/2014
Status: offline
It's really quite the feat to have this released on day one, thanks IronX.

Having said that, France is lacking naval classification symbols on the counters, like BB, DD, CC etc. Every other country has it just fine.

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Post #: 35
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 2:08:01 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
I dropped mod into my mods folder, and it shows up in mods under settings. I set both "x" marks to turn on widescreen and main mod but when I start campaign I don't see the mod counters or any evidence of the mod being active.

I'm using steam version. Any idea why it's not being used? ty.

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Post #: 36
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 3:03:05 PM   
Hubert Cater

 

Posts: 4034
Joined: 7/22/2013
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Very odd as I've just retested on my end and can confirm it is working as intended.

Does the MAIN MENU screen change with the mod enabled at the very least? Just trying to understand the full issue better.

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Post #: 37
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 3:20:06 PM   
Tanaka


Posts: 3274
Joined: 4/8/2003
From: USA
Status: online

quote:

ORIGINAL: jjdenver

I dropped mod into my mods folder, and it shows up in mods under settings. I set both "x" marks to turn on widescreen and main mod but when I start campaign I don't see the mod counters or any evidence of the mod being active.

I'm using steam version. Any idea why it's not being used? ty.


Probably has to do with how and which folders you put into the mod folder. I think you have to go one folder deeper after you download.

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Post #: 38
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 4:04:02 PM   
IronX


Posts: 161
Joined: 7/2/2005
From: Victoria, BC
Status: offline

quote:

ORIGINAL: MarechalJoffre

It's really quite the feat to have this released on day one, thanks IronX.

Having said that, France is lacking naval classification symbols on the counters, like BB, DD, CC etc. Every other country has it just fine.



Thanks for spotting this. I will add it to the list and make sure it's fixed in the next update.

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Post #: 39
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:48:17 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
Thank you for the mod but it would be great if the installation instructions can be clarified. I have downloaded a bunch of stuff but can't get the mod working. Here are some screenshots.

Here are 2 folders downloaded




Attachment (1)

(in reply to IronX)
Post #: 40
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:49:34 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
inside is a file and a folder





Attachment (1)

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Post #: 41
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:50:40 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
inside full version is yet another folder that i unzipped at same level




Attachment (1)

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Post #: 42
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:51:25 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
Believe it or not inside that is yet ANOTHER folder




Attachment (1)

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Post #: 43
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:52:16 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
Inside that are some other folders and a localization file




Attachment (1)

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Post #: 44
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:53:49 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
and inside the 02-wide main screens folder are 2 other zip files that i unzipped as shown




Attachment (1)

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Post #: 45
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:54:47 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
inside each of these unzipped folders is another folder - so many folders





Attachment (1)

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Post #: 46
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:55:27 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
and this one




Attachment (1)

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Post #: 47
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:56:26 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
inside each of these are a mod.ini file (no localization file this time) and a couple more folders





Attachment (1)

(in reply to jjdenver)
Post #: 48
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 8:57:45 PM   
jjdenver

 

Posts: 2010
Joined: 11/2/2007
Status: offline
So, what is wide main screens?
what is blue max screens 1?
what is blue max sceens 2?
which folder goes where?

Maybe a set of instructions that explains how to install the mod would help others as well - lots of folder depth and possible confusion I think. Seems like great mod but could be easier to get it loaded. :)

(in reply to jjdenver)
Post #: 49
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 9:48:10 PM   
george420


Posts: 28
Joined: 10/25/2017
Status: offline
Wonderful, nice work!

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Post #: 50
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 9:57:53 PM   
Hubert Cater

 

Posts: 4034
Joined: 7/22/2013
Status: offline
Hi jjdenver,

I'd suggest removing all folders from the MOD folder except for the following:



Within each folder it should then look like this:




Hope this helps,
Hubert



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Post #: 51
RE: The Blue Max 2D Counter and Map Mod - 12/6/2019 9:59:37 PM   
Hubert Cater

 

Posts: 4034
Joined: 7/22/2013
Status: offline
The different MAX screens options are just that, alternative MAIN SCREEN and loading screen options for the mod. You can enable them, i.e. turn on MAX_1 to have alternative #1, or turn on MAX_2 to have alternative #2, or leave them off as desired.

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Post #: 52
RE: The Blue Max 2D Counter and Map Mod - 12/8/2019 9:01:08 PM   
eddieballgame

 

Posts: 322
Joined: 6/29/2011
Status: offline
Thank you for this wonderful mod.

(in reply to ivanov)
Post #: 53
RE: The Blue Max 2D Counter and Map Mod - 12/8/2019 10:06:42 PM   
IronX


Posts: 161
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Thank you! I'm glad you're enjoying it.

I'll have an update out by the end of the week to fix the French ship id issue and anything else that's amiss.

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Post #: 54
RE: The Blue Max 2D Counter and Map Mod - 12/9/2019 9:04:02 PM   
wesy


Posts: 217
Joined: 2/10/2002
From: Berkeley, CA
Status: offline
I followed the instructions above and I still can't get the mods to load in the game (bought via steam) any suggestions?

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"I ran into Isosceles. He had a great idea for a new triangle!"...Woody Allen

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Post #: 55
RE: The Blue Max 2D Counter and Map Mod - 12/10/2019 1:22:02 AM   
johng5155


Posts: 43
Joined: 12/3/2007
From: Kentucky
Status: offline
I have tried everything mentioned and no joy.




< Message edited by johng5155 -- 12/10/2019 1:38:49 AM >

(in reply to wesy)
Post #: 56
RE: The Blue Max 2D Counter and Map Mod - 12/10/2019 1:34:51 AM   
Hubert Cater

 

Posts: 4034
Joined: 7/22/2013
Status: offline
Hi Johng5155,

Take a look at this thread as well as there are some further clarifications:

https://www.matrixgames.com/forums/tm.asp?m=4730776

Hubert

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Post #: 57
RE: The Blue Max 2D Counter and Map Mod - 12/10/2019 6:46:51 PM   
sionnach16


Posts: 1
Joined: 6/26/2017
Status: offline
I am an idiot, please ignore...



< Message edited by sionnach16 -- 12/10/2019 6:56:00 PM >

(in reply to ivanov)
Post #: 58
RE: The Blue Max 2D Counter and Map Mod - 12/10/2019 7:00:55 PM   
stormbringer3

 

Posts: 836
Joined: 7/26/2007
From: Staunton, Va.
Status: offline
Any chance to put this in an upcoming patch and make it part of the options menu? I looked at the download instructions and it seems so complicated to me that I'll never try to do it.

(in reply to sionnach16)
Post #: 59
RE: The Blue Max 2D Counter and Map Mod - 12/10/2019 8:41:05 PM   
IronX


Posts: 161
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Here's a direct link that might make it easier for you:

Click here for the Blue Max Mod v1.1



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Post #: 60
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> RE: The Blue Max 2D Counter and Map Mod Page: <<   < prev  1 [2] 3 4 5   next >   >>
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