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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 - 5/16/2020 12:35:08 PM   
Hubert Cater

 

Posts: 4067
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: Rick402

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


My pleasure


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Post #: 151
RE: The Blue Max 2D Counter and Map Mod - 5/31/2020 8:23:20 PM   
Freigeist83


Posts: 33
Joined: 4/28/2019
Status: offline
Found the required folder.

Problem solved.


< Message edited by Freigeist83 -- 5/31/2020 8:52:37 PM >

(in reply to Hubert Cater)
Post #: 152
RE: The Blue Max 2D Counter and Map Mod - 7/18/2020 8:06:19 PM   
vonspee

 

Posts: 6
Joined: 11/14/2019
Status: offline
Hi there,

Not sure if you are still working on updates for this mod. I noticed that the March on Paris campaign does not have updated unit sprites for Belgian units. Thanks.

(in reply to Freigeist83)
Post #: 153
RE: The Blue Max 2D Counter and Map Mod - 7/20/2020 7:39:33 AM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<snip>

< Message edited by Simulacra53 -- 8/22/2020 11:57:32 AM >

(in reply to vonspee)
Post #: 154
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 1:22:48 PM   
Gamer1745


Posts: 113
Joined: 6/15/2017
Status: offline
The new Update seems to crash thee mod for me.

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Post #: 155
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 2:34:02 PM   
Hubert Cater

 

Posts: 4067
Joined: 7/22/2013
Status: offline
It looks like there is an issue with the Blue Max mod in that some of the recent game changes are incompatible causing it to crash. The quickest fix for this is to delete the following file in the mod (it is not actually needed):

game_screen_operational_management_buttons.png

The file can be found typically in the following folder:

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

In the meantime I'll see if this fantastic mod can be updated by IronX.

Hope this helps,
Hubert

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Post #: 156
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 2:39:12 PM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<snip>

< Message edited by Simulacra53 -- 8/22/2020 11:57:55 AM >

(in reply to Hubert Cater)
Post #: 157
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 2:43:48 PM   
Gamer1745


Posts: 113
Joined: 6/15/2017
Status: offline
Thanks Hubert,

I will give it a try. I hope it works for today's Stream.

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Post #: 158
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 3:51:28 PM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<snip>


< Message edited by Simulacra53 -- 8/22/2020 12:03:52 PM >

(in reply to Gamer1745)
Post #: 159
RE: The Blue Max 2D Counter and Map Mod - 8/13/2020 7:22:00 PM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<snip>

< Message edited by Simulacra53 -- 8/22/2020 11:58:30 AM >

(in reply to Hubert Cater)
Post #: 160
RE: The Blue Max 2D Counter and Map Mod - 8/15/2020 6:52:39 PM   
OberGeneral

 

Posts: 47
Joined: 10/9/2018
From: Canada
Status: offline
Thanks for the fix. Works great!

(in reply to Simulacra53)
Post #: 161
RE: The Blue Max 2D Counter and Map Mod - 8/15/2020 6:56:40 PM   
Tanaka


Posts: 3344
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: Simulacra53

DISCLAIMER - this is just a fix, not my mod nor do I claim anything other than providing a quick fix.
I have received no comments on the previous unofficial fixes, but if in any way unwanted, I'll remove ASAP.

Blue_Max_Interface_Fix.zip







As suggested I deleted the file above to fix but what did you change in your fix?

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Post #: 162
RE: The Blue Max 2D Counter and Map Mod - 8/15/2020 11:59:12 PM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<snip>

< Message edited by Simulacra53 -- 8/22/2020 11:59:12 AM >

(in reply to Tanaka)
Post #: 163
RE: The Blue Max 2D Counter and Map Mod - 8/20/2020 6:02:07 PM   
Philippeatbay


Posts: 837
Joined: 12/3/2014
Status: offline
Not sure if this is a Hubert issue or a Blue Max issue.

I've been playing the Ludendorff Offensive and I've noticed that whenever a German unit attacks a British unit, the image of the British unit
that appears in the info panel is different from the one that appears on the map.

I'm not sure if this is because the game engine is pointing at the wrong image on the unit file (Hubert issue) or if the Blue Max mod has the wrong image
in that spot to begin with.



As an example, on the first turn of the scenario the German 10th artillery bombards the UK 36th division.
If you compare the image of the British unit under the targeting symbol to the image of the unit in the info screen,
you'll see they are not the same.

Is this a bug in the mod, a bug in the game engine, or merely a feature ?





< Message edited by Philippeatbay -- 8/20/2020 6:05:52 PM >

(in reply to Simulacra53)
Post #: 164
RE: The Blue Max 2D Counter and Map Mod - 8/21/2020 11:49:09 PM   
Rugens

 

Posts: 209
Joined: 9/23/2000
From: Hoosierland
Status: online
Thank you for your work on this mod. It really seems like it will add a lot to the feel of the game.

Unfortunately I am running into a problem. The mod seems to be loaded and working ok. The map has changed as have the unit graphics. When I do certain functions though, the game crashes and I get the following error message:


[2020-08-21 19:35:32 PM; 6.2.9200; 1920x1080x32(0); SC3: WWI v1.02.00] FAILED(draw_operational_management_panel_to_buffer): Segmentation violation



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(in reply to Philippeatbay)
Post #: 165
RE: The Blue Max 2D Counter and Map Mod - 8/22/2020 5:24:22 AM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<SNIP>

< Message edited by Simulacra53 -- 8/24/2020 8:01:22 AM >

(in reply to Rugens)
Post #: 166
RE: The Blue Max 2D Counter and Map Mod - 8/22/2020 7:14:16 AM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
<SNIP>

< Message edited by Simulacra53 -- 8/24/2020 8:01:54 AM >

(in reply to Philippeatbay)
Post #: 167
RE: The Blue Max 2D Counter and Map Mod - 8/28/2020 10:05:54 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Mod has been updated and is now compatible with game ver.1.02. See first page for download link.

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Post #: 168
RE: The Blue Max 2D Counter and Map Mod - 8/28/2020 10:13:49 PM   
Platoonist


Posts: 868
Joined: 5/11/2003
From: Kila Hana
Status: offline

quote:

ORIGINAL: IronX

Mod has been updated and is now compatible with game ver.1.02. See first page for download link.


Many thanks for your splendid graphics and hard work IronX.

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Post #: 169
RE: The Blue Max 2D Counter and Map Mod - 8/29/2020 3:39:12 AM   
Tanaka


Posts: 3344
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: IronX

Mod has been updated and is now compatible with game ver.1.02. See first page for download link.


Kudos thanks!!

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Post #: 170
RE: The Blue Max 2D Counter and Map Mod - 8/29/2020 7:42:58 AM   
Simulacra53


Posts: 538
Joined: 5/16/2015
Status: offline
quote:

ORIGINAL: IronX

Mod has been updated and is now compatible with game ver.1.02. See first page for download link.

Thanks IronX!
Any chance you might take a peek at the new scenarios - they need some of your magic dust too

Paris - it is the Belgian army that uses Russian unit art (minor Allied left side > major 5)

Ludendorff - same as above, and early uniforms for low quality units and ideally the Portuguese (minor Allied left side) could use more fitting uniforms.

Just input.
You put a lot of work into this art, few people probably realize how much art work this actually is.

< Message edited by Simulacra53 -- 8/29/2020 9:10:16 AM >

(in reply to IronX)
Post #: 171
RE: The Blue Max 2D Counter and Map Mod - 8/31/2020 12:58:41 PM   
Hubert Cater

 

Posts: 4067
Joined: 7/22/2013
Status: offline
Thanks from us as well IronX!

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Post #: 172
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