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RE: MAPMOD: GeneralsMap v0.4

 
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RE: MAPMOD: GeneralsMap v0.4 - 11/11/2021 3:21:32 PM   
overkill01

 

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quote:

ORIGINAL: Zovs

This is from a game that was previously started with out your map mod but then I applied your map mod.

Its missing in a new 1941 CG or the DSWF.



Thank you for reporting, I think they added this indicator after release ? this could be the reason why I oversaw this.
Should be fixed, you can download from first post V0.5.2.
You will need to start a new game for it to appear though. (changes to hexart.dat and text.dat files.)

Text appears at zoomlvl 1 (closest)


< Message edited by overkill01 -- 11/11/2021 3:23:47 PM >

(in reply to Zovs)
Post #: 61
RE: MAPMOD: GeneralsMap v0.4 - 11/11/2021 3:27:22 PM   
Zovs


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Thank you much overkill01!

Do you know why the changes never materialize after a scenario is started?

Guessing that in the initial save the map art is saved for some reason, their must be more stored in those hexes then just the art work.

But thank you for such a quick fix!

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(in reply to overkill01)
Post #: 62
RE: MAPMOD: GeneralsMap v0.4 - 11/13/2021 7:05:11 AM   
overkill01

 

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quote:

ORIGINAL: Zovs

Thank you much overkill01!

Do you know why the changes never materialize after a scenario is started?

Guessing that in the initial save the map art is saved for some reason, their must be more stored in those hexes then just the art work.

But thank you for such a quick fix!


I don't know anything about the coding etc so I can't answer that question i'm afraid. It is as it is.

(in reply to Zovs)
Post #: 63
RE: query re hex shading - 11/14/2021 3:47:42 PM   
Phoenix100

 

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Fantastic map. Many thanks. The original is great, but this is clearer.

Just wondering what the shading of certain hexes means. Sorry if this question has been asked before. Also, it's probably a feature of the original map, not just this mod. But can anyone quickly tell me what the shaded hexes mean? I've circled some in yellow in the pic. I can't see that the shading corresponds to any difference between those hexes and other non shaded hexes. I'm missing something obvious, I suppose...Thanks.






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(in reply to overkill01)
Post #: 64
RE: query re hex shading - 11/14/2021 4:03:54 PM   
overkill01

 

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quote:

ORIGINAL: Phoenix100

Fantastic map. Many thanks. The original is great, but this is clearer.

Just wondering what the shading of certain hexes means. Sorry if this question has been asked before. Also, it's probably a feature of the original map, not just this mod. But can anyone quickly tell me what the shaded hexes mean? I've circled some in yellow in the pic. I can't see that the shading corresponds to any difference between those hexes and other non shaded hexes. I'm missing something obvious, I suppose...Thanks.



I'm glad you like it!

The darker shaded hexes you mention are purely for esthetic purposes.
They represent ground-elevation, They are positioned roughly as it is in reality but they have no gameplay purpose.


(in reply to Phoenix100)
Post #: 65
RE: query re hex shading - 11/14/2021 4:45:54 PM   
Phoenix100

 

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Thanks, overkill. I thought it must be something like that. I'm curious - is there a way to switch them off, so that only game-relevant features appear on the map? Or are they a hard-coded thing? Thanks.

(in reply to overkill01)
Post #: 66
RE: query re hex shading - 11/14/2021 6:32:21 PM   
overkill01

 

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quote:

ORIGINAL: Phoenix100

Thanks, overkill. I thought it must be something like that. I'm curious - is there a way to switch them off, so that only game-relevant features appear on the map? Or are they a hard-coded thing? Thanks.


There is no easy way or switch to do this.
It is not hardcoded though.

You can overwrite the art-files if you want to go throught the trouble.

To do this:

1. go to the game installfolder, then go to, Dat/art/tiles/CLEAR
2. delete 11 files, CLEAR_011; _012 ; _016; _017; _018; _019; _020; _021; _022; _024; _025 (DO NOT DELETE _013)
3. replace the files you just deleted by copy/pasting and renaming the file CLEAR_001

4. Then go to Dat/art/tiles/COAST
5. Delete file COAST0_182, COAST0_183 and replace them both with COAST0_181 (renaming again)
6. Delete file COAST1_182, COAST1_183 and replace them both with COAST1_181
7. Delete file COAST2_182, COAST2_183 and replace them both with COAST2_181
8. Delete file COAST3_182, COAST3_183 and replace them both with COAST3_181
9. Delete file COAST4_182, COAST4_183 and replace them both with COAST4_181
10.Delete file COAST5_182, COAST5_183 and replace them both with COAST5_181

And that's it, reboot the game and they will be gone.
Make sure you backup the files you just created for they might be overwrited when you update the game or mod.


(in reply to Phoenix100)
Post #: 67
RE: query re hex shading - 11/14/2021 8:56:03 PM   
Phoenix100

 

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Many thanks, Overkill. That's very kind, to take the time to write out those instructions. Appreciated. I may do it, but probably not. The map is great as is. Thanks again.

(in reply to overkill01)
Post #: 68
RE: query re hex shading - 11/20/2021 9:46:48 AM   
battlefield91

 

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Does this mod work even though they have changed some map related things in the latest Betas?

(in reply to Phoenix100)
Post #: 69
RE: query re hex shading - 11/20/2021 2:30:23 PM   
overkill01

 

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quote:

ORIGINAL: battlefield91

Does this mod work even though they have changed some map related things in the latest Betas?



I suspect there have been some changes in the latest beta (1.02.06) that are in conflict with the mod.
BUT, since I only changed _hexart.dat and Text.dat in the mod, these conflicting changes will only be graphical.
I will work on an update to include the changes from the beta





< Message edited by overkill01 -- 11/20/2021 2:38:09 PM >

(in reply to battlefield91)
Post #: 70
RE: query re hex shading - 11/20/2021 2:50:26 PM   
Zovs


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+1

Looking forward to your update! There is a list of changes in the notes on name changes.

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(in reply to overkill01)
Post #: 71
RE: MAPMOD: GeneralsMap v0.5 - 11/22/2021 8:47:27 PM   
AdmiralDuck

 

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I've just started a new 1941 scenario with this map and it looks gorgeous. Thanks for sharing this!

(in reply to overkill01)
Post #: 72
RE: MAPMOD: GeneralsMap v0.5 - 11/23/2021 3:16:06 PM   
overkill01

 

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v0.5.3 is up. It includes the changes made in hexart.dat and maptext.dat, wich changed with the official beta-update v01.02.06.
Renaming cities is done, and copy-pasted all railinfo through CSV.

< Message edited by overkill01 -- 11/23/2021 4:52:43 PM >

(in reply to AdmiralDuck)
Post #: 73
RE: MAPMOD: GeneralsMap v0.5 - 11/23/2021 5:22:22 PM   
Zovs


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+1

...and there was much rejoicing! ! !

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War in the East 1 & 2
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(in reply to overkill01)
Post #: 74
RE: MAPMOD: GeneralsMap v0.5 - 11/24/2021 5:32:24 PM   
AdmiralDuck

 

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Thanks a lot for v0.5.3. I've just applied it.

(in reply to Zovs)
Post #: 75
RE: MAPMOD: GeneralsMap v0.5 - 11/29/2021 1:21:26 PM   
Zovs


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Found an map display error:

Novogrod-Volynsky (200,176) does not show its name at zoom level 3 (shows up on zoom level 4).

Zoom 3



Zoom 4 (shows):


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Post #: 76
RE: MAPMOD: GeneralsMap v0.5 - 11/29/2021 1:44:46 PM   
overkill01

 

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quote:

ORIGINAL: Zovs

Found an map display error:

Novogrod-Volynsky (200,176) does not show its name at zoom level 3 (shows up on zoom level 4).



Thank you for keeping an eye out and reporting error's.

I believe it functions as intended though.

In WitE2 Novogrod-Volynsky is a Town.

All Towns have the same profile and they show up on lvl 4 and 5 (zoom lvl 1 being zoomed out, and 5 zoomed in all the way).

It's the same as original.

(in reply to Zovs)
Post #: 77
RE: MAPMOD: GeneralsMap v0.5 - 11/29/2021 3:29:25 PM   
Zovs


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Interesting, when using the stock map shows those towns on the map for zoom level 4.

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(in reply to overkill01)
Post #: 78
RE: MAPMOD: GeneralsMap v0.5 - 11/29/2021 3:32:27 PM   
overkill01

 

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quote:

ORIGINAL: Zovs

Interesting, when using the stock map shows those towns on the map for zoom level 4.



Ah I might be wrong about that then,

I must have changed that because I prefer it that way, so the map is less cluttered.

But it is this way for all towns

(in reply to Zovs)
Post #: 79
RE: MAPMOD: GeneralsMap v0.5 - 11/29/2021 5:10:04 PM   
Zovs


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I understand but at zoom level 4, it is best to have those name son the amp especially for the Air Phase, because if your at zoom 5 you can't see the squadron counters to select to get to the bases with the flights.

i.e., zoom 5 (you can't see the squadrons):



Zoom 4 (you can seem squadrons):


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Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
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DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to overkill01)
Post #: 80
RE: MAPMOD: GeneralsMap v0.5 - 11/30/2021 3:53:06 AM   
cblattmann


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The river river extending from Brest Litovsk seems not to be displayed correctly.






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(in reply to Zovs)
Post #: 81
RE: MAPMOD: GeneralsMap v0.5 - 11/30/2021 2:14:57 PM   
overkill01

 

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quote:

ORIGINAL: cblattmann

The river river extending from Brest Litovsk seems not to be displayed correctly.




I'm not sure what you mean, the river on the hex you selected seems to be correct.
In the hexinfo there is a river NW , NE , E and SE, as it is in the art


(in reply to cblattmann)
Post #: 82
RE: MAPMOD: GeneralsMap v0.5 - 11/30/2021 4:12:58 PM   
cblattmann


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The location of the river is correct but it kind looks like straight lines following the top outline of the hexes rather then the more natural looks of the other rivers around it.

(in reply to overkill01)
Post #: 83
RE: MAPMOD: GeneralsMap v0.5 - 11/30/2021 4:24:20 PM   
overkill01

 

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A yes, those are from the vanilla game and I haven't touched those yet.

I hope to mod the rivers someday though, but that will take a lot of time.

(in reply to cblattmann)
Post #: 84
RE: MAPMOD: GeneralsMap v0.5 - 11/30/2021 5:50:21 PM   
RedLancer


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That's because it's a canal and not a river.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to overkill01)
Post #: 85
RE: MAPMOD: GeneralsMap v0.5 - 12/1/2021 11:44:38 AM   
cblattmann


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My bad. Thank you for the clarification. Overkill01, I really appreciate your map and all your work.

(in reply to RedLancer)
Post #: 86
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