Graviteam

English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: Kyth on February 20, 2011, 04:32:22 AM



Title: ***Desert Mod - Read This***
Post by: Kyth on February 20, 2011, 04:32:22 AM
Hi everyone,

As promised, I have rearranged and compiled the map and mission files into 3 easy downloads, for activation in JSGME.
(You may need to deactivate any existing 'Desert Mods' which you already have) :


1. Desert Mod Maps

Download here (74MB):
http://www.4shared.com/file/z9xQY8nf/DesertModMaps.html (http://www.4shared.com/file/z9xQY8nf/DesertModMaps.html)

Includes
  • 'alex_poly_01' (needed for 'Africa_1' mission, also known as the Battle for Sidi Rezegh)
  • 'desert1' (needed for the 'afrikakorps_01' mission)
  • 'hill206_1' (needed for the 'Tobruk2' mission)

It looks like 'desert1' and 'hill206_1' can be used in the Mission Editor for new missions. If you want that, you'll need to add them into the 'user_regpoly.engcfg' file like this:
 
Quote
regpoly()
{
   desert1;
   hill206_1;
} // end of regpoly

or, you can rename the backup file, user_regpoly.txt  as user_regpoly.engcfg.

2. Desert Mod Missions

Download here (4MB):
http://www.4shared.com/file/4uAQsun9/DesertModMissions.html (http://www.4shared.com/file/4uAQsun9/DesertModMissions.html)

I have grouped the 3 missions (Africa_1, afrikakorps_01 and Tobruk2) into a 'campaign' under the imaginative name of ... Desert Mod Missions.  :)

The first 2 missions have been given a Google translation for the briefing & objectives, map and in-game messages. Other than that, all the missions are 'as is' and unmodified.

You will need to add the following line to the 'camp_list.engcfg' file:

camp\desert_camp.engcfg, desertmod,txt_cm_camp_desertmod,true,img_pz4;  

3. Desert Mod Skins

Download here (123MB):
http://www.4shared.com/file/pBgcW0Je/DesertModSkins.html (http://www.4shared.com/file/pBgcW0Je/DesertModSkins.html)

Last but not least, this mod gives everyone and everything a nice desert-coloured paintjob ;)

You might want to deactivate this mod later, if you want to return to the Russian front.
The missions and maps will remain compatible with the game. By the way, the Desert Mod is compatible with both SPM 1.4 and SPM 1.5, so no need to 'downgrade'.  :)


Good luck, everybody,

PS
Four missions from `Desert mod` were included into Mission Pack 3.x (http://graviteam.com/forum/index.php?topic=11293.0)


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on February 20, 2011, 04:56:03 AM

If everything's installed properly, the missions will show up like this:

(https://lh6.googleusercontent.com/_Hbtk24rNEPw/TWCfShTborI/AAAAAAAAAPI/82341x8LxrY/s800/Desertmodmissions.jpg)

Thanks,


Title: Re: ***Desert Mod - Read This***
Post by: frinik on February 20, 2011, 06:48:46 AM
  Great stuff Kyth a big thank you for your friendly, efficient and well organised service.

BTW I emailed you the Tobruk2 datapack s well as both hill206_map and hill206_1 maps in datapack format for those who would prefer to simply install those datapack files into their game map editors.Sent you 2 new maps as well and some other stuff earlier my morning.

Cheers! :D


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on February 20, 2011, 07:29:51 AM
Hi Frinik,

Thanks for the help,

And for new-comers, I hope this compilation reduces all the confusion and saves precious game-time! ;)


Title: Re: ***Desert Mod - Read This***
Post by: lockie on February 20, 2011, 10:51:08 AM
Great work, Kyth, thanks!


Title: Re: ***Desert Mod - Read This***
Post by: frinik on February 21, 2011, 02:51:53 AM
  Speaking of Desert mod I read on the panzersim forum that NSU, the German team who made the AkrikaKorps01 mission, is still working, albeit slowly, on the desert mod.They were showing a map with palm trees and an oasis so there's hope that it might bring new things but it will take time as these guys play a lot of sims and fps( TvsT multiplayer, Red Orchestra etc) and they do a lot of modding right and left... Still there's hope..

I wish I could import some of the gorgeous maps they have in the games Soldiers Heroes of WWII/Men of War, Theatre of War, or Codename Panzers etc.Ahhhh we would be as happy as pigs in s....t ;D


Title: Re: Panzersim, or NSU,
Post by: Kyth on February 21, 2011, 02:18:26 PM
I assume this is the 'Bir el Unity' map, which was shown nearly a year ago  ::)

I'm afraid all their attentions are focused on multiplayer games (massive and otherwise)

Don't think we can expect much from them for 'Steel Fury', although I'll be glad if I'm proven wrong  :(


Title: Re: ***Desert Mod - Read This***
Post by: Stig on February 21, 2011, 05:03:12 PM
Multiplayer would be welcome.

Frankly, I don't see much appeal with "hiding behind your box" and just playing single-player scenarios. Lack of multiplayer is actually a big NEGATIVE for this particular sim, and explains why I haven't fully given myself over to exploring it.

As long as one doesn't go the idiotic "World of Tanks" route and totally make an arcade game of it... MMOG is always the way to go.

[rant] What is UP with WOT anyway? Sounds like Walmart for armored vehicles. What an incredible waste of resources to come up with yet another "capture the flag" "pick the ueberest vehicle you can find" geekfest?

Can't anyone be satisfied with a good, honest, accurate portrayal of history, so we can explore tactics in a realistic environment? Jeez..... [/rant]


Title: Re: ***Desert Mod - Read This***
Post by: frinik on February 21, 2011, 05:34:33 PM


NSU is focussing on TvsT multi nplayer.They ve made a series of South Russia maps which ook very good.AS for Sf I think you re right Kyth it s not their priority.

As for multiplayer it ain t for me.


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on February 22, 2011, 03:43:17 AM
Multiplayer would be welcome.

Frankly, I don't see much appeal with "hiding behind your box" and just playing single-player scenarios. Lack of multiplayer is actually a big NEGATIVE for this particular sim, and explains why I haven't fully given myself over to exploring it.

As long as one doesn't go the idiotic "World of Tanks" route and totally make an arcade game of it... MMOG is always the way to go.

[rant] What is UP with WOT anyway? Sounds like Walmart for armored vehicles. What an incredible waste of resources to come up with yet another "capture the flag" "pick the ueberest vehicle you can find" geekfest?

Can't anyone be satisfied with a good, honest, accurate portrayal of history, so we can explore tactics in a realistic environment? Jeez..... [/rant]

Well anyway, I hope that doesn't stop you from enjoying the Desert Mod missions.  :)


Title: Re: ***Desert Mod - Read This***
Post by: frinik on February 22, 2011, 04:36:34 AM
  Well as you s


Title: Re: ***Desert Mod - Read This***
Post by: frinik on February 22, 2011, 04:39:42 AM
  My post just jumped ahead of me and posted itself before i finished it??? ???

As ou said WOT is the Walmart of tank games.The bottom line is Walmart is successful at what they do and rake a lot of profit.There you go!You have your answer WOT makes money and attracts lots of arcade type game fans.... Real sims do not turn people on except those who like realism..


Title: Re: ***Desert Mod - Read This***
Post by: Stig on February 22, 2011, 06:12:49 PM
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

THANK YOU ALL for getting this entire set of maps and scenarios collected and installable and clearly documented!!!!! This is so long overdue, I can't tell you!!!!



Title: Re: ***Desert Mod - Read This***
Post by: Kyth on March 04, 2011, 02:13:40 PM
Hi everyone,

Just a quick heads-up, additional map and missions available for all you Afrika-korps fans.

As I recall, these were cooked up quickly to 'demo' the mod possibilities of SF. Now made available for everyone to enjoy (you'll have to scroll down quite a bit):

http://translate.google.com/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D53675%26page%3D2&sl=ru&tl=en&hl=&ie=UTF-8 (http://translate.google.com/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D53675%26page%3D2&sl=ru&tl=en&hl=&ie=UTF-8)


Title: Re: ***Desert Mod - Read This***
Post by: frinik on March 04, 2011, 06:23:35 PM


Played them and frankly they are sleepers ZZZZZZZZZZZZZZZZZZZ.I finished the first one in 10 minutes blasting 3 tanks.That  mission is mismatched; 5 tanks with pop guns and some infantry against Panzer IIIs and IVs backed up by AT guns and infantry...

Downloaed that mod yesterday from Avia for the map but while it loads in my map editor it crashes the moment I try to use it. >:(


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on March 05, 2011, 12:23:49 AM

Downloaed that mod yesterday from Avia for the map but while it loads in my map editor it crashes the moment I try to use it. >:(

 ???

When does it crash?

I edited my copy of the map yesterday. There was an alarming amount of greenery at the edges, not desert-like at all.
I extended the sand terrain to cover the whole map and regenerated it. Instant desertification  ;)


Title: Re: ***Desert Mod - Read This***
Post by: frinik on March 05, 2011, 01:28:35 AM


It crashes( gives me the white screen) the moment I try to create a mission with it.Bah anyway that map is not really appealing.I preferred user mission 02 with the Mathilda.Tring to win a mission with that creaking, squaeking washing machine is really a challenge!Killled a Panzer IVF2, a IVF1 and a Panzer III and then another IVF2 took care of me but at leats I survived 10 minutes whereas my poor fellowtanks died within minutes of the mission starting ;D

Yeah I was also surprised to move from green pastures straight into the Sahara!  Too bad they did not create palm trees, white square houses the type you see in North Africa, oasis etc.Compare those maps to the desert maps in Panzer Elite and they are really minimal. :(


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on March 05, 2011, 02:16:31 AM
Hi Frinik,

I've emailed you the revised (without grass) map as a datapack, try to regenerate the map from there,

Mission 7 datapack also in the mail, hope you get that problem worked out soon!


Title: Re: ***Desert Mod - Read This***
Post by: frinik on March 05, 2011, 06:12:59 AM


Thanks Kyth you´re a gentleman and also a scholar! :)

Will try both and report to you!


Meanwhile I have been playing with the new maps.

Have you explored Best polypack map ? IT´s very scenic but unfortunately too ragged to play tank missions.I tried qnd hqlf the tqnks ended up in the sea, studidly plunging off the cliffs like lemmings.... :o




Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 10, 2011, 01:50:06 AM
Hello Kyth,

Thank you for sharing the desert maps, missions and paintschemes. I just downloaded them, but have not installed them yet. Because I have been away from Steel Fury for quite a while, I do not know which other mods are required to get this desert package to work.
Please post a list of mods that are necessary to make these work.

Thanks for your help,

FW



Title: Re: ***Desert Mod - Read This***
Post by: Kyth on May 10, 2011, 02:06:09 AM
Hi,

As far as I know, the only other mod needed would be either SPM 1.4 or SPM 1.5.

SPM 1.5, being a 'beta', already has a 'beta-fix' patch and a 'beta translation' patch  :)

The required mods are displayed below (in the 'activated mods' list):

(https://lh3.googleusercontent.com/_Hbtk24rNEPw/TTEHFZw8q4I/AAAAAAAAAHs/qdwe_66H29w/s800/Howto.jpg)

Good luck!


Title: Re: ***Desert Mod - Read This***/New SF Beta 1.5 mods and Fixes
Post by: frinik on May 10, 2011, 07:16:43 AM
GrÜssen Friedrich Wilhelm; A lot of exciting things have been happening since you last played SF.New mods, maps, vehicles, fixes etc.

If you are interested I will email you a number of new maps which came out with various mods including 10 which were meant to be used for the defunct, still-born Fall Blau addition to SF.As well there a couple of interesting autumn mods made by Lacjak which give SF to flavour of Fall.There are many good mods including Kyth's MG34 fix ( which allows MG34 teams to actually something userful besides being just canon fodder)Lockie's T35 Firing mod and SP 1.5 addon to the ME, Scotty's Broken Gunsight fix( which mercifully makes shattered reticles a thing of the past!),  SP 1.5 Marder addon which adds 2 new Marder II ( 131 and 132) to the Mission Editor.

Some of that stuff you can see visually for yourself if you go to the subsim forum in the photo galleries and check my SF photo album( 65 pics so far) entitled with a great deal of originality and research " SF pics " by Frinik ;D.Of course you have to log-on to be able to see it.

You'll see the landscapes produced by Lajcak's Autumn and Late Autumn mods and some of the new maps and vehicles as well.

PS:I am going to try adapting your 5 SP 1.4 missions to SP 1.5 so people can enjoy them.Not sure if I can succeed but I am definitely going to try!

Cheers


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 11, 2011, 03:38:02 AM
To Kyth:

Thank you! Here is what I have in my JGSME Folder:

(http://i663.photobucket.com/albums/uu353/Friedrich-Wilhelm/IMGP3084.jpg)

What is the SPM1.5_beta_fix and where can I find it? What does it do? Is the order of mods in my JGSME correct, or is there a better way to do this? I noticed, for example, that you have the Unofficial Patch enabled BEFORE the Steel Panzer 1.5 beta mod. Are some of the mods I have enabled, like the Tiger E-Pack, or the Marder fix now obsolete?

To Frinik: Viele Gruesse zurueck! Wie geht's, wie steht's? I am certainly interested in new maps, vehicles, missions, etc, especially the Broken-Gunsight-Fix. Thank you for your offer. I had a look at the SF pics at Subsim. Very neat!
I hope that you will succeeed in adapting my old SP 1.4 missions for SP 1.5. Then I could play them again, too, without having to go back to my old SP 1.4 install.  ;) I am certainly in favor of offering them to the community, if you can get them to work in the SP 1.5 world.

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on May 11, 2011, 04:16:24 AM

What is the SPM1.5_beta_fix and where can I find it? What does it do? Is the order of mods in my JGSME correct, or is there a better way to do this? I noticed, for example, that you have the Unofficial Patch enabled BEFORE the Steel Panzer 1.5 beta mod. Are some of the mods I have enabled, like the Tiger E-Pack, or the Marder fix now obsolete?

The SPM 1.5 beta fix includes the Marder fix and also some changes to the Luchs and the 'TigerSS' armour map.

It's available here:

http://simhq.com/forum/ubbthreads.php/topics/3021012/Steel_Fury_Kharkov_1942_The_Es.html#Post3021012 (http://simhq.com/forum/ubbthreads.php/topics/3021012/Steel_Fury_Kharkov_1942_The_Es.html#Post3021012)

The Unofficial patch can be installed either before or after SPM1.5, just have the mods installed in the sequence:
SPM 1.5
SPM 1.5 Beta fix
SPM 1.5 Beta English patch

Good luck!



Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 11, 2011, 09:09:59 AM
 FW your Tiger eVI enhancement pack is not obsolete at all!!! I have it installed on all my SP Beta 1.5  installaitons and it works very well.In fact when I have included it in my own modification of a new sound mod made for Beta 1.5.I definitetely recommend the TigerVI epack as it gives a real nice camo to the Tiger I and that mixed rattling/coughing sound to the MG34 which I find way better than the stock sound.


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 11, 2011, 02:11:58 PM
Hello Kyth, hello Frinik,

I shall try out the patch later on. Kyth, you wrote: "The SPM 1.5 beta fix includes the Marder fix and also some changes to the Luchs and the 'TigerSS' armour map." There is a Luchs for SF now? Wow! And what is the Tiger SS armour map? I will search for it on the forum here later on.

Thanks for all your help.

Cheers,

FW



Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 11, 2011, 03:19:42 PM
  Yes there's a Luchs and it's tough little beast!In fact too tough it was nearly invincible so they had to apply a fix to avoid another 20 mm Terminator ;D

The Tiger SS is basically a Tiger with a tricolour camo reminiscent of the camo you made in your Tiger enhancement pack.Th ehting is without the fix that Tiger is unplayable as it gives you the white 001 screenie.


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 11, 2011, 10:00:14 PM
FW your Tiger eVI enhancement pack is not obsolete at all!!! I have it installed on all my SP Beta 1.5  installaitons and it works very well.In fact when I have included it in my own modification of a new sound mod made for Beta 1.5.I definitetely recommend the TigerVI epack as it gives a real nice camo to the Tiger I and that mixed rattling/coughing sound to the MG34 which I find way better than the stock sound.


Just to set the record straight, it was not me who created the Tiger Enhancement pack. I don't mean to take credit for something I didn't create. The Tiger enhancements were done by ShoCkwaVe. I only supplied some of my Tiger missions to be included in ShoCkwaVe's pack.

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 12, 2011, 02:26:41 AM
  Sorry about the mistake! I then duly give credit to ShocK3Wave :)


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 12, 2011, 03:30:49 AM
Hello Kyth,

Before you will have to assert your authority as moderator and reign me in for pulling this thread off topic, I will steer it back towrad the desert mods. I have activated the mods as you showed in your screenshot. On top of the unofficial patch, SPM 1.5, SPM 1.5 fix and SPM 1.5 English patch, I have activated the Tiger-Epack. So far, so good. Knock on wood, but so far the game runs just fine on my machine with these mods. I have checked the mods at the mediafire link that you provided and many of them I did not know yet. Looks very interesting. Now, before I try to install the desert mods, I was wondering whether older mods, such as the enhanced head-movement mod for the T-34, or the free camera mod are already included in SPM 1.5. When I played the game today, I tried moving the mouse to change the viewing angle in outside view,  (F9), but nothing hasppened.
I will try to install the desert mods tomorrow. Are the desert maps, missions and skins to be enabled through JGSME, or do they have to be manually placed into the appropriate folders in the game?

Thanks for your help,

FW


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on May 12, 2011, 03:39:52 AM
I don't think the free-camera mod is included with SPM 1.5. Not so sure about the enhanced T-34 head movement,  ???

In the F9 view, the viewpoint is changed with the num-pad keys, e.g. '4' or '6'.

Incidentally,  :) The desert maps, missions and skins are intended to be enabled with JSGME,

Good luck and get playing!


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 12, 2011, 07:51:47 AM
  The free cam mod is a stand alone mod.Does not always work the way it's intended.....


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 13, 2011, 03:20:33 AM
Hello Kyth, hello Frinik,

I installed the desert maps, skins and missions this evening as per instructions in the first post of this thread. So far, things seem to be fine. I played the Sidi Rezegh mission, took out 12 Valentines and one AT gun, beofe the infantry on the hill took me out with a single handgrenade.  ;) Let's see if I will get to the top of that hill next time.  :)

Thanks so much for your help.

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 13, 2011, 07:21:26 AM
 What position where you playing in the tank??? ;D

A simple hand grenade?You must have left a hatch open....

As I said in my email I will start sending you mods and missions you may have missed.

Cheers

PSD: don't forget to close your hatches....


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 13, 2011, 12:16:05 PM
Hi Frinik,

I usually close all hatches once any shooting starts and fight completely "buttoned up." I was switching between the commander and gunner positions in the Pz IV F2. In SF, the infantry seems to be able to kill any tanks with just one handgrenade at short range. This is a glitch that has been in the game  for as long as I can remember.

Looking forward to your mods.

Cheers,

FW



Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 13, 2011, 01:58:56 PM
  I know! In this game the infantry throws grenades like some throw eggs and rotten tomatoes during a bad concert ;D

Often they kill themselves while doing it dying with threatrical screams.....

I ll take a look at the common res and def files se if I can find a way to address this problem....


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 14, 2011, 03:26:25 AM
@ Kyth:

The installation of your desert package went really smoothly. Thank you for offering it in this neatly packaged format. I just finished playing the last of the three desert missions. Very neat! I remember at least two of them from earlier incarnations of the desert mod. Did you create the third? Are there more desert missions? Let's see if I can get the desert maps to work in the mission editor. I would like to try making my own desert missions, too.

@ Frinik:

If you could fix the overkill-handgrenade problem, that would be nice. Was it really possible to knock out a PZ IV, or even heavier tanks with just one handgrenade, thrown at a distance of 50 metres, other than with a very lucky hit into an open hatch or on top of an engine grill? As far as relatives who fought on the German side on the Eastern front of WW II told me, at least T-34 could not easily be dealt with in this way. One actually had to get very close and use a package of grenades, or later a hollow-charge magnetic device.

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 14, 2011, 04:41:18 AM
  No way a grenade could kill a tank unless it's a panzer I or II and even then It's more likely the grenade would bounce off the armour! Plus a grenade does not have the concussive or explosive power to do more than dent the metal or scratch the paint.

Right now I am trying the tweak the HE which in the game are insufficient when it comes to dealing with the infantry.I have managed to increase the explosive power but I am looking at ways of including shrapnel to make the shells more efficient.Right now you pretty much have to lob the shell on top of the infantry to have any real killing power!

Re the desert mission there are only 4 that i know of.Unfortunately the Russians and the Germans at NSU stopped making more.

Have you managed to extract the map from the Road to Sidi Rezegh in your ME?


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on May 14, 2011, 04:49:05 AM
@ Kyth:

The installation of your desert package went really smoothly. Thank you for offering it in this neatly packaged format. I just finished playing the last of the three desert missions. Very neat! I remember at least two of them from earlier incarnations of the desert mod. Did you create the third? Are there more desert missions? Let's see if I can get the desert maps to work in the mission editor. I would like to try making my own desert missions, too.


I'm not sure who made the 3rd mission ("Tobruk"). Fabianfred, I think. There are 2 more desert missions and a map, made as a 'demo' in the early days; the link is here:

http://translate.google.com/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D53675%26page%3D2&sl=ru&tl=en&hl=&ie=UTF-8 (http://translate.google.com/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D53675%26page%3D2&sl=ru&tl=en&hl=&ie=UTF-8)


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 14, 2011, 01:00:43 PM
  FW btw I have found a way to make your Tiger single misisons work in Beta 1.5.


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 19, 2011, 02:40:04 PM
@ Kyth: Thanks for the link. I will try those mission later. I am playing your Pz. III campaign now. I finished the first four misssions and found them quite impressive. Thanks for this new campaign.
@ Frinik: Great news! Could you please send me those SP 1.5-adapted old missions? I am looking forward to playing my old missions again, but this time in SP 1.5.

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 19, 2011, 04:23:27 PM
  Sure FW! I have taken your Tigersingle04 the one with the lone Tiger I and a couple of Pak holding the hill of Taranovka against waves of Soviet armour and infantry! I have reained your script but modified the balance of forces so it would be less like the last stand at the Alamo! I will email it to you this weekend with some of the stuff I promised you .

The result is one tough mission playable either with the Panther ausf. D or the Tiger II.While I have retained your script the AI has taken a little leeway in the moves...

I have yet to modify your other missions but I ll get to that.

To explain how I did it is no mystery.My hunch was that your missions were not playable on 1.5 because of the tank models and the ME.So what I did is open the mission in SP 1.4 and while keeping the script and positions and very detail intact I simply removed the infantry, guns and playable tanks.Only keeping th default T 34.I saved the changes and packed the saved mission into a folder.I then unpacked it into Beta 1.5 opened it and simply repopulated the mission using  both your original script and adding things of my own...

Cheers and please just wait until sat or Sunday and I ll be emailing you the things I promised!


Title: Re: ***Desert Mod - Read This***
Post by: Friedrich-Wilhelm on May 19, 2011, 04:49:33 PM
Hi Frinik,

Thank you. I will be looking forward to the mission and the other goodies, especially since this weekend is a long weekend over here.  ;)
Your method of converting my old missions from SP 1.4 to SP 1.5 sounds straight forward enough. I would like to give it a try, too. However, at the danger of sounding very selfish, at this point I would spend what limited time I can devote to SF playing, rather than mission building. That's why I appreciate your efforts and those of all the other mission/mod creators here so much.  :)

Cheers,

FW


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 19, 2011, 05:15:57 PM
  Friedrich you have done your contribution to SF so now ´s the time to sit back, relax and enjoy! ;)


Title: Re: ***Desert Mod - Read This***
Post by: hemisent on May 20, 2011, 03:41:27 PM
Hey Frinik
 Was just checking this thread out. Could I impose on you to email me you're refreshed version of  FW's tiger mission(s) for 1.5.

Thanks
H


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 20, 2011, 04:42:08 PM
  With pleasure! Which one do you want ?The TIger II or Panther D version?Same mission but Ithe player's tanks chnage and some other minor modifications.Both are tough as you face attacks on 3 sides and you have to decide which attacking group you are going to tackle first and how you are going to survive the odds ;D


Title: Re: ***Desert Mod - Read This***
Post by: hemisent on May 20, 2011, 10:02:09 PM
Oh Geez...decisions, decisions. How about both. I love the Tiger and I've never even seen the Panther yet so I'd like to try them both out.

Thanks Frinik, do you still have my address?

Cheers!

H


Title: Re: ***Desert Mod - Read This***
Post by: frinik on May 20, 2011, 11:29:54 PM
  Hemi of course I have your address it's part of my list of contacts! ;)

OK but since both missions have the same name, Tiger single04, you won't be able to unpack both in the same game because the ME won't let you!Please note that the Tiger single 04 mission was made by Friedrich Wilhelm who deserves full credit.I simply modified it and added  more tanks and some parmeters.But he is the proud father!

OK then I ll email them to him and to you!

Cheers




Title: Re: ***Desert Mod - Read This***
Post by: Kyth on May 29, 2011, 01:04:53 AM
(I've moved JerryB's installation problems to a separate thread) :)

http://graviteam.com/forum/index.php?topic=9590.0 (http://graviteam.com/forum/index.php?topic=9590.0)


Title: Re: ***Desert Mod - Read This***
Post by: whukid on June 08, 2011, 02:06:41 AM
This makes only some tanks sand colored yes? as in can i play Kursk and then go to Tobruk with different colored Panzers??


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on June 08, 2011, 04:28:16 AM
Probably,


Title: Re: ***Desert Mod - Read This***
Post by: whukid on June 08, 2011, 07:52:52 PM
Probably,

Tanks :)


Title: Re: ***Desert Mod - Read This***
Post by: sam1133 on July 30, 2012, 07:13:37 AM

i am really confused on how to get this very much needed mod to work.
everytime i install mod i get an error message saying "error 001" and then game crashes.
i ve tried umpteen different ways, but no joy.
i am very familiar with jsgme and vertually every game i play, i have mods installed.
anyone please help :'(

many thanks


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on July 30, 2012, 10:04:53 AM

i am really confused on how to get this very much needed mod to work.
everytime i install mod i get an error message saying "error 001" and then game crashes.
i ve tried umpteen different ways, but no joy.
i am very familiar with jsgme and vertually every game i play, i have mods installed.
anyone please help :'(

many thanks

We'll need more detailed information, for instance, a screenshot of your enabled mods in JSGME.
Don't be bashful, just spill everything  :)


Title: Re: ***Desert Mod - Read This***
Post by: sam1133 on July 30, 2012, 11:45:51 AM
cant upload image so will write them out;

1  Unofficial patch sf v01 eng
2  steel panzer1.5 ultimate eng
3  spm 1.5 ultimate update patch eng
4  desert mod maps
5  desert mod missions
6  desert mod skins
7 kythcampaign

have put lines as instructed in the "camp" file.
still wont run.
many thanks for your quick response.
"error 001 initilising program" crash


Title: Re: ***Desert Mod - Read This***
Post by: Kyth on July 30, 2012, 12:53:22 PM
cant upload image so will write them out;

1  Unofficial patch sf v01 eng
2  steel panzer1.5 ultimate eng
3  spm 1.5 ultimate update patch eng
4  desert mod maps
5  desert mod missions
6  desert mod skins
7 kythcampaign

have put lines as instructed in the "camp" file.
still wont run.
many thanks for your quick response.
"error 001 initilising program" crash

You're missing one essential thing: Steel Panzer Mod 1.5 beta.
Enable it between 1 and 2 above.

Do not be confused by the '1.5' in 'Steel Panzer Mod 1.5 beta'. It's a totally different thing from the so-called ultimate update.  :D

By the way, some helpful fellow hosted it on a backup download site, I wonder who it was?

http://www.4shared.com/file/mpfv8bAy/Steel_Panzer_Mod_v15_beta.html (http://www.4shared.com/file/mpfv8bAy/Steel_Panzer_Mod_v15_beta.html)


Title: Re: ***Desert Mod - Read This***
Post by: sam1133 on July 30, 2012, 02:48:53 PM
your so kind...thank you...thats probably what i'm doing wrong...thanks for the advice and quick help...your a gent.