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English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: Stig on October 16, 2010, 09:55:44 PM



Title: Desert Mod
Post by: Stig on October 16, 2010, 09:55:44 PM
On the SimHQ site for SFK42, someone finally posted a link to get the Desert Mod. (http://depositfiles.com/files/tuwzzqsmz) I downloaded it, placed all the files into the MODS/ directory. But the ReadMe says...

================= snip=================
NSU_desert_Mod_Beta1

Afrikakorps Mod for game "Steel Fury: Kharkov 1942"

1. copy in the created "MODS" folder all NSU_desert_Mod files necessary for modification of game.

2. Start a file sf_mod_packer_v07b_eng.exe and activate the desert Mod

=============== snip ===============================

What's that in instruction 2? There is no .exe with that name anywhere. I did take the step to open the Mods Installer and add it to the list. But, it doesn't show up like the Prokhorovka missions did.

Anyone have any input? Anybody successfully activated this?


Title: Re: Desert Mod
Post by: nodlew on October 17, 2010, 12:21:48 AM
I think you may need to unpack the file using the Mission Editor. I can't download the file right now--there are restrictions on my bandwidth until 2am, I'll download it then. But if you open the Mission Editor, then click cancel you will see a button to the right labeled Unpack. Click that then you should be able to browse the the datapack file that came with the mission, choose it, and unpack it. That should enable the mission so you can play it. You know where to find the Mission Editor, right? Start, Programs/ Steel Fury/ Editors and Utilities/Mission Editor.

Like I said, I'll download it later and try it myself.


Title: Getting it figured out....
Post by: nodlew on October 17, 2010, 11:16:58 AM
Mod Packer is a utility that packs mods into an executable form so they can be installed into the game. I found it here: http://off.tanksim.org.ru/wfdownloads-singlefile.lid-40.htm (http://off.tanksim.org.ru/wfdownloads-singlefile.lid-40.htm)

The download link at the top didn't work for me--I downloaded the version at this link: http://off.tanksim.org.ru/files/tools/sf_mod_packer_v08b_eng.zip (http://off.tanksim.org.ru/files/tools/sf_mod_packer_v08b_eng.zip)--seems to work, though I haven't figured out how to use it yet.

Will update.

Haven't figured it out yet. There are two problems working against us--1) The language barrier, and 2) The fact that people give fragmentary and misleading instructions on how to do things.


Title: Re: Desert Mod
Post by: nodlew on October 17, 2010, 12:12:31 PM
Now I am reaching a point of overload.  ??? Data Packs, and Data Packers, and weather files, and polypacks and no where anywhere can I find any straight-forward explanations of anything. This game strikes me as pretty simple to mod--especially in terms of the Mission Editor. Might have to just take a break here and recharge.


Title: Re: Desert Mod
Post by: Rends on October 17, 2010, 12:29:01 PM
Now I am reaching a point of overload.  ??? Data Packs, and Data Packers, and weather files, and polypacks and no where anywhere can I find any straight-forward explanations of anything. This game strikes me as pretty simple to mod--especially in terms of the Mission Editor. Might have to just take a break here and recharge.
Datapacks are simple the in one file compressed game files.
The game isn´t that hard to understand. The lack of information available makes it a bit harder to mod than a well documented game.
One more problem is that most mod guys are still russian and some/most? of them didn´t even speak english.

Back to modding:
have you ever downloaded my first mission from my website? If not you should. There you can check what files are needed to make a map/mission public. If you make missions on existing terrains you don´t even need the files in the envs folders (envs=environments).
So check the files and folders you find in the levels directory. That´s the stuff for missions. Open the engcfg files with notepad and try to understand how the files work. It´s not done in 5 minutes but in a week. Than you should be able to create awsome missions :)


Title: Re: Desert Mod
Post by: nodlew on October 17, 2010, 02:18:29 PM
Thank you, Rend.

Yes, I have downloaded your first mission, and played it and enjoyed it very much. And in fact, the instant before I logged in here to check on things I was doing exactly as you recommend. I have the mission open in the editor and have been minutely examining it, seeing what units have what scripts which correspond to what contours and I think I am getting a handle on it. Apparently--the way the victory triggers are set up, to win I just have to survive long enough to occupy that contour at the crossroads, right? And occupying it triggers victory, which triggers a little victory music. Is there a wait-time to occupy the contour for victory?

I see it is possible to set up other victory conditions, like General Superiority of the Allies in a contour. What does General Superiority mean? What if I have a mission with one Tiger tank assaulting a village full of Russian AT guns and infantry. Wouldn't the Russians have General Superiority by default?

I'm very thankful for your help here. I know I need to work at this for some time and playtest the different possibilities.

Hooray! Or, for you stuffy 19th century types, Hurrah! I set up victory conditions that worked. All I had to do was drive my tank into the contour, mission accomplished. Now we're getting somewhere.


Title: Re: Desert Mod
Post by: Rends on October 17, 2010, 03:24:38 PM
Well i havn´t got the trigger"General Superiority of the Allies" working yet. I´m not sure if it even works. If i create one the trigger will be active right from the beginning of the mission regardless if i set allies/opponent and germans or russians. But i havn´t made enough tests yet to declare it usefull or useless.


Title: Re: Desert Mod
Post by: nodlew on October 17, 2010, 04:04:12 PM
Also the Logic trigger looks interesting--a way to build in mission events that are more complex being dependent upon several variables. Is there a way to link triggers and scripts? So, for example, if the Allies occupy a certain contour, that triggers a script causing, say, a counter-attack. So far I haven't seen a way to explicitly connect triggers and scripts, although you can, for instance script a movement of a division that inevitably enables a trigger.

Ok, I see it--Wait for trigger.


Title: Re: Desert Mod
Post by: nodlew on October 17, 2010, 04:50:44 PM
Sorry we got so off topic here Stig--but I did try to figure out the thing with the Data Packer. I'll start a new thread dedicated to Mission Building and from here on out my struggles with the editor will be recorded there.


Title: Re: Desert Mod
Post by: Stig on October 17, 2010, 10:32:26 PM
No need to apologize.... I'm not one of those people who scream "hijack" when a thread takes a turn or evolves in a different direction. It's just more discussion, and that's a good thing.



Title: Re: Desert Mod
Post by: Stig on October 19, 2010, 08:52:58 PM
More on just getting the Desert Mod enabled...

Noticed this the first time, but clicked through it. When I opened the JGME and moved the NSU Desert Mod into the installed window, I got a popup window with this in it:

Quote
"objs_ghelmet_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"objs_gcap_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"objs_rhelmet_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"objs_mauser98k_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"obump_mauser98k_bump_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"DAK_01.tga" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_gart_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_ginf_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_goff_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_gspg_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"hbump_gtank_bump_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_gtank_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_rinf_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_roff_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"human_rtank_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_sdkfz2501_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_sdkfz251c_10_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_sdkfz251c_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"tbump_flak36_bump_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_flak36_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"tbump_pak38_bump_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"tbump_pak40_bump_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_pak38_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.
"techn_pak40_c.dds" has already been altered by the "Steel_Panzer_Mod_v1.5_beta" mod.

You can proceed with a Yes response.... but I'm wondering if this has any bearing on the mod being "visible"?

Also, I've done this process and still no joy in the Missions & Campaigns section...

nodlew wrote:

Quote
I think you may need to unpack the file using the Mission Editor.

I'm not seeing anything like a "Mission Editor" in my SFK42 folder. Haven't gotten to grips with the game yet, so haven't ventured into authoring missions. Can you be more specific with this comment?

I used 7-zip to unpack the file originally. With that, I can see all the files inside an archive (of almost any type) and decide how to distribute them.


Title: Re: Desert Mod
Post by: Rends on October 19, 2010, 09:39:00 PM
Stig the mission editor can be found in the (windowsxp) startmenu->all programs->lighthouse interactive->Steel Fury...


Title: Re: Desert Mod
Post by: Stig on October 19, 2010, 10:49:04 PM
Ah, thanks.... I usually never have to go into the Start Menu to find .exes. :)


Title: Re: Desert Mod
Post by: Stig on October 20, 2010, 01:11:30 AM
I think you may need to unpack the file using the Mission Editor. I can't download the file right now--there are restrictions on my bandwidth until 2am, I'll download it then. But if you open the Mission Editor, then click cancel you will see a button to the right labeled Unpack. Click that then you should be able to browse the the datapack file that came with the mission, choose it, and unpack it. That should enable the mission so you can play it. You know where to find the Mission Editor, right? Start, Programs/ Steel Fury/ Editors and Utilities/Mission Editor.

Like I said, I'll download it later and try it myself.

Ugh. Quite simply, this just didn't work at all. I found the original thread on this mod at SimHQ and downloaded the file, and unzipped it, tried to run it and I get this, completely unreadable dialog.

(http://www.ipsumdolor.net/screenies/dialog_puzzle.png)

WTF am I supposed to do with this? How can I make any intelligent choice among all these buttons when I can't even read 'em????

Just fumbling around with this a bit, I managed to get some DOS dialog box and it unpacked a file structure for me with an .exe bearing the name of the mod, but when I click this, it opens a copy of the JGSME, only with NOTHING in it.

And, I also tried simply re-downloading the Desert Mod and reinstalling. As before, I can find and load it in the (original) JGSME, but nothing appears in the menus when I launch the game.

I suppose I should go back to the original question: has ANYONE gotten this mod to work, or any desert missions to appear in the game menu?


Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 02:32:02 AM
Yeah, I tried the same process essentially that you have just tried. I couldn't figure out how the Data Packer works, but I guess I didn't try very hard because I'm more interested in learning how to use the mission and map editors right now. So, on my end, the answer to your question is no, haven't been able to get it to work yet. I think there's another version of the Data Packer that is in English--the one I downloaded: http://off.tanksim.org.ru/files/tools/sf_mod_packer_v08b_eng.zip (http://off.tanksim.org.ru/files/tools/sf_mod_packer_v08b_eng.zip) If nothing else, the mod packer should come in handy in the future for making mods easy to install--no more editing the user_camp.engcfg file, that is, once we know how to use it.


Title: Re: Desert Mod
Post by: O_Smiladon on October 20, 2010, 02:34:54 AM
Thats exactly what i got for the SPM1.5 D/L ..  Makes me wounder, It might be a corrupt file that we have D/Loaded. And thats most likely why my SPM1.5 only stays in Russian txt..

O_Smiladon


Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 03:05:47 AM
Smiladon,

You've got the SPM 1.5 Beta English Patch installed don't you? And you should also have the Unofficial_Patch_SF v0.1_eng installed after that.


Title: Re: Desert Mod
Post by: O_Smiladon on October 20, 2010, 03:25:02 AM
Hay Nodlew,

I was not awere that there was two types of the 1.5 patch.   The one that I do have is in my jgsme first and then the Unofficial_Patch_SF v0.1_eng and still I get the russian txt..

I have taken the SPM1.5 out and u am just running the Unofficial_Patch_SF v0.1_eng at the mo hoping for a fix for my delema.

O_Smiladon



Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 04:04:18 AM
You should have at least three files for the SPM 1.5 Beta--english version.
The first is the Mod itself: Steel_Panzer_Mod_v1.5_beta
The second file, enabled right after the mod is the English patch: SPM_V1.5_beta_English-patch
After that, in addition to whatever other mods you might have enabled, you should have the Unofficial Patch enabled:
Unofficial_patch_SF_v0.1_eng



Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 04:08:56 AM
That might not get rid of all the Russian, but most of it I think. Your menu and everything should be in English, and most of the mission briefings, etc.
I always install the Unofficial Patch last.


Title: Re: Desert Mod
Post by: O_Smiladon on October 20, 2010, 05:31:24 AM
Hi Nodlew,

Thanks for your reply,

And itsthe SPM1.5 english patch that i am missing..Could you link it for me ..will look for it myself but knowing me it take forever to find it ;D


cheers mate


O_Smiladon


Title: Re: Desert Mod
Post by: frinik on October 20, 2010, 08:12:48 AM
I have as I mentioned before in another post I have all 3 missions ever made; Afrika01, Tobruk 2 and the Road to Sidi Rezegh.I'll have to look up in my SP1.4 install to see fi I cna post the file folders. BTW it only work swith S.P 1.4.It is not compatible unfortunately with SP 1.5 beta or the unofficial versions either.What I remember is that ti was nto thta easy to unpack but I managed to get them all after loading teh Hill206 map which is now in my Mission Editor. that's the key to the suiccess as the Afruika missions only work with that map.

Frinik


Title: Re: Desert Mod
Post by: Stig on October 20, 2010, 04:42:33 PM
Frinik wrote:

BTW it only works with S.P 1.4.It is not compatible unfortunately with SP 1.5 beta or the unofficial versions either.

Oh, that SUCKS!!!! :( :( :(

Is there no way to address that? And... are all mods limited such that they will only work until there's a newer version of the sim???? That doesn't seem to make much sense... but I have to ask.

==================== after further reflection ===========================

If I decide I simply MUST experience this mod... :)  what's the best way to "retrograde" to 1.4, while keeping the door open to using 1.5? Should I ...

1) have two installs (a 1.4 just for the Desert Mod and a 1.5 for everything else),

or

2) should I simply use the JGSME to remove/restore 1.5 and later mods before launching the sim?

What would be "best practices" for this?


Title: Re: Desert Mod
Post by: O_Smiladon on October 20, 2010, 07:06:13 PM
S! Nodlew

Hay hay I found it.. will put it in tonight...

O_Smiladon


Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 09:23:39 PM
Hope it fixes your language difficulties.

Quote
what's the best way to "retrograde" to 1.4, while keeping the door open to using 1.5?

Use JSGME to uninstall 1.5, then use it to install 1.4. When you want to reverse the changes, do the opposite.


Title: Re: Desert Mod
Post by: O_Smiladon on October 20, 2010, 10:43:22 PM
OK Nodlew,
Sorry to be a pain in the arse by asking all these Q....But.

I D/L that SPM1.5 english patch here at work tstick on my flash stick to take home with me.. I had a look at it and saw it was noe a self extracting exe file.

But instead it was a folder to stick some folders into my game folder.

and that is fine I can do that, but my Q is how does this sort of thing show up in my jgsme when i have to put them into the folders myself..Is your mode activated through your jgsme ?

regards

O_Smiladon


Title: Re: Desert Mod
Post by: nodlew on October 20, 2010, 11:54:51 PM
Well, actually most mods are made to just be manually pasted into the JSGME's MOD's folder, and then enabled using the JSGME program. Paste the folder into your MODS folder (located in your main SF-K42 directory). Then you should have a desktop icon to open up JSGME mod installer. If you don't have the desktop shortcut, the exe should be in your Steel Fury directory. Double click either of those and the Generic Mod enabler window will open and you should have a list of all available mods (everything in  your MODS folder that JSGME recognizes as a mod) listed in the left pane. The SPM 1.5 english patch should be listed there. Click the patch to highlight it, and then click the RIGHT pointing arrow > which is in the grayish middle section of the window, this will enable the mod. You may get a text message from JSGME warning you that changes are being made--enable the patch, you want the changes to be made.


Title: Re: Desert Mod
Post by: O_Smiladon on October 21, 2010, 12:43:41 AM
Yes got it..I was missing that part..I have used the jgsme befor for IL2 and that how we did it there to.

Cheers mate

O_Smiladon


Title: Re: Desert Mod
Post by: frinik on October 21, 2010, 12:00:25 PM
  Guys you don't need the English language patch made for SP 1.5 Beta if it doesn'r work for you.I personally use the one released back in 2008 the unoffcial English language patch version 0.1 on all my installtions of the game inclusing 1.5 Beta and the Unoffcial oen and it works fine.So if you have problems with the new one try the old one.

Cheers


Title: Re: Desert Mod
Post by: Stig on October 21, 2010, 04:02:57 PM
My followup question to this is:

Can I (or should I) use the JGSME to retrograde to 1.4 version just to be able to use the Desert Mod. As we all know, some mods are dependent on different versions. So, if I have a list in the JGSME that includes BOTH 1.4 and 1.5, I would assume I just disable 1.5 and I'll have a 1.4 install. Won't that also disable any other mods that are based on 1.5? And is this a "healthy" way to do it from a file modification standpoint?

So, back to that question; is the best way to do this to use JGSME to enable/disable mods on an as-needed basis... or is it best to have two installs, one 1.4 and one 1.5?


Title: Re: Desert Mod
Post by: nodlew on October 21, 2010, 07:48:48 PM
Hey Stig.

I guess that is really up to you depending on whether you want to go to the trouble of uninstalling 1.5 and installing 1.4 for the Desert mod, and then going back for the missions and vehicles that you need 1.5 for. With a separate install, you wouldn't have to do that, and as long as Hard Drive space is not an issue, then no problem. In terms of the "health" of the game, neither option is really preferable. JSGME was created to make it easy to install and uninstall mods, which is all you are doing here.


Title: Re: Desert Mod
Post by: frinik on October 22, 2010, 07:35:29 AM
Hi Stig,

 I know I am preaching my own gospel but I personally prefer the solution of having multiple installations; I have 4 of SF and 2 of TvsT and 2 of Panzer Elite for example. Using the mods enabler is time-consuming as the more mods you have the more time it takes to switch from one mod to the other.I prefer having 4 versions( they take less than 40 gbs of space)clearly identified with shortcuts( SP 1.4, Sp 1.5 unofficial, SP 1.5 beta and SP 1.4 with Panther-Hetzer mod(PHM)).That way I can play whichever version I fancy.Part of the reason is that user-made missions mine and thos of others, made with SP 1.4 are not compatible with SP Beta 1.5, likewise with SP 1.4 PHM and 1.5 unofficial.So rather than spending time disenabling and re-enabling mods better have them all separate and ready for use  if  - as Nodlew mentioned - hard dick space is not an issue for you.

Cheers


Title: Re: Desert Mod
Post by: Stig on October 22, 2010, 09:36:16 PM
Any chance you might wanna spell check that last line of advice, frinik? :D

Freudian slip perhaps? Heheheh.


Title: Re: Desert Mod
Post by: frinik on October 23, 2010, 02:27:49 AM
  Thanks Stig!Happy that somebody actually pays such close  ;D attention to my posts....

OOOOOps! - as Britney Spears would say - I did it again!I am a terrible typist and hard diSk space does matter ;)

Cheers


Title: Re: Desert Mod
Post by: Iceman on October 23, 2010, 03:24:04 PM

(http://www.ipsumdolor.net/screenies/dialog_puzzle.png)

WTF am I supposed to do with this? How can I make any intelligent choice among all these buttons when I can't even read 'em????
This is dialog window - "Confirm file replace" (on Russian language  ;D)

[yes] [yes to all] [rename]
[no] [no to all] [cancel]


Title: Re: Desert Mod
Post by: Stig on October 23, 2010, 07:01:05 PM
  Thanks Stig!Happy that somebody actually pays such close  ;D attention to my posts....

OOOOOps! - as Britney Spears would say - I did it again!I am a terrible typist and hard diSk space does matter ;)

Cheers

You might wanna hit the "modify" button on that... then I'll erase my post and no one's the wiser!


Title: Re: Desert Mod
Post by: Kyth on October 25, 2010, 02:50:52 PM
On the SimHQ site for SFK42, someone finally posted a link to get the Desert Mod. (http://depositfiles.com/files/tuwzzqsmz) I downloaded it, placed all the files into the MODS/ directory. But the ReadMe says...

================= snip=================
NSU_desert_Mod_Beta1

Afrikakorps Mod for game "Steel Fury: Kharkov 1942"

1. copy in the created "MODS" folder all NSU_desert_Mod files necessary for modification of game.

2. Start a file sf_mod_packer_v07b_eng.exe and activate the desert Mod

=============== snip ===============================

What's that in instruction 2? There is no .exe with that name anywhere. I did take the step to open the Mods Installer and add it to the list. But, it doesn't show up like the Prokhorovka missions did.

Anyone have any input? Anybody successfully activated this?

Hi,

Sorry to jump in at this late stage! Have you gotten the Desert Mod working yet?
I didn't bother with the mod_packer thingy, I activated it using JSGME.

The results:

The impact is not immediately obvious - to make sure its running, check out any existing missions with the PzIV or Mk3 Valentine tanks - they should turn out a nice Desert brown color!

There's also a new mission included, which you need a little tinkering with the user_camp.engcfg file to work. Add one more line at the end, which should look something like this:

user1()
{
   Trymap3, Trymap3, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Trymap3.level;
   Paintjobs, Paintjobs, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Paintjobs.level;
   MF06_Izum, MF06_Izum, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\MF06_Izum.level;
   Alex_01, Alex_01, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Alex_01.level;
   Alex_02, Alex_02, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Alex_02.level;
   Alex_03, Alex_03, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Alex_03.level;
   Afrikakorps01, Afrikakorps_1, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Afrikakorps01.level;

} //end of user1


A bit of good news, it's fully compatible with both versions SPM 1.4 and 1.5 : the mod doesn't add any new vehicles or units, just the new desert skins, a new map & a new mission.

On the other hand, the Winter Mod isn't totally compatible with 1.5 ; there's a way to get around it, but I'll leave it for another day, another story...


Title: Re: Desert Mod
Post by: Stig on October 28, 2010, 03:23:55 PM
My problem is, I've activated it with JGSME, and then see NO evidence of it in game: no missions, nothing on the campaign list. Also, I understood there were supposed to be THREE new missions?

Rendsburger wrote (on SimHQ):
Quote
There is a desert mod(Afrika mod) but it consists only of 3 user-made missions available for download on the tanksim.org.ru website.They consist of; The Road to Sidi Rezegh, Tobruk and Africa 01

Or maybe I'm missing something?

I recall (hazily...) something about a new map file necessary to run this?

Rendsburger wrote (on SimHQ):
Quote
Hill 206.The map needs to be downloaded prior to playing the mission.

Maybe I haven't installed that? I dunno, I'm not familiar enough with the sim yet to troubleshoot... ;)


Title: Re: Desert Mod
Post by: Kyth on October 28, 2010, 05:12:36 PM
Hi Stig,

NSU's Desert Mod includes the map, "desert1", and a mission, "afrikakorps01".

You will need to add the extra line to the user_camp.engcfg file.

Afrikakorps01, Afrikakorps_1, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\Afrikakorps01.level;

The user_camp.engcfg file is in the "camp" folder shown below:

(http://lh3.ggpht.com/_Hbtk24rNEPw/TMmqbW4MdAI/AAAAAAAAABo/fP6k42H9ERY/s800/usercamp.jpg)

Hope this works!  :-\


Title: Re: Desert Mod
Post by: Stig on October 28, 2010, 08:52:13 PM
It did... at least partially. :)

The Afrika Korps 01 mission now appears, albeit in the User Created Missions area, not within its own set of campaign missions like the other sets (e.g., Prokhorovka).

Also, there should be three missions, I thought? Where might I get the other two (Road to Sidi Rezegh and Tobruk)?

At least we're making progress, though! Thanks for the help so far...


Title: Re: Desert Mod
Post by: Kyth on October 29, 2010, 01:37:40 AM
Hi Stig,

There's one other desert mission that I've found, that's Stone2009's "Africa 1" mission, which is hosted at the tanksim.org.ru site.  If I recall correctly, the actual title of the mission (translated from Russian) could be "Road to Sidi Rezegh".

There is a "Hill 206" map hosted on Fabianfred's mission-making video site.

Lastly, I haven't found the "Tobruk" mission anywhere. To anyone reading this, throw us a bone here?


Title: Re: Desert Mod
Post by: frinik on October 29, 2010, 07:41:49 AM
  I have Tobruk 2 . I can't remember whether I got it ( back in May 2009) from a French language sim forum where the Russian modders posted their stuff or did I get it from tanksim.org.ru? ??? I can definitely confirm that it exists as I have all 3 Afrika/Desert Mod missions.Worse come to worse I can try emailing the mission( it's datapack file).

Cheers

Frinik


Title: Re: Desert Mod
Post by: nodlew on October 29, 2010, 09:03:22 AM
Frinik,

Why not just open a free Mediafire account and upload the file there? I have one and its been great for the small amount of mods, etc. that I've created. I do recommend mediafire--a very Free-User friendly hosting service compared to Rapidshare or Hotfile. Megaupload is nice as well, but I don't know what their free file hosting service is like.


Title: Re: Desert Mod
Post by: frinik on October 29, 2010, 11:30:50 AM
 Ok Nodlew it sounds like a good idea!


I'll do that.

Cheers


Title: Re: Desert Mod
Post by: frinik on November 07, 2010, 10:31:12 AM
  Hi Stig I PM'd you the link to the Afrika01 mission.Due to its size - 27 mbs- I am unable to email it. I also don't have a file sharing upload/download site.

I am posting the download link for all to use.It's a |German-language website but easy to use:

http://filestore.to/?d=94A0C1CD2

|Cheers


Title: Re: Desert Mod
Post by: Stig on November 08, 2010, 11:45:57 PM
I got the file downloaded, thanks...

But there are no instructions on how to properly unpack it. I assume the desert1 folder is a folder that goes in the MODS/ directory just below the root folder. And then, this must be added with the JSGME, correct?

But what about these other .rar files that are inside the archive?

- afrikakorps01.datapack
- musics.rar
- afrikakorps_files.rar

Must these be unpacked by 7Zip or placed somewhere as (unpacked) .rar files? Where do they go?

Sorry to be so dense, but it's pretty easy to get confused with all the different instructions we get for adding and changing things. I think it will get better once someone writes a clear tutorial on how to manage the file structure and how to edit the game.


Title: Re: Desert Mod
Post by: Kyth on November 09, 2010, 09:49:13 AM
it's pretty easy to get confused with all the different instructions we get for adding and changing things. I think it will get better once someone writes a clear tutorial on how to manage the file structure and how to edit the game.

 :D

It's a good thing we have JSGME to handle which file goes where, it should work most of the time,

I agree about needing a guide, I wonder where to start??


Title: Re: Desert Mod
Post by: frinik on November 09, 2010, 02:46:17 PM
 Stig it's been over 20 month since I sintalled that mod and I have installed plenty of mods ever since so I don't remember exactly how I did it or what I did.. There is a read me text file that explains what to do after you ahev extracted the file.Yes the mod has to be enabled through JSGME and it should appear in your user-made missions subfolder in your game main menu. I can't recall if you need to install the Hill 206 desert map or is it for another desert mission.Best to read the instructions.I'll try to see if I still have the read me text file in my game.

Cheers


Title: Re: Desert Mod
Post by: Stig on November 09, 2010, 11:02:21 PM
...after you have extracted the file...

That's the rub. When I open these things with 7-zip, I usually see scads of folders that replicate the folders within the game. Seems to be a lot of room for error, because within the game's folders themselves, there seems to be a lot of path duplications.

Shouldn't the .rar file extract properly to all folders provided you extract it to one folder at the root of all the files in the archive? That's what I'm unsure of: which "root folder" should I point 7-zip to?

This one, in particular is confusing because it appears to have other .rars inside it, and some files the like of which I don't see anywhere within the game's folder structure. For simpler mods with fewer files and less complicated paths, I just copy and paste to the various folders.