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Author Topic: TFM-412 The Next Level  (Read 1140490 times)

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Fitter514

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Re: TFM-412 The Next Level
« Reply #1848 on: January 03, 2015, 07:41:05 AM »

Dietz

I had the same idea of re-installing TFM to clear up some minor problems I was having and ran into the exact same problem. Did you happen to use some of the ModAct options before installing the TFM packages? The one I’m specifically referring to is “#SAS Water=4 by Carsmaster “. When I disabled this mod the rest of TFM install worked fine. Not sure why this particular mod caused the problem though.
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dietz

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Re: TFM-412 The Next Level
« Reply #1849 on: January 03, 2015, 08:23:29 AM »

Dietz

I had the same idea of re-installing TFM to clear up some minor problems I was having and ran into the exact same problem. Did you happen to use some of the ModAct options before installing the TFM packages? The one I’m specifically referring to is “#SAS Water=4 by Carsmaster “. When I disabled this mod the rest of TFM install worked fine. Not sure why this particular mod caused the problem though.

I will take your advise & do a new install...did you uninstall water=4 while you had the other mods in JSGME all installed on the right( not lrft) side or when doing a completely new install?
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Fitter514

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Re: TFM-412 The Next Level
« Reply #1850 on: January 03, 2015, 08:49:40 AM »

Dietz

I tried to re-install the water mod after the complete TFM install and the same problem came back. You should be able to uninstall the water mod at any time to correct the problem that started with pack 16. Hope this helps!!
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dietz

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Re: TFM-412 The Next Level
« Reply #1851 on: January 03, 2015, 09:17:50 AM »

Dietz

I tried to re-install the water mod after the complete TFM install and the same problem came back. You should be able to uninstall the water mod at any time to correct the problem that started with pack 16. Hope this helps!!

Yes...it did finally a fix.I also deleted a Navy Enterprise career I start4ed as a test ...there may have been some tiny conflict here as well.In any case thank-you.I would have never found this conflict on my own!I was getting so frustrated trying to get a perfect install of all these terrific Mods that I almost was going to quit 1L-2 COMPLETELY.Now to tackle the next 20 or so DBW mods!
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Fitter514

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Re: TFM-412 The Next Level
« Reply #1852 on: January 03, 2015, 10:03:09 AM »

Dietz

Glad to hear you’re back on track. I was going through some earlier posts to see if I could fix the problem and get Water =4 by Carsmaster to work. I’m wondering if I changed the water value from the default 1 to a higher # in conf.ini. I’ll have to wait to try it out as I’m on my wife’s laptop now because I’m competing for gaming computer time with my 14 year old son. I’ll let you know how I make out.
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cheruskerarmin

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Re: TFM-412 The Next Level
« Reply #1853 on: January 03, 2015, 03:56:03 PM »

As a total modding noob I installed nearly all these SAS Modact 5.3 mods prior to the TFM files, of course all on a totally new and clean Vanilla 4.12.2 game. Following exactly the instructions i'm not aware i made a mistake but i noticed there is i.e. a rounded engine cowlings mod in the TFM packs as well. This is something which perhaps isn't described quite clear - which of these modact mods are already involved in the TFM packs. However it all ended after three days of installing/activating in a spoiled result. I. e. can't use any Bf110 planes, the half of them are missing and the G4 isn't accepting it's waypoints - with no skin tab showing up.

Anyhow what i saw so far is really overwhelming, all these new maps and i. e. the beautiful new lancaster. You guys did fantastic work and therefore I will await CFM - and try again :).

ATB
Armin

   
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moepkid

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Re: TFM-412 The Next Level
« Reply #1854 on: January 03, 2015, 04:27:54 PM »

Well Monty, i've been monitoring this thread allot and well i'm just so freakin happy that a all-in-one package is coming :D :D :D
I seriously wanted to install everything again but like i said a few posts back, it took me days and eventually it didnt work :( Now i've got my fresh il-2 install ready to get extended by the CFM mod :D

All i've got to say is thanks monty and the rest for the great mod :D
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dietz

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Re: TFM-412 The Next Level
« Reply #1855 on: January 03, 2015, 05:38:18 PM »

Dietz

Glad to hear you’re back on track. I was going through some earlier posts to see if I could fix the problem and get Water =4 by Carsmaster to work. I’m wondering if I changed the water value from the default 1 to a higher # in conf.ini. I’ll have to wait to try it out as I’m on my wife’s laptop now because I’m competing for gaming computer time with my 14 year old son. I’ll let you know how I make out.



As I had figured most of my problems were self inflicted,but I appreciated your's( & others.) This morning I took everything back to ( almost )the beginning & tested every Mod (#6 turned out to need to be re-installed for some reason...)including the first ones .Almost immediately I ran into problems in game play.I won't go into the list, but here is what turned out to be my major glitch: I had transferred my old complete Missions Folder from a very long lasting install.This created conflicts with the JSGME installs,because I believe theMissions were complete with "Mods Missions" & aircraft that hadn't been installed yet early in the JSGME process.When I went back to the very basic Missions folder from the vanilla install,all the new Mods worked ( up until at least #16 where it all started & where I am now.I'll try to add the folder again when all the JSGME Mods are up & working- fingers crossed!) I initially had some problen with the SAS POV mod ,but I magine it will be ok when I finish loading everything else ( after all I'm on a roll...)I've held off in loading several other JSGME mods as well: Mission Pro,Water=4, but will try them again a bit later.I understand that Mission Pro may interfer with Carrier catapult operations so we shall see.I also eliminated the crimea map early on& that helped in QMB - it later was re-installed in working form in I'm guessing #16.This sad little story of my own screw ups may not be of any help , but who knows? I hope so! ;)
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wayno77

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Re: TFM-412 The Next Level
« Reply #1856 on: January 03, 2015, 07:42:28 PM »

Dietz

Glad to hear you’re back on track. I was going through some earlier posts to see if I could fix the problem and get Water =4 by Carsmaster to work. I’m wondering if I changed the water value from the default 1 to a higher # in conf.ini. I’ll have to wait to try it out as I’m on my wife’s laptop now because I’m competing for gaming computer time with my 14 year old son. I’ll let you know how I make out.


If you enable the water 4 mod you do need to set 4 in the config and be using an NVidia card....


VideoSetupId=2
Water=4
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

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UberDemon

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Re: TFM-412 The Next Level
« Reply #1857 on: January 03, 2015, 10:53:35 PM »

Sorry to hijack this thread a little, but everytime I see UberDemon posting here it brings back memories of the UQMG and make me think how coul would have been this utlity with the new planes and maps.  :o

I am waiting to see CFM and DBW 2.0 before I start work on UQMG again.

It has been hard starting over again because I had to stop work on it for a long time due to issues I don't really wish to discuss here... what I can tell you is that the new design is made from the get go to work with mods (aircraft, and objects).  But New maps will always be a problem.  There is no good way to create dynamic content on IL-2 maps without a lot of personal time developing mission templates.  Of course there are ways to develop ways around that... for example, interpreting the 2D maps, but to truly create a dynamic world, I would need access to interpreting the entire road/railway complex, detailed topography, detailed understanding of the towns, all bodies of water, bridge locations, and a detailed understanding of the design and points around airbases (taxi points, take off points, parking locations).  I know this data resides within the 3D models, but I do not have a good grasp on how to extract that data from the existing files.  Then there is quite a bit of trig and geometry to program all angular combinations in every map... and if the rotation axis is screwed up, then things don't work well... I have been banging my head against the wall for years trying to come up with better ways to get the whole dynamic map design going, but the IL-2 construct does not allow for that.  The beauty of IL-2 is that from a mission design perspective, it is an empty canvas, allowing total artistic freedom (well, with some limitations) on the part of the author, but there are also difficulties.

Take for example Lock On, Modern Air Combat (LOMAC).  The maps are quite alive without the need of too much tweaking when generating a mission.  IL-2 maps are quite dead, unless you populate them.  You could spend 50 hours populating every aspect of one of the smaller online maps in IL-2, and you will probably miss things, especially after hours of tedious repetition... now think of a map like the Gulf of Finland... the effort would be multiplied by at least 30 in time and amount of work to create the content for the maps.  We are not even talking FPS yet.

The only way to overcome that is to programmatically create a way to add dynamic content to the maps.  There's gotta be a better way to do that without having to create map templates .  We all just need to figure out how to do it... not so much from a map design perspective (new map mods), because I know that already exist, but from a mission design perspective.

...but back to TFM.  It rocks.  And I can't wait for CFM.

UberDemon/danzigzag
www.uberdemon.net

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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

vpmedia

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Re: TFM-412 The Next Level
« Reply #1858 on: January 04, 2015, 01:00:55 AM »

CFM is DBW 2.0 :)

RealDarko

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Re: TFM-412 The Next Level
« Reply #1859 on: January 04, 2015, 02:23:13 AM »

CFM is DBW 2.0 :)

I agree.


I am waiting to see CFM and DBW 2.0 before I start work on UQMG again.

It has been hard starting over again because I had to stop work on it for a long time due to issues I don't really wish to discuss here... what I can tell you is that the new design is made from the get go to work with mods (aircraft, and objects).  But New maps will always be a problem.  There is no good way to create dynamic content on IL-2 maps without a lot of personal time developing mission templates.  Of course there are ways to develop ways around that... for example, interpreting the 2D maps, but to truly create a dynamic world, I would need access to interpreting the entire road/railway complex, detailed topography, detailed understanding of the towns, all bodies of water, bridge locations, and a detailed understanding of the design and points around airbases (taxi points, take off points, parking locations).  I know this data resides within the 3D models, but I do not have a good grasp on how to extract that data from the existing files.  Then there is quite a bit of trig and geometry to program all angular combinations in every map... and if the rotation axis is screwed up, then things don't work well... I have been banging my head against the wall for years trying to come up with better ways to get the whole dynamic map design going, but the IL-2 construct does not allow for that.  The beauty of IL-2 is that from a mission design perspective, it is an empty canvas, allowing total artistic freedom (well, with some limitations) on the part of the author, but there are also difficulties.

Take for example Lock On, Modern Air Combat (LOMAC).  The maps are quite alive without the need of too much tweaking when generating a mission.  IL-2 maps are quite dead, unless you populate them.  You could spend 50 hours populating every aspect of one of the smaller online maps in IL-2, and you will probably miss things, especially after hours of tedious repetition... now think of a map like the Gulf of Finland... the effort would be multiplied by at least 30 in time and amount of work to create the content for the maps.  We are not even talking FPS yet.

The only way to overcome that is to programmatically create a way to add dynamic content to the maps.  There's gotta be a better way to do that without having to create map templates .  We all just need to figure out how to do it... not so much from a map design perspective (new map mods), because I know that already exist, but from a mission design perspective.

...but back to TFM.  It rocks.  And I can't wait for CFM.

UberDemon/danzigzag
www.uberdemon.net



I also can't wait for it to be released, it will be just amazing. Regarding UQMG I can see your difficulties, wondering If I can help somehow. Maybe is possible to build missions with "Ground Target" areas and UQMG can take objects/units templates randomly and place them there? I have a friend that is a professional programer, maybe he will have an idea about that.
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