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Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => C.U.P. Downloads => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Module 1: MME (Modular Map Expansion) => Topic started by: SAS~Monty27 on July 04, 2015, 11:08:27 PM

Title: SAS-Modular Map Expansion - PART 12
Post by: SAS~Monty27 on July 04, 2015, 11:08:27 PM
SAS-Modular Map Expansion - PART TWELVE

SAS-MME12.RAR


INSTALL NOTES:
REMEMBER TO JSGME DISABLE JSGME DEF-SKIES OPTION (IF ACTIVE) BEFORE INSTALL


Simply UnZIP/UnRAR all contents directly to your main Il2 Directory and allow overwrite when prompted.

Comprises improved/additional textures.
Object updates and new Static.INI for all CUP modules.

Constructed to function properly with PAL's MissionPRO Combo (JSGME enabled and included in CUP); the CUP Maplist is divided regionally and alphabetically with detailed credits and consistent labelling.  These features are added to make life easier for FMB Mission Builders and many of the very best Mission Builders and Il2 Map Makers have worked on its design.

NEW CONTENT:

(http://i.imgur.com/VIWPmDD.jpg)

Palua (REDKO) Finally sorted out with all the proper textures, a classic
https://www.sas1946.com/main/index.php/topic,6146.0.html

Thanks to Deci and Griphon for helping to fix the texture pathways here.  Finally Redko's beautiful map looks and works as it should.

(http://i.imgur.com/XsiasxT.jpg)

MideastBIG v2.00final by Nounette.rar
https://www.sas1946.com/main/index.php/topic,16061.0.html

Repaint of Mideast objects + shadows added Uufflakke
https://www.sas1946.com/main/index.php/topic,45395.msg508306.html#msg508306

MideastBIG V2 adds a ton of authentically placed airfields and faithfully populates this huge region.  Nounette's excellent map is even further enhanced by Ufflake's texture and shadow upgrades for the Middle East buildings package.

(http://i.imgur.com/vW4Fbqc.jpg)

CRETE (High Resolution 2048x2048) Uufflakke
https://www.sas1946.com/main/index.php/topic,41447.0.html

Uuff_Crete-with 4 RL located jet airbases SAS~Tom2
https://www.sas1946.com/main/index.php/topic,46045.0.html

The High-res treatment, by Ufflake, for VKG's Crete, looks incredibly sharp and clear.  Packed into SFS results in no impact on framerates.  Tom2 adds a second version we call 'Crete Jet Age'.  This map adds several modern airbases to the region, making it perfect for modern jet training scenarios.

(http://i.imgur.com/R8PXQv7.jpg)

PNG UPDATES
The latest updates from the superb PNG Project...

Maps from TD413
Tobruk
Slovakia Autumn

DOWNLOAD SAS-MME12.RAR
https://www.mediafire.com/?p6mfne7icvk2xs9


SAS~Monty27
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: henkypenky on July 05, 2015, 04:22:40 AM
Wow, updating CUP is starting to look like work  :) Do you ever sleep Monty? No matter what; thanks a lot for all your effort
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: Forager on July 05, 2015, 06:32:19 AM
This and the other 3 additions are much appreciated.

Thanks to all involved and special THANKS to You,  SAS~Monty27, for all the time and effort to put these packages together for us..
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: SAS~Monty27 on July 05, 2015, 07:57:22 AM
Wow, updating CUP is starting to look like work  :) Do you ever sleep Monty? No matter what; thanks a lot for all your effort

Its fun, a lot of us do the work together, and the key is to keep it organised.  I actually had a week downtime because of a busted phoneline.  But this weekend has been good!  ;D
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: MR_G on July 05, 2015, 01:18:07 PM
Great. I had already added the Fw_PNG map and  redko_palau maps the old fashioned way, but I can now take them out, to rely on the sfs way.
Almost forgot that I can now take out the _Tex items that I had to add to make them work.
My CUP is now back to "Clean".


Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: Griffon_301 on July 06, 2015, 09:35:31 AM
Simon, redko´s Palau map still has a problem...there is trees in the water in the sea inlet towards the famous airstrip..they are even visible on your screenie;
I think I read that you got rid of them; its not a big issue but then again, if you got them removed already :)
those water buffaloes might get around easier then :)
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: decipher on July 06, 2015, 05:19:09 PM
actually those trees in the water are put there by redko on purpose.

he used this method to mimic mangrove swamp area or something like that. the water was all overgrown with stuff in those jungle regions.

he described this in one of the postings in the original redko_palau map thread. he did offer an optional download with the cleaned up and removed trees, but didn't add this to the first posting.. its somewere around. page 6? i forgot. so lazy :D

Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: ol' Navy on July 06, 2015, 06:26:31 PM
Palua (REDKO) Finally sorted out with all the proper textures, a classic
https://www.sas1946.com/main/index.php/topic,6146.0.html

Thanks to Deci and Griphon for helping to fix the texture pathways here.  Finally Redko's beautiful map looks and works as it should.


I still can't get that thing to work (Palau (redko))  I did notice the link to the original post.  Does that mean that we need to download the files from there and then install it ourselves (or attempt to), _Tex file and all?  Sorry for my not "getting it".  And also, there was a reply recently about a glitch in the all.ini that the little _ should be removed.  That didn't help me either.  Thank you.
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: decipher on July 06, 2015, 11:40:30 PM
hey ol' Navy,

on a clean installation of cup updated up to this new maps part 12 (and just to be sure, WAW part 12), the redko palau map should now work properly without any other patches/fixes.

i just checked again, yes, works like monty presented. basically the mapsmod/maps folder is now empty (with the exception of the all.ini) file, if you have not acitvated any JSGME optional sky mods... because all the fixed maps are now in the SFS files hidden in the archives.

if it still doesn't work properly for you... i am afraid there might be something wrong with your cup installation. i saw that you had problems in another thread, i really hope you can get it to work properly again soon, but theres not much direct help i can offer on this specific topic now.

Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: Draken on July 07, 2015, 01:10:34 PM
Thanks !
What are the hashes of this file , please ?
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: ol' Navy on July 07, 2015, 05:11:52 PM
hey ol' Navy,

on a clean installation of cup updated up to this new maps part 12 (and just to be sure, WAW part 12), the redko palau map should now work properly without any other patches/fixes.

i just checked again, yes, works like monty presented. basically the mapsmod/maps folder is now empty (with the exception of the all.ini) file, if you have not acitvated any JSGME optional sky mods... because all the fixed maps are now in the SFS files hidden in the archives.

if it still doesn't work properly for you... i am afraid there might be something wrong with your cup installation. i saw that you had problems in another thread, i really hope you can get it to work properly again soon, but theres not much direct help i can offer on this specific topic now.



Decipher, thanks.  Heck, I always have some sort of problem or the other.  But I do notice now, in and after my attempted re install, my Maps folder has some stuff in it besides the all.ini.  Obviously I screwed something up when I went through the process, but I am gonna work on it later this evening.  I'm always skeptical of my abilities to do such, but I just keep on hoping.  One of these days maybe I'll get lucky and can quit embarrassing myself here in the forum.  Thanks again for your advice.
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: creature on July 08, 2015, 12:04:26 PM
Quote
One of these days maybe I'll get lucky and can quit embarrassing myself here in the forum.  Thanks again for your advice.

ol' Navy:

LOL, don't worry about embarrassing yourself, we all do it sooner or later.  I have a suggestion for you.  As I recall you have the hard drive space, so keep two copies of CUP on it (you can name it something like CUP1, CUP2) and use one as a test and do whatever you want to it.  Don't worry about screwing it up because the way monty designed all this, it would be an easy reinstall.  Wouldn't take a lot of time.  So have fun with it.  Sometimes the best way to learn is to screw it up :) 

c
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: ol' Navy on July 08, 2015, 02:47:34 PM
Quote
One of these days maybe I'll get lucky and can quit embarrassing myself here in the forum.  Thanks again for your advice.

ol' Navy:

LOL, don't worry about embarrassing yourself, we all do it sooner or later.  I have a suggestion for you.  As I recall you have the hard drive space, so keep two copies of CUP on it (you can name it something like CUP1, CUP2) and use one as a test and do whatever you want to it.  Don't worry about screwing it up because the way monty designed all this, it would be an easy reinstall.  Wouldn't take a lot of time.  So have fun with it.  Sometimes the best way to learn is to screw it up :) 

c

It is funny you mention that.  Just yesterday, I put a copy of the game on one of those little drives that fit into a USB port (can't remember what they are called) and I also made a copy of it on an external drive.  I play the game on drive C, and I guess I will put it over on my other HD also.  And I do have a backup of my WAW folder.  That should cover me I think.  This fresh reinstall stuff, although not terrible, is kind of nerve racking for me.  It gives me quite a bit of potential to screw something or other up.  And while we mention it - you mention that Monty made reinstall easy.  Do you mean that, since I only play WAW thus far, and I have that folder backed up (thru the latest map 12 and WAW 12), all I would need to reinstall would be to copy my backup WAW folder into the game and get rid of my "old" one?  I thought of that but it sounded much to simple and quick.  Thanks. 
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: creature on July 08, 2015, 04:40:09 PM
Quote
And while we mention it - you mention that Monty made reinstall easy.  Do you mean that, since I only play WAW thus far, and I have that folder backed up (thru the latest map 12 and WAW 12), all I would need to reinstall would be to copy my backup WAW folder into the game and get rid of my "old" one?  I thought of that but it sounded much to simple and quick.  Thanks

That depends entirely on how bad you dink'ed it up:)))

Here is what I suggest as a practice run.  Now this is only my advise and in no way do I commit to it being the right way :)

Create a new CUP folder with .412 and modact.  Than install the MME packs 1-12.  Than Install WAW 1-12.  See how long it takes and obviously check to see if it works.   Try your suggestion above about copying your back up to the test CUP folder.  Just play around with it.

Also, do this separately.  After you have done the above!!  for knowledge purposes only.

Instead of extracting the WAW modules to the CUP directory, do this.

Create a folder called OlNavytest.

Extract the WAW modules to this folder.

Open up the OlNavytest folder and see what it contains.

Obviously nothing will work, but it's great way to learn what each module is installing.

The OlNavytest folder is just for information only!!  This in no way is the procedure for installing CUP!!!!

I hope this helps in understanding how all this works.  If I confused you at all just let me know before you do anything:))

c
Title: Re: SAS-Modular Map Expansion - PART TWELVE - SASMME12
Post by: PapaG39 on July 08, 2015, 05:05:58 PM
Hey Monty27...Great maps & WAW updates and so fast since the last updates...u guys just amaze me.

I was wondering though if you ever had time to look into those Jivers gunsounds or something with a little "crack" to it for
the #WAW scenario...

U did make them to work in the ModAct 5.30 for several aircraft & I thank you for that.