Loading [MathJax]/extensions/Safe.js

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 5: TGA (The Golden Age) => Topic started by: SAS~Monty27 on August 11, 2015, 09:31:00 PM

Title: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 11, 2015, 09:31:00 PM
A NEW MODULE FOR CUP

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

#TGA - THE GOLDEN AGE:

The Golden Age began with the end of the First World War and the development of the first passenger aircraft.  This was the period of record attempts and the great air races.  Events like the Thompson Trophy and Schneider Trophy air races gave rise to the Gee Bee and the Supermarine S4.

Following WWI air power was widely employed in order to police the vast worldwide British Empire.  This is the first time the Hawker Hind and Vickers Vilderbeest saw action.  The British and Italians were the first to employ 'strategic bombing' which was used to contain and eliminate warlords in Afghanistan and Erritrea (Etheopia). 

By the early 1930's Japan's air force greatly assisted its expansion into China and East Asia.  Then in 1936 the Spanish Civil War touched off a confrontation between the new facist forces and an alliance of free volunteers and communists.  In this crucible was forged a technological arms race that would ignite across the planet in the Second World War...

(http://i.imgur.com/u128Dw8.jpg)

THEMED OPTIONS:
TGA is designed as the ideal backdrop for various historic scenarios.  With switchable splashscreens the presentation can focus on any of the different aspects of the period: The Golden Age, the Sino-Chinese War, the Spanish Civil War etc.  Right away TGA will be a natural home for much of Poltava's and Craken's SCW-Campaign work, many of my favourites!

(http://i.imgur.com/C7x3y00.jpg)

THE TGA CREATORS:
Thanks to SAS~Poltava for researching this project, especially the Spanish Civil War, over many years and assembling the definitive flightline for the period.  Thanks also to RedEye_Jir for his work building UltraSpain, an invaluable reference, and so many of the original maps and mods used in the first place. 

This C.U.P. Module builds on such work and takes it a lot further.  SAS~Epervier, Mission_Bug and Stefan_G have provided many more 412 conversions and extra static aircraft for the new additions.  The Golden Age features all of the early Bf109 variants from B1 to E4, and their static model counterparts, as well as many more aircraft of the period.

The Golden Age module plugs into the vast resource of all CUP maps and a massively upgraded object set enhanced with Wingflyer's improved meshes and even more vehicles added by Tomoose and Whitecat.

Thanks to DreamK and Gio963tto for building the majority of the aircraft of this period too.  This set is a tribute to their astonishing collection of aircraft and helps to put many of them them into context.  Browsing the FMB object window is an absolute delight!

The Golden Age module also comprises many of the more obscure Il2 mods.  The Inter-War years aircraft are not so well known and a little off the beaten track.  These mods were often produced with a great deal of collaboration over long periods of time and some are quite old.  The main instigators and developers of these projects are: Beowulf, CWatson, Dreamk, Ectoflyer, Gio963tto, Paulus and Skipper.  I hope you will all enjoy the unique 'flavour' of the period presented and the 'missing link' of CUP Modules.  Module-05 is, chronologically speaking, actually Module 1B!

(http://i.imgur.com/8Xjh61j.jpg)

DON'T LIVE IN THE DARK!  GET THE CUP MANUAL V05 AND STAY INFORMED.

C.U.P. Module-05 The Golden Age
Credits - What's in it, who made it?

Covered on pages 19/20/21 of the latest edition CUP-Manual-V05.PDF

CUP Manual V05
https://www.mediafire.com/?1mz323ft5kksz6l

(http://i.imgur.com/tW5jY9k.jpg)

The Golden Age Part-01
https://www.mediafire.com/?v6snaalivi1sai8

The Golden Age Part-02
https://www.mediafire.com/?cccbhyc5d427d5u

The Golden Age Part-03
https://www.mediafire.com/?0jvcx9vzwi5d4jr

The Golden Age Part-04
https://www.mediafire.com/?s86kdoa866dwfdk

C.U.P. SPECIAL INSTRUCTIONS PRIOR TO INSTALL
JSGME - Disable CHECK -


#CUP_VisualMOD8-v4122
#CUP_VisualMOD9-v4122
#CUP_MissionProCombo-v4122

Re-enable as required AFTER INSTALL

Options prefixed '#CUP' will be replaced to include #TGA within their structure.  All other options #DOF/#WAW/#JTW etc. remain the same and do not have to be touched.  You will also gain new JSGME options prefixed #TGA.

To install - UnRAR/UnZIP direct to main Il2 directory, overwrite when prompted:

Activate JSGME #CUP-Options for preference
Activate JSGME #TGA-Options for preference
Activate JSGME #TGA_DEF-SKIES in order to use #TGA with Whistler's TB-Skies randomiser.


SAS~Monty27
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Griffon_301 on August 11, 2015, 10:01:37 PM
Hello Simon!

woowwww, great work!!! thanks a lot for your continued dedication to the sim and for providing us with all these wonderful updates!
now we only need some good campaigns to go along (hint ;) )
well need to compare TGA to my own Gathering Storm and see how I can merge them :)

cheers
phil
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 11, 2015, 10:04:41 PM
Thanks for your help and input during testing Phil.  I'm thinking of SAS~Poltava above all.  This is his baby!  I think we shall be able to drop a lot of his SCW campaigns straight in there with minimal tweaking, only where we want to add even more features!   8)

And you are right about campaigns too - FMB FULL STEAM AHEAD!  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Forager on August 11, 2015, 10:18:58 PM
Thanks to all involved, this one has been top of my wish list since CUP was released.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Griffon_301 on August 11, 2015, 10:38:35 PM
yeah you are so right, this is basically Peter´s baby; and I can confirm that at least two of his campaigns set in the prewar era work without much trouble under 4.12; I tried his Hawks over the Yangtze (I think thats the name) and one of the SCW campaigns in my own TGS module and enjoyed the experience;
the only problem I have noticed in my TGS is that certain two seaters do not shoot back at you (the gunners track you but dont open up on you) and some of the flight models seem to be too UFO-like;
I tried some carrier ops using these big Japanese biplane divebombers (the D1A) and had big trouble landing them on the Hosho for example;
they do not loose speed in the approach as they should and you literally have to fight them down onto the deck; also, their hooks seem to be way to small or too short; I am quite good in carrier landings but this combo got me sweating while trying to land....
(well, the same is true for the SB2C which also does not seem to loose speed as it should; you can even fight Japanese fighters with it and have some measure of success)

well, but back to the topic; great job, looking forward to trying this one out :)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 11, 2015, 11:16:36 PM
Flight model issues and tweaking are going to be down to individual mods.  CUP simply installs this massive amount of material in a working format.  With all we have in CUP; a non-modular design would be bursting apart at the seams. 

Individually adding each piece would be inconvenient for most and impossible for many more.  Without SFS compression the overall disc-size would also be many times larger.  By working these packages we are able to tweak and fix most issues as they arise and keep it all together.  Imagine the nightmare of a loose install with no backup, never again!  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: cgagan on August 11, 2015, 11:34:08 PM
Great and much anticipated package!!!! Many thanks to Simon, SAS~Poltava, Dreamk, Giotto and all involved,
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Draken on August 12, 2015, 12:17:39 AM
Thanks !
What are the checksums of the files , please ?
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: benitomuso on August 12, 2015, 04:28:12 AM
Very nice! Simon, is this module recognized as WAW into the launching screen? Probably it would require some tweaking...
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 12, 2015, 06:28:26 AM
The intro-lines work OK but the classfiles would certainly benefit further from your magic Pablo, please!  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: spartan18a on August 12, 2015, 10:12:34 AM
You´ve made my day!!! Downloading and biting my nails  ;)
Finally, I´ll be able to fly the Spanish Civil War.
No doubt, this is one of the necessary modules.
Thanks a lot! (I will not write A loooooot .... so I´m not told off again for pressing the keys too much  :P)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Jenato on August 12, 2015, 12:28:01 PM
Magnificent! But, what could be the reason a lot of planes are not visible and impossible as such to fly.
For instance: Breguet 19, Do-17Z and Z2, Caproni Ca-133, Casa-352L, Fiat Cr-20, all Fiat Br-20 bombers, Fokker C.X Hispano and Pegasus, He-46 C1 and C2, Koolhoven Fk.51 both versions, all Potez versions, PWS-10, Grumman Delphin, Romeo Ro-37, all SM-81's, all Vultee's. In understand there are more planes in QMB not mentioned in the C.U.P manual V05, but these above are in the list.
Any sugestions?

Greetings,

Jenato
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Jenato on August 12, 2015, 01:13:57 PM
I decided to remove all four parts of the C.U.P. Golden Age module and installed it all over again.
After a pc restart all planes were there.... It must have been something I did, almost certain of that... :-[

Nevertheless, a beautiful Mod and with the Spanish maps.... a lot of opportunities!
Congratulations!

Jenato
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Forager on August 12, 2015, 02:10:30 PM
Jenato, the planes in your list show up for me in the QMB but some crash the game when launching a quick mission.

 I got this logfile when I launched the Koolhoven_FK51J in the QMB.
It loaded the scramble mission to 30% and the game crashed.

Code: [Select]
'FlightModels/Koolhoven_FK51J.fmd:Parasol5_FM' is being loaded from File: 'parasol5_fm'
FM called 'FlightModels/Koolhoven_FK51J.fmd:Parasol5_FM' is being loaded from Alternative File: 'parasol5_fm'
FM called 'FlightModels/Armstrong_Siddeley:Parasol5_FM.emd' is being loaded from File: 'parasol5_fm'
FM called 'FlightModels/Armstrong_Siddeley:Parasol5_FM.emd' is being loaded from Alternative File: 'parasol5_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
Flight Model File FlightModels/Koolhoven_FK51J.fmd:Parasol5_FM contains no Mach Drag Parameters.
FM called 'FlightModels/Koolhoven_FK51J.fmd:Parasol5_FM' is being loaded from File: 'parasol5_fm'
FM called 'FlightModels/Koolhoven_FK51J.fmd:Parasol5_FM' is being loaded from Alternative File: 'parasol5_fm'
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.CockpitKoolhoven_FK51.<init>(CockpitKoolhoven_FK51.java:57)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3320)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2690)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I tried some(not all) from your list and most worked but the Vultee crashed at 30% load with this logfile entry:

Code: [Select]
'FlightModels/Wright_Cyclone1820SPAIN:VulteeV1A_EM.emd' is being loaded from Alternative File: 'vulteev1a_em'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
Flight Model File FlightModels/VulteeV1A.fmd:VulteeV1A_FM contains no Mach Drag Parameters.
FM called 'FlightModels/VulteeV1A.fmd:VulteeV1A_FM' is being loaded from File: 'vulteev1a_fm'
FM called 'FlightModels/VulteeV1A.fmd:VulteeV1A_FM' is being loaded from Alternative File: 'vulteev1a_fm'
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.CockpitVultee.<init>(CockpitVultee.java:83)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3320)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2690)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Do all of the planes you listed now load properly in the QMB?
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 12, 2015, 04:41:57 PM
I agree, THANK YOU FOR THE LOGFILE - BLOODY MARVELOUS!!!!!!!!!!!!!!!!

I'm getting the issue too for several planes that are playing up again.  Its a tiny fix, due to classfiles missing from the Part-04 Upload.  TGA-Part-04 will be Updated ASAP.  Its not a large file anyhow.

(http://i.imgur.com/HHuPf0h.jpg)

SFS Compression sometimes alters the load order and classfiles loose their priority.  That's how testers can miss something that worked totally OK on a previous pass.  That's why we have the !0000_Classfiles folder at the top of the mod order. 
 
**********************************************************

The latest version of: C.U.P.- Module 05 - Golden Age Pt04.rar is 407Mb and contains a new readme headed:

REVISED UPDATED DOWNLOAD:V2

**********************************************************

TGA Part-04 Changelog

Some compressed classfiles re-instated so that all aircraft are present and correct in QMBPRO once more.

New TGA18.SFS fully fixes all 412 Aircraft upgrades.

DH89a Dragon Rapide - Removed from QMBPRO but still avaialable to campaign builders as an AI or Airstart.

Macchi MC72, 1931 - Removed from QMBPRO but still avaialable to campaign builders as an AI or Airstart.
 
Beautiful new Jero wheels for Grumman Delphin re-instated.

**********************************************************

If you see this you have the latest version.  Install as before, last of all, drop it into your main Il2 directory and overwrite.  I'm sorry for any inconvenience, most people do understand that this kind of compression and upload gets a little complicated at times.  In this case we needed another pass and a few items were left behind in the hangar.

Never mind, its out, and its beautiful!  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Forager on August 12, 2015, 07:53:19 PM
SAS~Monty27, that fixed my issues, thank you for the rapid response.

I hope you realize how much we here appreciate what you have done and are doing for us.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Griffon_301 on August 13, 2015, 03:06:52 AM
thanks a lot Simon! now everything works! just noticed yesterday when i testfired TGA that although the planes showed up in QMBPro, when starting a mission I just got the weirdo sky screenie, indicating a problem somewhere... I did not have the time to look at logs or do further testing, and before I could do that today, e voila, you have posted the fix already!

great job!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Jenato on August 13, 2015, 07:36:54 AM
Everything is loading all right now. Problems solved! Thanks for the fix SAS~Monty27!

Magnificent job!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 13, 2015, 07:51:47 AM
thanks a lot Simon! now everything works! just noticed yesterday when i testfired TGA that although the planes showed up in QMBPro, when starting a mission I just got the weirdo sky screenie, indicating a problem somewhere... I did not have the time to look at logs or do further testing, and before I could do that today, e voila, you have posted the fix already!

great job!
Aha!  As we are opposite sides of the world Phil, I get everything done before you wake up!  8)

Bloody uploads, will I ever get the hang of it?  Thanks for being so good about it lads.  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Jenato on August 13, 2015, 08:03:10 AM
Did some test a few moments ago. The Koolhoven with Whirlwind engine has no sound in FMB. The Jaguar works perfectly...
Can something be done about it?

Jenato
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 13, 2015, 05:12:52 PM
Did some test a few moments ago. The Koolhoven with Whirlwind engine has no sound in FMB. The Jaguar works perfectly...
Can something be done about it?

Jenato

Yes, this is more 412 conversion trouble.  Many great new features were added by TD412; taxi to takeoff and skinnable statics being among the biggest breakthroughs.  However, sweeping code changes left so many mods and effects high and dry we are still picking up the pieces!

Try this soundset - UnZIP/UnRAR to main IL2 Directory

Enable #TGA_Sound with JSGME

#TGA_Sounds.RAR
https://www.mediafire.com/?vs1vsu94o0gq4am
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Darkwind on August 13, 2015, 07:00:18 PM
I have had a flawless install from beginning to end with all of CUP..Thank you "Magic Monty 27"  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 14, 2015, 02:32:02 AM
I have had a flawless install from beginning to end with all of CUP..Thank you "Magic Monty 27"  ;D

Sounds like we have another one who actually reads the manual - I will alert the authorities!  ;D

Thanks are due to the guys on this forum too, nobody can be everywhere, so good feedback helps it all come together.  I feel like I have a fantastic install of a sim masterpiece and its good to know that so many share that.  ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: chupag72 on August 14, 2015, 05:38:32 AM
I do not work.Install-runs a stock version of the game
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: magnus on August 14, 2015, 07:52:55 AM
First, thank you for all the hard work and time for all of CUP.

I installed CUP a few months ago and had no problem running it in any flavor.

After loading the Golden Age and the new Jet War mods I can run everything except the quick mission builder.

I have no mods installed in JSGME.

This is the end of the log file

Code: [Select]
com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3045)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2687)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1663)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
**net bigship unknown cmd 11
**net bigship unknown cmd 11
**net bigship unknown cmd 11
**net bigship unknown cmd 11
**net bigship unknown cmd 11
**net bigship unknown cmd 11
com.maddox.il2.objects.ActorViewPoint
java.lang.ClassCastException: com.maddox.il2.objects.ActorViewPoint
at com.maddox.il2.fm.FlightModelTrack$SPAWN.netSpawn(FlightModelTrack.java:686)
at com.maddox.rts.NetChannel$SpawnMessage.msgNet(NetChannel.java:2068)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
**net bigship unknown ng cmd 96
[Aug 14, 2015 1:40:27 PM] -------------- END log session -------------

EDIT: next time don't forget to use code option please.

Thanks for any help with this.

I forgot to add that on trying to use the QMB it locks up my computer.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: spartan18a on August 14, 2015, 08:42:39 AM
Just a quick question, if you play a campaign starting in the SCW and move to the WW2, such as Triumph Years, or The Condor Legion, what module should you use?
I couldn't try myself because I'm on holiday without internet ....
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Forager on August 14, 2015, 08:49:03 AM
Magnus, I have no idea how to interpret logfiles but if you missed this step it may explain your problem.:

C.U.P. SPECIAL INSTRUCTIONS PRIOR TO INSTALL
JSGME - Disable CHECK -

#CUP_VisualMOD8-v4122
#CUP_VisualMOD9-v4122
#CUP_MissionProCombo-v4122


Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: edc1 on August 14, 2015, 01:19:43 PM
Hi Monty,
Small problem with the Balearic Island Map in the TGA module.
Just off the coast, near the shore line, (in line with the airfield below the word Valencia on the map)
we have some hangers ,buildings ,refuelling tanks and air field landing mark (red and white).
Not sure how to remove these, they are quite visible when you take off and fly out towards the sea.
Not a major problem with the map  just a little odd.
Cheers edc1 (stan)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: magnus on August 14, 2015, 03:37:45 PM
Thanks, but I have no mods installed.

I also want to say, I do have the new version of part #4.

Sorry and thanks again.

I was looking for a " last quick" line in my log.

I tried the fix anyway and of course it worked.

Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Jenato on August 14, 2015, 04:43:09 PM
SAS~Monty27, I have tried out the TGA soundset and it works fine. A little bit different kind of sounds, but good any way.

Thanks for it!

Jenato
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: PapaG39 on August 14, 2015, 10:49:04 PM
I just stumbled across this new CUP Golden Age modules...I gotta tell you ...you guys have really discovered a fantastic way to put things together for the simple minded computer challenged fokes...

I spent about 3-5 minutes on each of the four downloads.
disabled everything in Jasgme.
installed the four modules into my root il2 CUP game.
installed the SASMME 13pt preview.
put back the Jsgme mods I normally use.
deleted my last quick.
set the thingie to Golden Age and started flying....

I did a re read of the brand new manual & downloaded and installed the Sound add on and now I am just flying
 each aircraft in turn to try  & find a few I like to fly.  so far I like that Casa 352L 1939 tri engine. It is a very smooth flying and landing aircraft.

The Spain maps are a disappoint to me though..I have gone through most all of them and start on the "scramble" scenario" so I can take off and land,but the fields are just a flat color with no couture..

Its like taking off from a snow covered field in a white out.. or landing on a completely flat lake with no ripple action to give you some depth perception.   once in the air the ground looks just normal..  its just close up while on the field.
Of course my old worn out eyes& needing a new glasses update don't help things either...ha ha

Anyway...I salute you all for making such an easy to setup system... ;D :) ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: jerryb on August 16, 2015, 05:01:54 AM
Having re-read the install instructions and followed them correctly this time, TGA runs well, except I cannot load the CUP channel map, all I get is a nice cloudy sky and some sea but nothing moves and there is no aircraft, anyone else encountered this?
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: btasm on August 16, 2015, 08:42:29 AM
No issue installing, then running TGA. However, at least in my install, I noticed two things which seem amiss:

1. Although I have activated the level stabilizers for all mods (#CUP+Stabs4All), it doesn't function in TGA, although it works normally in all other eras.

2. Activating the "Japanese Version Switch" (#TGA_Ju38) makes no change in TGA. Presumably, this switches the install to the Sino-Japanese War, but all aircraft remain the same, i.e. there are no Japanese aircraft after switching.

Any thoughts would be great.

EDIT: One minor correction. The two Type 94 Japanese seaplanes are available.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: markino on August 17, 2015, 03:14:38 AM
Hi CUP team, many thanks for this wonderful jewel! I will set it soon as possible!
Just a question: I will disable via jsgme all #cup modules before installing TGA or only (one of this) #CUP_VisualMOD8-v4122; #CUP_VisualMOD9-v4122; #CUP_MissionProCombo-v4122?

Many thanks for your explanations.

Ciao.

Marco
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 17, 2015, 07:07:52 AM
Hi CUP team, many thanks for this wonderful jewel! I will set it soon as possible!
Just a question: I will disable via jsgme all #cup modules before installing TGA or only (one of this) #CUP_VisualMOD8-v4122; #CUP_VisualMOD9-v4122; #CUP_MissionProCombo-v4122?

Many thanks for your explanations.

Ciao.

Marco

Yes Marco

anything in JSGME prefixed #CUP must be turned off then turned on again after the install.  This is to allow for those addons to take account of the extra module.

SAS~Monty27
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 17, 2015, 07:14:50 AM
Having re-read the install instructions and followed them correctly this time, TGA runs well, except I cannot load the CUP channel map, all I get is a nice cloudy sky and some sea but nothing moves and there is no aircraft, anyone else encountered this?

I suspect you mean in QMBPRO which is a MISSION, not a MAP.  The MISSION almost certainly uses aircraft not available in TGA therefore - no result.  The map itself is fine in FMB.

The solution is to structure future QMBPRO MISSIONS for each specific Module and planeset.  They would be prefixed JTW-Edwards, TGA-Channel etc etc.  CUP prefixed QMBPRO MISSIONS will always be OK for #WAW since that era has the largest flightline and all of the default aircraft too.  Specialist modules are always going to muck about with QMBPRO and are going to need specialist missions.  The Map itself is fine... 

So look out for more QMBPRO specifically for #TGA and #DOF.  We have already started with #JTW too.  ;D


Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: jerryb on August 17, 2015, 08:45:26 AM
What I did is opened the game in TGA, went to QMB, picked a plane and the channel map to just try the plane out, got the nice sky and sea but no plane.  Changed plane, same thing.  Changed map, worked fine.  I don't know what QMBPRO is.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: markino on August 17, 2015, 10:46:15 AM
Hello Simon, many thanks for your reply!! I start to work immediately!  ;)

Ciao!

Marco
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on August 18, 2015, 01:27:17 AM
What I did is opened the game in TGA, went to QMB, picked a plane and the channel map to just try the plane out, got the nice sky and sea but no plane.  Changed plane, same thing.  Changed map, worked fine.  I don't know what QMBPRO is.
Google is your friend:

https://www.sas1946.com/main/index.php?topic=15002.0

These options are included in CUP, active through JSGME - QMBPRO, as opposed to QMB Vanilla.  Its distinctly different.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: creature on August 18, 2015, 10:57:21 PM
Monty:

Told you they'd go crazy over TGA :))

Very nice release!!!!!!

C
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: markino on August 19, 2015, 11:40:48 AM
Hi CUP team, today I upgraded my CUP with #13 MME, #7 & #8 JTA and the wonderful TGA, all work fine!!

My big heartfelt to all CUP team!!!!

Ciao!

Marco
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Poltava on August 21, 2015, 11:50:56 AM
WOT!  :o How could I have missed this one!!?!? Just wonderful!!  ;D ;D ;D

I am so glad and thankful that you have salvaged all those great golden era aircraft over to 4.12. Now I really must try and get my CUP install sorted and fully running!

Now CUP really rules - there is NO comparison  :)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Mission_bug on August 22, 2015, 04:15:34 AM
Thank you very much for this latest addition guys, greatly appreciated. 8)

Strange thing is with this one I had quite a few issues getting it to run but did get there eventually. :o


Take care guys.

Wishing you all the very best, Pete. ;D
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: baggo on August 26, 2015, 04:19:32 PM
great work monty many thanks to all involved,one point though ive only got waw flames on 109s in golden age do i need to redownload.monty any chance of including those early 109 pilots with dark goggles in waw  and golden age?.great work guys, many thanks kev.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: lyteyr on August 28, 2015, 05:52:33 AM
CROSSPOST: Do not make double topics and/or posts for the same request please.

https://www.sas1946.com/main/index.php/topic,47865.msg528574.html#msg528574
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SpongeBob on September 05, 2015, 07:29:43 AM
Hello, I've just installed the new module The Golden Age. Fantastic!
I've found only one flaw: in the full mission builder, there are some items from the object window that don't appear. The most important one that I miss is the Command and Control menu. Animated objects and Ambient sounds are also missing.

I tried to copy the DOF folder including the Command and Control mod into the TGA folder, but it doesn't seem to work.
Anyone knows how to add these features into The Golden Age module?
EDIT
Finally I managed to make Command and Control working on TGA. I copied the Command and Control folder from DOF into TGA. But it is also necessary to make some changes on a stationary file.
1.- Copy the +0000_CY6_Command_and_Control_v3.031 folder from #DOF into #TGA
2.- Open #TGA > STD > com > maddox > il2 > objects
3.- Make a backup copy of stationary file in a safe place
4.- Open #DOF > STD > com > maddox > il2 > objects > stationary (file). At the end of the text there is a section named [Command_and_Control]. Copy all this section and paste at the end of the stationary file from the #TGA folders.

Now you have the same command and control option as in the DOF module.
I hope this will be included in the next TGA upgrade. Maybe more Command and Control commands could be added too.

Thank you
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: PA_Keko on December 07, 2015, 04:41:40 AM
Thank you very much!!!!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 07, 2015, 05:53:12 AM
Hello, I've just installed the new module The Golden Age. Fantastic!
I've found only one flaw: in the full mission builder, there are some items from the object window that don't appear. The most important one that I miss is the Command and Control menu. Animated objects and Ambient sounds are also missing.

I tried to copy the DOF folder including the Command and Control mod into the TGA folder, but it doesn't seem to work.
Anyone knows how to add these features into The Golden Age module?
EDIT
Finally I managed to make Command and Control working on TGA. I copied the Command and Control folder from DOF into TGA. But it is also necessary to make some changes on a stationary file.
1.- Copy the +0000_CY6_Command_and_Control_v3.031 folder from #DOF into #TGA
2.- Open #TGA > STD > com > maddox > il2 > objects
3.- Make a backup copy of stationary file in a safe place
4.- Open #DOF > STD > com > maddox > il2 > objects > stationary (file). At the end of the text there is a section named [Command_and_Control]. Copy all this section and paste at the end of the stationary file from the #TGA folders.

Now you have the same command and control option as in the DOF module.
I hope this will be included in the next TGA upgrade. Maybe more Command and Control commands could be added too.

Thank you

Yes we could use the DOF C&C layout, that can certainly be added.  Although GCI is not required the DZ, Aimpoint, Arty, barrage, box and weather options are useful I agree.

Animated objects and sounds? - Yes we can do that too, all noted. 

Next on my 'wishlist' for 'The Golden Age' is the conversion of all Poltava's SCW campaigns specifically to this module.  We have all the planes required, actually many more too.  Just think of the extras we can add, and the scenery!  If Poltava has the time to do this; all well and good.  If he is too busy with other things I'm sure plenty of us would be willing to help.  ;D

Meanwhile; if any of you guys find mods that you think should be in TGA; please post the links where possible and provide a brief description and we shall get right on it and start testing.  Remember; a lot of these early mods have been converted to 412 code for TGA.  Frankly, its a bit of a 'black art' and we don't know what will happen until we start testing.

However, it was your suggestions that built CUP and continue to help it grow...  ;D




Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Griffon_301 on December 07, 2015, 11:27:35 PM
I would say we could need some more ships :) early carriers would be highly welcome like the Japanese Hosho; of course the new B-10 would be great to have and I think a few more aircraft are also missing...

regarding loose ends and probable errors...I noticed when I created my own between the wars years era module that several aircraft show rather fancy flight model behaviours like the heavy Japanese biplane torp bombers not slowing down much in turns or not slowing down properly when throttling back for a carrier landing...some gunners on certain planes tracking you but not shooting at you etc.
but I cannot comment if this has something to do with 4.12 or if it is other problems that cause this...only proper testing (for which I do not have time unfortunately) could show this....
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Poltava on December 08, 2015, 02:57:28 AM
Next on my 'wishlist' for 'The Golden Age' is the conversion of all Poltava's SCW campaigns specifically to this module.  We have all the planes required, actually many more too.  Just think of the extras we can add, and the scenery!  If Poltava has the time to do this; all well and good.  If he is too busy with other things I'm sure plenty of us would be willing to help.  ;D

Monty, when I get my new rig I can get CUP running, and then I will start converting SCW campaigns - rest assured!  ;)

Thanks for your great effort!  :)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 08, 2015, 04:04:47 AM
Next on my 'wishlist' for 'The Golden Age' is the conversion of all Poltava's SCW campaigns specifically to this module.  We have all the planes required, actually many more too.  Just think of the extras we can add, and the scenery!  If Poltava has the time to do this; all well and good.  If he is too busy with other things I'm sure plenty of us would be willing to help.  ;D

Monty, when I get my new rig I can get CUP running, and then I will start converting SCW campaigns - rest assured!  ;)

Thanks for your great effort!  :)

That's great news my friend, thank you!  I'm currently full steam ahead with a number of navy jet campaigns and still got WWI to finish too.  You will have a lot of fun with 412 FMB I'm sure... ;D

Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: spartan18a on December 08, 2015, 09:24:59 AM
Oh my God!  :-* This keeps getting better and better.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: EHood on December 08, 2015, 10:41:42 AM
Next on my 'wishlist' for 'The Golden Age' is the conversion of all Poltava's SCW campaigns specifically to this module.  We have all the planes required, actually many more too.  Just think of the extras we can add, and the scenery!  If Poltava has the time to do this; all well and good.  If he is too busy with other things I'm sure plenty of us would be willing to help.  ;D

Monty, when I get my new rig I can get CUP running, and then I will start converting SCW campaigns - rest assured!  ;)

Thanks for your great effort!  :)

Really looking forward to that, Poltava. :-) Many thanks!!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: E69STARK on December 10, 2015, 10:39:53 AM
Hi.

I saw that you got the UltraSpain mod, but it´s incomplete, it´s short of planes, ships, and the maps are the old version...

Do you have intention to add the rest of the mod?

Regards
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 10, 2015, 04:21:33 PM
Hi.

I saw that you got the UltraSpain mod, but it´s incomplete, it´s short of planes, ships, and the maps are the old version...

Do you have intention to add the rest of the mod?

Regards

Vague, wooly, hint, no detail, no help to anyone.

The Golden Age features aircraft from the First World War up to and including the period of the Spanish Civil War.  So yes, you might see some of the same aircraft!  Do you have additional aircraft to suggest? 

Do you have links, information, anything at all?

If you care to read up about CUP you will also learn that ALL CUP modules independantly resource the SAS Modular Map Expansion (SAS MME).  Nothing to do with other modsets or separate maps.  As far as I know its the largest and most complete map collection there is.

So are you referring to a specific map, comparison shots, resource list, static.INI?

What I am supposed to do now, try and tease out some meaning from your riddle?

I'm sure the regular flyers and campaign makers here will continue to build 'CUP-The Golden Age' the same way they have buiilt the other parts of CUP: through these forums, with positive feedback and concise information.

Be open and specific and we can help one another.  Otherwise I can't be bothered with it.

In future this style of comment will be ignored (by me anyway).

Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: spartan18a on December 11, 2015, 12:58:49 AM
In my humble opinion I think CUP is the best thing that has happened to IL2 since its release. It's not easy to unify the widely disperse mods and modders and create a common goal as others did before with Ultra Pack, HSFX or UltraSpain. In Monty's manual he has pages and pages thanking and giving credit to the modders for their amazing job.

The fact is that thanks to modders and CUP the Sim is alive or even more alive than ever before.

If a modder post a mod publicly in a forum, I guess it is because he wants the whole community to use it. If someone creates a pack with mods, should he ask for the modder's permission directly or just by mention it in the credits is more than enough? Honestly, I don't know how it works internally with the web social rules  But, for God's sake! Let's all be positive and keep on working forwards to this great and ultimate Pack.

Everybody involved, Monty and his crew, SAS, M4T, modders, campaign creators, users, virtual squadrons, etc have my eternal and unconditional gratitude. Love you all guys!

PD. UltraSpain is amazing and joining all its content to CUP Module The Golden Age would make both packs stronger. Redeye and all other modders have made a superb job (the maps with personalized Spanish cities and its unique buildings and monuments) and I really hope it merges with CUP in time. No hurry at all.

or on the other hand maybe is just another case of "Lost in Translation"?  ;)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: E69STARK on December 11, 2015, 02:03:16 AM
Admin Edit: Please no fullquotes

Great answer for a simple and inofensive question.... :-X
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: spartan18a on December 11, 2015, 02:48:26 AM
Admin Edit: fullquote snipped...

Well, as I suspected it´s just a misunderstanding of implicit and explicit information and reading between the lines, a clear case of Lost in Translation.  :) uf! What a relieve!  ;) The whole issue is just pushed under the rug.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 18, 2015, 11:10:55 PM
Admin Edit: Please no fullquotes

Great answer for a simple and inofensive question.... :-X

Ultraspain is a very good specialist set for the Spanish Civil War.  However, CUP has a much wider scope than that but The Golden Age does encompass the period covered by the Spanish Civil War and is designed to support campaigns written for that era.

Just out of interest then I recently checked out the air.INI from Ultraspain Extension 2.  90 Aircraft, all of which are also present in TGA, along with another 70 in TGA for a total of 160.  I could find no 'missing' aircraft, but more aircraft content, as you would expect, in TGA.  Most notably, four variants of early Stukas, the JuG38 and the early He111A/B/Es.

I am happy to help anyone on any project and am receptive to all sensible suggestions, but please be specific.

If our common goal is DGen and scripted campaigns and missions for this period we should be open and share resources and ideas.  There are many people who prefer to focus on a particular area of interest but I don't see why we can't all help each other out.

The greatest strength of UltraSpain is its principle compiler and creator RedEye_Jir: A master modeller and map maker he has put together a set of real beauty and historic accuracy, creating many new mods in the process.

The Golden Age is similar in many ways but plugs into the wider resources of the entire CUP Project.  We want to cover the entire era and CUP represents a continuous line of aviation development from the First World War to the present day.  Could they both share resources and missions and ideas?  I certainly hope so.  That is what SAS is about after all!  8)


...I am a snappy bugger at times, yes that's true.  But in a support/development forum it really is best to avoid the cryptic approach...





Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: TrevL on December 20, 2015, 01:47:56 AM
Sorry to be a pain especially this close to Christmas , but am updating my CUP files and have successfully done all modules except number 05 [+5B ?] for TGA as I can't find the download link - only one for the manual . Have waited a few days to see if anyone else noticed but can't find any note . The link seems to have been not transferred when the old threads were re-organised to the new layout . 
Does anyone please have this link  ? I will be very grateful for your help.
Many , many grateful thanks to all involved in the CUP and earlier projects that continue to transform so many aspects of this game .
Kind regards , best wishes  and a merry christmas and a happy new year to all - Trev
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Gerax on December 21, 2015, 02:27:00 AM
TrevL, maybe a misunderstanding?  ;)

Quote
number 05 [+5B ?] for TGA
05 is the number of the module TGA.
and its 1B , not 5B. Whatever this means.  ;D

but it has only 4 parts to download:
The Golden Age Part-01 to ...Part-04

find this dls links here:
https://www.sas1946.com/main/index.php/topic,47648.0.html

or here:
https://www.sas1946.com/main/index.php/topic,47647.0.html

Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: TrevL on December 21, 2015, 05:31:24 AM
Ok thanks very much - a bit unfortunate ,
I was looking for updates , so 05 would have followed . Appreciate your help - feeling foolish .
Trev
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 22, 2015, 09:05:54 PM
Ok thanks very much - a bit unfortunate ,
I was looking for updates , so 05 would have followed . Appreciate your help - feeling foolish .
Trev

Don't feel foolish!  We made a thing and enjoy sharing it, ask away!  CUP is in parts because its big and it works that way.

These are the parts:

Module One - MAPS - The SAS Modular Map Expansion - Talks to all other parts and provides the maps.  Downloads for Module One are called SASMME and affect all other modules.

Module Two - Dawn of Flight
Module Three - World at War
Module Four - The Jet Age

Module Five - The Golden Age was the fifth Module we made.  However; chronologically speaking it is between Dawn of Flight and World at War, so its also known as Module 2B and appears between Dof and WaW in the selector, nice and neat...  8)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Flying H on December 27, 2015, 02:35:01 PM
I´ve got another very strange problem! Modules #DOF, #WAW and #JTW work flawlessly but TGA doesn´t want to load at ll! I get the splashscreen from 4.12.2 and when it loads full all I can do is exit, not use QMB or FMB or any other choises. Usually it stops loading (4122 screen) at 95% and stays there, I once tryed to wait overnight, it was still at 95%!
TGA doesn´t seem to be ther at all! I am using Pablos Total Modder and that works as expected but for TGA!?
This is the latest logfile from TGA loading:
Code: [Select]
[Dec 27, 2015 9:22:02 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 660 Ti/PCIe/SSE2
  Version: 4.5.0 NVIDIA 355.82
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_

I´ve redownloaded the module parts twice to rule out messed up DL but NOGO.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on December 27, 2015, 03:35:15 PM
....I am using Pablos Total Modder and that works as expected but for TGA!?...

What does this mean, you are modding #TGA? 

Provided you have all 17 SFS files it is VERY easy to replace the entire #TGA folder.  In any case the latest #TGA update will do exactly this.  Please be patient for a few more days and the latest #TGA update will provide a full backup/replacement #TGA folder.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Flying H on December 28, 2015, 03:51:59 AM
No I do not mod anything, I use the TotalModder to shift between the different modules with 3 mouseclicks. CUP-DOF, CUP-WAW and CUP-JTW work flawlessly but CUP-TGA doesn´t load at all! I´ll try to upload a pic to show you the "modder"
http://www.4shared.com/photo/5Z8OC989ce/PALToM.html (http://www.4shared.com/photo/5Z8OC989ce/PALToM.html)
(Does this work?)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Storebror on December 28, 2015, 10:55:13 AM
4shared doesn't work for most users, it might be better to use the "Add image to post" link above the text editor field in your reply to add images, that's the standard way to do it here at SAS ;)

Best regards - Mike
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Flying H on December 28, 2015, 03:50:04 PM
Ok Mike, I´ll try that again. Shit I´ll have to go and read up on how to! Be right back!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Flying H on December 28, 2015, 03:58:19 PM
Trying again
(http://imageshack.com/a/img911/2695/R4REUn.jpg)
(http://imageshack.com/a/img633/7079/OP28wn.jpg)
(http://imageshack.com/a/img905/2833/xrSvxp.jpg)
(http://imageshack.com/a/img911/2695/R4REUn.jpg)
(http://imageshack.com/a/img633/7079/OP28wn.jpg)
(http://imageshack.com/a/img905/2833/xrSvxp.jpg)
Now maybe they can be seen. :-|


admin edit: they still weren't showing, mate - so i've edited them with the correct settings. if youy want to have a look at what i did, then simply select 'modify' for this post, and you'll see what i did - basically, use the 'Insert Image' option, for each individual image ;)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Trotski on January 01, 2016, 04:42:15 PM
I just really love this mod, it's so....quirky, it has so many possibilities, besides the Spanish Civil War I mean, I think it is just crying out to have a Tin Tin mod, unfortunately I am too old fat and damn ugly to be able to even know where to start in doing such a mod, so I will just throw the idea out there....I look forward to someone running with it ( if they ever do that is ) as it would be fun.
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on January 05, 2016, 03:23:10 PM
No I do not mod anything, I use the TotalModder to shift between the different modules with 3 mouseclicks. CUP-DOF, CUP-WAW and CUP-JTW work flawlessly but CUP-TGA doesn´t load at all!...

Therefore you have a problem with TotalModder.  This is a little misleading, since most people who just throw TGA into their main Il2 install don't create problems for themselves.  I suspect your problem lies with the selector.ini.  TGA introduces a new group not just a new mod folder.  Whatever, the TGA content is complete and I don't use TotalModder because CUP has everything I need. 

It strikes me as much simpler to run a clean CUP install and a separate install for online, or other interests.  CUP is a deliberately simple drop-in install.  Why complicate it?

This is only my opinion, of course, but those who have problems using TotalModder should really be posting on the TotalModder thread and not needlessly confusing us simpletons who just like to play offline 412 CUP with one selector.

I just really love this mod, it's so....quirky, it has so many possibilities, besides the Spanish Civil War I mean, I think it is just crying out to have a Tin Tin mod, unfortunately I am too old fat and damn ugly to be able to even know where to start in doing such a mod, so I will just throw the idea out there....I look forward to someone running with it ( if they ever do that is ) as it would be fun.

I agree Trotski, we are also at a stage, with the other parts of CUP, where we are able to add more vehicles, ships, functions and polish up more items.  Soon TGA will also benefit from recent re-fits. 

People often forget, and I often remind them, that with CUP we started again with a 412 version Il2.  If anyone wants to know what the 'standard' contents are in 412 simply switch to Stock Game on your selector and go take a look...there goes the tumbleweed...it looks worse too...

So everything has to be added fresh and TGA, with its plethora of really old mods, made for the biggest challenge because none of it should really work at all!  The structure of CUP helps to isolate each era and focus on the setup required for the content.  Lately more and more modders are making things with 412 in mind.

Still, talk is cheap: - Ugly is irrelevant and fat or old don't matter a damn if you can type into word or notepad.  Therefore, I advise starting a little research, collect some impressions and ideas into a folder and then write them out.  In the process more ideas and structure will clarify and, when you have a decent draft, either get into FMB and make it real, or pass on your material to someone who can.  8)





Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: EHood on January 05, 2016, 04:45:19 PM
At the other end of this link is a single-mission set I created  a couple of years ago in 4.12.2:

http://www.mission4today.com/index.php?name=Downloads&file=details&id=4420

I'm not entirely certain, but this may have been the first mission set I produced for M4T. At any rate, I used Letovs in hack skins to represent B4Y1s, and I'm going to try to alter the mission, to replace the Letovs with the "real" B4Y1 in CUP. In addition, I'll be trying to add versions with the Claude and Jean, respectively, as player aircraft.

A more appropriate map might be better as well. I'll need to review the options.

The missions as they are, in the original 4.12.2 versions, can be flown using the stock version option in CUP, and I'm hoping that some SAS members, especially the CUP crew, might like to try them out. This may give you an idea of why I've suggested, in more appropriate threads, the addition of certain IJN and IJA "China Incident" types to TGA.  ;)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Flying H on January 06, 2016, 03:46:36 AM
ok simon, i stand corrected. i´ll take my problem to benito. strnge though as i only use the tm as a swich between the setups already selected. thanks for your teams and yours hard work on bringing the game to this point (and further)!
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: markino on January 14, 2016, 12:30:18 AM
Hi guys, I would like to report that after installing #TGA_sounds by jsgme the game now stop loading at 5% and I must to restart it by ctrl+alt+canc. Disabling this mod the game runs well.
Maybe because I have also installed #CUP_removesound option (or something like that, I forget the name of the option)?

Many thanks for your help.

Ciao!

Marco
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on January 16, 2016, 02:26:36 AM
Thanks Marco #TGA_sounds will not be necessary as soon as we introduce the next TGA Update.  All TGA sounds are fixed now and Tiger33s Flybys have been added.   8)
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: markino on January 16, 2016, 03:45:34 AM
Ok Simon. I will wait with impatience... ;)!

Ciao!

Marco
Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: SAS~Monty27 on January 22, 2016, 03:52:50 PM
Ok Simon. I will wait with impatience... ;)!

Ciao!

Marco

Its gonna be good Marco! 

Some of us have been taking an in-depth look at Poltava's excellent SCW Campaigns.  They will be upgraded and enhanced as only TGA can (C&C 412, CUP Special Effects, Taxiing AI, Skinnable Statics, Revetment Starts) and should accompany the next big TGA upgrade.  The TGA soundset definitely matches WAW now, and those great roaring engines and atmospheric flybys are quite something with the SCW aircraft! 8)

Simon

Title: Re: New CUP Module 05 (1B) - The Golden Age
Post by: Alfie Noakes on January 23, 2016, 02:00:09 AM
Really excited about this.......
I've got my tip 6 polished up and ready to test the new TGA soundset  ;D
Many thanks Simon for your tireless work........

Cheers

Alfie