Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 23 24 25 [26] 27 28 29 ... 33   Go Down

Author Topic: CLEAN DBW Modding JGME Packs (RE-RELEASE!)  (Read 140870 times)

0 Members and 1 Guest are viewing this topic.

WindWpn

  • Modder
  • member
  • Offline Offline
  • Posts: 953
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #300 on: July 02, 2012, 08:04:47 AM »

Hi wind. Long time no see. Hope all is good. Question. Are your packs updated (aircraft one) to deal with Slink's DCG4DBW modded version. Because it seems like he and you have different planes activated and maybe when you use his dcg pack and activate it, it may not mesh right with your airplane pack. Instead of having overload from his pack to yours, I took out planes from his pack and deleted them because you already had them. So there may be a air.ini conflict. Needless to say, my DCG is all sorts of jacked up again and I may have to just go standard because it's the easiest way but I wanna make sure that some of the issues I'm having aren't from you guys mods conflicting. Slink has planes with 411 and Air as a prefix so I dont even know if that may cause it. Hope you can help. Thanks broham.

Hey Chaney,

Most of the planes are in the CLEAN JSGME Aircraft pack.  You may want to try using only the CLEAN JSGME Aircraft pack with Slink's DCG core files only, and exclude (disable in GME) is aircraft addition, or use one or the other.  I use Slink's DCG file updates only and have not had any problems running with the CLEAN JSGME packs.  I believe he included the air updates to support those additions added to the DCG core fileset.  I recommend using one Air pack or the other.  If you use the CLEAN JSGME and run a particular DCG campaign with failed plane loading, then try disabling CLEAN Air and enable Slink's Air pack.

All in all though, you should be able to use one or the other Air packs with Slink's DCG files for a given DCG campaign.  Though it all depends on the DCG campaign you want to fly standard or custom. 
Logged

Charlie_01

  • member
  • Offline Offline
  • Posts: 92
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #301 on: July 02, 2012, 12:23:50 PM »

Hey Charlie,

The mod you are inquiring about is Wingflyers new Flak Towers mod.
https://www.sas1946.com/main/index.php/topic,23719.0.html

See detail at the mod thread.

~S~

wind

Thx Wind, but if I don't go wrong this is about XTD content mod only.
What about the HUD mod into STD? Mainly I would like to read more than the readme about the way it works...
Logged

sa_475th_Chaney

  • member
  • Offline Offline
  • Posts: 302
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #302 on: July 02, 2012, 01:30:54 PM »

Hi wind. Long time no see. Hope all is good. Question. Are your packs updated (aircraft one) to deal with Slink's DCG4DBW modded version. Because it seems like he and you have different planes activated and maybe when you use his dcg pack and activate it, it may not mesh right with your airplane pack. Instead of having overload from his pack to yours, I took out planes from his pack and deleted them because you already had them. So there may be a air.ini conflict. Needless to say, my DCG is all sorts of jacked up again and I may have to just go standard because it's the easiest way but I wanna make sure that some of the issues I'm having aren't from you guys mods conflicting. Slink has planes with 411 and Air as a prefix so I dont even know if that may cause it. Hope you can help. Thanks broham.

Hey Chaney,

Most of the planes are in the CLEAN JSGME Aircraft pack.  You may want to try using only the CLEAN JSGME Aircraft pack with Slink's DCG core files only, and exclude (disable in GME) is aircraft addition, or use one or the other.  I use Slink's DCG file updates only and have not had any problems running with the CLEAN JSGME packs.  I believe he included the air updates to support those additions added to the DCG core fileset.  I recommend using one Air pack or the other.  If you use the CLEAN JSGME and run a particular DCG campaign with failed plane loading, then try disabling CLEAN Air and enable Slink's Air pack.

All in all though, you should be able to use one or the other Air packs with Slink's DCG files for a given DCG campaign.  Though it all depends on the DCG campaign you want to fly standard or custom.

Awesome thanks. That makes alot of sense.
Logged

flybywire

  • member
  • Offline Offline
  • Posts: 36
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #303 on: July 16, 2012, 09:02:23 AM »

Sir,

I was wondering if you are going to update your wonderful modding packs to include Tiger's 33 new sound mod? Your Modding JGME Packs have allowed me to enjoy this terrific game to a much higher degree and I am so grateful.
Logged

Sillius_Sodus

  • Missioneer
  • member
  • Offline Offline
  • Posts: 1311
  • Flying online as =CFC=Conky
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #304 on: July 16, 2012, 02:34:33 PM »

Hi,

I'll echo the thanks for all the work that went into these packs.

I do have a bit of a problem though, the Mod_static pack seems to be a bit hit and miss. While all the packs to a while to load up on my system, which is ok, the Mod_static pack will freeze my JSGME program more often than not. So far, I have not experienced any issues with the campaigns that require it (The Flying Tigers for example), with the mod pack deactivated but I would like to have it work every time. Any suggestions?

Thanks!
Logged
Suivez les conseils de Bison Bourré, foncez!

Charlie_01

  • member
  • Offline Offline
  • Posts: 92
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #305 on: July 16, 2012, 02:56:07 PM »

Hi,

I'll echo the thanks for all the work that went into these packs.

I do have a bit of a problem though, the Mod_static pack seems to be a bit hit and miss. While all the packs to a while to load up on my system, which is ok, the Mod_static pack will freeze my JSGME program more often than not. So far, I have not experienced any issues with the campaigns that require it (The Flying Tigers for example), with the mod pack deactivated but I would like to have it work every time. Any suggestions?

Thanks!

It's absolutely normal that a big mod as mod_static pack freezes JSGME. Now I don't remember where (maybe just on JSGME site or into the manual) but I read that is the way to save all resources to upload the mod, mainly when it's a big one. I've done some addiction to my Static pack and now it needs more than 15-20 min every time to upload! So don't worry about that.
Logged

WindWpn

  • Modder
  • member
  • Offline Offline
  • Posts: 953
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #306 on: July 16, 2012, 04:18:54 PM »

Hi,

I'll echo the thanks for all the work that went into these packs.

I do have a bit of a problem though, the Mod_static pack seems to be a bit hit and miss. While all the packs to a while to load up on my system, which is ok, the Mod_static pack will freeze my JSGME program more often than not. So far, I have not experienced any issues with the campaigns that require it (The Flying Tigers for example), with the mod pack deactivated but I would like to have it work every time. Any suggestions?

Thanks!

It's absolutely normal that a big mod as mod_static pack freezes JSGME. Now I don't remember where (maybe just on JSGME site or into the manual) but I read that is the way to save all resources to upload the mod, mainly when it's a big one. I've done some addiction to my Static pack and now it needs more than 15-20 min every time to upload! So don't worry about that.

Yes, mod aircraft, maps, and static are big and take a while.  sometimes, I load them up via a JSGME profile and go to bed in order to play the next day.  Or start the load, go have dinner, then come back when they are loaded. 

If you wanted to check progress, open windows explorer and navigate to the #DBW folder in the il2 root to watch the folders and content populate real-time as the packs load in.  GME may appear frozen, but the stuff is getting loaded in the background and you can see it happening real time in windows explorer.

As for Tigers Sound Mod, I have not had success getting it to work yet with the packs, but continue to debug.  definitely want to have an option where these packs work with that sound mod. 

Some other updates are in store for the packs as well!

its been awhile since an update, but they are not forgotten!   :)

 
Logged

redfox

  • Modder
  • member
  • Offline Offline
  • Posts: 374
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #307 on: July 16, 2012, 05:22:06 PM »

There is a safe solution to cutting the 'static pack' loading time.

Remove all the folders from the 'static pack' in jsgme except the 'STD' folder and place them directly in your #DBW folder.

They will not be activated until the 'static pack' i.e. the 'STD' folder is activated via jsgme.

Before there is a 'hue n cry' about the vanilla install would no longer be vanilla; it's really a question of degree. As the mods are not being read by any of the ini files (until jsgme is activated) then in theory it's still vanilla.....

I use this system as I don't want all the mods normally, except when I'm using Monty's campaigns

Cheers - Redfox
Logged

Sillius_Sodus

  • Missioneer
  • member
  • Offline Offline
  • Posts: 1311
  • Flying online as =CFC=Conky
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #308 on: July 16, 2012, 06:42:57 PM »

Thanks for the replies everyone, I often get a 'JSGME not responding' message, but I will take it all in stride, it's worth it.
Logged
Suivez les conseils de Bison Bourré, foncez!

lyteyr

  • member
  • Offline Offline
  • Posts: 161
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #309 on: July 17, 2012, 11:43:56 AM »

Hey Wind,

Cracken's new campaing "Ciao Biondina" is designed for UP3RC4 and requires the Ultra Spain expansion pack which is found at SAS (https://www.sas1946.com/main/index.php/topic,26977.0.html).  The 4-part pack contains all the aircraft, maps, vehicles, etc. to run the campaign, but it looks like it is designed for UltraPack (#UP#).  I am running a clean DBW 1.71 with your mod packs.  Although I have successfully added aircraft and effects to your mod packs, I am not sure how to proceed with installing Ultra Spain into you mod packs as they all have individual STDs (air, chief, rockets, etc).  There is just so much of it!  What do you suggest? 

Cheers,
lyteyr
Logged

Charlie_01

  • member
  • Offline Offline
  • Posts: 92
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #310 on: July 17, 2012, 12:39:12 PM »

Hey Wind,

Cracken's new campaing "Ciao Biondina" is designed for UP3RC4 and requires the Ultra Spain expansion pack which is found at SAS (https://www.sas1946.com/main/index.php/topic,26977.0.html).  The 4-part pack contains all the aircraft, maps, vehicles, etc. to run the campaign, but it looks like it is designed for UltraPack (#UP#).  I am running a clean DBW 1.71 with your mod packs.  Although I have successfully added aircraft and effects to your mod packs, I am not sure how to proceed with installing Ultra Spain into you mod packs as they all have individual STDs (air, chief, rockets, etc).  There is just so much of it!  What do you suggest? 

Cheers,
lyteyr

Listen that: I've made my own custom mod pack for jet era's aircrafts, with its own STD's files (in pratice vanilla's air.ini with the lines about jet planes mods added only).
I activated the aircraft mod pack by JSGME with all my others WWII plane mods added and the air.ini edited as needed.
Now I can activate my custom jet_era mod pack only when I want to play some postwar campaign. Jet's air.ini overwrites at all the WWII one, though is't already overwritten on vanilla air.ini.
You'll only have a notice about the risk of malfunctioning doing that. However I've made some test and the result is that I can easily deactivate jet-era mod and at that moment the WWII air.ini is fully restored, just like the vanilla one will be if I deactivate WWII_aircraft_mod too.
That's why each time you overwrite air.ini (or every other standard file) by JSGME this make a backup that is restored when you deactivate the mod by JSGME. You can do it many times and each one you'll have a backup.
The only thing to take care to is to hold in deactivating the exact reversed activation's order (howevere a JSGME's nice feature is preventing to restore autonomously any mod when it was overwritten by some other).

So I believe you can try to do your own mod pack for "Ciao biondina" campaign (STD files included), activating it "over" aircraft_mod when you need to play that campaign only.  ;)
Logged

lam

  • member
  • Offline Offline
  • Posts: 173
Re: CLEAN DBW Modding JGME Packs (RE-RELEASE!)
« Reply #311 on: July 22, 2012, 05:52:11 PM »

Ok, read through all 27 pages of this thread and couldn't find a solution:

First, thanks for this collection of DBW171 enhancements! :)

I'm using DBW171 and am experiencing a hang (not a crash or CTD) when the intro animation is loading at 29 or 30%. In other words, sim loads through and completes beyond the 100% mark, then begins to load intro animation and at the 29 or 30% position, it hangs there for a long, long time (I waited 10 mins.). Pressing "escape" exits out of the sim to the desktop.

If I disable #DBW_MOD_Static from this collection (the other mods from this collection are enabled/activated), sim loads fine to the main screen, so it seems to be the #DBW_MOD_Static that is causing the hang. The only other mods I have loaded with this collection are the TrackIR and MissionCombo Pro that also have the "#DBW" in front of the mod names.

Any suggestions for what else I can try is appreciated.
Logged
Pages: 1 ... 23 24 25 [26] 27 28 29 ... 33   Go Up
 

Page created in 0.04 seconds with 24 queries.