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Author Topic: The Full Monty  (Read 317805 times)

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CWMV

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Re: The Full Monty
« Reply #144 on: October 09, 2012, 08:23:53 PM »

No your right, JSGME is what everyone uses, its the "default" mod enabler for most.
And the way its working now with the mod broken down into sections works really well for both.
Except T.M. is faster to activate, making trouble shooting a lot easier. The only way I could work with a pack this size with JSGME is to get everything activated and then just comment out the whole DBW folder and use it as such.
With the total modder, literally seconds to go from stock game to the full monty + my own additions.
ANd need to go back to stock? Ok a few seconds later Im playing the stock game.
I mean take the largest part of the FM and how long does it take to activate in JSGME? 5, 10 minutes? I can activate the whole thing with the total modder in a matter of seconds I kid you not.

And the performance difference in game is rather impressive.
With a pack this large JSGME works, but Total Modder is better in near every regard.
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352nd_Hoss

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Re: The Full Monty
« Reply #145 on: October 09, 2012, 09:28:35 PM »

But you have to pay to register it...................  jsgme is free.....

CWMV

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Re: The Full Monty
« Reply #146 on: October 09, 2012, 09:48:05 PM »

Not registering it hasn't kept me from using it.
As a mod activator the free version is fine.
While your hoping your mods run when they are finally activated, Im already landing after a quick sortie.
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csvousden

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Re: The Full Monty
« Reply #147 on: October 09, 2012, 10:55:40 PM »

Okay, the miracle occurred!  I got it all working and I have backed up my whole game. 

Looking forward to the next installment.  Thanks for everything!

C
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a.irons

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Re: The Full Monty
« Reply #148 on: October 10, 2012, 12:30:41 AM »

Dear Simon,
first of all I want to send you my best compliments for the gigantic work you did. My installation is now working well.
I have had just two problems:
- crash at 5% solved by AG-51 Hoss's backup
- no plane at the end of mission charging, after 100%, solved by new buttons.
Moreover, during mods installation by JSGME, there were advices informing that various files have been already changed, asking if I want go further, I pushed yes.
Hoping this can help other friends,
by,
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Gerson

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Re: The Full Monty
« Reply #149 on: October 10, 2012, 05:14:14 AM »

Hi CWMV!
I just want to ask you if Total Modder works , because you posted in the forum page dedicated to this tool that you dont have the new planes working ( Running the Full Monty with this fine, except I get none of the new planes.
Just that one, very obvious, abnormality...fine ).

Thanks a lot
Gerson
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Gerson

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Re: The Full Monty
« Reply #150 on: October 10, 2012, 06:06:22 AM »

Hi Monty.
Sad news.....
The game crashed at 70% after installation of nº11 Pack.
I had the Vanilla # DBW from AG-51 Hoss, and the new buttons installed.
I think that it has something to do with the ini"s ( static etc...).
Do you think I can play your JG53 campaign special edition without packs 11, 12 , and 13?
Im really disapointed after three days of working on this.
Thanks a lot.
Gerson
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SAS~Monty27

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Re: The Full Monty
« Reply #151 on: October 10, 2012, 06:45:50 AM »

Hi Monty.
Sad news.....
The game crashed at 70% after installation of nº11 Pack.
I had the Vanilla # DBW from AG-51 Hoss, and the new buttons installed.
I think that it has something to do with the ini"s ( static etc...).
Do you think I can play your JG53 campaign special edition without packs 11, 12 , and 13?
Im really disapointed after three days of working on this.
Thanks a lot.
Gerson
Gerson

You will be fine with the first ten packs activated, 12.8GB of mods is good going and you are well covered for JG53 and the Flying Tigers Special Editions.  A 70% CTD indicates and aircraft/static aircraft problem, if you can enable your LOG file and post it here we can see what caused the crash for you and fix it.

Simon(Monty27)
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Gerson

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Re: The Full Monty
« Reply #152 on: October 10, 2012, 06:59:25 AM »

Thanks a lot Monty.
Im redownloading pack nº11 and see if it is a case of corrupted download.
Ill post my Log file but Im not sure how to do it.
All the best
Gerson
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Barkhorn1x

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Re: The Full Monty
« Reply #153 on: October 10, 2012, 07:48:50 AM »

A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats ROM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year - no actual copying
  * Far less possible corruption errors (none?)
  * Can easily support multiple profiles in one install (HSFX, UP3, DBW, Monty) so saves space

...and the PDF gets you up and running in no time.

Now, I did get all Monty packs to load via Total Modder (fast!!!) but I still have a CTD when trying to use an add-on plane.  I will troubleshoot that issue this evening.
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WindWpn

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Re: The Full Monty
« Reply #154 on: October 10, 2012, 08:16:52 AM »

A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats RAM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year

Definitely like the concept of TotalModder and indeed, going from 2.5 hrs to enable TFM with JSGME vs seconds with TotalModder is a MAJOR selling point.  However, I remain unclear with exactly how TotalModder works in comparison to JSGME from a review standpoint. 

For example with JSGME I can enable TFM and wait 2.5 hrs until it completes, then use DoublOn to check the classes for duplication/conflicts and fix as necessary.  I get a successful install with JSGME and the TFM works with no issues.  When I try to enable the same TFM set with TotalModder, it fails at 5%.  I included the recommended DBW mod activator (vanilla DBW dir/file set) as the last entry in the TotalModder TFM profile, however, it still fails to load. 

Thus, question is, why does TFM successfully run when I enable with JSGME, but fails to load (dies at 5%) with TotalModder, given I am attempting to load the same packs (located in my default "jsgmemods" folder?

If I can get TotalModder to work and understand how it works, I will switch over from JSGME in a heartbeat, but I need to understand how exactly it works and if there is a way to study what is "activated" in TotalModder to debug IL2 load failures.

PS:  also, I attempted to use TotalModder to set up a UP3 profile, but it does not work.  Always loads into stock 4.101 rather than UP3.  Likely, again is a matter of understanding exactly how to set up the profile and debug in TotalModder.

~S~
wind
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Gerson

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Re: The Full Monty
« Reply #155 on: October 10, 2012, 08:45:05 AM »

Bad news...
CTD at 70% with the new redownloaded Pack nº11.
What do I have to do to post the Log file.?
Thanks
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