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Author Topic: New-TFM  (Read 277481 times)

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zack

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Re: New-TFM
« Reply #696 on: October 18, 2013, 03:30:42 AM »

Hello Guys,
Each of TFM .rar pack should be activated.
But - into "jgsme" folder or "DBW" folder?
Thanks a lot.
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marcost

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Re: New-TFM
« Reply #697 on: October 18, 2013, 06:47:27 AM »

Hi Zack,

Unzip/unrar each pack and put the contents into jgsmemods folder then use jgsme application to activate each one in the correct order. (This moves them for left to right pane in jsgme and copies the folder into the mods folder so that the game loads it)

Regards,

M

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zack

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Re: New-TFM
« Reply #698 on: October 18, 2013, 06:49:01 AM »

Thank You Marcost.
I think this great pack will replace my old DBW installation :-)
All the best!
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SAS~Malone

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Re: New-TFM
« Reply #699 on: October 22, 2013, 01:35:51 AM »

hi Simon
i just found that the included DRK_Circus map is missing a few objects, not allowing one to save missions.
i found one of the missing objects already, House$Furniture20mm_Flak_Pos_w.
the remaining 3 missing objects seem to be part of the DRK map, DRKCHReceiver, DRKCHTransmitter1 and DRKCHTransmitter2.
i'm still trying to locate them, i know i have them somewhere...
so, either these are missing for all TFM installs, or i have some broken files somewhere.... ;)
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flatsixes

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Re: New-TFM
« Reply #700 on: October 22, 2013, 08:25:21 PM »

Not much for posting, but I did want to thank you for the wonderful mod. For once I followed the directions very carefully and, somehow, I didn't manage screw anything up. (Or if I did, I don't know it, which is just as good.)

I do have a question about campaigns, though. Are the campaigns that are associated with the New Monty (e.g., Flying Tigers, Ace of Spades, etc.) the only ones that will work with New TFM? If not, what other sorts of campaigns will work? Not that I'm in any hurry. Right now I've got my hands full trying to keep my P-40 in the air.

Again, thanks for all of your great work. You modders are a godsend to we mere mortals.

Cheers.
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marcost

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Re: New-TFM
« Reply #701 on: October 23, 2013, 02:05:38 AM »

Hi Flatsixes lots of other campaigns will work with TFM, they just won't make use some of the features that TFM has included (i.e. mods and objects etc created after they were made)

DBW campaigns section on M4T would be the best place to start

Regards,

M
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flatsixes

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Re: New-TFM
« Reply #702 on: October 23, 2013, 05:41:37 PM »

Thanks, Marcost. I feel like a kid in a candy store.
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SAS~Malone

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Re: New-TFM
« Reply #703 on: October 23, 2013, 11:45:32 PM »

just an update, i resolved my earlier problem of missing objects by installing the DRK_Circus 2.0 map. ;)
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SAS~Malone

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Re: New-TFM
« Reply #704 on: October 31, 2013, 06:24:27 AM »

i've just discovered another issue, that i cannot use radio beacons at all.
when i use the commands to go to next/previous beacon, i just get a game freeze, and have to restart. anybody have any issues like this, and know what might be the cause?
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BravoFxTrt

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Re: New-TFM
« Reply #705 on: October 31, 2013, 09:39:20 AM »

Eugene, you have to deactivate   !00_PAL-CockpitSounds

Read here on the first page  SOUNDS, BEACONS & FLAMES   "Scroll down untill you see it"

What I did was placed  !00_PAL-Cockpitsounds in my JSGMEmods Folder so I can activate or deactivat with JSGME.exe  ;)

If I wanted to use Beacons I would deactivate  !00_PAL-Cockpitsounds
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SAS~Malone

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Re: New-TFM
« Reply #706 on: October 31, 2013, 11:28:24 AM »

thanks a bunch, Guy - i knew i had read something about it, but couldn't find where i had read it. :D
a classic case of RTFM, lol  8)
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BravoFxTrt

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Re: New-TFM
« Reply #707 on: October 31, 2013, 12:22:09 PM »

Lol, Glad I can help Buddy!
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