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Author Topic: Welcome to Hell - Rabaul 1944 (Update 30/03)  (Read 68649 times)

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Bee

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Re: Welcome to Hell - Rabaul 1944 (Update 25/03)
« Reply #84 on: March 27, 2014, 03:33:23 PM »

Yep fix is on the way.  Will have an update Saturday night.  Friday night if I can manage it.
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Bee

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Re: Welcome to Hell - Rabaul 1944 (Update 25/03)
« Reply #85 on: March 29, 2014, 06:12:30 AM »

Update #2 added to first page

- Airfield spawn and taxi points added to Allied base at Green Island, sufficient for up to 70x aircraft.  Sincerest thanks go to Blumax for this great work.
- Fixed Nav map and Map_C anomalies on Tatau Island. 
- Map_T tweaks and load.ini to refine coastlines
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SAS~Tom2

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #86 on: March 29, 2014, 09:24:20 AM »

Thanks Bee!  :) :D
And all involved.  :)
Just saw it as I came back for one day home. ;)

Chrs

Tom
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Chief_Mouser

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #87 on: March 29, 2014, 09:42:10 AM »

Great stuff Bee.
Now for some mission building!

:cheers:
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SAS~Tom2

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #88 on: March 29, 2014, 11:06:19 AM »

 :)




Need some new Pacific Lightning skins  :P
 :-*
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rollnloop

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #89 on: March 29, 2014, 03:45:24 PM »

Hi Bee, thanks a lot for my new favorite map  :)

I installed Blumax's additions, and build a 40+ US planes mission, i noticed that when landing north, with your initial version planes landed on west runway, and revised version on east runway, only one runway is used for landing. Since my planes come to land in straight line, i have collision problems i hopefully could avoid if planes were to land on both runways.

1/Are you able to use both runway for landing AI at the same time ? (in this case i'll just try to find my error in mission building)

2/if you are not, is there any chance of another revision that would allow landing on both runways ?

Here's my WIP mission for testing if you want to have a look (HSFX 7.02, using triggers, Boyington's 2nd solomons' tour, dec 16, 1943, incomplete french briefing)

https://dl.dropboxusercontent.com/u/51388873/VMF214-2-1.7z

Thanks again for this map ;D
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Blumax

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #90 on: March 29, 2014, 05:28:10 PM »

Hi rollnloop this is an issue that i wrestled with for hours without solution, it would seem that because the takeoff / landing point on the north end of the east runway lays midway between the landing points on the west runway that whenever a plane is directed to takeoff or land on the northern end of the east runway it is directed onto the west runway. No matter how hard i try to position the north takeoff / landing point on the east runway it always directs planes onto the west runway at one end or the other, it's a problem that i cant seem to solve and i have spent many hours trying to sort it out.
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BravoFxTrt

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #91 on: March 29, 2014, 05:45:07 PM »

Howdy Blumax, good to see you around here again Mate!
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langereis

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #92 on: March 30, 2014, 01:49:02 AM »

Bee, Gaston,Vegetarian,Uufflakke,

Missions can be saved now! :-\

Thank you, as described on page 1 by Bee:
 This map was built using Boomers objects packs,
I had to install these files first:-[ :-[ :-[

In the meantime I have now too a lot of other objects for FMB for my 4.09m +UP2.01 version!
Kind regards
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Bee

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Re: Welcome to Hell - Rabaul 1944 (Update 29/03)
« Reply #93 on: March 30, 2014, 05:00:26 AM »

Ah thats good news langereis.

I'm uploading the final version now as an all-in-one download.  It has the following improvements:

//tidied texture duke york island
//namanula rd east road plate sticking up fixed
//scrap of forest near vulcano fixed
//rapopo beach fixed
//tiny gasmata seamless mismatch fixed
//jagged coast at rabaul smoothed
//curved road sticking up in supply area east side simpson harbour fixed
//far east supply area moved closer to water
//performance improvements
//smaller download with optimised textures

Users who have their own 1024x version of my textures can continue to use those without worry.
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Gaston

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Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
« Reply #94 on: March 30, 2014, 05:22:55 AM »

Hi Bee. Thanks. But the new upadates of the map do not work in LoRez, because the new textures coming in the updates are not LoRez. I have to stay in the first version to have it working with LoRez 1024 textures.

The textures which need to be downsized are :

-new "rabaul_township.tga",
-Rapopo_fields.tga and Rapopo_fields.bumph.

And then, a non HiRez game will use this beautiful map.
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Bee

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Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
« Reply #95 on: March 30, 2014, 06:04:09 AM »

Changing the size of an image is extremely simple.   I would highly recommend you download the excellent free program Xnview

http://www.xnview.com/en/  You can then resize all the images you could ever want. 

In the meantime, here are the three textures you requested.  Resized to 1024 in the above program. 
https://www.mediafire.com/download/8soywgeashw572h/1024.rar
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