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Author Topic: New CUP Module 05 (1B) - The Golden Age  (Read 36232 times)

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SAS~Gerax

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #60 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

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TrevL

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #61 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
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SAS~Monty27

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #62 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)
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Flying H

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #63 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.
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SAS~Monty27

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #64 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.
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Flying H

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #65 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
(Does this work?)
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SAS~Storebror

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #66 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
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Flying H

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #67 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!
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Flying H

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #68 on: December 28, 2015, 03:58:19 PM »

Trying again






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 ;)
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Trotski

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #69 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.
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SAS~Monty27

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #70 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)





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EHood

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Re: New CUP Module 05 (1B) - The Golden Age
« Reply #71 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.  ;)
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