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Author Topic: WIP Map of "Gilf Kebir" region, North Africa - FINAL VER 2.1  (Read 14919 times)

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fatty_finn

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #24 on: October 25, 2015, 07:32:38 AM »

Hi Mick,
apologies for that landing field. It is not even supposed to exist!  Just a slip of the mouse, I'm afraid.
will remove on next update.
Regarding trees: yes- I agree the trees are wrong.   
My ignorance is profound on trees - but I'll look into it !
f_f
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fatty_finn

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #25 on: October 25, 2015, 07:34:58 AM »

Dear fritzofpeace,
that's a great looking skin on the 110.
is it available?
f_f
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fritzofpeace

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #26 on: October 25, 2015, 12:16:46 PM »



Hadn't planned on uploading it (my non-historicals don't get a lot of downloads) but, hey, since you asked!  Just uploaded to M4T, should be available shortly.
REALLY appreciate this map. ;D
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stanislao

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #27 on: October 25, 2015, 01:13:59 PM »

:-X     :-[   

Hey ... what happens to my map ..... ?? the horizon is black ...


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fatty_finn

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #28 on: October 26, 2015, 05:37:07 AM »

Hi stanislao
Sorry- I cant offer any help on the black horizon.  I've never seen any problem like that, with this map.
Has anyone else seen this?
f_f
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stanislao

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #29 on: October 26, 2015, 07:57:52 AM »

 :(      :-X
Thank for reply....  SIGH....
a shame ... your map was really spectacular ..

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Whiskey_Sierra_972

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #30 on: October 26, 2015, 11:00:05 AM »

Why don't you post your log?

Log is useful for debugging not only planes....
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fatty_finn

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #31 on: November 07, 2015, 07:09:31 PM »

Dear all,
thanks Mick for the comment on the trees. I've removed most trees, for a new update of this map - plus removed that airfield too.
But, before I release the new version:
a question about compatibility of 4.12 maps with 4.13, Modact 6:
neither of my 2 maps [Norfolk & Gilf Kebir] will run in 4.13.
They open OK, but you cant place any object on them.   
Fearing this is all my own fault[!]: I have to ask: is this a problem specific to my two maps?  -or a general 4.12 vs 4.13 incompatibility?
The relevant bit of my log file is below, I think.
thanks for your advice.


Code: [Select]
.....
.....AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
JPG Background: GUI/menu/wide_background_en.jpg
 DOT RANGE line   =   mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
 DOT RANGE line   =   mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully....
[CODE]

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cgagan

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #32 on: November 08, 2015, 03:30:49 AM »

Hi, your map works great with my SAS ModAct 6.01 install (413); I can save and load missions
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Mick

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #33 on: November 09, 2015, 02:25:01 AM »

thanks Mick for the comment on the trees. I've removed most trees, for a new update of this map - plus removed that airfield too.

Hi fatty_finn,

You could also use Uufflakke's desert trees ... :P

They are Hi-Res but it's easy turning them into 8 bits (I can do it for you to spare you the necessary time, if you want ... ;))

https://www.sas1946.com/main/index.php/topic,40379.msg452015.html#msg452015
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Gaston

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #34 on: November 09, 2015, 03:58:26 AM »

They are Hi-Res but it's easy turning them into 8 bits (I can do it for you to spare you the necessary time, if you want ... ;))

https://www.sas1946.com/main/index.php/topic,40379.msg452015.html#msg452015

That is a very good idea : many peoples do not use HiRez mod, to save lot of space on their HD !
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fatty_finn

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Re: WIP Map of "Gilf Kebir" region, North Africa - v1.1
« Reply #35 on: November 09, 2015, 04:23:10 AM »

Hi Gaston  & Mick
Gaston: pleased to hear its working in 4.13
I just noticed a post in the Modact 6 thread that may address my own issue with these maps.  So, seems the problem isnt with the maps themselves :)

Mick: seems we are on the same page!
the new version of Gilf Kebir does indeed have some of Uufflakke's trees included.  They dont appear to be hi-res - but I didnt do anything to change them!?!

f_f
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