check out this thread by Monty27...should enplane things for you...
Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #117 on: December 12, 2015, 02:48:29 PM »
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Quote from: wolfiz on December 12, 2015, 05:51:02 AM
...The willy-nilly way they are named for each part is a bit confusing: C.U.P., CUP, etc. and now the totally random named files like "waw12.rar"....
The first eleven parts of #WAW follow do follow such a strict convention as does everything else. However the large downloads require a lot of upload time and at least one link was lost due to a Mediafire error.
A few of the packages can be renamed to the tighter convention and I will get around to it.
Quote from: nyali on December 12, 2015, 11:50:49 AM
here are ALL the links, in a single post, WITH instructions...why can't people read anymore ? lol
https://www.sas1946.com/main/index.php/topic,47647.0.htmlThanks nyali I have been wondering the same thing lately with some other posts... However, our good friend Gaston doesn't miss much, and I have a high regard for him personally, but it is in one and the downloads are in sequence:
https://www.sas1946.com/main/index.php/topic,47647.0.htmlThe cumulative nature of the install means that packages are simply dropped in on top the previous one. This makes for a very easy install process, the easiest in all of Il2 modding in fact. But it also means that a package worked on yesterday has to talk to something we did a year ago. CUP was not concieved and built in a weekend with all available material ready at a single source: Instead it has been assembled from thousands of sources over an entire year.
So if something appears dis-organised I submit; that it may actually be more complex than it appears. CUP appears so simple on the surface, but what is going on underneath would surprise a lot of people!

Quote from: PapaG39 on December 12, 2015, 12:00:23 PM
The Juinkers W34, 1926 shows up in the QMB after I installed the YTD file. in QMB Kuban Scramble scenario the engine startup sounds were beautiful..
Takeoff, flight and landing were great..
however, that big ol MG right over the top of the pilots head has no sound...
even when fired on runway before engine start or from inside cockpit or outside aircraft views
after engine start.
eMeL and I have been listening to a lot of sounds over this weekend. The original conversion of Tiger33's sounds for 412 CUP, especially the flybys, was an exciting breakthrough but didn't have total coverage, relied too heavily on a modified SASEngineMOD and often overwhelmed the weapon sounds. It was all a bit messy really but those amazing engine sounds kept drawing us back and those flybys are incredible! With all its problems its still a hell of a soundset.
We have recently been able to separate Tiger33's sounds from our modified SASEngineMOD and also to extend the scope of the soundmod. Which means, wider coverage and improved sounds with a lovely default SASEngineMOD 2.7 in place.
The result will be an independant package which can be turned on and off. People who still want Tiger33's can enjoy the full experience but all the active files for the soundmod will be in one location. This means that other sets may also be experimented with leaving the rest of #WAW intact. At the same time; Tiger33's sounds will leave no more gaps and all anomolies will cleaned up.
It also means that we may also be able to apply the improved wider-scope sounscape to other CUP modules and still keep them independant as well.

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A year on we would like to re-compress the CUP archive, clean out all un-necessary files that have accumulated over all the parts, and get it to the level we all want so that we can present smaller addon packages in the future. Don't worry though, no re-building will be necessary and all CUP Modules will remain intact. We shall never again go back to a total re-build from scratch. We have all come too far for that. Instead the new replacement parts will gradually and seamlessly be introduced until all of CUP is leaner and fitter than ever.
Any future total game patches beyond 412 will take CUP into account and not break it; or else SAS will retrofit the patch for CUP compatibility (all the smartest coders are here).
The "Restore Point Install" ensures we all have the latest cleanest mod folder and everything else is in the SFS archives. So whatever you think of it, CUP, with 4 distinct eras all able to talk to the largest map compilation in Il2 history, is a very tidy setup indeed. Depite incompatibilities and conversions from outdated code; a CUP install is a very clean house.
Try it yourself, all mods are listed and linked, go do a manual install and you will soon see that the thousands of modders, especially the key guys who help us directly and the core team who test un-ceasingly - and report their findings concisely - have already achieved miracles with this old sim.
Meanwhile we all work together as a community and all input and suggestions are helping everyone. Also: please do bear in mind the people that work so hard and give so much thought and time to the project: We can't go back in time and never make any mistakes. We always do our best and try our hardest.
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