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Author Topic: should each map work in each module?  (Read 1999 times)

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Vampire_pilot

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should each map work in each module?
« on: February 14, 2017, 09:50:56 AM »

I discovered that I cannot save for example in JTW2 on the map cztx_BurmaLower_1944 and that usually means missing objects.

But the map is in FMB and can be loaded and existing missions can be flown on this map.
So what is the general concept of BAT on this subject? Should each map that's accessible in a module via FMB be fully usable (i.e. mission can be saved using this map) or is there a list of which map works in which module?  (because of different object lists maybe?)
That map works in WAW2 for example

That's the one map I found when trying to fix an old campaign of mine but I expect there to be more problematic maps like this maybe?
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vpmedia

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Re: should each map work in each module?
« Reply #1 on: February 14, 2017, 09:36:43 PM »

test the map using the universal static.ini checker, then put missing obj entries from waw ini to jtw ini

Vampire_pilot

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Re: should each map work in each module?
« Reply #2 on: February 14, 2017, 10:34:04 PM »

try to go to your own BAT JTW2 and try save a new mission on any of the Burma_lower maps. It does not work for me.

The universal static.ini checker needs the actors static to check against, which in BAT is packed away, in the MAPMODS folder are only the laod.inis.
But I checked against an actors static from another install and the checker said there are no objects missing.

But I can't check against what's actually inside BAT. Or it is a completely different cause for the problem.
I *think* the path to the map is case sensitive for example. While the folder in MAPMODS is named correctly maybe something inside the packed files is wrong? But this is just guessing in the dark.

I really think this is a bug the creators should look at.

I even tried to install the map from my old game into JTW2 MAPMODS without being able to save. The static.ini checker found no conflict.


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dpeters95

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Re: should each map work in each module?
« Reply #3 on: February 15, 2017, 12:21:44 PM »

vampire, to answer your topic question, yes, all the maps should work exactly the same in all modules.  Having said that, I must apologize since I was the map beta tester for BAT.  I made sure all maps would load and could be saved.  But, I only tested them in WAW!  I did that because I couldn't think of any reason why a map would be module dependent...

However, I just tested the Burma_lower 1944 map in JTW and you are correct, you cannot save a mission  >:(
I did some checking and the problem is that all 4 modules currently have different "static.ini" files.  I have contacted Simon regarding this problem and hope to have it fixed in the next expansion.  If you must fix the problem right now, here is what you can do:

Copy the "static.ini" file from the "BAT Root\#WAW2\STD\com\maddox\il2\objects" folder to the "Bat Root\#JTW2\STD\com\maddox\il2\objects" folder.  That fixes the problem for me.  I would rename your original JTW2 "static.ini" file to "orig static.ini" just to be safe before copying over the WAW2 version.

I did not try this yet for the other 2 modules (TGA & DOF) but I have a feeling a similar problem will be present since all of the "static.ini" files are currently different sizes with the WAW version being the largest.

Dennis
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Vampire_pilot

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Re: should each map work in each module?
« Reply #4 on: February 15, 2017, 01:54:39 PM »

thank you for your analysis and for addressing the issue.

I also noticed the same problem in a spain map - can't recall the exact name from the top of my head but there are others and it would make sense the way you explain it. it is not urgent and I will wait for a fix.
But thanks for the workaround just in case!

I don't know, maybe the module files contain era specific components? The DOF and JTW static might have to be different in content for example. But of course the stuff needed for the maps would be the base line that has to be in each module's static.ini.
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SAS~Monty27

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Re: should each map work in each module?
« Reply #5 on: February 15, 2017, 02:51:24 PM »

As always, with a project years in the making, a cursory glance can be misleading and B.A.T. is indeed much more complex a project than it may appear:

The Static.inis have been different for each module because of the different vehicle sets: from WWI trucks to modern GAZ types.  Worse still, modified vehicle meshes create very different results and can also create save errors because of the different meshes. 

B.A.T. uses hard-coded base vehicle mesh changes from Wingflyr, western0221, whitecat, Melissa, Tomoose, vpmedia, SAS~Epervier, MAX_TheHiman, Grieff11 and many others, for specific vehicle enhancements for specific eras.  It shouldn't work at all really!  ;D

Using the WRONG Static.ini can cause vehicles to show up in the WRONG module without wheels and other odd results.

This has been explained in C.U.P. previously and has only recently been solved for B.A.T.

Specific vehicle data is defined in technics.ini and chiefs.ini, but will often show up in Static.ini too.  There are plenty of static vehicles available in stationary.ini but entries also exist, un-necessarily (IMO), in Static.ini.  You can't just rem them out and use the appropriate stationary.ini either - this will kill all of the maps!

The obvious point is that Burma '44 doesn't belong in the Jet Age section anyway.  We could have supplied a different MAPS.ini for each module but our goal was always to unify the Static.inis - a project which has taken a great deal of work and painstaking care over many months.

Due for release with BATEP07 - We now have it so that a common set of vehicles are called for that don't look odd any more and all of the Static.inis are now the same.  Common to all modules are certain trucks and cars whose mesh has been unified across modules and substituted for those times when a map-maker has used vehicles to populate a map.

B.A.T. Expansion Pack Seven, a true milestone, unifies the B.A.T. Static.inis - which means that all QMBPRO missions will also work universally across all modules and all maps will be available for all modules. - Although what wierd and wonderful combination of missions this will facillitate is still to be seen!

BATEP07 goes further to also unify SAS_Engine_MOD throughout all modules.  The Modular construction of B.A.T. is key to its functional diversity and success - but it comes with its own set of unique challenges.


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