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Everything posted by markriley
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New Mod update Getting really close with this new mod. Got the Meinit.xml file all straight with the following mods: FPS Tweak 1.12d, Navy SuperMod10, and the Realistic Weapons Mod. Worked on trying to get Birdys Tree Mod scene files mixed with the extra base in Navy SuperMod10, but havent been able to get the merge/compare program to open the med or large scn files. It keeps saying "ran out of memory". I guess I'll just go with two versions, one with the trees and one with the extra base. Things seem to be working right so far where I have tested. Thanks for all the help, ideas and advice from everybody.
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**NEW** A10/Su27/Su33 Weapon Mod v1.1
markriley replied to Shepski's topic in Lock On v.1.0x and Flaming Cliffs v.1.1x
New Mod update Getting really close with this new mod. Got the Meinit.xml file all straight with the following mods: FPS Tweak 1.12d, Navy SuperMod10, and the Realistic Weapons Mod. Worked on trying to get Birdys Tree Mod scene files mixed with the extra base in Navy SuperMod10, but havent been able to get the merge/compare program to open the med or large scn files. It keeps saying "ran out of memory". I guess I'll just go with two versions, one with the trees and one with the extra base. Things seem to be working right so far where I have tested. Thanks for all the help, ideas and advice from everybody. -
ok, thanks. I'll dig a little deeper.
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Anybody went over the standard file size on Meinit.xml file and it still work in game? It runs with file sizes of 1793kb (default)and lower. The one i have now with other mods added together is 1840kb and I get a C++ runtime error when I select anything from the start screen. I may have some other problem but i want to rule out file size before i dig any deeper if possible.
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**NEW** A10/Su27/Su33 Weapon Mod v1.1
markriley replied to Shepski's topic in Lock On v.1.0x and Flaming Cliffs v.1.1x
thanks Shepski -
Navy Supermod available for download!
markriley replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
Well i substituted the scene files from Birdy and then when I F-11 view over to Merzifon, some of the buildings and radar are there, but the concrete is missing. Swingkid is sending me a program he made that Birdy used to do the Tree mod scene files. If it looks like something I can handle then try to make it all work together....it may be way out of my league. Im more of a tinkerer than a programer or modder. We will see. -
Navy Supermod available for download!
markriley replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
Bad news, the program i have doest open the scene files in a readable format for me to merge or compare them. What program or text format did you use to edit your scene files to put the changes around the Merzifon base? -
Navy Supermod available for download!
markriley replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
Ok, i got ya. So to just repalce the scene files with Birdys (same person as IIRC?) would mess up your base add on. I think I can use the merge program to look at those two files also and come up with one file that has the features of both of the others. Going to be a busy weekend. -
Navy Supermod available for download!
markriley replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
I saw some scene files in your mod and they looked to be the same size as what i thought were Birdys Trees mod in one of my folders. I'll re-check that. If they were just the High ,Med and Low scn files, it shouldnt be to hard to add them. I didnt think they were invloved in the Meinit file so thats good. -
**NEW** A10/Su27/Su33 Weapon Mod v1.1
markriley replied to Shepski's topic in Lock On v.1.0x and Flaming Cliffs v.1.1x
Wolverine, do you mind if i mix your realistic weapons mod into a new superMod I'm working on? I'm just about done making it all work together and after I finish, with each parties' permission, I would like to share it as a modman5 addon. So far I have FPStweak 1.12d from ThomasDW merged with SuperMod10 from BritGliderPilot and a labels mod (from I dont know who) that i thought was cool. (optional). Your weapons mod woud replace the ThomasDW ones (sorry Thomas). -
Navy Supermod available for download!
markriley replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
BritGliderPilot, thanks for pointing me to your supermod10. Brit Radar Dude turned me on to a program that merges xml files and it works great. Link at bottom of post. So i wanted my 1.12FPS tweak and your supermod10 but the meinit files would replace each other. Now its working with both together as far as I have tested it. Still need to go through the other folders that came with both mods and check for other files that may have conflicted/replaced each other (view.lua) etc. but if all goes well I would like to make it a ModMan5 addon, if thats cool with you. I need to make sure i have your hotfix worked in there too. The program is a 30 day trial of the pro version. If you want to buy you have to get the pro version for the tripple file merge and conflict finder (just "Yes" and "No" on "human cockpit" were only conflicts, easy fix there). Bad news is the pro version is $269 bucks! http://www.araxis.com/merge/index.html -
I know you didnt say those things, and i didnt mean to imply that you did. I was just saying that you can call me anything you want to (for bugging you), just as long as I get the explination i needed. I've read some of the other threads/projects that your involved in and i must say you are way past where I will ever be as far as modding and programming go. Thanks for your patience with me, and for you last explination of the ATC. Looking forward to the map project you and Pappavis are working on. Best of luck to you both.
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Sounds cool, i want to know also.
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Thanks Brit. I was missing the whole concept of the teamspeak and having both sides using this online. I was thinking it was just there for the server to see and the clients who had it could look at it from time to time durring the online play. Then I was wondering about that not being fair etc. Thanks for making it clear to me. I had no idea that AWACS type aspect of the sims had gotten to be this big. Sorry to Zillion for aggravating you with my ignorance.
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Alfa says no, all weapons are hard coded. well crap.
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Well it looks cool and all, and Im sorry you keep getting asked the same questions about it . I guess most people who ask those questions havent found the reason for the mod in ten pages of posts. The radar is awesome looking, but I would rather be in the game than watching the mission unfold on a radar screen. I can see its good for a server to watch the mission take place because hes flown the mission many times and just like to watch. (is that the entire reason for makeing this ATC)? I see the lockon tab at the bottom of one of the screen shots, is that so you can fly the sim and then Alt-Tab out to look at the radar (ATC), then click the lockon tab to go back to flying.? Im not trying to be a jerk, call me stupid if you want, I just have missed the point of your hard work. Again it looks awesome, just what am i supposed to do with it in single player. Sorry for not understanding.
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**NEW** A10/Su27/Su33 Weapon Mod v1.1
markriley replied to Shepski's topic in Lock On v.1.0x and Flaming Cliffs v.1.1x
check this link: http://www.lockonfiles.com/modules.php?name=Downloads&d_op=viewdownloaddetails&cid=77&lid=249&ttitle=Lock_On_1.12A_FPS_Tweak_v2.0D#dldetails The list of included addons in the FPS tweak for 1.12 shows the same weapons mods for the A-10, Su-27 and Su-33 Might be the same mod that has been made to work with 1.12 -
So this is not something that I can use single player to replace the default F-10 screen with?
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Thanks Alfa for your answers to some of our questions, and for keeping us from wasting a bunch of time on things we cant change. So i have this question for you. Is the explosin power/blast radius/damage path etc of the AGM-86 ALCM used by the B-52, able to be modified/increased? Basicly I want to have the B-52 lauch one of these at a base and when it gets there, everything at the base is destroied or on fire. thanks.
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Ill do some searching for CDDS programs, but not right away. Im still playing with getting my meinit.xml file like i want it to include more than one mod. (FPS Tweak1.12a and SuperMod10). Then Ill get back to the slots and CDDS stuff. This board is full of a determined bunch to tinker with and change things to our liking. Its only a mater of time till we get over the next challenge.
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I see your point Alfa, and a good one too. I plan to stick to just comparing the xml files from the same version i hope, 1.1-1.12. Good idea about just doing one mod xml at a time comparing to the clean original. (which i have now, thanks to KILSEK). I am guessing that the new 1.2 will be a different type than the 1.1-1.12 and then we will run into that issue with comparing different versions of the same load out etc. Thanks
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Thanks Brit. Thats program looks great. If the editing features of this other one i found dont work out then that program will be my next stop. The editing from one file to another looks well set up in that one you mentioned. Thanks
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Black Hawk, what about the deal in modman 5 where is has the check box for installing/not installing in cdds. Those skins are going somewhere else arent they? could that lead to a work around? Just wondering. Something else. if the CDDS is fixed size and we can get into there and say take out a few plane slots from a different plane we dont need for that mission/movie, then there would be enough extra room in CDDS to add back in the same amount of slots taken out but of the plane we wanted more of. Or am i way off here.
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Check this out. I found a program that scans the .xml files and shows the differences between the two so you can keep the parts you want from each one. Still working on changing things. Turns out there is a lot of blank lines between stuff and it makes the file count difference look worse than it really is. Im about 90% done with what I think is going to be the meinit file that will have the best of both mods. ( of course there are other folders like view.lua and server.lua etc, that have a few changes in them) Here is a link to the program. http://www.a7soft.com/ It is free trial for 30 days then you have to buy for $30 if you want to still use it. So far i havent been able to make the "insert and replace" function work and i have a support e-mail in to them about it. For the time being, Im using the notepad++ to copy and paste the differences that the ExamXML program finds.
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I appreaciate the offer. Im not really sure I have a clean 1.12a meinit file anymore. I found a program that scans the .xml files and shows the differences between the two so you can keep the parts you want from each one. Still working on it. Turns out there is a lot of blank lines between stuff and it makes the file count difference look worse than it really is. Im about 90% done with what I think is going to be the meinit file that will have the best of both mods. ( of course there are other folders like view.lua and server.lua etc, that have a few changes in them) Here is a link to the program. http://www.a7soft.com/ It is free trial for 30 days then you have to buy for $30 if you want to still use it. So far i havent been able to make the "insert and replace" function work and i have a support e-mail in to them about it. For the time being, Im using the notepad++ to copy and paste the differences that the ExamXML program finds.