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Modern Darwin/Timor


Modern Darwin Terrain Ver 2.0

for SF/SFG/WoV/WoE & SF2/SF2:V/SF2:E

 

UPDATED to Version 2.0 6/11/09

 

This is a rebuild of MY rebuild of Edward's WW2 Pacific Theatre map of Northern Australia, Timor, and parts of Indonesia. This moves it up into modern-ish times; the operational time frame I've designed it for is apporximately 1950-2050. Modern place names have been used were needed (and discoverable!). It has been extensively updated for Post-08 Patch Level installs for the Classic Series ™ {herein after to be known as "TOS"}, and is usable in the New Series {herein after to be known as "NextGen"}.

 

The Update is designed to COMPLETLY replace the earlier version I'd released some years ago, and is a COMPLETE terrain with just about everything needed for installation.

 

It has been extensively re-tiled, with the addition of MANY parts from the WoV "GreenHell" ™ mod by Brain32 & CA_Stary, while still using ONLY the original stock tiles (in other words, TODs for the jungle/paddy/grass. City TODs are still the stock ones, due to target placements within the cities) . The target areas have been 'cleaned up' and enhanced, including some that are of a 'fictional nature' to enchance gameplay. The movement ini has had some additions for CAS missions on Timor., The data ini has also been brought up to present (post-08) standards, with all effects activated. For mission and campaign builder, 2 Friendly Carrier stations have been added.

 

I've included several new ground objects, mostly to replace some that have gone missing from General Usage ™. Included are 1 new destroyer, 2 1/2 aircraft carriers, and some other things. (I say 2 1/2 carriers, as one, HMAS Australia, is just ini edits to create a "What If..." for the RAN). There's also quite a few surprises ... so keep a sharp eye out, especially when flying near coastlines/ports at night ...

 

*NextGen users take note -- you =MAY= be making data ini adjustementst for use in SF2/SF2:V/SF2:E. I've experienced NO anomalies during testing. Your mileage may vary*

 

**SF/SFG/SF2 Only users take note: you will be missing 2 of the naval vessels; the SumnerFRAM2 destroyer and the SCB-125 Essex class aircraft carrier. You will have to import the various and sundry bits from WoV or Post-08 Patch WoE. Or find "other alternatives". Or switch to WoE/WoV as your main gaming install.

 

It is also suggested (read: REQUIRED!!) you have the latest weapons pak installed for the various guns, SAMs, and whathaveyous. This is mostly for the ships, and air defense units --this is MOST critical for NextGen SF2 series users!!!! Any additional Ground Objects you can get your hands on, is also HIGHLY reccomended!! (Pasko's SAMs and Vehicles Pak, Kesselbruts Zil Trucks, you get the idea...)

 

As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It is also HIGHLY reccomended you read this document ALL the way through to get an understanding of what's to be accomplished, and how to do it.

 

Happy Landings!!

Wrench

Kevin Stein

 

ps: yes, I've reused the same screenie. Just too lazy to take/make a new one


 

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Wrench I have a few questions for you....

IS there a reason why you used sa-2 as type objets?

There are no WWII barge right? And the liberty ship is entered twice in they type, why?

Also:

why?

[TargetType072]

Name=Liberty

FullName=USS Liberty

ModelName=Liberty.LOD <---------------- lod indication

TargetType=MISC

ActiveYear=0

TargetValue=0

UseGroundObject=TRUE <-----------------but points at groundobjects folder?

GroundObjectType=Liberty

RepairRate=0.555

StartDetectChance=0

StartIdentifiedChance=0

IncreaseDetectChanceKey=0

MaxVisibleDist=30000.0

DestroyedEffect=SmallOilFire

SecondaryEffect=VehicleFireEffect

SecondaryChance=50

 

hey kev, I am no nipicking, I just want to understand and that is why I ask questions!

Thanks for the terrain? .. and when Socal?

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oppps... :blush:

that was my gunless mod of Capun's ship. I guess I forgot the release it.

 

Same for the barges; they were supposed to be 'docked' as some of the enemy ports, but I decieded not to use them. Forgot the remove the entries. It won't hurt anything. Leastways, not that I've experienced. I found lots of stuff on some of the WW2 maps, that either never appears, or is just floating around in the terrain folder. (there's a bulldozer lod in the PTO terrains, the stock ones -- never could get it to appear, even after creating a new skin bmp for it)

 

As to why it's entered twice; (ModelName=) I'm not exactly sure of the real reason, but I've seen it with other GO's used as terrain objects on other maps. I think it makes double sure that the proper model shows up.

 

Using, in this case, the Guidelines, as a types object, assures they're arrival. They'll remain usefull for their full operational life. I'm going under the assumption of a 'cheaper' SAM (easier to purchase for these countries). You'll find plenty of other set to just "SAM_L"....had FC's Gammons show up yesturday morning during testing...which was quite a surprise for my Mirage pilots - me included!

 

Also, was trying to stay with as few 3rd party units as possible, to make it more usable for those without the additional air defense units. Of course, that didn't include the Stinger and HAWKs...what with Western AD getting the smelly end of the stick...that's one thing that REALLY has never been addressed from The Manufacturer... fortunately, we've got the add-ons

 

Wrench

kevin stein

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Same for the barges; they were supposed to be 'docked' as some of the enemy ports, but I decieded not to use them. Forgot the remove the entries. It won't hurt anything. Leastways, not that I've experienced. I found lots of stuff on some of the WW2 maps, that either never appears, or is just floating around in the terrain folder. (there's a bulldozer lod in the PTO terrains, the stock ones -- never could get it to appear, even after creating a new skin bmp for it)

 

Actually there is a bargeC entry, which differs from the "CargoBarge" name of the addon. I realized that without being mentioned in the targets.ini they won't appear, even if mentioned in the types.ini. (Windows'search functions does miracles in order to understand th ini and examine addons)

It is that you mentioned them as required in the readme, along with the timor ground units by pasko, which are not mentioned in inis as well. So I was wondering if I missed something or if you were just RIGHTLY SO overzealous in the readme, and suggesting people to get the addons you pointed at. (which I did, wow I was missing a lot of powerboats and pgms, and the barges themselves! thanks for the susggestion!)

Anyway I really really don't want to look like I am nitpicking. It is just that I do read README and I study the file of the addons which I download, (since I have a very modded install and because I simply am curious), therefore it looks like I am picking the mod apart; apologize if I seem rude

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Actually, your questions DO show you're reading the read me. Probably one of the 12 or 13 that reaaaally do! :wink:

I don't take it as nit picking. It's refereshing to see folks actually going over the file structures, learning how and why things work and gaining an understanding, as opposed to decrying "this s**t don't work...this game sucks"

 

The GO 'suggestions' are for use in having them show up in CAS and Anti-Slip missions. You'll notice the parked vehicles at the various army camps are just the stock ones. The ship entries (other than the missile boats) are left pretty much as Edward built it for WW2. I just like to have lots of things to blow up....

 

One day, I'll really mess with people, and have not one single stock item placed on the map, and not include them!!!! Or even tell them where to find them.

Yah, I'm that way.... :rofl:

 

Wrench

kevin stein

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It's refereshing to see folks actually going over the file structures, learning how and why things work and gaining an understanding, as opposed to decrying "this s**t don't work...this game sucks"

 

I see your point. I have an intersting terrain for Wov, redone, with plenty of target areas and merged with many target areas coming from various mission sets (such as thos from comptrn and many by me or freeware YAP stuff) and with a demanding hochimihn campaign (called protective reaction, and also a very modded TET68)

The point is that I am too lazy to pack everything togheter and it would require for some users to much of hassle to get everything togheter,(unless they give a good read to the read me, or the included files) I mean hw can you wander in sfp1 without the zil transport package for example?

For the same reason I guess the campaign Out of Africa 1.5 I made has not been found intersting; perhaps too much modding and downloading left to final user, althoguh I think the readme was clear, and the campaign offered a lot of naval and antishipping missions.

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Wrench, can you please check the airport of portkeats? I have the feeling that the runway texture is not aligned with the take-off landing direction. Or it might me having made a mess, although I just imported my vietnam tiles

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AT the very end of the runway??? Yeah, it does that. So does Fubar's repaint as well. Chalk it up to cheeeep contract laborers

 

Neither one of us could figure out why ... texture problem only

 

Wrench

kevin stein

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AT the very end of the runway??? Yeah, it does that. So does Fubar's repaint as well. Chalk it up to cheeeep contract laborers

 

Neither one of us could figure out why ... texture problem only

 

Wrench

kevin stein

eh no wrench, what I mean is that the plane appears at the end on the runway, on green,, and then on autopilot take off turns about 45° attempting a distrous takeoff run among the hangar; I have the feeling airfield textures is not lined up with takeoff direction, airport is portkeats.

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I found it...a flattening issue. Now fixed. Updated version uploaded

 

Strange, it never did that for me during testing. :dntknw:

 

Wrench

kevinstein

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I found it...a flattening issue. Now fixed. Updated version uploaded

 

Strange, it never did that for me during testing. :dntknw:

 

Wrench

kevinstein

Which file do I have to verwrite?

Reason I ask is that I already replaced the terrain data ini with a version coming from my highly modded Wov, for tiles and tress purposes...

Edited by Canadair

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targets ini, city ini, hfd, tfd. DO NOT OVERWRITE THE HFD AND TFD -- DELETE THE OLD ONES. I've had problem with the overwite NOT working

 

I know it's a bitch, but just dl the whole package...thats what I uploaded, the whole cursed thing!

 

Wrench

kevin stein

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Ok, People ... a new, rebuilded version is now available

 

As alwasy, READ THE README FIRST!!!

 

all the issues mentioned above should be fixed in this, as all the Unavailable Items ™ have been removed from the targets.ini. They are probably STILL listed in the types ini, but don't be sweating it!!

 

Enjoy!

wrench

kevin stein

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