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Posted: Sat Sep 24, 2011 3:27 am
by Razz1
The problem is he added new units.
To get it to work add his new units from the EFX file to the end of the EFX file in the sound Mod
See below:
Fokker_DXXI.png (25,-24) (-25,-24) 0 0 FighterWings1 FighterWings1 air1 air2 air3
Sturmpanzer_II.png (34,-25) (-34,-25) 0 0 ArtLight1 ArtLight2 tracked_medium1
Z25mm_SPAA.png (9,-24) (-9,-24) (3,-1) (-3,-1) AAMG1 wheeled wheeled wheeled
M24_Chaffee.png (35,-17) (-35,-17) (,) (,) ATlight1 ATlight2 ATlight3 tracked_light1 tracked_light2 tracked_light3
T-28.png (52,-17) (-52,-17) (,) (,) ATlight1 ATlight2 ATlight3 tracked_medium1 tracked_medium2 tracked_medium3
Other wise the game should work fine except you would not have any sounds for his new units.
I my self am using the same new units but have not added the M24. Sturm or Fokker yet, let alone assign the correct sounds.
There are two versions of the T-28 on the forum. I am using the latest which is better art work.
It doesn't make a difference which art work you use as long as the name of the file is the same.
For example I can have my dog as the png image of the T-28.
Posted: Sat Sep 24, 2011 1:18 pm
by Xerkis
Thanks Razz1 for the specifics. That sure will help.
This all posses a bit of a problem.
For anytime we want to combine mods like this we will have to do a little work on it ourselves. So it could very well be that for ALL the campaign mods we will end up redoing the efx file. Or have two versions of the campaigns; one with the additional mod added in and one without it as the campaign was posted.
OK, maybe it’s not a problem but more of an opportunity to come up with some sort of utility like the Gen Mod Editor that merges mods and not just overlays them

Posted: Sat Sep 24, 2011 3:55 pm
by Razz1
After sleeping on this... It may be better to load any mod with new units first. Then load the Sound mod last.
I think the Mod enabler will work in parallel. Where the second Mod loaded will only over wright the first file where applicable.
Paulus should know or it would have to be tested.
If this doesn't work then the only way to use a Modification with new units is to add them to the EFX Sound file at the end of the list.
Once Von Paulus agrees on which new units to be added to the game, we can include these in the sound Mod.
Posted: Sat Sep 24, 2011 11:49 pm
by VPaulus
I've answered to Xerkis and Razz in the thread of the
Real Sound Mod.
In spite of this also being a general matter modding issue, it concerns more Real Sound Mod than Panzer General Classical Mod.
I don't want to derail more this thread without rezaf's permission.
Posted: Sun Sep 25, 2011 2:41 pm
by rezaf
Of course you can discuss the matter in this thread, especially it's relations to the PGClassic mod.
As you wrote yourself in the thread for the sound mod, the issue is really neither with this mod nor with the sound mod but with PzC, whose handling of modding efforts is very inflexible.
Heck, it's even less flexible than PGForever, which at least supported mod-dirs.
Rudankort messed up a bit in this regard. Maybe it'll be improved in patches, but I'm not holding my breath.
As for "merging" the mods, I don't think it'll truly work. All that'll happen if you load PGClassic first and then the sound mod, it'll overwrite the efx file and you end up with the new units not playing proper attack sounds and animations at all.
I think there really ought to be an effort to create a "master equipment file". Different mods could use it, new units would be added to it and mods such as the sound mod could be adjusted once to work with it, and all mods based on the equipment file would automatically be compatible.
Maybe I'll make an effort when I find the time and noone else makes an attempt in the meantime, we'll see.
But I already was prevented from even working on PGClassic this weekend by nikivdd, who requested some italian units... *shakes fist*
_____
rezaf
Posted: Sun Sep 25, 2011 4:03 pm
by Razz1
I haven't had a chance to review all of those new units and stats yet.
I have the Z25mm and want to add the others.
I don't see a problem with adding those units to the EFX file with the next release of the Real Sound Mod.
If a player doesn't use the PG Classic Mod, it's okay. The EFX sounds will not interfere.
Posted: Sun Sep 25, 2011 8:03 pm
by Xerkis
rezaf wrote:As for "merging" the mods, I don't think it'll truly work. All that'll happen if you load PGClassic first and then the sound mod, it'll overwrite the efx file and you end up with the new units not playing proper attack sounds and animations at all.
Did some testing on this and posted the finding on the VPaulus thread on it.... if you're interested.
Posted: Sun Sep 25, 2011 10:28 pm
by BriteLite
rezaf wrote:As for "merging" the mods, I don't think it'll truly work. All that'll happen if you load PGClassic first and then the sound mod, it'll overwrite the efx file and you end up with the new units not playing proper attack sounds and animations at all.
I think there really ought to be an effort to create a "master equipment file". Different mods could use it, new units would be added to it and mods such as the sound mod could be adjusted once to work with it, and all mods based on the equipment file would automatically be compatible.
_____
rezaf
Without a master equipment file the problems already encountered will multiply exponentialy. Maybe not exponentialy but it will be a huge chasm. PGForever which was a huge improvement over original PG/AG has still not reached it's potential due to multiple equipment files and communal graphics. PZCorps solves part with individual unit graphics but then is complicated by efx files. Note: Several dedicated PG/AG players did manage an all inclusive equipment file but only the more skilled(I am not one) graphics users could undertake the required modifications to the tacicons file.
I am capable of manipulating the equipment file and can assign the efx data but I cannot create the unit icons. What I mean is I am more than willing to contribute to a master project with the caveat of my above mentioned shortcomings.
Can we approach this project as a team with coordinators assigning who what and where? Are there enough willing participants?
If the modding process continues as it stands now we will in the end wind up with many versions that duplicate data at the same time causing issues with for instance conflicting efx data.
I realize I am stating the obvious but I would hate to see the many excellent modifications unable to work with each other.
Rezaf:Not trying to derail your thread but the point was raised here.

Posted: Sun Sep 25, 2011 11:01 pm
by VPaulus
rezaf wrote:Rudankort messed up a bit in this regard. Maybe it'll be improved in patches, but I'm not holding my breath.
I've at least the faith, that something will be done and probably sooner than we think. However I don't expect more than mod-dirs support, at least in the near future.
rezaf wrote:As for "merging" the mods, I don't think it'll truly work. All that'll happen if you load PGClassic first and then the sound mod, it'll overwrite the efx file and you end up with the new units not playing proper attack sounds and animations at all.
It will work because we will incorporate your units in our efx file, which we've already done. We went further, and already add sound to two of your units, and I'll add at least M24 sound for movement for our next update. We'll extend our mod to other mods, when requested, as it was with your mod case. In nconclusion our efx files will have from now on your added units, and future ones.
Razz1 wrote:I don't see a problem with adding those units to the EFX file with the next release of the Real Sound Mod.
If a player doesn't use the PG Classic Mod, it's okay. The EFX sounds will not interfere.
Exactly.
BriteLite wrote:Without a master equipment file the problems already encountered will multiply exponentialy. Maybe not exponentialy but it will be a huge chasm. PGForever which was a huge improvement over original PG/AG has still not reached it's potential due to multiple equipment files and communal graphics. PZCorps solves part with individual unit graphics but then is complicated by efx files. Note: Several dedicated PG/AG players did manage an all inclusive equipment file but only the more skilled(I am not one) graphics users could undertake the required modifications to the tacicons file.
Fully agree with you, BriteLite.
BriteLite wrote:
I am capable of manipulating the equipment file and can assign the efx data but I cannot create the unit icons. What I mean is I am more than willing to contribute to a master project with the caveat of my above mentioned shortcomings.
Can we approach this project as a team with coordinators assigning who what and where? Are there enough willing participants?
If the modding process continues as it stands now we will in the end wind up with many versions that duplicate data at the same time causing issues with for instance conflicting efx data.
I realize I am stating the obvious but I would hate to see the many excellent modifications unable to work with each other.
I've too many things at hand in this moment. I don't know how I could help with such lack of time. Anyway you've my support.
Wouldn't it be enough just to create an equipment and an efx file?
Maybe you should create a thread, BriteLite.
Posted: Sun Oct 02, 2011 11:03 am
by VPaulus
Now, Real Sound Mod after the update, is compatible with this mod.
Added new sounds for the movement of the new units of this campaign.
Posted: Mon Oct 03, 2011 8:27 pm
by phcas
Hello,
I am playing this Campaign, and I like it very much.
There is only one thing thats not working so well I think. I see every time when a truck comes near a city, that the defending infantry is leaving the city to attack the truck. Then it lost its entrechment and is easely destroyed outside the city. In PG the infantry units stay in the cities to defend them, I think that's better.
I Think you can end this problem with the editor to give the units a rol as "Hold position" instead of "default"
Greetings Caspar
Posted: Thu Oct 06, 2011 1:00 pm
by MartyWard
Will this mod work with the update?
Posted: Thu Oct 06, 2011 4:20 pm
by rezaf
It will, afaik, but it won't reflect the equipment stat changes from 1.01.
I've finished a 1.01 equipment file with all PG units not in PzC added and propped up with proper stats, but I've yet to re-check all scenarios to swap out all replacement units I might have placed in them with the intended unit. I hope I'll get a chance to do that soon, we'll see.
_____
rezaf
Posted: Thu Oct 06, 2011 4:59 pm
by MartyWard
rezaf wrote:It will, afaik, but it won't reflect the equipment stat changes from 1.01.
I've finished a 1.01 equipment file with all PG units not in PzC added and propped up with proper stats, but I've yet to re-check all scenarios to swap out all replacement units I might have placed in them with the intended unit. I hope I'll get a chance to do that soon, we'll see.
_____
rezaf
Cool. I haven't upgraded yet because I'm still playing your mod and didn't want to screw up my games. I can wait to install the update!
Posted: Thu Oct 06, 2011 5:04 pm
by VPaulus
MartyWard wrote:Cool. I haven't upgraded yet because I'm still playing your mod and didn't want to screw up my games. I can wait to install the update!
Remember, that if you're not using Generic Mod Enabler, after updating you'll have to install again the mod.
If you' re using Generic Mod Enabler, remember to deactivate the mod before updating.
Posted: Thu Oct 06, 2011 5:13 pm
by MartyWard
VPaulus wrote:MartyWard wrote:Cool. I haven't upgraded yet because I'm still playing your mod and didn't want to screw up my games. I can wait to install the update!
Remember, that if you're not using Generic Mod Enabler, after updating you'll have to install again the mod.
If you' re using Generic Mod Enabler, remember to deactivate the mod before updating.
Thanks, I do use it. It's a really cool tool for non-computer people like me. I doubt I'd have ever been able to try any mods without it, thank you Windows 7!
Posted: Tue Oct 11, 2011 7:38 am
by jaggy
Hi, Rezaf. I finished the Panzer Corps default campaign and decided to install your Panzer General Classic mod. So I did the following:
1) Patched Panzer Corps to 1.02
2) Used JSGME to enable your campaign. There were no other mods or campaigns enabled before this. Your campaign would be the first time I used JSGME. Only change was to rename your your original folder from "PGCampaign014" to Panzer General Classic"
3) Used JSGME to enable Historical Insignia.
4) Used JSGME to enable AT&AA mod.
5) Used JSGME to enable Real Sound mod.
Started Panzer Corps and clicked on the 1939-45 campaign, chose Field Marshal Difficulty level and game on. However, I realised after playing a few turns that the Poland map was the exact same one as the default campaign. The Panzer General Classic Mod has a different Poland map, doesn't it? If so, then I'm not currently playing the PG Classic mod but the default campaign again? I checked JSGME and it has all campaign/mods in the right-hand column ie. PGCM, HI, AT&AA and Real Sound. Any idea what might be the problem?

Posted: Tue Oct 11, 2011 8:13 am
by rezaf
Hi jaggy.
First of all, the campaign will not work as it should with the mod activation sequence you used.
PGClassic comes with it's own equipment file, and the AT/AA mod comes with an equipment file as well, which will overwrite the one PGClassic comes with. This will lead to problems.
I'd say the historical insignia mod and the real sound mod ought to be compatible.
That said, after activating the mods, check out the campaign.pzdat file in the data directory.
The first actual line (after headers) is supposed to say StartTutorial, and the second line below has to start with Poland 47 [...].
If it doesn't say 47, the campaign file has probably been overwritten and your install sequence did not work.
Could you try that and report back?
_____
rezaf
Posted: Tue Oct 11, 2011 8:54 am
by jaggy
Hi, Rezaf. What application should I use to check the campaign.pzdat file? Also, would disabling the AT&AA mod via JSGME and starting a new campaign resolve the problem? Thanks in advance.
Posted: Tue Oct 11, 2011 9:13 am
by rezaf
jaggy wrote:Hi, Rezaf. What application should I use to check the campaign.pzdat file? Also, would disabling the AT&AA mod via JSGME and starting a new campaign resolve the problem? Thanks in advance.
Just open it up with the windows editor, for example. You don't actually want to edit anything, just take a look.
I'd say your best bet is disabling all mods, and then reenabling first PGClassic, then the insignia mod and then RSM.
From what I recollect, the mod should supposedly work as intended at that point.
If it does not, try disabling everything again and just running PGClassic alone, to verify if that works.
_____
rezaf