Problems with 1.10 Patch

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churchlakecity
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Problems with 1.10 Patch

Post by churchlakecity »

My personal opinion is,that this new patch is a disaster.....the most or all existing mods doesn't work with it.The adaption costs days or weeks of work.....
Dozends,hundreds or thousands of people spent a lot of time to grade up the game and this patch has a catastrophical effect to their work...... :evil:
For my own i take the things i could use and the rest: back to sender.......

Whats your opinion and problems,people? Please discribe and post them here that we can together find solutions for problems with this patch.....
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nikivdd
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Re: Problems with 1.10 Patch

Post by nikivdd »

churchlakecity wrote:My personal opinion is,that this new patch is a disaster.....the most or all existing mods doesn't work with it.The adaption costs days or weeks of work.....
Dozends,hundreds or thousands of people spent a lot of time to grade up the game and this patch has a catastrophical effect to their work...... :evil:
For my own i take the things i could use and the rest: back to sender.......

Whats your opinion and problems,people? Please discribe and post them here that we can together find solutions for problems with this patch.....
Here is my experience sofar.
Mods with vanilla units and terrain should experience no problems at all.
Mods with custom units require an e-file update if you want to take advantage of the new features (titanic job).
I think heavily modded projects with tweaks to countless files...i don't know for sure but to take it up to v1.10...i wouldn't even start.

Am i really happy with the time i have to spend to adapt a custom e-file? Not really but on the other hand a lot of modder requests have been implemented in the update, so that sweetens the work.
Chris10
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Re: Problems with 1.10 Patch

Post by Chris10 »

churchlakecity wrote:My personal opinion is,that this new patch is a disaster.....the most or all existing mods doesn't work with it.The adaption costs days or weeks of work.....
Dozends,hundreds or thousands of people spent a lot of time to grade up the game and this patch has a catastrophical effect to their work...... :evil:
For my own i take the things i could use and the rest: back to sender.......

Whats your opinion and problems,people? Please discribe and post them here that we can together find solutions for problems with this patch.....
You cant really expect a developer to build patches or expansions around existing mods...that would be preposterous :P
Its always the same problem with mods..there is always the possibility they brake when a bigger patch or an expansion/add-on to the game is released...
So to cut a long story short....thats the way it is :roll:
I know why I waited for Afrika Corps to be released but still have to rework my map cause of significant increase in the tiles layers...Yeah,nvmd..modders buisness is ungrateful....once you just finished these filthy little dev jerks come along breaking peoples mods with new patches,expansions and content...how dare they :lol:
nikivdd wrote: Am i really happy with the time i have to spend to adapt a custom e-file? Not really but on the other hand a lot of modder requests have been implemented in the update, so that sweetens the work.
+1
VPaulus
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Re: Problems with 1.10 Patch

Post by VPaulus »

The new changes in the efx file are crucial for sound and animation. Also note that the new AI settings will permit the campaign designers to make better campaigns. I could go on and rewrite the changelog.
This patch was needed.
As for the compatibility question, most of the mods won't have much problems. Some will have to be adapted. But that the usual procedure. Why in Panzer Corps should be different?
It's not the game which have the onus to adapt to the existence modds. It's the other way around. It couldn't be in other way.
Besides it was asked for people to join the beta testing. Why didn't many mod developers didn't join it?
Some of the modders are only concentrated in their own projects. Unfortunately, that's the truth.
So, no it's not a disaster, but a step forward.

Edit: +1 to what Nico and Chris said.
Rudankort
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Re: Problems with 1.10 Patch

Post by Rudankort »

churchlakecity
To be quite frank, I'm surprised by such a negative reaction. Didn't you guys want me to give you more modding options? Didn't you blame me for lack of new development? Well, now I have takes some steps in this direction, and you are not happy again. :roll:

But thanks for the topic. I will be watching it, and if any real issues with existing mods will come up, will try to address them. I don't believe that the new patch can create really big problems. As I said elsewhere, before the release I tested the game with a number of existing mods, and did not find serious problems - they played, all scenarios loaded etc. Of course I could not possibly play through all campaigns, and some issues are to be expected. Thus, deep mods like DMP ones have problems with missing hero1/2/3 PNG files. As soon as I have seen this issue reported, I fixed it in my code, and future updates will fix this issue. I'll keep fixing such issues as they arrive.

Note that if a mod does not need new features, if it was created, balanced and tested within the old ruleset, you don't need to update it. OK, new features will not be available there, but so what? Our own old content does not use some of the new features either. It does not become worse because of it, than it was before 1.10.

I will be glad if in the future more modders join our beta programs, and check new versions for compatibility with their mods BEFORE they are released, not after.

Edit:
nikivdd, chris10, VPaulus
Thx for taking a more weighted approach to this complex issue.
Carius
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Re: Problems with 1.10 Patch

Post by Carius »

The Patch is great for the game. It has brought much needed improvements to the scenario editor. We all knew changes were coming and thus had time to prepare for some of the known changes or even wait until the patch was made live.

Yes it will take a bit of effort to update some of the the larger mods to Africa Corps standards but I think it will be well worth it in the end.
nikivdd
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Re: Problems with 1.10 Patch

Post by nikivdd »

I'm puzzled with the new parameters in the e-file but i think i'll work it out, if not i'll post it somewhere.
Rudankort
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Re: Problems with 1.10 Patch

Post by Rudankort »

nikivdd wrote:I'm puzzled with the new parameters in the e-file but i think i'll work it out, if not i'll post it somewhere.
I'll post some documentation on new stuff to this forum after the AK post-release rush calms down. In the meantime, feel free to ask questions.
El_Condoro
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Re: Problems with 1.10 Patch

Post by El_Condoro »

Just for information: my US campaign mod is experiencing no problems except one I created for myself (I used an existing AK map for my own and thus imported its encryption). All new features are working and none of the old are lost. That's just my experience, though.
guille1434
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Re: Problems with 1.10 Patch

Post by guille1434 »

Yes... I used a heavily modded / customized equipment file... and now if I want to keep this changes, I will have to adapt my "custom" changes to the new e-file... A lot of work, but I think the modificactions made to de equipment file format (new traits, transport classifications, etc) are definitely a great step ahead in the game mechanics. Some of this modifications are just the things I was waiting for!

I haven't time to look to all the canges yet, but I think the patch was a good thing!
El_Condoro
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Re: Problems with 1.10 Patch

Post by El_Condoro »

I use the GME to mod and play my mod - which means the equipment file is imported, too. I do not need to 'merge' my efile with the AK one. Why not try the other way around to what you're doing - import your efile and just add things to it that you find in the AK one that are useful?
Uhu
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Re: Problems with 1.10 Patch

Post by Uhu »

I think it is much more useful to use the mods with the JSGME mod enabler. In that way, you can be almost always sure that your mod will work - at least I can use the IC 2.0. And later if you want implement the new features which came with the patch, you can add them one by one thus editing your mod.

guille1434 wrote:Yes... I used a heavily modded / customized equipment file... and now if I want to keep this changes, I will have to adapt my "custom" changes to the new e-file... A lot of work, but I think the modificactions made to de equipment file format (new traits, transport classifications, etc) are definitely a great step ahead in the game mechanics. Some of this modifications are just the things I was waiting for!

I haven't time to look to all the canges yet, but I think the patch was a good thing!
churchlakecity
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Re: Problems with 1.10 Patch

Post by churchlakecity »

Hi people....the first thing what i would to say is that is nice for all your answers.....i didn't expect so much in so less time... :D

To VPaulus i want to say that i still in hospital and i had an operation on my stomach and this is the reason why i couldn't test the beta......and recognize the changes.....

Unfortunantly i'm not a "technician", i'm only a "painter".....so this changes comes hard for me.And at the moment i'm not in the condition to analyze the effects generally.

The first thing i can say,that the new patch means a lot of work to correct the most of the existing mods. I can't test it here in the hospital,but what i read about the changes, now.....it's something to do with the mods.....

It wasn't my intension to offend somebody, that was only my first impression....
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VPaulus
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Re: Problems with 1.10 Patch

Post by VPaulus »

churchlakecity wrote:To VPaulus i want to say that i still in hospital and i had an operation on my stomach and this is the reason why i couldn't test the beta......and recognize the changes.....
It wasn't meant to anyone in particular. But there are a lot of modders who didn't participate.
You and bebro asked me how you could join.
Rudankort
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Re: Problems with 1.10 Patch

Post by Rudankort »

churchlakecity wrote: To VPaulus i want to say that i still in hospital and i had an operation on my stomach and this is the reason why i couldn't test the beta......and recognize the changes.....

Unfortunantly i'm not a "technician", i'm only a "painter".....so this changes comes hard for me.And at the moment i'm not in the condition to analyze the effects generally.
I wish you a fast recovery churchlakecity! And when you feel better and have an opportunity to test things yourself, hopefully the situation will not seem as gloomy to you. :)
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Re: Problems with 1.10 Patch

Post by GSlapshot »

I agree with the use of the JSGME for mods. There is a lot of interaction with efiles & equipment lists and with a new property, expansion and add ons were enevatable. If it was like the old PZ General II where the game was done with expansion & patches you could make deep changes and not worry about the owner making changes to their property.
churchlakecity
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Re: Problems with 1.10 Patch

Post by churchlakecity »

At the moment the most thing i would to test are the anti-pain medicaments......
flakfernrohr
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Re: Problems with 1.10 Patch

Post by flakfernrohr »

Pardon my naive and obviously elementary question, but what is an "e file". Is this the Equipment file that dictates the traits of the units in play?
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
fsx
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Re: Problems with 1.10 Patch

Post by fsx »

I tested the new DMP-Mod.
All DMP-Mods provide the "whole" configuration without exe. And in the last 3 days - it works (after fixing freeze).
But I also agree churchy opinions (in parts).
We have to change some files. I ased in an other thread, to seperate pc original files and mod files. Like strings.pzdat for original, changed by updates and strings.mod (overwrite and adding lines) for the mod. After an update, the mods should not be changed (in strings file). Same is now urgent for movement (use strings like leg.. as key not the position number), terrain, theatre.. because this objects now changeable.

And also: now the balance is gone in some cases.. Or how can I switch to the "old" AI? My main issue is AI can now switch units. With my airplanes I have now much more problems to "hold" it in game, because AI now use all AT as AD. But for the game, this improvement ist great!
Last edited by fsx on Sun Aug 05, 2012 8:12 am, edited 1 time in total.
fsx
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Re: Problems with 1.10 Patch

Post by fsx »

flakfernrohr wrote:Pardon my naive and obviously elementary question, but what is an "e file". Is this the Equipment file that dictates the traits of the units in play?
I think, its the equipment file
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