Theater conversion from 4.33 to 4.34
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@Cloud:
Was pretty sure of that, just double checking, at any rate, I’ve found the issue.
The CV L61 JuanCarl is now named the L61JuanCarlos? Looks as though they’ve changed other names.
Thanks,
C9
If its a name change like you say, than its pretty easy.
I think you know, but for the sake of others reading…
Select the L61 in this case, MC will also show you the difference between the 2 taskforces.
If you are happy with your choice and want the L61 always replace the CVL61 make sure to select the “Always replace” checkbox.
Next time you convert a mission from the same theater, this will be done in the background and you won’t get the same question anymore.Gr Falcas
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Select the L61 in this case, MC will also show you the difference between the 2 taskforces.
Next time you convert a mission from the same theater, this will be done in the background and you won’t get the same question anymore.
Gr Falcas
Yes I was aware it shows the comparison.
And the auto convert is a nice feature for additional changes withing the same theater!!
Cheers,
C9
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Hi everyone!
One more stone in the road towards conversion.
Seems that 128 seg. theaters have issues when saving either .cam or .tac files, that with the 73 file version were no issue but now with 100 are. It seems that when the code recreates the Occupation Map, the file that is saved has their squadrons “hidden”. Therefore you can not commit to the Campaign or Tac file.
Alright, I checked over this to try to figure out why the campaign save files end up scrooged. I tried doing the conversion of the campaign file Save0 but there are too many name changes and things of the like to even get through it without having insight of the original build.
This isn’t a 128 segment theater issue, as the EMF theaters campaign save files work fine, and it’s not an occupation map issue either!!
@Cloud:
Did you guys convert the campaign files with MC??
C9
Yes.
I’m betting the conversion of the file with MC wasn’t done correctly. That’s the only thing I can think of with something as extreme as no airbases showing up when you load the save campaign file.
Sorry I couldn’t help any further!
C9
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First of all, thanks for taking the time to look into it.
I will try a redo of the camp file. Emf latest release (1.0.3) has no campaign files. And they did commented on pm having the same issue.
Anyways, I will redo this file.
cellphone
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Falcas, Cloud9, thanks alot for your support and insight on this!
@Cloud9: I came up late, but already saw you’ve discovered de L61 in the DB
I’ve also tried many times doing the reconversion of the save0.cam, but the result is always the same so far, when it comes to load a saved file.
One thought occurred to my mind: some months ago, I’ve made modifications on the PAK areas, therefore the Iberia.pak in my 4.33 installation isn’t the original one.
Could this be a reason?
EDIT: there is no issue whatsoever with the saved .tac files, only with the .cam ones.
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Emf latest release (1.0.3) has no campaign files. And they did commented on pm having the same issue.
Yes I know they removed them. But I tested it this morning, I ran EMF, did a campaign save and it loaded fine and I was able to get back into the game!!
@Nuno:
One thought occurred to my mind: some months ago, I’ve made modifications on the PAK areas, therefore the Iberia.pak in my 4.33 installation isn’t the original one.
Could this be a reason?
EDIT: there is no issue whatsoever with the saved .tac files, only with the .cam ones.
Not sure about the Pakmap but in the old version, there are 28 Pak areas and in this new version there are 49 areas, in game??
I’m looking at it now.
C9
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Yes, because I was working on campaigns by the time 4.34 came out, and that was one of the changes I did for the campaigns.
Thx for looking into it, C9
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Also, you mentioned the .tac files are fine, were you just correcting Blackwolf as he said they didn’t load either?
C9
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@Cloud:
Also, you mentioned the .tac files are fine, were you just correcting Blackwolf as he said they didn’t load either?
C9
Yes, at least on my side they’re working fine, I’m perfectly able to create a TE, load it, enter 3D, exit 3D, save it, and then reenter and pick it up where I left off.
So I’m guessing there must be something directly related to the save0.cam file, occupation map…
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Yes, our tacs work fine. It was EMFs tacs that did had issues (prior to their update). That is why I mentioned tacs.
I had a pm exchange with Mystic talking about this. He told me he had found the issue, (he mention to have had problems both with tacs and cams) and that It had to do with the .thr file.
This, and my post was before the release last night of emf 1.0.3.
So I was talking about this issues on both tacs and cams for both theaters, considering the conversation i had with Mystic.
Once emf has been released, they dont have tac issues.
I have also looked into the kto.thr and emf.thr from all angles possible I could come up to since our .cams work fine once you set the size of the occupation map to 0 bits. And all I could find was this strange corner in kto.
Hope this clears the issue
cellphone
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Sorry to missed that. Yes, indeed, the underlying cause of this is the iberia.thr or emf.thr file and hence the occupation map. EMF v1.0.2 .tac needed to press the nuke button to delete the occupation map to properly work and the saved .cam needed to exit sim and then re-enter it in order to properly work. Otherwise, you had CTDs. Even if exiting back and loading again the saved .cam, some people experienced random CTD. In EMF v1.0.3, I fixed emf.thr, hence no need to press the nuke button. However, I have the same problem with POH right now, that is saved .cams dont work. Nonetheless, I am close to solve this. The issue has to do with the Water type set tiles in texture.bin.
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Sorry to missed that. Yes, indeed, the underlying cause of this is the iberia.thr or emf.thr file and hence the occupation map. EMF v1.0.2 .tac needed to press the nuke button to delete the occupation map to properly work and the saved .cam needed to exit sim and then re-enter it in order to properly work. Otherwise, you had CTDs. Even if exiting back and loading again the saved .cam, some people experienced random CTD. In EMF v1.0.3, I fixed emf.thr, hence no need to press the nuke button. However, I have the same problem with POH right now, that is saved .cams dont work. Nonetheless, I am close to solve this. The issue has to do with the Water type set tiles in texture.bin.
I wrote it before already… the occupationMap is saved in the mission files.
See MC Campaign tab => Occupation Map tab.If there is a difference or problem with a saved file, there hardly any chance it has to do with the .thr file.
This file is for the whole theater and not campaign specific. It also does not get changed.Gr Falcas
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Yes, Falcas, absolutely. OccMap is within each tac or cam. That is clear to me.
My only hope with the .thr was that, to generate the data for the occMap the code would use both objectives ownership and thr data.
Also, It puzzled me that strange corner in both KTO and also ITO tiling for that segment has something similar…. That got me scratching my head.
When I get the time I will both redo the save0 and also do another version with two teams, two squadrons and two airbases and nothing else to check this with the minimum possible things. Lets see then if the issue dissappears.
cellphone
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Also, It puzzled me that strange corner in both KTO and also ITO tiling for that segment has something similar…. That got me scratching my head.
? What do you mean here?
What I really wonder about is that you are looking at the .thr for this???
The problem is with saved campaigns squadrons are not visible correct?
The .thr is the last file that could have anything to do with this.Gr Falcas
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Wrong. By removing the occupation map of the saved campaign files, the squadrons immediately appear. I mean in the occupation map tab, insert value of zero (0) instead of the “should be = 58124”. Then the squads appear correctly.
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Wrong. By removing the occupation map of the saved campaign files, the squadrons immediately appear. I mean in the occupation map tab, insert value of zero (0) instead of the “should be = 58124”. Then the squads appear correctly.
What is wrong?
And what does this have to do with the .thr file?Gr Falcas
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We’ve already been through this all 2 years ago. It seems now with the version 100 save file the situation has become exasperated!!??
C9
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This problem has nothing to do with MC. The software works fine. It’s an issue of texture.bin, which in turns affects iberia.thr, which in turn is affected by texture.bin and .L2. The latter files build iberia.thr. The saved .tac files work fine as well. Even if you put the value of zero (0) at occupation map of the te_new.tac or say save0.cam file, the generated saved .tac or saved.cam will autogenerate an occupation map. Whilst this is not an issue for saved.tac missions, it is an issue for saved.cam files. If you take any 128seg theater saved.cam file, open it with MC and delete the autogenerated occupation map, then the squads appear normally within BMS.
However, I’ve managed to pinpoint the issue to the amount of water set tiles in texture.bin. I’ll do some tests later on.
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@Cloud:
We’ve already been through this all 2 years ago. It seems now with the version 100 save file the situation has become exasperated!!??
C9
That’s irrelevant.
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Wow Mystic… you are mixing things up…
Pointless to discuss further.Gr Falcas