Theater conversion from 4.33 to 4.34
-
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.
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.
Where do you come up with this stuff??
There was absolutely no issue with 128 theaters, their texture.bins, their .thr files, their occupation maps or anything else until the release of the current version of BMS.
The .tac save files are fine because the are totally different than .cam files. They don’t have to deal with additional saved files, the .his and .frc files, these are where the problem lies!!!
C9
-
-
@Cloud:
Where do you come up with this stuff??
There was absolutely no issue with 128 theaters, their texture.bins, their .thr files, their occupation maps or anything else until the release of the current version of BMS.
The .tac save files are fine because the are totally different than .cam files. They don’t have to deal with additional saved files, the .his and .frc files, these are where the problem lies!!!
C9
Agree here.
And for the general knowledge.
Nothing has changed for 4.34 on the bin, thr and all that stuff.
For the mission files, only the units got additional values.
So also the occupationMap in the mission files has not change.
However the thread Cloud9 pointed to is still an issue. (which is a strange one I can say)Gr Falcas
-
Bare in mind that emf campaign files worked fine in emf v1.0.2.
The issue Cloud9 pointed is an old one and needs exe support. However, this is not a game stopper.
-
? What do you mean here?
Just that it was something that called my attention and, again, not knowing the whole process on how the occMap is generated, If this corner configuration had any porpouse I wasnt aware of. It was just that. But I am ok not knowing about It. I just want to make the campaings useful again.
cellphone
-
Just that it was something that called my attention and, again, not knowing the whole process on how the occMap is generated, If this corner configuration had any porpouse I wasnt aware of. It was just that. But I am ok not knowing about It. I just want to make the campaings useful again.
Carrier land mass!
C9
-
Bare in mind that emf campaign files worked fine in emf v1.0.2.
The issue Cloud9 pointed is an old one and needs exe support. However, this is not a game stopper.
What about CTD’s in v1.0.2?? If they worked fine, then why remove them?
It is an old issue that Falcas stated 2 years ago would need code support, but it is still an issue as we’re seeing now and it is a game stopper. How can you say it’s not a game stopper when both 128 segment theaters are having issues??!!??
C9
-
@ Falcas:
I was trying to rebuild from scratch a save0.cam.
So, this is what I did:
1- Open with MC save.0.cam from KTO
2- Delete all units
3- Delete all objectives
4- Set Iberia as the Theater name, apply
5- Go to Campaign Tab, Location and set both X and Y to 2048 for theater size. Apply Change and Save as in my Iberia install
6 - Go to Occupation Map tab, Build Occupation Map and SetCampMap Size to 58197. Apply Changes and SaveThen, exit MC and reopen.
7- Open my new empty save0.cam in my Iberia install
8- Import Objective csv (previously exported from my Iberia save0.cam)
9- Import Unitfile.xun (previously exported from my Iberia save0.cam)And, when I try to import the units, this shows up:
Could this be the problem with saved .cam files that we are experiencing?
Looking anxiously forward to your analysis, mate!
Cheers,
Nuno
EDIT:
I even tried in the new save0.cam to add some squadrons and test the behaviour ingame. Same thing.
With CampMapsize set to 58197: squadrons do not show up.
With CampMapsize set to 0: squadrons show up and we can start a campaign. Then save and exit.
Saved .cam file doesn’t show squadrons, unable to enter campaign.
Open the file with MC and I check the CampMapSize: 58140. The saved files are always saved with the CampMapSize 58140. Same as in POH in 4.33, only difference was that in 4.33, it used to work.So, so far, the only possibility to continue a campaign save is to edit the saved file with MC and assign the value “0” to CampMapSize, then save it.
More thoughts…?
-
Am on my phone, so not to long answer.
Didn’t get time to install POH and look yet.
But one thing you should check…
Take the save0 which you have converted from 4.33. So without making changes to it.
Go to the campaign tab and see if the Scenario is also save0.The sorting of the campaigns in the UI have been “fixed” with 4.34.
The first camp used to be save1, the second save0. Now the first is save0 and the second is save1.
My guess is that you know this and renamed the file, but not the scenario inside the file.Gr Falcas
-
About the question you posted…
Well thats a little bit overkill, but ok.
You have exported the units with a little older version of MC which set the highest files version for the export and not the current version. So answer should be 100 in you case.General rule for theater building…
Build up you objectives in the te_new.tac and make sure this file has a good list.
IDs and CampId sorted as you like. Also the station+ils, set it up with the te_new.
If you sort or renumber the campIds, the station+ils will be kept in sync.Export the objectives from the te_new and use that as the import for the campaign files.
Before you import, make sure you create a occupationexport for each campaign.
Use the special Campaign import feature.About the occupationMap, BMS will always create a new occupationmap when you start a mission.
And so it will always be saved like that.Although I am still busy today, I’ll try to install POH so I can see whats going on.
But do check what I wrote in the previous post!!!Gr Falcas
-
Ok, no need to try or test this anymore, found the bug in the code (BMS).
It has to do with the occupationMap, but not as you might think.For now your inly option is to “reset” your mission by setting the occupationMap in MC
As others have already described, load your saved mission and go to the Campaign tab => OccupationMap.
Set the map size to zero and build the map. Click on Apply and save the mission.Gr Falcas
-
Thanks a million!!!
Any chance for the dev team to put that bug solution on the to-do list for the next update?Big time THANK YOU!
-
No need to put it on the to do list when its already done
Gr Falcas
-
:thumb::thumb::thumb::thumb::thumb:
-
Finally, glad to hear
-
Thank you So much.
cellphone
-
Thanks Falcas!!
So in the end, yes indeed, this issue goes all the way back to the thread I referred to earlier from 2 years ago, Falcas thought he could get it done with MC, but in the end he said he though it might need code support, and just like with TacEdit, MC does need that code support!!!
Isn’t that just ironic when I was told it was irrelevant!!! LMAO
C9
-
Yes Cloud9. In the end seems is about the Occupation Map and how the code generates It.
We all fall for the comfirmation biases. But they are a bug, not a feature.
cellphone
-
So, I’m guessing it’s safe to continue developing other. Cams for campaigns, right?
I mean, right now they will all have the same issue, but when the next update comes, we can repare the occupation map issue and we won’t need to redo the campaign files…
I hope, at least
-
In the end seems is about the Occupation Map and how the code generates It.
Before myths start to arise… not its not about the occupation Map and how the code generates it.
Gr Falcas