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Bugles & Flags XVI
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TOPIC: Bugles & Flags XVI

Re: Bugles & Flags XVI 6 months, 3 weeks ago #421

  • RebBugler
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Update, continuing Toolbar upgrades, version 16.1

- Re-structured Corps level formations to handle separate artillery divisions better. Previously the row spacing was too extreme, being governed by division spacing. Alternate division formations with narrower spacing are now called and only used for Corps subsets; this appears to have solved the Corps spacing issues.

- Consolidated 'Off-On' functions to free up button space and relieve clutter. These include: Attach/Detach on all levels, and on level 6 - Lie Down/Rise Up, Mount/Dismount, Limber/Unlimber. Also the Limber/Unlimber process is now displayed by highlighted states.

- Some rearranging of commands due to the above consolidations

- Formation move forward commands are now limited to division and below. Corps and Army commands are now leader only. This was done because Sandbox was a mess when moved forward previously. So now you simply send the leader forward, and then give the formation. Still messy, but at least the division formations align better.

- Severe status conditions that void all or most functions are now duly displayed: Retreating, Routed, Charging, and Melee. The Melee status is a new condition displayed. Captured also happens but is only displayed after the surrender flag disappears and you access the unit through the Menu OOB.

- Buttons are cloaked (hidden) when not pertinent or non-functioning, see examples below

- Fatigue toolbar alerts, see examples below

With this upgrade we've moved to a whole new level of how efficiently the toolbar communicates the status of a unit to the player and provides for a clearer view of the commands available specifically for that status.
ToolbarStatus.jpg

FatigueAlerts.jpg
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Re: Bugles & Flags XVI 6 months, 3 weeks ago #422

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Update, version 16.2

- Primarily toolbar button edits, cleaning up some and changing others. Configuration is the same, just basically eye candy stuff.

To avoid downloading the whole mod again the following graphics file containing the toolbar buttons is available below.

Unzip and copy to: Mods\Bugles & Flags XVI\Graphics\Toolbar, overwrite previous

File Attachment:

File Name: Buttons.zip
File Size: 74 KB


Otherwise, the main download is updated, and provides a few more changes.

Sorry about this quick turnaround update, but you never know, I might of dropped dead before getting those buttons fixed, and I don't need any more regrets.
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Re: Bugles & Flags XVI 6 months, 3 weeks ago #423

  • Chamberlain
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Hey RebBugler,

First off, Thanks for continuing to make Gettysburg a better game with your changes, great job !

When I downloaded and installed the File Attachment "Buttons.Zip", I had issues when I hit the space bar to play, I got the infamous 'Game stopped playing'. I looked in my log and the errors pointed to :

Sound not found SFX_UI_ Looks like for all sounds as multiple lines appear
Texture file not found NAME:GFX_MS_WIDEBACKGROUND at PATH: FILE:2TOOLBAR.DDS
Texture file not found NAME:GFX_BS_REGBACKGROUND at PATH: FILE:2TOOLBAR.DDS
Texture file not found NAME:GFX_BS_BACKGROUND at PATH: FILE:2TOOLBAR.DDS
etc....

So I re-downloaded the entire Mod update on page 1, had no issues at all and game loaded fine........

Thanks again for keeping us civil war community happy

Chamberlain
-Col. Joshua Chamberlain, 20th Maine

We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
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Re: Bugles & Flags XVI 6 months, 2 weeks ago #424

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Update, version 16.3

- 'Alert Bars' added to the morale and fatigue 'status condition' bars


As displayed below, yellow alert bars appear when the fatigue and morale levels reach "Winded" and "Good". Red alert bars appear when the fatigue and morale levels reach "Tired" and "Willing".

Barring any bug reports, issues, or requests, this is the last XVI update planned. Hopefully these recent toolbar upgrades will provide for a fresh new set of tools to enhance SOW 'Generaling' skills. Regardless, ya gotta admit, it's a heck of a lot prettier.
Just keep in mind as you play, the more red, the closer to dead...So relieve those troops as the toolbar advises...
MoraleAlertBars.jpg
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Re: Bugles & Flags XVI 5 months, 3 weeks ago #425

I am getting a strange graphic error. Some of my arty units are deploying backwards to the enemy(so they guns deploy facing me and when they shoot they shoot the enemy but I cannot get them to deploy facing the enemy.

Re: Bugles & Flags XVI 5 months, 3 weeks ago #426

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Bloody Bill wrote:
I am getting a strange graphic error. Some of my arty units are deploying backwards to the enemy(so they guns deploy facing me and when they shoot they shoot the enemy but I cannot get them to deploy facing the enemy.


I've never seen that. Please get a save with this issue happening and attach it here. Have only this mod enabled. Thanks.
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Re: Bugles & Flags XVI 5 months, 1 week ago #427

  • Hunt82
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I think I got something similar today with infatrymen
second from left just under one minute was trying to shoot not at enemy but behind, but then recovered and turned to.

snapx2410.jpg


And one more thing, when I click advance...meters it becomes like my commander "divides" into two men, and one of them rides forward. If I then give some order it becomes ok, but it looks ... may be you can fix it?
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Re: Bugles & Flags XVI 5 months, 1 week ago #428

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Yeah, infantry firing backwards happens from time to time...Can't or won't be fixed, an engine glitch. The issue previously was about artillery firing backwards, that I haven't seen. Regardless, thanks for this report.

Regarding the advance issue, sometimes advance gets blocked. Then you see that double flag because the destination marker didn't go very far. Move the unit forward some if it's getting blocked, then hit Advance.
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Re: Bugles & Flags XVI 5 months ago #429

I dont know what's wrong with me! Had sowgb since release and never used this mod. Installed gcm the other day and really enjoyed the functionality of the toolbar so I downloaded bugles and flags. Absolutely incredible. Thank you so much for all the quality work you've put into improving this game over the years. That goes for garnier too. There's a lot of us in the shadows who rarely post, but believe me, we appreciate all the work you guys do!
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Re: Bugles and Flags vXVI: Crashes. Help RebBugler! 4 months, 3 weeks ago #430

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I am trying to play the carryover scenario with B&F XVI and it keeps crashing. I can't find a crashlog in the work file. I have tried using both the W7 and W8 compatibility settings. Help!

Running W10 64 bit Home, with Nvidia graphics card, and a computer good enough to play this game three times at once.

If you want specifics can provide.

Tearing my hair out.

Best regards, Gerry
o/

Re: Bugles and Flags vXVI: Crashes. Help RebBugler! 4 months, 3 weeks ago #431

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Gerry wrote:
I am trying to play the carryover scenario with B&F XVI and it keeps crashing. I can't find a crashlog in the work file. I have tried using both the W7 and W8 compatibility settings. Help!

Running W10 64 bit Home, with Nvidia graphics card, and a computer good enough to play this game three times at once.

If you want specifics can provide.

Tearing my hair out.

Best regards, Gerry


One specific for now, which scenario? Thanks for the report.
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Re: Bugles and Flags vXVI: Crashes. Help RebBugler! 4 months, 2 weeks ago #432

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The three day carryover the one that starts before Herr Ridge. Keeps crashing. I have a Razer Naga Mouse. Could that be it. Usually crashes when I use keyboard and mouse together.
o/
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Re: Bugles and Flags vXVI: Crashes. Help RebBugler! 4 months ago #433

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Gerry wrote:
The three day carryover the one that starts before Herr Ridge. Keeps crashing. I have a Razer Naga Mouse. Could that be it. Usually crashes when I use keyboard and mouse together.


Yeah, figured it was the 3Day carryover scenario set. There's been one other report of crash issues with those scenarios so there's obviously some random instability happening that I haven't been able to replicate. Sure hate to can this scenario set because it's the only one of it's kind - carryover final positions (carryover = 3), at least that I know of. Still hoping for some feedback or a save to help find and stabilize this scenario set, otherwise it will have to be canned if another crash report occurs.
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Re: Bugles & Flags XVI 3 months, 4 weeks ago #434

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Hi Reb.

I have all of the Gettysburg SOW games (Antietam, etc.)

Downloaded Bugles and Flags 16.3.

It works great on all of the titles except for the Gettysburg game itself, which features the stock toolbar.

Any suggestions would be appreciated.

Love the toolbar mod.

Regards, CJ

Re: Bugles & Flags XVI 3 months, 4 weeks ago #435

  • conjotter
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Hey Reb.

No worries about the toolbar.

I downloaded the mod that allows the playing of all the Gettysburg battles through User Scenarios and the latest toolbar works that way without a problem.

Regards, CJ
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Re: Bugles & Flags XVI 3 months, 4 weeks ago #436

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Hi CJ

Could you please supply a link to the mod that solved your toolbar problems.

Cheers, Xray

Re: Bugles & Flags XVI 3 months, 4 weeks ago #437

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Hi CJ

Can you please supply the link to the mod that allows you to play all the Gettysburg Battles through user scenarios.

Cheers,PJ
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Re: Bugles & Flags XVI 3 months, 4 weeks ago #438

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Hi PJ.

These go in the Gettysburg mod folder.

This is reb bugler's file.

www.norbsoftdev.net/forum/modifications/41272-latest-historical-scenarios-have-been-converted-over-link-to-file-found-inside-of-post

Scroll down to post number 8.

Re: Bugles & Flags XVI 3 months, 4 weeks ago #439

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Here's a link to the mod that I designed that allows mods to enhance GB stock scenarios:
www.norbsoftdev.net/forum/modifications/64720-gb-stock-scenarios-mod-enabled

This is a familiar request, so with the next update of B&F I plan on including this scenario set.
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Re: Bugles & Flags XVI 3 months, 3 weeks ago #440

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Great! Thank you all.

Re: Bugles & Flags XVI 1 month, 2 weeks ago #441

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Update 16.4...
- Added eight new USA Corps Designation flags

USACorps1.jpg


A while back it was pointed out that Vincent's Brigade didn't have its correct Corps Designation flag. True, when I designed replacement Corps flags for CV Extras, later moved to B&F, I doubled up Corps flags to keep the memory balance the same as I added other flags.

So, starting with this update, I plan on gradually adding those missing, doubled up USA Corps Designation flags. Made sure I got Vincent's flag right away, plus all those other first division, 3rd brigade flags.

This will be quite an upgrade for this particular set of flags since they will be 3x clearer than the originals. Plus, they are designed from the pictures from this Smithsonian Institute link, showing originals from the period:
americanhistory.si.edu/collections/search/main?edan_q=&edan_fq%5B0%5D=set_name%3A%22Flags%22&custom_search_id=collections-search

Hopefully the memory allotment will hold up, might try 8K sprite sheets along the way. Feedback always welcome, especially with these memory stressing updates. Who knows, if the memory holds up, I might get around to converting them all, but that will definitely be with 8K sprite sheets if they're acceptable and do help FPS.
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Re: Bugles & Flags XVI 1 month, 1 week ago #442

  • Martin James
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Good on you, Reb.

I was very interested in your comment re the memory allotment. Is this documented anywhere? If not, how much is available please?

Reason I ask is that Pom and I have been experiencing occasional crashes with his additional sprites, which we use in a couple of mods. We have come to believe these relate to memory constraints, so your post is very timely

Martin (J)

Re: Bugles & Flags XVI 1 month, 1 week ago #443

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Martin James wrote:
Good on you, Reb.

I was very interested in your comment re the memory allotment. Is this documented anywhere? If not, how much is available please?

Reason I ask is that Pom and I have been experiencing occasional crashes with his additional sprites, which we use in a couple of mods. We have come to believe these relate to memory constraints, so your post is very timely

Martin (J)


Going out on a limb with MY old memory capabilities, I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD. You can check it out by opening the game with all sprites available, full Armys, then open the Task Manager/Processes and check the Memory allotment for SOW which will most likely be at the top of the Memory list column.

Martin, apologies for not replying to your emails about sprite additions and upcoming mods, I just didn't have any solid answers to your inquiries and forgot to at least respond cordially.
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Re: Bugles & Flags XVI 1 month, 1 week ago #444

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RebBugler wrote:
I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD.


Reb - What's New in your World!

Check the Photo below!

Didn't "Norb" change the Code approximately 6 years ago to allow more memory too the game?

Attachment 1.png not found



davinci
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Re: Bugles & Flags XVI 1 month, 1 week ago #445

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Davinci wrote:
RebBugler wrote:
I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD.


Reb - What's New in your World!

Check the Photo below!

Didn't "Norb" change the Code approximately 6 years ago to allow more memory too the game?

Attachment 1.png not found



davinci


Hey D, just got back from a 3 day wedding excursion to NE Arkansas, gained a new niece-in-law...That's what's new.

I don't even remember a code change that allowed more memory to be allotted. But remember that was based on 32 bit systems, maybe 64 bit allows more. If that's your situation, 64 bit system, I'm guessing a 2.26 memory allotment that you posted is now stable, and reflects improvement. Since 16 bit is the norm now, and is usually accompanied with lots of memory (my 16 bit system has 10 GB), I just check FPS as I add stuff. I haven't checked that 1.8 recommended threshold in ages.
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Re: Bugles & Flags XVI 1 month, 1 week ago #446

  • Martin James
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No problem Reb, and thanks to you and Davinci for your thoughts. This conversation is definitely helping my understanding.

Have done some tests. Pom's & Mark's substitute sprite mod uses a limited number of new sprites, and only uses 1.2 GB. So I’m not sure why this would crash.

The Flags & Sprites mod is a much bigger beast however. I had poor Pom working hard all summer, supervised by the 'friendly' Igor, and he has produced a huge range of fantastic sprites. At army level, the mod weighs in at over 3.2 GB of memory!

As well as including many more sprites (and flags), there are also a huge number of unit classes. Would that be an issue too, do you think? If so, is is possible to quantify it?

Whilst Pom & I would much prefer releasing a mod which never crashes, it looks as if we can only do that by not using most of the sprites. That's a shame when it is perfectly playable. I think the answer will be to issue it with caveats.

I was already planning to warn folks with machine limitations to play smaller battles, but an extra warning re game limitations is probably in order too.

Martin (J)

Re: Bugles & Flags XVI 1 month, 1 week ago #447

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Martin James wrote:
No problem Reb, and thanks to you and Davinci for your thoughts. This conversation is definitely helping my understanding.
Have done some tests. Pom's & Mark's substitute sprite mod uses a limited number of new sprites, and only uses 1.2 GB. So I’m not sure why this would crash.


Sometimes the timing of the animation cycles not jibing with the Unitmodel timings will cause crashes. I ran into this issue when I changed the infantry firing sequence so the firing sprite would show up in Advance and Withdraw sequences. The Unitmodel timings are obviously hard coded and the animation cycles in the gfx or gfxpack MUST fall within those set parameters.

The Flags & Sprites mod is a much bigger beast however. I had poor Pom working hard all summer, supervised by the 'friendly' Igor, and he has produced a huge range of fantastic sprites. At army level, the mod weighs in at over 3.2 GB of memory!


Yeah, I checked that out and was amazed that it actually opened up. Still, once movement happened FPS rates fell within unplayable numbers, under 5.

As well as including many more sprites (and flags), there are also a huge number of unit classes. Would that be an issue too, do you think? If so, is is possible to quantify it?


More classes allow for more stuff and more stuff requires more memory.

Whilst Pom & I would much prefer releasing a mod which never crashes, it looks as if we can only do that by not using most of the sprites. That's a shame when it is perfectly playable. I think the answer will be to issue it with caveats.

I was already planning to warn folks with machine limitations to play smaller battles, but an extra warning re game limitations is probably in order too.

Martin (J)


As far as I'm concerned mod crashes are unacceptable if played on a rig capable of handling their demands. Hopefully you guys can get your caveats down to just that heads up, so folks only concern will be FPS play-ability rates, not crashes.
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Re: Bugles & Flags XVI 1 month ago #448

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Update 16.5...

- Added eight new USA Corps Designation flags

CorpsHDSets3_4.jpg


Down to the last four infantry Corps Designation Flags, coming soon with the next update. As you may have noticed, I've included complete original copies with most of these most recent flag additions as opposed to cleaned up templates. So, you're seeing the original soot, dirt and fading effects reflecting their 19th Century origins and usage. Since these flags are unique and generally appear only once, this made sense because normally flags are used multiple times and if they exhibit the same blemish I've always felt that kinda looks odd, and distracts from immersion...That is, if one tends to be a critical observer, like myself.

As the website is being overhauled I'm having to use Drop Box now as my download server. Let me know of any issues thereof.
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Re: Bugles & Flags XVI 1 month ago #449

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Hi Reb,

Problem downloading to my Drop Box, link does not appear!

I’m not sure if it’s my end or yours?

You may still have my address in your mail.

Xray

Re: Bugles & Flags XVI 1 month ago #450

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xray wrote:
Hi Reb,

Problem downloading to my Drop Box, link does not appear!

I’m not sure if it’s my end or yours?

You may still have my address in your mail.

Xray


This is my first time to use Dropbox for downloads so it could be on my end. All I know is I just tried the link and it works for me. I did have to register, free with email address required, before I could download other folks uploads...Are you registered?

Anyone else having trouble with this link?
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