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Re: Road to Wagram & Peninsular with B&F Toolbar

8 years 3 months ago #31 by Grog

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  • Thank you Reb for your time and effort.

    Gunship has done a fine job, anyway, and his GUI is perfectly OK for the job.

    Wish I had the time and skills to help out with the mod.

    One thing I did wonder about is, would the engine allow a Nap portraits DDS file to be used? One with a few dozen on each, like the ACW ones used. I could prob help with that.

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    8 years 3 months ago - 8 years 3 months ago #32 by RebBugler

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  • Well, after checking out the peninsular mod, and wow, great mod, Gunship will undoubtedly be pressed to make this MP compatible (combine the two or make peninsular stand alone)...right now it is not because it depends on Wargram for many files, and there are many like files between them, which block MP hosting. When Gunship makes this move, time permitting and if he opts for combining the two, I'll step up and upgrade the toolbar version to work for both...then it will truly be a Nap Wars toolbar.

    Grog, portraits are already set up in both mods, just gotta add pictures and assign the picture numbers to the OOBs. I use Paint.NET with a DDS plug in, all free. Erasing the background from the portraits is the most time consuming thing, and this isn't necessary...can just use as is. Then, feather the edges, resize and copy to the appropriate portrait sheet.

    We need more Nap modders, this would be a good start for someone...DO IT, it's like a good deed, even better, feels good to create and share...all modders know this.
    But careful, it's highly addictive. :evil:

    Edit: If anyone takes on the portraits, mod the peninsular mod portrait files as they have the four flags for both mods set up. I suggest starting with the second row, starting number 0,1. Number is determined by column, row, starting with 0...upper left corner is 0,0. Combine pictures for both mods on this one set of portrait sheets, they will then work which ever way Gunship decides to go, combining, stand alone, or keeping things as is.
    Edit Again: Interesting, also making this easier, the way the unitglobal is structured allows for just the included US Portraits files to set both sides on.
    I just tested this...learned something new. :)

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    8 years 3 months ago #33 by gunship24

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  • Hi Reb, sorry youve had problems getting the toolbar running in peninsular mod. Im not sure what the probelm is, could be that for the peninsular mod a new Light Cavalry toolbar was added.

    As far as portraits go; i didnt have the time to do so if somones wants to take up the baton I would be glad to support it.

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    8 years 3 months ago - 7 years 11 months ago #34 by RebBugler

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  • New Link... is now playable with the Peninsular mod, updated link on first post also. Read the Intro when selected in Modifications for priority order when all three mods are enabled. Since Road to Wargram and the Peninsular mods are separate, this combination is for SP play only.

    Gunship

    I checked the files out for a possible combining process to ready your two Wargrams for MP play, however, you have many double listings which are confusing me. So, I'll stand down for now. Please note again though, for Peninsular to be played in MP, it must be combined with Road to Wargram, or, redesigned as stand alone.

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    8 years 3 months ago #35 by Tacloban

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  • Thank you, RebBugler,
    I for one play the Peninsular mod regularly, so I appreciate you making your toolbar more applicable.

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    8 years 3 months ago #36 by RebBugler

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  • Tacloban wrote: Thank you, RebBugler,
    I for one play the Peninsular mod regularly, so I appreciate you making your toolbar more applicable.


    Great, much appreciated. Feel free to report any inconsistencies from the original as I have striven to include all the features of both Wargram mods, with exception of each's unique main screens of course. Replaced the side 2 charge, Rebel Yell, with the Nap charge and also Nap musket sounds should be heard instead of the SOW version.

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    8 years 3 months ago #37 by mitra76

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  • The first Wagram alone does it work, Red?

    What are the data to merge for let Peninsular to be stand alone, Gunship?

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    8 years 3 months ago #38 by RebBugler

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  • The first Wagram alone does it work, Red?

    Guess I'm Red, been called worse. :P

    Yep, or at least it works for me, first link, first post.

    Regarding the question to Gunship, I'm guessing the remainer (I've done five) of the Logistics files must be merged, then move the appropriate graphics files. My toolbar mod does much of this already, so I'm thinking a merge of files would not take long. I'd go ahead and do it, but if Gunship fixes it first, I can just follow his lead in merging my toolbar appropriately in order to maintain his priority's.

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    8 years 3 months ago #39 by Marching Thru Georgia

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  • So Red, are you getting interested in fighting with real professional armies instead of the American mob? :laugh: :laugh:

    I can make this march and I will make Georgia howl.

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    8 years 3 months ago #40 by mitra76

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  • >Guess I'm Red, been called worse.

    my bad, Red :) you switched from the confederate to Red Army, Tovarishch

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    8 years 3 months ago #41 by RebBugler

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  • Marching Thru Georgia wrote: So Red, are you getting interested in fighting with real professional armies instead of the American mob? :laugh: :laugh:


    :laugh: Those fancy uniforms sure do make nice targets. :evil:

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    8 years 3 months ago #42 by gunship24

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  • I probably wasnt very effecient at removing lots of double entries from file due to time so Road to Wagram and Penninsular overlap each other abit. Some of the toolbar stuff in the Peninsular mod could be transfered to Road to Wagram and then done away with in the Peninsular. I need to check this though.

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    8 years 3 months ago #43 by mitra76

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  • Reb, is the problem related to the double entries lines in the file or to the sames changed files present in the two mods?

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    8 years 3 months ago - 8 years 3 months ago #44 by RebBugler

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  • mitra76 wrote: Reb, is the problem related to the double entries lines in the file or to the sames changed files present in the two mods?


    When merging the files the double entries in many cases may cause errors, or other problems. If the lines are exactly the same maybe not, but if same ID's call different functions on the same page...issues. Every line needs to be checked for duplications, repeated ID's, after merging.

    Instructions for moving graphics will also need to be written, probably pretty simple. Best to do this approach as the combined files will be more than a GB, besides, most folks already have both mods, easiest just to tell them how to move stuff, and provide the merged files.

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    Last edit: 8 years 3 months ago by RebBugler.

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    8 years 3 months ago #45 by RebBugler

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  • gunship24 wrote: I probably wasnt very effecient at removing lots of double entries from file due to time so Road to Wagram and Penninsular overlap each other abit. Some of the toolbar stuff in the Peninsular mod could be transfered to Road to Wagram and then done away with in the Peninsular. I need to check this though.


    If they just overlap, then these redundancies probably won't cause issues. Still, to be safe, it would be good to clean these up, I don't know, but repeated lines on the same sheet may cause issues. My main concern is that if like ID names call different functions for each mod.

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    8 years 3 months ago #46 by Davinci

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  • RebBugler wrote: If they just overlap, then these redundancies probably won't cause issues. Still, to be safe, it would be good to clean these up, I don't know, but repeated lines on the same sheet may cause issues. My main concern is that if like ID names call different functions for each mod.

    Adding to what Reb posted, if the game does detect a double entry it will list it in the SOWGB.txt file.

    So, always check this file when doing any editing of the csv files.

    I will add that I have never known the game to crash with any double entries.

    davinci

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    7 years 11 months ago #47 by RebBugler

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  • April 2013 Update...see first post.

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    7 years 11 months ago - 7 years 11 months ago #48 by RebBugler

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  • Oops, something was amiss with the first link providing files for MP hosting...fixed, please re-download and replace files for the discussed merge process again.

    Attention Newcomers...
    If you are new to this mod I recommend you try the second link on the first post, or click here for download: Nap_B&F_Toolbar

    This configuration is easier to set up, just unzip into the Mods folder, and it will familiarize you with the functions this mod provides without having to merge and replace files. Also, if you are not planning on hosting MP play but like this mod this download is all you need for MP and SP play. Just prioritize this mod below 'Road to Wagram & Peninsular', enable, and you're good to go.

    Nap Toolbar Example Brigade Level

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    7 years 11 months ago #49 by Baldwin

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  • I followed the instructions and installed it as it says in the readme and it still crashes after all the other files load. I just played with friends MP in a Penisular game where one of them had the toolbar so I know it should work. I tried installing it both as mod separately as well and it didn't show up in my mods list in-game. Very confused but I would like to get this toolbar working so any help is appreciated.

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    7 years 11 months ago - 7 years 11 months ago #50 by RebBugler

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  • Baldwin wrote: I followed the instructions and installed it as it says in the readme and it still crashes after all the other files load. I just played with friends MP in a Penisular game where one of them had the toolbar so I know it should work. I tried installing it both as mod separately as well and it didn't show up in my mods list in-game. Very confused but I would like to get this toolbar working so any help is appreciated.


    It's gotta be something simple like not unzipping since it's not showing up in Modifications once it's in the mod folder...I'm referring to the second stand alone download option, the non hosting version. Please double check this, any folder in Mods will show up in the Modifications window unless it has a period in the name or is compressed.

    Thanks for using, or attempting to use the toolbar. Haven't had any recent feedback so wasn't sure my effort here was worth it, that is providing different options to download. Personally, this is the only way I can play the game, with the B&F arsenal giving me an edge with better control. :)

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    7 years 11 months ago #51 by Baldwin

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  • Thank you for all your help to help me narrow down the problem. Seems I had the wrong version. Then I had a hiccup with prioritization but I figured out the bottom of the mod list gets top priority which is backwards to what I previously believed. So it shows up now and looks amazing. Its a vast upgrade from the basic toolbar. I've heard many people in the Nap community say they use and enjoy your toolbar, word of mouth is how I found out about it. So keep up the good work :)
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    7 years 11 months ago #52 by Marching Thru Georgia

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  • So it shows up now and looks amazing. Its a vast upgrade from the basic toolbar.

    Needs more buttons. :laugh:

    I can make this march and I will make Georgia howl.

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    7 years 11 months ago #53 by RebBugler

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  • Marching Thru Georgia wrote:

    So it shows up now and looks amazing. Its a vast upgrade from the basic toolbar.

    Needs more buttons. :laugh:


    Yeah, you 'Fog of War' folks just need courier buttons, right? :woohoo:

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    7 years 11 months ago #54 by Marching Thru Georgia

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  • Even the 2 courier buttons are controversial. :) Actually, it is very difficult to control individual regiments without buttons when playing HITS. The courier system is not designed for the fine adjustments that are needed. Hence my comment on not enough buttons. :P Just out of curiosity, what are the 4 arrow buttons for?

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    7 years 11 months ago - 7 years 11 months ago #55 by RebBugler

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  • Just out of curiosity, what are the 4 arrow buttons for?


    OOB navigation...for me the keyboard arrow keys waste time fumbling for them. Fact is, anything on the keyboard wastes time for me, besides, IMO keyboard controls are archaic and reminiscent of entry level PC gaming...the keyboard should only be used for messaging. In my world it's just a typewriter, not a game module.

    Edit: Granted, the keyboard does have a few other uses, HUD control, SPACE for start, F4 for screenshots, etc., stuff not necessary for gameplay.

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    7 years 11 months ago #56 by Marching Thru Georgia

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  • You actually find it faster to mouse over to those arrow buttons and click on them, faster than just pressing an arrow key? I would think clicking on the appropriate flag would be much faster than either, especially when using the Goodyear Blimp view.

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    7 years 11 months ago #57 by KG_Soldier

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  • What happened to the short retreat?

    I really like that button. Works great for getting out of melee.

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    7 years 11 months ago - 7 years 11 months ago #58 by RebBugler

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  • KG_Soldier wrote: What happened to the short retreat?

    I really like that button. Works great for getting out of melee.


    Same place it's always been, maybe you were thinking it was on the brigade level. Regardless here it is...lit up arrow down:




    Again, thanks for the support of this, feel free to make requests for the next edition. :)

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    7 years 11 months ago #59 by KG_Soldier

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    7 years 10 months ago #60 by Saddletank

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  • For the Spanish in our Peninsular campaign can we have a 'long retreat' button please? :P

    HITS & Couriers - a different and realistic way to play SoW MP.

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