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'True Ground SR1' - Scenarios & OOBs

2 months 1 week ago #151 by RebBugler

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  • Hey Jolly

    Just saw your last post.  Well, if that mod is the crash culpret, then it didn't affect my play-testing because I had it enabled as GB1_01 was being developed and finalized.  Are you suspecting this as the issue because you disabled your terrain mod and played GB1_01 without crashing?

    RB

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    2 months 1 week ago #152 by Jolly

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  • Exactly Reb, I left it running for about 30 mins without any problems - needs more playing from me though to be confident that it won't crash randomly.

    I'll keep you informed.
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    2 months 1 week ago #153 by Jolly

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  • Well, just got the same drop to the main lauch window.
    The log file is not much help on this, the last line is always this ...
    02:30:44 02:30:44
     
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    2 months 1 week ago #154 by Jolly

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  • I'm sorry about the previous post, I can't delete it.
    I've no idea how that happened - it looks like the jpg's image structure is showing, instead of the image itself !

    Could someone get rid of it? It's a damn large annoying thing!

    Thanks,

    David (jolly)

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    2 months 1 week ago #155 by Chamberlain

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  • Hey Reb,
    I didn't have any issues with your lastest scenario, no crashes.
    I started it around 8:30 this morning, played for about 45 minutes, had to go out for awhile so I let it run.
    I got back around 45 minuters later and it was still running.
    I just ended it a few minutes ago at 12:30...
    I also had the TerrainMod running along with my anti virus programs - WebRoot Secure and Malwarebytes Premium both active and no crashes.
    My order of mods in the following order activated to play scenario:

    4K Packed Artillery,Cavalry,et al
    Bugles & Flags XIX
    BloodBath VI
    TC2M SOW Infantry Mod
    True Ground' - Devil's Den Map - The Big Picture
    True Ground SR1
    True Ground Maps - Gettysburg - The Big Picture
    TC2M SOW Infantry SR1


    Not sure why Jolly is having crashes...
    Great scenario Reb..
    Keep them coming..

    Chamberlain

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    We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
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    2 months 1 week ago #156 by Jolly

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  • I'm still getting no joy on this - here's my mod setup ...
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    2 months 1 week ago #157 by Chamberlain

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  • Hey Jolly,
    Do you have any mods activated below these SR1 mods that you show ?
    If so, try moving these SR1 mods to the bottom of your list.
    See page one of this thread entry #13 and #14 as it shows the way Reb has his mods setup.
    I set mine up the same way at the bottom like him.
    Check it out and give it a try if yours is different.
    Hope this helps you out..
    Chamberlain

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    We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
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    2 months 6 days ago - 2 months 6 days ago #158 by RebBugler

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  • Thanks so much Chamberlain, Jolly should be fixed now, at least priority wise.

    The main problem I see with Jolly's order of mods is that 'True Ground SR1' MUST be lower than 'True Ground Maps', otherwise many issues.  The other issue related to possible crashes is the inclusion of the 'Turning Point Gettysburg' map mod.  Not sure why it's enabled, for it's not at all connected to SR1 scenario play.

    Anyway, let's hope the fixed priority lineup cures Jolly's crashes, SR1's #1 play-tester!

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    Last edit: 2 months 6 days ago by RebBugler.
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    2 months 6 days ago #159 by Jolly

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  • Thanks both of you. I;m still trying.
    The Devil's Den map had no problems. but I notice there is True Ground' - Devil's Den Map - The Big Picture - do I need this? I've tried to find it in the forum with no luck.

    I'm off to try Reb's new suggestions. Thanks again.

     
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    2 months 6 days ago #160 by RebBugler

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  • 'True Ground - Devil's Den Map - The Big Picture' has been overwritten and replaced by 'True Ground Maps - Gettysburg - The Big Picture'.  This new version contains the 'True Ground' version of 'Turning Point Gettysburg'.

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    2 months 6 days ago #161 by Jolly

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  • Well, I think I've got by with a little help from my friends!
    All seems stable playing Reb's GB1-01 scenario for an hour or so.

    I'm still not sure what was causing the problem though, nothing seemed to make sense as to what was happening, then you get in a muddle, trying different things! ;)

    I think we all know that feeling! :)

    Thanks again,

    David(jolly)
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    2 months 5 days ago - 1 month 1 week ago #162 by RebBugler

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  • GB1-02btn_July1-Reynolds' Defensive Depth (U-Corps)

    Length of Play: 3 Hours

    Command: Army of the Potomac - Four Infantry, One Cavalry, and Two Artillery Divisions - Under the Command of Major General John F. Reynolds

    Date: July 1st 1863
    Location: Beginning West of Gettysburg, Pennsylvania

    Situation: The first shots have already been fired. Now Federal cavalry makes a second stand along Herr Ridge. Beyond the ridge lies Seminary Ridge, then Gettysburg, where two great armies are about to collide.
    Mission: Hold the four objectives along Seminary Ridge (7480 points)

    Forces Involved:
    USA - 16,320 troops, 61 guns
    CSA - 21,288 troops, 114 guns

    ________________________________________________________________

    Even without the Barlow's Knoll engagement, as previously planned, there’s still plenty of action to be had as you initially delay the Rebel advance with Buford's valiant cavalry, then face Heth's full division at McPherson's Farm with the famed Iron Brigade as the defensive anchor (if you choose as so), and eventually confront Rodes and Pender's divisions as they attempt to overwhelm your final defensive stand along Seminary Ridge.

    Although the Barlow's Knoll engagement had to be omitted in this scenario, some of the troops involved in that engagement had to be included, otherwise the northern part of the Seminary Ridge defensive line would have been exposed. These extra troops were part of the XI Corps; they include Schurz's infantry and Osborn's artillery divisions.

    After basically completing this scenario, I play-tested it without touching the XI Corps troops, thus maintaining the historic look, and feel. This first play through resulted in a Major Defeat. The next evening or so I was more wary with the play through and almost held on, even got up to 7400 points, but got overwhelmed within minutes.


    And on another evening, using the XI Corps troops to help reinforce the northern objectives, I finally succeeded in achieving that elusive victory, albeit, ahistorical. At least qualifying this scenario for release...It can be won.

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    Last edit: 1 month 1 week ago by RebBugler.
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    1 month 4 weeks ago - 1 month 4 weeks ago #163 by RebBugler

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  • GB1-03btn_July1-Early vs Barlow (C-Div)

    Length of Play: 1 1/2 Hours

    Command: Major General Jubal A. Early, commanding the 1st Division, Ewell's Corps

    Date: July 1st 1863
    Location: North of Gettysburg, Pennsylvania

    Situation: After marching hours through Pennsylvania your division is now confronted by a Union division blocking your route south, and your destination, Gettysburg.

    Mission: Capture the two objectives. Once the first objective is captured, a second objective will appear further south toward Gettysburg.

    Forces Involved:
    CSA - 6,744 troops, 16 guns (Early's Division)
    USA - 4,213 troops, 12 guns (opposing Early's Division)
    _________________________________________________________________________________

    With this scenario we finish up the Rebels' day one assault at Gettysburg. Historically this 'Barlows Knoll' engagement was eventually a rout, evolving from a Union fighting withdrawal, then a chaotic retreat. This scenario will probably turn out about the same with most SOW veterans, so the challenge is to manage your troops to minimize the routing of your weakened battalions (approximately -100 pts per routed btn). Once detected (down to 60% strength), detach the battalions and move them to safety.

    Besides managing troops successfully, a smart strategy with effective tactics will be important for achieving 3000 engagement points, what you'll need for a 'won and done' Major Victory.

     
    WILKESON BARLOWS KNOLL

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    1 month 4 weeks ago #164 by Jolly

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  • I'm looking forward to playing this one! I'm still engaged on the first scenario! :)

    Thanks Reb,

    David(jolly)
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    1 month 3 weeks ago #165 by Jolly

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  • I've still been getting game killing crashes on this map. I noticed it was always when I was scrolling about the map - it would just suddenly freeze, and then cut to the Matrix game lauch window.

    I started to think that it was a memory issue, regarding the large battle map, and all that comes with that, and that my rig was maybe not up to it!
    So i a delve into the 'True Ground Maps - Gettysburg - The Big Picture' map files, and the LSL, which was over 60mb, so I had a go at optimising this.
    I've got it down to 21mb, which seems a lot more stable and smoother - better frame rates.

    If anyone want's to give it a try, you can get it here ....

    www.dropbox.com/s/ghomdizvv7qhd3u/Gb%20Turning%20Point%20TG_by%20jolly.rar?dl=0

    There could be more!

     
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    1 month 3 weeks ago #166 by RebBugler

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  • Alright Jolly, hope this map fix cures your crashes, it sure did reduce the size of that map file, about 50%.  I'll give it a try after finishing and releasing GB1-04, increasing FPS is always a plus.  I don't see any references to "LSL" in the map files, could you expand on your optimising procedures?

    RB

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    1 month 3 weeks ago #167 by Jolly

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  • 'I don't see any references to "LSL" in the map files, could you expand on your optimising procedures?'

    I'm not sure what you mean here Reb about references to LSL.

    This is the 'Gb Turning Point TG.lsl' I'm working on ....

     

    David(jolly)
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    1 month 3 weeks ago #168 by RebBugler

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  • Hey Jolly

    To clarify, you said the LSL was over 60mb, I'm asking about which files you changed in the map.lsl file to reduce its size.

    Regardless, I'll wait till you're through with your optimizing effort before I try it out.  Looking forward to your posts, the one's that didn't crash.

    RB

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    1 month 3 weeks ago - 1 month 1 week ago #169 by RebBugler

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  • GB1-02btn_July1-Barlow's Knoll (U-Div)

    Length of Play: 1 1/2 Hours

    Command: Brig Gen Francis C. Barlow's Division, XI Corps

    Date: July 1st 1863
    Location: North of Gettysburg, Pennsylvania

    Situation: After marching hours through Pennsylvania our division arrived in Gettysburg. The battle sounds to our northwest told us that we would get little rest, as almost immediately upon arrival we were ordered to the north of town. We formed our lines as ordered and set up a defense for an unseen enemy. Within an hour the enemy was before us. Now we wait for their advance, as they pound us with their cannons, and their ranks swell with more arriving Rebels. We will hear their yell soon!

    Mission: Hold the first and succeeding objectives as long as possible; heed the withdraw orders as stated in your first courier message.
    Objectives: A new objective will appear when the enemy activates your previous objective, for an eventual total of three objectives. A message will notify when a new objective is made available.

    Forces Involved:
    USA - Barlow's Division: 2,662 troops, 12 guns
    CSA - Early's Division: 6,744 troops, 16 guns

    __________________________________________________________________________________

    You're greatly outnumbered, outgunned, but there's still a way for a Major Victory if you can delay the Rebels' advance into Gettysburg. Or, you can try to stop them, as all three objectives offer the same amount of points and stay set to the end. Good luck with that!

    Reflecting what happened historically, once the Barlow's Knoll position was about to be overwhelmed, Barlow's division fell back to the Almshouse and formed a second defensive position. Beyond that, this scenario allows for a third defensive stand just north of the town, aligning with Coster's brigade and their historic, albeit short-lived, stand.

    Took this screenshot before it got totally dark. With this win I really didn't stop them, nightfall did, as visibility was down to 80 yards. What was left of my division was surrounded; the Rebels just couldn't see us to attack us anymore. Still, the objective was alive and well, continuing to contribute points to this MV effort.


    Took me a while figuring out how to get a MV while achieving a strong casualty advantage to make the MV bar legit; gonna rate this scenario as grognard. After finally winning this scenario I ran it again, thinking I had it mastered, and barely managed a minor victory. No way is this a first play 'won and done' scenario, learn by your mistakes, then get lucky, I did...

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    1 month 3 weeks ago #170 by Jolly

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  • I've done a new Gb Turning Point TG.lsl for the True Ground Maps - Gettysburg - The Big Picture Map,
    The original is 65 mb, which I've reduced to 22 mb - mainly by removing what looks like temp files.
    I've also done some new textures on this.

    Just to clarify - the sudden random game crashes I've been getting happened with the original LSL, which made me take look at things to try and figure out what was happening after trying various other things (the usual mod clashes etc).
    I still get crashes on this map, even with this new LSL file, but the game does run a bit smoother, with better fps

    Anyway, here's the new file

    www.dropbox.com/s/rkpv4315n5z3uhd/gb%20turning%20point%20tg%20jolly.zip?dl=0

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    1 month 2 weeks ago #171 by RebBugler

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  • Coming next, when I manage a MV.  My previous play was a Major Defeat, had 10 troops left.  Attacking and defeating the guns on Cemetery Hill East with two brigades may be the most challenging scenario yet.
     

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    1 month 2 weeks ago #172 by RebBugler

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  • Getting there, that MV was just beyond my grasp.  Lost my second objective the last five minutes by Yanks appearing from the darkness (visibility was down to 80 yards), and knew my MV quest was over, for the one objective left wouldn't provide enough points to reach that bar.

    Last night I did score a MV, but I canned it because it scored too high.  Since I got two objectives early their points skewed the scoring too high, scored 6200+.  Can't have that!  So, tweaked the objective points down some, and then with this play, even when I got the objectives somewhat early, this Victory felt much better...Adrenaline to the end.  And, I know I can do better in a coming round.

     

     

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    1 month 2 weeks ago #173 by Jolly

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  • Did you try the new LSL file I uploaded Reb?

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    1 month 2 weeks ago - 1 month 2 weeks ago #174 by RebBugler

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  • Yes Jolly, I tried it out.  Played with your LSL version for 15 minutes, then ran the present version from exactly the same scenario situation.  I didn't move the mouse around, just watched the FPS as the action got underway, big reb attack sequence.  Comparitively speaking, the FPS rates between the two were the same, starting out, and then both showed pretty much the same reduction rate as more troops got involved.  Can't comment on your texture work since I didn't move around.  From one position I noticed no changes. 

    Without a noticeable FPS advantage I'd rather not replace the LSL at this time even though I trust and respect your work.  I would need to test the three hour long scenarios with your version to even consider that.  Unfortunately we're both in the dark about how effective your LSL is with other folks regarding their computer performance pros or cons...No feedback.

    RB

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    1 month 2 weeks ago #175 by RebBugler

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  • Union positions for 'Cemetery Hill East'.  Some disappear in the distance due to 'dusk' visibility.
     

    Another Victory, but oh so close.  I had the MV, 5000+ with five minutes and 500 troops left, but with my last objective still ticking I decided to hang on.  Wrong!  As soon as visibility went to 30 yards I was inundated with fresh Union troops and lost my prize.  My battle worn and depleted troops began routing and my MV was ultimately doomed.
     



     

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    1 month 1 week ago - 1 month 1 week ago #176 by RebBugler

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  • Need some help please.  I just posted a new update for True Ground Maps and I need someone to verify that the download works.  When I select the link to download and go to DropBox I don't see the Download function as previously, now it just says Sharing, so I couldn't download my own upload to check it out. 
    Meanwhile, I can't update this mod until folks have 'True Ground Maps' downloaded and installed, as this mod relies on the other to be updated first.

    Thanks in Advance
    RB

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    1 month 1 week ago #177 by Jolly

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  • The Download worked ok - I've installed and played with no problems.

    I still get the sudden game freezes and cut out, but that has been a problem for me from the start.

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    1 month 1 week ago #178 by RebBugler

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  • Thanks a bunch Jolly!
    Finally got that elusive MV, so I'll get this mod updated soon with that new scenario added.  'Cemetery Hill East' is going to drive folks crazy trying to beat it, it did me.

    I'll test your LSL version some more and check out your texture work before the next 'TG Maps' update.  If everthing works out, maybe we can add it in, replacing the old LSL file.  Least I can do for our #1 SR1 fan.

    RB

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    1 month 1 week ago - 4 weeks 1 day ago #179 by RebBugler

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  • GB2-33btn_July2-Cemetery Hill East, Early's Late Attack (C-Div)

    Length of Play: 1 Hour

    Command: Major General Jubal A. Early, commanding the 1st Division, Ewell's Corps
    Date: July 2nd 1863
    Location: South of Gettysburg, Pennsylvania

    Situation: It's dusk, and after recovering and resting from our intense fight yesterday, we've now received our marching orders. We are to attack the hill just south of Gettysburg, where scores of cannon and thousands of Union soldiers await. Ominously, the hill is named - Cemetery Hill.

    Mission: Capture at least two of the three objectives. Once the major victory bar is reached, it's advised that the ground won be vacated with an orderly retreat, otherwise become overwhelmed.

    Objectives: Each objective awards 72 points per minute (12 points per each 10 second interval)
    Visibility: As nightfall approaches, visibility will decrease at approximately 7 to 5 to 3 minute intervals, down to 30 yards the last three minutes.

    Forces Involved:
    CSA - 2,354 troops (2 brigades, Early's Division)
    USA - 7,517 troops, 68 guns (all will probably not be engaged)
    _________________________________________________________________________________

    This scenario is based on the historic battle at Brickyard Lane. It starts at dusk and the fighting goes on into the night. It was supposed to be a two-pronged attack with Rodes' division attacking Cemetery Hill from the west. That help, along with Gordon's brigade left in reserve, never came to the aid of Early's two brigades.

    Nevertheless, although costly, those two lone brigades made a famously valiant effort to break the Union line, capture two batteries, and hold their captured ground until Yankee reinforcements, under the cover of darkness, forced them to withdraw. This scenario's criteria for winning reflects the same:  break the Union line, capture at least two batteries (represented by two objectives), hold captured ground, and then withdraw before being overwhelmed.

    Well, my preceding posts regarding this scenario did all the jawin' for me...Simply put, this is a very challenging scenario!

    One second left, we made our escape under the cover of darkness...


    TaDah...sounds the bugle

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    __________________________________
    In remembrance:
    Eric Schuttler "louie raider" (1970 - 2018)
    John Bonin "2nd Texas Infantry" (1977 - 2012)
    Attachments:
    Last edit: 4 weeks 1 day ago by RebBugler. Reason: Changed name of scenario
    The following user(s) said Thank You: Jolly

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    1 month 1 week ago #180 by Jolly

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  • I'm chomping at the bit to have a go at this - I'm still trying to get through the first senario at the moment though, win or lose!

    Thanks for another scenario Reb,

    David(jolly)
    The following user(s) said Thank You: Chamberlain, RebBugler

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