TWI 1836 - Testing
TWI 1836 - Testing
Here is v2.00 for testing
Please delete the earlier version if you have it installed.
DL - http://www.mediafire.com/download/jf368 ... 6_v2.00.7z (17mb zipped)
What's new?
- This version includes more sprites and OOBs.
- Thanks to Martin James and MTG's help this version should also work in MP although I haven't tested this.
The core of this mod is Gunship's Wagram mod and Kriegspiel's excellent add on. All credit should go to them. All mistakes fall to me.
Here's the Read Me that sets out what you need to do.
*******************************************
Read Me
Texas Revolution 1836 Mod v2.00
This mod introduces Mexican and Texian forces into the Napoleonic Road to Wagram & Kriegspiel 1.65 mods.You must have these mods installed first.
However, this mod replaces all the csv files used in both the Wagram and Kriegspiel mods. It is best therefore to rename the Road To Wagram & Kriegspiel\Logistics folders (if they are present)before using this mod so that they do not clash with the Mexico mod (e.g. rename them to 1Logistics).
This mod must be BELOW the Road To Wagram Mod and Kriegspiel mod on the modification screen.
The order should look like this -
Road to Wagram
Kriegspiel
Mexico 1836
Then activate all three (i.e. a yellow block appears next to each).
This mod used SR1 OOBs. You need to amend the sprite ratio in the main options screen to 1:1.
Uniforms should be set to best in the options menu.
NOTE: This mod includes
1. Additional packed sprites for some of the Texian forces.
2. New flags
3. New screens
4. Some additional weapon types (i.e. Kentucky Rifle)
5. 3x SR1 OOBs for San Jacinto & Bexar (fictionalised for balance) and another fictional Tejas OOB that imagines US forces under Winfield Scott getting involved alongside Sam Houston.
**************
Many Thanks.
Please delete the earlier version if you have it installed.
DL - http://www.mediafire.com/download/jf368 ... 6_v2.00.7z (17mb zipped)
What's new?
- This version includes more sprites and OOBs.
- Thanks to Martin James and MTG's help this version should also work in MP although I haven't tested this.
The core of this mod is Gunship's Wagram mod and Kriegspiel's excellent add on. All credit should go to them. All mistakes fall to me.
Here's the Read Me that sets out what you need to do.
*******************************************
Read Me
Texas Revolution 1836 Mod v2.00
This mod introduces Mexican and Texian forces into the Napoleonic Road to Wagram & Kriegspiel 1.65 mods.You must have these mods installed first.
However, this mod replaces all the csv files used in both the Wagram and Kriegspiel mods. It is best therefore to rename the Road To Wagram & Kriegspiel\Logistics folders (if they are present)before using this mod so that they do not clash with the Mexico mod (e.g. rename them to 1Logistics).
This mod must be BELOW the Road To Wagram Mod and Kriegspiel mod on the modification screen.
The order should look like this -
Road to Wagram
Kriegspiel
Mexico 1836
Then activate all three (i.e. a yellow block appears next to each).
This mod used SR1 OOBs. You need to amend the sprite ratio in the main options screen to 1:1.
Uniforms should be set to best in the options menu.
NOTE: This mod includes
1. Additional packed sprites for some of the Texian forces.
2. New flags
3. New screens
4. Some additional weapon types (i.e. Kentucky Rifle)
5. 3x SR1 OOBs for San Jacinto & Bexar (fictionalised for balance) and another fictional Tejas OOB that imagines US forces under Winfield Scott getting involved alongside Sam Houston.
**************
Many Thanks.
Last edited by Crikey on Wed May 07, 2014 10:54 pm, edited 1 time in total.
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Re: TWI 1836 - Testing
Couple of observations.
The Kriegspiel group has discovered that mixing the new style packed SoW sprites and the unpacked TC2M sprites does not work in MP, so as it stands this would be an SP-only mod.
You would not need to rename the logistics folder in the Road to Wagram mod as the csv files are actually supplied in a separate mod, so you just need to ensure that the "Road to Wagram CSVs" mod is disabled.
The Kriegspiel group has discovered that mixing the new style packed SoW sprites and the unpacked TC2M sprites does not work in MP, so as it stands this would be an SP-only mod.
You would not need to rename the logistics folder in the Road to Wagram mod as the csv files are actually supplied in a separate mod, so you just need to ensure that the "Road to Wagram CSVs" mod is disabled.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: TWI 1836 - Testing
Tank ....thanks. Useful.
Ok. I can easily strip out the unpacked sprites if needs be. Only there for variety.
On the csvs I was going by what the kriegspiel read me advised. I think the latest version of that mod completely replaces the RTW csvs in any case.
Btw ...have you had the Mexico mod up and running?
Ok. I can easily strip out the unpacked sprites if needs be. Only there for variety.
On the csvs I was going by what the kriegspiel read me advised. I think the latest version of that mod completely replaces the RTW csvs in any case.
Btw ...have you had the Mexico mod up and running?
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Re: TWI 1836 - Testing
It does but I was attempting to clarify that you don't need to rename the RTW csvs mod, you just don't activate it.I was going by what the kriegspiel read me advised. I think the latest version of that mod completely replaces the RTW csvs in any case.
There might be a kind person on the forums who would pack the TC2M sprites for you. One of the KS group did it for Gunship's Russian and Prussian sprites.
Not yet. I'm a bit busy with some messy RL crud ATMhave you had the Mexico mod up and running?

HITS & Couriers - a different and realistic way to play SoW MP.
Re: TWI 1836 - Testing
Hi Crikey
I was able to run your mod in singleplayer.
But in Multiplayer mode, I get a CTD when loading with those errors:
10:00:00 Graphic not found GFX_CSA_Inf_12-1_Walk
10:00:00 Graphic not found GFX_CSA_Inf_12-2_Stand
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Load
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Ready
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Fire
10:00:00 Graphic not found GFX_CSA_Inf_12-4_Run
10:00:00 Graphic not found GFX_CSA_Inf_12-5_Charge
10:00:00 Graphic not found GFX_CSA_Inf_12-6_Melee
10:00:00 Graphic not found GFX_CSA_Inf_12-7_Prone
10:00:00 Graphic not found GFX_CSA_Inf_12-8_Death_3
10:00:00 Graphic not found GFX_CSA_Inf_12-8_Death_3
10:00:00 Graphic not found GFX_CSA_Inf_11-1_Walk
10:00:00 Graphic not found GFX_CSA_Inf_11-2_Stand
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Load
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Ready
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Fire
10:00:00 Graphic not found GFX_CSA_Inf_11-4_Run
10:00:00 Graphic not found GFX_CSA_Inf_11-5_Charge
10:00:00 Graphic not found GFX_CSA_Inf_11-6_Melee
10:00:00 Graphic not found GFX_CSA_Inf_11-7_Prone
10:00:00 Graphic not found GFX_CSA_Inf_11-8_Death_1
10:00:00 Graphic not found GFX_CSA_Inf_11-8_Death_1
(...)
and in Bexar OOB:
10:00:00 Unit global sprite requested not found - Crane's Company, index:2 state:1
San Jacinto OOB:
10:00:00 Unit global sprite requested not found - Co A Texas Regulars , index:0 state:1
I was able to run your mod in singleplayer.
But in Multiplayer mode, I get a CTD when loading with those errors:
10:00:00 Graphic not found GFX_CSA_Inf_12-1_Walk
10:00:00 Graphic not found GFX_CSA_Inf_12-2_Stand
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Load
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Ready
10:00:00 Graphic not found GFX_CSA_Inf_12-3_Fire
10:00:00 Graphic not found GFX_CSA_Inf_12-4_Run
10:00:00 Graphic not found GFX_CSA_Inf_12-5_Charge
10:00:00 Graphic not found GFX_CSA_Inf_12-6_Melee
10:00:00 Graphic not found GFX_CSA_Inf_12-7_Prone
10:00:00 Graphic not found GFX_CSA_Inf_12-8_Death_3
10:00:00 Graphic not found GFX_CSA_Inf_12-8_Death_3
10:00:00 Graphic not found GFX_CSA_Inf_11-1_Walk
10:00:00 Graphic not found GFX_CSA_Inf_11-2_Stand
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Load
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Ready
10:00:00 Graphic not found GFX_CSA_Inf_11-3_Fire
10:00:00 Graphic not found GFX_CSA_Inf_11-4_Run
10:00:00 Graphic not found GFX_CSA_Inf_11-5_Charge
10:00:00 Graphic not found GFX_CSA_Inf_11-6_Melee
10:00:00 Graphic not found GFX_CSA_Inf_11-7_Prone
10:00:00 Graphic not found GFX_CSA_Inf_11-8_Death_1
10:00:00 Graphic not found GFX_CSA_Inf_11-8_Death_1
(...)
and in Bexar OOB:
10:00:00 Unit global sprite requested not found - Crane's Company, index:2 state:1
San Jacinto OOB:
10:00:00 Unit global sprite requested not found - Co A Texas Regulars , index:0 state:1
Re: TWI 1836 - Testing
Thanks Leffe.
Really appreciate the feedback. This confirms Tank's fears that the unpacked sprites will be a problem for mp.
A shame.
I have two options...
1. Release a single player version and multi player version separately. People can activate the version they want as needed.
2. Release one version with all unpacked sprites stripped out.
I'm minded to do option 2 for simplicity.
What would the community prefer?
Really appreciate the feedback. This confirms Tank's fears that the unpacked sprites will be a problem for mp.
A shame.
I have two options...
1. Release a single player version and multi player version separately. People can activate the version they want as needed.
2. Release one version with all unpacked sprites stripped out.
I'm minded to do option 2 for simplicity.
What would the community prefer?
Last edited by Crikey on Tue Mar 18, 2014 12:42 pm, edited 1 time in total.
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Re: TWI 1836 - Testing
Hi Crikey
I would prefer option 3
That is to persuade some kind soul to pack all the sprites for you, so you can have just one version, which has all of the uniforms, and works in both SP & MP. Would you be up for that? I have someone in mind, not a million miles from here.
Martin
I would prefer option 3

That is to persuade some kind soul to pack all the sprites for you, so you can have just one version, which has all of the uniforms, and works in both SP & MP. Would you be up for that? I have someone in mind, not a million miles from here.
Martin
Re: TWI 1836 - Testing
:laugh:
Now that would be very kind.
Hadn't even thought there was an option 3!
In the meantime I'll get on with finalising the mod. Am working on a more accurate San Jacinto SR1 oob and a larger What If SR1 oob which includes US forces of the time plus Texians. So we have Sam Houston alongside Winfield Scott, Zachary Taylor etc. Fictionalised line up which assumes the US leaves off fighting the Seminoles to focus on Mexico in 1836.
Now that would be very kind.
Hadn't even thought there was an option 3!
In the meantime I'll get on with finalising the mod. Am working on a more accurate San Jacinto SR1 oob and a larger What If SR1 oob which includes US forces of the time plus Texians. So we have Sam Houston alongside Winfield Scott, Zachary Taylor etc. Fictionalised line up which assumes the US leaves off fighting the Seminoles to focus on Mexico in 1836.

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Re: TWI 1836 - Testing
Hey Crikey, I am fairly familiar with the game and would possibly like to do some testing for you, Ive downloaded the file and look forward to trying it out. I am possibly hoping to create a revolutionary war mod myself, though i must admit i am very much a noob at modding this game. I notice you've created or edited one of the basic confederate infantry sprites to look more like the texan infantry of the period and I'm very curious as to how you went about doing that, any help would be greatly appreciated as i cant find anything about creating/editing sprites after searching through the forums; but maybe i missed it, if someone could point me in the right direction?
Re: TWI 1836 - Testing
Hi 1ongstreet.
Thanks for the interest. Grateful for any feedback you have.
The sprites you're referring to haven't been edited as such. They are sprites from TCM2, Norb's previous game, which I have merely transferred over to SoW. Davinci did something similar way back for the Rebs which I made use of. You can do this by entering the details in the csv files - see the logistics folder in the mod. Frankly, this can be tricky as you need to work out the correct entries for each animation. Anyone looking to convert over the old rebels and redcoats mod would face similar challenges.
I see Jack O'Neil has taken on this challenge. Kudos to him as igetting these right can be a melon twister.
Also, these older sprites aren't usually packed - Norbsofts preferred method of dealing with these graphics for performance reasons - which seems to cause problems in MP so there are some wins and losses with such conversions.
So, no editing by me really. Merely making use of what exists.
If you are looking to create new sprites from scratch then I think there is some advice scattered around on the best way to do this. Others may be able to help signpost that advice.
Thanks for the interest. Grateful for any feedback you have.
The sprites you're referring to haven't been edited as such. They are sprites from TCM2, Norb's previous game, which I have merely transferred over to SoW. Davinci did something similar way back for the Rebs which I made use of. You can do this by entering the details in the csv files - see the logistics folder in the mod. Frankly, this can be tricky as you need to work out the correct entries for each animation. Anyone looking to convert over the old rebels and redcoats mod would face similar challenges.
I see Jack O'Neil has taken on this challenge. Kudos to him as igetting these right can be a melon twister.
Also, these older sprites aren't usually packed - Norbsofts preferred method of dealing with these graphics for performance reasons - which seems to cause problems in MP so there are some wins and losses with such conversions.
So, no editing by me really. Merely making use of what exists.
If you are looking to create new sprites from scratch then I think there is some advice scattered around on the best way to do this. Others may be able to help signpost that advice.
Last edited by Crikey on Thu Mar 20, 2014 2:08 am, edited 1 time in total.