Making the last Beta Official

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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RangerJoe
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Re: Making the last Beta Official

Post by RangerJoe »

How about starting a thread for that?
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Re: Making the last Beta Official

Post by Zovs »

Moltrey wrote: Mon Apr 17, 2023 11:30 pm
Zovs wrote: Mon Apr 17, 2023 3:51 pm Along the same lines as using JSGME I have took a lot of the mods I downloaded and converted them to be JSGME compliant and I really think this is a better way to go.
Zovs:
Would you be willing to share those details on how to "convert them to be JSGME compliant"?
M.
It’s a tedious process, I thought I made them all available but I don’t recall much interest from folks.
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Re: Making the last Beta Official

Post by MarkShot »

It amounts to the same level of work which I proposed. You just need to build a file skeleton of what files and where they go. I agree JSGME is a better choice.

* Conceptually easier

* A utility every gamer should know

* It remembers what mods are installed and knows how to back out dependencies

* Warns of conflicts

* Well documented

Just find it on the Internet. It comes with an excellent PDF manual. I proposed self extracting zips, since I am not sure by license whether JSGME can be bundled with a commercial product. After all, WITP-AE is not free.
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MarkShot
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Re: Making the last Beta Official

Post by MarkShot »

Oh, I left out one other feature of JSGME. You can do a single global install on your system for all games, but as it is so light weight, I prefer to do so on a per game basis.

https://www.moddb.com/downloads/5-jsgme-modenabler

Have the WITP-AE final patch team look at the PDF manual.
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Zovs
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Re: Making the last Beta Official

Post by Zovs »

I think what Mark is saying is that with JSGME, you have one install that rules them all. Each is just a shortcut that you mod to point to the right place, then you setup your mod (or you tweak the mods you fine) to use the same exact folder structure as your base game. Then the program swaps out the original files for your mod files and swaps them back into place when you don't want to use them. No fuss no muss.

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Re: Making the last Beta Official

Post by MarkShot »

I think the basics of JSGME are:

(1) Install required (create a mod and backup dirs) I think.

(2) Place in game root install directory (the same one you always point matrix updates at for WITP-AE).

(3) Now, set up your mods as required.

(4) Make a copy of the installation.

(5) Delete every directory and file not associated with the mod. Except the JSGME stuff.

(6) Copy the game root tree to the JSGME MODS. (now delete and JSGME stuff)

(7) Rename the game root dir in mods to the mod name like Standard Map, Extended Map, Stand Stack Limits, Extended Stack Limits ...

(8) You just set up your first MOD in JSGME format which is usually shared as ZIPs.

(9) Copy from you backup back to the game root without touching the JSGME file/dirs.

(10) Remove the existing mod from the install and set up another and repeat.

So, mods are just trees of file replacements/additions which JSGME manages for you. You share them as zips. Read PDF to understand better. If it doesn't violate the JSGME license, then it could be installed with the patch for classic WITP-AE and a collection of mods which players can choose to enable.
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Re: Making the last Beta Official

Post by MarkShot »

One important limitation is that JSGME cannot patch files. It is incapable of doing any edits to binary data or text scrips. Files must be replaced whole. This can really be a problem if your mod is simply a 10 line changes to 2000 line script file. You prefer an auto script editor approach as a future game patch could change that 2000 line file and make your JSGME file no longer compatible. But a script editor approach is likely not be impacted by future game patches.

In summation, it helps to have some idea about the structure of the game's data.
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Re: Making the last Beta Official

Post by MarkShot »

Another limitation of JSGME may be the actual size of the mod. Take Cold Waters and Dot Mod and Epic Mod. The mods are so big that if you are still running an HDD, it could take 5 minutes to swap with the file copying. In such cases, you are probably better off with multiple installs if you want to go back and forth frequently (like a PBEM game with multiple matches going on at the same time).
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Re: Making the last Beta Official

Post by Zovs »

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Re: Making the last Beta Official

Post by Moltrey »

Thanks much guys. I used the original version for Silent Hunter 3 back years ago, so I suppose it won't be too hard to figure out.
I appreciate the links.
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Re: Making the last Beta Official

Post by RangerJoe »

A couple of questions for the developers on devices.

1) The RAF squad upgrades to the Indian 1944 squad, should it be a British device?

2) The Praed Point Battery at Milne Bay has a device that is listed in the database but is not located in the Intelligence screen devices and stockpiles. It is a static device and can not be stockpiled so there is no way to keep any unit from getting more of them and keeping the unit from moving unless all reinforcements are off. Also, there is no upgrade to it either so the unit can't upgrade and be relocated.
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Re: Making the last Beta Official

Post by Tanaka »

Andrew Brown wrote: Mon Apr 17, 2023 10:52 am
rhohltjr wrote: Thu Apr 06, 2023 10:42 pm Andrew or anyone,
Which scenarios have been updated to the new expanded map?
Also has the scenario editor been updated to include the expanded map locations?
Thanks for the continuing improvement to this game.
rhohltjr
I am now generating two sets of new scenarios:
- One set that uses the 'expanded' map that was included in the first beta release of the new patch
- One set that uses the 'standard' (but updated) map that will be included in the second beta of the new patch (hopefully to be released fairly soon now)

What I intend to do is make sure that, if we do stick with the 'standard' (but updated) map when the patch is finally out of beta, is to make sure that the 'expanded' map, and the full set of scenarios made for it, are available for download.

It is possible that both maps and both sets of scenarios could be included in the final release, but unfortunately there isn't an elegant way of allowing players to switch between them.

Note that the updated 'standard' map still has some new islands, as well as some minor art and terrain updates, so the old map mods made for the original map will be mostly, but not 100%, compatible.

Also, the scenario editor can edit any scenario created for any map.
Hi Andrew and team any chance of a small preview of the upcoming changes while we wait? Or just the code changes if any? Or is it just scenario and map changes? Thank you guys for all of your hard work!
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Re: RE: Making the last Beta Official

Post by Tanaka »

Trugrit wrote: Wed Dec 22, 2021 12:41 pm
ORIGINAL: HansBolter

I sometimes experience the map movement lag described above.

It is visually annoying, but clears up very quickly as the map movement progresses.

I had been running the -dd_sw switch for a very long time and was not aware, until just recently, that it was the source of my bleed through.

Removing the switch eliminated the bleed through without any noticeable impact on map scrolling.
I’m just the opposite. I ran without the -dd_sw switch for a very long time.

Then a Windows 10 update changed that. Now I’m back to the -dd_sw switch

Every time there is a Windows 10 update I have to watch for changes.

I have the Windows 10 Pro version.
Woah you are exactly right glad I found this. I stopped using -dd_sw switch a long time ago because of the lag. But when I saw your old post I tried it again and it now works great no lag and fixed my screen bleeding. Cheers for that. Will remember that when Windows updates now. But it also might have to do with the map you use. I was using the Kamakaze Bellum map but am now using Andrew's new beta map.
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Tanaka
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Re: Making the last Beta Official

Post by Tanaka »

Andrew please see these map issues found:

https://www.matrixgames.com/forums/view ... 1#p5103561
Tanaka wrote: Mon Jun 05, 2023 7:57 pm
Dewey169 wrote: Fri Dec 23, 2022 10:41 pm
Nomad wrote: Fri Dec 23, 2022 10:04 pm I had not realized that Carnegie was in the middle of Australia. It should not have a port SPS of 2. That is a database error for sure.

As a test, I loaded scenario 1 into the editor and changed Carnegie to a Port Build of 0
and Port Dickson and Kuala Kangsar to Type 1 - Port

started the game and made a save. Tracker worked fine with those changes.

Do you want to post that info to the beta thread so they can fix those bases? I gonna guess those three are like that in all the scenario's that they were added into.

In my tracker, on the bases data set, approx 10% of the bases have a type listed as "Beach". The two other types found are "airfields" and "base". Since I've only played stock, shouldn't there only be the two types? I'm sure it's not going to hurt anything but rather strange seeing something like Anyang(89,43) in China listed as "beach".
RIP Nomad. He was always such a great help with the Tracker. You guys got me looking into this and fixing these issues. Now I am also wondering why so many bases deep inland are set to Beach? For example Anyang which is an inland base in China with no water around? Isn't the beach label only for atolls and islands?
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Re: Making the last Beta Official

Post by Yaab »

I think that when the present development level (airfield +port) of a base equals 0, then such bases are labeled Beaches.
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Tanaka
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Re: Making the last Beta Official

Post by Tanaka »

Yaab wrote: Mon Jul 10, 2023 7:11 pm I think that when the present development level (airfield +port) of a base equals 0, then such bases are labeled Beaches.
I see so no bug here then thanks.
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Re: Making the last Beta Official

Post by pz501 »

I realize that I'm not a forum regular and that I don't post much, but I wonder if it's possible for someone in the know to answer these questions, or at least give estimates? Erik first proposed this on 4 Dec 2021, and despite some finding of problems with scenarios and map data, not much more has been discussed or revealed.

1. Is this idea still being actively worked on? If so, by one person or a team like the original WiTP-AE?

2. If it is active, is there a rough estimate for when a completed update (or official beta) will be available?

3. If this is a team effort, who is the team leader?

4. Erik's original post mentions adapting graphics settings for use with 4K displays. Is this still being looked at?

Any information will be appreciated and I'm not criticizing, just curious.
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Re: Making the last Beta Official

Post by btd64 »

pz501 wrote: Thu Jul 27, 2023 3:32 pm I realize that I'm not a forum regular and that I don't post much, but I wonder if it's possible for someone in the know to answer these questions, or at least give estimates? Erik first proposed this on 4 Dec 2021, and despite some finding of problems with scenarios and map data, not much more has been discussed or revealed.

1. Is this idea still being actively worked on? If so, by one person or a team like the original WiTP-AE?

2. If it is active, is there a rough estimate for when a completed update (or official beta) will be available?

3. If this is a team effort, who is the team leader?

4. Erik's original post mentions adapting graphics settings for use with 4K displays. Is this still being looked at?

Any information will be appreciated and I'm not criticizing, just curious.
1. Yes, a new beta is in the works. There are 5 of us.
2. We are waiting on matrix.
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4. I beleive so.

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Re: Making the last Beta Official

Post by pz501 »

GP,

Thanks for the fast and concise answers. Looks like it's up to Matrix then. This isn't the first time a project has been stalled waiting for them, and it won't be the last I guess. Most likely a question of scheduling and priorities at their end.
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Re: Making the last Beta Official

Post by BBfanboy »

pz501 wrote: Thu Jul 27, 2023 5:48 pm GP,

Thanks for the fast and concise answers. Looks like it's up to Matrix then. This isn't the first time a project has been stalled waiting for them, and it won't be the last I guess. Most likely a question of scheduling and priorities at their end.
If you read from the beginning of the announcement for the update, they had a very narrow set of goals/fixes and called for users to submit info or suggestions in line with those goals/fixes. They got a lot of good suggestions that were far beyond the scope of their intended project but considered whether there could be quick fixes to implement them.

They asked for database issues and got a few submissions which often included wrong data they already knew about.
They started implementing their plans and fixing the database inaccuracies and put out test versions of the update for comments/issues. They got a lot of feedback and new issues caused by new programing - including the new map and supply distribution. While they went to work on those issues they started getting a flood of other data issues - problems with the map (like impassable hex sides where there should not be one) and more historically accurate data on units and devices. More work, more updating , more testing.

I for one am not surprised the project has not moved along swiftly - there is so much to do, so many asking them to do more and so few people to actually do it. Kudos to the team working on this huge challenge!
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