WITM Mod- Released

Please post here for questions and discussion about scenario design and the game editor for WITP.

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sacorsair
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RE: WITM Mod- Released

Post by sacorsair »

I get the same message as Pauk [:(] Now I did the new load from the following exactly....


************************************************************************

Installation:

1-Make a new WITP Installation of the 1.804 versión in a new folder. This mod it’s a heavy modification of the original game and is necessary a new installation. The players can simply install the new copy of the game in a folder named “witp2” in the same matrix games/witp folder.

2-Download the file named “WITM Super Mod Ver 1.04.zip” from the sendspace site and unzip in a temporal folder.

3-The file contain the following items:

-a folder named ART (with all the graphic material, planes, ships, etc.)
-a folder named SCEN (with the scenario files, the scenario is in the slot number 31)
-a file named WITP-ico to change the original WITP icon to a new and different icon, if you wish, of course.
-a file named pwhex.dat.

The files pwhex.dat and WITP-ico go to the main game folder (follow the above example go to the path: program files/matrix games/witp2 folder).

The ART folder (in the temp folder) go the same name folder overwriting all files in destiny.

And the SCEN folder (in the temp folder) go to the SCEN folder of the new installation.

4-After that, the players can change the icon of the game using the new WITP-ico.

5-The mod and scen 31 are now ready to play. You only need open the WITP game normally (the new installation of course), and selection the PBEM mode. It’s obvious that variants like “surprise attack”, “alternate start”, etc are useless in this mod and scenary.

Fremen can you try it as well and see what is wrong? [&o][&o][&o][&o][&o]
JAMES REX---Birthdays are like Boogers the more you have the harder it is to breath
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

Seems like this is a "language" problem not a game problem. My bad english again.
Ok, i just try in a new installation in my pc.
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

I've re-write the installation procedure. I hope this time it's clear enough.

Installation:

1-Make a new WITP Installation of the 1.804 versión in a new folder. This mod it’s a strong modification of the original game and it is necessary a new installation. Players can simply install the new copy of the game in a new folder, for example, named “witp2” in the same matrix games/witp folder.

2-Download the file named “WITM Super Mod Ver 1.04.zip” from the sendspace site and unzip it in a temporal folder.

The file contain the following items:

-a folder named ART (with all the graphic material, planes, ships, etc.)
-a folder named SCEN (with the scenario files, the scenario is in the slot number 31)
-a file named WITP-ico.ico to change the original WITP icon to a new and different icon, if you wish, of course.
-a file named pwhex.dat.

3- Copy the files pwhex.dat and WITP-ico.ico into the main game folder (program files/matrix games/witp2/ ,for the above example) overwriting the existing ones.

4- Copy the files contained in the ART folder (placed in the temp folder) to ART folder in the new installation overwriting files. 

5- Copy the files contained in the SCEN folder (placed in the temp folder) to SCEN folder in the new installation. 

5b-Copy the file named "Pwhex.dat in the main folder of the new installation overwriting the existing one.

6- (Optional) Players can change the icon of the game using the new WITP-ico.ico.


The mod and scen 31 are now ready to play. You only need to open the WITP game normally (the new installation, of course), and select the PBEM mode. It’s obvious that variants like “surprise attack”, “alternate start”, etc are useless in this mod and scenario.

I've just tried this installation steps and it works perfectly.
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Halsey
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RE: WITM Mod- Released

Post by Halsey »

OK, this is how I make multiple installs of WITP.

Go to the Matrix Games folder in your computer.

Box the WITP folders, and right click.
Select copy, then paste to the Matrix Games folder.
The copy takes 2-3 minutes to make.

Now you have to go back and rename the new folder you just created to WITM.

You are now ready to extract the zip files from the new mod.
Make sure your destinations match the locations of your new copy.



Dili
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RE: WITM Mod- Released

Post by Dili »

For Italian /German naval weapons and devices go to http://www.navweaps.com/Weapons/index_weapons.htm

Btw i doubt that He-111 and Ju-88 were able to use operationally 2 torpedos. SM-79s were also able to use 2 but almost never did operationally.
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Iron Duke
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RE: WITM Mod- Released

Post by Iron Duke »

Hi Fremen

First - congrats on the mod looks great

Couple of air units that are not in your mod that you might like to add

I/KGzbV 323 avail=Nov 42 Trapani,Sicily (12x Me 323D-2)
II/KGzbV 323 avail=Mar43 Trapani, Sicily (12x Me 323D-2)
Luft-Trans St (See)222 avail= May 42 (?x Bv 222 V1)

Cheers
"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore
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Dixie
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RE: WITM Mod- Released

Post by Dixie »

If they get added:

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Iron Duke
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RE: WITM Mod- Released

Post by Iron Duke »

Nice one Dixie
"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

Great work Dixie!
If you send me the side and tops i will add the new ac to mod.
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eloso
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RE: WITM Mod- Released

Post by eloso »

Have you considered adding the Casablanca base on the west coast of Morroco and having the US reinforcements appear there? IMO it would make more sense since that is where Operation Torch occurred.

Also I have noticed that the Romanians and Bulgarians aren't present. I believe the Germans had a u-boot flotilla based at Ploesti in the Black Sea. There is also room to add Odessa and the Soviet Black Sea Fleet.
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pauk
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RE: WITM Mod- Released

Post by pauk »

hi, i finally managed to run WITM but i have another question...

why i can't move any unit in Africa anywhere? i got this message:



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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

To Pauk: please, need more information; what is exactly the movement command you give and to what unit? , and also, what is the destiny hex?
I just give orders to the two italian units in the hex of your picture to move Mersa Brega and all it's ok and cannot see any message.
May be you give orders to move the unit outside the playing map?
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

ORIGINAL: OSO

Have you considered adding the Casablanca base on the west coast of Morroco and having the US reinforcements appear there? IMO it would make more sense since that is where Operation Torch occurred.

Also I have noticed that the Romanians and Bulgarians aren't present. I believe the Germans had a u-boot flotilla based at Ploesti in the Black Sea. There is also room to add Odessa and the Soviet Black Sea Fleet.

Yes i did and i decide not to do it.
I think that it's better to let the USA/british player decide by himself where to disembark those troops.
When the allied player receive the reinforcements in Nov 42, it is possible that Casablanca (if the base were in the map)will be in axis hands and then may be the allies decide an amphibious assault on other objetive.

Secondly, i have no problems in including more units to the mod provided that someone gives me all the information concerning time of arrival, map coordinates and strengh (TOE). Actually i have no information of Bulgarian/Romanian units in the med.

The soviet Black Sea Fleet..mmm, thats mean very very more work to do it. May be in the future.
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Monter_Trismegistos
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RE: WITM Mod- Released

Post by Monter_Trismegistos »

Does anybody noticed that since mid thirties Cavour and Doria type BBs carried 320mm guns instead of 305mm's ?
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pauk
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RE: WITM Mod- Released

Post by pauk »

ORIGINAL: fremen

To Pauk: please, need more information; what is exactly the movement command you give and to what unit? , and also, what is the destiny hex?
I just give orders to the two italian units in the hex of your picture to move Mersa Brega and all it's ok and cannot see any message.
May be you give orders to move the unit outside the playing map?

any of my units wont move - i've tried to move units in red circle to Mersa Brega and any other base but i still got the message "adequate...."...
same goes for other units in Africa - no matter which one i choose and where i send it i got this message...

(perhaps my map (art is not installed propertly?)
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

ORIGINAL: pauk



any of my units wont move - i've tried to move units in red circle to Mersa Brega and any other base but i still got the message "adequate...."...
same goes for other units in Africa - no matter which one i choose and where i send it i got this message...

(perhaps my map (art is not installed propertly?)

No. I think the answer is you have not installed the pwhex.dat.
This file is the DATA of the new map. If you don't have you see my map but the dates are the same WITP.
In the zip you have downloaded and un-zip you will find a file named Pwhex.dat

You must copy that file in the MAIN FOLDER of the new installation overwriting file in destiny.
Sorry, i just see i forget put this "step" in the instructions.[:@]
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

ORIGINAL: Monter_Trismegistos

Does anybody noticed that since mid thirties Cavour and Doria type BBs carried 320mm guns instead of 305mm's ?

Yes, i know that.
I said this before...
I don't have modify/add any ITALIAN NAVAL armament because when i was work in the mod i don't have information about that. I use the DEVICES present in the original WITP engine.
The 320mm naval gun do not exist in the WITP list so i must use the 305mm.
I some sources i read that the italian naval gunnery was very "deficient" during the WWII, this is the reason why decide use the 305mm gun not the 340mm gun.

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pauk
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RE: WITM Mod- Released

Post by pauk »

thank you very much[&o] - it worked!


Just one last question - do i need preview-pix to instal somewhere?

ORIGINAL: fremen

ORIGINAL: pauk



any of my units wont move - i've tried to move units in red circle to Mersa Brega and any other base but i still got the message "adequate...."...
same goes for other units in Africa - no matter which one i choose and where i send it i got this message...

(perhaps my map (art is not installed propertly?)

No. I think the answer is you have not installed the pwhex.dat.
This file is the DATA of the new map. If you don't have you see my map but the dates are the same WITP.
In the zip you have downloaded and un-zip you will find a file named Pwhex.dat

You must copy that file in the MAIN FOLDER of the new installation overwriting file in destiny.
Sorry, i just see i forget put this "step" in the instructions.[:@]
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »



Just one last question - do i need preview-pix to instal somewhere?

No.


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Reg
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RE: WITM Mod- Released

Post by Reg »

Wow,

Lookin' good, real good. Obviously a work still in progress but when you get all the details done it will look fabulous.

Is it the same scale as WITP? If so, it really shows just how expansive the Pacific Ocean really is....
ORIGINAL: fremen

8. THE LEADERS/PILOTS ARE THE SAME ORIGINAL WITP. It's a huge work change one by one the name of 10.000 leaders/pilots, Sorry. Only the German uboats captains are the real.

Have you had a chat with Hard Sarge in the Bombing the Reich forum for a simple method of loading this data? He has just gone through this process and might have some advice.

Great stuff!!

P.S. No problems with the load procedure. Just unzipped into main folder with 'use folder' option.
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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