RHS and the newest WITPAE patch

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m10bob
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Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RHS and the newest WITPAE patch

Post by m10bob »

WARNING for MOD users..If you are playing a game using a non stock map...If you use a mod which has its' own customized pwhex files for the map, (as RHS does), you may use this newest patch with its' fine new features, but (in the case of RHS), go into the RHS game folder and Sid deliberately created a separate folder containing the RHS pwhex files..Just go to that folder and find the three pwhex files and copy/paste them to your desktop, then drag/drop them into your RHS/WITP folder (A message will ask if you wish to patch over the existing pwhex file...Mark "yes"...The game will then work as intended and you will enjoy the new features..)
I have done this with an "ongoing" game of RHS...

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el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS and the newest WITPAE patch

Post by el cid again »

Probably Bob is correct. However, in theory, you should wait until I update to the patch and issue
a new update including it. Because of rebuilding a system drive, I have not done that. For the moment
I at least officially recommend not upgrading an RHS scenario. But it will likely work. There will be
a 2.60 patch for RHS in due course after validation of the scenarios in the context of the new code.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS and the newest WITPAE patch

Post by el cid again »

Procedure:

1) Install the patch

2) Install (or go to) the RHS Installer

3) Go to the RHS PWHEXE & PWLING Source Folder
copy pwhexe.dat, pwzlink.dat and pwzone.dat files to the top
level AE folder (For dates after November 1942, use rename
the 42WINTERpwzlink.dat file, and similarly after Nov 43, 44,
or 45. For seasons after Winter 1941, rename the appropriate
season file.) This will force use of RHS pwhexe.dat, etc. files.
That is necessary in order to use the RHS expanded map system.

4) Go to the RHS ART folder and copy over ALL its contents
to the AE ART folder. This will force use of RHS art.

5) Go to the RHS SCEN folder and copy over ALL its contents
to the AE SCEN folder. This will NOT overwrite any stock
scenario files.

The procedure for RHS Level I is similar but less complicated -
Level I uses stock pwzone.dat and pwzlink.dat files. It uses
maps compatible with the stock map system.
sanderz
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Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: RHS and the newest WITPAE patch

Post by sanderz »

it would be helpful to have all this, together with full install instructions as a "readme" file in your main mod download
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m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: RHS and the newest WITPAE patch

Post by m10bob »

ORIGINAL: el cid again

Procedure:

1) Install the patch

2) Install (or go to) the RHS Installer

3) Go to the RHS PWHEXE & PWLING Source Folder
copy pwhexe.dat, pwzlink.dat and pwzone.dat files to the top
level AE folder (For dates after November 1942, use rename
the 42WINTERpwzlink.dat file, and similarly after Nov 43, 44,
or 45. For seasons after Winter 1941, rename the appropriate
season file.) This will force use of RHS pwhexe.dat, etc. files.
That is necessary in order to use the RHS expanded map system.

4) Go to the RHS ART folder and copy over ALL its contents
to the AE ART folder. This will force use of RHS art.

5) Go to the RHS SCEN folder and copy over ALL its contents
to the AE SCEN folder. This will NOT overwrite any stock
scenario files.

The procedure for RHS Level I is similar but less complicated -
Level I uses stock pwzone.dat and pwzlink.dat files. It uses
maps compatible with the stock map system.


This all works as you described, and in much better detail than my comments.

After playing several mods, RHS is just something I'm not prepared to walk away from..Love the history.

Speaking of which...would be very nice to have the ARD-2 class ships created for the game. All begin at Oakland IIRC, at different times.
I have the details for them if you decide to include them?..There were something like 8 of them.
Image

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