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Re: Four Seasons is Updated

Posted: Mon Dec 30, 2024 4:22 pm
by Ormand
Thanks for checking it out. Yes, you are correct that there are a few bugs in it, as you found, and there is also a ratings problem for artillery against aircraft. I have fixed these but haven't posted it to the website because I also need to get an update to ATG sent to Matrix for it. I have to wait a few weeks before I can ask them to post a new beta as they were really busy with all their new releases during the holidays, etc. So, in a week or so, it should be possible to get it and a new version of 4S up, which uses Gary's new graphics as well.

Re: Four Seasons is Updated

Posted: Tue Dec 31, 2024 12:37 am
by basilstaghare
Ormand wrote: Mon Dec 30, 2024 4:22 pm Thanks for checking it out. Yes, you are correct that there are a few bugs in it, as you found, and there is also a ratings problem for artillery against aircraft. I have fixed these but haven't posted it to the website because I also need to get an update to ATG sent to Matrix for it. I have to wait a few weeks before I can ask them to post a new beta as they were really busy with all their new releases during the holidays, etc. So, in a week or so, it should be possible to get it and a new version of 4S up, which uses Gary's new graphics as well.
Thanks for your work on this awesome mod.

Re: Four Seasons is Updated

Posted: Tue Mar 31, 2026 7:54 pm
by Tac2i
Bumping this to the top so others may more easily find it.

Re: Four Seasons is Updated

Posted: Wed Aug 12, 2026 1:20 pm
by Frodor
Question. I've created a custom scenario using your wonderful mod and would like to upload it to the vrdesigns scenario bank. Should i just use the "Package .atzip file" button in the editor even though it becomes roughly 200 MB from the 4 Seasons graphics files?

Re: Four Seasons is Updated

Posted: Wed Aug 12, 2026 5:13 pm
by Ormand
Unfortunately, there is a file-size limit for uploading to VRDesigns. And FourSeasons exceeds that. I had to get Vic to upload it for me. So, the best way to proceed is to assume (require) that whoever downloads your scenario will also have to download the FourSeasons package, and possibly the General's Project as well. So, you should just package the "extra" files that make up your scenario and then remark in the installation instructions that so-and-so other packages are required. Now, if you moved the graphics files or replaced some of them with your own files or added your some of your own files to the Four Seasons directory that could be a bit of a problem. Not that it wouldn't work, but it could break other stuff. But, for example, I set it up so that the scenario files are in another download so that I could modify/fix them without having to badger Vic to upload the graphics files.

Re: Four Seasons is Updated

Posted: Wed Aug 12, 2026 6:10 pm
by ernieschwitz
It is possible to package an ATZIP, and then remove files, using WinZip for instance. You just say it should be able to open the file extension, and you have the structure of the ATZIP before you. From there you can remove what you don't need. Or... include stuff that you might want to: A manual, ... etc.

Re: Four Seasons is Updated

Posted: Wed Aug 12, 2026 6:32 pm
by Frodor
I see, thanks!

Re: Four Seasons is Updated

Posted: Thu Aug 13, 2026 7:06 pm
by lion_of_judah
the model SFT which show the blueprints, how does one get them to show the model you chose to use, when you upgrade them. Second, how does one get rid of the negative number showing on the units when placed on the map, thanks

Re: Four Seasons is Updated

Posted: Thu Aug 13, 2026 10:34 pm
by ernieschwitz
.. I think I can answer your 2nd question.

Those numbers you refer to, are because your units are too big. I am sure it is a rulevar, but where (which number), in them I do not know.

Re: Four Seasons is Updated

Posted: Fri Aug 14, 2026 4:15 am
by lion_of_judah
I was able to find the rulevar in question, and increase the number. Appreciate the help as always..

Re: Four Seasons is Updated

Posted: Fri Aug 14, 2026 4:18 am
by lion_of_judah
I have another question. I need to change the allied units to a different color. In my Congo one, I was able to do but can't remember how. In the Congo one, the Katanga regime had Belgium paratroopers a brown counter color, I just can't remember how I did that.

Re: Four Seasons is Updated

Posted: Fri Aug 14, 2026 7:52 am
by ernieschwitz
Possibly because I did it?

You can do two tricks, one is to just change the people color, in the people part of the editor, for that people. It will retain flags and national icon, though. The other is to make a fake regime, that has no territory. Set it up with flag and national icon, and color. Then in the people part of the editor set the people to regime color, for that fake regime.

Re: Four Seasons is Updated

Posted: Sat Aug 15, 2026 12:44 am
by Ormand
lion_of_judah wrote: Thu Aug 13, 2026 7:06 pm the model SFT which show the blueprints, how does one get them to show the model you chose to use, when you upgrade them.
I am not exactly sure what you are asking here. The only thing I can think of is that you have made some models on your own and not within a Four Seasons game. If so, then maybe your problem is that your new models aren't showing a picture for the SFT, but the blueprint picture. Note that the SFTypes that are first displayed are the "concepts". These concepts have the blueprint picture assigned to them in the masterfile. By default, when you create a new SFType in the model designer, it basically inherits the data from the concept. There is an event that is executed when the model is created. Inside this event, you can do just about anything to the new SFType that you want within the limits of the exec functions. In this event I set all the attack and defend stats and set the picture for the new model. For example, look at the event "New Light Tank". Look around line 312, and you'll it set the picture. First defining the file names for graphics and then a call to ExecSFTypeGraphics. Further down is the description for the new SFType. This process creates a new SFType just as if you had done it in the editor. In fact, you can create models in the editor.

Additionally, not that there are some variables that are specific to each SFType. These are set with ExecSFTypeVar. These are an array of integer values that are "attached" to the SFType. You can use these to describe aspects of your model and they can be checked in events as well with CheckSFTypeVar. You have to keep track of which variable is associated with whatever you wanted it to yourself. But if you look in that even at the top you will see that I have some 20-30 in play that I used to specify aspects of the model, like what gun it is using, which SFType it upgrades to and what not.

Re: Four Seasons is Updated

Posted: Sun Aug 16, 2026 8:16 pm
by lion_of_judah
appreciate it