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RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 14, 2021 11:50 am
by Fraggo5
Very nice map, easy to download and install. Thanks for making it .

RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Sep 16, 2021 1:05 am
by Hardradi
Fantastic work. I particularly like the mud distinctions, railroads and the cities.

Can you have a look at Leningrad in your mod? The old city colours appear to be showing around the borders. I think this is from the coastal tiles 216 to ~219.


RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Sep 16, 2021 2:44 am
by overkill01
ORIGINAL: Hardradi

Fantastic work. I particularly like the mud distinctions, railroads and the cities.

Can you have a look at Leningrad in your mod? The old city colours appear to be showing around the borders. I think this is from the coastal tiles 216 to ~219.

Thank you for the feedback.
I don't see old citycolours around Leningrad though.
Did you start a new game after installing latest update ?
This is required to reload Hexart.dat, this file contains all the changes.
If this is the case you will probably notice a lot more faulty areas.
Only Kronstadt still has it's old art.

RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Sep 16, 2021 4:40 am
by Hardradi
Yes you a right it does work. It was my problem as I was trying to just take only the cities component. (I cant handle the pale (bright) colour, it triggers migraines for some reason).

Thanks for following up and more so for the mod.




RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Sep 16, 2021 8:07 am
by overkill01
ORIGINAL: Hardradi

Yes you a right it does work. It was my problem as I was trying to just take only the cities component. (I cant handle the pale (bright) colour, it triggers migraines for some reason).

Thanks for following up and more so for the mod.


I'll see if I can do something about the bright colours.

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 21, 2021 10:10 am
by cblattmann
Love your map.

Wanted to ask you where you can change the shading of the enemy color. Want to make it a bit lighter for myself. I assume it is an overlay and can be changed in a single place?

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 21, 2021 11:23 am
by overkill01
ORIGINAL: cblattmann

Love your map.

Wanted to ask you where you can change the shading of the enemy color. Want to make it a bit lighter for myself. I assume it is an overlay and can be changed in a single place?

Do you mean the hexcolour ? red overlay.
That is an interesting idea. I'm not sure how, but i'll look into it and let you know.

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 21, 2021 1:08 pm
by cblattmann
Yes, the red overlay color shading the enemy hexes. Got to be an overlay represented as a hexcode. Most likely the other other shading colors would be defined the same way.

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 21, 2021 2:52 pm
by overkill01
I can't find it i'm afraid. I could not find it in the editor, also not in hexart.csv.

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Sep 21, 2021 5:18 pm
by cblattmann
Bummer. Your might has a light colored background, that I thought wanted to lighten up the shading. Does not need much to get the point with your map.

RE: MAPMOD: GeneralsMap v0.4

Posted: Mon Oct 11, 2021 12:23 pm
by OnWargaming
Great map, just downloaded, many thanks!

RE: MAPMOD: GeneralsMap v0.4

Posted: Mon Nov 08, 2021 10:27 am
by overkill01
bump, update v0.5

RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Nov 09, 2021 7:20 pm
by Zovs
Thank you very much for making this map mod! I think its absolutely lovely.

When I combined your map mod with my board war game counter and symbol mod, they look splendid together.


Summer 1941 AGS area:

Image

Summer 1941 AGN area:

Image

[/b]Zoomed out a level:[/b]
Image

Zoomed out a level again:

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Zoomed in (AGS area):

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Red God of War (Mud):

Image

Vistula to Berlin (Snow):

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Summer 1941 AGS showing the map and various control colors with my counter mod:

Image



RE: MAPMOD: GeneralsMap v0.4

Posted: Tue Nov 09, 2021 7:33 pm
by rocketman71
This mapmod + Anniversary Coupon arriving soon + Steam release = Game purchase => gaming heaven :)
Question is if I can plough through some 55 turns of WITW D-day campaign before that [X(]

RE: MAPMOD: GeneralsMap v0.4

Posted: Wed Nov 10, 2021 3:11 am
by overkill01
Hey Zovs,

I'm glad you like it. quite good with the counters indeed.

I do notice in the screenshots you took that there are many glitches.
I think you did not reinstall the mod after updating the game ? Or maybe an old save from a new game started without the mod or an old version of the mod ?

RE: MAPMOD: GeneralsMap v0.4

Posted: Wed Nov 10, 2021 4:34 am
by Zovs
Which glitches?

I am a beta tester so running with the latest from the devs. I’ll install it with the latest current version as well. I used GME (or JSME tool to install it).

RE: MAPMOD: GeneralsMap v0.4

Posted: Wed Nov 10, 2021 4:45 am
by overkill01
ORIGINAL: Zovs

Which glitches?

I am a beta tester so running with the latest from the devs. I’ll install it with the latest current version as well. I used GME (or JSME tool to install it).

For example
- on the 2nd image you posted, below the sambian peninsula, there are some coastal outlines that cross over land.
- on the 3rd image, next to gdynia there is some old coastal art (the old green color)
- also, trees overlapping the sea
- etc.

this is because when you start a new game and save, that "save" will load the .dat files wich where installed at the time you did the first save. Every time you save you're progress after this, from this particular save-file, it remembers the settings from the .dat-file when you first saved.

With every update from the dev's they include all .dat files (even if they did not change, dat.art rarely gets changed), so those overwrite the ones from the mod.
So the next time you start a new game after an update like this, you will get these glitches. It just doesn't affect youre current saves.

RE: MAPMOD: GeneralsMap v0.4

Posted: Wed Nov 10, 2021 7:09 am
by Zovs
Ah okay, those were al previous saved games.

RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Nov 11, 2021 12:04 pm
by Zovs
overkill01

I just started a new TDSWF scenario and noticed that the 187,187 T1 SWF activation marker is not present. I also started a brand new CG 1941 and that marker is not present either.

Could you please also add this to your map mod?

RE: MAPMOD: GeneralsMap v0.4

Posted: Thu Nov 11, 2021 12:07 pm
by Zovs
This is from a game that was previously started with out your map mod but then I applied your map mod.

Its missing in a new 1941 CG or the DSWF.

Image