Taiwan theater

Taiwan theater

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Taiwan theater

Post by Snake Man » 2007-02-12 17:23:50

Taiwan theater

This theater has been requested and talked about many times, so I decided to make one up quickly.

Image

Theater name: my_asia1
Theater size: Regular
Size (L2 segments): 64 x 64
Size (L2 tiles): 1024 x 1024
Size (Nautical Miles): 552.377 x 552.377
Resolution: 0.134858 Nautical Miles
Centered on: Lat 25 Long 120
NW: Lat 29.6031 Long 114.706
NE: Lat 29.6031 Long 125.294
SW: Lat 20.3969 Long 115.089
SE: Lat 20.3969 Long 124.911
Highest point: 12050ft
Lowest point: 0ft

Thats the specific information. I'm not sure but there might be (I'm most certain of it) problem because the two fighting sides are not connected by land... so either the campaign will never work on this theater or it has to start every time in some scenario where China has invaded small part of Taiwan or the other way around.

This theater is still not correctly running, meaning that I didn't even try the campaign yet, Instant Action does run with Korean tileset. But I decided to post that Tacedit screenshot anyways to get the discussion going.

Feel free to comment, as usual ;)
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Post by T_Rex » 2007-02-12 20:20:03

Indeed, a theater that has been mentioned almost since the beginning. :)

I think that in a real scenario, the land war wouldn't start until air supremecy had been achieved. So, even if the land campaign doesn't work, if the ATO will generate missions, that would still be pretty good.

Otherwise, you're right - have China start with a toehold someplace, put alot of navy support vessels going back and forth, and massive repleneshing of the ground troops, and that could be a good campaign. :)
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Post by Sherlock » 2007-02-12 20:35:38

Dumb question time:
Can reinforcements be made dependent on events in the trigger file? If so, then invasion forces (in the guise of reinforcements as set in TacEdit) could be placed on the "beach" where you want to invade and depending on the events accomplished (lack of air supremecy?) they would appear at their appointed reinforcement time...

This is really more of a question...since I haven't done any trigger file work. Any trigger file experts out there (Peled? :) )?
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Re: Taiwan theater

Post by Peled » 2007-02-12 20:43:27

Great job Snakeman !
Snake Man wrote:Taiwan theater
I'm not sure but there might be (I'm most certain of it) problem because the two fighting sides are not connected by land... so either the campaign will never work on this theater or it has to start every time in some scenario where China has invaded small part of Taiwan or the other way around.
Now as for the Campaign - two fighting sides are not connected by land....
ooooiiiiii....that was excactly the problem i had in Falklands Campaigns...

What i suggest is just locate as much Carriers around the Island , means simulate a scenari that China attack Taiwan .
if you link all Obj's in the Island and define a trigger event to capture one of the Objs on the Island , troops will move towards that Obj indeed .
just make sure to locate after lets say an hour (reinforce) some troops near or better far from that Obj ! they will move nice and Taiwan troops will move to defend those Objs !
...also make sure to locate some Hello on the Carriers , so Air mobile units can transfer to and from....

that could work fine , troops will move fine ! but only if you'll keep the Sea War ! so , make sure to locate many carriers and frigates etc around the Island....
i know that is not so realistic , but this is the only way to keep the war in that case of two sides seperated by water.....

i got Falklands Campaigns working in that way 'till Day4 ! with a Win .

ooooh , another more important thingy .....



links : you must make sure that the first objective to be link will be one that is opposite to the other ,in that way the opposite teams will know how to move they ground forces to each of the opposite team Obj. !
if you not do this -- Campaign would not work ! ....since you can not link between islands or islands to main land...
what i suggest is just define one of the Obj in Taiwan as a Chinesse Team , simulate a Captured city....i know it is not so realistic too , but hell , only in that way , you could get it work smooth along the days...

again , just my tips.....i eat lot of shit with Falklands campaigns , and only in this way i got the Campaigns to work with a Win .

Sorry for long post .... :wink: -----Good luck for this Theatre !
i know someone is waiting for this one :wink:
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Post by ccc » 2007-02-13 13:38:56

nice - how the terrain look in china landmass?

btw yes you probably have to set some area owned by china in the begining of war- then everything can move on. it sounds reasonable that some cells infiltaring few small town and control those areas.

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Post by Snake Man » 2007-02-13 14:36:01

T_Rex wrote:So, even if the land campaign doesn't work, if the ATO will generate missions, that would still be pretty good.
Well the point of the whole thing was that at least two of the fighting SIDE's in F4 campaign engine has to be linked (tacedit, links, those black lines) so ground units can move and capture the objective. Since here we have just China mainland and Taiwan island, this can be a problem.

Again if we make scenario where Taiwanese SpecOps have captured one town in China, from where we can have the linking, then it should work ok. Or other way around for China too.

All this remains to be verified ingame, its just my understanding how F4 campaign engine works.
Sherlock wrote:Can reinforcements be made dependent on events in the trigger file?
All I remember is that they are time delayed... sorry can't recall more specific.
Peled wrote:locate some Hello on the Carriers , so Air mobile units can transfer to and from
Have you tested this, that airmobile works into otherwise unlinked island?
ccc wrote:how the terrain look in china landmass?
Just like in Korea as it uses korean tiles. I'll try to CATE bitmap some terrain types as in korean terrain in China.
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Post by Peled » 2007-02-13 14:53:38

I tested the Hellos and air mobiles in Falklands .
it works fine , hello can take off from carriers , if :

Flags in the Unit Properties in Tacedit , for those Hellos Squadrons : Parent (must), Commando, Cargo, Diverted.

and The Carrier needs : Parent(must) & Moving Boxes.
Cargo Ship needs : Parent(must), Moving and Cargo Boxes .

you can locate hello squadron on a cargo ships , but you need to define it as a carrier .

make sure to locate those carrier in a short range accross the island , oooh , and you do need to link the Objs in the Island , just make sure you define the second Obj to be linked as China(opposite team) , and Air mobile units will generate missions by the hellos nicely ....that was tested on a large theater , works fine .

btw : only few hello are flyble from ships : Gazzele , CH-47 , Sikorsky and i forgot the others .....
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Post by ccc » 2007-02-14 15:35:30

one more question - the small islands near right hand border.. belongs to Japan. is japan data included?

if the basic files are ready, i can help tiling some area.

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Post by Snake Man » 2007-02-14 16:53:14

That image is what you see, its your requested 64 segment theater. So no, there is no Japan included (unless you count those tiny islands).

Tiling will be done by CATE as usual, then the final tweaks are made by hand in Terrainview, when we reach that point... I have no idea. Lets take this one step at the time :)
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Post by ccc » 2007-02-15 00:17:04

ok.. thanks i'll be ready for tile fixing.

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Post by Snake Man » 2007-02-22 14:40:47

I had some CATE config / version / tdf problems before but now I got them sorted out, now China has all roads and rivers tiled. I created new THR file and did some preliminary linking between the objectives.

Made a quick campaign, tried it out and of course it crashed as was speculated since there was no link between team 2 and team 6 which were in a War.

Then just out of crazyness I linked the two teams THROUGH THE OCEAN and tried the campaign again...

Image

Heh it works, cooky.
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Post by molnibalage » 2007-02-22 17:25:09

When will it be ready? (1 month or more?)

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Post by Snake Man » 2007-02-22 17:49:14

I'm actually trying to make installer for it right now. Taiwan is same as the Iran theater, very developer type of thing except that this one uses korean tiles so its small and easy to install, especially if I get the NSIS installer to work.

I'm not going to say when its going to be ready for download or anything like that :)
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Post by ccc » 2007-02-22 17:57:27

WooooW! yeah!! 8) 8) 8)

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Post by Closter » 2007-02-22 19:12:01

Heh it works, cooky.
Can you elaborate? I mean, how is it working? Are the ATO generating sorties? Are the units moving elsewhere? Are you able to make some landings?

Sorry for the question shooting... :roll:
Image

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Post by Snake Man » 2007-02-22 21:02:03

Closter wrote:how is it working?
Well RedViper starts, I can fly in 3d.
Are the ATO generating sorties?
Look at the screenshot.
Are the units moving elsewhere?
Yes, there is small set of links in Taiwan, ground units move there ok.
Are you able to make some landings?
Well I didn't check but the CATE leveling should be ok on the airbases.
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Post by Snake Man » 2007-02-23 01:02:52

Psst! hey i got something for ya

PMC Taiwan Theater v0.1

readme:

Code: Select all

	PMC Taiwan Theater v0.1

This is Falcon 4 Taiwan theater. Its 64 segment (korean size) theater with korean tiles. This is very early v0.1 developer version, however there is campaign which works but there is no victory conditions except it ends after 300 (yes, threehundred) days. Instant Action and Tactical Engagement has not been tested if they work.

The installer should work for RedViper (FreeFalcon), OpenFalcon and Falcon 4 Allied Force, when you run it, it will ask for what F4 version you want to install this theater.

Report all bugs, issues and whatever feedback to PMC Tactical forums at

http://www.pmctactical.org/forum

February 23rd, 2007.
Snake Man, PMC.
So this is the first Taiwan theater version, very much developer type in two ways; first its very early theater, only one campaign slightly working and basic CATE tiling, basic map included but not even instant action/intel map available. Secondly, the installer is brand new for me, it remains to be tested if it works good at all.

So keep that in mind before you download. I'll be updating this but I'm not going to lose my sleep over this theater as I have others with more priority.

Don't go shouting all around F4 scene about this yet, like Iran dev, this is just a small test for the hardcore crowd. There will be time when these are properly announced in news posts and forums all across the scene. However if you deem it necessary to post about this, go ahead I wont be mad, I just prefer this early stage to be among us hardcore developers first.

newer Download link available
Last edited by Snake Man on 2007-02-23 13:32:39, edited 1 time in total.
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Post by ccc » 2007-02-23 05:58:10

got it.. checking it with terrain view, will do some tweaking.

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Post by T_Rex » 2007-02-23 12:59:35

Hey guys -

Pardon my geographic ignorance (I'm American, so it is difficult to overcome) ;) but is Taiwan a small enough island that we could maybe try to do photo-real tiling for almost the entire thing?

Or at least maybe just the areas around Taipei (and other big cities) and the airbases?
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Post by ccc » 2007-02-23 13:20:40

T_Rex wrote:Hey guys -

Pardon my geographic ignorance (I'm American, so it is difficult to overcome) ;) but is Taiwan a small enough island that we could maybe try to do photo-real tiling for almost the entire thing?
no, imo it's too big for having all photorealistic tiles. Haiwaii would be a better choice.
Or at least maybe just the areas around Taipei (and other big cities) and the airbases?
yes, airbases and areas of interest may use photo tiles.

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Post by Snake Man » 2007-02-23 13:31:31

New version is out, improved installer too.

Code: Select all

	Changelog

--- fixes v0.2
- added two more campaigns.
- many coastal airbases had transition tiling broken, fixed.
- updated theater.mea and theater.thr files to reflect the terrain.

--- v0.1
- Feb 23rd, 2007. Initial release v0.1
Download link below
Last edited by Snake Man on 2007-02-24 00:39:21, edited 1 time in total.
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Post by ccc » 2007-02-23 16:24:08



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Post by molnibalage » 2007-02-23 20:28:33

I can't see the theater in the theaters selection list. What can I do? Modify the theater.lst file?

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Post by Snake Man » 2007-02-23 20:52:25

Which version did you install v0.1 or v0.2?

What does it list in your theaters.lst file?
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Post by T_Rex » 2007-02-23 20:56:01

SM-

I got this error:
Image

This was over a modified RV install, ver .02 of the installer.
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Post by Couby » 2007-02-23 21:04:30

v0.2 worked for my OF installation :oops: .
ImageImage

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Post by Snake Man » 2007-02-23 21:15:19

Well the code parts are for lstupdate as following

Code: Select all

RVFound:
; we'll use this for the lstupdate variable
StrCpy $8 "F4"
StrCpy $7 "RV"
Goto F4Install

OFFound:
StrCpy $8 "F4"
StrCpy $7 "OF"
Goto F4Install
...
ExecWait "$0\Utilities\lstupdate.exe $8 +Theaters\Taiwan\taiwan.tdf"
So I dont know what might be the problem.
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Post by T_Rex » 2007-02-23 22:35:31

Ok, ran it again - one on a "normal" RV install and on a modified AF install.

Modified AF install looks like it has a problem with the spaces in SPTinstall:
(Edit - oops wrong pic.)
Image

Will SPTInstall handle the control character for a space?

But, the lstupdate worked fine.

The RV install is working fine:
Image

Also, we should check with Malc and see if lstupdate is OS-dependent or .NET dependent.

Oh, and are you still using that same script you posted for ver .2?
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Post by Snake Man » 2007-02-23 22:50:35

Ooh, no no no NO! for the spaces in the directory name :x

Yeah I havent edited the script since v0.2 release.
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Post by T_Rex » 2007-02-23 22:53:10

Ok, I just had something else strange happen.... after it did the SPTinstall, it compressed the textures, but then it tried to run SPTinstall again. :confused:

That's not even in the script! :D

Is the spaces issue a problem with SPTinstall? I mean, is there any workaround for it? We can probably put it in a substring, but I'm not sure that would help.... :(

Edit: confirmed, we have a loop someplace-
Image

At the end, at the messagebox asking if they want to make the registry change, try this:

Code: Select all

MessageBox MB_YESNO "Do you want to make the new theater the current one?" IDYES Finish IDNO OldReg
OldReg:
${registry::Write} "hklm\SOFTWARE\MicroProse\Falcon\4.0" "curTheater" "$3" "REG_SZ" $R0
Edit 2 - Just noticed it tries to run LXNormalfix for LP.... check where you added that since the last script you posted. :)

Edit3 - I think these were part of the reason I just packaged the terrain all together instead of using these utils. :D
Last edited by T_Rex on 2007-02-23 23:33:51, edited 1 time in total.
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Post by ccc » 2007-02-23 23:22:45

i encounter the same popup when installing it on FF3.1.1. tho it continues and finishes the process, the my F3.1.1+cobra1,1 install corrupted and cannot start anymore.

Image

btw, i load terrain with latest terrain view lg exe, try to load terrain.tdf, it won't show the features..?

PS-the reason i try installing it on FF3.1.1+cobra1,1 version is, i can add my theater-specific models and tested them with lodeditor.

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Post by Snake Man » 2007-02-23 23:58:00

Damn. Ok T_Rex I'll post the whole NSIS script into the installer topic, check it from there and lets make quick v0.3 bugfix if there is some error.
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Post by T_Rex » 2007-02-23 23:59:27

Ok, and ccc - what OS are you running, and do you have any .net framework?
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Post by ccc » 2007-02-24 00:05:23

T_Rex wrote:Ok, and ccc - what OS are you running, and do you have any .net framework?
OS? window XP OS: 5.1 build 2600 platform 2 Service Pack 2

no .net framework.

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Post by Snake Man » 2007-02-24 00:41:35

New v0.3 is out, just a small installer fix.

Code: Select all

	Changelog

--- fixes v0.3
- installer had a some bugs, fixed.

--- fixes v0.2
- added two more campaigns.
- many coastal airbases had transition tiling broken, fixed.
- updated theater.mea and theater.thr files to reflect the terrain.

--- v0.1
- Feb 23rd, 2007. Initial release v0.1
Download PMC_Taiwan_Theater_v0.3.rar - 3.1mb.
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Post by T_Rex » 2007-02-24 01:02:31

Ok, I tried the AF install and it punched out at SPTinstall, because of the space issue still. Maybe Fred will know if there was ever a workaround for that.

My RV install is progressing nicely through SPTinstall and into LXNormalfix
Output folder: h:\MicroProse\Falcon4
Create folder: h:\MicroProse\Falcon4\Theaters\Taiwan\campaign
Create folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata
Create folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\terrain
Create folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\texture
Create folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\weather
Copy to h:\MicroProse\Falcon4\Theaters\Taiwan\campaign\
Copy to h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\texture\
Copy to h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\texture\
Copy to h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\texture\
Copy to h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\weather\
Output folder: h:\MicroProse\Falcon4\Theaters
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan
Extract: taiwan.tdf... 100%
Extract: taiwan.tga... 100%
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\art
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\art\art
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\art\art\resource
Extract: campmap.idx... 100%
Extract: campmap.rsc... 100%
Extract: intel.idx... 100%
Extract: intel.rsc... 100%
Extract: theaterlabel.idx... 100%
Extract: theaterlabel.rsc... 100%
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\campaign
Extract: Instant.cam... 100%
Extract: Taiwan.idx... 100%
Extract: Taiwan.pak... 100%
Extract: Taiwan.thr... 100%
Extract: Taiwan.wch... 100%
Extract: kneemap.gif
Extract: save0.cam... 100%
Extract: save0.tri... 100%
Extract: save1.cam... 100%
Extract: save1.tri... 100%
Extract: save2.cam... 100%
Extract: save2.tri... 100%
Extract: te_new.tac... 100%
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\terrain
Extract: theater.l2... 100%
Extract: theater.map... 100%
Extract: theater.mea... 100%
Extract: theater.o2... 100%
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\texture
Output folder: h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata\weather
Output folder: h:\MicroProse\Falcon4\Utilities
Extract: LxNormalFix.exe... 100%
Extract: SPTinstall.exe... 100%
Extract: SeasonSwitcher.exe... 100%
Extract: lstupdate.exe... 100%
Output folder: h:\MicroProse\Falcon4
Output folder: h:\MicroProse\Falcon4
Execute: h:\MicroProse\Falcon4\Utilities\lstupdate.exe F4 +Theaters\Taiwan\taiwan.tdf
Execute: h:\MicroProse\Falcon4\Utilities\SPTinstall.exe -auto h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata
Execute: h:\MicroProse\Falcon4\Utilities\LXNormalFix.exe h:\MicroProse\Falcon4\Utilities\LxNormalFix.exe @Taiwan @h:\MicroProse\Falcon4\Theaters\Taiwan\terrdata
Execute: h:\MicroProse\Falcon4\Utilities\SeasonSwitcher.exe -0
So far, so good. :)
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ccc
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Post by ccc » 2007-02-24 05:20:46

Image

taiwan AFB.. available airbase type in falcon4.

sungshan - 10-28, use type 1 11-29 or 29-11

Hsinchu - 5-23 use type 1 , 8-26

taoyang - use type 1, 2-20

CKS inernation - use type 2, 2-20

chin chun kang - use type 7, or use type 2, 34-16

haulien 3-21 ue type 2, 2-20

makung 2-20 type 1 2-20

chiayi 18-36 type 1 36-18

tainan 18-36 type 2 34-16

kangshan 18-36 type 2 34-16

pintung south 9-27 type 1 8-26

pintung north 9-27 type 1 8-26

taichung 18-36 use type 1 36-18

kaohsuing 9-27 use type 3

taitung 4-22 type 1 21-3

all highway stripe - use N-S airstrip.

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Post by Snake Man » 2007-02-24 06:33:40

Good post ccc, I'll change those airbase types in for the next version. Thanks.
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Post by ccc » 2007-02-24 10:47:35

SM, if you can post the list of China airbases in the theater, i can list the type for tweaking.

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