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#2593681 - 09/25/08 03:53 PM
New 256 Tmods list for discussion.
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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Hi Guys. Over the past couple of days at the GEN, I've been drawing up a new 256 Tmods list, with suggestion of other members of the Code Group. The reason for doing this is two fold. Firstly, some of the Tmods have to be added to the exe, so they will work in campaigns, etc, and secondly, to give us modders something to work toward. It surprised me how quickly the list filled out, but I'm sure there will be a few contentious proposals in the list. So, it's over to you guys. What changes do you think there should be made? Civilian Tmods are to bring a bit of life to cities. City specific Tmods, well I guess you know what they are for. The bigger range of hangers is to make the airfields look more different from each other, and allow for Airship hangers in WWI. In fact, I've kept in mind both WWI and WWII in this list, but I'm sure changes can be made. T000-NULL T001-Axis Oil Plant T002-Axis Ball Bearing Plant T003-Axis Chemical Plant T004-Axis Aircraft Factory T005-Airfield / 3dz not used T006-Axis Armaments Factory T007-Axis Rail Yard T008-Axis Factory T009-Axis U-Boat Pen T010-Axis V-1 Launch Site T011-Road Bridge Stone T012-Road Bridge Wood T013-Road Bridge Iron T014-Rail Bridge Stone T015-Rail Bridge Wood T016-Rail Bridge Iron T017-Axis Heavy AAA T018-Axis Light AAA T019-Axis Oil Storage T020-Axis Radar Station T021-Axis Radar Tower T022-3D Forest 1 T023-Axis Forts T024-Axis Fuel Dump T025-Axis Control Tower T026-Axis Ammunition Bunker T027-Axis Hangar T028-Axis Barrack T029-Axis HQ Building T030-Axis Club T031-Axis Briefing Room T032-Tree 1 T033-Trees 1 T034-Tree 2 T035-Trees 2 T036-Tree 3 T037-Trees 3 T038-Tree 4 T039-Trees 4 T040-3D Forest 2 T041-Axis Warehouse T042-3D Forest 3 T043-Allied Train Engine T044-Allied Train Tender T045-Allied Train Boxcar T046-Allied Train Oil Tanker T047-Allied Train Flatbed T048-Allied Train Flatbed Tank T049-Allied Train Flatbed Flak T050-Allied Fuel Truck T051-Allied Truck T052-Allied Covered Truck T053-Allied Half-track T054-Jeep T055-Panther Tank T056-Sherman Tank T057-Allied Transport ship T058-Church 1 T059-City 1 T060-City 2 T061-City 3 T062-City 4 T063-Cathedral 1 T064-Farm 1 T065-Castle 1 T066-Château 1 T067-Windmill 1 T068-House 1 T069-Parachutist T070-People milling / 3dz not used T071-People marching / 3dz not used T072-Allied Destroyer T073-Allied ***Last in 1.2*** T074-Axis Fuel truck T075-Axis Truck T076-Axis Truck covered T077-Axis Half-track T078-Axis Kubelwagen T079-Axis Train Engine T080-Axis Train Tender T081-Axis Train Boxcar T082-Axis Train Oil Tanker T083-Axis Train Flatbed T084-Axis Train Flatbed Panther T085-Axis Train Flatbed Flak T086-Axis Transport ship T087-Axis Destroyer **Last in 1.28** T088-Allied Oil Plant T089-Allied Ball Bearing Plant T090-Allied Chemical Plant T091-Allied Aircraft Factory T092-Allied Armaments Factory T093-Allied Rail Yard T094-Allied Ship Yard T095-Allied Heavy AAA T096-Allied Light AAA T097-Allied Oil Storage T098-Allied Radar Station T099-Allied Radar Tower T100-Allied Forts T101-Allied Fuel Dump T102-Allied Air Control Tower T103-Allied Ammunition Bunker T104-Allied Hangar 1 T105-Allied Barrack T106-Allied HQ Building T107-Allied O-Club T108-Allied Briefing Room T109-Line of trees 1 T110-Line of trees 2 T111-Tree 5 T112-Trees 5 T113-Tree 6 T114-Trees 6 T115-Tree 7 T116-Trees 7 T117-Tree 8 T118-Trees 8 T119-Church 2 T120-City 5 T121-City 6 T122-City 7 T123-City 8 T124-Cathedral 2 T125-Farm 2 T126-Castle 2 T127-Manor house T128-Windmill 2 T129-House 2 T130-House 3 T131-House 4 T132-House 5 T133-Farm 3 T134-Town hall 1 T135-Town hall 2 T136-Pub 1 T137-Pub 2 T138-Allied Ground target aircraft 1 T139-Allied Ground target aircraft 2 T140-Allied Ground target aircraft 3 T141-Allied Ground target aircraft 4 T142-Allied Ground target aircraft 5 T143-Axis Ground target aircraft 1 T144-Axis Ground target aircraft 2 T145-Axis Ground target aircraft 3 T146-Axis Ground target aircraft 4 T147-Axis Ground target aircraft 5 T148-Allied Barrage balloon T149-Axis Barrage balloon T150-Allied Tent large single T151-Allied Tent group T152-Axis Tent large single T153-Axis Tent group T154-Allied Bomb dump T155-Axis Bomb dump T156-Aircraft Revetment 1 T157-Aircraft Revetment 2 T158-Aircraft Revetment 3 T159-Allied Airfield Ambulance T160-Axis Airfield Ambulance T161-Allied Fuel Bowser T162-Axis Fuel bowser T163-Allied Hanger 2 T164-Allied Hanger 3 T165-Allied Hanger 4 T166-Axis Hanger 2 T167-Axis Hanger 3 T168-Axis Hanger 4 T169-Allied DUKW T170-Allied Artillery 1 T171-Allied Artillery 2 T172-Axis Artillery 1 T173-Axis Artillery 2 T174-Allied Slit trench straight T175-Allied Slit trench curved L/H T176-Allied Slit trench curved R/H T177-Axis Slit trench straight T178-Axis Slit trench curved L/H T179-Axis Slit trench curved R/H T180-Barbed wire T181-Tank traps T182-Allied Bunker complex T183-Axis Bunker complex T184-V2 Rocket launcher T185-Allied Warehouse T186-Allied Ship Tanker T187-Allied Ship Tramp steamer T188-Allied Landing craft T189-Allied Troop ship T190-Allied Cruiser/Battleship T-Allied Carrier T-Allied Patrol Boat T-Allied Sub T-Axis Ship Tanker T-Axis Ship Tramp steamer T-Axis Barge T-Axis Troop ship T-Axis Cruiser/Battleship T199-Axis E Boat T200-Axis U Boat T201-Axis Carrier T202-Allied Motorcycle T203-Allied Tank 2 T204-Allied Mobile AA T205-British Bus T206-British Horse and cart T207-British Civilian lorry T208-British Civilian car T209-British Bicycle T210-Axis Motorcycle T211-Axis Tank 2 T212-Axis Mobile AA 1 T213-Axis mobile AA 2 T214-Axis Bicycle T215-European Bus T216-European Horse and cart T217-European Civilian lorry T218-European Civilian car T219-European Bicycle T220-Gestapo HQ T221-POW camp T222-Axis Flak Tower T223-Berlin Building 1 T224-Berlin Building 2 T225-Paris Building 1 T226-Paris Building 2 T227-London Building 1 T228-London Building 2 T229-London Building 3 T230-Destroyed Church T231-Destroyed House T232-Destroyed Houses T233-Allied Sea Fort / flak tower T234-Pilot in Dingy T235-Railway station T236-Allied Road Block / Check point T237-Axis Road Block / Check point T238-Telegraph poles T239-Hedge T240-Wall T241-Fence T242-Oil pump / Nodding Donkey T243-Allied Shipyard facility 1 T244-Allied port facility 2 T245-Axis Shipyard facility 1 T246-Axis port facility 2 T247-Axis bunker complex T248-Gun Emplacement T249-Graveyard-Civilian T250-Dam T251-Water tower-civilian 1 T252-Water tower-civilian 2 T253-Allied Military Water tower T254-Axis Military Water tower 
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Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#2593695 - 09/25/08 04:03 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2768
Loc: Cape Charles, Virginia, USA
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Wonderful stuff there, John. Incredible improvement in variety.
Thanks for compiling the list.
I'm concerned that some of the tmods at Talley-ho might cause CTD's when using 1.28 as we've just discovered in the NG campaign.
I guess there's no way to tell until we try using them with 1.28.
But this is a good start.
_________________________
Raymond S Otton
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#2593722 - 09/25/08 04:45 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Looking good to me.  Was wondering if it would be possible to leave some open, call them misc. or whatever, so that if someone came up with something new there would be room. Maybe someone could design that elusive Sub I'm chasing.  Subs would give a reason for Patrol Planes like the PBY, Kingfisher etc. Aircraft carriers is another possibility for the Pacific mods or even a sink the Bismark mini-campagain. Also and purely for discussion, is it wise to mix WWI and WWII. Shouldn't they be seperate so they don't show up in each others scenarios by mistake? Seems I read, and I could be wrong, that MrJelly commented that WWI would need its own exe. Just my thoughts, you all know better then I about TMODs, I just design screens and look for things that don't exist. <------  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2593745 - 09/25/08 05:22 PM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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Hi MadProf. Well, it's just simpler to have one list to work from, and if you look at the descriptions, they are open to interpretation. WWI had tanks, motor, and horse drawn vehicles, artillery etc, etc, just as was the case in WWII, just different ones. So the list is flexible, and no need to have separate lists. The only real difference between the WWI , and WWII exe's is the take offs. Everything else is the same, or dictated by outside data files like the flight, load out, etc.  Shreck, you asked for 2 Dams and a Military cemetery. I left in one Dam, and one cemetery, but they could easily be used for other things. Your water towers, and Port facilities are in, although I called one of them a dockyard, to add a bit of variety. Hope you don't mind. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#2593777 - 09/25/08 06:05 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Hi Col, My bad, as the kids like to say, I missed the sub and carrier when I read your list. Told ya I was  Explanation of WWI and WWII makes sense also.  I probably should stay out of these kinds of discussions, as I have no idea how the various tmods get assigned or show up or don't show up. I do think though a standardized list makes the most sense so that something doesn't get designed to replace a "Battleship" with a "swimming pool". Just a humorous example, really don't expect that to happen.  I shall let you more knowledgeable chaps carry on.  MadProf
_________________________
The better part of valour, is discretion. William Shakespeare
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#2593800 - 09/25/08 06:47 PM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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Hi MadProf. There is nothing wrong with asking questions mate. Probably there are others who would like to know the reasoning behind the list. When EAW was designed, it must have been far harder to decide what to put in, bearing in mind what limitations there were. Just because we can now have 256 Tmods, does not allow us everything we would like, but we certainly have a much bigger selection for world builders to play with. Just as well really, as Mr jelly suggested in another place: Just think! If the TMod column in tardata.dat were two columns (for two bytes) we could have 65535 of the buggers! I'm happy with 256. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#2593829 - 09/25/08 07:37 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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Shreck, you asked for 2 Dams and a Military cemetery. I left in one Dam, and one cemetery, but they could easily be used for other things. Your water towers, and Port facilities are in, although I called one of them a dockyard, to add a bit of variety. Hope you don't mind. not a prob Col.  BTW,the base 3DZ for the DUKW could use a bit of your style of 3DZ sorting,y'know deletion of the odd elements as you did with the steyr 3DZ,do you have have any spare modding time to sort it? 
_________________________
"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2593951 - 09/26/08 02:51 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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Hi Ray. I don't think there is a link between 1.28 and 3dz's, but the 3dz's themselves, on there own are quite capable of causing a CTD on their own. Bad RS, built in errors, or textures, are the normal culprits. It's going to be a big job to test, and check every Tmod, especially the ones going into the new list, but we need too. Simple re skins, can be ignored, but "tweaked 3dz's" will need checking, as you found out with my Ambulance. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#2593987 - 09/26/08 05:51 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2768
Loc: Cape Charles, Virginia, USA
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yeah but.....
The NG campaign only crashes with 1.28.
I can fly the exact same mission with 1.26 and I don't get the "lines to infinity" that we've always associated with 3dz errors.
I'm not knocking 1.28, quite the opposite. I really wanted to get this campaign upgraded to 1.28 since it holds lots of untapped possibilities and potential. The extended tmod list would really be the cherry on the sundae.
I'll talk to the MOD Squad guys about doing some of the tmod testing and see if we can't get started making a list of compliant tmods from around the EAW world.
_________________________
Raymond S Otton
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#2593993 - 09/26/08 06:31 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 01/07/01
Posts: 2631
Loc: Skåne, Sweden
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Hi John Nice list!  I really like all these new Tmods but I thought that the idea with 1.28 was to have it compatible with older versions. With these new Tmods it won’t be and therefore I think it’s better to implement it in version 1.3.  It is essential to know how all this affects the campaign system. For example when the default factories, ship yard and radar now all are axis and the allied factories, ship yard and radar are in new slots... In default eaw many default targets need to be swapped and the campaign needs to be edited and off course thoroughly tested. I wonder how EAW will run with all this stuff loaded...  Cheers
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