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#2593681 - 09/25/08 03:53 PM New 256 Tmods list for discussion.
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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


\:\)
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

Wings Over Bytom

Single 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]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2768
Loc: Cape Charles, Virginia, USA
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]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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
_________________________
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]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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" biggrin

Wings Over Bytom

Single 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]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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. \:D

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]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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:

 Quote:
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" biggrin

Wings Over Bytom

Single 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]
Shreck Offline
Member

Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
 Quote:
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]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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" biggrin

Wings Over Bytom

Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.

Top
#2593987 - 09/26/08 05:51 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2768
Loc: Cape Charles, Virginia, USA
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]
vonOben Offline
Senior Member

Registered: 01/07/01
Posts: 2631
Loc: Skåne, Sweden
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
_________________________
vonOben


“Wer den Tod fürchtet, hat das Leben verloren.” /Johann Gottfried Seume

vonOben's Flight Sim Mods

EAW Newbie Tutorial


Finnish Air War

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