6sic6
Vojna Policija - Military Police
Posts: 505
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Post by 6sic6 on May 5, 2013 0:32:59 GMT 1
Ok, I will make it short, I am playing GZM 7.50.1, clean installation, only english translations by folgore and ocelo are installed, I just finished german chapter in Spain, but when I go to chapter for Poland chapter menu I don't have any map to start or pick on that minimap on menu, anyone had this problem?
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soldier110
Zastavnik 1. klase
can make maps, textures, units....
Posts: 88
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Post by soldier110 on May 5, 2013 11:09:50 GMT 1
old problem 6sic6. Clean yours maps and scenarios folders. And now you can download new version of GZM mod - 7.77. Much better...The best ww2 mod, 2000(or more) units, what created AlexGENERAL_Z.
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6sic6
Vojna Policija - Military Police
Posts: 505
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Post by 6sic6 on May 5, 2013 14:41:49 GMT 1
I downloaded 7.77 now, clean installation (again) solved problem
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6sic6
Vojna Policija - Military Police
Posts: 505
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Post by 6sic6 on May 5, 2013 17:24:45 GMT 1
But now I can't play any custome missions XD You gotta love that GZM mod, its simple to big to work without any problem
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Post by blinov on Feb 20, 2015 17:40:34 GMT 1
Hello i have a problem with the Blitzkrieg GZM 7.77. Wll i could obtain the colonel general at the soviets (in the soviet camping) and in theroy i have will be 14 core tanks units (2 extra tanks aoutof rank) but sadly i can use only 12 core tanks units in the game. (only 12 core tanks units and not 14 core tanks units in all bonus and main mission). In theory i have 14 core units tanks at the colonel general rank i can see 14 core tanks in the warhause (that options where you can see and change and check your tanks and your artellys) but when i start a new bonus mission i can use only 12 core tanks no more. Somebody could help me or could give to me anything idea about this problem? Well my secound question about GZM mod. I can see a lot of lately units from the soviets and Americans and Englishes for example T54B A41 Centurion MK III. M 47 Patton and ismilar lately units from lately 40's years and earli 50's years. Well this mod have a newr version about post WW II wars? For examples Korean war Near East wars and ismilar conflicts? And where can i download mods to the GZM mod? For example about forgotten military units organazations. For Examples Lithuanian partisans who fight against soviets until middle of 50's years or mod About ROA (General Vlasov) and about RONA (Colonel Kaminskij) and similar mods? Thank you for everybody for all help!
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Post by blitzmod2 on Apr 21, 2015 23:27:20 GMT 1
hello, i am back after some years, and started playing GZM 7.77.3 german campaign, but i cannot play the second chapter after spain, no fall weiss for me is that a glitch??? any patches or so?
I am now downloading the GZM 7.77 but mediafire says that the pack 01 and pack 06 are corrupt.
ant help appreciated
best wishes
Blitzmod
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Post by jandwaxe on Jun 5, 2015 10:01:50 GMT 1
Hello guys, I'm old in Blitzkrieg, but young in GZM mod. I have few problems with my GZM. First of all, when I change mod in settings and try to start compaign, the game show message "would you like to change mod?", when I click "no", nothing happens, other problem that there are no GZM maps in custom mission and custom chapter. I only can find maps using map editor. Can you help me? Thanks a lot!
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Post by Scyooff on Jun 5, 2015 10:16:07 GMT 1
Hi and welcome,
you must install GZM in the BK data folder, not in the mods folder, i also add that GZM is made for running on BK 1.2, not on BK Anthology, Burning Horizon or Rolling Thunder.
When you install GZM you must check that the installer use the following path :
Nival Interactive\Blitzkrieg\Run\
Because some files are also installed in the Run folder.
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Post by jandwaxe on Jun 6, 2015 9:00:33 GMT 1
Thank you Scyooff. Maybe I will be annoying, but I have few more questions. First of all about map editor: when I am making a map using GZM mod, I can't find other aviation exept that one, which is in original blitzkrieg and so on I can't find other type of people (near artilery, mashine guns and etc.) is that problem is related with bad instaliation of GZM? And second question: is there any mod or patch for GZM in which destroyed technics do not disapear? Thank you, guys, again!
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Post by Scyooff on Jun 6, 2015 13:41:33 GMT 1
when I am making a map using GZM mod, I can't find other aviation exept that one, which is in original blitzkrieg and so on I can't find other type of people (near artilery, mashine guns and etc.) is that problem is related with bad instaliation of GZM? No, i don't think, looks like you need the mapeditor v1.4, it should solve the issue. You must extract the mapeditor.exe file in your Run folder then accept to overwrite the old one. is there any mod or patch for GZM in which destroyed technics do not disapear? I don't know, but this is something that you can change yourself, i know that's a value named "TimeToDisappear" but i'm not sure if it's the one that we can see between the two "common" : <Common MaxFireRangeToShootByLine="4608" NumToScanInSegm="50" BehUpdateDuration="1500" SoldierBehUpdateDuration="2000" AABehUpdateDuration="50" DeadSeeTime="1000" TimeToReturnGun="4000" MinRotateAngle="90" TimeBeforeCamouflage="5000" RadiusOfHitNotify="320" TimeOfHitNotify="1000" CallForHelpRadius="0" AICallForHelpRadius="2000" TimeToDisappear="3600000" GuardStateRadius="960" GoodAttackProbability="0.6" AreaDamageCoeff="0.4" TankTrackHitPoints="10.0" FenceSegmentRuPrice="2000.0" TrenchSegmentRuPrice="4000.0" TrajectoryLineRatio="0.7" TrajectoryBombG="0.0002" AmbushBeginAttackCriteria="0.5" CoeffForRandomDelay="1.2" HeightForVisRadiusInc="10.0" FatalityProbability="0.2" DamageForMassiveDamageFatality="0.8" MassiveDamageFatalityProbability="0.5" HpPercentageToWaitMedic="0.5" TankPitCover="0.5" UnitEntrenchTime="7500" TimeOfPreDisappearNotify="500" ArmorForAreaDamage="10">
<!--MaxFireRangeToShootByLine - This is the maximum distance to shoot with trajectory LINE - in AI points ( AI.tile = 32 AI.point )-->
<!--UnitEntrenchTime - Units with square of 1 A.I. tile becomes entrenched in this time (ms).-->
<!--FenceSegmentRuPrice/TrenchSegmentRuPrice - It's the cost of one trench/fence segment for building.-->
<!--HpPercentageToWaitMedic - When unit has less HP than this amount, it cries for medic -->
<!--AmbushBeginAttackCriteria - Part of units that can attack from ambush to start whole ambush attack.-->
<!--TrajectoryBombG - Acceleration of gravity for bombs ( points/tick^2 )-->
<!--TrajectoryLineRatio - When we shoot by curved trajectory shell flies that part of trajectory by line -->
<!--TankTrackHitPoints - Track health (for repairing).-->
<!--NumToScanInSegm: Number of units for which full scan is made per segment -->
<!--AABehUpdateDuration: Time between behavior updates ( ticks ) for AA guns against airplanes-->
<!--BehUpdateDuration: Time between behavior updates ( ticks )-->
<!--SoldierBehUpdateDuration: Time between behavior updates ( ticks ) for soldiers -->
<!--DeadSeeTime: Time to see with eyes of dead ( ticks ) -->
<!--TimeToReturnGun: Time to return turret in default position after a shot ( ticks )-->
<!--TimeBeforeCamouflage: Time to stay in idle to camouflage ( ticks )-->
<!--RadiusOfHitNotify: Radius in which soldiers see for explosions to decide need of falling prone ( ai points )-->
<!--TimeOfHitNotify: Time between updates checks on explosions, to lay prone ( ticks )-->
<!--CallForHelpRadius: Radius to charge enemy in shared sight area ( ai points )-->
<!--AICallForHelpRadius: Radius for an AI unit to charge enemy in shared sight area ( ai points )-->
<!--TimeToDisappear: Time after destruction the technics are removed from battlefield-->
<!--GuardStateRadius: Maximal distance from guarded point in guard state ( ai points ) -->
<!--GoodAttackProbability: Armour penetration proability, after which there is no need to manoeuver-->
<!--AreaDamageCoeff: coefficient on area damage-->
<!--MinRotateAngle: Minimal angle to turn base while turret attacks to make a position better (degree)-->
<!--CoeffForRandomDelay: Aiming time and relax time are multiplied by Random( 1.0f, CoeffForRandomDelay )-->
<!--HeightForVisRadiusInc: How much we should get up on z axis to increase view radius by 1 AI tile-->
<!--FatalityProbability: Probability of unconditional fatality (woops... and R.I.P. scenario unit)-->
<!--DamageForMassiveDamageFatality: Minimal damage per cent for massive damage fatality -->
<!--MassiveDamageFatalityProbability: Probability of massive damage fatality -->
<!--TimeOfPreDisappearNotify: For internal programmers usage, time for client to report about dead unit -->
<!--ArmorForAreaDamage: Maximal armor that area damage can penetrate-->
</Common> maybe someone else who has a better knowledge than me about that can explain you this better.
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tedi88
General
Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Jun 6, 2015 14:08:02 GMT 1
Thank you Scyooff. Maybe I will be annoying, but I have few more questions. First of all about map editor: when I am making a map using GZM mod, I can't find other aviation exept that one, which is in original blitzkrieg and so on I can't find other type of people (near artilery, mashine guns and etc.) is that problem is related with bad instaliation of GZM? And second question: is there any mod or patch for GZM in which destroyed technics do not disapear? Thank you, guys, again! First question: Do what Scyoff said. Though to be honest I used the old version of map editor and didn't have any problems like the ones you mentioned. Second question: No there isn't, sadly.
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Post by Scyooff on Jun 6, 2015 16:35:10 GMT 1
What makes me think to update the mapeditor is because with some mods you need to have the mapeditor v1.4 to see the aviation added to the mod but maybe the issue Jandwaxe has has nothing to do with the mapeditor, i even never try to open the mapeditor with GZM so i think you Tedi are better positioned than me to speak
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tedi88
General
Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Jun 7, 2015 11:17:21 GMT 1
Well my logic is this: if original Mapeditor had problems displaying aircraft with mods, the same problem shouldn't be present in GZM because GZM doesn't use MOD folder. Therefore if 1.4 Mapeditor doesn't fix the problem jandwaxe have only other thing could be wrong installation/corrupt file.
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Post by jandwaxe on Jun 7, 2015 13:25:02 GMT 1
Hey guys, 1.4 Mapeditor fixed that problem! Thanks! Now I am looking forward to fixing that thing with destroyed technics disappearance. In which file I can find those lines "<Common MaxFireRangeToShootByLine="4608" NumToScanInSegm="50" BehUpdateDuration="1500" SoldierBehUpdateDuration="2000" AABehUpdateDuration="50" DeadSeeTime="1000" TimeToReturnGun="4000" MinRotateAngle="90" TimeBeforeCamouflage="5000" RadiusOfHitNotify="320" TimeOfHitNotify="1000" CallForHelpRadius="0" AICallForHelpRadius="2000" TimeToDisappear="3600000" GuardStateRadius="960" GoodAttackProbability="0.6" AreaDamageCoeff="0.4" TankTrackHitPoints="10.0" FenceSegmentRuPrice="2000.0" TrenchSegmentRuPrice="4000.0" TrajectoryLineRatio="0.7" TrajectoryBombG="0.0002" AmbushBeginAttackCriteria="0.5" CoeffForRandomDelay="1.2" HeightForVisRadiusInc="10.0" FatalityProbability="0.2" DamageForMassiveDamageFatality="0.8" MassiveDamageFatalityProbability="0.5" HpPercentageToWaitMedic="0.5" TankPitCover="0.5" UnitEntrenchTime="7500" TimeOfPreDisappearNotify="500" ArmorForAreaDamage="10"> Read more: blitzsrbija.proboards.com/thread/1410/problem-gzm#ixzz3cNX3ZiUr" ?
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Post by Scyooff on Jun 7, 2015 17:38:49 GMT 1
Oops sorry i forgot to write that's in the const.xml file in the BK data folder in the file named : GZM_Patch_7.77.p1.pak if you use GZM 7.77.3 or GZM_Patch_7.50.1.pak if you use GZM 7.50.1 the values for "TimeToDisappear" are in milliseconds if my memory is good. The values of the const.xml that i posted are the one from Mission Kursk, which mean 3600000=1hour i'm not sure that's work* but if you give 0 to the value the wrecked vehicles will never be removed (it seems to me logical). But i can assure you that when a wrecked vehicle stay destroyed on a river crossing (or in the middle of a street) for one hour you find the hour very very long. I don't know exactly the time to move a wrecked vehicle in reality but i presume that's not possible to do that quietly during a battle. * meaning : if i say some craps and someone can correct me, please do it
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