SEOW and the Mods

The common meeting place for SEOW veterans and noobs alike, sharing feedback, ideas and experiences.

Moderator: SEOW Developers

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DD_Friar
Posts: 93
Joined: Fri 07 Sep 2007 9:57 am
Location: Croydon, England
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SEOW and the Mods

Post by DD_Friar »

Hello,

Is seow affected by them?

and

Can players who have them play with players that dont ?
IV/JG7_4Shades
Posts: 2202
Joined: Mon 08 Jan 2007 11:10 pm
Location: Perth, Western Australia

Post by IV/JG7_4Shades »

As far as I can remember, SEOW is unaffected by the mods apart from the need to change "AI" to "Human" for the affected aircraft types in the Object_Specifications table.

The major problem is that unless all players have the same mods installed, different players may see different available aircraft seats in the in-game pilot lobby. E.g. Pilot A may choose a B-29 seat, but Pilot B may see Pilot A in a completely different aircraft in the list. This usually sorts itself out once the mission is launched.

If the server checksum is disabled, players with and without mods can co-exist in the mission (apart from the above seat allocation difficulties).

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer

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DD_Friar
Posts: 93
Joined: Fri 07 Sep 2007 9:57 am
Location: Croydon, England
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Post by DD_Friar »

thank you
RAF74_Taipan
Posts: 36
Joined: Sat 20 Jan 2007 6:05 am

Post by RAF74_Taipan »

Is anybody working on the new maps in the mods.

Im interested in the channel map?
IV/JG7_4Shades
Posts: 2202
Joined: Mon 08 Jan 2007 11:10 pm
Location: Perth, Western Australia

Post by IV/JG7_4Shades »

Hi Taipan,

Register at the 242Sqn Forum and ask there - they might have some information for you.

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer

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eaf92_brigstock
Posts: 36
Joined: Tue 09 Jan 2007 5:23 am
Location: London England

Post by eaf92_brigstock »

RAF74_Taipan wrote:Is anybody working on the new maps in the mods.
Hi Taipan

Im interested in the channel map?
I'm doing something with the Channel map, I'm knocking up a very basic DF style BoB campaign. Were using only what we need, so I'm only going to add some important roads to assist transporting fuel.
Bases are done as are some basic Industry and fuel depots.

PM'ing the login so you can see where I am with it
Brigstock
VT-51_Razor
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Joined: Wed 10 Jan 2007 9:30 pm
Location: Central Point, Oregon, US of A!
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Post by VT-51_Razor »

what is necessary to make a new map, such as the Slot, compatible with SE?
VT-51_Razor
Operations Officer
Air Group 51

Those in aviation, who think they know it all, are particularly annoying to those of us who really do.
IV/JG7_4Shades
Posts: 2202
Joined: Mon 08 Jan 2007 11:10 pm
Location: Perth, Western Australia

Post by IV/JG7_4Shades »

Hi Razor,

You have to build the SEOW support for it. There is a thread in the Technical Forum on how to do this.

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer

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PA-Dore
Posts: 469
Joined: Thu 01 Nov 2007 8:58 am
Location: Savoie-France
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Post by PA-Dore »

English Channel (CAN_Channel) is 90% ok. I actually test it.
To answer to a question of this topic, I tried B29 or FW200, it seems ok, just with put "Human" and not "AI" in Object-Specifications table. But, like 4Shades said, it's very important to use the same modes (identically non flyable aircrafts). I don't know if there's a way (like CRT=2 in mode off) to check it?

Actually, I test some missions on this map but I have sometimes problems with take off, because there're stationnary aircraft everywhere...
(I used only layout N°2), we need to build new layouts.

Thanks and scuse me for my bad english language :wink:
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