WITP-AE-Patches y Ad-Ons.

Todo lo relacionado con los juegos de Gary Grigsby’s
WitP/AE War In The Pacific - Admiral Edition
WitE War in the East - WitE 2War in the East 2
WitW War in the West

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LordSpain
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por LordSpain »

Vale, lo he instalado pero no veo dentro del juego que cambie la versión. Sigue la misma pantalla con la ... 26a. ¿Es así? ¿Cómo sabes que realmente está instalada?

Porque como he encontrado unas pocas mas ... no estoy para ver si se cumplen o no en el juego :mrgreen:

Updated installer
23/09/12: 1117a - correct LCU split name
23/09/12: 1117b - fixed "group on ship" message that could crash game; part of old code could have happened at any time
23/09/12: 1117c - Allow upgrade of group when “withdraw” is off
23/09/12: 1117d - Added protection for sub TF on patrol that doesn't have home base (rare)
24/09/12: 1117e - fixed issue with changing tf name to 25 characters wiping out tf
29/09/12: 1117f - Set Objective” will allow some prepare points to remain based on unit experience
30/09/12: 1117g - Corrected error from 'f'
01/10/12: 1117h - Treat planes in maint as Reserves when calculating planes on ship if group is at maximum size
01/10/12: 1118a - Allow ship-base groups to draw up to 3 planes
02/10/12: 1118b - Don't clear max draw on old games
03/10/12: 1118c - Added DT_ASW to aircraft weapon display (can still be used as weapon, but not shown on screen)
Fixed some display issues with weapon filters and missions for aircraft data
Fixed issue where a weapon slot having multiple filters could lose use of the weapons
06/10/12: 1118d - Cancelling 'Form new TF' will return to original TF rather than close the TF screen
Added In port and TF filters to forming new TFs
07/10/12: 1118e - Forming TF from base showed incorrect TF
13/10/12: 1119 - Zero length TF names showing garbage
Fixed TF icon in hex wrong color
Fixed A/c weapons upgrade
14/10/12: 1119a - Changed Only allow a/c weapon upgrade if profiling on
Fragments off-map did not allow LCU parent swapping sometimes
**** Rebuilt the EXE to show 1119a in the main screen to minimize confusion. ****
19/10/12: 1119b - Restore air co-ordination chance
Rebuilding editor sub-units not clearing original editor parent unit
21/10/12: 1119c - Allow withdrawing to pool of disabled planes if base in mainland USA or Japan
Split groups sometimes not counted as one for overloaded AF check
Removed group type of CHUTAI from small unit check for overloaded AF check
Added any group with maximum size of <9 as small unit for overloaded AF check
21/10/12: 1119d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1119e - Burma road not open if Rangoon in enemy hands
28/10/12: 1119f - Para unit not moving by seaplane
Partial weapon load not kicking in if ops needed exceeded ship's ops level and ammo load exceeded 1000
02/11/12: 1119g - Discrepancy in base AV on some lists
Switch to mission speed for quick move in a phase (bombardment, near destination) check change.
04/11/12: 1119h - Added Set all ships to current repair mode in base Repair screen
10/11/12: 1120 - Increased air hq and group leader effect on raid coordination.
15/11/12: 1120a - Removed 'torpedo failed' message when no hits made by sub
Protect against fragments being linked to other fragments for LCUs (as in un/loading on transports)
ASW combat could result against 'phantom' TF even if one TF has been eliminated in an earlier round
25/11/12: 1120c - Tweaked Land based flak influenced by device's 'accuracy' value
Tweaked Add a cargo factor for 3-day supply when showing Amphib TF for troop loading
Fixed Groups could fly too far if escorting transports
2/12/12: 1120d - Fixed Single plane filling of group not counting previous clicks.
Tweaked Removed previous cargo factor (x4) but kept 3-day supply when showing Amphib TF for troop loading
8/12/12: 1120e - Split LCU Upgrade from Replacement so both can be used independently
Allow Crippled (ESCORT) TF to auto-disband into port once it reaches its Home base
9/12/12: 1120f - Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair
16/12/12: 1121 - Non-port base trying to build a port (type = primary AF is NOT a port). Fixed some other cases where port/af type might not be correct.
Fixed non-base disbanding of LCUs
Fixed transfer name box for veteran pilots missing
23/12/12: 1121a - Adjusted air filter to right justify in order stop overruns on large font
Suppressed build rate if device has to be built from production/resources
29/12/12: 1121b - Extended the ship name on some screens to show the class type description as I was getting confused with some
06/01/13: 1122 - overfilled TOE LCU can lose some devices when upgrading
07/01/13: 1122a - device upgrade sometimes skipping an upgrade if another is "available"
Disabled devices not being carried forward for reinforcements when Japanese production is on
20/01/13: 1123 - Restored original code that allowed LI,REF to produce when enemy LCU in hex
Partially restore original code that allowed HI to produce, but only if no enemy LCU or for port >3, no enemy TF in hex
Restored original downgrading of device for arriving Japanese LCU if unable to fully satisfy from pool before dropping by 75% (production on)
Restricted filter on Unit list for 'change all on list ..' not working
Don't show TF to enemy player (in case it happens)
Troop/supply unload at friendly 'dot' base
AI swapping aircraft to different nationalities
Pilot training HI expenditure not set in some cases
22/01/13: 1123a - Strategic movement type not carried to 'set all follow/march' units
23/01/13: 1123b - Missing '*' next to AA on class upgrade display
Show Electronics data in in-game database view
Disbanding VS group when not returning wasn't merged
Allow overdue ship groups to withdraw from ship in base hex rather than move ashore
26/01/13: 1123c - New scenario LCU move direction not always correct
03/02/13: 1123d - Tweak TF transfer screen for ships in TF
Write-off any active ships that are in enemy port base. Possible bug if ship repairing when base captured
CV groups should retain resize capability when moved back to ship
17/02/13: 1123e - Possible overflow error when build list of ships
Change direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set
Devices in TOE of less than 3 could cause subunits not to rebuild
TF destination (unload at) not allowing some TFs to return home
20/03/13: 1123f - Direct move fix last patch broke scenario start move setup
Missing seaplane expenditure on repair attempts
Correct TF patrol issue when no destination hex
Bug in activating barge that could disband random TF (DCB)
Ability to change combat/strat mode in Load TF screen
Aligned unit type and suffix to match - causing some strange results being wrong
Low endurance ships not always using fuel for small moves
Some ships with system damage excluded from autobuild TFs
Some liquid capacity not used on xAK type ships
Allow carrier based groups to pick out of range city attack. Inline with port/af attack
Stop multiple combats where more than 500 units in a stack

26/03/13: 1123g - Fixed Device repair bug
Changed Show on LCU screen if enemy in next hex and/or crossing river in movement
Changed Check for enemy in hex only when moving into hex, allow move if own base present, or moving unit stronger than enemy AV, or no enemy combat units, or friendly combat units present - impacting how AI moves
Fixed Setting same destination won't clear march distance
Added Indicate moving unit on Location column mouse-over on army list
Fixed City attack not allowing 'cities' and 'ports' to be bombed. Just the first type found.
01/04/2013: 1123h - Made emergency mobilization forces arrive as delay 1 so get correctly setup
Moving units try to build non-base forts (using supply) which are zero'ed - wasted supply
26/04/2013: 1123j - Ignore empty convoys when checking for arrivals
Issue with '0' AV units continually retreating in combat
Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
Cater for only 2 ships in TF that becomes crippled
Flak factor could be randomly reduced when checking TF flak numbers
Flak calculation incorrect for land units
Ship-based groups could fly with torpedo if no torpedo slot on ship

19/05/2013: 1123k - Enemy base damage impacting ability to use paratroops
02/06/2013: 1123m - Tweaked Isolated units without supply can lose more devices
Retain extra data from fragment when parent restored from fragment
Auto-base capture not kicking in if non-combat friendly unit present
18/07/2013: 1123n - Upgrading ships with cargo with attempt to offload cargo while in port (ie not part of TF)
Group upgrade not performed if ANY fragment present on or off-map
Correct retreat test in supply phase for isolated units
Protect use of 'unload at' destination when no destination is present
Correct display of port building %
Reverse base checking order for supply movement every 3rd turn
Allow AI to return to pool small ships - doesn't use shipyard points
27/07/2013: 1123p - Port/AF attack only against bases
Correct barge rebuilding due to 1123n
25/08/2013: 1123q -Units could retreat from combat without triggering pursuit
Units with static squad/engineer devices can't retreat
Tweaked transport intercept for messages
Fixed CAP with DTs in transport intercept
Tweak Naval bombardment sometimes stopped short range ships from firing if longer range ones present
09/09/2013: 1123r - Show '0' port if ships sighted
Ships unable to repair should be able to go to crew-repairs (as long as no other limits)
Fixed AI issue with resource movement by TF
Increased default cadre size to 5% for non-Chinese units to alleviate auto-disband on rebuilding units
27/10/2013:
Fix port refueling when lowest endurance ship in TF doesn't need fuel
Fix ships in port with full fuel should have full endurance
Fix AI over diverting TFs to top off fuel (courtesy of Don)
Changed Allow inactive pilots to be selected if group 100% training
09/11/2013: 1123t
Fixed: Unloading unit attack mode not correct in some shock attacks
Fixed: If base in hex belonged to enemy, the LCU display would still show some 'base' info (eg supply)
Fixed: Damaged planes in reserve could interfere with normal plane repairs
16/11/2013: 1123u
Fixed LBA flying from small AFs
Changed Maxed out ship ops on refueling
Changed Add right-clock to 'Refuel ships in list' for ammo rather than fuel
Changed Replenish from port with 'no refuel option' will attempt to replenish ammo only

21/12/2013: 1123v
Fixed Random TF could get destination set when another TF set a Patrol Boundary 1
Added Upgrade in addition to Replacement now shows on Army list screen. Bit cramped but you should be able to click on each one.
23/02/2014: 1123x3
Changed Marked as loaded for ships that can't load troops in Fast Transport TF - was stopping TF from moving
Fixed Some errors in ship transfers due to tonnage limits
Fixed Error in setting Ground Reinforcements globally off by menu
Changed Global replacement OFF includes upgrades for reinforcements
Fixed Cleared destination data on parent when rebuilding
Changed LCU don't move until unpacked (use to be only for STRATEGIC_MOVE)
16/03/2014: 1123x4
Changed Auto rebuilt Chinese squads are not affect by randomization. Other devices may have some randomly disrupted rather than lose the devices due to the randomization
Fixed Stop in-game update from wiping pilot HI cost
18/04/2014: 1123x5
Fixed Forming TF in base with large ships does not undock TF.
Fixed Corrected replacement delay when rebuilding split air groups.
03/05/2014: 1123x6
Changed Limit return fire from LCU in defend/bombard stance when being bombarded only.
Changed Add option to activate pilots in a group
18/05/2014: 1123x7
Fixed Tenders causing resource TF not to finish loading
7/06/2014: 1123x8
Fixed Potential to only service 150 mines if more than one ACM present
Added message when LCU can't march directly to a hex
Added ability to return supply-driven ships to the pool from ship list screen. Slight menu alignment changes.
Added reinforcement numbers for small craft to show as (x/y), where x is normal delay and y is delayed but built (no additional building costs)
Modified ACM to use the ship’s endurance/fuel rather than port fuel
Un-docked TF in home base was not expending any endurance, although it does in a non-home base. Such TFs will randomly expend a small amount of endurance.
Added air groups filter to loading TF screen, and made items not selectable if filter is off
Fixed reporting altitude in the air combat report.
28/06/2014: 1123x9
Fixed Normally non-trained carrier group on a ship wont take replacements. Docked ship (in port >2 or in TF docked) should allow this.
Fixed Pilot losses caused be bombs (as in bombardments) to pilots was adjusting the Allied counts and not Japaense ones.
23/08/2014: 1123x10
Changed When checking for low ASW, ignore ships with NO ASW weapons as distinct from no ammo
Changed Handle case where top HQ is also a Command Hq attached to another Command Hq. Not really expected.
-----------------------------------------------
20/09/2015: 1125
Air attacks against TF with many small craft improved as game tended to go after only one of them.
City attack target selection assumed max TF speed of CV for target selection. Changed to use cruise TF speed.
Correct hex control value if hexside is not truly 'blocked'
Fix off-map TF moving on-map without correct setting. Resulted in TF move direct to on-map hex
Fix rare case where the highest TF# was not allowed to form new TFs when alone in hex
26/09/2015:
Fix case where surrounded units disappearing without VPs
Fix surrounded units having disabled devices doubled each time checked (and then above bug kicked in)
02/10/2015:
Fix case where leading TF going off map resets destination of following ones
09/10/2015:
Changed CS-capable TF to ‘Human->CS:’ for control; speed remains as original TF
Fix case where same hex patrol not using endurance (randomise expenditure)
25/10/2015:
Tweaked ship repair screen; ‘$’/’%’ after days indicate refit after repairs
Fix issue with getting reserve planes from pool; reserves can only draw up to their limit
Tweaked group screen to add 2 manual replacement methods
Tweaked fire damage on ships with fuel cargo (as suggested by Don
14/11/2015: [1125.6]
add 'back' button to database aircraft and ship list
fix ship repair screen that used ARD in calculations for all repair modes
fix device change on base capture by 'occupation'
change unit TOE so as not to upgrade if unit upgrade is OFF; more control - normal conditions still apply if upgrade is ON
[by default rebuilt units will have upgrade off; no auto upgrade to latest TOE so unit will come back with same TOE as when killed.]
added TOE name to the Army TOE screen
fix 'major repair by large port' setting due needing major float to do major engine
added ops message when ARD being used by ship for repairs
fix group list - level bomber selection correction at toplevel (base and list)
tweaked repair logic for repair ship (AR/D) usage - don't select it if it can't be used (could be marked as used in some cases when not really)

19/12/2015: [1125.7]
Fix some columns not sorting in aircraft data list
Fix display of a/c in convoy LCU on reinforcement screen
Fix loss of national base on reinforcement screen (was defaulting to Aden*)
Tweak for reinforcement screen, filter out units with no arrival base by default
Tweak AI forces when routing thru off-map bases; some extreme end-game conditions
Fix fuel check to ignore base with no fuel in hex (base in hex stops distribution of fuel in TF; assumes base to supply)
Tweak to allow refuel in TF if tankers present even if below safe endurance level
Fix case where TF endurance may be 0 causing TF not to refuel other ships present
Tweak to force ships with no fuel to try to get some from TF
Fix sub transport not always loading supply; these subs should lose some ammo when taking on supply (subs with dedicated cargo space are exempt)
03/01/2016: {1125.8]
fix AI supply distribution in Japan; ownership of bases being sent to not correctly check
tweak exclude CVTF with no attack groups from closing with enemy CVTF
tweak DL on enemy CVTF to be 3+ to trigger CV reaction; was non-zero DL
fix CVTF reported reacting to enemy CVTF more than once per phase
10/01/2016: [1125.9]
Fix the overflow in base list due to unexpected AV
Fix to show max torpedo in air hq if not a fragment
Fix where tf mission can be wrongly changed due to incorrect ship count in TF
Fix plane upgrade at national base not checking base supply level
Tweak to use number of attack planes rather than groups for CV closure
3/04/2016: [1125.10]
Fix position in aircraft database list not being restored
Tweak speed run-in to be consistent for missions where mission speed is set
Change to randomize the ship experience due to firing flak, with distinct between combat and non-comabt surface ships
Fix for only ships actually firing AAA count to count towards experience
[allow AI to use replenish air groups on land]
Fix for ports with no potential to show 0 naval support/ shore parties
Fix to show balloon hit message in night phase air phase
Fix to ensure sub-units’ parent is not inactive (no parent is active while subunits in play)
[15.04.2016] 1125.11
tweak Minelaymission does not lay mines at home destination if withdrawing after combat
tweak Escort TF with minelayers defaults to 'do not lay mines'
tweak Don't override ESCORT mission of human TF if in a friendly base
tweak Don't auto load mines unless in MINE mission (limited device pool can be drained)
[10.07.2016] 1126a
Fix underway replenishment not working if total rearm cost too big
Fix fort construction increment when viewing base (build 99%+). Handle 100% in normal construction
Fix mark ship loading complete when supplies exceed capacity
[17.09.2016] 1126b
Fix unloading rate from amphib TF in port (from Don B.)
https://www.matrixgames.com/forums/tm.asp?m=3185062
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Nikel
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Nikel »

LordSpain escribió: 21 Nov 2019, 18:19 Vale, lo he instalado pero no veo dentro del juego que cambie la versión. Sigue la misma pantalla con la ... 26a. ¿Es así? ¿Cómo sabes que realmente está instalada?

Porque como he encontrado unas pocas mas ... no estoy para ver si se cumplen o no en el juego :mrgreen:
Eso es porque se instala dentro de una carpeta beta dentro de la carpeta del juego.

Tienes que lanzar el juego desde ese ejecutable o cambiar el destino en el acceso directo a la carpeta beta.

El único cambio entre la versión 26a y 26b es ese, el resto como ves, son cambios en sucesivas versiones anteriores.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por LordSpain »

Nikel escribió: 21 Nov 2019, 18:31 Eso es porque se instala dentro de una carpeta beta dentro de la carpeta del juego.

Tienes que lanzar el juego desde ese ejecutable o cambiar el destino en el acceso directo a la carpeta beta.
Perfecto !!! Muchas gracias :aplauso:
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por LordSpain »

Nikel escribió: 21 Nov 2019, 18:31 Tienes que lanzar el juego desde ese ejecutable o cambiar el destino en el acceso directo a la carpeta beta.
Vuelvo a preguntar, porque algo no estoy haciendo bien. He instalado, se crea la carpeta Beta2 dentro del directorio del juego. Hasta ahí todo ok. Bien, voy al ejecutable desde la propia carpeta y me da error el juego "error Unable to find PW data" :? Lo lanzo como acceso directo al escritorio y vuelvo a lanzar. Mismo fallo.

Ni en el original ni en el acceso directo modificando la línea de comandos en propiedades del ejecutable, me va. Da el mismo error de nuevo.


¿Qué estoy haciendo mal o qué he olvidado en este proceso? :?
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por caballo71 »

LordSpain escribió: 28 Nov 2019, 01:31
Nikel escribió: 21 Nov 2019, 18:31 Tienes que lanzar el juego desde ese ejecutable o cambiar el destino en el acceso directo a la carpeta beta.
Vuelvo a preguntar, porque algo no estoy haciendo bien. He instalado, se crea la carpeta Beta2 dentro del directorio del juego. Hasta ahí todo ok. Bien, voy al ejecutable desde la propia carpeta y me da error el juego "error Unable to find PW data" :? Lo lanzo como acceso directo al escritorio y vuelvo a lanzar. Mismo fallo.

Ni en el original ni en el acceso directo modificando la línea de comandos en propiedades del ejecutable, me va. Da el mismo error de nuevo.


¿Qué estoy haciendo mal o qué he olvidado en este proceso? :?
Lord ¿Que archivos tienes dentro de la carpeta Beta2?
Me suena que tienes que copiar algun archivo de la original. No recuerdo concretamente pero son los archivos: pwsdll.dll y pwsdll7.dll
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Nikel »

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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por LordSpain »

caballo71 escribió: 28 Nov 2019, 10:15 Lord ¿Que archivos tienes dentro de la carpeta Beta2?
Me suena que tienes que copiar algun archivo de la original. No recuerdo concretamente pero son los archivos: pwsdll.dll y pwsdll7.dll
Pues los que se descargan imagino :? Ahí no he tocado nada.

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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por caballo71 »

LordSpain escribió: 28 Nov 2019, 15:56
caballo71 escribió: 28 Nov 2019, 10:15 Lord ¿Que archivos tienes dentro de la carpeta Beta2?
Me suena que tienes que copiar algun archivo de la original. No recuerdo concretamente pero son los archivos: pwsdll.dll y pwsdll7.dll
Pues los que se descargan imagino :? Ahí no he tocado nada.

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Copia el archivo pwsdll de la carpeta principal a la carpeta beta (sobreescribe). creo que ese es el problema
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por traskott »

Yo suelo sobreescribir todos y así ningún problema.
War in the Pacific Admiral Edition
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por LordSpain »

Sustituí todos los archivos y me dio otro error .... imagino que sigo avanzando :mrgreen: ahora es "fatal error 999"

Comentó que el juego en la otra versión anterior me funciona perfectamente, de hecho estoy jugando sin problema alguno.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por PIOLIN03 »

Yo me acabo de pillar el juego, lo han puesto a un precio que es ahora o nunca :D

Edito, con la campaña no tengo problemas, pero con los escenarios pequeños tengo problemas de scroll.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Nikel »

Nadie lee lo que escribo? :bang:

El problema del scroll en los scenarios se corrige editando el escenario y ampliando el mapa, es más fácil de lo que pueda parecer.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por caballo71 »

Nikel escribió: 30 Nov 2019, 12:20 Nadie lee lo que escribo? :bang:

El problema del scroll en los scenarios se corrige editando el escenario y ampliando el mapa, es más fácil de lo que pueda parecer.
Es cierto, no te habia leido.
Segun el mod que tengas de mapa tambien se tiene que cambiar los archivos por que se han sustituido y volver a poner los del mod.
"Creo es eso lo a lo que te referias"
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Nikel »

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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por PIOLIN03 »

Nikel escribió: 30 Nov 2019, 12:20 Nadie lee lo que escribo? :bang:

El problema del scroll en los scenarios se corrige editando el escenario y ampliando el mapa, es más fácil de lo que pueda parecer.
Gracias :Ok:

Me lo compré ayer, no doy abasto con tanta info :lol:
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