![]() |
Converting SP1 Scenarios (was Blitzkrieg Banzai)
1 Attachment(s)
Map is straight from the SP1 version through a long and convoluted automatic process (SP1toWW2.exe --> SPWW2 version 2.2 -> WW2Map.exe).
The OOB for both sides was rebuilt from scratch; with a few more toys present in this version that weren't in the SP1 version. I still need to do more work here, such as editing the Japanese OOB to make the formations more in line with a mechanized unit; as I had to buy the APCs in a separate formation. Right now, I'd say it's more of a PBEM only scenario until I can get more experience; this was just a quick "can we convert SP1 scenarios over?" proof of concept that I threw together; because a Japan v Germany throwdown has always intrigued me since I beat the German campaign in Iron Storm for Sega Saturn; which was... Germans v. Japanese in India for control of the world. :p |
Re: Blitzkrieg Banzai? (SP1 Conversion)
This is a very good idea to revive old scenarios.
Congratulations for the work done Regards Yves |
Re: Blitzkrieg Banzai? (SP1 Conversion)
From a "How To" Guide I am working on for converting scenarios:
"The scenario quality for SP1 overall is much lower than with SP2; because scenario designers could only have 48 units per side, of which one was the HQ unit. It basically meant that if you wanted mechanized/motorized infantry; you really couldn't have much in the way of other units. SP2 improved on this by allowing I think up to 200 units. This meant that scenarios in SP2 could become much more varied. With the limit of 48 units per side in SP1; many scenario designers in that era went overboard with the pure tank combat (well, that and Infantry was undermodelled in SP1). A lot of extra steps are required for a SP1 to WinSPx conversion; as opposed to a simple(r) SP2 to WinSPx conversion; so save your SP1 scenario conversions to only those scenarios that are truly interesting. Essentially, for both games; you want to find a scenario worth your time -- you should expect to spend about 3 to 4 hours per scenario conversion; because while the map transfer can be automated; the OOB transfer can't be; and in many cases, you may want to slightly redesign parts of the scenario to be better." |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Slight non Blitzkreig Banzai (but SP1 related) post.
I think I have figured out how to convert SP1 campaigns over. It takes a LOT more steps; but it's feasible. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Here's a quick precis I just wrote:'
Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
UPDATE:
I have successfully managed to rebuild, using:
I've managed to at least streamline it to make converting maps from SP1 format to SP2 format (aka SPWW2 Version 2.2) easier, from whence on you can convert to present SPCAMO Map Format with WW2Map.exe I've also begun work on a Python program to strip data from SP1 scenarios; it's...very much a WIP. Some examples of the output so far are: Code:
Scenario Month,5 Code:
VLOC_ID, XLocation, YLocation, Value, Control Code:
UnitSide, UnitNumber, Unit Name, XLOC, YLOC, Experience, Morale, Formation Number, Size, Country ID |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Updated it further to work with SP1 Campaign files -- it was a simple matter of changing the mask on what got loaded from "SCEN*.DAT" to "*.DAT"
My Scenario dumper also works on SP1 Campaign files :D |
Re: Blitzkrieg Banzai? (SP1 Conversion)
I've got my dumper set up for SP1; and while I don't have the leader dump board set up completely; it's close enough.
This is the sequence: Quote:
The dump files are: Dumped_Briefing.txt - Consolidates the .TXT and .CMT files into one file for quick reference. Dumped_Scenario_Data.csv - Consolidates Month/Year of scenario, Length of Scenario, Type of Scenario (Meeting Engagement or Advance), Selected Countries, Map Size, Map Weather, Map Visibility Dumped_Bombardments.csv - Lists all preplanned bombardments, who is firing, and who is spotting. Dumped_Leaders.csv -- Lists all leaders, Ranks, names and rally, infantry/artillery and armored ratings. I don't know how to figure out the formation/leader board for SP1 and am not gonna put time into it for now. Dumped_VLocations.csv -- Lists all Victory Locations (VLOCs) with their X/Y location, value, and who controls them at scenario start. Dumped_Units.csv -- Lists unit number, formation ID (A0, etc), are they a passenger (and on what unit) or off map? X/Y Location, Experience, Morale, and Ammunition Stock levels. ################################################## ###### Future Goals: Figure out some way to decompress and then recompress the SPWW2/SPMBT DAT files. Rather than trying for a seamless automatic conversion (too much time and effort to figure out things), the general concept will be that you: 1.) Convert the Map from SP1 to SP2 then to SPWW2 standards via WW2Map and my hacked version of SP1toWW2. 2.) Dump the Scenario information 3.) Start SPWW2 and create a scenario in the editor by using the information in the dumped files; i.e. instead of trying for an automatic translation, you simply see that the US pick list for this SP1 scenario is: Code:
A0 Battalion HQ 4.) Save Scenario to disk. 5.) Use hypothetical ScenSlicer to edit the saved SPWW2 scenario with: a.) Automatic VLOC relocation and point numbering; since they're small and simple. b.) It then goes: B0: M24 Chaffee -- enter X LOC: [input] enter Y LOC: so on, since one of the tiresome tasks is finding and placing everything to the right X/Y locations. You can then edit final "chrome" such as facings, etc in the SPWW2 editor, or in SCENHACK. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Improved the dump system to now do SP1 Campaigns, and made sure all the SP1 Expansion stuff was included now.
The Dump menu is now: Quote:
Quote:
EDIT: Further improved the briefing text so it intelligently identifies if it's a campaign or scenario file. If it's a campaign file, it pulls together all the text files related to that scenario (formatting not exact yet): Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Here's version 1.00 -- I think it's good enough for initial beta testing.
66~ MB ZIP It decompresses to about 5,500~ files and 931~ MB due to the nature of how messy SP1 scenarios are (uncompressed files largely). I've discovered that Python 3.6.3 has built in support for zipfiles and am doing initial tests. If they're successful, a later version will be much, much smaller on disk. Brief HOW TO: Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Well, I think I have a decompression routine that works for SPCAMO version games. Now comes the hard part of reversing it.
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
A compressed section is made up of multiple interspersed compressed and uncompressed run-length encoded data blocks.
Each run-length coded data block consists of: [N] a run-length coding byte (RLB) [b] one or more data bytes. The Run Length Coding Byte (RLB) is the trigger that tells us what type of data block it is: If the RLB is equal to or less than 127, it's a uncompressed run-length coded (URLC) data block, which is used for sequences with mixed values: [N] The RLB indicates the number of data bytes that follow, which can be from 1 to 127 bytes. [b] Individual Data Bytes that can be copied/edited as/is. If the RLB is equal to or greater than 128, it's a compressed run-length coded (CRLC) data block, which is used for large sequences of identical data bytes to save space. [N] The RLB indicates the number of identical data bytes that follow from 1 to 127 bytes. BIG IMPORTANT NOTE: To get the true RLB for a CRLC block, you need to subtract 128 from the initial RLB. For example, if your CRLC has a RLB of 250, it's true length is actually: 250 – 128 = 122 Byte RLB. (This is what tripped me up; I was assuming 250, 0 meant 250 bytes of identical 0 value.) [b] Data Value for All the Bytes in this block. The decompressed data is the sequence of N times the data byte B. A visual representation of the typical sequence of a compressed data block is attached. RED: Section Header. 4-byte Header Marker (37 0 0 0) followed by compressed size (33 0 0 0) and the compressed flag (1). GREEN (Uncompressed) and BLUE (Compressed) Blocks You can see how the RLB says 16 bytes, followed by 16 bytes, then you have a compressed block of 86 bytes (214 - 128 = 86) with a value of zero; and so on so on. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
With both compressed and uncompressed datablocks both taking up 127 bytes, it looks like a quick and dirty compression method would be:
read chunks of 127 bytes. If bytes all match, compress. If there's mismatch, run as uncompressed. EDIT: And of course, you don't need to recompress; you can just insert the newly uncompressed section into the scenario file and change the section header to account for the new length and change the COMPRESSED flag from "Y" to "N" and it'll load in game :D |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Both the game code and the code Fred uses have a mixture of " we start numbering from zero here but 1 here"..........it makes life "interesting"
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
So far I have:
https://i.imgur.com/NLOKD9r.png It's an early proof of concept so far; I need to figure out some way of simply typing in a formation number, e.g. A0 and the editor automatically places that unit on the same hex as that unit. I won't bother with load/passenger tables. Let SPWW2/SPMBT do that in the editor. Too many things to screw up in an undocumented game file. Basically, you still have to manually edit facings with mouse right clicking, but that's OK; it's a lot less work than having to "hunt and peck" across a map looking for hex locations off a spreadsheet. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Naturally, since I've cracked the compression code; this means that SP2 support isn't *that* far off.
There are a few interesting ideas in Hapschott's SP2 collection like: Quote:
Quote:
Quote:
Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Conversion Guide Part II:
################################################## ### Copy your converted "spmap999.dat" to your WinSPWW2 or WinSPMBT \Maps folder. Start your game of choice (MBT or WW2), load the scenario editor: Hit MAP-CUSTOM button and load the map (999). (NOTE: Unfortunately, it appears that smoke/damage conditions get wiped clean during conversion) While you're in there, set up the initial conditions of the scenario: Player Nations, Date, Visibility, Type of Battle, etc. This information will be in the _Scenario_Data.csv file for handy reference. and buy the OOBs for each side. OOB information for the original scenario will be in the _Units.csv file for handy reference. WHY NO AUTO CONVERSION OF OOBs?: One of the big reasons why I didn't design an automatic conversion of the OOB/unit list is this: SP1 OOBs were very simplistic; while SPWW2 OOBs are much more realistic and have more granular detail with 25~ more years of research in them, plus the larger size of OOBs allowing more detail. Case in point; for Japan in November 1945 in Steel Panthers I; you have the following infantry formations available in the OOB: Infantry Plt SNLF Plt Cavalry Plt Engineer Plt Engineer Sec Sniper Spec Atk Force Machine Gun Sec Meanwhile, in Steel Panthers: World War II, you have for the same time period in the Japanese OOB: Para Spd Co[A] Paratroop Co[A] Para Platoon[A] Para Mor Sec[A] Para HMG Pl [A] Para Enq Pl [A] Gldr Spd Co[G) Glider Co[G] Glider Pl [G] Gldr Mor Pl [G] Gldr HMG Pl [G] Gldr Enq Pl [G] Para Pl -[A] Rifle Platoon A Mot Recce Co Mot-Inf Platoon Rifle Platoon C Rifle Platoon E Infantry Co A+ Infantry Co B+ Infantry Co C+ Infantry Co D+ Infantry Co E+ Infantry Co F+ Infantry Co A Infantry Co B Infantry Co C Infantry Co D Infantry Co E Infantry Co F Infantry Co G Infantry Co H Rifle Platoon D Rifle Platoon B Para Pl - Paratroop Co Para Platoon Para Special Co Para HMG Pl Imp Guards Co Imp Guards Pl SNLF Company SNLF Company - SNLF Platoon Mountain Pl Mountain Co Ski Company Ski Platoon Militia Company Militia Platoon Patrol Mot Patrol Sec Mntd Patrol Sec Mot Scout Sec Scouts Mntd Scout Sec Mountain Scouts Imp Gds Scouts SNLF Scouts Ski Scouts Sniper Sniper Group SNLF Sniper Mountain Sniper Inf-AT Section Special Atk Det Engineer Pl Para Eng Pl Imp Gds Eng Pl SNLF Eng Pl Machinegun Sec Machinegun Pl Bn HMG Co Regt HMG Co Bn HMG Co - Regt HMG Co - Heavy Wpn Pl A Heavy Wpn Pl B Heavy Wpn Pl C Para Mortar Pl AAMG Section You can now get a much more closer approximation to reality than with a simple "auto convert" -- more work for you in figuring out what the new scenario OOB should be, but in return getting a much more improved scenario -- a "Gold" scenario, so to speak. Once you've bought your formations, save the game as slot 999. Copy that savegame file over into the conversion tool folder. IMPORTANT NOTE: The current version of SPCAMO slicer forms a file list of the files in it's directory, and picks the first one with the string "_VLOCs.csv" in it's list -- so if you have two scenario dumps in the tool directory, only the alphabetically first CSV file will be used by SPCAMO slicer for VLOC automatic editing. Run "SPCAMO Slicer.exe" It's currently hardcoded to load "spWW2scn0999.dat", in this initial release. It'll spit out a bunch of debug information: Quote:
NOTE: Currently, I have no idea how to program it so that it displays section 48's offset correctly, but that's for another day. It will then display more debug information. Quote:
S1_COMP_ORIGINAL.BIN S1_UNCOMPRESSED.BIN S17_COMP_ORIGINAL S17_UNCOMPRESSED.BIN S37_COMP_ORIGINAL.BIN S37_UNCOMPRESSED.BIN The original compressed versions are for debug purposes. It'll then tell you it's found the VLOC.csv file: Quote:
Quote:
It will then reassemble everything via inserting the edited sections (sections 17 and 32 currently) into the original scenario file. Because of the way Python handles file input; I basically have to reassemble the file from scratch from: File Data Before Segment Edited Segment File Data After Segment And repeat it so on. The newly edited file will be named "spWW2scn0998.dat" It will be like 892 kB (versus about 320 kB for the original file). This is because I inserted uncompressed sections into the file via changing the header flags. But don't worry! Simply copy "spWW2scn0998.dat" over to your SPCAMO scenario folder and load it up in WW2/MBT's Scenario editor. Change a few things, like move a unit 1 hex away; change the facing, etc and then save it as normal in the scenario editor. When you check the newly saved file, it'll be back to a "normal" file size as the built in game compression re-compresses it for us, with no work needed on our end. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Quote:
C0 SO Rifle Sqd Passenger - B9: T-34/76c at Location 82-10 |
Re: Blitzkrieg Banzai? (SP1 Conversion)
73.8 MB ZIP
Current version of the SP1 Conversion tools. Still includes the full scenarios for SP1; so unpacked size is 946 MB (!!!) :eek: I'll work on figuring out a way to work with ZIP files so that the next release isn't so massively huge on disk space. (Plus, I need to do that so that it doesn't break when I add the SP2 stuff). |
Re: Blitzkrieg Banzai? (SP1 Conversion)
So it looks like:
Stock SSI SP2 Scenarios are uncompressed at 689kb. SP2 Scenarios saved with the in-game editor have their compression turned "on" and are arranged like "SPCAMO" scenarios and I can use some of what I created to edit SPCAMO scenarios there. Given that the original concept was for SP2 to be run with a disc in the CDROM Drive (to show movies and to act as copy protection); and given the original requirements: 486 DX/2 66 MHz 8 MB RAM + 1 MB SVGA Card 2x CDROM Speed (330 kb/sec) They possibly ran some tests with computers using the original Steel Panthers I requirements (486 DX 33 MHz) to see how well it would run on the older hardware and figured out that having the game read uncompressed scenarios from the CDROM drive was faster than trying to have the slower PC decompress scenario files. They probably figured from an "emotional" perspective, people would tolerate slower load times for save games or user created scenarios on older hardware. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
So I think I've figured out what happened with the differing file formats in SP2; after trying to convert a SP2 map in WW2Map -- it gave me an error: "This is not a SP2 version 1.1...file!"
I think now with that, plus some looking in at the SP2 patch history for version 1.1: PBEM games can now be saved to any open save slot. With this change, the old "E-Mail" folder becomes no longer available from the save menu. A result of the change to the PBEM function is that the "Player Preferences On/Off" switch no longer appears on the preferences screen. Preset player and realism preferences are now automatically locked in when the user selects to play in two player mode, as in STEEL PANTHERS III: Brigade Command. I think they switched PBEM compression on to everything as a stock function, due to the popularity of PBEM. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
I am giving this scenario a run now. I recall the original, it was fun, well right up to the point of your air-support coming in and NOT hitting anything you selected for it. :smirk:
So far what I have seen, playing as the Germans, is that I have taken the upper VP in the village from the Japanese, who took but didn't leave anything but one tank and one Halftrack to guard it. The bottom VP village is under contestation and the infantry of both sides is slugging it out in that area. Overall it's been fun and I am enjoying the contrast of forces. One thing I do find to be a pain is the game asking if I really want to take my tanks up a hillside of rough terrain that has a road on it. No Karl, I really don't want to, I would rather they fly to where I want or need them, but since they can't... |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Quote:
This "issue" was fixed in the 2018 Version 11 patch - are you sure you are using latest version? |
Re: Blitzkrieg Banzai? (SP1 Conversion)
When SP2 originally shipped, it came with two sets of RAM recommendations:
8 MB of RAM (16 MB for PBEM replay) The minimum RAM needed was about 6~ MB. Additionally, they had special unique email-only save slots: Regular save games got saved in \STEEL2\SAVE\ PBEM save games got saved in \STEEL2\EMAIL\ When SP2 was patched to version 1.1; they removed the "save email games only in special slots" requirement, and made all save game slots email useable. Also, what I think they did (as an undocumented feature); was they introduced PBEM savegame compression in v1.1 as a result of feedback from PBEM players asking them to please do something about file sizes! 1996/1997 have been so long ago, a lot of us have forgotten modem speed limitations. But back then at 14.4 kbit/s: 690 kb = 7~ minute download/upload time. 190 kb = 2~ minute download/upload time. Additionally, AOL (remember them?) and others used to charge by the HOUR of connected time. Because the SSI programmers were lazy, when they made all save game slots email compatible; they also by default made save game compression the new defacto standard. The compression routines might been "backported" from the SP3 codebase, which was actively being developed at the time; and some SP3 stuff was actually put in SP2 v1.1 per the README: The patch automatically provides the user with enhanced infantry and artillery routines much like those used in SSI's new Steel Panthers III: Brigade Command, which, without compromising any of the playability of Steel II, allow a more effective role to both. Unfortunately for programmers like me, the capability of SP2 v1.1 to read both compressed and uncompressed SP2 save game files meant that SP2 scenario/save files can be of two types (Compressed/Uncompressed) because in pre-internet days, not everyone patched/updated to the latest game; so you had a frankensteined scenario collection, some being compressed, some being uncompressed. Fred Chlanda's WW2Map.exe only can take SP2 v1.1 compressed files for input; so in order to convert a SP2 map to SPCAMO for use in SPMBT, it has to either be in 1.1 format or converted before hand. Otherwise, Fred's program throws: "NOT A VALID SP2 v1.1 or SPWW2 FILE!" So I'm looking at having to make a map converter so people don't need to run SP2 v1.1 in DOSBOX to get a map converted over... |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Quote:
Go here http://www.shrapnelgames.com/Camo_Wo.../WW2_page.html and DL the winSPWW2 V13 Upgrade (2020) patch. If you installed the game into the recommended directory the patch will go there too but if you put it someplace else the patch needs to go into the same place There are three patches that update the game right from the first windows version to the most current. You need to check which version you have then apply the patch that falls within that range. In your case because you just bought it the link I provided to the 2020 patch should do it and when you install it you will find you suddenly have twice as many scenarios and a lot of updated graphics and added zoom in levels |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Finally cracked (I think) the leader assignment code in SP1.
Now we have nice pretty lists of: Code:
Sergeant Skulsky A0: SO SMG Sqd Code:
Sergeant Okano A0: JA Infantry Sq 95 76 21 24 |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Fixed formation numbering code for SP2 dump:
Code:
Side UnitNum FormID UnitName MapLoc Altitude Status Speed XLOC YLOC Facing1 Facing2 Exp Morale |
Re: Blitzkrieg Banzai? (SP1 Conversion)
One of the things I'm probably gonna have to do is a translation appendix.
What for? Well, SP2 was written in the mid 1990s; when fragmentary information was only coming out of the ex-Soviet Union, we knew some information about their stuff, but for the most part it was still the wild west, and such SSI's MOB designers stuck with "known" NATO/ASCC designations: Example in SP2 encyclopedia: Mi-24 Hind-A Mi-24 Hind-E Mi-24 Hind-D SPCAMO's OOB has taken advantage of two decades of free exchange of information, to the point that we now know; per Wiki: https://en.wikipedia.org/wiki/List_o...Mi-24_variants In SP2 Mi-24 Hind-A --> Mi-24A Mi-24 Hind-E --> Mi-24V Mi-24 Hind-D ---> Mi-24D Not in SP2 Mi-24 Hind-F ---> Mi-24P |
Re: Blitzkrieg Banzai? (SP1 Conversion)
So I just figured out and debugged semi-automated CSV editing of SPCAMO DAT files.
Apparently compressed DAT files as handled by the game, allow for one section out of the ordinary to be uncompressed; I guess maybe for debug reasons? If you try to load more than one uncompressed section out of the ordinary, the game throws an error. EDIT: Now that I think about it, this is possibly an anti-cheat feature to prevent unscrupulous players from scum-hacking their save games in PBEMs or tournament play; because game data is spread across multiple sections. So the trick is to load one section at a time and resave each time: Load/Edit Section 34 (Save as Scenario 998) load Scenario 998 in SPCAMO engine and resave, copy over load/edit section 37 (Save as Scenario 997) load Scenario 997 in SPCAMO engine and resave, copy over load/edit section 1 (Save as Scenario 996) load Scenario 996 in SPCAMO engine and resave, copy over load/edit section 1 (Save as Scenario 995) load Scenario 995 in SPCAMO engine and resave. it sounds complicated but isn't that hard-ish in Windows to do. It's a lot less work and less complicated than hunt-and pecking for the X/Y coordinates of say, 100 units on a spreadsheet or on a printed sheet of paper. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
So I'm inspecting this old SP2 scenario:
Quote:
Going into google reveals it was a one shot prototype with a bit of extra armor and the 120mm shoved into a Leopard 1. I guess a "remaster" might reduce that down to a single unit example, with the remainder being replaced with some Leopard 2A1s. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Writing the guide now; and I have gotten side tracked detailing the East German NVA. :eek:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Here's version 2.0 of the conversion tools.
http://www.alternatewars.com/Scratch...Tools_v2-0.zip 94~ MB Download; unzips to 117~ MB, of which 73 MB are scenario ZIP files. I've included: Fred Chlanda's: WW2Ed (edits SPWW2 v3 Scenarios) FSP_Ed (edits SP2 and early SPWW2 scenarios) as bonuses, along with the full source for Fred's: WW2Map SP1toWW2 programs. ################################## SP1 Scenarios are contained in SP1_SCEN If you wish to load your own custom scenarios for dumping, place them into the zipfile SP1_USER_SCENARIOS.zip. ##################################### SP2 Scenarios are contained in SP2_SCEN If you wish to load your own custom stuff for dumping, place them into the zipfiles: SP2_USER_CAMPAIGN.zip SP2_USER_SCENARIOS.zip ###################################### Dumping/Prepping a SP2 scenario Let's dump a SP2 scenario from the original stock SSI list. Run SP_Unified_Dumper_v2.exe You'll see Quote:
Quote:
You'll get a long list of scenarios: Quote:
It outputs: Quote:
Quote:
Quote:
########################################## Step 1: Convert the Map. Since this is a SP2 v1.0 scenario, we first have to resave it in a working SP2 v1.1 installation to convert it into a format that Fred's WW2Map.exe can use. Copy Quote:
Start SP2, load the scenario in the editor and: 1.) jiggle the visibility up or down one or two. 2.) save the file in one of the save slots. In our DOSBOX STEEL2\SCEN folder, we find: SCEN138.DAT which is the resaved copy. Renaming it to SCEN064_Compressed.DAT we copy it back to our SP Conversion folder. We now load WW2Map.exe FILES-->LOAD MAP and select CLRWW2v3.DAT -- this is a premade blank SPWW2 v3 map. CONVERT--> WW2 2.x MAP and select SCEN064_Compressed.DAT FILES-->SAVE MAP I prefer saving it as spmap999.dat to simplify tasks, but you can name it whatever you like as long as it's descriptive of what it is. ############################################### Step 2: Create a Skeleton SPCAMO MBT Scenario 1.) Copy your spmap999.dat into your SPCAMO MBT \Maps folder and load up MBT. Hit EDITOR. Hit the CUSTOM map button and load map 999. If you you then hit the EDIT map button, you'll see the map in MBT. Nice, no? 2.) Start sketching out the basics of the scenario. Because of the dumping of all revelant scenario information, our job is now much easier than a "by hand" conversion. Opening SP2_Stock_SSI_064.DAT_Scenario_Data.csv we see: Quote:
We now open: SP2_Stock_SSI_064.DAT_Formations.csv and SP2_Stock_SSI_064.DAT_Units.csv The Formations is the most useful as it contains the following list in CSV format; which we can open in excel and sort in the first column to get this nice list: Quote:
Quote:
The full unit CSV dump shows that they're OFF MAP. Basically, they're "ghosts" from the scenario creation. The original designer added them, and later subtracted them from the scenario, but their digital afterimages remain; revealed by scenario dump programs such as this. There are also other issues. We try to buy a Panzer Company for the West German player and we get: M48A2GA2 Leopard 1A1A1 Leopard 1A1A2 Leopard 1A2 Leopard 1A3 Leopard 1A4 Leopard 1A5 Leopard 2 Leopard 2A1 Leopard 2A4 but no Leopard 1A6 Inspecting the original SP2 encyclopedia reveals no Leopard 1A6 either there. Checking online through Wikipedia (https://en.wikipedia.org/wiki/Leopard_1) reveals: Leopard 1A5 had an all new turret, which had the option to mount the 120mm gun; and that there was a single prototype Leopard 1A6 which was a Leopard 1A1A1 modified to mount the 120mm as a testbed. I think the original SP2 scenario author tried to make "Leopard 1A6" by using Modify Unit Data and changing Weapon 1 on Leopard 1A5s to be the 120mm gun of the Leopard 2. He later found that it broke the scenario, making it too easy for the W. German player, so changed it back; but it was too hard to change all the unit names, so they remained, like ghosts in the machine. So after some deliberation , the new West German OOB will be: Panzer Kompanie of Leopard 1A4 1 x FO (VB) Vehicle (KanJagPz VB) -- because M113 are boring. 2 x Jpz ATGM Sec (Jaguar 2) 2 x SPAA Sec (Gepard A1) 2 x PzGren Platoons (Marder 1A2) 1 x Armored Engineer Platoon (TchPz Fuchs with Milan) 1 x Attack Helo Section (PAH-I BO-105) 1 x Strike Element (MBB F-4F with CBU and Maverick) NEW: I've decided to add some "General Support" Artillery to support the German Commander as part of the "Gold" enhancements; because in a true "Cold War Gone Hot" environment, you'd have some access to artillery; though limited and heavily rationed. The "General Support" fits this; its available, but slow responding (because everyone else wants fire support as well). 2 x Medium Batteries (155mm FH155) 1 x MARS Minelet (Rocket Mine Battery) Moving over to the East German OOB, looking at the units in the original OOB, there's issues: T-72M (yes, but did East Germany have enough?) T-10M (never exported outside of USSR) JSU-152 (never gotten by NVA) PT-76 (reconnaissance battalions got this starting in December 1956) Analyzing the AFV park of the NVA in 1986 (LINK to DDR AFV 1950-1990) the following numbers shake out: Tanks T-34/85: 60 in reserve T-54: 208 T-54A: 278 T-54AM: 278 T-55: 376 T-55A: 1,357 T-55A(P): 330~ (P for Polen - Poland) T-72: 133 (1984) to 549 (1989) PT-76: 101 PT-76B: 54 APC/IFV BMP-1SP2: 878 (1984) to 926 (1988) BMP-1P: 187 (1988) BMP-2: 24 (1985) SPW-152W1 - 750~ SPW-40P: about 300~ SPW-40P2: 1,468~ SPW-60PA: 259 SPW-60PB: 1,633 SPW-70: 319 to 400? Artillery 2S1 Gvozdika (122mm): 266~ 2S3 Akatsiya (152mm): 78~ ZSU-23/4: 123 to 132 ZSU-57/2: about 30 So it appears from sheer numbers that a 1986 East German Force would be: T-55A BMP-1SP2 SPW-40P2 SPW-60PB With a few "elite" units of: T-72 SPW-70 Thus, my redesigned DDR force would be: 18 x T-55A variants 8 x T-72 So we have: 2 x Tank Companies of T-55AM 2 x Tank Platoons of T-72M 1 x Recon Detachment Group 1 x Amphibious Tank Platoon (to attach to Recon Detachment Group) 2 x SpZ Platoons (BMPs) 2 x Eng Platoon 1 x Motor Inf Plt (SPW-60) 1 x FAGOT ATGM Platoon 1 x MiG-23BM Striek Element And for Direct Support: 1 x 122mm Battalion 1 x RM-70 Rocket unit I buy everything and save. Normally, placing everything (from units to VLOCs) would be an atrocious experience in hunt and pecking.... but now that we have the utility, it's much easier. ############################################### Step 3: Dump your Skeletal/SPCAMO scenario Copy over your SPCAMO scenario and place it in \SPCAMO_SCEN NOTE: Your SPCAMO scenario is going to have to be named either: SpWW2Scn0999.dat or spMBTscn0999.dat I've hard coded it for now; because this is meant to help design scenarios, not convert them to Steel Panthers 5 -- now in 3D -- in the year 2040. Don't Forget to Save Backups to Backups of your scenario! Load up SP_Unified_Dumper_v2.exe again and select: Quote:
It will then unpack/dump everything. In your /DUMP directory, you'll see a bunch of files with names like: Quote:
In your main directory, you'll see the following files: Quote:
Load up SPCAMO_VLOCs.csv and SP2_Stock_SSI_064.DAT_VLOCs.csv in excel. Copy 'n paste the values from the SP2 csv over to the SPCAMO csv and save. Open up the SP2_Stock_SSI_064.DAT_Briefing.txt and save it as spMBTscn0999.txt with changes to reflect the converted scenario. Quote:
Bombard doesn't need to be changed, as this isn't a heavy bombardment scenario. In fact there's no pre-mission bombardment of any kind. Scenario_Data -- loading of this data isn't currently implemented. . We've already entered all the data we need to in the SPCAMO Scenario editor anyway, except for Scenario Length, we have to remember to change that to 9. Now we come to the hard part. Open up SPCAMO_Units.csv and SP2_Stock_SSI_064.DAT_Units.csv We're going to have to transfer the following values over from SP2 to SPCAMO CSV files: XLOC YLOC Facing1 Facing2 These control the location on the map and the facing of the units. The other stuff we don't care about. We'll just go with SPCAMO values for unit experience, etc. Don't forget to copy the XLOC/YLOC of transport units over to the units that they carry! A suggestion -- in the SPCAMO CSV file, highlight the fields you're gonna edit with something bright, like yellow cell backgrounds, so that when you copy the values from the SP2 CSV, they'll overwrite the formatting and make it easy to remember "I changed that." https://i.imgur.com/QCSH8ul.png Some of the stuff, we'll have to do by hand, such as: Loading Units onto Transports as the transport code is a bit complicated -- best not to muck that up. Placing 'extra' units -- I ended up with about 6 extra T-55AM over the ones in the SP2 scenario, so I'll have to place them by hand. So we close our CSV files after saving. ############################################### Step 4: Load your CSV edits into your SPCAMO scenario This is where it gets tricky. Start up SP_Unified_Dumper_v2-2.exe again. Select Quote:
Wait. It will take a while as the form of CSV loading I chose is easy to implement in python but very slow. Likewise, editing 1,000s of individual bits is slow. I can implement a faster, less computationally intensive solution, but it's good for now. You'll see a line go: Leader Section Done and Waiting for you to load and resave in SPCAMO (Scenario 998) Go into SPCAMO_SCEN and you'll see a new file. spMBTscn0998.dat It's bigger than 999, because it has an uncompressed section in it. Copy that file to your MBT Scenario directory. Load it in SPCAMO, move a unit around or wriggle and resave in the same scenario slot (998). Copy that resaved file from MBT Scenario directory to SPCAMO_SCEN and overwrite your old 998. Hit enter in the python console window. VLOCs Done and Waiting for you to load and resave in SPCAMO (Scenario 997) You now have a new file -- spMBTscn0997.dat Do the same (Copy to SP MBT directory, load in WinMBT, move around, resave, copy back.) Units/Bombardment Done and Waiting for you to load and resave in SPCAMO (Scenario 996) Repeat with spMBTscn0996.dat Unit X/Y Locations Done and Waiting for you to load and resave in SPCAMO (Scenario 995) Repeat with spMBTscn0995.dat DONE WITH EVERYTHING! WAITING FOR YOUR INPUT Ok, and that's it. It's all now loaded into your game. We now change the game length to 9 turns; as well as do final chrome (placing "extra" units), loading troops onto transports, etc saving in a final scenario slot, etc. -------------------BIG NOTE:--------------- If you buy a new unit -- if you forgot to buy a transport APC for a HQ, and you buy one -- it makes all the unit facings zero out. :-( So carefully plan your purchases and OOBs before you do the whole "uploading" to the SPCAMO dat. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
Another slight modification of the SP2 Good Day My Brother scenario.
Changes: A few more units to each side, for balance reasons. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
looking into implementing SPWW2 version 2 to 2.2 dumping, since while all the official stuff was ported forward, some user created stuff got "lost", like cyberboard scenarios (I hand converted one scenario years ago).
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
SP2WW2 works fine, since it's basically SP2 with EXE hacks to display icons.
Running into some weird issues with some SPWW2 early stuff meriting investigation further. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
I redownloaded all the Cyberstratege CDROMs and pulled stuff from them, Some nice gems like a SP2 Campaign with the French in Bosnia!
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Quote:
(once again), you will need a a copy of SP2WW2 / SPWW2 v2.2 because some files I've found are in corrupt/nonstandard formats. Basically, trying to dump them direct from the cyberstratege CD images throws all sorts of errors...BUT if you load them and then resave them in SP2WW2/SPWW2v2.2; they dump correctly. :confused: version 2.2 -- 109~ MB The SP2WW2 and SPWW2 v2.2x stuff is under SP2 for now. Also added some more stuff to the scenario collections. EDIT: Just did a small update to v2.3 now. What I did in this was I started to clean up the user input; to add more error trapping in the program to make it more user friendly and not error out if you push "a" instead of "1" in a menu screen... 4.6 MB ZIP |
Re: Blitzkrieg Banzai? (SP1 Conversion)
So here are the basic OB11 changes from SP2 and SPMBT for conversions:
SP2 --- --- --- SPMBT Mi-24 Hind-A --- Mi-24A Mi-24 Hind-D --- Mi-24D Mi-24 Hind-D --- Mi-24D Mi-24 Hind-E --- Mi-24V FO Vehicles SP2 --- --- --- SPMBT ACRV-2 --- --- MT-LBu 1V12 Self Propelled Guns SP2 --- --- --- SPMBT SO-120 Anona --- --2S9 Nona-S SO-122 Gvozdika --- 2S1 Gvozdika SO-152 Akatsiya --- 2S3 Akatsiya / 2S3M Akatsiya / 2S3M1 Akatsiya Fixed/Mounted SAM SA-2 Guideline --- S-75 Dvina SA-3 Goa --- --- S-125 Neva / S-125 Neva M SA-4 Ganef --- --- Krug A / Krug M SA-6 Gainful --- Kub / Kub M1 SA-8 Gecko --- Osa / Osa AK / Osa AKM SA-9 Gaskin --- Strela-1 / Strela-1M SA-13 Gopher --- Strela-10SV / Strela-10M/ Strela-10M3 / Strela-10Gyurza 2S6 Tunguska --- 2S6 Tunguska Manportable ATGMs Sagger Team --- Malutka Team / Malutka-P Team Saxhorn Team (AT-7 Saxhorn) --- Metis Team Metis Team (AT-13 Metis-M) --- Metis-M Team Spigot Team (AT-4A) -- Su-7B Fitter-A --- Su-7B / Su-7BM Su-7B Fitter-A --- Su-7B / Su-7BM Su-7B Fitter-A --- Su-7B / Su-7BM Su-17 Fitter-C --- Su-17M Su-17 Fitter-C --- Su-17M Su-17 Fitter-D --- Su-17M2 Su-20 Fitter-C --- Export version of Su-17M |
Re: Blitzkrieg Banzai? (SP1 Conversion)
I think I have completely reverse engineered the compression format used for SP2 and onwards savegame/scenario files.
Previously, I only had reverse engineered decompression; while recompression didn't work. I think I have an acceptably working algorithm now for recompression; which may mean loading values into SPCAMO from CSV files may be sped up. i.e. no having to open SPWW2/MBT and resave over and over and over.... We'll see. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Successfully programmed it, still chasing down a few minor bugs.
Since I can now make a compressed file; making a conversion automatically happen for SP2 version 1.0 maps to SP2 v1.1 maps is now possible, no need to have SP2 installed to do this anymore. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Latest version (3.0 -- some 118 MB)
LINK to v3.0 I'll add eventually, SP2 uncompressed to compressed conversion by version 4.0; but I need a break -- I can't spend all my free time on this thing. :eek: |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Oh, if you have old CDROMs with Steel Panthers scenarios lying around, might want to dig through them to send to me for inclusion in this.
I was looking through internet archive and found these listed on an old polish SP website: https://web.archive.org/web/20060208...index.php?go=8 Scenariusze cz.1 -3 scenariusze: Task Force Smith ( autor Superxdude69 ) Tank regiment training ( autor Vadinhonz ) 1978 USA vs. East Germany ( autor Blprice 61 ) Scenariusze cz.2 - 3 scenariusze: Firstshots - hipotetyczny scenariusz przedstawiający początek III WŚ ( autor Wulfir ) Maikop - atak na Grozny ( autor Jamesrapkins ) Black Hawk Down ( autor Superxdude69 ) Scenariusze cz.3 ( 113-115) Day of Red Storm ( autor Dinort ) Echo of change ( autor Echo ) Desperate Defence ( autor Wulfir ) Kampania Szwecja kontra Finlandia (autor Rami Sihvo) Kampania Red Storm (w oparciu o książkę T. Clancy i L. Bond) Kampania Europa 2008 ONZ w Somalii (A UN Campaign) |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Something I need to add (I only just realized this) is a weapontype dump field; because this is crucial for proper conversion of infantry between versions; and also for custom user created "what ifs" that might have been lost in the 20 years between SP2 and now.
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
I coded a simple HTML5/Javascript OBAT name dumper and ran off these for all 5 OBATs that shipped with SP1. These are the weapons used for all nations in SP1:
Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Some banging around results in this for SP1:
https://i.imgur.com/6p7weUw.png Some more trial and error for SP2: https://i.imgur.com/kFsMI7F.png EDIT: I also realize, belatedly, that it is also kind of important for aircraft units -- to select the type of weapon they bomb/strafe/rocket you with. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
Version 3.1 with Unit Weapon Type Dumping.
LINK - 110 MB ZIP It may interest you to know that the python file that I created to handle all the transliteration tasks for the weapon types is 786 kb and 13,500~ lines of IF codebreaks that are like this: Quote:
|
Re: Blitzkrieg Banzai? (SP1 Conversion)
Some things from looking at SP2 stuff.
1.) A lot of OOBs were simply cut and pasted over as "base" starter OOBs during development; there's a lot of "residue" left over, like non US weapons in the US Army OOB, etc. 2.) I can see where Andy and Don came from with their practices; in the Stock SP2 West German OOB, I count like four or five "105mm L7 Gun" weapon entries, with the text ID all identical for each of them. You can see why the practice of "100mm D10T 45" "100mm D10TG 55" "100mm D10TG 60" started; to differentiate the improving munitions for each year; and also for scenario designers. |
Re: Blitzkrieg Banzai? (SP1 Conversion)
1 Attachment(s)
I know this is the SPWW2 forum, but I figured I'd drop this here since it's a converted scenario.
This is a crude version 0.5 beta. Quote:
This is something I wrote up while researching the TOE of a 1970s US Airborne Division: Quote:
|
All times are GMT -4. The time now is 10:18 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.