PG1: Omnibus Posting (ask questions or comment here)
Moderator: Radoye
- JediKnight007
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- Location: Boulevard of Broken Dreams, Chi-Land
Re: Jorge44 PGF Center - a huge collection of mods for download
I apologize if this is off-topic, but I just registered here and I can't PM the moderator Radoye.
I recently released a new PG-DOS mod at the old forum (https://panzercentral.com/forum/viewtop ... 98&t=57430). However, I was redirected here by Parabellum, so here I am. The question is, would it be appropriate to move that thread here? PG-DOS is sort of PGF, and my mod should convert to PGF. There doesn't appear to be any other place here for PG-DOS stuff.
I recently released a new PG-DOS mod at the old forum (https://panzercentral.com/forum/viewtop ... 98&t=57430). However, I was redirected here by Parabellum, so here I am. The question is, would it be appropriate to move that thread here? PG-DOS is sort of PGF, and my mod should convert to PGF. There doesn't appear to be any other place here for PG-DOS stuff.
Signature? Signature a Jedi needs not.
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
PG1: Omnibus Posting (ask questions or comment here)
INTENT
======
The present topic will be strictly dedicated to PG1 matters. To this effect, I exhort potential posters to exclusively utilize this topic and not to pepper the forum with ad hoc topics re: PG1. Kindly remember: this is a forum essentially dedicated to PGF...
======
Not anymore...

The present topic will be strictly dedicated to PG1 matters. To this effect, I exhort potential posters to exclusively utilize this topic and not to pepper the forum with ad hoc topics re: PG1. Kindly remember: this is a forum essentially dedicated to PGF...
Last edited by HexCode on 2019-12-28 18:51, Saturday, edited 2 times in total.
PG1 Coverage ? (Part I)
It's quite possible that # Parabellum # wishes these forums to behave exactly like the ones over at that "other" Web venue.JediKnight007 wrote: ↑2019-10-18 19:52, Friday... I was redirected here by Parabellum, so here I am.

My personal opinion is that opening the doors to other PG1 "World" titles would do way more harm than good. Elsewhere in this forum I wrote:JediKnight007 wrote: ↑2019-10-18 19:52, FridayThere doesn't appear to be any other place here for PG-DOS stuff.
. . .
The question is, would it be appropriate to move that thread here? PG-DOS is sort of PGF ...
However, should you (or anyone else) be interested in launching another forum to accommodate PG1, I suggest that you (they) get in touch with the forum Administrators and make your (their) case.I very much like the sharp focus of the forum. PGF comes in only one flavor, Version 1.02 for "MS Windows". This avoids the inevitable confusion and absence of focus arising out of accommodating a bunch of "similar" titles, some being native to diverse operating systems and having been released in diverse media.
Once your mod gets converted to PGF the sky should be the limit around here.

Last edited by HexCode on 2020-01-17 23:55, Friday, edited 7 times in total.
PG1 Coverage ? (Part II)
Earlier, under this topic, I wrote:
Well, an Administrator was kind enough to provide us with some direction. I quote him:My personal opinion is that opening the doors to other PG1 "World" titles would do way more harm than good.
. . .
However, should you (or anyone else) be interested in launching another forum to accommodate PG1-DOS, I suggest that you (they) get in touch with the forum Administrators and make your (their) case.
In an attempt to balance competing objectives, I've launched the present topic intended to be strictly dedicated to PG1 matters. To this effect, I exhort potential posters to exclusively utilize the present topic and not pepper the forum with ad hoc topics re: PG1.it's like the opengen subforum: it's not a "pg2 + opengen" forum, but pg2 is the ancestor of opengen, and it's impossible to completely separate them, so there will always be posts and threads about pg2 issues in the opengen subforum, same for pg1 vs. pgf
... i think we should show some tolerance for not 100% on-topic threads or posts. if or when there will be enough users, posts, threads about pg1, then we create a dedicated subforum for it
This Topic Isn't Entirely... Useless
Elsewhere in this forum:

MY POSTS
Better Leave It Alone || Deny Them Prestige || Air & Naval Transports: Default Specs || Lakes || Air & Naval Transports: Fuel Consumption ? || Running Win 3.1x Programs Under Win 10 || Which PG1 ? || PG1-DOS "Saved Game" File Editing || PG1-DOS Animation Files || PG1-DOS... Twisted (PGF)
Well, whoever desires to post re: PG1, this is the "place" to do it. You know, some of us may still remember one or two things re: PG1-DOS...JediKnight007 wrote: ↑2020-04-20 20:25, Monday... it's nice to know that someone other than Pepa Drobny is playing my mod. (One of these years we are going to finish PacPG.) . . . The DOS version is done, but I can't even upload that.

MY POSTS
Better Leave It Alone || Deny Them Prestige || Air & Naval Transports: Default Specs || Lakes || Air & Naval Transports: Fuel Consumption ? || Running Win 3.1x Programs Under Win 10 || Which PG1 ? || PG1-DOS "Saved Game" File Editing || PG1-DOS Animation Files || PG1-DOS... Twisted (PGF)
Last edited by HexCode on 2020-12-27 16:57, Sunday, edited 10 times in total.
- JediKnight007
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Re: PG1: Omnibus Posting (ask questions or comment here)
For the past year, I have been working on my mod, so I have not been actually playing PG-DOS. However, I do have a few random observations from my modding adventures...
- the RESERVED unit is weird. I tried to use it as a normal unit (US Jeep), and it would not show up in the Purchase screen. Even stranger, it made the other US recon units not appear, either. I then tried it as an air transport (so it would not be in the NUPL), and while it functioned properly, it did not appear when examining the unit it was transporting. Don't know if that's the case with PGF.
- why does Torch have both sides on offense? Take one look at the battlefield, and it's clear the Axis should be digging in. Even the briefing suggests a defensive posture.
- quite a few units in the EQP file don't actually appear in any scene. In Luftwaffe General, every unit (except the aforementioned RESERVED one) will make at least one appearance. Mostly to show off the 400+ icons I worked so hard on.
No, really, I try to keep historical accuracy when possible - you won't see many Stugs in the desert because they were mostly found on the Eastern Front. But hypothetical scenarios might have some liberties taken (like Italian planes in Sealion 43).
Regarding PacPG, Pepa told me in an email that he has been working on it, since this pandemic has given people a lot of free time. I also directed him to some technical info on how to hex edit pgf.exe, because his mod uses different movement and weather tables than standard PG/PGF. (Previous attempts to convert PacPG to PGF failed because of this.) So maybe, just maybe, this project will see the light of day.
- the RESERVED unit is weird. I tried to use it as a normal unit (US Jeep), and it would not show up in the Purchase screen. Even stranger, it made the other US recon units not appear, either. I then tried it as an air transport (so it would not be in the NUPL), and while it functioned properly, it did not appear when examining the unit it was transporting. Don't know if that's the case with PGF.
- why does Torch have both sides on offense? Take one look at the battlefield, and it's clear the Axis should be digging in. Even the briefing suggests a defensive posture.
- quite a few units in the EQP file don't actually appear in any scene. In Luftwaffe General, every unit (except the aforementioned RESERVED one) will make at least one appearance. Mostly to show off the 400+ icons I worked so hard on.

Regarding PacPG, Pepa told me in an email that he has been working on it, since this pandemic has given people a lot of free time. I also directed him to some technical info on how to hex edit pgf.exe, because his mod uses different movement and weather tables than standard PG/PGF. (Previous attempts to convert PacPG to PGF failed because of this.) So maybe, just maybe, this project will see the light of day.
Signature? Signature a Jedi needs not.
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
Re: PG1: Omnibus Posting (ask questions or comment here)
The PG Torch scenario is basically Run for Tunis.JediKnight007 wrote: ↑2020-04-22 19:46, Wednesday- why does Torch have both sides on offense? Take one look at the battlefield, and it's clear the Axis should be digging in. Even the briefing suggests a defensive posture.
Basically, with the Vichy collapse in North Africa both Allies and Axis ran unopposed to capture as much territory as possible before the other. The remaining Vichy troops didn't offer much resistance to either at first, but later joined the Allies / Free French.
So technically the map should be all French at the start of the scenario with each side capturing cities and turning them to their side. And both sides should indeed be on the offensive - at least at first, until further Axis advance is stopped by overwhelming Allied forces.
Better Leave It Alone
PG1-DOS ==>

Yes, this phenomenon has been known to PG1-DOS "oldtimers" who had been experimenting with PANZEQUP.EQP. It's the way PANZER.EXE does "things". Therefore, "RESERVED" means... "RESERVED".JediKnight007 wrote: ↑2020-04-22 19:46, WednesdayThe RESERVED unit is weird. I tried to use it as a normal unit (US Jeep), and it would not show up in the Purchase screen. Even stranger, it made the other US recon units not appear, either. I then tried it as an air transport (so it would not be in the NUPL), and while it functioned properly, it did not appear when examining the unit it was transporting.

Last edited by HexCode on 2020-12-28 16:29, Monday, edited 2 times in total.
Deny Them Prestige
PG1-DOS ==>
a) They instruct the AI Module to either rush its forces forward (1) or to stand pat (0).
b) A side's setting of 1 blocks any per turn prestige amounts which it would otherwise receive.
The relevant GAMExxx.SCN companion settings do two things:
a) They instruct the AI Module to either rush its forces forward (1) or to stand pat (0).
b) A side's setting of 1 blocks any per turn prestige amounts which it would otherwise receive.
Last edited by HexCode on 2020-12-28 16:31, Monday, edited 2 times in total.
- JediKnight007
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- Joined: 2019-10-16 19:55, Wednesday
- Location: Boulevard of Broken Dreams, Chi-Land
Re: PG1: Omnibus Posting (ask questions or comment here)
Yeah, I learned that during my research. AG Torch is more historically accurate than PG Torch. In my mod I renamed it Tunisia. I also renamed El Alamein to Gazala Line for the same reason. Radoye's suggestion for Torch is a good one - perhaps someday I will do a "Luftwaffe General Redux" with new/highly modified maps and/or scenarios. (Not anytime soon, though.)Radoye wrote: ↑2020-04-22 22:06, WednesdayThe PG Torch scenario is basically Run for Tunis.JediKnight007 wrote: ↑2020-04-22 19:46, Wednesday- why does Torch have both sides on offense? Take one look at the battlefield, and it's clear the Axis should be digging in. Even the briefing suggests a defensive posture.
More random observations...most of these are well-known oddities...
- air transports with an Air Attack > 0 show in the examine screen with brackets around it, meaning they can't actively attack, only defend themselves. But, in the game, they can initiate aerial combat. I was going to leave this in anyway (German Ju 52 was armed), but decided against it, since the stupid AI (and maybe some stupid human

- air transports ignore Fuel ratings, they have unlimited fuel. Often I find myself using excess infantry units as throw-away recon units, spending nearly the entire battle just tooling around in their plane, maybe seizing an undefended airfield here and there. I wanted to eliminate that, but nope.
- Axis has 3 air transports (Ju 52, Me 323, Italian Sm.82), but only the Junkers is used. A waste of precious EQP slots (only 449 + RESERVED in DOS). Especially the Italian one - both PG and PGF only allow 1 type of transport per side per scenario.
Here's something that might be new. I noticed a map error in Middle East. The lake near Basra (59,23 I believe) is mislabeled as "Ocean". Fortunately, one is not able to embark sea transport from the port there.
Signature? Signature a Jedi needs not.
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
RIP Lindsey, 1994-2020
https://www.psx-place.com/members/jediknight007.737/
Re: PG1: Omnibus Posting (ask questions or comment here)
Yep, there is only one kind of air transport per side that will be used when embarking units during the scenario. However, when designing a scenario you can have as many different air transports as you have embarked units (obviously practical limitations due to finite eqp file size remain).- Axis has 3 air transports (Ju 52, Me 323, Italian Sm.82), but only the Junkers is used. A waste of precious EQP slots (only 449 + RESERVED in DOS). Especially the Italian one - both PG and PGF only allow 1 type of transport per side per scenario.
So you could design a scenario where all your Italian auxiliaries have their own transport, paratroopers are in Ju 52's and artillery and such is in Me 323's, and this will work for the units initially placed on the map but any further units that you embark at airfields would all have the same default air transport (usually Ju 52).
Same goes for naval transports, you can have many different types but there's only one default per side in a scenario and this is the one that will be given to your units when embarking in ports.
Air & Naval Transports: Default Specs
PG1-DOS ==>
1) If one doesn't specify any default air / naval transports within a scenario's GAMExxx.SCN file, PANZER.EXE itself does that for him. The two default units are hard-coded into the engine which assumes that the intended transport units are still to be found in their originally specified (by SSI) slots within file PANZEQUP.EQP.
2) Of course, within any particular scenario, GAMExxx.SCN can be resorted to to override PANZER.EXE's default transport specs.
3) Either way, embarking units during scenario play always utilize the one and only one default transport (air / naval, as the case may be), whether it's the one designated by PANZER.EXE or the one specified within GAMExxx.SCN (if any).
1) If one doesn't specify any default air / naval transports within a scenario's GAMExxx.SCN file, PANZER.EXE itself does that for him. The two default units are hard-coded into the engine which assumes that the intended transport units are still to be found in their originally specified (by SSI) slots within file PANZEQUP.EQP.
2) Of course, within any particular scenario, GAMExxx.SCN can be resorted to to override PANZER.EXE's default transport specs.
3) Either way, embarking units during scenario play always utilize the one and only one default transport (air / naval, as the case may be), whether it's the one designated by PANZER.EXE or the one specified within GAMExxx.SCN (if any).
Last edited by HexCode on 2020-04-25 04:21, Saturday, edited 2 times in total.
Lakes
PG1-DOS ==>
This is Underlying Terrain Representation (UTR) territory.
All UTR specifications associated with bodies of water (excepting river hexes though) behave exactly the same.
1) A "City" hex adjacent to a "Lake" hex could be assigned a non-naval (i.e., no "Port", "Port Facility" or "Embarkation") UTR designation (i.e., "plain vanilla" City hex).
2) Alternatively, one may still retain the pretty picture (i.e., Terrain Iconic Representation (TIR)) while assigning "Escarpment" UTRs to underlie any "Lake" hexes...
3) Whether a hex'es Geographical Location Name (GLN) reads "Ocean", "Lake" or whatever makes no difference whatsoever when it comes to the hex'es actual terrain properties...
Ah, the "old" days...
This is Underlying Terrain Representation (UTR) territory.

1) A "City" hex adjacent to a "Lake" hex could be assigned a non-naval (i.e., no "Port", "Port Facility" or "Embarkation") UTR designation (i.e., "plain vanilla" City hex).
2) Alternatively, one may still retain the pretty picture (i.e., Terrain Iconic Representation (TIR)) while assigning "Escarpment" UTRs to underlie any "Lake" hexes...
3) Whether a hex'es Geographical Location Name (GLN) reads "Ocean", "Lake" or whatever makes no difference whatsoever when it comes to the hex'es actual terrain properties...
Ah, the "old" days...

Last edited by HexCode on 2020-12-28 16:31, Monday, edited 1 time in total.
Air & Naval Transports: Fuel Consumption ?
PG1-DOS ==>
1) While a transport unit is actually transporting some unit, it doesn't consume any fuel whatsoever, irrespective of some corresponding zero or non-zero fuel capacity designation in file PANZEQUP.EQP.
2) Transport units appearing in custom scenarios solo (i.e., not transporting anything) exhibit some rather interesting behaviors...

1) While a transport unit is actually transporting some unit, it doesn't consume any fuel whatsoever, irrespective of some corresponding zero or non-zero fuel capacity designation in file PANZEQUP.EQP.
2) Transport units appearing in custom scenarios solo (i.e., not transporting anything) exhibit some rather interesting behaviors...


Re: PG1: Omnibus Posting (ask questions or comment here)
Hello HexCode:
I am writing to ask you a favor: Well, I have been playing PG1 DOS for quite some time and the truth is that from my page you can download the Efile Zerstorer and the Marius savegame editor that works on modern systems. But I am looking for a save game editor that allows more possibilities, such as changing the date of the scenario, the number of core units, the prestige of each side, the available units, etc ... The Brash Polish Editor did all that, but unfortunately it does not work in modern systems like windows 10. Could you help me or advise me about some program? Thanks in advance. Take care of yourself: Your friend Jorge

I am writing to ask you a favor: Well, I have been playing PG1 DOS for quite some time and the truth is that from my page you can download the Efile Zerstorer and the Marius savegame editor that works on modern systems. But I am looking for a save game editor that allows more possibilities, such as changing the date of the scenario, the number of core units, the prestige of each side, the available units, etc ... The Brash Polish Editor did all that, but unfortunately it does not work in modern systems like windows 10. Could you help me or advise me about some program? Thanks in advance. Take care of yourself: Your friend Jorge

Running Win 3.1x Programs Under Win 10
Instructions:
1) If you're not computer-savvy, get some real retro technical help.
2) Install / place DOSbox (D*FEND).
3) Get Win 3.1x and place it here C:\WINpt1x
4) Make DOSbox (D*FEND) "recognize" Win 3.1x via file DOSBOX.CONF.
5) Place and run Win 3.1x programs "inside" Win 3.1x.
Final comment:
One really needs computer expertise painfully
acquired in the early 1990s... 
1) If you're not computer-savvy, get some real retro technical help.
2) Install / place DOSbox (D*FEND).
3) Get Win 3.1x and place it here C:\WINpt1x
4) Make DOSbox (D*FEND) "recognize" Win 3.1x via file DOSBOX.CONF.
5) Place and run Win 3.1x programs "inside" Win 3.1x.
Final comment:
One really needs computer expertise painfully


Re: PG1: Omnibus Posting (ask questions or comment here)
Hello HexCode:
Thank you very much for answering. I will try to follow in his footsteps, but I promise nothing, I am a true computer illiterate. Now, I have two questions in mind: The first is if you can advise me on all PG1 DOS editors that work on windows 10 or modern operating systems. Why am I asking you this? Well, you see, I plan to add more PG1 content to my page and I do not want potential users to go crazy doing, as I say, authentic back-plumbing. Download and play, that's my philosophy. The second question is related to the animations of the game. What folder are they in, what format do they have and especially how can I view them without starting the game?
That's all for today. Take care, my friend. His companion and faithful follower: Jorge

Thank you very much for answering. I will try to follow in his footsteps, but I promise nothing, I am a true computer illiterate. Now, I have two questions in mind: The first is if you can advise me on all PG1 DOS editors that work on windows 10 or modern operating systems. Why am I asking you this? Well, you see, I plan to add more PG1 content to my page and I do not want potential users to go crazy doing, as I say, authentic back-plumbing. Download and play, that's my philosophy. The second question is related to the animations of the game. What folder are they in, what format do they have and especially how can I view them without starting the game?
That's all for today. Take care, my friend. His companion and faithful follower: Jorge

Which PG1 ?
I only "know" some technical stuff re: PG1-DOS. I never bothered with PG1-Win'95 etc.
Kind of challenging with PG1-DOS; we're talking about a 25 year old computer game which isn't native even to Win 3.1x ! Easiest solution: keep a Win XP or older machine around...

Re: PG1: Omnibus Posting (ask questions or comment here)
Well, if you allow me I have more questions: What does it say about the animations of PG DOS, how can I enjoy them without turning on the game? How can I alter a PG DOS save game without any specific program? As you can see my friend, I am a sea of doubts. I hope I don't bother you with my questions and take good care of yourself and your family: Your friend Jorge 

PG1-DOS "Saved Game" File Editing
One question at a time... 
"Saved Game" Files: GAME.SV? (or PBM.SV?)
These are binary files. Without some dedicated editor utility one will have to hex-edit them. This requires precise technical knowledge and adequate facility / experience. Once upon a time, the requisite technical information was "publicly" available. As far as I know, this is no longer the case...
P.S. With the eventual advent of PGF, heavy-duty technical documentation and discussions ceased being in vogue. Just look at this "new" forum's evolution...

"Saved Game" Files: GAME.SV? (or PBM.SV?)
These are binary files. Without some dedicated editor utility one will have to hex-edit them. This requires precise technical knowledge and adequate facility / experience. Once upon a time, the requisite technical information was "publicly" available. As far as I know, this is no longer the case...

P.S. With the eventual advent of PGF, heavy-duty technical documentation and discussions ceased being in vogue. Just look at this "new" forum's evolution...

Last edited by HexCode on 2020-07-10 18:23, Friday, edited 3 times in total.
Re: PG1: Omnibus Posting (ask questions or comment here)
Hello
Surely you can help me. In PGF you can modify the files with open office. With PG DOS I have no idea what to do next. Take care of yourself: Your friend Jorge

I was referring to games saved against the computer (AI) GAME.SV
Surely you can help me. In PGF you can modify the files with open office. With PG DOS I have no idea what to do next. Take care of yourself: Your friend Jorge

PG1-DOS Animation Files
The PG1-DOS animation files reside in the DAT directory. Their filename format is:
A_mmm_n.SHP
where "mmm" ranges from "001" to "104" and "n" ranges from "1" to "9".
These files contain images coded as per the SHP format (an old format). One would need an old fashioned SHP viewing and / or editing utility to look at these images. Even then, the displayed images will be static, not dynamic.
Re: PG1: Omnibus Posting (ask questions or comment here)
Many thanks my Friend:









Re: PG1: Omnibus Posting (ask questions or comment here)
It's completely different in PG1 compared to PGF, pretty much all file formats are different (some notable exceptions - mapnames and the map terrain files which are reused from PG/AG). You won't be able to edit any PG/AG files using a plain text or spreadsheet editor.
As HexCode pointed out, to look inside PG/AG files you'll need a hex editor
https://es.wikipedia.org/wiki/Editor_hexadecimal
And even then, what you'll see is not user friendly - in most cases there are no labels with names etc that clearly indicate what is what. You really have to know what you're doing if you decide to poke into binary files, because it's very easy to make mistakes and mess things up. I'm afraid there's no easy way to edit PG/AG files especially for a beginner.
PG1-DOS... Twisted (PGF)
INTENT
This post shall be exclusively dedicated to PG1-DOS play system features which PGF either modified or doesn't contain at all. However, any PGF play system features which PG1-DOS doesn't contain won't be covered at all. Remember, this topic is all about "PG1", right ?
The post's contents will be subject to progressive augmentation as time goes by.
DIFFERENCES
Contents
Combat Animations
Briefing Voiceovers
New Unit Purchases
Deployment Hexes
Fuel Consumption
Submarine Expulsion
Combat Animations
PG1-DOS features combat animations. PGF doesn't.
Briefing Voiceovers
PG1-DOS features briefing voiceovers. PGF doesn't.
New Unit Purchases
PG1-DOS allows an Alliance to immediately purchase new units and place them (possibly subject to other situational constraints, such as enemy unit adjacency) in / adjacent to a City / Port / Airfield hex that has just been "turned friendly" during Turn # N. On the other hand, PGF doesn't allow an Alliance to immediately proceed with such purchases. Instead, the earliest the Alliance is allowed to do so is during turn # N+2.
Deployment Hexes
While in Campaign Play Mode, PG1-DOS allows the "Axis" Alliance to delay the deployment of any number of their core units at will. However, delayed deployment hex choices are limited (possibly subject to other situational constraints, such as enemy unit adjacency) to placing such core units only in / adjacent to City / Port / Airfield hexes which were owned by the "Axis" Alliance at the very start of the scenario. On the other hand, PGF allows delayed deployment to just the hexes available at the very start of the scenario.
Fuel Consumption
Under PG1-DOS, ground units expend twice the "normal" amount of fuel while traversing frozen ground. PGF doesn't differentiate.
Submarine Expulsion
Under PG1-DOS, certain ground (super-class) units having non-zero listed Naval Attack (NA) factors may attack and thereby dislodge submarine class units situated in port hexes. This isn't possible under PGF.
This post shall be exclusively dedicated to PG1-DOS play system features which PGF either modified or doesn't contain at all. However, any PGF play system features which PG1-DOS doesn't contain won't be covered at all. Remember, this topic is all about "PG1", right ?
The post's contents will be subject to progressive augmentation as time goes by.
DIFFERENCES
Contents
Combat Animations
Briefing Voiceovers
New Unit Purchases
Deployment Hexes
Fuel Consumption
Submarine Expulsion
Combat Animations
PG1-DOS features combat animations. PGF doesn't.
Briefing Voiceovers
PG1-DOS features briefing voiceovers. PGF doesn't.
New Unit Purchases
PG1-DOS allows an Alliance to immediately purchase new units and place them (possibly subject to other situational constraints, such as enemy unit adjacency) in / adjacent to a City / Port / Airfield hex that has just been "turned friendly" during Turn # N. On the other hand, PGF doesn't allow an Alliance to immediately proceed with such purchases. Instead, the earliest the Alliance is allowed to do so is during turn # N+2.
Deployment Hexes
While in Campaign Play Mode, PG1-DOS allows the "Axis" Alliance to delay the deployment of any number of their core units at will. However, delayed deployment hex choices are limited (possibly subject to other situational constraints, such as enemy unit adjacency) to placing such core units only in / adjacent to City / Port / Airfield hexes which were owned by the "Axis" Alliance at the very start of the scenario. On the other hand, PGF allows delayed deployment to just the hexes available at the very start of the scenario.
Fuel Consumption
Under PG1-DOS, ground units expend twice the "normal" amount of fuel while traversing frozen ground. PGF doesn't differentiate.
Submarine Expulsion
Under PG1-DOS, certain ground (super-class) units having non-zero listed Naval Attack (NA) factors may attack and thereby dislodge submarine class units situated in port hexes. This isn't possible under PGF.