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### AuthorTopic: DGen for B.A.T. v1.1 - World At War module  (Read 1727 times)

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#### SAS~vampire_pilot

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##### DGen for B.A.T. v1.1 - World At War module
« on: July 12, 2019, 06:12:04 AM »

DGen for B.A.T.  - for all your dynamic campaigning needs, compatible with B.A.T. - World At War module

Over the many years of IL-2's existence there have been a lot of addons and sub-versions of dynamic campaigns. Additions to the existing stock ones, modified ones, completely new ones.

A problem always was (and is) compatibility to your mod pack. BAT has some different content than for example DBW or CUP had or any individual install.
Up until now there was no dynamic campaign set (aka DGEN folder) fully compatible with BAT. Users could always encounter unexpected mission failures, like for example "plane crash on spawn" or the dreaded "beeeep" mission creation failure, which are all caused by some sort of incompatibility, be it loadouts, maps, aircraft...

DGen is complex, relying on a very large number of database files, which reside in the DGEN folder and from which the missions and campaigns are created dynamically with an element of randomness. Most DGen campaigns were compatible already but it was very possible to encounter an incompatibility here and there and it could kill all your progress and having these errors is just a bummer.

The nucleus for this project was the collective DGen set of VP Modpack, thanks to vpmedia for the good selection!
With the invaluable help of Whistler, we finally tackled the task of making a compatible DGEN folder and creating a B.A.T compatible dynamic campaign set for you, the player! We have done our best to comb through hundreds of files, filtering out and adapting possible conflicting entries and this is the result

Quote
changelog:
20.07.2019: v1.1 posted

765 dynamic campaigns compatible with B.A.T. WAW

Installation:
this is a remove/replace process, do not simply overwrite.

1. Make sure to have no open DGen campaigns, no other active DGen mods or active DCG.
2. Remove/delete/backup your existing DGen folder and DGen.exe from you BAT main game directory. (It's your choice what to do or where to store it, but you need to move it out of the way to have a clean fileset in the end)
4. Put the Dgen.exe from the zp into your BAT main game directory
5. play and enjoy

Some recommended extensive skinpacks for DGen missions:

DGen debugging guide by VTrelut

[DGen] section in conf.ini explained
Each entry is optional and will operate on default if not present in conf.ini.
Code: [Select]
NoBadWeather=1Can be set to zero or one, one meaning you never get bad weatherMissionDistance=50Can be set to from 10 to 200 Kilometers, depends on the map and targets available. It is not guaranteed that there will be suitable targets in this distanceNoAirfieldHighlight=1Set to one to zero. Zero meaning you'll have AAA/flak unit at some unused airbasesRandomFlights=0Can be set to 0 to 5 Random flights are flights not related to your mission, both friendly and enemy are just incidental you may or may not see these flights, they might not get close enough. Default or not having the line in conf.ini is average (3). Can affect frame rates.MaxFLAK=5Can be set to 0 to 100, default or not having the line in conf.ini is 10. Can affect frame rates. Affects the amount of flak generated from your airfield to target, so can affect frame rates very much.AirIntensity=LowSettings are low, medium and high. Default or not having the line in conf.ini is medium. Sets the number of flights, enemy and friendly, that are related to your mission. On low setting, there will be no random flights and it will override the "RandomFlights=" setting in that case, ( see above ). Can dramatically affect frame rates.GroundIntensity=LowSettings are low, medium or high. On low, you'll only have ground objects around target or active airfields. Default is medium (or not having the line in conf.ini ) and there will also be extra objects around your flight route, besides target area and active airfields. High gives you extra targets of opportunity to and from your home field. Can dramatically affect frame rates.Maxbomberskill=1Settings are 0, 1, 2 and 3, ( for rookie, average, veteran and ace ) and default or not having this line in conf.ini, the AI bomber gunners will be kind of random or depend on other settings like CampaignAI=. This limits the entire bomber skill ( not just the gunners ) to a lower level if preferred, so you can attack bombers more easily if you limit it to a low setting. It affects only enemy AI for bombers, not friendly. Unfortunately, this does nothing for transport aircraft, such as LI-2, C-47 or JU-52, so be careful around those and don't assume they will be limited like the bombers if you set this to a low setting!!! Sometimes FW-200 Condor can also sometimes be assigned as a transport plane in some maps, so watch it!!!!CampaignMissions=HardSettings are easy, normal or hard. Default or not having the line in conf.ini is normal. This changes the scripts ( ops files, I.E. - ops41-E.dat, where "E", means easy ) files in the Dgen folder used to generate missions. Affects the number of enemy planes encoutered as opposed to the number of friendly planes in your group/s. For example, set on easy, you might have a mission generated which gives you four fighters on your side with four bombers, and two enemy fighters will later show up to intercept your bombers. The very same mission on hard might give you only two fighters on your side, maybe the same number of bombers to escort, but you'll run into four enemy fighters to deal with!! This balances out so it does not affect frame rate much, if at all.CampaignAI=HardSettings are easy, normal or hard. Default or not having the line in conf.ini is normal. Increases enemy and friendly AI by a factor of one. Low increases friendly AI level higher while lowering enemy AI level. High does the opposite. Normal gives you a more even match of AI strength."CampaignLength=ShortVeryShort, Short, Medium, Long, VeryLong (VeryLong is default)CampaignDifficultyCampaignDifficulty=EasyCampaignDifficulty=HardEasy settings will add one level to all friendly groups and decrease enemy experienceOperationVictory=100In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally..Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa.For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as:OperationDefeat=-100OperationVictory=3000WarVictory=1000OperationDefeat=-3000WarDefeat=-1000WarVictory=30000WarDefeat=-30000Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points By reducing the numbers you can make your contributions matter much more in the overall war effort.The following point values are usedCarrier = 100 pointsOther ship = 20 pointsPlane = 5 pointsTank = 3 pointsAll other targets = 1 pointThe tallies are recalculated after each mission, and they're checked at the end of each operation.UseParachutesJapanese have chutes from start of war

Error reporting

It is simply not possible to test all Dgen content. We have done our best to test and to solve all the possible logic errors that we found but should you encounter any mission creation bug with this pack, please don't hesitate to report it here in this thread

-provide the exact name of the campaign
-provide an error description
-provide a log

Quote
disclaimer:
Because we know these question will arise:
This is not "new" content! It is important you understand this before you ask. This was about making existing DGEN campaigns BAT compatible - which was a lot of work already.
This is not the so called "DGen mod" or anything new, this is old-school DGen, but made compatible for BAT, starting point was the DGen set for VP_modpack
DGen.exe is version 4.0.8.6
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#### whistler

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##### Re: DGen for B.A.T. - World At War module
« Reply #1 on: July 12, 2019, 06:58:08 AM »

765 dynamic campaigns... Very good stuff Vampire and all!
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#### vpmedia

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##### Re: DGen for B.A.T. - World At War module
« Reply #2 on: July 12, 2019, 07:16:21 AM »

Looks exactly like the dgen campaign set in vpmodpack...
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#### SAS~vampire_pilot

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##### Re: DGen for B.A.T. - World At War module
« Reply #3 on: July 12, 2019, 07:23:26 AM »

It was the bottom line starting point. What we did was adapt the planelists and the loadout databases to match the BAT content lists and some maps.
The VP DGen set does not work for BAT out of the box.
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#### Stefano

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##### Re: DGen for B.A.T. - World At War module
« Reply #4 on: July 12, 2019, 01:43:37 PM »

I have been waiting for it for a long time and a thank you that will never be able to compensate for what you have done to transform this Sim.
Praise to you
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#### larschance

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##### Re: DGen for B.A.T. - World At War module
« Reply #5 on: July 12, 2019, 03:48:32 PM »

Thank you for doing this. Great work guys. Will it be included in the next BAT update?
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#### Taxman

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##### Re: DGen for B.A.T. - World At War module
« Reply #6 on: July 12, 2019, 05:35:05 PM »

Thank you vpmedia and the BAT team.  I am now flying missions over Normandy just before the invasion, it has been a long time, great
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#### TheOligopolist

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##### Re: DGen for B.A.T. - World At War module
« Reply #7 on: July 13, 2019, 12:01:01 AM »

I love you guys.
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#### SAS~vampire_pilot

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##### Re: DGen for B.A.T. - World At War module
« Reply #8 on: July 13, 2019, 12:59:20 AM »

Will it be included in the next BAT update?

No, it's right here already and we do not want to "control" your DGen choices.
It's anyone's personal choice what DGen they want to play. Some prefer their VP Mod install for that, others run DCG or some enjoyr pack with stock game or whatever else there is out there... There are many options, this is just one more in case you prefer to play with BAT alone. But it's up to you.
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#### texaco

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##### Re: DGen for B.A.T. - World At War module
« Reply #9 on: July 13, 2019, 03:20:55 AM »

Thank you very much!
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#### henkypenky

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##### Re: DGen for B.A.T. - World At War module
« Reply #10 on: July 13, 2019, 03:54:18 AM »

Hi, probably a stupid  question, but how can I check this: 'Make sure to have no open DGen campaigns, no other active DGen mods or active DCG.'
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#### SAS~vampire_pilot

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##### Re: DGen for B.A.T. - World At War module
« Reply #11 on: July 13, 2019, 05:08:19 AM »

you would know if you had
I mean, any running dynamic campaigns? You should know.
Same if you ever installed DCG and have it active. You would know.

The worst thing that can happen is, you lose a not finished campaign...
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