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Author Topic: Project DGen_mod  (Read 373447 times)

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Asura

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Re: Project DGen_mod
« Reply #96 on: May 18, 2012, 07:07:25 AM »

Okay, used the new DGen.exe, and reinstalled the whole mod. The missions generate now !

Briefings are still in Russian, but i guess thats normal ?
Thanks ! :)

In catalog \DGen\MOD\Message rename all *En.dat files into *Ru.dat.
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BT~Tarik

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Re: Project DGen_mod
« Reply #97 on: May 18, 2012, 07:08:20 AM »

Its OK Asura, got it working :)

And reading the thread, found the solution for the briefing language too. Gonna rename the dat files now.

Thanks !
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flightorfight

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Re: Project DGen_mod
« Reply #98 on: May 18, 2012, 07:26:04 PM »

A couple questions:
Will this work with any version of the game? Just maybe with fewer features?

I have UP 2.01 and some stock versions like 4.08, 4.09, 4.10, 4.101 4.11 and 4.1101. At least I think that's about right?

Will it work with the old IL2 Stab program?

And my final question is there a Readme or some place on the net I can go to get full descriptions of changes and any newer commands and such?? I just need a lot more information.
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greybeard

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  • diligo veritatem
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Re: Project DGen_mod
« Reply #99 on: May 19, 2012, 01:58:54 AM »

Please, what are allowed DGen option? I mean, from following list, that include all current options I know for stock DGen, which can be included in DGen_mod.ini and with what syntax? Thank you!

RandomFlights   
UseParkedPlanes   
CampaignMissions   
CampaignAI   
AirIntensity   
NoAirfieldHighlight   
MissionDistance   
MaxBomberSkill   
MaxFLAK   
GroundIntensity   
NoBadWeather   
HistoricalRanks   
SlowFire   
CampaignLength   

OperationVictory   
OperationDefeat   
WarVictory   
WarDefeat   
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Boelcke

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Re: Project DGen_mod
« Reply #100 on: May 19, 2012, 03:15:04 AM »

the new dgen.exe has work with all versions of IL2 and with all features of the official dgen.exe, if you encounter problems, please post it here
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flightorfight

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Re: Project DGen_mod
« Reply #101 on: May 19, 2012, 05:13:09 AM »

the new dgen.exe has work with all versions of IL2 and with all features of the official dgen.exe, if you encounter problems, please post it here
So then I assume it should work with the old IL2 Stab program then?
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a.irons

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Re: Project DGen_mod
« Reply #102 on: May 19, 2012, 06:29:59 AM »

Hi all, I have just started for the third time the Boelke (an exceptional campaign maker) the campaign "Western Front". With this new Dgen release, that I have installed, as for the instructions, I should re-start the campaign. Before it, considering the opportunity to include new maps and planes in Dgen, I would like to ask to Boelke if he think to modify his campaigns accounting for this new possibility (my dream, I am Italian, is "Italian Falcons").
Thanks immensely for your work giving so much pleasure to we all.
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Asura

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Re: Project DGen_mod
« Reply #103 on: May 21, 2012, 12:26:19 AM »

I will answer here all questions. :)

1. The generator doesn't depend on the version of game and from the version of the established additions. It can be used with any combination of MODs and versions. For correct operation of the generator it is important to have the correct lists of planes in the AllClasses.dat and AllPlanes.dat files. Each user can adjust these lists itself as to it will take in head.

2. The current list of options in the file DGen_mod.ini and syntax completely correspond to the old generator. It is possible to copy simply lines from conf.ini (section [DGen]) and you receive the same settings which you had earlier.

3. High-grade documentation is now in a stage of preparation and will be added in program release. While it isn't present is ready to answer all interesting questions. :)
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Boelcke

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Re: Project DGen_mod
« Reply #104 on: May 21, 2012, 01:09:02 AM »

Hi all, I have just started for the third time the Boelke (an exceptional campaign maker) the campaign "Western Front". With this new Dgen release, that I have installed, as for the instructions, I should re-start the campaign. Before it, considering the opportunity to include new maps and planes in Dgen, I would like to ask to Boelke if he think to modify his campaigns accounting for this new possibility (my dream, I am Italian, is "Italian Falcons").
Thanks immensely for your work giving so much pleasure to we all.

i would like to convert some of my campaigns to new maps, but i doubt that i can do this on my own, it´s to much time consuming - i have to earn money like everyone here around, so my time is very sparse atm

please consinder that only my Westfront campaign was more than three months of realy hard work - and that means every free minute, even when i had worked ten or more hours a day, i worked some more hours at the evening and on every weekend on this campaign, that is something i won´t do again

only to make a new map usable for the the new dgen is work for weeks, then you have to populate the map with objects and targets and after that all you can start with campaign building - if someone volunteers to do the first two steps for canons BoB map and the Westfront map ... well that would be a point to join in for me
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jv

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Re: Project DGen_mod
« Reply #105 on: May 22, 2012, 04:02:31 AM »

Hi Asura. I ve been playing around creating a new dgen campaign on the Bessarabia map for USSR. Missions are generated fine, but from the dgen log, I see that the EnemyNation parameter could not be set for this map. In every mission, all the enemy planes immediately related to the mission target are Blenheims and Sarvanto-Fokkers. Other planes flying around are the normal German planes that I expect. I guess that this parameter is hard coded into the executable, but still is there a simple way to fix it with the current dgen mod version?
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Asura

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Re: Project DGen_mod
« Reply #106 on: May 22, 2012, 04:44:26 AM »

Hi Asura. I ve been playing around creating a new dgen campaign on the Bessarabia map for USSR. Missions are generated fine, but from the dgen log, I see that the EnemyNation parameter could not be set for this map. In every mission, all the enemy planes immediately related to the mission target are Blenheims and Sarvanto-Fokkers. Other planes flying around are the normal German planes that I expect. I guess that this parameter is hard coded into the executable, but still is there a simple way to fix it with the current dgen mod version?

New maps and new campaigns it is very good! :)

For new maps which wasn't in the generator I earlier made the file of settings - settingsNnX.dat. I give as an example files from Juri_JS campaign.

campaignsINB.dat
planesINB.dat
settingsINB.dat

Contents of the settings file:

Pacific=True                            - what branch possesses campaign (while I should keep this division)
UseParkedPlanes=True               - are used or not in campaign ParkedPlanes
UseSearchligh=False                 - to establish automatically or not fires round airfields
[EnemyNation]
SolomonsAug1942e USA            - the nation of the enemy for each sub campaign
SolomonsAug1942 USA
SolomonsOct1942 USA
SolomonsDec1942 USA
SolomonsApr1943 USA
SolomonsJul1943 USA
SolomonsAug1943 USA
SolomonsOct1943 USA
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Asura

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Re: Project DGen_mod
« Reply #107 on: May 22, 2012, 04:50:07 AM »

Available Nations values USSR, Germany, Finland, Hungary, USA, France, Italy, Romania, Poland, England, Slovakia, NewZealand, Australia, Holland, Japan
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