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Author Topic: Project DGen_mod  (Read 361127 times)

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Boelcke

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Re: Project DGen_mod
« Reply #684 on: April 03, 2013, 07:29:13 AM »

just tested my Defense of the Reich campaign with the new dgen.exe 2.0.0.7 ... and i´m quite happy!

the fighters are now a real escort, spwaning together with the heavies (!) and the repetitive recon intercept and free hunt missions are now obsolete (!) ... very good, i will alter the missions and DB files and release a first Beta for Asuras dgen.exe - many thx for making this possible :)

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Juri_JS

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Re: Project DGen_mod
« Reply #685 on: April 03, 2013, 09:31:39 AM »

By the way, it's now also possible to set airstart points in the red and blue template files of European campaigns. Which means every map can now be used for airstart missions. This could offer some interesting campaign building possibilities. 
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jeanba

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Re: Project DGen_mod
« Reply #686 on: April 03, 2013, 09:46:02 AM »

Great news !
I may recheck it when I am back
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Boelcke

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Re: Project DGen_mod
« Reply #687 on: April 04, 2013, 05:23:09 AM »

argh, the game doesn´t use the cruising altitudes from the xxxxplane.dat files ... beside this it´s looking good, perhaps i have to wait for next version of dgen.exe
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Boelcke

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Re: Project DGen_mod
« Reply #688 on: April 06, 2013, 09:05:33 AM »

had a freeze and the last dgen_mod.log file shows this at the end of the file:

Inherits operations from DGen\ops_Afrika4H.dat
Loading 134 operation from DGen\ops_Afrika4H.dat
MissionDistance set, testing DGen\NorthAfrica1Red0.mis
Can't open!
Loading 22 red moving group
Loading 661 red stationary units
Loading 595 red buildings
MissionDistance set, testing DGen\NorthAfrica1Blue0.mis
Can't open!
Loading 7 blue moving group
Loading 29 all moving group
Loading 775 blue stationary units
Loading 1436 all stationary units
Loading 4434 blue buildings
Loading 5029 all buildings
Load DGen\mod\Northern_Africa_JirAF.dat:
ShipList count 72 objects
ZoneList count 0 objects
ClusterList count 3 objects
FleetList count 1 objects
CarrierList count 0 objects
Dangerous areas - Red:2 Blue:17

any ideas whta´s the problem here?
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Boelcke

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Re: Project DGen_mod
« Reply #689 on: April 07, 2013, 04:16:38 AM »

some more questios ...

i´ve tried to add some more planes to the files in the MOD folder, into the allplane.dat, allclssses.dat, etc. ... for example the Hurricane IId and put this line into the allplane.dat

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

i´m not sure if "FBomber;None;None;None" is ok - or has there to be a specific order for it? And havee all planes which are in the allplane.dat and allclasses.dat to be also in the allweapons.dat file, it looks to me that the xxxplanesxxx.dat files from the concerning campaigns are enough?

I found a problem with the P 36 in the plane.dat file from the MOD folder. The P36 didn´t work for France, i always got the message "can´t find P_36A". The P36 is listed in the plane.dat files as Axis plane, nation Finland:

P_36A3;Axis;0;Finland;None;None;0;Fighter;None;None;None;1000;310;454;0;0;0

adding France to it didn´t work. Only changing it into

P_36A3;Axis;0;France;None;None;0;Fighter;None;None;None;1000;310;454;0;0;0

made it possible to make it work in my campaign, but this will avoid it from working in campaign for Finland.



Concerning the settings files: What has there to be if more than one nation is enemy in a campaign? Until now there was the option

[EnemyNation]
concerning_subcampaign England

for example. What has to be there if England and USA are both enemy nations?

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Asura

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Re: Project DGen_mod
« Reply #690 on: April 08, 2013, 05:20:05 AM »

argh, the game doesn´t use the cruising altitudes from the xxxxplane.dat files

I checked this moment. The generator correctly reads height of flight and height in an attack point from all files. But then procedure of "random installation of height" starts working. The dispersion on ustanvlenny height can from "minAlt/2 + 500" to "minAlt". (minAlt - value of height of flight from the planes files). I think it was made that planes didn't meet at the same height. For a change. And then one more procedure which levels height on all route works that there were no steep slopes and descents. I think absolutely it isn't necessary to clean this part. Can simply limit height change within 1000 meters? Instead of within height half.
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Asura

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Re: Project DGen_mod
« Reply #691 on: April 08, 2013, 05:26:10 AM »

had a freeze and the last dgen_mod.log file shows this at the end of the file:

...
Dangerous areas - Red:2 Blue:17

any ideas whta´s the problem here?

Further the generator has to read the file *Topo.mis. In cases of lag of the generator proc logs is better to look - there will be the last procedure on which the program freeze.
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Asura

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Re: Project DGen_mod
« Reply #692 on: April 08, 2013, 05:44:35 AM »

some more questios ...

Concerning the settings files: What has there to be if more than one nation is enemy in a campaign? Until now there was the option

[EnemyNation]
concerning_subcampaign England

for example. What has to be there if England and USA are both enemy nations?

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

1 - The sign that the plane can be used in several countries (MultiNation).

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

Three countries for which the plane can play. Further the generator selects finally the country for the plane from planes.dat files or establishes the country from [EnemyNation] or if the plane has a touch the party that the player - is established the country of the player.

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

The list of roles which the plane can carry out. This list is corrected on planes.dat files.

P_36A3;Axis;1;Finland;France;None;0;Fighter;None;None;None;1000;310;454;0;0;0 - This line will correctly fulfill two nations.

But I would advise not to correct files from the MOD catalog. Later I will add a set of files for DBW in which there will be all planes + additional separate mods. And a problem of several nations I recommend to solve through the DB files.

Quote
Old format
[Planes]
10 F4U1A
10 F4U1D SSkin.bmp WSkin.bmp
probability of emergence and plane name, summer and winter skin.

New format - option 1
[Planes]
Allies England 10 F6F5 - can set now a plane nationality forcibly

New format - option 2
[Planes]
Allies England 10 F6F5 --Reconplane - can in addition set plane type (in this example of F6F5 will appear only as the scout)
10 F6F5 SSkin.bmp WSkin.bmp --Reconplane

all combinations work.

Now such option is possible:
[Planes]
Axis Germany 45 BF_109G6
Axis Italy 45 BF_109G6
57 BF_109G6Late
Allies USSR 57 BF_109G6Late

These planes will appear at the same time in missions with the established nationalities.
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Boelcke

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Re: Project DGen_mod
« Reply #693 on: April 08, 2013, 05:58:40 AM »

Thx for explanation, but what´s the matter with the settings file? What has to be there if there is more than one enemy nation existing?

Without a basic description about the files and the parameter it´s hard to create campaigns or test it. The readme from V 2.0.0.7 is from 2.0.0.1.

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Asura

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Re: Project DGen_mod
« Reply #694 on: April 08, 2013, 06:38:23 AM »

Thx for explanation, but what´s the matter with the settings file? What has to be there if there is more than one enemy nation existing?

In the settings file the main opponent has to be specified.

Quote
Without a basic description about the files and the parameter it´s hard to create campaigns or test it. The readme from V 2.0.0.7 is from 2.0.0.1.

I will prepare documentation as soon as I will finish work on version 2 RC1. It is very big work - correctly to describe all opportunities of the generator, but I will surely make it.  :)
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santobr

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Re: Project DGen_mod
« Reply #695 on: April 08, 2013, 07:35:09 AM »

Sorry to bother you, Asura, but any news about these?: :)
https://www.sas1946.com/main/index.php/topic,20104.msg363752.html#msg363752

And please, without the links in the "DB" file, some PTO campaigns has no logic.
Recon pilots were super heros for some battles in PTO. ;)
And super enemies too. :P



santobr.
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