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Author Topic: Project DGen_mod  (Read 361129 times)

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Asura

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Re: Project DGen_mod
« Reply #780 on: October 21, 2013, 04:35:20 AM »

Long ago there were no new versions of the generator, but it doesn't mean that the project calmed down.  All this time of Boelcke, Juri_JS and Motorhead checked version 2 which united all the best that was made for two main parts of game.  Now the generator really uniform and as game doesn't depend on theater of operations.
True development of the generator will begin with version 2.0.1.0 - now it is possible to add quietly new opportunities, the base is for this purpose created. According to the link stable DGen_MOD version.

https://www.mediafire.com/download/3pdo3c7b4e2yyvm/DGen_MOD_2.0.1.0.zip

About plans on development I will write a bit later when they will finally be created for now you look new campaigns from Boelcke, Juri_JS and Motorhead for DGen_MOD 2.0 ;)
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Juri_JS

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Re: Project DGen_mod
« Reply #781 on: October 21, 2013, 05:50:59 AM »



I have released my Manchuria and Khalkhin Gol campaigns for Asura's new DGen:
http://www.axis-and-allies-paintworks.com/download.php?view.808

CAMPAIGNS AND FLYABLE PLANES

Soviet Air Force fighter pilot:
I-15, I-16, I-153, LA-5, LA-7, LAGG-3, P-39Q, P-63, YAK-3, YAK-9

Soviet Air Force bomber pilot:
A-20, B-25, Il-2, Il-4, Il-10, Pe-2, SB-2, TB-3

Imperial Japanese Army Air Force fighter pilot:
Ki-27, Ki-43, Ki-45; Ki-84


SUB-CAMPAIGNS

Lake Khasan, July - August 1938
Khalkhin Gol, June - July 1939
Khalkhin Gol, August - September 1939
Manchuria, August 1945


REQUIREMENTS

Il2-Sturmovik 1946 4.12.1 or later. The campaigns should also work with mod packs based on 4.12.1, for example HSFX 7.
Asura's DGen_MOD version 2.0.1.0 or later.

The official discussion thread is here:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?7624.post
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tbauchot

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Re: Project DGen_mod
« Reply #782 on: October 21, 2013, 11:58:52 AM »

Hello Asura,

Is your latest version 2.0.1.0 compatible with DBW and 4.10.1 ?
I look that it is for 4.11 & 4.12 versions of the game...
May I put in your latest DGen  the AllClasses and AllPlanes For UP3 DBW find in your DGen MOD 1.0.1.0 ?

Best regards and many thanks for your beautiful work, Thierry.
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Asura

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Re: Project DGen_mod
« Reply #783 on: October 22, 2013, 04:21:31 AM »

Files from Dgen_MOD 1.0.1.0 don't approach for 2.0.1.0. Now I prepare files for use with DBW, it is necessary to wait a little.
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PA_Willy

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Re: Project DGen_mod
« Reply #784 on: October 22, 2013, 04:51:57 AM »

Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...
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Boelcke

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Re: Project DGen_mod
« Reply #785 on: October 22, 2013, 05:16:33 AM »

Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...

check the Dgen_mod.ini in the IL2 root folder and check if there is a line like this included:

Language=English

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PA_Willy

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Re: Project DGen_mod
« Reply #786 on: October 22, 2013, 05:37:44 AM »

Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...

check the Dgen_mod.ini in the IL2 root folder and check if there is a line like this included:

Language=English



Thank you.

This is what I found there:

Quote
[DGen_mod]
LogLevel=2
MaxFLAK=10
AirIntensity=Medium
GroundIntensity=Medium
MaxBomberSkill=0
CampaignMissions=Normal
CampaignAI=Normal
CampaignLength=VeryLong
CampaignDifficulty=Normal
SlowFire=1
PromotionRate=1.9
;Language=English

You can see that the Language line is disabled, I don't know why. All was made through the installer, automatically.
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Boelcke

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Re: Project DGen_mod
« Reply #787 on: October 22, 2013, 05:43:36 AM »

so enable that line and start a campaign ...

edit: the installer doesn´t do anything with the dgen_mod.ini file
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Boelcke

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Re: Project DGen_mod
« Reply #788 on: October 22, 2013, 05:46:46 AM »

forgot to mention: the DGEN_mod.ini is the same like the former conf.ini for dgen settings

Asuras dgen.exe only uses the dgen settings which are included in the DGEN_mod.ini, you are free to tweak the settings like done before in the conf.ini.
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Asura

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Re: Project DGen_mod
« Reply #789 on: October 24, 2013, 06:45:38 AM »

I can't but share very good news! I understood as to reach Java of a code of game and found out as the part which is responsible for creation of dynamic campaigns works. As a result I am known how to add any country in the interface of campaigns and without problems to start campaign for example for Legion Condor. Is wishing to be engaged in such campaign? ;) Naturally it everything for moded of versions of game with an additional set of the countries and squadrons.
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heidelergensis

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Re: Project DGen_mod
« Reply #790 on: October 24, 2013, 10:00:34 AM »

These are amazing news, Asura...your dedication is outstanding. 8)
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greybeard

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Re: Project DGen_mod
« Reply #791 on: October 24, 2013, 11:49:46 AM »

... I am known how to add any country in the interface of campaigns...

Would be great to have Italians fighting together with Germans already in stock maps (e.g.: sandsoftime) without current inconvenience to have the former with German markings and speaking German on the radio as well!  :(
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