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Author Topic: DGen for B.A.T. - World At War module (new v1.4 + patch)  (Read 68311 times)

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inbeat777

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Re: DGen for B.A.T. v1.2 + patch v4.0 - World At War module
« Reply #108 on: January 27, 2020, 04:32:26 AM »

The latest version is 3.7.2. It was in this company that this error was also on previous versions of BAT. I’ll look at the logs at home. Deleted DGEN after using DCG. Sorry for my English.
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Vampire_pilot

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #109 on: February 10, 2020, 10:06:27 AM »

Thanks to Whistler, we have a new full version v1.3!    See 1st post.

whistler

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #110 on: February 10, 2020, 11:11:47 AM »

Oh, great.

If you (the player) didn't change your DGen for BAT in any way it is safe to install v1.3 on top.

v1.3 is a consolidated download (v1.2 + Patches), easier to install than ever, and in addition, campaign names have been tagged as "[DGen-WAW]". This way you can tell which campaign is static and which one is dynamic. Also, it is obvious now you shouldn't try to load a dynamic campaign in any module other than WAW.

Thanks vampire! :)
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

Vampire_pilot

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #111 on: February 10, 2020, 12:08:40 PM »

Thank YOU

CynicalKiwi

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #112 on: February 28, 2020, 09:44:54 PM »

This has been great fun so far! TYSM for all the hard work! :)

Is there a way to change the aircraft in the French campaign to make use of the ones available in the mod? As much as I love changing the aircraft manually for everyone every mission that's gets a smidge tiring, is there a way to switch up the list for each chapter of the campaign? these french fighters are all flyable and so beautifully done it's a shame to waste them!
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Vampire_pilot

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #113 on: February 29, 2020, 03:27:09 AM »

Is there a way to change the aircraft in the French campaign to make use of the ones available in the mod?

Yes there is, but someone has to dive into learning about DGen modding and invest the time to actually modify campaigns. Mind you, all you need is basic will to learn how DGen and its system of database files work and a simple text editor - and time. That person could be you :)

Here is a set of useful links from the OP - it will tell you everything about DGen files and what's what. You will be able to add new planes into campaign segments afterwards. Feel free to read through it, dig into it for yourself and then share with everyone else.

https://www.sas1946.com/main/index.php/topic,62501.0.html

Quote
useful links and info about DGen:

DGen Knowledge base articles on M4T

DGen debugging guide by VTrelut

Feel free to make a separate thread for any questions you may have or any WIP you want looked at.

CynicalKiwi

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #114 on: February 29, 2020, 06:13:41 PM »

Ooo Thank you so much! :) I don't mind tinkering with text based stuff. :) Ill let you guys know how it goes. ;)
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DESPEREAUX

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Re: DGen for B.A.T. v1.3 - World At War module
« Reply #115 on: March 07, 2020, 01:05:33 PM »

Thanks for your work guys! :)
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Vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #116 on: April 27, 2020, 10:13:33 AM »

Thanks to Whistler, we have a new full version v1.4!    See 1st post.

sturmbock

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #117 on: May 08, 2020, 03:40:27 PM »

I had a problem with JG26 campaign, it was blocked when a sub-campaign ends and next should start, DGenError told me this: “can't pickup starting base for new campaign.”
Weird cause I'm using UseParkedPlanes=0
But I found a note of GreyBeard in SimHQ Forums from 2004 about parked planes:

“A last question I think of general interest about this matter, that I think to have understood re-reading Amagi's tutorial:
UseParkedPlanes DOES NOT HAVE A 0 AND 1 SETTING!
Just TRUE (that's to say 1, that's to say ON) if you ADD THE LINE TO YOUR DGen option!
This explains also why it caused error when I wrote UseParkedPlanes=0, DGen read only UseParkedPlanes, not =0.
Greetings,
GB”

So I used a ";" before the line UseParkedPlanes=1 and works.

Probably a piece of information forgeted.
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Progunator

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #118 on: May 13, 2020, 11:40:56 PM »

Evening all. Have DGEN for B.A.T. v1.4 installed and fired up a Pacific USAAF DGEN campaign. 2nd mission in, flying the P-38 and I am coming across I-185's and Bf-110's...if I recall my history correctly...that shouldn't be happening. Did I screw something up with the install?

Thanks,

Prog
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vpmedia

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #119 on: May 14, 2020, 03:40:42 PM »

The stock dgen can only use stock planes, hence the campaign creator used I-185 as Ki-44 and Bf-110 as Ki-45 stand-ins. You can get the required skins from the dgen skinpack. There's an alternative dgen by Asura, which supports mods, but it would require a lot of work to transfer all the campaigns into that.
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