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Author Topic: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)  (Read 26088 times)

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Kiwi

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #132 on: June 21, 2020, 02:26:54 PM »

here's the mission https://www.sendspace.com/file/dlf59u

edit: hurricane IIbs are also exploding on spawn
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #133 on: June 22, 2020, 08:56:13 AM »

Nope, mission works like a charm here. No Spitfire explosion on spawn, all is well for me
This is not a mission problem or a map problem (could have been as this map is heavily modded....).

What BAT version are you on? Any 3rd party mods?

post a log of that explode on spawn please.

Kiwi

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #134 on: June 22, 2020, 03:43:09 PM »

v3.8.4, where can i find the log?

the mission works fine for me too.
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #135 on: June 22, 2020, 10:07:30 PM »

the mission works fine for me too.

huh?  You said Spitfires explode on spawn. What now?

Griffon_301

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #136 on: June 23, 2020, 02:13:16 AM »

@kiwi: regarding the 110s flying around - just look into the mis file you have provided and you will see this - "skin0 $Greg_BF-110_as_Ki-45_4th_Sentai.bmp"
this comes from a time, when hacks were used to get a halfway decent planeset into dgen missions;

the mission itself is working on my rig, so the problem seems to lie on your end....

for the log, read here: https://www.sas1946.com/main/index.php/topic,13457.0.html
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #137 on: June 23, 2020, 10:18:45 AM »

this comes from a time, when hacks were used to get a halfway decent planeset into dgen missions;

I am testing an improvement patch for several PTO segments regarding replacing these with the real thing.

Kiwi

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Re: DGen for B.A.T. v1.4 - World At War module
« Reply #138 on: June 23, 2020, 02:20:52 PM »

depending on the mission there will either be 3 craters and clouds of smoke or just 1/2. This is a screenshot from when it's played during the campaign. When i load up the same mission in FMB, there are no crashed planes so of course you wouldn't see anything wrong. It looks to me like it's just bad AI and it has nothing to do with DGEN, i thought it did because when i originially saw this bug the entire flight had exploded not just 1 plane. Here's the whole campaign anyway https://www.sendspace.com/file/1p9bk2

log: https://pastebin.com/zJLKuEad
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)
« Reply #139 on: July 14, 2020, 10:51:11 AM »

I posted a patch v5.0

For several late war PTO and CBI campaigns, Bf-110 and I-180 were used as "stand-in" models for Ki-45 and Ki-44 before they were available. With the patch the actual Ki-45 and Ki-44 will be used in AI flights. No more "strange encounters" over Asia.

Venator77

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Re: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)
« Reply #140 on: July 14, 2020, 11:43:22 AM »

Looks good. Will there an edit of campaigns involving the French aircraft? For example, replacing the LaGG-3 with the actual D.520, etc?
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)
« Reply #141 on: August 10, 2020, 11:18:07 AM »

Probably not.
I won't do anything in that regard.
Besides, you can't add mod planes as selectable planes. This is hard coded to the exe.

Venator77

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Re: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)
« Reply #142 on: August 18, 2020, 11:20:36 AM »

Are you sure? I edited the Bf-109 G-4 into a few of the DGen German campaigns and was able to use them before the new patches overwritten the files. I also edited some French planes in as AI and after some trial and error, I got it to work.
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SAS~vampire_pilot

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Re: DGen for B.A.T. v1.4 - World At War module (new v1.4 + patch)
« Reply #143 on: August 20, 2020, 04:46:07 AM »

I am fairly sure that mod planes can't be made player selectables. At least not "just like that" and all my own attempts failed.

I am also sure - and never stated otherwise - that you could insert any mod plane as AI, if you modified the right files the right way. However, this is a bit of a workload I am not going to do. I can't (and don't want to for lack of better reason) do everything alone. But if you want to modify files from this pack, you are are very much invited! :)

there are few enough people who know about DGEN database modding these days.
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