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Author Topic: Project DGen_mod  (Read 377257 times)

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vonOben

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Re: DGenMOD
« Reply #1356 on: September 17, 2022, 11:24:47 PM »

I haven't updated the generator in a while, but it's time...

I introduce version 2.1.0.0 allowing you to realize almost any mission possible in the game. COMPLETE instructions for creating campaigns. The data files are compatible with 4.14.1.

https://www.mediafire.com/file/4tdgmwuxau0c0sr/DGenMOD_2.1.0.0.7z/file

Thank you so much vonOben for translating the instructions

v2.1.0.0 (01/11/2021)

- the support for obsolete weapons definition files is off in [episode_name]Planes.dat files
- the CampaignLength parameter of DGenMOD.ini is not processed, the length of campaign is not changed
- the support for linked missions is off, [Links] sections in *.DB files are ignored
+ when selecting weapons, the actual date of its adoption is taken into account
+ now it is possible to specify weapons for each group in each mission
+ a general mission without a specific target can be created
+ a custom message can be added to the preflight briefing
+ a new way to determine target point has been introduced - the Zone file
+ new types of missions for target lighting by using flare bombs have been added - oRedEnlightObj and oBlueEnlightObj
+ new types of missions for target searching and marking have been added - oRedPathfinder
+ new types of missions for mine laying have been added - oRedMinelaying и oBlueMinelaying
+ new types of missions for blocking enemy airfields have been added - oRedIntruder и oBlueIntruder
+ oRedRescue and oBlueRescue missions have been updated to use points from the Zone files
+ new types of SAR missions (land and sea search and rescue) have been added - oRedSeaRescue, oBlueSeaRescue, oRedLandRescue and oBlueLandRescue. The mission uses objects from Command & Control
+ new types of missions for the composite aircraft Mistel have been added - oBlueMistelBridge, oBlueMistelStation, oBlueMistelTroops
+ new types of missions for the MXY7 Ohka have been added - oBlueOhka. Available only for DGenPACK 3.0.1 or above
+ new types of missions for the FZG.76 have been added - oBlueV1. Available only for DGenPACK 3.0.1 or above
+ new types of the V-1 interception missions have been added - oRedDiverIntercept
+ new types of missions for the SPB bomber have been added - oRedSPBCBridge, oRedSPBCTroops, oRedSPBCStation, oRedSPBCDepot, oRedSPBCPort, oRedSPBFBridge, oRedSPBFTroops, oRedSPBFStation, oRedSPBFDepot, oRedSPBFPort
+ new types of paratroop dropping missions for transport aircraft have been added - oRedDropAB, oRedDropGR, oRedDropAG, oBlueDropAB, oBlueDropGR, oBlueDropAG
+ new types of delivery missions for transport aircraft (by dropping in the target area) have been added - oRedDropCargo, oBlueDropCargo 
+ new types of delivery missions for transport aircraft (with landing on the target field) have been added - oRedDelivery, oBlueDelivery
+ new types of medical evacuation missions for transport aircraft have been added - oRedMedEvac, oBlueMedEvac
+ new types of missions to relocate to a new field and return to the base field have been added - oRedFieldGo, oBlueFieldGo, oRedFieldRet, oBlueFieldRet
+ now it is possible to add to a dynamic campaign some previously created static missions
+ for player's group (codes Y, U, N of the ops* file) it is possible to create a 4th flight, with max number of aircraft - 16
+ for night sorties it is possible to break player's group (codes Y, U, N of the ops* file) into separate planes, with max number of aircraft for night sorties - 4
+ the escort group formation has been corrected
+ the landing lights are added to a mission regardless of the time of day
+ a new section [FuelQuantity] has been added to the settings*.dat files to limit player group's fuel
+ a new type of rocket interceptor RFighter (Rf) has been intoduced (ops* files)
+ the dates of aircraft availability has been added for subcampaigns
+ new types of balloon attack and defense missions have been added - oRedBalloonInt, oBlueBalloonInt, oRedBalloonDef, oBlueBalloonDef
+ now it is possible to change the plane for the current sortie
+ a new algorithm to bind the player to a carrier has been added, using the [Carrier] section of a settings*.dat file
+ a new specific target type "ship" has been intoduced (ops* files)
+ a new type of heavy bomber group with a "cruiser" support (hBc) has been introduced (ops* files)
+ the list of information, being written to log files, has been changed
+ user's guide version 3.0
+ the buildings destruction data transfer from templates (sections [Buildings] and [House]) has been added
+ some errors corrected

v2.0.6.0 (01/12/2016)

+ the names of DGen's folders and files has been altered
+ user's guide version 2.5
+ new types of missions to intercept transport aircraft oBlueTranInterceptC and oRedTranInterceptC has been added
+ bridge attack, defense and reconnaissance missions are bound to the bridge name, specified in a ops*.dat file
+ a new coordinate system, using auxiliary *ZN.dat files, has been intoduced for TranEscortC, TranInterceptC, ParadropEscort, ParadropIntercept missions
+ for several sorties without the specified time in the ops*.dat files, the first sortie will be generated within the first two hours of a period (night or day)
+ added data for the Central_Spain_Jir, Jir_Northern_Spain_1936, NE_Spain_Jir maps (by Per Rasmusson)
+ added data for the Poland_1939 map (by Per Rasmusson)
+ added data for the cztx_BurmaLower map (by Greybeard)
+ added data for the Donbass map (by Paul Kondratenko)
+ added data for the Belarus map (by Paul Kondratenko)
+ added data for the Poland_1944 map (by Paul Kondratenko)
+ some errors corrected
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vonOben

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Re: Project DGen_mod
« Reply #1357 on: September 17, 2022, 11:33:11 PM »

Quote from the DGenMOD 2.1.0.0 User Manual:

The modified dynamic campaign generator (DGenMOD) is a further development of the generator, developed by Vadim "Starshoy" Kolosov for 1C:Maddox Games. The new generator is based on the original code and algorithms of DGen version 4.0.4.1. DGenMOD is fully compatible with Il-2 Sturmovik version 4.11 m or above. The generator can be used both with the original version of the game and the MOD version (the mod does not matter).

WARNING! As of DGenMOD version 2.0.5.0, the files containing aicrafts definitions, available loadouts and maps related files are only fully compatible with: DGenPack (version 3.0) itself based on the Team Daidalos patch (4.14). The maintenance of separate configuration files (for HSFX, DBW, etc...) has been discontinued. Files for these modpacks are no longer provided with the generator."


But, you can edit the default DGenMOD dat-files so they work with other mods in Il-2 Sturmovik version 4.11 m or above.
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1358 on: October 05, 2022, 09:40:55 AM »

Hi Asura!

I'm building the DAT files for my learning campaign....a WWI campaign as I'm also building the new WWi countries....

In this process , I noticed that in some DAT files the x y coordinates are listed as 19782.56;5614.33 while in others are listed without the decimals like 89745;58472....

I believe that the most precise info should be for AF and the less for TOWNS and ZONE....but considering that , when placed , a point reference object have always the decimals....I hope that is the same if I always use in the DAT files editing the decimals coordinates....

Am I right?

I plan to use decimals coordinates mainly because in my textual editing of the DAT files , this is a quicker option than deleting the deciamls....

Hi!

I'm not dead....still working on....

About my WIP:

DGen campaign: Done the entries for SOMME MAP (Towns , Bridges and Airfields) , reworked the map tga with an historical map and placed all the corresponding name in text section for the TOWN coordinates

New Nations: almost finished all ranks , awards , backgrounds and icons....slowly about names and portraits because I'm adding all historical aces....so I'm spending a lot of time in copy names and places of birth....
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leforban

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Re: Project DGen_mod
« Reply #1359 on: October 07, 2022, 12:02:24 PM »

 :) :) :)
Hi Whisky Sierra,
keep up the goodwork...
Will  be great to play Dgen WWI campaigns...
Le Forban...
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RealDarko

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Re: Project DGen_mod
« Reply #1360 on: October 13, 2022, 05:34:18 AM »

Is possible to use DGEN to generate single missions? For example, a strike mission for Stuka, with take off, flight to target and get back to base encountering enemy AAA and fighters, and maybe even get an escort. Or it just generate campaigns?
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Asura

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Re: Project DGen_mod
« Reply #1361 on: October 13, 2022, 07:02:38 AM »

Is possible to use DGEN to generate single missions? For example, a strike mission for Stuka, with take off, flight to target and get back to base encountering enemy AAA and fighters, and maybe even get an escort. Or it just generate campaigns?

You can create a campaign with one combat mission. If the file osp*  provides several options for this one day, the generator will create a mission with different conditions at random.
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RealDarko

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Re: Project DGen_mod
« Reply #1362 on: October 13, 2022, 07:28:59 AM »


You can create a campaign with one combat mission. If the file osp*  provides several options for this one day, the generator will create a mission with different conditions at random.

Can you please explain me how to do that?
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Asura

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Re: Project DGen_mod
« Reply #1363 on: October 14, 2022, 12:18:02 AM »

Can you please explain me how to do that?

You must create a campaign with all the necessary data, and specify only one date in the DB file in the [Schedule] section. In the ops file, also specify this date in all lines. And the generator at the start of this campaign will create one departure - generate the mis file. The main thing is that for all the system in the ops file, targets are available for the specified day.

You can take some ready-made campaign and shorten the Schedule list to one date, it is better to leave the very first.

The generator can be run from the command line: DGenMOD.exe us 6

Command line options are available in the user manual. The generated mis file can be opened in a full editor and run the mission. This is an alternative possible option for getting one mission and then playing it.
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RealDarko

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Re: Project DGen_mod
« Reply #1364 on: October 14, 2022, 07:15:35 AM »

Need to check that, will report back, thanks Asura!
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RealDarko

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Re: Project DGen_mod
« Reply #1365 on: October 18, 2022, 03:56:19 AM »

And where is the place to get WAW compatible Dgen campaigns?
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vonOben

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Re: Project DGen_mod
« Reply #1366 on: October 23, 2022, 11:25:51 PM »

And where is the place to get WAW compatible Dgen campaigns?

If you mean DGenMOD campaigns for BAT, I don't know of any.

But I'm going to make my GenMOD campaign "Polenfeldzug 1939 / Kampania Polska 1939" BAT compatible, hopefully in the beginning of next year.
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RealDarko

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Re: Project DGen_mod
« Reply #1367 on: October 24, 2022, 04:18:36 AM »

And where is the place to get WAW compatible Dgen campaigns?

If you mean DGenMOD campaigns for BAT, I don't know of any.

But I'm going to make my GenMOD campaign "Polenfeldzug 1939 / Kampania Polska 1939" BAT compatible, hopefully in the beginning of next year.

Understood, and is there a campaign generator for BAT mods?
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