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Author Topic: UGMG 1946 Max News (05/27/2024) – Preparing Pre-Alpha, Full UQMG Load/Save, Map Template Features Started  (Read 1392 times)

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UberDemon

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UGMG 1946 Max News (04/11/2024) – Preparing Pre-Alpha, Full UQMG Load/Save, Map Template Features Started

Greetings All.

Some good progress despite being sick for the last few days, so I am progressing at half-speed, and sleeping mostly.  Writing a good collection of function libraries to take care of the most complex features is paying dividends.

PRE-ALPHA
=================================================


I am working on version to make available for some testing, and so that people can start becoming familiar with this new approach to UQMG.  You will find the concepts are somewhat similar to UQMG classic, but the approach is much different.  For example, I did away with the mission height and advantage concepts, because now you have control of multiple Waypoint sections for each flight group.  You can place each one at its own sets of heights, and of course Clones will follow the original flight based on the algorithm.  I will add some time saving features in the Waypoint Editor in the future (such as bulk editing of height and speeds).

I hope you find the GUI more intuitive so that I don’t have to spend so much time on documentation, help files and tutorials, although some of that will inevitably be created, particularly for map template creation.

I completely did away with cumbersome scripts that took months to develop.  The mission templates are all contained in one single mission file, with properties nested within the template properties file.  Of course writing a mission template for 24 aircraft flights takes some time, but it is better than having to run scripts and load multiple spreadsheets.

UQMG MISSION SCRIPT SAVE & LOAD FULLY FUNCTIONAL
=======================================================








Well, fully functionalish, because the full features of UQMG keep being added.  However to speed up testing I had to get off my butt and make a working model.  So currently you can create full missions, then save them, and load them for future enjoyment.  Currently it is only the SINGLE PLAYER version, but the COOP and DF Versions will come as well, later.  This is very exciting because as I create interesting missions I can post the IL-2 version of the missions for people to enjoy.

I think you will be amazed at the amount of variety you will be able to apply due to the ability of including or not multiple sections for each Flight Group… and each of the 24 FGs can have different parameters.  If you remove a section, you will have a fairly different mission… and you can even do a bulk change of the waypoints in a section… the variety is almost limitless.

This is a much better quick mission generator.  I think that as people start developing templates, you will be able to create scripted Campaigns out of a single template, even without further editing in FMB.  In the future, who knows, maybe I’ll create a dynamic generator within UQMG… but if I do, I will not touch the main IL-2 campaign files…  that way you do not have to change from DGEN to DCG, etc.

You may have seen pictures of this mission before but I did some improvements, basically I had the B-24 formation (using new Box Clone formation) show up at 7 minutes, with larger separation defined in the Flight Editor to avoid crashes.

I uploaded this new version here if you want to try it:
https://www.mediafire.com/file/f83emle24j66ste/UQMG1946MaxTest0001v2.zip/file




























THE MAP TEMPLATE TAB
===============================






I implemented the code to allow change of maps and templates.  Currently I only have one which I am doing testing, but the important thing is that it works and it is integrated into the mission saving and loading routines.

Also, I did some coding to incorporate all the maps in BAT as a reference.  As templates are developed, they will be available automatically.  Also I added the feature to allow you to select a map based on the reference menus… of course if the maps are not available nothing will happen.

Anyway, enough for now.
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PO_MAK_249RIP

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UberDemon

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Thank you PO_MAK for always supporting UQMG.  I don't have a splash screen yet, but when I do, it will incorporate your pictures.

I'll have to also figure out how to deploy VB.NET programs.  I have been working in the debug version, I'll have to decide on the final list of features, then compile as a release and figure how to package it.  I am sure there are some library files that have to be installed but I have to figure that out.
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RealDarko

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How's going? Really looking forward to test it!
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UberDemon

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[NOTE:  I generated a couple of missions in the new Norway Online Template to illustrate my points... if you want to test drive them, here they are:  https://www.mediafire.com/file/yf2jsrvymibiu6r/UQMG1946MaxTest0004norway.zip/file ]

A lot going on!  But I figure that as a team of one, doing the work is more important than reporting the progress, because that takes time.  Lemme summarize...

* Fixed a lot of problems... for example dealing with Spawn points

* Have a working Norway Online Template (and Summer/Winter versions).  This one includes an exclusive base for use by the Amphibian J2F Duck.  You taxi from the concrete area and transition to water.  A few flights are assigned to Seabases, so you can use seplanes.

* Begun work in a third template (surprise...)

* Finalized the MOD feature, so that user added MODs in BAT can be used in UQMG.  (The limitation is that they cannot be a part of the UQMG database, but they have access to all weapons and skins, if available, and the functionality is pretty well integrated into the Flight editor)

* Added "Perspective" feature
-- Map templates uses a standard set of waypoints which are meant to be prototypes for the flight group, but they are the same whether you play Red or Blue Mission.  What changes are the groupings of the sections (Each Flight Group has 7 sections that can be customized or removed in the Waypoint Editor, Start/Takeoff, After Start/TO, Transit, Action area (where you expect main combat or ground attack), Transit back, before landing, and landing.  Depending on the template, the waypoints can be normal flight, patrol or ground attack (escort/attachment is handled separately).  In other words, if playing a Red mission, you have a Red perspective by default...  If you picked the Blue team to fly, it would change how the waypoints behave because now it is a Blue mission... well, what if you don't want that?  What if you just wanted to switch teams but play the exact same mission???  Now you will be able to do that by selecting a perspective... say the mission was originally written for the Red team, but you pick one of hte available Blue Flight Groups as the player flight... then you select Blue Perspective, then now you play the exact same mission in the other team, as opposed to a mission that was written for the Blue team, which would modify the mission behavior.

* Started working on FPS control for the missions
--- The templates are busy, and a lot of stuff is going on everywhere in the map in places you would not be flying into...  I created the first feature, which allows you two options:
* Add everything...
* Add only essential objects (selected aircraft, the minimal ground targets needed for functionality, and any carrier/test runway necessary)
* and additional features...
--- right now I have a sector option... based on the size of the map, you can enable only objects in the area you tell UQMG you want objects... it even handles vehicles and moving ships/trains...  So say your mission takes place in only one quarter of the map... well you can select a pretty good approximation of what you want, and then everything else is removed...  added buildings, static and moving objects.  The only exception are necessary objects as stated above, and moving objects... if any waypoint is within the area you specified, it adds all ground moving object waypoints for that object.

Allow me to demonstrate these things...

In the mission I created in about a minute below (Norway Online Winter), you lead 16 Beaufighters (4x4) escorted by 4 Typhoons (2x2) so you can attack Gossen (Occupied Island in Norway).  All aircraft taxi to take off and are spawned on the ground, including waves.  The Typhoons are ordered to Escort the Beaus.  UQMG takes care of selecting random flights to be escorted during the mission (so that the escort mission is not only to the original flight to be escorted, but also the clones/copies.

For the German defense, I chose the Fw-187, a fighter that lost to the Bf-110, but supposedly fought factory defense sorties in WW2.  In this case, there are 6 total (3x2) that taxi to take off and patrol the area for enemy aircraft.  In this case, I remove sections 5 and 6 in the Waypoint Editor, and I add some patrol cycles so they fly looping patterns awaiting for action.

Note below that I show also the difference in map objects depending on the choice selected in UQMG, and we settle on the last option indicating exactly which areas I want ground/sea objects to appear.
































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UberDemon

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UberDemon

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UberDemon

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On perspective, note if we only pick the Blue Fw187 flight group for the player, then the waypoints go all the way down to Scotland… that is not what we want.  I just want to play in the same configuration as the original mission that the red team had, so I can then pick perspective…

































[NOTE:  I generated a couple of missions in the new Norway Online Template to illustrate my points... if you want to test drive them, here they are:  https://www.mediafire.com/file/yf2jsrvymibiu6r/UQMG1946MaxTest0004norway.zip/file ]
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

RealDarko

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The possibilities are endless and looks really polishged, maybe the templates are the bottleneck?
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UberDemon

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Yes.  Content is always a bottleneck.  I need map templates to test the mission generation engine, so it is a necessity.  There are a few more things I need to do before releasing it for testing.
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RealDarko

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You need to make templates to all the maps?
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UberDemon

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You need to make templates to all the maps?

Oh gosh no!  That is too much work.  I started writing a guide on how to create your own map templates but that also takes time.  There are too many of them now so I'll release only a few map templates when it first comes out.  I'd like to rely on the mission building community to create more because as I am experimenting with the 24 Flight Group templates, I can tell you out of one map template (and you could have infinite numbers of templates for each map in IL-2), you would be able to create even your own static campaigns with minimal if no editing in FMB.

I believe I will only finish that extra template then I'll tidy up the code and I'll release the Pre-Alpha... although pre-Alphas are technically for the development team only... that is... me...  I also have to go back and do some corrections to the first template (more additions than corrections)

I think I will also implement a TAB just for Checkyer6 C&C objects after I release the Pre-Alpha.  I am experimenting with some of them right now.  As I implement new features it should be simple enough to just add them to the templates as appropriate... some will not require additional changes in the templates because I can programmatically add them to the mission.

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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)
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