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Author Topic: DBW 1.7 Heads Up  (Read 32911 times)

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FANATIC MODDER

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Re: DBW 1.7 Heads Up
« Reply #24 on: October 13, 2011, 05:13:53 PM »

I don't have a particular request to post in the request session. I just thought that some older but still valuable mods that were left out of DBW would be nice to add in. I keep adding planes to my new 1.6 installation and now I am at 57 kb. Now if I am going to add up EVERYTHING possible is going to be around 68-69 kb. DBW has been very stable so far I am sceptical of these limitations that you just mentioned. My 2008 AAA soundmod has 64kb and never crashes (the only drawback are the loading times).
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agracier

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Re: DBW 1.7 Heads Up
« Reply #25 on: October 13, 2011, 05:23:48 PM »

I just thought that some older but still valuable mods that were left out of DBW would be nice to add in. I keep adding planes to my new 1.6 installation a

Apparently, if you keep all the default planes in DBW, then depending on the number of classfiles new additional planes need to function, then you can add 10 to 20. I approached this limit rather quickly with the game crashing at mission startup or during a mission.

To counter this you can start disabling default planes (must also be done in stationary plane entries as well) and then you can add additional mod planes. I'm at around 32 now, but have also disabled about the same number of default planes, 109's, Spitfires, A6M Zeros, FW-190's ... since these are over represented in the default install ... and DBW still works very well.

The way new planes keep coming out, there will be lots of decisions to be made over which planes to include or not in a default install.
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gamer30

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Re: DBW 1.7 Heads Up
« Reply #26 on: October 13, 2011, 09:34:54 PM »

I'm willing to wait until the pack is complete before trying it now. I see that Dark Blue World is for offline players. What are some things it includes? I can't find the information anywhere.
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Gumpy

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Re: DBW 1.7 Heads Up
« Reply #27 on: October 13, 2011, 09:47:32 PM »

https://www.sas1946.com/main/index.php/topic,16539.0.html  Look here it tells you whats in it.
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Dunois

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Re: DBW 1.7 Heads Up
« Reply #28 on: October 14, 2011, 11:58:14 PM »

Good news!
Reducing amount of some planes is a good idea, for example I'm don't fancy multiple versions of FW 190 or Bf 109, few ones are enough for me. Possibility to choose according own's personal interests is a very good idea, saving space for planes we are much interested in.
Anyway every idea simplifying use and patching is much welcomed, thanks in advance for that.
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FANATIC MODDER

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Re: DBW 1.7 Heads Up
« Reply #29 on: October 15, 2011, 10:08:45 AM »

Sorry, I am in certain difficulty to follow this discussion. If you start ommiting planes, some people they 'll start complain why this is out and this is in. Possibly some modders will feel bad if their work is left out. For me a discussion as such makes no sense. If there is a certain limit that the air.ini can grow up and there is nothing to be done to change that, why not do what DBW 1.6 did - that is create a different CTD, put there all the cold war planes (MIG-15/17s, F-80/84/86 etc.) in a "DBW 1950" option (EXACTLY like the DBW 1916) and free up space in the main DBW for even more planes in the future?
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CWMV

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Re: DBW 1.7 Heads Up
« Reply #30 on: October 15, 2011, 11:28:15 AM »

Dude your way behind the curve on this. That suggestion has been disregarded a long time ago.
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HundertzehnGustav

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Re: DBW 1.7 Heads Up
« Reply #31 on: October 15, 2011, 12:21:24 PM »

because then you have to
-"remove" or "disconnect" old planes files (109, spitfire, P40, P26, B-25, He 111...)
-"remove" or "disconnect" old objects files,( Panzers, touran, T-34, Flak, ...)
to make place for new objects of 1950.

and if i understand correctly, it has to be done one by one, or the game will not start.
so, making a new game called "Il-2 1950" is like understanding, and fixing something like this:


with no documentation on what is what.
,,,and, sorry, no, Oleg or his Daidalos team will not help us.

:(

and then
-write more features for 1950 time
-create new tanks, maps, objects, carriers...

impossible.
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FANATIC MODDER

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Re: DBW 1.7 Heads Up
« Reply #32 on: October 15, 2011, 12:51:23 PM »

Dude your way behind the curve on this. That suggestion has been disregarded a long time ago.

I didn't know. It's difficult to understand the nature of the problem. My idea was having UP 3.0 + JET WAR entries. But I am not sure, is an excessive air.ini file that causes crashes or it's something more complex? If it's only air.ini, what's the problem to load two seperare air.inis ? new maps, tanks etc. it's your request, not mine. As it is now, you play very believable corean war missions.
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HundertzehnGustav

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Re: DBW 1.7 Heads Up
« Reply #33 on: October 15, 2011, 03:05:35 PM »

well i am glad it works for you, boomer.

however... looking at all the "it wont start dammit" topics over here... if even a "standard" DBW is hard to get rolling, your setup will bring troubleshooting mania over here if it were distributed to the wide public?
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Riptide_One

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Re: DBW 1.7 Heads Up
« Reply #34 on: October 15, 2011, 06:57:52 PM »

Boomer,

While I realize that others have had problems, I suspect that is not true of everyone. As for me, my experience with the DBW/DBW 1916 has been very good. For that reason, I believe what you are proposing here will work.

Most of the difficulties I have had with pre-DBW 1.6 versions were due to me being unclear on the installation procedure. 

Cheers,

Riptide
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SAS~CirX

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Re: DBW 1.7 Heads Up
« Reply #35 on: October 15, 2011, 07:04:43 PM »

Hi Fanatic Modder, I hope I can shed some light on some of your questions.

We disgarded, FOR THE TIME BEING, the route of seperating the Jetwar section from the WW2 section. We could split off the 1916 section because it was completely new and removed. But the jetwar is extremely integrated with the ww2 stuff, and vice verca, in terms not only of dependant classes, but also objects, maps, weapons, ect ect, each has its own level of interdependant or related or even just referenced classes. The result is that to split the game down that route would be akin to a large extent, to starting everything from scratch (that is, everything, as, from the root mods up the pack structure out the top.)

In addition, simply loading a different air ini does not adress the problem we are having (this "wall" that systems run into when the amount of cross referenced java class files exceed the capacity of JDK 1.3 withing the capabilities of the host system). Because, most of the interdependant classes will still load, if they are referenced from anywhere, not only via the air.ini.

So, the route we are taking, and that has been discussed at lenght by the pack makers and by the most campaign and mission makers, and also in a thread in the campaigns board of DBW, is, to investigate the total list of air ini entries we currently have, and look for the following:

~Duplicate planes (where in the past a slot was made to have perhaps different weapons or FM from stock, but is the same plane, or, where we are having different slots of different interpretations from several modders of the same plane.
~Fictitious planes: Apart from the 1956 stuff, which we cannot remove because of further interdependancies, sever new slot planes are so completely fictitious as to verge on the silly
~Superflous SLots: Slots where fanatics of the type have tried to create a seperate slot for every different sparkplug that was used...you know what I mean?, that is perhaps of no interest or use to people not interested in that type

We looked for a few other thinsg also. But those are the most important as I recall.
 In the end I think we found something like 80 or so slots that we are carrying, that we realy should not be. These are going to be removed. This will happen in one of three ways:

1) Some slots will be merged where that is possible or practical.
2) Some slots will be completely removed, but the original mod can still be installed manualy by a player,as usual, on his own steam.
3) Some slots will be repacked into small classfiles "entusiast add-ons". For example, all the 109's we remove, will be available from DBW in a small collection of classfiles that a 109 fan can put in his game, paste in his air.ini, and enjoy right away.

That aim of all this is to push back this WALL, by about 70 or 80 slots , and use those to introduce new totally unique types that are worth having, and also using it to allow members to only expand theyr slot lists into areas that interest them alone.

This is also only part of how we are tackling this problem, but a very strong and important one. Other developments are on the way, but later.

And then, the other very important thing about this, and why we are doing it right away, is that we mUST give a final and stable list of planes in a "stock" DBW to our mission and campaign guys, so they can use it in their works.

In the end, it comes down to that there were two schools. One said, we want to have everything and anything at all, even if it is crap. The other said, lets just have the best and required, and leave the rest up to the individual player.

The first option is failing the test of time and use, and not by a little, it is failing horrendously.
So I recon its time we put out big boy pants on and do the second.

So no one will realy loose anything they dont want to, they can easily put most of it back, if they choose, but they will soon be sorry because their game will collapse when we bring in great new mods of planes perhaps not yet in DBW at all.

So, All I can ask is, trust us, we have put a LOT of homework into this, and we know what the lay of the land is. It will work, and it will be a good move for everyone. Just give us a little time to roll it out properly, and then we can at least talk about something in existence, and not in theory anymore :)

Cheers!
Piet
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