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Author Topic: Project DGen_mod  (Read 377020 times)

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AntEater

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Re: Project DGen_mod
« Reply #36 on: January 10, 2012, 03:14:26 AM »

Same in Aviaskins.ru
Asura wrote something about "February" which google translate couldn't properly translate :D
But after umpteen years of no dgen update we can be a little patient I guess.
The only thing this Dgen project would need is a bilingual coordinator, someone who speaks russian and english or russian and german.
Asura seems to speak only russian (at least he wrote me using autotranslate), but there are surely enough russians and russian speakers around?
My russian isn't nowhere near sufficient... :(
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Asura

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Re: Project DGen_mod
« Reply #37 on: January 10, 2012, 03:31:47 AM »

Happens nothing, simply in Russia there was vacation.  ;D Testing a version alpha has been held, some errors are rectified. Now I have begun work on addition in the new generator of branch Pacific. Presumably, if to a course of works will prevent nothing in February there should be a beta the version of the new generator which will need all-round testing. I will keep you informed events  ;)
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shyrsio

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Re: Project DGen_mod
« Reply #38 on: January 10, 2012, 06:00:06 AM »

Great news Asura!
Thank you!
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Juri_JS

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Re: Project DGen_mod
« Reply #39 on: January 10, 2012, 06:11:06 AM »

The only thing this Dgen project would need is a bilingual coordinator, someone who speaks russian and english or russian and german.
Asura seems to speak only russian (at least he wrote me using autotranslate), but there are surely enough russians and russian speakers around?
My russian isn't nowhere near sufficient... :(

Don't worry AntEater, Boelcke and I are in contact with Asura and are testing the new DGen. Even with Googletranslator the communication works well. ;)
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AntEater

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Re: Project DGen_mod
« Reply #40 on: January 10, 2012, 06:23:47 AM »

Good to know.
Well I used to know a thing or two about Dgen but sofar I have mostly been able to produce crashes with the new one :D
But since it is a alpha version this is natural
But the possibilities are mind boggling.
To be able to use basically everything modded in a Dgen campaign is simply great.
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Asura

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Re: Project DGen_mod
« Reply #41 on: January 11, 2012, 05:53:06 AM »

Has added Italians and has rectified some errors.

https://www.mediafire.com/?nnrkw4vdmygqnsc

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Screwball

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Re: Project DGen_mod
« Reply #42 on: January 13, 2012, 09:06:36 AM »

...Boelcke and I are in contact with Asura and are testing the new DGen...

Excited!
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jeanba

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Re: Project DGen_mod
« Reply #43 on: January 13, 2012, 09:30:04 AM »


Don't worry AntEater, Boelcke and I are in contact with Asura and are testing the new DGen. Even with Googletranslator the communication works well. ;)
Great : the dream DGEN team !
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AntEater

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Re: Project DGen_mod
« Reply #44 on: January 14, 2012, 02:29:34 PM »

Hallo, it does not seem to work with stock 4.11.
Dgen.exe is always terminated after finishing a mission.
My theory is a conflict with the allplanes and allclasses inis as they have all those modded planes in them, but not sure.
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Juri_JS

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Re: Project DGen_mod
« Reply #45 on: January 14, 2012, 03:05:20 PM »

Hallo, it does not seem to work with stock 4.11.
Dgen.exe is always terminated after finishing a mission.
My theory is a conflict with the allplanes and allclasses inis as they have all those modded planes in them, but not sure.

Same problem for me. I have send a detailed bug report to Asura.
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AntEater

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Re: Project DGen_mod
« Reply #46 on: January 14, 2012, 03:06:07 PM »

I was just getting started doing a Hs 129 campaign :(
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AntEater

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Re: Project DGen_mod
« Reply #47 on: January 15, 2012, 03:30:30 AM »

Btw, I don't know to what exten Asura can edit Dgen, but a 4.11 could make use of the new patrol waypoints.
Sofar, DGen always uses a triangle of Waypoints to make planes circle somewhere (CAP, escort assembly etc) this could be replaced by the new circle waypoints which are much more flexible.
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