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Author Topic: Project DGen_mod  (Read 376895 times)

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UberDemon

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Re: Project DGen_mod
« Reply #972 on: July 07, 2014, 11:46:52 AM »

... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?

I think you needed only new entries in "Finland41.DB" and "Finland41Planes.dat", don't know what is "planesFiF.dat". I would leave all the rest untouched at this scope.

greybeard,

The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.  So for "FiF" (Finland dynamic fighter campaign) there are 4 major campaigs or episodes, which are Finland41, Leningrad42, Leningrad43 and Leningrad44).  When you start the campaign, you can choose which year you want to start.  If you start in Finland41, you will go through the whole campaign until Leningrad44 ends.  If you start in Leningrad42, you don't go through Finland41, but you still end it in Leningrad44... and so forth.

It is the file that gives you the choice of planes for that campaign to start... so for example, in Finland41 you can start with the J8A, B239, G50 or HurricaneMkIa... eventually you will be upgraded to other planes available  but that is how you start.  You could add other planes and with the later versions of IL-2 1946 and Mod packs, it is easy to add new (flyable) planes to that list without changing much else... for example, I added the Gladiator2, the MS406 and P_36A3 and A4, because they are already in the [Planes] section of Finland41.DB and they are by default Axis planes in the simulator.  In Leningrad44 you could add the MS410 because it is already in the order of battle... But I believe if you want to add something like the Morko Morane, you may have to add them to the DB file as well... not sure.

The problem I have been having is adding the dual side planes, like captured I-153 (M62 and P)... you can add them, and they are available, but even with the changes in the Finland41 (Axis Finland # plane_type), it does not seem to work... only when I create an [episode]Planes.dat it seems to work... which is what you have been saying all along... but Asura is saying that is not necessary, and I would prefer not to have to use that... so I am trying to find what I am doing wrong.

Hope that makes sense.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
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Asura

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Re: Project DGen_mod
« Reply #973 on: July 08, 2014, 02:22:14 AM »

UberDemon

At you everything was made correctly, but the generator wasn't ready to flights of the player by trophy planes :) I made changes and now it is possible, but it is necessary to wait the following version. It will be important not to forget to disconnect the option "UseParkedPlanes" if campaign is based on old templates if it is included there will be mistakes in placement of the plane of the player in airfield of the opponent. Or to use new possibilities of version 2.0.2.0 for the indication of airfield of the player through the settings files.
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greybeard

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Re: Project DGen_mod
« Reply #974 on: July 08, 2014, 02:23:14 AM »

The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.

Sorry, I know what is that file, I just haven't focused that "FiF" is campaign identification.

Quote
... so I am trying to find what I am doing wrong.

I think you're following the correct path. The "[episode]Planes.dat" file is necessary, in my experience, and I guess there's a misunderstanding with Asura; if I recall correctly, he recommended in the past to add that file, since the sole AllPlaneDB and AllWeapons gave a poor control on a campaign.
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greybeard

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Re: Project DGen_mod
« Reply #975 on: July 08, 2014, 02:41:12 AM »

Asura

Since you're tuned, I would make you aware of a couple of problems I'm experiencing.

First, I'm sorry to say that I was forced to stop testing of v2.0.1.2 since it gave increasing troubles as campaign was going on, presenting Windows error messages of "Access violation by DGen.exe" when I clicked on "Apply" at mission end.

Second, I've a problem with air base of Imphal Main, on Burma map: notwithstanding I set UseParkedPlanes (with required planes parked elsewhere) and "AF Off" in setting, DGen stubbornly poses my squadron there. I wonder if control on player's air base could be improved.

On the bright side, I would thank you again for the "Country" section of AllPlane.DB: I now realized how this is important, freeing from old DGen "vice" to have plane nationality hardcoded with map (for instance: Allies forced to be all Australian in New Guinea). ;)
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RealDarko

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Re: Project DGen_mod
« Reply #976 on: July 08, 2014, 06:47:14 AM »

Is hard to do a campaign for Dgen? Is there any tutorial?
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Asura

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Re: Project DGen_mod
« Reply #977 on: July 08, 2014, 07:56:36 AM »

First, I'm sorry to say that I was forced to stop testing of v2.0.1.2 since it gave increasing troubles as campaign was going on, presenting Windows error messages of "Access violation by DGen.exe" when I clicked on "Apply" at mission end.

It occurs in all campaigns or in any one? Character of a mistake speaks about that that the generator couldn't find something. Here the log files will help to understand

Quote
Second, I've a problem with air base of Imphal Main, on Burma map: notwithstanding I set UseParkedPlanes (with required planes parked elsewhere) and "AF Off" in setting, DGen stubbornly poses my squadron there. I wonder if control on player's air base could be improved.

When using UseParkedPlanes the plane of the player and the stationary plane have to coincide completely. When using [AFOFF] it is necessary to enter precisely dates and to check shutdown in DGen_mod.log. Looks approximately so?

Code: [Select]
Load DGen\mod\LeningradAF.dat:
12314.25 154675.2 13854.45 154672.64 Nummela
53377.51 141303.13 54696.43 141470.27 Malmi
Skip: Rakvere
...

At 2.0.2.0 I already made the exact instruction on placement of planes of the player depending on the plane and squadron. Also I added an operated transfer.

Code: [Select]
[Airfield]
BurmaD2 Malon SPITFIRE5C2 ** 2 20 2
BurmaD2 Kangla SPITFIRE8 ** 2 20 2
[RndTransferOFF]
BurmaD2
[Transfer]
BurmaD2 19440324 Kangla Aberdeen
BurmaD2 19440324 Malon Tulihal
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UberDemon

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Re: Project DGen_mod
« Reply #978 on: July 08, 2014, 07:38:48 PM »

UberDemon

At you everything was made correctly, but the generator wasn't ready to flights of the player by trophy planes :) I made changes and now it is possible, but it is necessary to wait the following version. It will be important not to forget to disconnect the option "UseParkedPlanes" if campaign is based on old templates if it is included there will be mistakes in placement of the plane of the player in airfield of the opponent. Or to use new possibilities of version 2.0.2.0 for the indication of airfield of the player through the settings files.

Thank you very much.  I'll await for your new version.  In the meantime I am having fun with the modifications I understand how to make.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
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UberDemon

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Re: Project DGen_mod
« Reply #979 on: July 08, 2014, 07:44:06 PM »

Is hard to do a campaign for Dgen? Is there any tutorial?


So far it looks like it is a challenge, but in all these years this is the first time I tried to edit them... it is probably easier to modify existing campaigns than to create a new one from scratch, at least at first.  I am learning a lot by reading Asura's user guide for his modded DGEN.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
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UberDemon

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Re: Project DGen_mod
« Reply #980 on: July 08, 2014, 07:46:04 PM »

The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.

Sorry, I know what is that file, I just haven't focused that "FiF" is campaign identification.

Quote
... so I am trying to find what I am doing wrong.

I think you're following the correct path. The "[episode]Planes.dat" file is necessary, in my experience, and I guess there's a misunderstanding with Asura; if I recall correctly, he recommended in the past to add that file, since the sole AllPlaneDB and AllWeapons gave a poor control on a campaign.

True... and at least the campaign is seems to be working correctly with the [ep]Planes.dat, at least for now.  Maybe it won't be necessary with the next version.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
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greybeard

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Re: Project DGen_mod
« Reply #981 on: July 09, 2014, 01:29:59 AM »

It occurs in all campaigns or in any one? Character of a mistake speaks about that that the generator couldn't find something. Here the log files will help to understand.

All campaigns. Same ones work all with previous 2.0.1.0. No error file is generated.

Quote
When using UseParkedPlanes the plane of the player and the stationary plane have to coincide completely. When using [AFOFF] it is necessary to enter precisely dates and to check shutdown in DGen_mod.log. Looks approximately so?

Planes coincide (HurricaneMkIIc). AFOFF entries in settings file are as follows:
Code: [Select]
[AF_OFF]
Burma42 Imphal_Main 19411208 19450814
Burma43 Imphal_Main 19411208 19450814
BurmaD1 Imphal_Main 19411208 19450814
BurmaD2 Imphal_Main 19411208 19450814
BurmaD3 Imphal_Main 19411208 19450814

How to check shutdown in DGen_mod.log?

Thanks for kind reply. Regards,
GB

P.S.: curiously, the hitch happens only when I'm coming from previous episode (Burma43), switching from Hurri2BTrop to Hurri2C. All campaigns that I try to start directly from ANY episode (Burma42, Burma43, ... BurmaD3) always start at the correct airfield (Saipam), the only one on the map where Hurri2BTrop and Hurri2C are parked. I checked that there aren't Hurri2C elsewhere on the map of BurmaD1Red.mis. The [AF_OFF] or [AFOFF] (tested both syntax) seems to have no effect at all.
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Asura

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Re: Project DGen_mod
« Reply #982 on: July 10, 2014, 02:41:43 AM »

greybeard

Send me your campaign which gives out a mistake. It will be simpler to me to understand that occurs when I will see a mistake.
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greybeard

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Re: Project DGen_mod
« Reply #983 on: July 10, 2014, 02:42:40 AM »

Asura,

I'm sorry (but, please, intend my messages just as an help for debugging and improvement) to point out another issue, detected both in 2.0.1.0 and 2.0.1.2: notwithstanding I set "Thunderstorm" in settings files always to "0" probability, I continue getting some mission in a thunderstorm. Please see attached example of settings:
Code: [Select]
[MapWeather]
Burma42 32 32 31 2 2 1 0
Burma43 33 33 32 1 1 0 0
BurmaD1 100 0 0 0 0 0 0
BurmaD2 30 29 29 4 4 4 0
BurmaD3 26 26 26 8 7 7 0
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