Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 98 99 100 [101] 102 103 104 ... 116   Go Down

Author Topic: Project DGen_mod  (Read 376751 times)

0 Members and 14 Guests are viewing this topic.

tbauchot

  • Modder
  • member
  • Offline Offline
  • Posts: 275
Re: Project DGen_mod
« Reply #1200 on: February 05, 2016, 02:51:45 AM »

Hi vonHoben,

This is probably due to a wrong naming of the "ops" file.

You have this :
Inherits operations from DGen\Operations]
Error - can't open DGen\Operations]

And it should be (for example) this :
Inherits operations from DGen\opsFAFL_RAF_1942_2a.dat
Loading 19 operation from DGen\opsFAFL_RAF_1942_2a.dat
Loading 76 red moving group, etc, etc...

Apparently your file is named Operation instead of opsXXX.dat

Regards, Thierry.

Logged

vonOben

  • Modder
  • member
  • Offline Offline
  • Posts: 926
  • Wer den Tod fürchtet, hat das Leben verloren.
    • vonOben's Flight Sim Mods
Re: Project DGen_mod
« Reply #1201 on: February 06, 2016, 01:48:34 AM »

Thanks for your help Thierry!  :)

I had forgotten to type in the information after [Operations] in the db-file.  :-[
This is my first try to make a DGen campaign, so I make a lot of newbie mistakes.
The missions generate ok now!   :)

Regards

Per
Logged
vonOben's Flight Sim Mods  http://vonoben.free.fr/ Twenty Years online January 3, 2022!

WindWpn

  • Modder
  • member
  • Offline Offline
  • Posts: 953
Re: Project DGen_mod
« Reply #1202 on: February 16, 2016, 02:32:03 PM »

i am seeing this error in the dgen_modERROR log:

Code: [Select]
Can't parse Stationary target description
anyone know where to look to debug this one?
Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #1203 on: March 07, 2016, 05:12:21 AM »

I can't continue a campaign since getting following error:

Error - can't open DGen\mod\Towns.dat

related to the new map ag_Hankow I introduced. Oddly, it does not mention "ag_HankowTowns.dat", but just Towns.dat.

Of course, the ag_HankowTowns.dat exists and here follows its content:

Code: [Select]
195237.80;237311.08;0;Luan
294835.38;219628.98;0;Lujiang
38266.46;221514.07;0;Hongan
77018.24;211171.59;0;Macheng
54709.92;173652.14;0;Xinzhou
14387.93;177247.12;0;Huangpi
272283.55;138114.52;0;Anging
4958.94;144516.57;0;Wuhan
8608.24;141154.72;1;Hankow
59854.34;125309.48;0;Ezhou
117749.10;109099.99;0;Caohe
83194.66;104036.14;0;Huangshi
72424.30;90970.43;0;Daye
164407.38;87839.69;1;Huangmei
128628.16;62903.32;0;Wuxue
96223.96;61255.58;0;Baisha
7856.50;66156.06;0;Xianning
170162.20;48019.05;0;Jiujiang
235596.55;10419.36;0;Jingdezhen

definitely, can't figure want I'm doing wrong.

Any help?
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #1204 on: March 13, 2016, 06:52:30 AM »

Trying version 2.0.4.0.

That's unbelievable! Not only the bug of radius of action remained, but now was even worsened! o_O

I invented a work-around to make compatible the odd way to compute radius of action of Asura's Dgen_mod with reality by reducing to 40% the full range (measured in game). So a Fw 190A, for instance, gets a 226 km of full range and will have a drop tank when target distance is beyond 226/2=113 km (this is the odd way DGen_mod computes radius of action, but I can't change it!). Indeed, it gets the auxiliary tank, but the target may be far beyond also of the extended range! :o

In a transport intercept mission, I got target at more than 200 km, when the DGen_mod.log file reads: "range 226 km - DT need - set DT type 1 - new range 349". 349! And HOW it should reach a target at 217 km and RTB (for a total of 434 km - not taking in account idling over the target) with 349 km of range? >:(

If only it would have got the two drop tanks set (available for Fw 190A)! But it looks auxiliary tank sets are given randomly, and not relevant to distance. :(

Can't understand why to add a lot of gadgets (like Rhubarbs operations, which I was unable to get working, though) while neglecting to fix old bugs like this; on the contrary, adding new ones, like Scramble missions no more picked by generator (only ScrambleO missions are seen now, but they cause the complete blockade of my rig, forcing me to turn it off to get out).

Curiously, Asura continue visiting this forum (last time was yesterday), but giving no assistance!
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

GrilledPear

  • member
  • Offline Offline
  • Posts: 7
Re: Project DGen_mod
« Reply #1205 on: March 28, 2016, 05:06:48 PM »

I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.
Logged

Treetop64

  • member
  • Offline Offline
  • Posts: 64
Re: Project DGen_mod
« Reply #1206 on: April 15, 2016, 09:41:21 PM »

I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.

That's not a bug.

That's been a feature in DGen since Forgotten Battles was introduced.  Using the original DGen, for European and Eastern Front missions you could only fly one mission a day, when in reality pilots often flew multiple missions a day.  The random pilot loss you describe was to simulate a loss suffered by another flight on a mission in a different period other than the one you flew.
Logged

Treetop64

  • member
  • Offline Offline
  • Posts: 64
Re: Project DGen_mod
« Reply #1207 on: April 15, 2016, 10:02:47 PM »

Trying version 2.0.4.0.

Can't understand why to add a lot of gadgets (like Rhubarbs operations, which I was unable to get working, though) while neglecting to fix old bugs like this; on the contrary, adding new ones, like Scramble missions no more picked by generator (only ScrambleO missions are seen now, but they cause the complete blockade of my rig, forcing me to turn it off to get out).

Curiously, Asura continue visiting this forum (last time was yesterday), but giving no assistance!


Greybeard, if I were you I'd just go back to an older version of the DGen mod, frankly.  It's not worth a heart attack.  Each new release introduces more new problems while solving few - if any - of the old ones.  v2.0 or v2.0.1.0 seem to be the last stable versions, though they come with their own list of problems, they are not game breaking like the latest versions.  Personally, I'd prefer even one of the older versions that just allowed new aircraft and maps to be entered and that's it.  That's all I needed.  I don't remember which version it was, one of the v1 releases I think.

It's disappointing, really, since this project has a lot of potential.  I know it's not easy, but honestly I wish Asura would just concentrate on making DGen work reliably at a fundamental level, instead of this "install another set of new rims on a car that breaks down everyday" approach.
Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #1208 on: April 16, 2016, 12:57:30 AM »

Treetop,

you focused perfectly oddities and shortcomings in Asura's DGen "development". It's a pleasure meeting a competent and unbiased person like you. I detected in 2.0.1.2 the last stable and really compatible with Starshoy's DGen campaigns version. Unfortunately, it lacks an important feature, introduced later: unit transfer. Indeed, it's hard to build an historical campaign without this feature. It is available with v2.0.3.4, which also have new bugs, though, and, at any rate, it doesn't always work, like it often happens with Asura's DGen "options". It's a pity Asura does not take care of all feedback he received, continuing on an his personal route, actually worsening his product.

For my tastes and capabilities, I've no different choices than continuing to drive this "car that breaks down everyday"; I'll try working around the above mentioned stable version.

Cheers,
GB
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

GrilledPear

  • member
  • Offline Offline
  • Posts: 7
Re: Project DGen_mod
« Reply #1209 on: April 16, 2016, 10:58:27 PM »

I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.

That's not a bug.

That's been a feature in DGen since Forgotten Battles was introduced.  Using the original DGen, for European and Eastern Front missions you could only fly one mission a day, when in reality pilots often flew multiple missions a day.  The random pilot loss you describe was to simulate a loss suffered by another flight on a mission in a different period other than the one you flew.

Thank you. This, for some reason, did not occur to me.
Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #1210 on: April 17, 2016, 03:23:03 AM »

Error - can't open DGen\mod\Towns.dat

This error, detailed earlier, was not caused by Towns.dat file, but by an "invisible" oddity in the DB file.

Thanks to providential help of vonOben, I could retake development of a campaign update abandoned for months.

The error was a blank line on top of the file, invisible with the Notepad of Windows 7, but evident with either Notepad of Windows XP or Wordpad. Please watch the difference:





of course, once removed the line, the campaign worked. I've no idea how the blank line went there; probably some copy and paste done uncorrectly.

Would also be nice if error messages wouldn't "sidetrack" the campaign maker, directing him toward the real culprit, instead that into an impasse.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #1211 on: May 06, 2016, 06:49:41 AM »

Hi, everybody. Unfortunately the position of administration of a forum in relation to me personally doesn't allow me to discuss further here DgenMOD and to spread new versions. My help of Daidalos Team in preparation of new versions of game has caused squall of indignations and a stream of causeless insults. With pleasure I will continue discussions on quieter platforms.

My subjects can be found here:
http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21038
http://forum.aviaskins.com/showthread.php?t=2337&page=38

New version 2.0.5.0 is already available. ;)
Logged
Pages: 1 ... 98 99 100 [101] 102 103 104 ... 116   Go Up
 

Page created in 0.043 seconds with 29 queries.