sniperton Posted June 17, 2016 Report Share Posted June 17, 2016 Hi Lo, I'm working (slowly) on expanding DIT towards map and campaign editing. A little bit work in the FMB cannot be spared, but I'd like to automate the rest as far as possible. 1) I see that the ostcampaign file hasn't been updated since 2007. Does it play any role for DCG, or could/should I just neglect it? 2) I presume that the info in allcampaigns and grandcampain are basically the same as to content, with the difference that the first is only used when a new campaign is started, while the second is for advancing campaigns (and for prescribing campaign paths)? So when the user starts a new campaign, the scenario data is taken from allcampaigns, but the resulting path, depending on the outcome of the battle as specified in endcampaign, is taken from grandcampaign? I mean once a campaign is started (based on allcampaigns), all the rest of the data for further battles are taken from grandcampaign? Is this correct? 3) As to locations, I read this in the messages file. Is this the full list? (Are there other location types hardcoded?) And what do they affect? _Airfield : also for bigger planes _Airstrip : for small planes only _Factory_District : triggers level bomb attacks _Rail : rail waypoint, nothing special _Station : rail waypoint, vehicles/armor can load/unload here _Camp : ??? _Bridge : triggers bridge attack, destroyed bridges can delay advance of units _Depot : ??? (triggers level bomb attacks?) _Sea : naval waypoint, nothing special _Ocean : naval waypoint, nothing special _Bay : naval waypoint, anything special ??? _Harbor : naval units can spawn here (???) _Port : vehicles/armor can load/unload here _Beachhead : landing point for ground units _Beach : combat point for landed ground units _Dropzone : triggers paradrop missions to occupy land 4) Am I right assuming that the spawn/respawn location is always the furthest away location disregarding the location type? What's the exact function of the RuHome/DeHome locations and the RuBase/DeBase locations? Sorry for these dumb questions, but I think it's better to ask you even if you get shocked by the passing of time involved. Crimea.rls is from 2001 Congrats and thanks, Peter Quote Link to comment Share on other sites More sharing options...
idefix44 Posted June 18, 2016 Report Share Posted June 18, 2016 You can add: _Supply_Depot _Ferry _Seaplane_Base Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 19, 2016 Report Share Posted June 19, 2016 1. Yes, the ostcampaign.dcg file is obsolete. (I didn't even realize it was still part of the download.) 2. Once a campaign is started (based on allcampaigns), all the rest of the data for further battles are taken from grandcampaign, yes. 3. I have added _Strait to the list of hard coded names. It acts like _Ocean (so nothing special) Other notes on location names: "_Depot" is all you need to trigger this location type ("_Supply_Depot" was shortened to just "_Depot". It and "_Camp" will spawn units. "_Beach" is actually the landing zone for invasions. The corresponding "_Beachhead" just allows them to spawn correctly. Naval units can only spawn at the nearest water location to their "side" of the map. "_Port" can also be used by seaplanes. "_Station" are where tanks, etc. get dropped off, but technically they spawn at the corresponding location of the same root name. For example, "Berlin_Station" has them spawn at "Berlin". The same happens with them being dropped by ships at "_Harbors" and "_Ports". Would you believe, I started DCG in 2001 as a proof of concept to show Oleg Maddox and the IL-2 team that they could make a fully dynamic campaign for their game. I had no intentions at the time of actually doing it (for them for free). Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 19, 2016 Author Report Share Posted June 19, 2016 Yep, I think I fully understand your stance, enthusiasm is one thing, but constant development and product support is (normally) a job. Shame on the whole Il2 franchise that we still have to hack this abandonware to take out data which helps improving gaming experience for those few who are still interested in it. The modding scene is a little bit chaotic, but there are good quality mods with amazingly rich content, and most users prefer these community products despite their eventual flaws. So if your time allows (and as far as your time allows), please provide support as you have done in the past -- we do it for ourselves. And many thanks for the info Quote Link to comment Share on other sites More sharing options...
Pandacat Posted June 20, 2016 Report Share Posted June 20, 2016 Yeah, your work is appreciated. I mean without DCG, the old campaign is almost unplayable. Dgen mod is a good alternative, but not as automated as DCG and doesn't have as much dynamic aspects and customization you can have. I wouldn't characterize IL2 franchise as being played by few though. There are indeed quite many newer generation WWII combat sims such as DCS, Il2 BOS. But none of them can match IL2 1946's breadth and playability. The only thing I would complain about IL2 1946 is the mod community is chaotic just as Sniperton alluded to. So many different things going on at the same time. I think the best organized sim so far is the F4 BMS. There is one site, one voice, one mod and everybody else is contributing to it instead of carving out his own fiefdom. Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 21, 2016 Author Report Share Posted June 21, 2016 http://www.mediafire.com/download/9uz3r234jj1dhhr/squadids.zip Paul, I uploaded a squadid file based on, and made from, game data. It has all the squads available in 4.13 (appr. 4x more than DCG's current squadids). You may want to include it in the DCG package, or add to it as a reference for the user to copy/paste from, or simply use it for whatever you want... Special character encoding has been f..d up in 4.13, so some squad descriptions (it, ro, hu) do not display correctly. (I also added a HSFX file in two versions, one as plain text with java-type unicodes as Il2 uses it, and an UTF-8 version.) BTW, what the heck is a _Ferry type location? Is it an .rds type where ground units can be embarked to spawn on the other side of the water next turn (a sort of undestroyable tunnel bridge)? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 23, 2016 Report Share Posted June 23, 2016 I'm surprised there's still a Falcon 4 community. Doesn't that thing pre-date IL-2? Sniperton, thanks for updating the squad id file. I'll add it to the next download and credit it to you. _Ferry location is a .rds type that magically turns a ground unit into a boat ("ferry") to get it across the water. If the boat is destroyed, the ground unit is destroyed. Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 27, 2016 Author Report Share Posted June 27, 2016 Hi Lo, I feel lost and need some help again. [Poland39] Campaign=Western_Campaign Map=Lviv Date=10/09/1939 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Here we've got Poland39 as ScenName and Lviv as MapName. I understand that MapName is primarily there to specify .rds/rls/srd file names. It's still unclear to me, however, how MapName and ScenName relate to .mis file designations in the Masters folder. Sometimes .mis file designations correspond to ScenName: Only ScenName.mis: riga # RIGA41 Only ScenName.mis: kiev # KIEV41 Only ScenName.mis: finland # FINLAND39 Only ScenName.mis: net5summer # BRITAIN40 Only ScenName.mis: net5summer # FINLAND41 Only ScenName.mis: sandsoftime # TOBRUK41 Only ScenName.mis: normandy # NORMANDY41 Only ScenName.mis: normandy # NORMANDY42 Only ScenName.mis: sandsoftime # TOBRUK43 Only ScenName.mis: italy # ITALY43 Only ScenName.mis: normandy # FRANCE44 Only ScenName.mis: normandy # NORMANDY44 Only ScenName.mis: norway # NORWAY44 Only ScenName.mis: ardennes # ARDENNES44 Only ScenName.mis: nwgermany # WESTGERMANY45 Only ScenName.mis: marianas_online # GUAM Only ScenName.mis: wake # WAKE41 Only ScenName.mis: wake # WAKECS Only ScenName.mis: net8islands # PACIFIC42 Only ScenName.mis: net8islands # PACIFIC44 Sometimes .mis file designations correspond to MapName: Only MapName.mis: LVIV # lvov41 Only MapName.mis: SMOLENSK # barbarossa Only MapName.mis: MOSCOW # typhoon Only MapName.mis: MOSCOW # rzhev42 Only MapName.mis: SMOLENSK # bagration Only MapName.mis: LVIV # lvov44 Only MapName.mis: FINSGULF # leningrad41 Only MapName.mis: FINSGULF # leningrad42 Only MapName.mis: FINSGULF # leningrad43 Only MapName.mis: FINSGULF # leningrad44 Only MapName.mis: CRIMEA41 # crimea42 Only MapName.mis: KUBAN # kuban42 Only MapName.mis: STGRAD # stalingrad Only MapName.mis: KUBAN # kuban43 Only MapName.mis: KUBAN # kubanlate43 Only MapName.mis: CRIMEA # crimea44 Only MapName.mis: NET7ISLANDS # mediterranean41 Only MapName.mis: MURMANSK # murmansk41 Only MapName.mis: SINGAPORE # singapore2 Only MapName.mis: BURMA # burma42 Only MapName.mis: GUADAL # guadalcanal42 Only MapName.mis: GUADAL43 # guadalcanal43 Only MapName.mis: JAPAN1 # kyushu45 Only MapName.mis: MANCHURIA # manchuria45 Only MapName.mis: NETMOUNTAINS # mountain43 Sometimes MapName and ScenName are identical, so it's all the same: Both MAP/SCEN.mis: KURSK # KURSK Both MAP/SCEN.mis: CRIMEA41 # CRIMEA41 Both MAP/SCEN.mis: PROKHOROVKA # PROKHOROVKA Both MAP/SCEN.mis: KIEV43 # KIEV43 Both MAP/SCEN.mis: BALATON # BALATON Both MAP/SCEN.mis: MITAU # MITAU Both MAP/SCEN.mis: MEMEL # MEMEL Both MAP/SCEN.mis: KURLAND # KURLAND Both MAP/SCEN.mis: FRANCE40 # FRANCE40 Both MAP/SCEN.mis: MARETHLINE43 # MARETHLINE43 Both MAP/SCEN.mis: BERLIN # BERLIN Both MAP/SCEN.mis: HAWAII # HAWAII Both MAP/SCEN.mis: GUADAL # TULAGI Both MAP/SCEN.mis: CORALSEA # CORALSEA Both MAP/SCEN.mis: MIDWAY # MIDWAY Both MAP/SCEN.mis: TARAWA # TARAWA Both MAP/SCEN.mis: MARIANAS # MARIANAS Both MAP/SCEN.mis: PALAU # PALAU Both MAP/SCEN.mis: IWO # IWO Both MAP/SCEN.mis: CHICHI # CHICHI Both MAP/SCEN.mis: OKINAWA # OKINAWA Both MAP/SCEN.mis: WINTERTESTBED # WINTERTESTBED Both MAP/SCEN.mis: SOLOMONS42 # SOLOMONS42 Sometimes they are different, but both have a corresponding .mis file: Both MAP/SCEN.mis: LVIV # POLAND39 Both MAP/SCEN.mis: MURMANSK # MURMANSK42 Both MAP/SCEN.mis: BERLIN # GERMANY44 Both MAP/SCEN.mis: BALATON # HUNGARY44 Both MAP/SCEN.mis: GUADAL # TULAGI Both MAP/SCEN.mis: NEWGUINEA # NEWGUINEA42 Both MAP/SCEN.mis: CORALSEA # SANTACRUZ Both MAP/SCEN.mis: NEWGUINEA # NEWGUINEA43 Both MAP/SCEN.mis: JAPAN1 # KYUSHU44 Both MAP/SCEN.mis: NET2SUMMER # TESTBED Which is to be given preference? Thanks Edit: Wait a bit with the squadid file, I received some updates from Moezilla (4.13.1 => 4.13.2), but it takes some time until I can get to them. I still don't have 4.13.2 installed Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 28, 2016 Report Share Posted June 28, 2016 Okay, waiting on the squadid file. Meanwhile, I'll try to answer your question(s) on the maps and naming convention.... Here we have Lvov41 and Poland38 from the allcampaigns. They both share the same map (Lviv) and .rds and .rls files. So no problem. Nothing further is needed. [Lvov41] Campaign=Grand_Campaign Map=Lviv Date=21/06/1941 BugOutRadius=15 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Locale4=Uzhgorod Locale5=Uzhgorod_Airfield Locale6=Chinadievo Locale7=Perechin [Poland39] Campaign=Western_Campaign Map=Lviv Date=10/09/1939 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Then we have Riga41 and Mitau. They both use the same IL-2 map (Kurland) but I wanted the road networks to behave differently so I need to tell DCG to use Riga for Riga41's roads and rails and Mitau for Mitau's roads and rails. Not only that, but I wanted one to align West/East and one to align North/South. So the allcampaigns looks like this: [Riga41] Campaign=Grand_Campaign Map=Riga Date=21/06/1941 Attacker=Blue Front=Tilsit_Bridge346 DeHome=Memel RuHome=Riga_Bridge399 DeBase=Memel_Airfield RuBase=Riga_Airfield Locale1=Memel_Factory_District Locale2=Saugos_Bridge123 Locale3=Gross-Skaisgiren_Airstrip Locale4=Tilsit_Airfield Locale5=Kuckerneese_Bridge116 Locale6=Cranz Locale7=Cranz_Airfield [Mitau] Campaign=Kurland_Campaign Map=Mitau Date=01/08/1944 Attacker=Red Front=Gataucial_Bridge DeHome=Riga RuHome=Radvilkis DeBase=Fraunburg_Airstrip RuBase=Kauen_Airfield Locale1=Kauen_Airstrip Locale2=Schaulen_Airstrip Locale3=Seduva_Bridge Locale4=Schaulen But I need to have more info so I created the maps.dcg file to house the additional info. See below. [Riga] Load=Kurland/load.ini MapAxis=West AlliedID=14 AxisID=8 Description=Kurland [Mitau] Load=Kurland/load.ini MapAxis=North AlliedID=14 AxisID=8 Description=Kurland Hopefully this explains why some are set up one way and others not. Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 28, 2016 Author Report Share Posted June 28, 2016 Thanks, the rail and road file assignment logic seems to me clear (via MapName + additional info from the Maps file); what perplexed me was the logic behind how you named .mis files. We have four sets: a) only ScenName.mis is available; only MapName.mis is available; c) MapName=ScenName; d) both a MapName.mis and a ScenName.mis are available; I guess DCG always loads the ScenName.mis file if available; if no ScenName.mis is available, a MapName.mis is loaded instead. Is this correct? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 29, 2016 Report Share Posted June 29, 2016 I guess DCG always loads the ScenName.mis file if available; if no ScenName.mis is available, a MapName.mis is loaded instead. Is this correct? Yes, that's correct. Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 30, 2016 Author Report Share Posted June 30, 2016 Hi, Lo, here are the new files: http://www.mediafire.com/download/wie7p38l65fpv3q/basefiles_4132.zip Three sidenotes: 1. There's one file with the 'original' java unicodes, and another one with UTF encoding. Possibly you should re-encode this latter to make it fully DCG-compatible. 2. I took the game data 'as is', but you may want to change g01 <none> (and the likes) to g01 Luftwaffe 3. The new squadids file is basically untested, so be careful with it. Perhaps it would be better to add it to the DCG package only as an alternative. And another question regarding location names: I understand that _Bridge locations are followed by the bridge object ID (###), but I see that there are _Ocean# and _Ocean_# locations as well. Does it mean that also other location type patterns can be midstring, or the rest are only recognized when in a terminal position? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 30, 2016 Report Share Posted June 30, 2016 _Ocean_# are purely to differentiate between different locations and serve no function. As for the squadid file, as I'm currently posting betas of DCG, I can add it for 'testing' purposes. Hopefully any kinks will be worked out before I post an "official" build. Thanks! Quote Link to comment Share on other sites More sharing options...
JG7_X_Man Posted June 30, 2016 Report Share Posted June 30, 2016 Paul - This Squadid file, will it be 4.13 compliant? Quote Link to comment Share on other sites More sharing options...
JG7_X_Man Posted June 30, 2016 Report Share Posted June 30, 2016 sniperton - so DIT could extract the bridge# from maps? Oh snap! Quote Link to comment Share on other sites More sharing options...
sniperton Posted June 30, 2016 Author Report Share Posted June 30, 2016 The next release (in two weeks ) will only be able to change stock DCG location names and types (and to display them on a map, and to convert them into a .mis file so that you can re-edit routes in the FMB). In the next-next release I plan to enable you to insert a waypoint location wherever you want (on pre-defined routes). So if you have this: [Szombathely_Station to Vasvar_Station] 63700.00 118100.00 20.00 0 41 5.555555820465088 64100.00 117700.00 20.00 64300.00 117700.00 20.00 64500.00 117500.00 20.00 64300.00 117300.00 20.00 64300.00 116700.00 20.00 64500.00 116500.00 20.00 64900.00 116500.00 20.00 65100.00 116300.00 20.00 X 65100.00 116100.00 -538.00 X 65100.00 115700.00 -538.00 65100.00 115500.00 20.00 65700.00 114900.00 20.00 65700.00 114700.00 20.00 66100.00 114300.00 20.00 66100.00 113900.00 20.00 67100.00 112900.00 20.00 67100.00 112300.00 20.00 68500.00 110900.00 20.00 68500.00 110100.00 20.00 69900.00 108700.00 20.00 69900.00 108300.00 20.00 X 69900.00 108100.00 -788.00 X 69900.00 107700.00 -788.00 69900.00 107500.00 20.00 71500.00 105900.00 20.00 71500.00 105300.00 20.00 72300.00 104500.00 20.00 72300.00 103500.00 20.00 72500.00 103300.00 20.00 X 72700.00 103100.00 -759.00 X 73100.00 102700.00 -759.00 73300.00 102500.00 20.00 73300.00 102100.00 20.00 73500.00 101900.00 20.00 X 73700.00 101700.00 -758.00 X 74100.00 101300.00 -758.00 74300.00 101100.00 20.00 74500.00 101100.00 20.00 74700.00 101300.00 20.00 74900.00 101300.00 20.00 you can insert any location at any waypoint. This includes bridges (marked with X), of course. It takes some time to get there, though. Edit: the .mis file has the bridge object ID, so it's no magic to extract it from there. E.g. -758.00 is for bridge #757, -538.00 is for bridge #537, etc. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 1, 2016 Report Share Posted July 1, 2016 Paul - This Squadid file, will it be 4.13 compliant? sniperton? Quote Link to comment Share on other sites More sharing options...
sniperton Posted July 4, 2016 Author Report Share Posted July 4, 2016 The squadids file I uploaded (as in #12) has been converted from the 4.13.2 regShort.properties. It has all the squadrons that 4.13.2 has. Quote Link to comment Share on other sites More sharing options...
sniperton Posted July 8, 2016 Author Report Share Posted July 8, 2016 Some more questions if you don't mind: [Solomons42] Load=Solomons/load_0842.ini MapAxis=North AlliedID=0 AxisID=11 Description=Eastern Solomon Islands 1XCoordinate=AA MinXCoordinate=-20 MinYCoordinate=-13 I understand that for the Solomons42 scenario/battle the solomons August 1942 map is loaded (with the waypoint routes taken from solomons42.rds), whereas axis (Japan) is situated to the north. 1) For other scenarios (not included in the maps.dcg file), are MapAxis, AlliedID, and AxisID hardcoded? If so, do the values I specify here override them? 2) Description: does it make any difference for the working of DCG, or is this only a display value? 3) What do we need the last 3 entries for? [Midway] Campaign=Pacific_Campaign Sunk=CV 100% Victor=Red [Midway] Campaign=Pacific_Campaign Sunk=USSCVGeneric 100% Victor=Blue 1) Is this correct that Midway exclusively as part of a Pacific_Campaign has these victory conditions? I mean if I create an Any_Campaign with the Midway scenario included, should I also create separate victory condition entries for the Midway scenario as part of Any_Campaign? 2) What are the victory conditions by default (when no victory conditions are specified)? 90% of ground locations occupied or something like that? 3) Does Sunk=CV 100% mean that the destruction of any ships owned by the blue side and falling under the CV category in shipnames (IJNAkagiCV, IJNShokakuCV, IJNZuikakuCV, IJNCVGeneric) will trigger a red victory? Does it also work with DD, BB, etc? Thank you for your time Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 10, 2016 Report Share Posted July 10, 2016 1) For other scenarios (not included in the maps.dcg file), are MapAxis, AlliedID, and AxisID hardcoded? If so, do the values I specify here override them? Yes, you an override them here. 2) Description: does it make any difference for the working of DCG, or is this only a display value? It's only a display value. 3) What do we need the last 3 entries for? For non-standard girded maps, they make the right grid coordinates show in mission text. 1) Is this correct that Midway exclusively as part of a Pacific_Campaign has these victory conditions? I mean if I create an Any_Campaign with the Midway scenario included, should I also create separate victory condition entries for the Midway scenario as part of Any_Campaign? Yes. 2) What are the victory conditions by default (when no victory conditions are specified)? 90% of ground locations occupied or something like that? Capture of either the base or airfield location listed in the campaign file. 3) Does Sunk=CV 100% mean that the destruction of any ships owned by the blue side and falling under the CV category in shipnames (IJNAkagiCV, IJNShokakuCV, IJNZuikakuCV, IJNCVGeneric) will trigger a red victory? Does it also work with DD, BB, etc? CV 100% means the destruction of ALL CVs of the side. 50% would mean at least half of them, etc. I think it also works for DD, BB....(I can't check the code right now as I'm heading out, but it's easy enough to test.) Quote Link to comment Share on other sites More sharing options...
sniperton Posted July 10, 2016 Author Report Share Posted July 10, 2016 Thanks Lo, your help is much appreciated. It's not that easy as I thought before, but once I figured out the proper data structure, it won't be that hard to include any map. I'm just progressing too slow due to the summer... Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 14, 2016 Report Share Posted July 14, 2016 I understand the slow due to summer. I started coding AI plane stats for Dogfight mode. Oh so slow.... Quote Link to comment Share on other sites More sharing options...
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