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Lowengrin

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Everything posted by Lowengrin

  1. I take that back. The new IL2FB.exe doesn't seem to like other unrecognized .exe files in the main folder. The work around is to take your stock DGEN.exe (and probably NGEN.exe although I haven't checked this one) and move them somewhere else. Run IL2 and then alt-tab out to run DCG, use the "replace" option to copy DCG over as DGEN.exe and play. When you're done for the day, delete the imposter DGEN.exe from the IL2 folder.
  2. Okay, it appears 4.14m doesn't like DCG replacing DGEN. And it even doesn't like the DGEN_BAK.EXE sitting in the game folder even after unchecking the option to replace DGEN with DCG (where it automatically copies DGEN back over the DCG imposter). I got around this by deleting DGEN.EXE, starting IL2 and then clicking replace DGEN with DCG. It'll work, but you'll have to do this every time you start IL2.
  3. Actually, I've found the same thing now. After giving it one test, I went and had dinner, came back after dinner to find it wouldn't run. So reinstalled the patch, played again for a bit, then closed it, and it wouldn't start again. WTF?
  4. No, I don't think DCG is the matter.
  5. I downloaded and installed 4.14m and gave it a try with DCG. No problems from what I could see.
  6. Here's the official link: https://drive.google.com/open?id=1d6VcBGUx46RlEsElBQVs2AhjKWxM6M7O Let me know if there are any issues with it. Thanks!
  7. 4.14m released too? Seriously???
  8. Bad copy and paste on my part. Thanks for letting me know.
  9. I've posted an official build at: http://il2dcg.blogspot.com/ It includes a few tweaks from the last beta including some fixes to the A6M2-n mission generation, the fix to the missing plane type in the class file (which will create the dreaded "" is not an integer error. And it has the first three stages of the Solomon Campaign (Guadalcanal). Thanks, everyone for your comments, critiques and encouragement over the past few years of betas.
  10. Thanks! I did find one (very old) bug related to using a plane not found in the class.dcg file. Rather than swapping in another plane and completing the mission generation, it would crash. Not so bad for manual mission generation, but it'd lock up DGEN/NGEN type missions.
  11. Latest (and hopefully last) build before I post an official build. This one has more tweaks to mission creation. I also lifted a very old restriction about statics spawning outside the action radius. Most computers have way more power than the ones I wrote that restrictive code for. il2dcg349beta30.zip Any comments, bug reports are greatly appreciated!
  12. Given the news about the old website (see the new website announcement), I think it's time to wrap up this extended testing and post a new "official" build asap. So I'm going to post one more build and then wrap it up as an official build...if there are no pressing issues reported.
  13. It's just been reported to me that the old address at lowengrin.com (which current (non beta) and past versions of IL2DCG.exe has as a help link and website link) has been picked up and may now have malicious software. My web browser/virus checker blocked my test access of it. Please do not use the links (unless it's from the beta and then it will take you here and to blogspot). Thanks!
  14. So the problem with the existing structure in DCG (at least the offline campaign) is that payloads are determined by usage and not by nationality. At any one time, an aircraft can only have one payload for use against low level/dive bombing, one for level bombing and one for anti-shipping. I'd have to substantially rewrite the code (and data structures) to change that. You have got me a little curious about trying, but I think it'll be too big a job to reasonably attempt (for something most players won't be all that interested in).
  15. There's no way to ban payloads based on nationality. That's just a bit more detailed than I'm willing to go.
  16. When I first started programming DCG way back, I set up DCG campaigns to use the stock DGEN campaign files so (unless there are new ones that I'm not aware of) they should all work. While I'm interested in the European Theatre, the Pacific campaign is a bigger draw right now just because the campaign design can be improved more (than it can with land campaigns) with tweaks to the code. And I finding coding more interesting than campaign design. I did spend a bunch of time creating a new Crete campaign (because I got caught up trying to optimize gliders - which required tweaks to the code). And I did some testing using the Norway and East Prussia campaigns. My current tinkering is the Solomons. And I am looking at Bessarabia because there's some interesting stuff with river monitors on the Danuabe between the Russians and Romanians...but the ship models don't really exist in the stock game so I may not do anything. BTW, if there was a stock map of the Netherlands, I'd do a Market Garden campaign in an instant.
  17. I'll see what I can do with the Polish squadrons. If you are running a campaign, then all you really need is to copy the .exe over and nothing else.
  18. Thanks for the heads up.
  19. Beta #29 includes a number of tweaks to mission generation (in particular those using air starts). Also has working betas for an early Solomon Island Campaign (Guadalcanal from Summer to mid-November 1942). Edit: Attachment removed. Happy flying!
  20. The latest beta contains all the stock files. No need to download everything before it.
  21. When you added the description, did you use spaces or tabs? (You need to use spaces). As for your second question, which I'm supposed to ignore , there's an issue with some timetable commands not working on the first mission. It's something I've been looking at....
  22. Good to know.
  23. The latest beta (#28) improves glider routines a bit more (as I play with Crete '41). It also adds an "Airfield Restriction" file to prevent specific planes from operating on specific airfields. The default resides in the data folder, but campaign designers can add it to their own 3rd party data folders. It's completely manual meaning users must add to it themselves. Also tweaked things so that the triggered time table changes for new campaigns will happen before first mission is generated (doesn't work for DGEN/NGEN replacement as their campaign and mission generation happen together). Edit: Beta removed.
  24. It doesn't have this feature yet? Maybe not for you. (The next beta will have some very basic ability to restrict planes to airfields.)
  25. Oh, yes, I added it so that you couldn't get weird situations where time went backwards if you're using slow/very slow for campaign time passage. So if the time that the mission ends is 9:02:27 (as one of your examples above), the start of the new mission won't be before that time.
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