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Everything posted by Lowengrin
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You can have one back up of the campaign (if you back it up under the Edit menu) and it automatically backs it up before each mission so you can unroll that mission (to retrieve it, also see under the Edit menu). However, it's been awhile since I tested if these still work as there have been some new files added to DCG over the years (which I'm sure I added to the backups, but never actually tested). The upper limit on quantity is defined on the "Ground War Editor" panel. 10,000 is the absolute upper limit.
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I'll take another crack at the underscore bug.
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Did you try using the letters (ä, ü, ö, å) and not the codes? The codes should work in the game messages, but I'm not sure they will display properly in DCG itself.
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If you are creating a campaign using the template files, you shouldn't have to re-import the campaign. You'd just start it again from the beginning. Here's a link to an old PDF on how to create campaigns. It doesn't have all the latest features of DCG, but it should be enough to get you on track. https://drive.google.com/file/d/0B66cbAnvG500OHFEVUkwbTc5NkU/view?usp=sharing As for the troop numbers (i.e. allied=0 axis =30), the show how much troop strength the location has for both sides. Once one side gets to zero, the other side may advance past it. It also helps determine ownership of the location (allied, axis, or contested).
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Any entries in the [Mods] section will only impact the in-game missions and not anything outside of them (like DCG campaigns). Unfortunately, I don't know much (well, really, anything) about what that section does so hopefully someone else can chime in.
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Wasn't the [Mods] section added in beta 12...?
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After some consideration, I've decided to keep the beta uploads to this forum, which means those who want to test/try it, must register here to access the download. It's much easier to keep the downloads and announcements in one place. I've added a link to the form topic in my blog "Related Links" section and removed the direct link to the download.
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Latest beta (lucky 13) tweaks how human and AI squadrons work in MDS mode. Now if you set a squadron to "Human Only", it should not spawn AI planes. Also added ability for a user to create a de_names.dat file to replace the default German pilot names. For details, see: http://forum.jg1.org/topic/5015-some-german-letters-not-displayed-correctly-in-debriefing/?do=findComment&comment=31188 il2dcg349beta13.zip
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Some German letters not displayed correctly in debriefing
Lowengrin replied to vonOben's topic in DCG Public Discussion
I've modified the .exe so that it will look for a file called "de_names.dat" before opting to use the German names in the .exe file. The format of that file is simply first_name family_name... For example: Hermann Voss Manfred von_Richthofen Lother Richter Notice the "underscore" in place of a space to denote the "von" is attached to the last name and not first. The minimum number of names required is 30 but I recommend way more (~100+). It doesn't matter which first name is attached to a last name. When DCG creates the pilot names, it'll take a first name from the first column and the last name from the second. Don't leave blank lines in the file (especially at the bottom). New beta posted shortly. -
I think I have a fix. Check the latest beta...which should be posted shortly.
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My apologies. I've been meaning to upload some of the old 3rd party campaigns that were at Lowengrin.com to Google Drive. I just haven't got around to it.
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Some German letters not displayed correctly in debriefing
Lowengrin replied to vonOben's topic in DCG Public Discussion
There's a file embedded in DCG.exe. -
Some German letters not displayed correctly in debriefing
Lowengrin replied to vonOben's topic in DCG Public Discussion
Almost certainly. -
Have you made sure "Single Map Campaign" is unchecked in the Options? You can change it to the Asian_Campaign. I'm not sure why it's got it's own in the allcampaign file.
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If you do anything that activates/runs DCG, the log will get processed after you die. For example, if after you die, you run DCG to do some squadron management. You'll have the log process before the squadron tab opens.
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It's probably best to just start out with non-player defined campaigns; the ones that are mapped to stock DGen campaigns from the game. Also, check that you have a "MASTERS" and "DATA" folder in your IL2DCG folder. If you extracted the files from the zip without keeping the folder structure, you will be in for major headaches.
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There is no Solomons campaignwith the stock game which is probably why that is happening. (I've been working on one but it's not complete.)
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You got me.
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Someone somewhere may have created a campaign using 3rd party Channel maps, but the stock campaigns that comes with IL-2 DCG do not. In fact, I can't say that the Modpack will even work with DCG if it modifies the game's logfile.
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I'm not familiar with the Modpack but there is a chance it's impacting if it changes the logfile created by the game. And if it changes the logfile, that would explain the crashes with the "interger not a value" error.
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I don't have an easy fix, sorry.
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Okay, I'll have a look at it, but probably not until June.
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The early Pacific Campaigns that come with DCG should work fine. I often debug new code using them. I've been working on and off on a full Solomons campaign since Christmas, but it has a ways to go before it can be released.
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I recommend trying a different campaign. Gazala was created for DCG by a fan and I have not thoroughly tested it. That or something may have broken over the years.
