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Everything posted by Lowengrin
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You're welcome! (Not that I feel I did anything.)
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My message box is maybe full...? I was planning to post some docs eventually, but if you'd like to put them up in the meantime, be my guest.
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If you're using a different version of the Smolensk map, it may be that you need to tell DCG that you're using that map for your campaign. So you'll need to put an entry in the maps.dcg file for it. Although it appears from the log you posted, it's generating the columns alright. It's crashing at the start of the mission routine which makes me suspect it's got to do with your squadron set up. Can you cut and paste the first couple squadrons out of the squadrons.dcg file in the campaign's folder.
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All five points you've brought up are errors. I threw the data file together pretty quickly. You might want to tweak the file if you're using any of those.
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A new beta is now available with a new data table that allows you to add/customize car columns. The file is carscolumn.dcg. It defines a few things such as the campaign it will be used in ("Default" is for all campaigns), but you can specify a specific one if you want. It also defines if it is a "Supply" column, or a "Fuel" column, or an "Artillery" column or a "Troop" column. Finally, it lists which stationary vehicles/artillery is to be used when it's stationary. For example: [GermanyCarsColumnA] Default/Supply stationary.Stationary$BikeBMW artillery.Artillery$SdKfz251 stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A_radio stationary.Stationary$OpelBlitz6700A_medic artillery.Artillery$OpelBlitzMaultierAA The new beta is here: http://members.shaw.ca/lowengrin/il2dcg348beta18.zip The types of columns functions are: Supply = Repairs/replaces static objects at the location it's at. Fuel = Nothing as yet, but it will function to refuel armour at it's location. Artillery = Will deploy in active combat areas. Troops = Add extra troop points to the location they're at. BTW, if you add columns to this new file, you'll also need to add them to the gunits.dcg and gobjects.dcg.
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I'd been working on a campaign for the Solomon Island map that now comes with the official patches. Is that map large enough to test on...?
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Ideas for simulating a beach landing.
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
You could use the TCapture command on the day after to set all the locations back to German. For example: 19410806 TCapture Axis Border_Village I'm just not sure that it removes the Allied vehicles in the process.... I'd use it with BeachheadReset off so the German vehicles remain on the beach rather than respawning. For example: 19410823 BeachheadReset Off -
That's right. There's no way for me to test maps larger than what the latest official patch has.
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I've made a quick and dirty main page to the beta which can be found here: http://members.shaw.ca/lowengrin/
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So I did post it: http://members.shaw.ca/lowengrin/il2dcg348beta17.zip
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Questions regarding CarsColumns in DCG.
Lowengrin replied to Moezilla's topic in DCG Public Discussion
Don't hold your breath! This one could take some time (and time is something I don't have right now). -
Ideas for simulating a beach landing.
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
Yes, you can generate 3 missions a day if you force the campaign's SetTimePassage to Extremely Slow. But it's going to take some creativity on your part to make the Canadians (and British commandos) retreat at the end of it. I suspect they'll probably just get wiped out by the end of the day given how bloody IL-2 land battles get. -
I may not have actually posted beta 17... 16 does not have the latest files.
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It could be as simple as an extra space in the rds file (like at the very bottom of the file). But, yes, the rds file and other route files might be the problem.
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The error is probably in the grandcampaign.dcg file in the section that sets up the transition between the two campaign maps.
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Here:
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Questions regarding CarsColumns in DCG.
Lowengrin replied to Moezilla's topic in DCG Public Discussion
No, each one is hard-coded although if all xxxCarColumnA are similar, I could probably give them a quick fix in the code. Where it isn't so quick, is translating the car column into static vehicles when they reach the front line. I should probably make some configuration file so that users could create them as they wish...someday. -
Sounds good.
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If you'd like to start a new thread to discuss them. They're now at: http://members.shaw.ca/lowengrin/dcg_sas_wow19.rar
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Got them.
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Yes, unfortunately, back before mods I'd hardcoded them. You can specify military ship classes through the shipnames.dcg file. But you can't do it with merchant ships.
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Questions regarding CarsColumns in DCG.
Lowengrin replied to Moezilla's topic in DCG Public Discussion
DCG should recognize them (assuming they've been added to the appropriate data files) however they won't be given any special properties - like resupplying/repairing or converting to artillery units when they reach the front line. -
Created DCG Coop campaign but having some issues..
Lowengrin replied to tomoose's topic in DCG Public Discussion
1. Bradwell Bay Airfield may be going neutral because "Bay" is a restricted word. You may just want to shorten the airfield name to just Bradwell_Airfield. 2. Planes exploding on the ground are usually due to the X,Y coordinate for the airfield being too far from the spawn point (usually one end or the other of the airfield). Planes exploding in the air...they're spawning on top of each other. They shouldn't but if you have really large flights and are playing full settings with lots of squadrons, it chances go up. 3. The aircraft chosen for the first squadron depends on a few things. Which "mode" you're spawning the campaign in (off-line, on-line, auto or manual). If it's offline and auto-generated, then your choice of planes should be through the planes.xxx file linked to your campaign. If it's manual, you have to manually select the player squadron plane as it's hard-coded. To ensure it starts at the base you want, you need to put it at that base using the editor with take-off coordinates. Again, this doesn't work for all modes. -
Just email them to me and I'll host them.
