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Everything posted by Lowengrin
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Just posting a new beta which will hopefully address the "[WING]" issue and the path problems for writing and reading missions.
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You're right about the parsing the file. DCG is expecting the campaign folder path to be what it created not FBDj. I haven't had time to work on a fix specifically for FBDj yet. But issues #1 and #2 are fairly easy to solve. #3 is not so easy, but possible (though probably time consuming).
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Best Way to Debug Custom DCG Campaign?
Lowengrin replied to WindWeapon's topic in DCG Public Discussion
As sniperton said, you'd have substitute known nations and then use paintschemes with markings applied to them. Also, you can tweak the messages.dcg file to substitute country names and nationalities. This is probably what was done for the Korean War campaign. -
Best Way to Debug Custom DCG Campaign?
Lowengrin replied to WindWeapon's topic in DCG Public Discussion
The issue is that your Parameter String1 is passing a variable ("is") that DCG doesn't recognize. Unfortunately, nations are hard-coded in DCG - something that should have been tossed out years ago as more and more nations got added, but I got lazy and never bothered to make it user defined even after mods started coming out. Sorry, but all squadrons have to be of a nationality recognized by IL-2 1946. -
If I understand right, you need DCG to do three things... 1. A customizable path for dogfight generated mission files. Does it have to be customizable or can it just be the default FBDj dogfight folder...? Because the latter is simpler, I just need to add FBDj to the options for Dogfight Mode. 2. Is it possible to make the Wing tag in small letters as in the master file? Yes, so long as it doesn't impact any other mode (offline or coop). I assume it won't. 3. Find a workaround for transferring the plane limits that DCG creates into the FBDj. What's it look like in FBDj?
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I don't know if they ever enabled FBDJ to work with DCG. The old FBD2, yes.
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Yes, (sorry for my slow response), the square brackets aren't allowed.
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how do I add a new target location
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
As Nephris said, if you put juicy targets at the location, DCG will target it. -
That news item is from 2006. How time flies.... BTW, the radius is in kilometres if I remember correctly.
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You'll need to IL2SC and follow the instructions on how to set it up (or a copy of the old FBDaemon2). DCG will run with all IL2 versions (although the latest 1946 official version is recommended). DCG does not support mods, however there are some files available for DCG to use with the various mods.
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Good question. I don't remember. You can try it and let us know.
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The oil supply rate doesn't impact tramps or other ships.
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sniperton beat me to the answer. I'll just add that the TR won't work, though it's a good idea. Happy New Year!
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Sure, I'm curious.
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Not that I know of.
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As you've already deduced, the message file contains all the various localizations. Unfortunately, the unit types are pretty generic and probably could have a few more types listed. I deliberately kept it generic when I first created the list - to save work and (at the time) there were less types. Maybe it's time to revisit them....
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Honestly, I'm not sure I could do it better. But I have a couple weeks of holidays at Christmas so, who knows, maybe I'll have a New Year's present for DCG users.
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That's one way to do it. But it still requires writing some new code. (And the time to write it.)
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Each loss is either from one static unit being destroyed (9 losses may be these) or from each tank/vehicle in a column doing some random amount of damage depending on the type of tank/vehicle.
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That's not so easy as DCG doesn't remember where the active front is from one mission to the next. So it requires some new code.
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I was tinkering with the idea of creating a campaign for the Solomon map, but then I found the one that Lonestar67 had done a few years back. So I took it for a spin last night and promptly got killed. But what I saw looked good so I thought I'd give it a shout out here. Thread on the topic: http://www.sas1946.com/main/index.php/topic,14977.0.html?PHPSESSID=01d4d7e41224a3d1a1adc2dff9b0f2e4 Campaign download: http://www.mediafire.com/?ft4y8cm4pppb4l4
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Just adds text to the DCG error log to display troop losses. http://members.shaw.ca/lowengrin/il2dcg348beta15.zip
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question about how DCG decides initial occupation zones
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
It's a bit abstracted. DCG will advance a unit/ship from one location to the next between missions so you'll have to set up the distances between locations to suit your time setting for the campaign - the default is one mission per day, but you can slow it down so you have two or three mission per day. -
adding a tanker causes campaign mission generation lockup
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
In your mission file: 0_Static ships.Ship$Tanker0 1 90546.85 52924.38 600.00 0.0 0 2 1.0 Non-modded mission file: 0_Static ships.Ship$Tanker 1 246629.27 38619.96 360.00 0.0 0 2 1.0 You can see that your file has renamed the Tanker to Tanker0. You'll have to add it to the appropriate DCG files (gobjects.dcg and gunits.dcg).
