Everything posted by Lowengrin
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Unicode in ru language
Try adding the attacmessages_ru.dcghed file to your DCG/DATA folder. It was missing the <TYPE> tag in the sentence.
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Unicode in ru language
It's looking for files called rank_ru.properties and award_ru.properties which you probably don't have as your rank.properties and award.properties are already in Russian.
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Unicode in ru language
See latest beta. Let me know if it works for you. Thanks!
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DCG 3.50 Open Beta
Trying to fix the issue with Unicode displaying properly in the game (Russian, for example) for ranks and awards. Unicode is expected to be in the format "\u9999" This is the format as found in the ranks_ru.properties and awards_ru.properties files found in the campaign folders. Characters not supported by ASCII will show as "?" in DCG as it doesn't support unicode.
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Unicode in ru language
Okay, I'll take a look, but it's hard for me to debug this one as I don't have the Russian version. But can you do me a favour and copy and paste the award.properties and rank.properties files that you have in the game's "...\Missions\Campaign\DE\" folder? Thanks!
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Unicode in ru language
BTW, if you are using IL-2 in Russian, have you checked the option in DCG for "Native Ru.prop" (under languages)?
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Unicode in ru language
Thanks. It wasn't a bug until recently. I just looked and the game now has two files for ranks in Russian. The original "rank_ru.properties" and now a new "rank_ru.txt". And they are in different formats.... The same goes for awards. I'll fix in the next beta.
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DCG 3.50 Open Beta
Hi Sharkzz, I'm keeping well, thanks. Being on an island has it's benefits (no big pandemic outbreak here). Hope DCG helps in some small way to take your mind off these bat crazy times. Any questions on it, you know were to find me. Cheers! Lo.
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DCG 3.50 Open Beta
Latest beta (build #9) streamlines (and hopefully speeds up) the code for Stationary Front Routine. No other changes.
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debriefing says i died but i didn't die
I can't say I considered multiplayer respawns when I wrote the code to parse the log. Back in the day when I flew online, dead was dead until the server spawned a new mission. :)
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Any chance you might be interested in possibly doing a DCG for IL-2 Sturmovik: Desert Wings - Tobruk?
I think the mission file format is considerably different and would require substantial effort on my part. So, at this point in time, no plans. Sorry!
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debriefing says i died but i didn't die
Yes, please post the log file next time your pilot dies unexpectedly. Also, are you using any mods that change the contents of the log file...? Thanks!
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Umlauts
Excellent. BTW, I write them in Notepad (which almost certainly defaults to ANSI).
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Understanding how DCG works
That's a really good question. Lunch? Seriously, I'll have a look at the code and see if there's some optimization that's needed there.
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Axis supply rate and Squadron supply rate
I may answer some of your questions out of order, but hopefully I won't miss any. Saipan is one of the older campaigns that I designed so some of the design decisions I made that worked back then, might not work now. For example, CAP tearing off to the end waypoint as it anticipates the fleet moving at a much faster pace. The other one is landings. I've added a command to make them more aggressive/certain and I'd have to check the actual data files for Marianas but it's possible the road file isn't set up right for the latest landing code. You could try adding the following (below) to the timetable.dcg file. Where XXX_Beach is the name of the landing site on Saipan. You can add one for each other island, YYY, etc, as well. [Marianas] 19441006 PriorityLandingSite Allied = XXX_Beach 19441006 PriorityLandingSite Allied = YYY_Beach As for Axis replacements, it's hard to say what's happening. Are you playing with just a single flight/squadron? If so, you won't see any impact until you shoot down a dozen or so from the squadron. Also, if you're using "Aircraft Downgrades" option, all units will stay at full strength, they'll just fly a crappier version of the plane they're assigned. I don't have a lot of time to do debugging of old campaigns right now, but hopefully in August I'll have more time.
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Umlauts
So in the .rds file it's "Büderiech"...?
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Fixed Start Dates/Squadrons
It's been so long, I had to look it up (because for some reason, I didn't put it in the instructions). It only triggers when an online campaign changes. If it's unchecked then every squadron from the previous campaign will transfer to the new one regardless of whether or not it's listed in the new campaign's template. It has no effect on offline campaigns (it's always considered checked).
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Transfer to another squadron?
In the timetable.dcg under the campaign your flying, you'd add the date (YYYYMMDD) of the change, the squadron ID and then the plane it's changing to. For example: 19410811 NewPlane II_JG770 BF_109F4
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Make squadron unescortable
You could try setting the escort to "none" and see what happens. I really should add some code so that an escort won't be assigned to a bomber if it can't keep up....
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Added plane to class, payloads. Always gets replaced
I'm surprised it lets you have the same plane ID with two different nationalities....
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DCG 3.50 Open Beta
From my experience, exploding planes are usually the result of loadouts that don't exist (usually misspelled or applied to the wrong plane).
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DCG 3.50 Open Beta
I can find no evidence that these explosions are the result of changing the aircraft category in DCG. Are you using a mod...?
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DCG 3.50 Open Beta
Latest beta (build #8) makes the "remove static" function a bit more severe as it removes the object completely from the stationary list rather than X'ing it out like destroyed statics (that can be rebuilt). No other changes.
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Added plane to class, payloads. Always gets replaced
Is there a matching skins folder for each one? If there's no folder, DCG ignores it as it assumes the plane(s) is not available in the game.
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DCG 3.50 Open Beta
I'll check if there's a bug in the save routine of the class file when it comes to the aircraft category that's slipping an error into the mission generation (causing the explosions). As for the troops landing. I can't really say for sure without knowing which scenario (and is it a stock one or a 3rd party). The naval supply locations should have no impact on troops landing. It's just to set the spawning point of ships for each side. Static planes are a bit of a special type of object (as they spawn depending on which side controls the base and what aircraft are based there), but they should be removable with that time table command...so it's an "unwanted feature" of their having some special code. I'll look at it.