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Everything posted by davidp57
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Hi Mustang, Why did you merge your Flat Shadows Removal mod into this one, if I may ask ? In my humble opinion, these mods have two very different goals : Adjusted Shaders makes things more beautiful, and Flat Shadows Removal enhances performance by reducing the graphic quality. So, I use the first one in my daily DCS missions (2D) and the latter only in VR. Now I won't be able to choose, will I ?
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Unit naming convention changed, and copy pasted became hell
davidp57 replied to davidp57's topic in Mission Editor Bugs
Thanks Nineline, that's the spirit ! The code I added does just that : if the unit name ends with "#xxx" then it keeps it and tries incrementing the numeric, else the new algorithm is used. -
Unit naming convention changed, and copy pasted became hell
davidp57 replied to davidp57's topic in Mission Editor Bugs
I made a modification of the game files to restore the old behavior in select conditions : If a unit name ends with #n where n is an numeral, then the ME will simply increment the numeric part when pasting. Else, the new mechanism is used (replacing the unit name with a new name based on the group name, completely ignoring the unit name) I tested it and it work as advertised. Here's the source code, and I attached a ready-to-use OvGME version. Dear ED, could you please take 5 minutes to look at my code and maybe (maybe) integrate it in one of your next releases ? Or do something completely different, but with the same result, as you wish ? Please ? Pretty please ? Love you ! Zip. By the way, using reverse() to search from the string's end is a very clever trick ! Kudos to the dev team ! Correction - MissionEditor - Unit naming when pasting.zip -
Unit naming convention changed, and copy pasted became hell
davidp57 replied to davidp57's topic in Mission Editor Bugs
Exactly ! And in my case, not only do I use my own unit names but I need them as they are ! -
Unit naming convention changed, and copy pasted became hell
davidp57 replied to davidp57's topic in Mission Editor Bugs
NineLine, thanks for your answer. However I don't think you understood my problem. Let me rephrase it simply. Situation before last update: When I copy/paste a unit named #command="-transport, size 5, defense 0, armor 1" it becomes #command="-transport, size 5, defense 0, armor 1" #001 My code is adapted to this appending of a #00<n> suffix and simply ignores whatever is after the last pound sign. Situation after last update: When I copy/paste a unit named #command="-transport, size 5, defense 0, armor 1" it becomes combatZone_rangeKiryatEasy-4-1 Now, as you can see, the data I need is completely gone. If you have any idea about how I can adapt my code, by all means tell me, I'm quite desperate at this moment. This is hundreds of hours of coding work, so please understand that this is very important to me and all the people using my work. -
Nice ! What draw distances modifications are we talking about ?
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Thanks for this excellent mod !
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Unit naming convention changed, and copy pasted became hell
davidp57 replied to davidp57's topic in Mission Editor Bugs
Unfortunately, no. I really need at least an option ; I searched but didn't find any workaround. I rely on the unit name to store commands that are run when the mission starts, or when a specific action is taken in the radio menu (i.e. activating a combat zone). For example, some of the unit names I use are : #spawnGroup="Prohladniy-manpads",#spawnCount=2,#spawnChance=25 #command="-transport, size 5, defense 0, armor 0" #spawnRadius=500 #veafInterpreter["_spawn group, name hawk, country USA"] #veafInterpreter["_spawn samgroup, side blue, defense 2"] #veafInterpreter["-sa6, country RUSSIA"] Before (with the previous version) when these "names" were copy/pasted, DCS simply appended "#00<n>", and my code is made to support this behavior. Now, it does this : group name: combatZone_rangeKiryatEasy → combatZone_rangeKiryatEasy-4 unit name: #command="-transport, size 5, defense 0, armor 1" → combatZone_rangeKiryatEasy-4-1 -
In the latest version (2.5.6.53756) the units naming convention changed. When copy/pasting a unit in the previous version, the name of the unit and group were copied and, if needed, a "#00<n>" suffix was appended (e.g. "#001") to keep the names unique. Now, the system detects a duplicate and simply resets the names. The framework I wrote make use of these names to store important information, and this change make it all but impossible to copy/paste units in my missions. Could we get the "#00<n>" suffix feature back please ?
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How to set Carrier Battlegroup TACANS & ICLS
davidp57 replied to 104th_Maverick's topic in DCS: F/A-18C
Seems so ; I wrote a small document explaining how to set this up, based on 104th_Maverick solution. -
(Project on hold) Weathered cockpit textures
davidp57 replied to Minsky's topic in Utility/Program Mods for DCS World
Beautiful ! -
DCS World 2.5.x Caucasus Terrain Textures
davidp57 replied to Mustang's topic in Texture/Map Mods for DCS World
Thanks Mustang ; may I ask what update this version brings ? -
Hi folks, I've got a weird crash that I can totally repeat ; unfortunately it's in a heavily scripted mission. The crash This is my crash log (extract) ; I attached the whole dcs.log file. 2020-08-07 15:03:18.150 INFO EDCORE: # -------------- 20200807-150318 -------------- 2020-08-07 15:03:18.151 INFO EDCORE: DCS/2.5.6.52437 (x86_64; Windows NT 10.0.18363) 2020-08-07 15:03:18.152 INFO EDCORE: C:\jeux\DCS World OpenBeta\bin\Transport.dll 2020-08-07 15:03:18.153 INFO EDCORE: # C0000005 ACCESS_VIOLATION at D585A5BC 00:00000000 2020-08-07 15:03:18.155 INFO EDCORE: SymInit: Symbol-SearchPath: '.;C:\jeux\DCS World OpenBeta;C:\jeux\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'dpier' 2020-08-07 15:03:18.156 INFO EDCORE: OS-Version: 10.0.18363 () 0x300-0x1 2020-08-07 15:03:18.528 INFO EDCORE: 0x000000000003A5BC (Transport): AI::VehicleCommunicator::setReceiveCommNetFlags + 0x1BC 2020-08-07 15:03:18.529 INFO EDCORE: 0x00000000001178A2 (WorldGeneral): AI::ControllerMission::start + 0x32 2020-08-07 15:03:18.531 INFO EDCORE: 0x0000000000116849 (WorldGeneral): AI::Controller::setTask + 0xA9 2020-08-07 15:03:18.531 INFO EDCORE: 0x0000000000028C6C (Scripting): Scripting::regLuaController + 0x40C What is weird is that this crash only occurs if I use the math.random() function in the previously executed call. If I replace the math.random() calls by some arbitrary value, there is no crash. It's probably due to some side effect that I can't think about, although I know that math.random() actually calls code in DCS core, instead of the standard C function, so maybe there's a weird bug in here ? How to reproduce the crash That's a bit tricky because one needs to act in the radio menu, in order to reproduce the crash. Simply follow this sequence of actions and your DCS will crash, guaranteed ! start the mission take a slot (I always occupy a "Game Master" slot) wait 10 seconds after mission start, then go to the radio menu and use the "F10 - Other" option select the "F1 - VEAF" option select the "F6 - COMBAT ZONES" option select the "F3 - Hostages at ..." option select the "F2 - Activate zone" option If the game does not crash, try again ; usually it crashes at first try. You can try again by first resetting the situation : go to the radio menu and use the "F10 - Other" option select the "F1 - VEAF" option select the "F6 - COMBAT ZONES" option select the "F3 - Hostages at ..." option select the "F2 - Desactivate zone" option The mission is attached to this post. Changing the code If you edit the I10n\veaf.lua file in the mission and change line #1329 with return veaf.getRandomizableNumeric_norandom(val) instead of return veaf.getRandomizableNumeric_random(val), the game will not crash. That's the weirdest part. dcs.log-20200730-072010.zip VEAF_OpenTraining_Caucasus_20200807.miz
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DCS World 2.5.x Caucasus Terrain Textures
davidp57 replied to Mustang's topic in Texture/Map Mods for DCS World
Thanks Mustang, looks cool ! I've got these errors in the log, do you think it's because of your mod ? 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Image 'border_3.tif' by array '' has size (256, 1024), expected (128, 1024). 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Image 'border_4.tif' by array '' has size (256, 1024), expected (128, 1024). 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Image 'border_5.tif' by array '' has size (256, 1024), expected (128, 1024). 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Image 'border_7.tif' by array '' has size (128, 2048), expected (128, 1024). 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Image 'border_8.tif' by array '' has size (128, 2048), expected (128, 1024). 2020-08-07 11:45:20.436 ERROR DX11BACKEND: Can't create texture array ''. Reason: Unspecified error -
(Project on hold) Weathered cockpit textures
davidp57 replied to Minsky's topic in Utility/Program Mods for DCS World
Well, can't wait for the end result. -
(Project on hold) Weathered cockpit textures
davidp57 replied to Minsky's topic in Utility/Program Mods for DCS World
This is amazing ; I can't wait to try it in my Hog ! Thanks a lot for all this hard work. I especially liked the before/after shots, and the bit about marking elements in the texture to find out where they go ; very instructive -
That's nice ! I watched your video and hopped to your GitHub, but couldn't understand how to install ; maybe it's simply not ready yet ? In the meantime, I'm training myself with node-red, which is a very powerful and well-designed tool.
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Nevada Las Vegas - Huey Ambulance Duty
davidp57 replied to NoFear1979's topic in User Created Missions General
great ! thanks ! -
The tanker will appear in the COMMS menu (regardless of the frequency you've set up on your radios, this is a different matter) as soon as it starts its refueling mission. How to set this up in the mission editor ? 1. create a tanker unit and place it somewhere 2. make sure it has the "refueling" mission and give it a meaningful name and radio freq 3. create a second waypoint close to the first one (say, 3nm) ; this will be your refueling leg starting point 4. create a third waypoint at say 25nm ; this will be your refueling leg ending point 5. set the advanced action for the second wp to "orbit", with the "Race Track" option and the desired altitude and (ground) speed. Here's a screenshot. Run the mission, wait a few seconds until the tanker gets to its second wp, and it should appear in the COMMS menu. Additionnaly, if you set your radio to the tanker's freq while waiting, you'll hear it on the radio saying that he's beginning his mission ; that's your cue !
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I think that there is something akin to this functionality in the FrenchPack.
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You cannot spawn a functional FARP at runtime, with script.
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mblackham, I'd like to know more, please.
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DSauer, please have a look at the pipeline we built for this exact purpose. Among its features : - normalization of lua tables to easily see the differences between versions - injection of radio presets - generation of multiple missions based on the same template, with different start times and/or weather - parse METAR, or use real-world weather, for weather injection. You can ping me on Discord if you need help.