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Posts posted by Zyll
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Was it the length of the names of the units that cause the crashes, or special characters? In just trying to understand so that I can pinpoint potential causes of similar crashes across other mods.
Zyll @ TAW- 2
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Can you elaborate on that? Was the names of the units in the old asset pack causing DCS crashes while flying, or in the mission editor, or both?
Zyll @ TAW- 1
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did you ever get anywhere with this issue streakeagle? We had a mission tonight where we saw alot of these errors, and the symptoms were rubber banding, AI blinking in and out of existence, and a generally terrible experience for ~40 pilots in our mission. Interestingly, it seemed when the RPC.lua errors went away was when things started to look better in the game. Does anyone know what these errors may be a symptom of?
2024-03-18 01:08:18.968 INFO ASYNCNET (Main): Current ping: 151.1ms
2024-03-18 01:08:48.840 ERROR LuaHooks (Main): [string ".\Scripts\RPC.lua"]:53: bad argument #2 to 'format' (string expected, got nil)
2024-03-18 01:08:48.840 ERROR LuaGUI (Main): [string "./Scripts/RPC.lua"]:53: bad argument #2 to 'format' (string expected, got nil)
2024-03-18 01:08:48.971 INFO ASYNCNET (Main): Current ping: 70.2ms
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This is horrifying!
Zyll @ TAW -
Are you high (altitude) or hot? The Apache does have challenges starting under extreme conditions.
If so, I have a video on this:
Zyll @ TAW
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Is it maybe treating \t as an escape character? Maybe try using / in your file path instead?
Zyll @ TAW -
> Terrain scenery performance: optimized instancing and improved and optimized streaming.
Anecdotally, I've heard that performance is better for folks after this latest patch. Maybe the benefit of this mod is reduced or (gasp) rendered unnecessary now? Anyone done any comparisons since this patch?
Zyll @ TAW- 2
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It's been moved from the Mission Editor, and is now on the rearm screen for individual crew to manage, rather than the mission maker.
Zyll @ TAW- 2
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You can reference the enums, so in this case in place of doing a comparison to 1, use coalition.side.RED. For more enums you can use, reference hoggitworld:
https://wiki.hoggitworld.com/index.php?title=Special%3ASearch&search=enum&go=Go -
Barthek, can you explain how the new system works? Will it be more efficient performance wise, or space wise, or neither. Does it result in more random field generation or a more realistic look from all angles? Thanks,
Zyll @ TAW -
Hi @Wingthor maybe coalition is a bad example, because as you pointed out there's an enumeration as part of Moose, but it also exists as an enum in the luadoc of DCS.lua.
I figured out where coalition.troops came from, I had to disable the "show words" setting in vscode intellisense which was finding all kinds of strings in my lua and suggesting them. Why that is a thing in vscode is beyond me.
So now my vscode is only making suggestions based on actual code in my lua scripts folder, great. If you wouldn't mind, would you show me what your vscode returns for country.id.?
My vscode identifies country as a table, based on an empty table called country that it finds in DCS.lua, but it has no country.id because it doesn't seem to be able to parse the luadoc to flesh out the intellisense, so vscode just has this and nothing more:
On the other hand, Eclipse with the LDT plugin seems able to parse the luadoc in DCS.lua and not just the actual lines of code, so it's intellisense returns the following:
these are the lines from DCS.lua where Eclipse is able to retrieve intellisense, and I'd love to be able to get vscode to do the same, because it really is a much better IDE. To me it feels like the language server support in Eclipse LDT is more robust than the lua language servers available for vscode.
do -- country --- [DCS Enum country](https://wiki.hoggitworld.com/view/DCS_enum_country) -- @type country -- @field #country.id id --- [DCS enumerator country](https://wiki.hoggitworld.com/view/DCS_enum_country) -- @type country.id -- @field RUSSIA -- @field UKRAINE -- @field USA -- @field TURKEY -- @field UK -- @field FRANCE -- @field GERMANY -- @field AGGRESSORS -- @field CANADA -- @field SPAIN -- @field THE_NETHERLANDS -- @field BELGIUM -- @field NORWAY -- @field DENMARK -- @field ISRAEL -- @field GEORGIA -- @field INSURGENTS -- @field ABKHAZIA -- @field SOUTH_OSETIA -- @field ITALY -- @field AUSTRALIA -- @field SWITZERLAND -- @field AUSTRIA -- @field BELARUS -- @field BULGARIA -- @field CHEZH_REPUBLIC -- @field CHINA -- @field CROATIA -- @field EGYPT -- @field FINLAND -- @field GREECE -- @field HUNGARY -- @field INDIA -- @field IRAN -- @field IRAQ -- @field JAPAN -- @field KAZAKHSTAN -- @field NORTH_KOREA -- @field PAKISTAN -- @field POLAND -- @field ROMANIA -- @field SAUDI_ARABIA -- @field SERBIA -- @field SLOVAKIA -- @field SOUTH_KOREA -- @field SWEDEN -- @field SYRIA -- @field YEMEN -- @field VIETNAM -- @field VENEZUELA -- @field TUNISIA -- @field THAILAND -- @field SUDAN -- @field PHILIPPINES -- @field MOROCCO -- @field MEXICO -- @field MALAYSIA -- @field LIBYA -- @field JORDAN -- @field INDONESIA -- @field HONDURAS -- @field ETHIOPIA -- @field CHILE -- @field BRAZIL -- @field BAHRAIN -- @field THIRDREICH -- @field YUGOSLAVIA -- @field USSR -- @field ITALIAN_SOCIAL_REPUBLIC -- @field ALGERIA -- @field KUWAIT -- @field QATAR -- @field OMAN -- @field UNITED_ARAB_EMIRATES -- @field SOUTH_AFRICA -- @field CUBA -- @field PORTUGAL -- @field GDR -- @field LEBANON -- @field CJTF_BLUE -- @field CJTF_RED -- @field UN_PEACEKEEPERS -- @field Argentinia -- @field Cyprus -- @field Slovenia -- @field BOLIVIA -- @field GHANA -- @field NIGERIA -- @field PERU -- @field ECUADOR country = {} --#country end -- country
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Whoops! You are right, got my nots mixed up, but you are on the ball.
Zyll @ TAW- 1
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a1 will evaluate to nil if it doesn't exist, so you can simply wrap the lines that follow in an if clause:
if a1 != nil then
...
end
Zyll @ TAW -
Can you turn the microphone input down to 0 in this case?
Zyll @ TAW -
It's in the sound settings iirc. There is a checkbox to turn voice chat on and off there.
Zyll @ TAW -
Thanks @Wingthor for taking the time to respond. I unfortunately am still not quite sure I'm getting it.
So I do have intellisense working for Moose, as evidenced (I believe) in the screenshot below:
For simplicity sake, I have all my scripts in one folder, including Moose.lua, DCS.lua, mist etc. I assume the fact I'm not using the uncommented version of Moose would not impact the ability to show DCS.lua luadoc.
I'm using Sumneko's popular lua-language-server extension, which appears to work with vscode-lua-doc, and also gives credit to EmmyLua in the list of software it uses. Are you saying that EmmyLua includes other functionality that extends Sumneko's language server, and I should be loading both extensions together?
When I try to bring up intellisense for a DCS coalition object, this is what I see:
The popup functions don't correlate to what actually is applicable to coalition (troops doesn't exist yet it came up in intellisense), and the intellisense doco gives the above error. To me, its like the luadoc in DCS.lua does not follow the same conventions used in Moose.lua, and given that its just a prototype file with no code, DCS.lua is just not working as expected for me.
LDT on the other hand worked, it seemed to know how to read the DCS.lua prototype, and I'd be thrilled to be able to make vscode behave similarly.
EDIT:
> Then you need to add the scrips folder witin DCS world main folder to your worksspace in VSC (if you want). And/or other DCS lua libs.
this is something I did not do, let me look into this as well.
EDIT2:
sadly the inclusion of C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Scripts into the workspace didn't help
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As I recall, that folder didn't even exist until you installed that cockpit texture mod (or possibly a different one). The default cockpit textures would have been in a zip file under program files/Eagle Dynamics folder.
C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\AH-64D\Cockpit\Textures\AH-64D-CPT-TEXTURES.zip
Did you try deleting the Cockpit_AH_64D folder and clearing fxo and metashaders2 folders?
Zyll @ TAW- 1
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Is this what you are looking for?
https://www.digitalcombatsimulator.com/en/files/3321192/
Zyll @ TAW- 1
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Oh I always reference the hoggit documentation for scripting in both Mist and DCS scripting, it's generally more up to date.
https://wiki.hoggitworld.com/view/DCS_func_outText
Zyll @ TAW -
If you use trigger.action.outText, set the Clearview boolean to true and it should overwrite your previous message per your needs.
Zyll @ TAW -
can anyone confirm if they are getting intellisense for the DCS ME objects from dcs.lua? In LDT it worked great, in vscode it doesn't work for me.
For example, can you get intellisense for Group, Unit, Coalition, etc?
Thanks,
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also interested if someone has got this working. it was seamless in Eclipse LDT but doesn't appear to work the same way in vscode
Massun92´s Asset Pack - Official (update march 2024)
in Static/AI Mods for DCS World
Posted · Edited by Zyll
if you edit the database though, then you have locked yourself into a custom version of Massun's v3.0. If you edit the mission files in your miz's, at least you have a better chance of being upwards compatible to the next version, whenever that comes out.
Of course, having over 100 affected missions certainly puts you in a rather unique situation. Unless there's something you really want from v3.0, if I were you, I would consider just waiting to see what comes out from the next Massun's before changing anything.