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shdwp

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Everything posted by shdwp

  1. New update: https://github.com/shdwp/dcs_liberation/releases (1.3 RC1) Changelog: * added new airports to PG (you now start at Kerman) * ICLS * TACAN for carrier and tankers * option for cold start (check configuration menu) * list radio frequencies and channels in the briefing * minor balance and carrier ops improvements
  2. I mean the logs.txt, or at least the mission file, or at least the type of the mission that was generated. I see nothing suspicious in the debriefing itself.
  3. Both red and blue will always start on predefined location. I've changed it from south to north in the last update. Could you also include the logs please? If you still have the mission.
  4. Another minor update with the fixes: https://github.com/shdwp/dcs_liberation/releases Thanks, I've fixed that. That'd only work if you delete the save files tho. You can think of Frontline attack as CAS. Frontline CAP will be a mission you're looking for. I think I need to change the naming tho.
  5. I would need "logs.txt" (and probably other things from https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting) to check no mission being generated. As for the limit to the CAS - that's on purpose. CAS is ground targets only, there will be no interceptors. Basically you can select what do you want - CAS for ground attack missions and CAP for air-to-air. It was made to be more in the comfort zone before proceeding with Base attack which would be a lot more hectic including both types of flights. Thanks, it should work out of the box now.
  6. You mean you've been re-saving the missions, right? Just to be on the same page. As for the multirole aircraft - yes, the FA18 will always start with CAP loadout. Properly supporting the multirole will be a next thing to do I suppose. But what about the others? I've checked most of the modules in the editor, and they had at least decent loadouts for their respective roles. Except for M2K, it still lacks the Eclair on generation.
  7. So, I did find the reason why triggers weren't working in the MP. Hooray! There's also a few other changes in 1.2, mostly updated front line missions and rebalance. Link: https://github.com/shdwp/dcs_liberation/releases/tag/1.2_rc1, manual on new mission types: https://github.com/shdwp/dcs_liberation/wiki/Manual Could somebody try whether triggers are actually working now with multiple clients? I did find a problem, fixed it and verified it by running the mission as single client, but it'd be good if someone else might confirm this. Also some users reported that triggers behavior was different based on initial pause setting (I tested it with manual resume only), so you might want to try different options if something goes south. And don't forget that mission reload is still required (as in https://github.com/shdwp/dcs_liberation/wiki/Manual#multiplayer), since if you simply leave the server, debrief will be empty.
  8. Thanks a lot, found a bug, made a hot fix for that: https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc5
  9. Could you share the savefile? (DCS/liberation_save). Also, that line in mission log doesn't really matter, since campaign decides by itself based on alive units. Still, if you get "operation success" on campaign operation result screen, and base is still not captured when you click on "Okay", that is clearly an error. I'll double check that tonight, but I'd be very helpful if you share the saves.
  10. Those 15 included "Attack" type of mission? You capture the base with "Attack" and weaken with everything else. If you succeed in "attack" mission you should capture the base. If that's the case - could you share the save file? And a logs.txt after "successfull" attack?
  11. Oops, this one should do: https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc3
  12. I've pushed the RC2 which will successfully parse the debriefs you've provided (I should really write a proper parser for it tho): https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc2 Still looking into MP trigger issue. Could you confirm that it indeed works if you start the server paused?
  13. Good find with server pause/unpause discrepancy, I'll test it and see whether it would work. Also thanks for the debriefs - good news is that they are saved successfully and all of the information seems to be in there, so it's just a matter of me debugging the parser. At one point I think I'll make a tiny native application which would access win32 and get the right paths. As I said previously I don't want to use win32 in python since it'd require external installation of pywin32 by the user and I don't want to require that only to find out one single path.
  14. Thanks a lot for the hint, I will check it again!
  15. I could really use the debug information since it looks more like an issue with the triggers and not mp: https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting Same thing. I'd want to look at debrief.log especially, and want you to confirm that you did reload the mission prior to turning debrief.log in (as I stated in the post). Without that debrief.log would essentially be empty.
  16. There were an issue (resaving the mission fixed it) where user couldn't press "Briefing" button on the slot selection screen (which starts the mission), but that should be fixed now (it could only happen when there's 0 player slots on the server).
  17. Okay, so regarding the multiplayer: I managed to get it working. Necessary fixes are in this build: https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc1 However, the process is a bit tedious: 1. You have to play a mission as normally 2. After operation objective has been completed, host has to reload the mission file (Change slot - Change mission - select mission and hit Ok) 3. Only then DCS will correctly save the `debrief.log` and it could be moved from `Logs` to `liberation_debriefings` 4. At this point campaign should pick up the changes and display mission results Changing the mission is the only way I've found that would actually flush the `debrief.log`, in all other cases (if you simply move the file, shut down the server, change the slot) `debrief.log` will be empty. You can check whether it's valid or not if you open it up and see whether there's events in the `events = {` section. If there's only a single one "mission start" - that means that DCS haven't flushed the changes and server should reload the mission. Could somebody try this to confirm that its working, and whether it does for multiple clients?
  18. Not in the way they are implemented now. I was thinking more of a mission that would let you patrol the entire frontline and pick out the targets there (or something like that). Yeah, there's a logical problem with that. As a solution for the time being - you could sell most of the aircraft behind the lines and re-purchase it where it's needed. There's an idea for later to add enemy attacks on behind the lines bases (similarly to how carrier ops work now for the player) so that there'd be a reason to keep the bases stocked. It does look like the speed was too high. I've just adjusted it in the recent (1.13) build. Shouldn't this be included as a standard installation options? I've checked that on the machines w/o any python installation and it worked just fine if you use standard installation options. Also it uses the py.exe launcher (which comes with installation) instead of default python.exe. There's a few problems with that also. Currently it would use %UserDirectory%, which will specify the drive, if whole user directory has been moved. Although this will not work if only Documents were moved. In the meantime it could be fixed by editing the start.bat file.
  19. Currently about the status of it all: MP is a priority (as well as some bugs like naval interceptions), but I have a rough week on the job so I won't be able to work on that for a couple of days.
  20. Those 1 and 2 waypoints are actually on the opposite direction of the attack, since often the objective is too close to have that buffer between the base and activation zone. It's not required to actually reach those, cause when friendly units leave the base, all AI will proceed with waypoint 3. This is actually described in the manual, and I don't really have any other ideas on how this would work differently (there's a number of issues with alternative implementations and currently this one works best). It looks like missions where you start from the carrier are generated with invalid triggers and ultimately bugged. Will fix. That is something that is already on the TODO list. As you can probably tell, there are lot of missions that could use an gameplay improvement :) While this is a cool idea on paper I doubt that would bring much so I'm afraid it wouldn't ever be implemented Thank you for the report, it looks like it. Will fix. Currently unit task only matters for Attack operations, and for loadouts. You should simply scramble F/A-18 for CAS mission, rearm at the airport and proceed with mission. That's on TODO. Generally making the CAS missions more interesting. IIRC AI will select the runway and direction by itself. I don't explicitly specify it. Will bump the price I guess. That's something that could only be done by changing the python files. You could look into "theater/persiangulf.py" file. Sometimes AI bugs out and starts spamming waypoint change messages, so I silence them for this period. You should wait for the chat message about "task force is in the air", after that everyone will unsilience and proceed to waypoint 3. Yeah, that probably should be done. Thanks for the suggestion. The "start.bat" already works like one. Ability to select the folders by GUI is also in the TODO (since I haven't found a reliable way to get the path even from the bat, not in all cases). As an alternative for the previous solution this could also go. Thanks for the suggestion. I don't think the project is in that state yet, to be honest. It's still miles away from anything consumable, so this would only come later (if it ever will). At one point that would need to be implemented sadly, as pickle will bring too many issues regarding versioning. I think at the scale of this campaign a groups of only a handful of players would play it in coop, without any kind of establishment community of anything like that. Load out selection (and spending money on it) was planned at some point, but now in TODO. I doubt that waypoint editor will ever come to the fruition. CAS AI should do the job just fine, I haven't checked the Ka50 since it was added mostly for a single operation that would only involve the player. No, you simply scramble them and they would escort the CAS up until the point of them noticing bandits. After initial engagement they would circle around the objective for some time and only then RTB.
  21. The thing that counts is "world_state" array which should list all of the units that were present when game has ended. Are you trying the multiplayer? It seems that it's not reliable when it comes to the MP. I think I'll have to reimplement the whole thing to decide purely base on events. This is something that I'd want a logs/generated mission/.. (check https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting for the full list) since I have no idea why this should happen. As for the multiplayer - I guess it should be re-implemented. That'd take a couple of days. I'll update the topic to reflect that it isn't working anymore. Sadly I can't change the thread title tho.
  22. Okay, so about the multiplayer thingy: Could someone check whether it works correctly if: * you pass it the clients debriefing? * you pass it the debriefing when you've completed the objective, but everyone's still on the server? * you shut down the server as a host and pass it the debriefing? It looks like it wouldn't state the unit if its slot is not occupied (i.e. if somebody leaves it the unit wouldn't be in the log), but I hadn't been able to reproduce it by myself. I think I might have an alternative for it that would work in all of the cases, but that would require to re-implement a part of the application and would probably take more than a few days.
  23. Here's you answer, thanks to the MoldyTowel. Also I've explicitly state in the Manual that you need to look into Saved Games, thanks.
  24. The temporary fix for you would be to change the start.bat file and replace %UserProfile% in there with parent folder of your Saved Games: py.exe __init__.py "D:\Docs" > logs.txt 2>&1 (please note the quotes) Thanks for the hint, the problem with that is that I don't want to depend on pywin32 library which would require the user to install third party binary dependency. As for now it would be pretty easy to specify the path as in my example in the upper answer in this post. I think I've already asked for this on the reddit, but could you provide the debugging information (as in https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting)? Does it occur every time you generate a mission? The hitch meant that the enemy forces were activated. Just to clarify - in frontline CAS only enemy ground forces will be generated. Could you provide the files as stated in troubleshooting section ( https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting )?
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