BaD CrC Posted July 16, 2017 Posted July 16, 2017 I tried to reopen some of my 'old' missions (less than 1 year old actually) in the ME but DCS just got stuck at doing this (loading screen forever). What is strange is that it does not behave the same with all the old missions. Some older ones can be edited, but several of them are suddenly inop. I attached one of it with this post. Any miz file wizard can tell me how to open this in the ME? I spent an awful lot of time creating these missions. Thanks.:helpsmilie:Harmattan3 Day1 v2.miz https://www.blacksharkden.com http://discord.gg/blacksharkden
feefifofum Posted July 16, 2017 Posted July 16, 2017 Stand by, poking with sticks.... THE GEORGIAN WAR - OFFICIAL F-15C DLC
feefifofum Posted July 16, 2017 Posted July 16, 2017 Opened right up for me, no issues; here's a re-save in 1.5.7 in case that helps! Failing that, try the good old remove mods/cleanup/repair routine?Harmattan3 Day1 RESAVE.miz THE GEORGIAN WAR - OFFICIAL F-15C DLC
Rudel_chw Posted July 16, 2017 Posted July 16, 2017 I tried to reopen some of my 'old' missions (less than 1 year old actually) in the ME but DCS just got stuck at doing this (loading screen forever) ... It happens the same on my DCS ... gets stuck trying to open it. It seems that the problem is that this mission uses a user module called "Standard 229th Objects by Highway" .. check to see if you do have this module installed. Regards. For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
feefifofum Posted July 16, 2017 Posted July 16, 2017 I do have the 229th object pack v1.4; the 1.4 version of the pack changed the name of the 476 range target module from "476 vFG Range Targets by Noodle" to "476 vFG Range Targets by Noodle & Stuka" Changing the name in the entry.lua restored functionality for my own squadron ' s training op, which was affected by this change once module ownership was enforced by 1.5 7....wheee! Confused yet? :lol: THE GEORGIAN WAR - OFFICIAL F-15C DLC
BaD CrC Posted July 16, 2017 Author Posted July 16, 2017 Opened right up for me, no issues; here's a re-save in 1.5.7 in case that helps! Failing that, try the good old remove mods/cleanup/repair routine? OK. Thanks. That's weird because I wan't able to open this mission on 2 different computers. I tried to open your resave version and now it says 'Need modules for load mission: Standard 229th Objects by Highway'. I guess this is coming from the 229th mod you were mentioning but why on earth would it be required by a mission that does not use it. What did ED do with this miz files now?:mad: https://www.blacksharkden.com http://discord.gg/blacksharkden
feefifofum Posted July 16, 2017 Posted July 16, 2017 I'll re-save again for you with my mods off; I run a mod pack with a bunch of extra objects that -shouldn't- affect permissions if the objects aren't in the .miz, I'd imagine. If, at some point, someone running the 229th object pack added one of those objects to the .miz, however, it becomes a required module to play the .miz..... It all has to do with the copy protection for the WW2 asset pack, I'd wager; now people need to be running the same mods as the server. Some of the user mods set themselves up with an entry.lua file so it makes an actual module icon at the bottom of the screen; these are the things that are really screwed up by this new requirement. If you are not and have never run any of the 229th mods it seems crazy to me if it would become a requirement just from my having re-saved the .miz...after all, just because I have the WW2 asset pack, if I make a .miz without those objects anyone should be able to play it. THE GEORGIAN WAR - OFFICIAL F-15C DLC
feefifofum Posted July 16, 2017 Posted July 16, 2017 Veeery interesting...with my mods disabled, now it's hanging on the loading screen for me. THE GEORGIAN WAR - OFFICIAL F-15C DLC
BaD CrC Posted July 16, 2017 Author Posted July 16, 2017 Aaah. So there is something fishy here. I understand your explanation about why they need to have this checked in a mission now because of the assets pack, but this should really apply only on this pack and not on the rest of the missions. The portability of missions over time is already pretty poor for DCS, now if you are adding an extra layer of constraint, this is gonna be hell for mission designers. https://www.blacksharkden.com http://discord.gg/blacksharkden
Grimes Posted July 17, 2017 Posted July 17, 2017 Well the format of the mission file itself didn't change that much. In the original file there are two entries for "needModules" and "usedModules", both of these were removed. There is now a "requiredModules" entry which contains information on content that wouldn't normally be there. For example WW2 asset pack and the 229th pack. If an optional asset is added to the mission, then the requirement for it will be added. If all objects from that pack are removed then so will the requirement for the pack. The mission does have a unit from a mod in there: line 2753 from mission file: ["type"] = "class-mistral-empty", The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
BaD CrC Posted July 17, 2017 Author Posted July 17, 2017 Yes Grimes, thanks; Yes it does. This mod is installed on my computers though and still I am unable to open it. What do you think about Feefifofum resaving it and now I have the 229th pack required? https://www.blacksharkden.com http://discord.gg/blacksharkden
Grimes Posted July 18, 2017 Posted July 18, 2017 I had to download the 229th pack to investigate. The mistral is part of the pack so that makes sense that the mod is now listed as required. It appears the problem is related to how the Mistral is setup within the mod itself. France has access to the "Mistral Class Helicopter Transport" ship, while the unit placed in your mission is the "class Mistral empty" which is only available to Russia. In the editor when you select the ship the type has nothing listed. The editor itself was getting an error because there are aircraft set to spawn on the ship and for whatever reason, the editor couldn't load the ship. I made a little modification to the mission to get it to open without mods. I simply changed the Mistral to the Kuznetzov.Harmattan3 Day1 v2modif.miz The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
BaD CrC Posted July 19, 2017 Author Posted July 19, 2017 You're the god of mission builders Grimes. I am seriously thinking of creating a new religion here to worship you. :P Having a French Kuz is pretty awesome. Don't know how to do that. Plus, I didn't realized that the Kuz got lights at night when the Vinson is completely dark. Much better for night missions like this one. Thanks again. https://www.blacksharkden.com http://discord.gg/blacksharkden
BaD CrC Posted July 19, 2017 Author Posted July 19, 2017 During our last MP mission tonight, we saw that if anyone doesn't have the mod of the mission installed, the server is greyed out in the server list and the player cannot even connect. Say if the mod (for example Mistral BPC) is embedded in a mod pack (229th) but the mission has been created with the same mod standalone (original Lilkiki I think), will the server still be greyed out because the mod owner is different? https://www.blacksharkden.com http://discord.gg/blacksharkden
Grimes Posted July 19, 2017 Posted July 19, 2017 The mission file is just a big lua table, so you can change stuff and as long as it is existing data it will work. So I just changed the ship type to be the Kuznetzov. Same applies to the scripting engine, I once spawned an Italian Mig-29S with a payload of Amraams. :) I believe requirements are defined by information within the entry.lua for a given mod. As for what happens if a given object is added as part of two different mods then I really don't know the answer. It is possible that if both have the exact same object name that it will use data from whichever mod is loaded last. At any rate the server will be grayed out and if you click on it it will show the mods needed. Annoyingly the list isn't displayed when you do have the mods installed. This is what it looks like in the .miz file, which matches the name used on the declare_plugin() line of the entry.lua for the mod. ["requiredModules"] = { [" Standard 229th Objects by Highway"] = " Standard 229th Objects by Highway", }, -- end of ["requiredModules"] The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
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