Panthir Posted May 11 Posted May 11 Dear Cfrag, Thank You Once Again!!!!! it works Perfectly!!!!!! My Hardware: ROG Strix X570-F Gaming - AMD 5600X @ 4.7 ghz - G.SKILL TRIDENT 32GB DDR4 3200 (14-14-14-34 CL) - GigaByte 3080ti OC 12gb - Corsair MP600 Force 1TB - 2 x EVO Nvme 500GB - Virpil Warbird Base T-50CM2 and TM Throttle + Trackhat + G25 + AOC AG271QG 27" My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE. My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.
Nishiyandcs4 Posted May 12 Posted May 12 19 hours ago, cfrag said: This had me stumped for a while. I finally found the issue related to a dangling 'else' in csarManager that I unfortunately misplaced when I introduced the "autoTrigger" attribute, and the issue is much more likely to happen if persistence is added to the mix. It is not a persistence issue, it's a plain stupid bug I added to csarManager. Below please find the updated module. csarManager2.lua 66.16 kB · 4 downloads Dear cfrag, Thank you for identifying the cause & fixing the problem!! CSAR module has now started working properly on the Persistence Mission I'm creating. so, I'm lokking forward to seeing how DML evolves in the future. THANK YOU SO MUCH!!
cfrag Posted May 22 Author Posted May 22 Version 2.4.91 - 20250522 A new DCS patch, old problems. The mission naming issue wasn't resolved, and something new has crept up: ED published an API for mission save, and I was conducting initial tests to prepare DML to support this feature. Well, it turns out that currently, DCS does not use the API: when you save a mission, it does not invoke the handler that it claims it does. In other words: developing DML state save code has to be postponed, and it makes me wonder if and how ED test their releases. It is a blatantly obvious bug to anyone who develops save code. By which I conclude that, predictably, nobody is seriously considering to develop for this 'Save State' joke of a feature, else this bug it would have been widely reported. Accordingly manageable is today's update - a small improvement for csarManager, and you can see the remains of my "Save State" hooks that are in dcsCommon, waiting for a better time. Changes Documentation Manual QuickRef Demos Modules - csarManager 2.5.3 - removed a bug related to autotrigger when starting the mission - dcsCommon 3.3.0 - detect if "SAVE MISSION" is/was used for a mission 2
bitboy Posted May 22 Posted May 22 Yeah the lack of Quality Control has been in decline for quite some time now. In usual fashion there will be marketing spin about how they have developed stunning graphics for pilot model boot laces and yet no serious logistics system for the Chinook or as you point out, the DCS 'Save game/Save State" fiasco. Then I see in the Patch notes yesterday references to "DCS Voice Chat".....yeah nah, please no more efforts in that direction as previous experiences with that feature are buggy, performance impacting, and in no way comparable to SRS. I find myself failing to comprehend the programming directives, priorities, and quality control (lack thereof), at ED. Thankful for your diligence in maintaining DML with the ever changing hot mess that DCS can be at times. 2
Recluse Posted May 22 Posted May 22 (edited) I am wondering if they introduced some new bugs.. Luckily I didn't see any issues crop up in my DML enabled missions, but I wonder if there was something done w/re to internals. Possibly unit state checking or something....I was flying one of my missions using CTLD JTAC Autolase and the messages I was getting about target destruction and target switching seemed to be multiplied. Didn't get to check DML REAPER in this regard. Regarding DML Reaper:. I have complained in the past about ordnance not guiding consistently, but yesterday I realized that I had used an altitude parameter of 15000 forgetting that this unit should be METERS not FEET. I cranked it down to 5000 so I will see if my problems go away. Makes sense it was a ME problem all along Edited May 22 by Recluse
Penfold-88 Posted May 22 Posted May 22 i want to use persistance for my player score so it remembers it on reboot etc but when i go to test it it crashes dcs any ideas
cfrag Posted May 22 Author Posted May 22 9 minutes ago, Penfold-88 said: any ideas Hmmm. DML Persistence works well in conjunction with Player Score. How do you know that it (persistence? playerscore?) crashes (what do you mean by "crash"?) DCS? In Single Player, be sure that you use the work-around using saveFileName and saveDir attributes as described before until ED fix the bug that they introduced two releases ago.
Penfold-88 Posted May 22 Posted May 22 (edited) ive tried launching it as a single and multi should i just push it to the dedi and see if it works ? i have used all default parameters so could it be this too ? Edited May 22 by Penfold-88
cfrag Posted May 22 Author Posted May 22 2 minutes ago, Penfold-88 said: should i just push it to the dedi and see if it works ? I would like to get to the bottom of this - so if you don't mind, a couple of questions: How do you know persistence or playerScore crashes your mission? Do you get any error message? And if you could show a screenshot of the playerScoreConfig and persistenceConfig trigger zones, that could help closing in on the issue if it is indeed related to either. And to make absolutely sure: you do *NOT* use the "SAVE MISSION" feature, correct?
cfrag Posted May 22 Author Posted May 22 3 minutes ago, Penfold-88 said: sent u a dm with it all on Thank you. Wrt persistence config: I strongly recommend that you use the saveDir and saveFileName attributes to work around a bug in DCS that at least affects single player. The log that you kindly included does not point to DML at all; DCS crashes when it tries to spawn helicopters. Are you perhaps using mods? They are immediately suspect after a patch (yesterday was a patch day) 2025-05-22 12:51:25.599 INFO APP (Main): MissionSpawn:spawnShips 2 2025-05-22 12:51:25.734 INFO APP (Main): MissionSpawn:initScript 2025-05-22 12:51:25.734 INFO APP (Main): MissionSpawn:spawnCoalition neutrals 2025-05-22 12:51:25.734 INFO APP (Main): MissionSpawn:spawnCoalition red 2025-05-22 12:51:25.734 INFO APP (Main): MissionSpawn:spawnCoalition blue 2025-05-22 12:51:25.734 INFO APP (Main): MissionSpawn:spawnHelicopters 2 2025-05-22 12:51:25.738 INFO Scripting (Main): event:type=mission start,event_id=2,t=0,linked_event_id=0,ta=28800, 2025-05-22 12:51:25.764 INFO EDTERRAINGRAPHICS41 (29632): surface5 gc() LOD 0 3 squares 2025-05-22 12:51:25.764 INFO EDTERRAINGRAPHICS41 (29632): surface5 gc() LOD 1 26 squares 2025-05-22 12:51:25.765 INFO EDTERRAINGRAPHICS41 (29632): surface5 gc() LOD 2 46 squares 2025-05-22 12:51:25.766 INFO EDTERRAINGRAPHICS41 (29632): surface5 gc() LOD 3 180 squares 2025-05-22 12:51:25.766 INFO EDTERRAINGRAPHICS41 (29632): surface5 gc() 2.579900 ms 2025-05-22 12:51:25.811 INFO EDCORE (Main): try to write dump information 2025-05-22 12:51:25.851 INFO EDCORE (Main): # -------------- 20250522-125126 -------------- 2025-05-22 12:51:25.851 INFO EDCORE (Main): DCS/2.9.16.10523 (x86_64; MT; Windows NT 10.0.26100) 2025-05-22 12:51:25.851 INFO EDCORE (Main): C:\WINDOWS\SYSTEM32\ntdll.dll 2025-05-22 12:51:25.852 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007ffdc5f2013d 02:000799D7
Penfold-88 Posted May 22 Posted May 22 (edited) i do have helo mods but not added to the mission the 2 in mission are ka-50 and the uh-1h doing the work around now ill have to test it on the dedi box tho as to not have to keep changing it can i plz have an example of the path for the save DIR should it be G:\Other computers\DCS Master Server\Missions\Caucasus\Missions\CSAR-Event Edited May 22 by Penfold-88
cfrag Posted May 22 Author Posted May 22 9 minutes ago, Penfold-88 said: can i plz have an example of the path for the save DIR Certainly. Here's how "Angels of Caucasus" sets up persistence to guard against the new DCS bug:
Penfold-88 Posted May 22 Posted May 22 ok so i have it loading without crash now i see it creating a save but its not retaining the score
cfrag Posted May 22 Author Posted May 22 9 minutes ago, Penfold-88 said: its not retaining the score How did you tell persistence to save? Angels has a saveInterval of 2 minutes, so it saves every two minutes automatically. How did you set persistence up to save?
Penfold-88 Posted May 22 Posted May 22 but the score is still 0 when i go back in after a rescue that shows as 5 points before i leave
cfrag Posted May 22 Author Posted May 22 Please make sure that you receive a save notice before exiting. Persistence only saves if and when you get the notice (you have prudently turned the saveNotification on already, that's good). So you may have to wait a full minute until the data is saved.
Penfold-88 Posted May 22 Posted May 22 (edited) yes i was receiving the save notification ill go and try again to confirm Edited May 22 by Penfold-88
cfrag Posted May 22 Author Posted May 22 Ah, perhaps it would also be a good idea to ensure that the persistence module loads before playerScore... Perhaps show a screenshot of the "AT START" trigger's right DOSCRIPT action list.
Priest Posted May 23 Posted May 23 Hey cfrag I had an idea for an enhancement to good old clone zones I wanted to run by you. With the newer maps having so much detail what we really be awesome is the ability to create super detailed multipoint zones we can use to define clone/spawn areas, but ED hasn't given us that feature yet. So how about something else that still fits within the DML-style of things and accomplishes almost the same thing. Enter: mask zones and unmask zones. The basic idea is create a clone zone, then create zones within the clone zone that define where units shouldn't spawn. In a sense this would function a lot like the inBuiltup option for rndLoc, except instead of looking for map objects to determine where not to spawn, DML looks for user defined mask zones to determine where not to spawn. Example! Basic quad-point clone zone, we want to clone a multi-unit SAM site from a source template (not illustrated) to a random point into this zone. So we set up a clone zone with rndLoc set to true, link it to a source zone, assume we are using the wholeGroups option. null But we don't want that SAM site to spawn in the wooded areas within our clone zone, so here's where we add the new feature mask zones! These magical quad-point zones tagged with the mask zone attribute define where we don't want the units to spawn. Now in DML terms (and with a lot of cfrag wizardry) we have a clone zone that effectively looks like this! DML picks a random spot within our clone zone, and if that spot happens to fall within one of our mask zones, try again. And here it is again with all the quad-point zones hidden for illustrative purposes. That's one fancy looking clone zone! But wait a sec what was that about unmask zones? These would give us an extra little trick up our sleeves to make some really detailed stuff. Another Example!! Basic quad-point clone zone at Fulda. We want to spawn an air defense unit at a randomly selected point in this zone. But we don't want it to spawn in the parking area, on taxiways, or in the little patch of trees so we add mask zones to define those areas. But wait a sec those mask zones block off a little too much spawn area so we add unmask zones to define areas within the mask zones we added earlier that we will still allow units to spawn! And once again in DML-terms (and a bunch more of cfrag's wizardry) we have a clone zone that looks like this! DML picks a random spot within our original clone zone, and if that spot falls within one of our mask zones, try again, unless that spot also falls within one of our unmask zones. And here it is once again with the all the zones hidden for illustrative purposes. That's ONE fancy looking clone zone! Just some ideas. Love everything you do and thank you for DML!
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