Mission Commander beta release
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Falcas, huge thanks for that latest version, I was having the TE issue and your fix seems to work so far. Thanks also for the explanation of what’s actually going on, and what it actually wants to replace in each box, those help a ton!
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@Falcas said in Mission Commander beta release:
New version available (quick release) latest version is build 686.
You can get it on the WDP website.I’ll write something about the conversion in a new post, but first things first…
Too much negative things have been going on in this thread lately.
And most of it I must say is just because of lack of patience.
Guys, I have a real life as well. Traveling all over the world non-stop and most of the time only got the option to do something on my laptop. And NO I do not have all versions with me all the time.
Don’t even have 4.36 with me as this is already old to what I am working on.So if something doesn’t work just don’t expect everything to be fixed right away. And yes I do understand you want to progress with your work on your theater or fly your old missions.
But the more nagging is going on, the less motivated I will be to even answer anything
Sorry I have no been able to answer sooner Falcas, I hope you understand I have a busy life, work to do and responsibilities during the day. I don’t have BMS installed at work nor any tool, and can’t take the time to check releases by the second they’re out. I beg you to believe me when I say that the first thing I did was testing to give you feedback, that’s how much I love you. As Ella would sing, Let’s fall in love.
And I oh yes agree about that negativity, I hope you will be heard.
Ah, 686 then, well, what can I do, apart from thanking you?
I couldn’t convert without .idx and .wch in 36 folder (which was a nasty thing to do, but I live in compromise). Now I can (I could for Baltic, but not my point)
I had a unending stroke of “Could not find Objective name…” windows driving to Alt-F4 without them. I have not anymore.
I used to corrupt some of MC features to work a result out for what I needed to do. I am back to pure, angelic use with 686.
In a few words, I couldn’t use the 5 steps alone in 685, it now works like a charm with 686.To sum it up easily: thank you for your time and for fixing it, you’re saving a lot of ours.
Fair winds for your trips, East of the Sun, West of the Moon.
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I have successfully used MC Version 686 to convert a KTO 4.35 TE to KTO 4.36, following the instructions provided. The TE converted properly, using the 5 steps listed in the conversion tab. There were no errors.
@Falcas , thank you for your outstanding work on supporting Falcon BMS.
I agree 100% with @LorikEolmin : “thank you for your time and for fixing it, you’re saving a lot of ours. ”Regards,
Tomcattwo
(VoiceClone) -
And what I still can’t figure out , how they didn’t notice that strings ARE NEW. amazing mission “designers” pffft
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@Falcas Thanks for the new version and explanations! Works for basic TE conversions.
Concerning the negativity and lack of patience, while I see how it might have come across like that, I don’t think anybody really pushed for a fast solution.
All we had hoped for was a quick acknowledgement that there was a problem prior to 686. -
- Thank you for the update and the explanations.
- Another relevant intervention from white_fang. It’s a shame we have to put up with this character’s high level of bullshit every time we visit the forum.
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@Rouge1512 said in Mission Commander beta release:
- Thank you for the update and the explanations.
- Another relevant intervention from white_fang. It’s a shame we have to put up with this character’s high level of bullshit every time we visit the forum.
Hah… I suppose what I suppose, but if what I suppose happened, keep in mind that you can block anyone in these forums… the consequences being that you’re down to supposing things could have happen, but that will only be funny.
My train of thoughts about it led me to revise the forums rules, but I can’t find them. Anyway, forget it. Supposing is way more fun ;).
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@Rouge1512
2. Ok nuff with bs. No more chit-chat, OK?. Back to school.
Maybe you’ll learn something. It is interesting read.https://www.falcon-bms.com/news/air-combat-sim-podcast-episode-28/
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Interesting stuff.
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Now that peace is restored.
I’m pretty sure 686 is ready on everything and it’s just a few of us trying too much complexity, but I’ll report not being able to use invalidact.xml tool from MC, except within TvT as far as I’ve tried.
KTO does that. Invalid becomes Valid and NOT selectable becomes selectable (up the right list). Nothing is saved (and I can’t read the display on the left. Time for glasses maybe? )
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No need for glasses dear Lorik if you can’t read this - nobody can.
Anyway, I confirm same graphical glitch in curr version .686.Seems “UNIT/PLANES” - ‘ONLY! validAC.act’ table affected, spills/leak over previous screen and over itself.
If you came from “clean” previous screen/table , with no data, eg. ‘stats’, then is somewhat readable but as soon you scroll, it overwrites itself.
Nothing can’t be done here, bad build. but again not so crucial, not that need this table too often., there’s always npp++ -
I hope it’ll be fixed, doing invalidactype manually would be painful.
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@luke777 said in Mission Commander beta release:
I hope it’ll be fixed, doing invalidactype manually would be painful.
If that helps, use the file from TvT, it will help MC open it and process it. You can try to work it around this way for now, maybe.
EDIT: forget it, Luke tried.
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@luke777
InvalidAcTypes.XML is generated by using the BMS Editor :Class Table->Units->Squadron->select all the squadron you want to fly with->mouse right click- >Export As Flyable
=> InvalidAcTypes.XML is then generated for the current active theater in the Editor
Cheers
BB -
@Bad-Boy Thank you BB.
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@Bad-Boy Many thanks!!!
Cheers
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@Bad-Boy Now that’s neat new little feature. Nice.
- but Imho … - I’ve never used it … since capmaign/te is already “restricted” by airplanes in file , for IA/DF … whatever , use what you want
I’ve never touched act (and it was bin before) file again in BMS … some 10-15yrs ago … enabling the other “UN”/flyable planes
-but since here… one question tho, “CampObjData.XML” ???
- in Balkans I’ve found (campID) discrepancies between that file and actual objects in saveX/te_new … safe to delete ?
How to re-crete file , seems MC is offering… ?
And what is TRUE use for that file … since objects are in db and features are in db … fine tuning ??
Cheers
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@Falcas - Thank you so much! Version 686 worked perfectly in converting my 4.35U3 TEs (with the expected few choices as to what replaces what).
As you said: It will come with a suggestion which is mostly correct. However not always!!!
Exactly my experience. And as I progressed, the choices dwindled from few to zero. So, perfect…
I really appreciate your patience in dealing with us impatient users. You got this fix out quickly and now we can resume enjoying all that 4.36 offers, with our old TEs, to boot.
Without your tool set, BMS would be far less wonderful!
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Happy to see the conversion is much improved. From 4.35 to 4.36: make sure to adapt the map in bms after importing, the rest is relatively plug and play.
My process for 4.33, for which most of our squadrons legacy missions were made in the past :- MC conversion and save (you need a legacy install)
- Fill in the team -map manually in bms
- Recreate squadrons on the appropriate airbase in bms.
- Assign the flights in the mission to the new squadrons in MC, ensuring each flight has a home base and save.
- Fix the timing in MC: subtract 9 hours of start and current time of the mission to convert to Zulu. Apply and save. Go through each flight and subtract 9 hours. Save.
- Open in bms TE editor and save to uncorrupt the mission. Check if all flights have “white” flight plans and correct if necessary.
All in all about 10 minutes work for complex missions.
EDIT: sadly not quite there yet after MP testing: Stuck on Receiving Units on client side.
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@Easy probably some some erroneous unit , squadron… maybe even in convert process…
You could try different approach (process steps), after convert , open in new bms and save , exit then edit in MC… just a suggestion. try and error.
Good luck- No but is easier , you actually need only dirs /campaign/save and /objects from 4.33 (not even textures/terrain), put those dirs how they supposed to be in folders, respect dir hierarchy , “make” any file “bms.exe” to show it to MC when searching for old bms/theater