CTD Threath Circles 128 Theaters
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When attempting to activate Circles threat or missions in campaign produces a CTD in “Pillars of Hercules Theater” and "EMF 1.0.1 theater" (128 theaters)
Our research:
- ADA threat circles not in GUI planning screen? (year 2002)
threat cirlce feature causes CTD in ALL 128 theater.
Not sure if this is the fix you need or are talking about but Fred Balding came up with something for Falklands 128 . . .
The 128 theaters, in order to avoid a CTD, commented out the Threat Circle options in the theater map popup menu (right-click). To put them back into the menu, remove all the “#” in the art<theater>\art\planner\map.pop file.I don’t expect that I will be able to fix any ATO mission creation problems resulting from the 128 theater’s long range to target. I would guess the effects of this problem can be decreased by not placing squadrons on distant airbases.</theater>
- The radar threat circles are made essentially from a per-objective array, where there are eight values, one per each octant. These eight values are linked to every 45 degrees around the objective.
-These values are saved in the te_new.tac or saveX.cam
-Each unit gets its threat circles from this array, from the nearest objective, simulating terrain masking.
-I’d say this has little or nothing to do with the .MEA file. Perhaps another way to calculate.
- Radar Scan Areas Problem (año 2009)
Ok its RadarScanner.exe. It’s inside TheaterMaker package. But is a seperate exe, which is not in the main theatermaker exe menu.
Seem like it calculates the 8 octet values correctly.
Thank you.
I test the Radar Scanner Software:
1-Download TheaterMaker-03.rar
2-User winrar decoc
3-excute: RadarScanner.exe4-File>Open L2File (theater.L2) radar scanner open correctly theater.L2 128
5-Enter data and click ScanRadars->obtain the octet
A example Terrain Editor Object Details: the octet in: Has Radar Data actived
Map’s circles are only updated when you load a save. To see the changes, save your campaign, then reload it
Originally Posted by SnowSky
_I found the cause of my problem:
Open YourUsername.ini,
search for [MAP_POP] category
the two last items are:
MapOpt_32=xy
MapOpt_33=xyIn my case it was like this:
MapOpt_32=0
MapOpt_33=0
results good, you can choose an aircraft and stopf falcon without crashing.MapOpt_32=1
MapOpt_33=xy
results in not being able to choose aircraft, and crash on exiting falcon afterwards.
MapOpt_32=0
MapOpt_33=1
results in an immediate crash when starting the campaign_
Here is the package of my profile, it contains the working and the faulty .ini file: https://dl.dropboxusercontent.com/u/…SnowSkyBMS.zip- WIP - East Mediterranean Front theater (EMF) theater (Fix CTD at the very moment of comitting to a new campaing)
- Got into any te file I had previously saved.
2)Right click and deselect bullseye - Save datacard (so It saves itself in the .ini)
4)Exit and now try to start campaing. It worked for me.
We are investigating, but do not know the exact cause of the bug and solution. Any ideas?
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Not really a BMS issue but rather theatre specific problem
you should really talk to the theatre dev’s so moving this thread to the theatre section
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SitRep on Threat Circles, your Art files are porked:
This example from POH should be enuf to prove the point.
I have done nothing here, other than pointing the .tdf to Stock Korea art folder.
Fix your d@#@#nm Art files……;)…LOL!!tired demer
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Hi again Demer.
Using Full Stock Korea Art folder, “but” the 3 files needed to have the Big-complete-Map for this Theatre (campmap.idx / .irc / .rsc) also CTD with the usage of this Threat Circles overlays.
So the problem must be just there on this 3 files only (I guess).
Regarding the picture, you already point me to it and the ART folder… but I still don´t have clear the meaning of Gran Canary Island problem.
All depicted circles seem alreay wrong, since they are supposed to be centered on Airbases (the only ones with RADAR flag enabled) and they are not…there are lot of them missing on the islands, including the one from Gran Canaria… But also the Eastern “Wall” of circles doesn´t match the scenary … so I´m really confused wih what is this picture showing.
Here is a fragment from the whole map, that matches the one viewed when using KOREA ART (in size), so to see, there should be No radars on the easter part of the image…
My point here…and maybe the “technical support” section was also a good place to have this tread… is:
Has BMS any limitation regarding this topic with this kind of Big-Sized Scenarios?.. Just to make sure we are not just fighting the system pointlessly.
EDIT
In fact…as I read myself… I noticed that the Radars on your picture do not belong to the Bottom-Left Quadrant of the map, where Canary Islands are… but to the TOP-Left Quadrant of the Map, where the Azores Islands are!!
So my best bet now, is that in this case, Objects and threat Circles have missmatched locations…. wich takes me again “no-where”.
Then I come back to the same Question :
Is this our mistake, or Threat overlay won´t work on this kind of Big Scenarios due to any limitation?
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Don’t worry, be happy……;)
These are the two files I am telling you about (I named them X’‘’‘’‘’‘’‘’‘’‘’ to correct\remove\point 'em out ATM), fix 'em and you will be fine
DO NOT TAKE IT PERSONALLY, AS WE ALL SHOULD LEARN!!!
Again in this example, bad data……she read’s…sigh!tired demer
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… (campmap.idx / .irc / .rsc) also CTD …
So the problem must be just there on this 3 files only (I guess).
So, yes…Guilty they are!
Now, I return the Ball to Joe, my friend. Hope you can deal with those files. (Actually 2 of them).
Thanks once again Demer. I find always difficult to even follow myself in the Shakespeare Language…
And personally I take it, yes… as I´m always learning, and will always be (big boy Lesson Learnt/learning).
Every tip you release here and there have always much more behind the simple ascii characters that appear here in the screen… and I can feel your frustration when we cannot find our own way out, after you´ve pointed the way to go.Don´t really know if we (Joe) will finally find the “evil bit” on those files… Hopefully yes… but in the mean time, let´s enjoy the journey, and Thanks all the steps & falls taken during the ride, and specially thanks to all that helps with a little grain of sand (sometimes… with a solid rock! )
Joe… “You have the aircraft!”… Let´s give her a happy reading!
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POH Threat circle CTD addressed ATM:
Though it will get U through the window, U have other problems ATM that are contributing to it
And YES, it is inherent to 128 SEG theaters……she has a hard time matching the maps up (should be 2048…LOL!!!)
Sooo…we need to make sure we give her the correct Data…!!!tired demer
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Hi Demer!
Thanks for the help. We have managed to avoid the CTD by resizing the .idx stored map to 2048. THIS does solve the CTD.
Now we don’t have those CTDs… but everything is misplaced!!! If we have to face the trade-off of having everything in place or having threat rings… those rings would be gone.
It would be great to have both things… but we haven’t found a way.
If we don’t find a way we think It would be best to get rid of the rings and get the radars and ada rings out of the ui menu (just for POH… of course)
Can this be solved? Because we have tried change size configuration in the .cam to see if it “tricks” she into placing correctly the objectives and circles (I know I know… is plain stupid but we are running out of ideas…)
Concerning what you are signaling on those last two pics we think that you are telling us to resize to 58197 bites the map. Alganov comented this mismatch (Mission Commander says another value) with Falcas and he answered:
Thanks!!
One more thing I noticed.
On the CampMap (Camapign/ CampMap tab), were you “paint” the occupation map, I found a weird thing… but may be related to the theatre I´m using.
It´s Pillars of Hércules, a big one.
On MC the Set CampMap Size it shows a fixed “should be” of 58140 (with no cahnces to manually set other number).
When used, it doesn´t work as expected, so I went to check it out on Tacedit… and found the “color image” is distorted, like twisted 45º to the right.
Furthermore, on Tacedit it shows the 58140 size data (hard set by MC) giving you a “apprx 2040x2040” size theatre… and advice you that she “Should Be” is 58197.Once you set that number, the image resizes to the real good propotions (sometimes loosing data-just pixels), and then the theatre res depicts “apprx 2046x2046”.
I don´t really know wich size/proportion is OK, but seems that the MC one is not good, at least for this theatre (POH-Pillars of Hércules), just by seeing how it shows up lated into the SIM.
Sorry for not providing pics…it will be much more “simple”.
In this case TacEdit is not correct. The Falcon code has been wrong here for a very long time. Making the pic too small actually.
Don’t forget, MC is not being made for “old” versions of Falcon.Gr Falcas
You disagree? Or is it something else what you see wrong there?
Thanks a thousand times Demer. Your help is deeply appreciated.
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Well, I don´t know if Tacedit or MC were wrong. Now I can créate the Occupation Map no sweat.
Campaign size was also on its apropiate size (Tacedit-Campaign-Location-Theater: 2048x2048)
Demer, I may have give you a save0.cam file without occupation map due to the fact everytime you edit something on it, it just dissapear. During developing, from time to time I just expend those few secons to recalculate it, but normally I dont´since I won´t need it for fast tests.
But don´t worry… Occupation Map and Camps size both are Ok.
Tested done already about this issue …no luck whatsoever:
(note: only Airbases have RADAR & GCI Flags, and are Radar values are Stdr as in any other Theatre)- POH vanilla: CTD
- POH without any ground unit (sams or any): CTD
- POH without Batallions or any…. Just Two Squadrons, one per side, and All Airbases and airstrips deleted BUT one per team (2 & 6), with the already mentiones Sqnds.
This also CTD, but for the Airbase TORREJON (in the center of Spain, near Madrid, with the Team2 Squadron) IT DON´T CTD (I joined the Red Team -6)… But for the opposite… joining BLUE Team-2,
the Airbase in Mcco (I think it was Sidi Slimane) get painted but CTD. - POH with Full ART folder copied from Stock Korea: Works, NO CTD, but map will only show 1/4 of the theatre (southwest quarter)… and Threat Rings are those of the NorthWest Quarter, so they are missplaced. No usefull as we don´t see the thatre, and Rings makes no sense.
- POH ART folder except the 3 files you need to see the Full POH MAP on the UI (campmap.idx / .irc / .rsc) , Works in the same way as using Stock Korea, but with POH UI (all functional, so initially no problems related to the ART folder, but this 3 files… As I delete them, POH uses stock KOREA ones, that´s why the results are the same as the previous test.
-POH with other ART folders (Sinai, Panama, Somalia, Iraq, Aegean, Balakans)… same as in Korea… If we don´t use the 3 campmap files, there will be no CTD, but the Map and Rings are useless.
New tests:
-Look into campmap.rsc & idx.- I found it didn´t include the typical AWACS map (that BMS no longer uses at all)… but just in case I fixed it— CTD
-Used POH maps resized (down) to 2048x2048 pixels (original was 4096x4096) (Note.- Map resolution doubles the resolution of the theatre, don´t know why but it does, so normal theatre map is 2048x2048).- Same outcome as using KOREA maps… no CTD but unusable.
-Just in case POH maps had something wrong (color depth, or anything), I just used KOREA stock maps, resizing (up) them to 4096x4096 (so they kept the palete, color depth and such things)… and as expected, CTD.- I wanted to look for BIGGER or SMALLER theatres that Stock Korea … but all I found were Stadr size (even Sinai & Panama… I though they were smaller)… just to check other ART files defining the UI structure (like CP_MSPUA and such)… and find out if the OVERLAY of the radars was there somewhere…
SMALLER or BIGGER THEATRE will help… as they are JUST DIFFERENT, and I could find that DIFFERENCE… But NO LUCK… EMF is as Big as POH, but they are suffering the same issues we have or had (PAK map…already fixed… Threat rings…)
I also kindly ask KRAUSE about this issue in a Theatre he review on YouTube, as I think it may be BIG as POH is… Will report the outcome as son as I get the answer… But anyone having a BIG theatre is invited to asses us on this matter.
Let see what happens…
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Maybe Revientor or Naldo can help……if they are reading, after all it is their UI work in BMS……???
We have encountered this problem B4 in “Other” versions and corrected it. Just cannot remember what we did ATM…LOL!!
BUT, I do know it came down to the maps\UI windows and TacEdit. I know I corrected it in Fred’s Vietnam 128 and someones…LOL…Korea 128.
Give me a minute to remember what was done or how we did it…;)Here is some work on the issue in BMS:
Now B4oooouur we go off the wall, I purposely aligned the objectives to the grid with Fred’s theater maker tool to proof if it WAS a misalignment between the associated files.
This exercise revealed to me what I had forgotten, or just did by rote (muscle spasm….LOL!!!), when it came to building large theaters.
There are many files that need to be corrected, hopefully on a Falcon Sunday, I will post what,when and how they were corrected\aligned.Cheers!
demer -
Niiice to know!!!
Wow, men…didn´t know this will be so complicated.
Big time thanks for your support.
As said… take your time… This could be fixed in time, no rush.
Really apreciate all the support Dave.
Thanks!!!
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Thanks for finding out Demer!
I hope this means that its fixable. I have no knowledge with theater maker tool so i have no clue what you are up to.
Wether we (well… I guess YOU) solve it or not let me thank you for taking this issue as your own. It is always a great experience to find a helping had in this vast space of lack of knowledge we the newcoming developers face.
I guess is nobody’s fault. Is just such a gigantic knowledge always developing space out there for someone to map it.
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Took sometime this AM to totally destroy your work and rebuild from scratch……ROTFLMAO!!!
Just kidding…BUT, we have somethings working now when it comes to this issueDon’t think it has anything to do with Segment size ATM.
This is the more to follow,
I just fixed the base flags for those AB’s that start with an A. This only brings stability to the Low Alt Radar Threat Circle for AB’s.
BUT it has jogged my memory, in that I wrote a TCL script file years ago that did this automatically……just forgot where I put it ATM…I had to have used it recently for GUAM…LOL!!!More to follow,
demer -
This is the more to follow,
Wow, we did try to change baseflags for all airbases and airstrips (IIRC airstrips had an hex value of 3? and bases 10 or 11?) to make them match what we saw in Korea… but we still got those CTDs.
Have you found a way then? Looks like you have manage to get low and high from what I seen on the pics.
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Wow, we did try to change baseflags for all airbases and airstrips (IIRC airstrips had an hex value of 3? and bases 10 or 11?) to make them match what we saw in Korea… but we still got those CTDs.
Have you found a way then? Looks like you have manage to get low and high from what I seen on the pics.
Well for TE_New, maybe? Still testing.
I am running into some KLUDGE (an ill-assorted collection of parts assembled to fulfill a particular purpose) in the CODE presently. This is what was fixed in FF for 128 Segs I believe. Seems to me the code said 16*2 as math originally, then Sylvain said no and set 32 as base, hence 64. I think Fred changed that, but had to be careful as it is not reciprocal to the UI. I could be wrong, though I have been down this rabbit hole in the past……LOL!!!As far as setting the Base Flags to Stock Korea, you will fail as you know. Each AB type (as an objective) may or may not have the correct Features to support that Flag. Especially when it comes to Custom AB’s or Unfinished AB’s in the stock DB
Why am I stating this?? The Objective Class Data we observe\edit in F4 Browse\BMS Editor is different from the Objective Dump we edit in Tac Edit.
Tac Edit was designed to edit the te_new.tac and then build .cam from there. Guess we never noticed that we can open Tac Edit without opening anything else and build a file from there……Chuckles…LOL!!!tired Demer
ummm……Save As…;)
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OK, I have done most of the Team 1 0 0 AB’s and have added AAA to them via TCL script in POH te_new.
It seems to be working at this point……BUT…I had to Manually replace each of the ABs’ via TacEdit.
Time consuming to say the least and this is NOT my theater…LOL!!!
I will pass on the files to the developers.
Sooo this is where I am at in a 128 SEG theater in 4.32:It appears to me that we are trying to draw “Outside the Box” as far as I can determine in 128,BMS 4.32 and I am Forcing the BEATCH to do something she does not want to do……sigh
But the good news is …she only CTD’s on exit now…ROTFLMAO!!! (Not really, just reminded me of some past other Version Team efforts)Some finer points\notes on this subject matter. I am not sure ATM how this may affect the Script Monkeys, I did not go that far. Though I believe the AI will fly it accordingly.
I hope the math is corrected in the CODE going forward.Personal Note: IMHO I have never seen an advantage for Falcon when it comes to 128 segment theaters, please post your thoughts as to that matter.
Cheers,
demer -
I am speechless…. you edited one by one all the team’s ABs?
Wow… I personally was expecting more of a guidance. Some counseling or just a hint. But this… goes beyond any help no one would expect.
Thank you Demer! You are truly an amazing person. We are so much in debt with you.
And I am not saying this because you succeded. This effort was an incredible gift no matter the result.
Wow. Im blown away.
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I am speechless…. you edited one by one all the team’s ABs?
NO just TEAM 1 and removed their AB’s\Strips “Outside the Box” that the CODE defines ATM. Then added back those that work " Inside the Box"Wow… I personally was expecting more of a guidance. Some counseling or just a hint. But this… goes beyond any help no one would expect.
That happens in Team Speak and Team Viewer, something you should explore with us……Thank you Demer! You are truly an amazing person. We are so much in debt with you.
NO I AM NOT……“IF I have seen farther than others, it is because I am standing on the shoulders of Giants”…LOL!!!And I am not saying this because you succeded. This effort was an incredible gift no matter the result.
Wow. Im blown away.
Don’t be’ until you can prove it on your nice Custom Ab’s……ala GUAM…;)
Getit?
tired demer
BTW there was an effort \idea put forth back in 2002 to “DRAW” the AB’s as a Feature……seems you guys have succeeded…I enjoy that.
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Soooooooooo……we forge ahead…
While looking at the “Old Code” remarks and doing some Math, I believe we are not limited by the current code…;)
I went ahead and built an ADD-On Test SPAIN theater from your coords (off a bit because I use the KM option in Dem2Terrain for resolution).
BUT…close enuf’ for this test.
In the following Pic’s we will see that 4.32 handles 128 SEG well in this issue.IF we know what we are doing…just found out I thunk’…LOL!!!
Pic #1\2: Here I have resized the Client area in the art file (taceng) to include the entire map, just to show that the Art is not the problem, as I once thought.
Then dismissed it…LOL!!! In this 128 SEG I have placed AB’s to all four corners and in between with success.
WHAT WE CANNOT DO is Copy\Paste or Import from .csv…pay attention to that,please.Struggles…must place AB’s manually, E-manual wherefore Art thou…LOL!!!Pic#2
The next series of pics goes back to the Original POH Art, here we can see that it works, well somewhat, GCI sux (that is the LINK we are missing, I think……DUNNO, Not Sure, 4.33???):
DID NOT change anything else……other than HOW we place the AB’s objective…Period!
Another thing, we cannot, ATM place an AB objective on a Mountain and expect it to work…CTD…every time…LOL!!
Don’t care how many Flags you check…ROTFLMAO!!!tired,
demer
There is more, but I’m tired…RL…sux…:( -
Soooooooooo……we forge ahead…
While looking at the “Old Code” remarks and doing some Math, I believe we are not limited by the current code…;)
I went ahead and built an ADD-On Test SPAIN theater from your coords (off a bit because I use the KM option in Dem2Terrain for resolution).
BUT…close enuf’ for this test.
In the following Pic’s we will see that 4.32 handles 128 SEG well in this issue.IF we know what we are doing…just found out I thunk’…LOL!!!
Pic #1\2: Here I have resized the Client area in the art file (taceng) to include the entire map, just to show that the Art is not the problem, as I once thought.
Then dismissed it…LOL!!! In this 128 SEG I have placed AB’s to all four corners and in between with success.
WHAT WE CANNOT DO is Copy\Paste or Import from .csv…pay attention to that,please.Struggles…must place AB’s manually, E-manual wherefore Art thou…LOL!!!Pic#2
The next series of pics goes back to the Original POH Art, here we can see that it works, well somewhat, GCI sux (that is the LINK we are missing, I think……DUNNO, Not Sure, 4.33???):
DID NOT change anything else……other than HOW we place the AB’s objective…Period!
Another thing, we cannot, ATM place an AB objective on a Mountain and expect it to work…CTD…every time…LOL!!
Don’t care how many Flags you check…ROTFLMAO!!!tired,
demer
There is more, but I’m tired…RL…sux…:(Thank you very much for your efforts, Demer.