Mission Commander beta release
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New version released, Latest is 0.5.27.751
Main
Added, Creating a map has the option to show Tile bridge paths.
Objective
Fixed, Missalign Obj export comments.
Although the CVS Export is included it is highly recommended not to use this.
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@Falcas said in Mission Commander beta release:
New version released, Latest is 0.5.27.751
Fixed, Missalign Obj export comments.
Although the CVS Export is included it is highly recommended not to use this.
Eh why? - yes, newer technique -> te_new import have all the advantages , but sometimes need arise to do it oldschoolā¦ ah wellā¦
egā¦ I had to re-draw whole outer border on Balkans save0 as eastern border had 3 , let me rpt , THREE (fkn) OWNERS - fry - nato - then greece(team0) - all in 990-1024X (vertical band) - soā¦ ah fixed - bloody offmap(sq) would never work as they are coming from east over 3 BORDERS
- now when it already came to that - when drawing small occ map - that map uses idx/rsc map ā¦ can it made to use user-loaded map ? - or whatever map selected ?
(I have no problem backup main.rsc and import my map, just this would make it ā¦ dunno - simpler ? )
!!!
-Now the fun, part , I wanted to talk this a looong time.-
- Brigades - when editing brigade, pressing apply, āappliesā brigade default order to sub-battalions - I donāt want that
There can be many solutions to that, eg ā¦ select pool of battalions - Team + Type -> force order - simplest and more efficient imho , ha!? - Pretty Please
You already implemented something similar but for much larger pool (all battalions OR all brigades) - but imho, that is n/a , as who would want ALL battalions/brigades to same order - just something for think aboutā¦
- Brigades - when editing brigade, pressing apply, āappliesā brigade default order to sub-battalions - I donāt want that
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- READ external SSD (squadron stores modded xml) files - checked, nogo, not working - MC reads only changes in original db (falcon4_)ssd file, but not from modded ones - eg how TvTKTO is ācompiledā - maybe just priority needs to be set? - if exists SSD dir in /objects - read xmlās from there
- to check if other āmoddedā xmls also needs loading from those dirs - eg changed modded battalions (UNI xmlās).
(that gives an option to smaller mod some of existing theaters - not make whole theater but modded units, squadrons, along with saveX file(s) )
Iāll get back to you with that, need to make few tests with that ātypeā of theater. (essentially theater that uses modded db of another theater, but without 2-3GB lod file - gives some more options for Falcon/Theater modding - but needs checking āfallbackā database - should be linked to eg another theater db rather then original kto /objects db)
ā¦ Iāll get back on this later
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- Small bug on objectives filter (armybase) - strange one -when all objects shown - CANāT turn OFF āarmybasesā - but when NONE objective shown - CAN turn ON āarmybasesā - lol - nothing worse then that
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- almost forgotā¦ (small) Bug? in Brigade window, - CANāT change type of brigade - It always defaults to āArmoredā IF TOUCHED - if not touched it stays as it was deafult - so , even only infantry or airmobile batts. in that brigade - if you touch above pull-down - it will force āarmoredā on next apply
Cheers!!!
- now when it already came to that - when drawing small occ map - that map uses idx/rsc map ā¦ can it made to use user-loaded map ? - or whatever map selected ?
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@white_fang said in Mission Commander beta release:
@Falcas said in Mission Commander beta release:
New version released, Latest is 0.5.27.751
Fixed, Missalign Obj export comments.
Although the CVS Export is included it is highly recommended not to use this.
Eh why? - yes, newer technique -> te_new import have all the advantages , but sometimes need arise to do it oldschoolā¦ ah wellā¦
Sorry, not time right now to go into detail for everything.
Using an text file and making changes to this has always been discouraged. Way too risky to make mistakes.
And most importantā¦ Really why would you?I have been creating theaters for a long long time and never ever use the Export and start changing things there.
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(csv) OK, no prob. no intention to get too techy ā¦ if boss says no, then no. - Iāve used export quite a lot, since āTaceditā , - easy to edit mass objective flags with excel , eg Repair etc.
btwā¦ does this caveat also include Occupation csv ? - since thereās no Xās, Yās and flags ?
-about external db, SSD/UNI. UNI works just fine (already tested, just didnāt know ) - so, it is āprobablyā only SSD sq-stores which are not read properly by mc. everything else rocksā¦
Cheers
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@white_fang said in Mission Commander beta release:
(csv) OK, no prob. no intention to get too techy ā¦ if boss says no, then no. - Iāve used export quite a lot, since āTaceditā , - easy to edit mass objective flags with excel , eg Repair etc.
I guessed this a bit, which is a bitā¦ wellā¦ what should I sayā¦MC is not TacEdit, not even close. TacEdit has clearly been build for coders. MC has been build for users.
Which means there is totally no need to look into any files and open them (manually change them)
But this does mean the user needs to start using the features included in MC.
If you are talking about setting flags for Objectives, Advanced Objective Options is your friend.
āReset Objectiveā, āReset Parentā, āZero Obj Flagsā, āClean Obj Flagsā and āAll Radars Obj emittingā.
These are the only things you should be doing (not all the time) and you are done.
Doing anything more than this, especially by manually opening any fileā¦ pretty much wast of your time.But this: āif boss says no, then noā is really not the case.
Option is there, be my guest. Its just an advice.btwā¦ does this caveat also include Occupation csv ? - since thereās no Xās, Yās and flags ?
Also here, no need to look in the file itself. But yes it does have the X/Y and the Owner. No flags as this is not the meaning/usage of this file.To give a very, very short way of how MC was designed to work with.
- Build/create all your Objectives in the te_new.tac.
- When its time or you have made plenty of changes, use the āImport Obj for Campaignsā feature to import what you have done to the campaign files.
!!!NO, there is NO need to export the Obj to cvs, its not used!!!
!!!NO, there is NO need to export/import any Units for this!!! - The TeamOccupation is used during this process. After all the Objs are imported, the TeamOccupation file is read to see what team occupies what part of the theater.
Objectives owners are set correctly this way andā¦ Flags are also set as needed.
See my point? What are you doing manually changing export files for?
And yes this is a real question -
@Falcas said in Mission Commander beta release:
@white_fang said in Mission Commander beta release:
(csv) OK, no prob. no intention to get too techy ā¦ if boss says no, then no. - Iāve used export quite a lot, since āTaceditā , - easy to edit mass objective flags with excel , eg Repair etc.
I guessed this a bit, which is a bitā¦ wellā¦ what should I sayā¦MC is not TacEdit, not even close. TacEdit has clearly been build for coders. MC has been build for users.
Which means there is totally no need to look into any files and open them (manually change them)
But this does mean the user needs to start using the features included in MC.
If you are talking about setting flags for Objectives, Advanced Objective Options is your friend.
āReset Objectiveā, āReset Parentā, āZero Obj Flagsā, āClean Obj Flagsā and āAll Radars Obj emittingā.
These are the only things you should be doing (not all the time) and you are done.
Doing anything more than this, especially by manually opening any fileā¦ pretty much wast of your time.To give a very, very short way of how MC was designed to work with.
- Build/create all your Objectives in the te_new.tac.
- When its time or you have made plenty of changes, use the āImport Obj for Campaignsā feature to import what you have done to the campaign files.
!!!NO, there is NO need to export the Obj to cvs, its not used!!!
!!!NO, there is NO need to export/import any Units for this!!! - The TeamOccupation is used during this process. After all the Objs are imported, the TeamOccupation file is read to see what team occupies what part of the theater.
Objectives owners are set correctly this way andā¦ Flags are also set as needed.
See my point? What are you doing manually changing export files for?
And yes this is a real question+1
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@Falcas said in Mission Commander beta release:
To give a very, very short way of how MC was designed to work with.
Build/create all your Objectives in the te_new.tac.
When its time or you have made plenty of changes, use the āImport Obj for Campaignsā feature to import what you have done to the campaign files.
!!!NO, there is NO need to export the Obj to cvs, its not used!!!
!!!NO, there is NO need to export/import any Units for this!!!
The TeamOccupation is used during this process. After all the Objs are imported, the TeamOccupation file is read to see what team occupies what part of the theater.
Objectives owners are set correctly this way andā¦ Flags are also set as needed.Wake up call for me.
Thank you! -
@Falcas said in Mission Commander beta release:
See my point? What are you doing manually changing export files for?
And yes this is a real questionAaah, my freind, thereās too much to list all of the changes. (Iāve ārepairedā half of db which is in state it was 20yrs ago - donāt want to do it again and again) - so, for sake of simplicity (for myself, after any falcon/theater update) ā¦ Iām externalizing all my changes , so on updateā¦ copy - pasteā¦ bit more complicated, but anyway much less work in the future.
-decided to keep whole theater in (xun, csv) - can import to any compatible map. ā¦ along with db update and all that jazz. same/similar thing what has been done with TvT.
(and bit of testing adventures in processā¦eh)I didnāt know that some functions are caveatā¦ so I guess it is sometime better to listen and adjust the process accordingly.
Nothing more.
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@yavuz hello,
I solved this problem with the EMF map.!
used this map (https://www.photobox.co.uk/my/photo/full?photo_id=505318006244)
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@Corsair556 said in Mission Commander beta release:
@yavuz hello,
I solved this problem with the EMF map.!
used this map (https://www.photobox.co.uk/my/photo/full?photo_id=505318006244)
Hello comrade
It is impossible for me to download the EMF file from the site where you have uploaded it.
Could you upload it here, or to a download site, please?Thank you very much
Fresco
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@Fresco hello
semd me PM your email i will send there.! -
@white_fang said in Mission Commander beta release:
-about external db, - so, it is only SSD sq-stores which are not read properly by MC
@Falcas
finally had a look, MC is parsing /SSD/* but doesnāt load filesā¦ your code might know more
All others are parsed normally.
-its not a big deal , just strange, so kept me thinkingā¦ personally, donāt have a lot squadron stores changes, just 4ā¦ for nowā¦ -
@white_fang said in Mission Commander beta release:
@white_fang said in Mission Commander beta release:
-about external db, - so, it is only SSD sq-stores which are not read properly by MC
@Falcas
finally had a look, MC is parsing /SSD/* but doesnāt load filesā¦ your code might know more
All others are parsed normally.
-its not a big deal , just strange, so kept me thinkingā¦ personally, donāt have a lot squadron stores changes, just 4ā¦ for nowā¦First of allā¦ what do you mean with External DB?
MC loads the database belonging to the theater, depending how the theater has been setup. Meaning where is the location of the database pointed to.
If this loading of a specific database file is not found or failed, it reverts back to Korea and tries to load this.
Not loading of the SSD file for a different theater than Korea has never been a problem. Looks like you have something going on with your specific theater setup.
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@Falcas
I mean , external files (xmlās) for db in /objects/SSD dir. (squadron stores).So, MC is totally fine loading all other xmlās in subdirs /UNI , /SWD, /WCD etc. - but somehow ā¦ /SSD is the problem- donāt know why - thereās nothing different then in other examplesā¦
I tracked file/disk behavior with procmon and MC still parses /SSD subdir when (re)loading db, but it just skips the files in it ā¦ so thatās kinda opposite then with othersā¦ and thatās strange.
I would gladly that it is something on my endā¦ but thereās nothing different then in other examples. - just donāt know - so I believe that it may be in the MCās code - but of course cant be 100% sure.
So, thatās why I was asking - if you can check on your endā¦ for sake - just create /SSD subdir and export few āsquadron storesā files in itā¦ edit quantity ā¦ then check with the squadron if (type and) quantity of weapons have changed in MC squadron view.
- I canāt get it to work ā¦ changes in original SSD are loaded normally - no any problem there., but external SSDās - are somehow a problem.
Thanks
p.s. ā¦ just maybeā¦ MC expects ādifferentā ?? / ānoneā filetype ? for /SSD , other then xml ?
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see how they did it for Korea TVT :
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Iāve tried naming SSD_xxx.xml - so itās not that ā¦ BMS/EDITOR works just fine with any filename as long ext/filetype is xml.
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The file name should be āSSD_X.xmlā.
Where the X is the number of the SSD.
Else BMS and the tools wonāt work.Canāt see anything wrong in the code TBH
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ā Iāve tried naming SSD_xxx.xml - so itās not that ā¦ BMS/EDITOR works just fine with any filename as long ext/filetype is xml.ā
You could see the data like this as you might have save the difference to the ānormalā falcon_SSD.xml
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@Falcas
Motherā¦ - trucker
And Iāve been busting my head.
Yeah, yeahā¦ been there ā¦ got the t-shirt.
Case closed.
-guess what ā¦ SSD_32.xml is working in MCā¦ (previously Iāve tried SSD_32_Ka52 and that is nogo IN Mcā¦ - in BMS/editor anything goes)So, yesā¦ MC is kinda picky for the filename., like I said, BMS EDITOR dont care about filename as long as long ext is xml, and has xml struct inside.
Thank you for everything, including patience
Cheers ā¦
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The SSD is not for one specific aircraft.
If can be for only one, but it can also be used by multiple different AC.
So the name of the AC was never designed in the filename. Also the BMS code looks for SSD_X.xmlBut BMS code might be a bit more forgiving I assume.
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@Falcas said in Mission Commander beta release:
But BMS code might be a bit more forgiving I assume.
I can understand that, who would have dozens of files named VCD_1 - VCD_xxx ā¦ complete mess for navigation only.
ā¦but SSDās , well ā¦ retained āoriginal structureā -
Please, which last version works with AF? Or is the current version F4AF friendly please?