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Thread: GDCE related

  1. #41
    well you can still play each mission in one go, cant you ?

    also an idea would be to "nullify" certain variables before you do a save (via radio ie).

    i would do some more testing first - if it happens instantly after playing, playing for a longer time, if it even happens again, etc

  2. #42
    Quote Originally Posted by [b
    Quote[/b] ]I don't know if this happens with the DMA template also.
    As far as I know the template code, there is no looping scripts that run throughout the mission, so once a mission is complete there is not much to be saved, only the units present on the map, but no running scripts. So no problem there (the same with the Dynamic Afghanistan missions).

    But since you introduced the DAC to the principle there are much more factors to be saved. I dont know if you also added looping scripts that run throughout the mission, that could also bug the save.

    As for the new mission principles, I like the new variations. Speciall the convoy ambush which is a nice variation. I also thought of including such a new variation, only slightly different using the present gamelogics or markers on the map. New defense variation is also nice, giving the Opfor the possibility of flanking the player, but will be trickier to place the defense location so that the player doesnt see the spawning of the troops.

    Looking forward to your misison, and even if the save doesnt work I would still persue the mission since it still can be played in one go as Q mentioned (maybe release a DAC-less version for those who want to save).

  3. #43
    Glad that you guys giving help

    What demoralises me, that I had even plans for GDCE 2 which now seem unachievable. I had an idea to personalize the soldiers. They start as rookies, and if they live long enough and kill enough, they gain skill. So you need to care for them even more. This isn't so hard, as I tried to keep the mission opposition to a reasonable level. Nothing frustrates me more in OFP missions, like when you are a regular soldier and you have to kill single-haded a whole opposing army (also Red Hammer and Resistance). Also thought about something like a killing board (who is the meanest MF in the squad) KIA list etc. and some more statistic like supply will arive in how many days, and some other calculations. All through resources (I think cutRsc). I think it could be done (if no save prob). Maybe with ArmA.

    @Q: yeah, you can play it in one go, but it takes much time.

    The nullifying I didn't understand. Sorry, not much experience.

    The mission plays & loads nicely. In this case I loaded about 4-5 times I think. I think I spent about 3 hours ingame, when this occured (a very rough estimate).

    @honchoblack: the only looping that may be going is when you save is the flares script (you order the squad to light the sky), and I end it when trying to save. But maybe there is another somewhere that doesn't stop, of which I'm unaware of.
    About the defense mision. It's present in the DMA template, I just reworked it (added the markers, a bit different spawn, and gameplay). Not only the spawn visibiliy is the prob. You have to avoid water areas also. Altough if you look at the script (a little geometry), you'll know where to expect the spawn points. Also added a "wait for enemy" in defence and ambush missions, to simulate that you didn't arrive just in time (and also to give you time to prepare *** ).

    Also didn't try out vanilla DAC. I don't know maybe it can't be saved/loaded too many times, as it's (by my knowledge) intended for regular missions where you save 1-2 times.

  4. #44
    If the prob will not be solved: I'll make DAC optional. VTD and GDCE are already made that way. You have 2 versions of one script. One is using DAC and the other bypassing it. But I'd like to use DAC.

  5. #45
    Depending on what exactly you want to save, you could try Sinews of War saving. You won't be able to save the DAC information, so everytime you load, DAC will initialise again. This is not necessarily a bad thing, as it can make things less predictable.

    Good luck with GDCE, it sounds like a very impressive project
    Drongo's Toolkit - Command engine, air support, AI improvements, satellite support, reinforcements, new game modes, map population and more

    CCE2 beta 6 Dynamic Coop for Operation Enduring Freedom mod / CCE2 beta 5 (WW4 Modpack version)

  6. #46
    Thanks tacrod!

    I saw it in some of the DMA works, but seemed complex to me. But surely will try that. I agree with you about initialising DAC on every load.

    BTW Some of the features are already implemented in VTD 0.14 so if someone's interested, it can be seen as a preview to GDCE. For example: the base is resupplied there also. After some (predefined) time all (predefined) objects are reset to their initial condition, and 2 pilots drive away in a heli or plane (to simulate the resupplying). But since (I suppose) not many people play VTD it probably isn't discovered. Some other stuff also there. But on most of these, GDCE will improve (like the arty).

    Because of the saving problem, the progress percentage may be inaccurate. It is progress made with the current saving script.

  7. #47
    Just a small change: artillery will do everything, except you won't see them firing the shells (targeting is now ok). If I'll have the time&will, I'll try to implement an universal shell removal from the turret (because the default M1A1 arty will be surely changed in every conversion). Arty respawn with base will be also in.

  8. #48
    GDCE is taking shape as the final steps are done. First to comment myself about what is achieved:
    Quote Originally Posted by [b
    Quote[/b] ]Here are the almost definitive features of GDCE:
    ***- completely new behavior of units called and encountered (compared to VTD) ****CHECK* should be working ok
    ***- realistic radio use (new) ****CHECK* exactly what I meant to do
    ***- resupplying the base by schedule (VTD improved) *CHECK* should be flawless
    ***- 14 mission types with some variations (VTD improved + more) *PARTIAL* well, 13 and 17 with variations (maybe will do even more)
    ***- included DAC for unpredictability (as in VTD until new DAC) *PARTIAL* it's in, but we'll see about the future
    ***- 6 types of support via radio (new) *CHECK* just what I wanted to do
    ***- evacuate KIA and heal by MedEvac (VTD improved) *CHECK* done, but not much improvement (until I find some good troop carrying addon)
    ***- dynamic briefing (VTD) *CHECK* same as before, just added content for new missions
    ***- survival handbook in briefing (new) *PARTIAL* yet undone but will do
    ***- logical time progression (VTD improved) *CHECK* same until some suggestions arrive (because I'm satisfied with current)
    ***- JAM3 compatibility (VTD) *CHECK* yes
    ***- insertion, reinsertion, extraction by helicopters (VTD improved) *CHECK* done
    ***- intelligent rearming (VTD) *CHECK* done
    ***- realistic support communication (VTD improved) *CHECK* done
    ***- found a workaround for the OFP >7km waypoint problem (VTD improved) *CHECK* done, altough have a minor glitch

    features for mission editors:
    ***- all things needed to change in 4-5 files (and no need to search through a messy code) *CHECK* done: 4 files + here and there what I probably didn't notice
    ***- (mostly) understandable commenting of code *OPEN* you tell this
    ***- editing manual *PARTIAL* will do
    ***- MANY definable variables which change gameplay *CHECK* hope, you'll be satisfied
    ***- if you know to use DAC and you're into scripting, you'll be able to convert this to your mod in about 1-2 days! *CHECK* I hope, yes
    ***- fully customizable markers (number of markers for certain mission types, number of cities etc.) *CHECK* definitive
    CoC UA won't be implemented (this would be a *FAIL*) mostly because it would reduce flexibility, as you hardly convert to new units, and there's a bug which crashes the game after long gameplay.
    What I said about the arty I developed, all is done:
    - on map
    - destructible
    - respawnable
    - if destroyed, unavailable until resupply (respawn)
    - hear them firing, see them targeting, but don't see firing (a bit confusing) - maybe will solve the firing until release
    - min/max range, accuracy decreases with range, wind effect, shell flight time * but bear in mind all these are just basic scripts to add to realism (but probably far from it)

    If you call ground support or SF support and you're not too far, they will come onfoot/ground and if you're far away, they'll insert by heli.
    The only major thing that remains unsolved is saving. I'll try to implement the SoW saving ,but no promises, especially because I know NOTHING about MP scripting. But as tacrod suggested, you'll be able to choose if you want to run DAC.

    Bye,
    kutya

    BTW adding new missions, does not change almost anything in the rest of the scripts, just the mission choice script.

  9. #49

  10. #50
    Almost finished. At least the beta. Writing docs, polishing & testing.
    Actually the beta will be roughly about 80-90% of the full v1.00 release. Most importantly, the beta will be west only, while the full version will have west and east variations also. Also (hoping) bug reports will enhance the full release. The beta won't have the SoW saving, but the full may have it.

    Don't expect too much, this will be a beta. In a couple of days.

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