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PWCG Unified 2.1.2


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#1 PatAWilson

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Posted 07 August 2016 - 17:17

Download Here

 

PWCG 2.1.2
Improved intercept patterns
Fixed: AAR error when wound badge assigned after already received
Fixed: Personal skin assignments for wrong country
RoF: Added many new French skins by McMinsrtel
RoF: Fixed: Eliminated Turkish Buddecke skin
RoF: Fixed: Cannot select AFC squadrons after RAF transition
RoF: Fixed: Austrians cannot start on Jan 1 1916
 
PWCG 2.1.1
Implemented new search patterns for intercept
- Sector search
- Creeping leg search
- Circle search
Resized PaperFull to handle larger monitors
RoF: Added daylight raids by heavy bombers back into missions 
- if they are not night squadrons
RoF: Lots of skin work (thanks Panthercules)
Fixed: Journal page order is ot correct
 
PWCG 2.1 
Briefing Changes:
- Added scrub button to every page so you don't have to walk back to first page
- "Accept Mission" button is now enabled/disabled correctly
Debrief Changes:
- Combat Report button is always available.  Will pop up a message if there is no data available.
Medals:
- Added ability for bomber pilot medals to be awarded on fighter criteria - i.e. shoot down planes and you get medals.
Skins:
- Reworked algorithm.  Assignment is looking pretty good now.
Eliminated opposing flight.  Not needed and nobody uses it anyway. 
RoF: A bit less fighter activity early in WWI - because there really were not many in the air.
RoF: Configured McMinstrsls new skins
RoF: Configured many existing skins 
Fixed: Incorrect aircraft fuel. Fuel is now properly calculated based on payload and air start.
Fixed: Sometimes wind sock ends up on the runway
Fixed: AARs are listed by the date of the next mission, not the date that the mission was actually flown.
Fixed: Skin management: Squadron skins not appearing when squadron skins selected
Fixed: RoF: Bombing altitudes too high for WWI planes
Fixed: RoF: Removed Albatros D.II from Austrian service
Fixed: RoF: Designated S22 as a large plane and corrected large plane positioning
Fixed: RoF: Added seasons to Galicia map
 
PWCG 2.1 Beta
Improved briefing - briefing is now a three part flow
- Briefing/Map/Pilot Selection
- Starts with briefing on chalk board
- Next is map
- Next is pilot selection
- Must proceed to pilot selection to accept the mission
- Can go forwards and backwards
- Scrub mission is on the first page (briefing)
Improved debriefing - debriefing is now a multi part flow
- Starts with mission description on chalk board
- Next is victory declaration.  No need to select mission log set anymore - PWCG now knows the right one.
- Next is debrief map with events
- Next is combat report
- Next is pilots lost (if necessary)
- Next is pilots transferred (if necessary)
- Next is pilots on leave (if necessary)
- Next is medals (if necessary).  Medal page layout has been improved.
- Next is promotions (if necessary)  Promotion page layout has been improved.
- Next is newspapers (if necessary)
Improved Journal
- Takes form of log book where you can go page to page
- First page(s) are an index of reports.  Click on one to proceed directly to that report
- REMEMBER - YOU CAN WRITE YOUR OWN MISSION NOTES IN THE NARRATIVE SECTION!
Improved text placement in squadron log and journal
Three new fonts:
- Typewriter font for text that should look typed
- Decorative font for the header of documents
- Cursive font for hand written sections
- Set/change them in main configuration (main menu->Configuration->UI)
RoF: Roland CIIa skins by GooseEH
RoF: Roland CIIa squadron skins py Patrick Wilson - based on skins by GooseEH
RoF: Organization of Albatros DVa skins by Der Mo - Much appreciated as Alb Dva is a monster
BoS: Reduced Me110 cruise speed
BoS: Reduced He111 cruise speed
Fixed: Advanced config parameters get squeezed out on smaller screens. Moved right side help into a tool tip on the label.
Fixed: Errors around declaring a victory while flying as an observer
Fixed: pilot displayed twice on assigned pilots instead of pilot/observer
Fixed: Captured pilots were not being removed from the squadron
Fixed: Error when claiming Ju88 victory
Fixed: No scrollbar on debrief
Fixed: No scroll bar for missions with many waypoints
 
PWCG 2.01 Beta Uploaded
 
Refactored skin algorithm.  Major restructuring of skin data for ROF, resulting in the addition of hundreds of skins. .
 
Fixed: Eliminated climb WPs for low altitude mission types
Fixed: Debrief screens needs a scroll.  
Fixed: Intel screen needs a scroll.  
Fixed Assigning aircraft in the pilot selection screen does not work.
Fixed Historical aces cannot be assigned to missions. 
Fixed delete missions not working
Fixed bomber path for escort missions.  Rendezvous and path to target are more direct.
Fixed The weather in the missions was still perfectly clear.
Bos: Fixed - JU87 has cannons too early
RoF: SFL 1 is improperly aligned in the water. They crash into the breakwater when they try to take off.
RoF: SFL 1 seems is assigned standard fighter missions over the front lines
RoF: Fixed All RNAS pilots start with wings and the DSC.
RoF: Fixed All RFC pilots start with wings and Military Cross.
RoF: Fixed channel front way points over 225 km. 
RoF: Fixed coop mission results not recognized. 
 
PWCG 2.0.1 is available
 
New: Added error packaging button
- Bottom of main campaign screen
- Press it to create a zip file that can be posted on the forums
- Zip file will be in PWCGCampaign\ErrorReport
BoS: Added airfield AAA
BoS: Added airfield static objects and planes
BOS: Added the first ace to BoS courtesy of MarcoPegase44 - Hermann Graf
RoF: Fixed: Cannot access AAR when using GUI Mod
Fixed: Missions flown not incrementing
 

Thanks all.

PWCG 2.0 final has been uploaded.  Not quite there yet but getting closer. Next week is either beta 4 or the release.

 

PWCG 2.0
Fixed: Many aircraft have different loadouts to their wingmen.
Fixed: Missions at night in PWCG have all-white skies.
Fixed: Trains are in the wrong spot (same with other vehicles?)
Fixed: (mostly) AAA and artillery in river near bridge 
Fixed: Trucks under bridge
New: Found way to map mission logs to PWCG generated mission data.  Guarantees correct set of logs is evaluated in debrief
BoS: Fixed wacky intercept pattern
RoF: Fixed squadron/generic skins 
RoF: AAR Player declarations error: balloons not handled properly
RoF: Fixed coop path
RoF: Fixed spy missions.
BoS: Fixed9 GvIAP 268 IAD at Pichuga, 1942-12-01, is improperly aligned on the runway.
 

In beta 3:

Fixed pilots don't die
Fixed Many ground attack missions encountered no enemies
BOS: Fixed Italian campaign generation doesn't work
UI: Fixed plane selection graphics issue.  2 rows on small screens.   Added scroll bar.
UI: Fixed generic UI panels (replaces pictorial panels with plain green)
UI: Added error and do not write mission if player does not own assigned plane
UI: Added scroll bar to mission debrief.
Reduced number of flights for low/medium
Increased spacing of front guns for medium ground level
Attack MCU: randomize the targets maybe it will influence the AI decision.
 

Fixes in Beta 2

1. Are Skins for PWCG - verified skins work as long as they are configured.  Might need a larger configuration project
9. RoF: Spad XIII kills are not working - fixed
10. RoF: Balloon Defense Missions are bugged. - fixed
11. BoS: Debrief error when parachute is involved - fixed
12. BoS: Debrief error when gunner is involved - fixed

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#2 Panthercules

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Posted 07 August 2016 - 19:02

Hey Pat - thanks for the updated version - looking forward to trying it out later tonight if possible.  I didn't see the GUI mod in this package - do you know it doesn't work with this version or did you just not get around to including it?


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#3 PatAWilson

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Posted 07 August 2016 - 19:40

Hey Pat - thanks for the updated version - looking forward to trying it out later tonight if possible.  I didn't see the GUI mod in this package - do you know it doesn't work with this version or did you just not get around to including it?

 

No change to the GUI mod.  Thanks for the reminder.  I have to remember to package it in subsequent posts.


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#4 Der.Mo

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Posted 07 August 2016 - 20:45

My observation is still from Unified 1.0 but hasn't been mentioned so far:

Spad XIII kills are not working

With Jasta 18 in June 1918 i certainly shot down more than 20 Spads but they always are rejected.
ErrorLog also gives a warning about this
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#5 Pioniere719

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Posted 07 August 2016 - 20:56

Thanks Pat!!


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#6 McMinstrel

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Posted 07 August 2016 - 21:38

First off; thanks, Pat!  Really looking forward to the new kill reports.

 

I understand that any old campaigns won't work now because of the new kill reports but that's no big deal.  We are, after all, testing  :icon_e_smile: .  I did find, however, that none of the skin files that I've edited (I added over 2,000 skins that I've made) will not work.  They throw an error and PWCG just won't load.  Any ace files that I've edited work fine.  Also the main SquadronInfo.config file, if edited, prevents the game from loading.   :icon_e_sad:   Have there been changes in these or is it "Human Error" (mine)?

 

Again, thank you for all your work.

 

~M~

 

 

<EDIT>

 

Well, they didn't work if I added the old, edited files before creating a campaign but I was able to do cut and pastes after I created a campaign and they work fine.... odd.

 

BTW, Unable to create a Belgium campaign.


Edited by McMinstrel, 08 August 2016 - 19:21.

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#7 Dauntless1

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Posted 08 August 2016 - 12:02

:icon_cool:


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#8 Pioniere719

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Posted 10 August 2016 - 16:06

All GUI setups seemed to work out fine. Nothing to note.

 

Career: 1916 January - Jasta 7 - Fokker E.III

 

Strange AI behaviour or normal? I was assigned to escort friendlies back to our lines. One third of the way there at 1500m, my 6-plane squadron turns back and drops to 150m. I flipped icons back on and saw the red dot over the field, so I thought we were going to land. Instead, just as we get to the airfield, my squadron heads north and climbs to 350m, with our last man dropping out and then circling back into formation. Then the squadron turns back to the airfield, and again, I thought we were landing. Just as I realized a few planes were flying erratically, I suddenly saw two more planes in the sky. Enemy! I got some good hits on one who was focused on a mate, then he vanished as I yo-yo'd. Eventually, I got an eye on the other one, and managed some hits on each of a few passes. He descended, so I followed. I realized too late that the second guy was crashing, not maneuvering, and since it's winter, I completely misjudged the trees and crashed too. doh!

 

At the in-game flight summary screen, it indicated I got both planes, and that I was killed. In the debriefing (which is now very cool by the way), it said I crashed but wasn't injured, despite my Max Pilot Injury set to 4, and the in-game summary stating I had died. I guess dead is not dead.

 

=======

 

2nd Mission:

 

A pilot transferred into the squadron as noted in the Squadron tab after the combat report. Upper line says "name .. has been transfer ....", whereas below it repeats, but completely "name .. has been transferred to Jasta 7."

 

One pilot who died during the mission miraculously resurrected for the third mission (which I haven't flown yet).

 

In the journal, the only pilot who got a kill was not even a part of the original flight team. See image.

 

Attached File  Pilot not on mission roster.jpg   268.32KB   2 downloads

 

In the squadron log, there is overlapping text. See image.

 

Attached File  Squadron Log - overlapping text.jpg   319.84KB   2 downloads

 

During this mission, I was hit, which caused the screen edges to go red. I continued the fight. Eventually, I got hit again, and hit enough that almost my entire screen was red, except for a tiny oval in the center. I headed home and somehow landed my plane. I never before experienced that much blood on my screen, so I figured I'd surely get a wound badge and some time off. In-game summary showed me as wounded, yet in PWCG, not a scratch on me. From my dead-yet-not-dead issue in mission one, and this heavily-wounded-yet-not-wounded-at-all example, I have to ask: Is this a bug or is this an element of randomness in regards to death and wounds in PWCG?

 

Another thing to note: at the main Roster screen, the location slightly overlaps with the right side brown frame.

 

BTW, is the Narrative new? I never noticed it before, but I like it that you can add your own notes.

 

:icon_e_salute:


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#9 Pioniere719

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Posted 10 August 2016 - 16:12

... I added over 2,000 skins that I've made ...

 

You've made over 2000 skins for RoF? :blink:  I think the historical pack alone is just over 1100 skins. 2000 is a massive undertaking.


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#10 Ralli70

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Posted 10 August 2016 - 18:13

Thank u for the Update Pat.

Too bad, RL ( and STALKER  :icon_e_wink: ) prevents me from Flying and Testing in the Moment.

Just had a quick look over the Menus and GUI but will take off on weekend :icon_mad:


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#11 McMinstrel

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Posted 10 August 2016 - 18:19

You've made over 2000 skins for RoF? :blink:  I think the historical pack alone is just over 1100 skins. 2000 is a massive undertaking.

 I didn't do it overnight  :icon_e_biggrin: .  I wanted every pane that I ran into to be different.  Since Panther had pretty well covered English and Dude and Goose had a nice collection of German I decided to do French.  I've always loved research and since I'm retired and don't have to lose 40 hrs a week to work, I did every French unit in the game.  

 

Some of the units had up to 5 different insignia so 1 squadron could take up to 80 individual panes. I've thought about submitting them but I didn't want to do all those preview pics.  Besides they really aren't historical since a lot of the tail numbers are made up.  They are, rather, historically plausible.  I used as many real numbers that I could find but matching the tail number to the plane number or pilot emblem was almost impossible.  Anyway, they were working pretty well until the number of skins reached about 1,000.  I don't know if there is a limit to the amount of lines allowed in the Squadron Info Config file or what but the entire project failed :icon_e_sad: .  I'm still working on that as well as trying to do the Russian units.

 

But, enough rambling.  Have fun and take care,

 

~M~


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#12 Ralli70

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Posted 10 August 2016 - 19:37

Amazing


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#13 Pioniere719

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Posted 10 August 2016 - 19:53

@McMinstrel, like Ralli70 said .. "Amazing!" although, I'd have to add "Absolutely" to the beginning of that. ;)

 

I've done enough skins of my own (and other things) to know how time consuming it can be to get things right and the way you'd like it to be. Time consuming in the sense of doing the skins is not actually a negative thing. It's fun! You can get so caught up in it that you do more of that than flying.   

 

"I didn't do it overnight  :icon_e_biggrin: " hehehe .. no doubt! :)

 

Ramble on ... :icon_e_salute:

 

EDIT: I realized I made a mistake when I said "I think the historical pack alone is just over 1100 skins". That's just for Central.


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#14 Ralli70

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Posted 12 August 2016 - 20:15

Back to 16.3.1

 

 

 

 

No time acceleration ingame. 16x is more like 0.000001x  :  lifetime wasing

 

Enemies won´t use different skins :  imersion breaking

 

 

I´m sry if it sounds a little bit too harsh, but i am really disapointed. Was so happy about this update......


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#15 Der.Mo

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Posted 12 August 2016 - 21:10

Back to 16.3.1




No time acceleration ingame. 16x is more like 0.000001x : lifetime wasing

Enemies won´t use different skins : imersion breaking


I´m sry if it sounds a little bit too harsh, but i am really disapointed. Was so happy about this update......


Time acceleration depends on your settings (lots of planes=Slow time acceleration)
and of course your PC specs. Also planes now spawn in at a much greater distance..

Enemies don't use different skins (within their squad)..yes, already noticed this in previous version..I also miss this feature :(
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#16 PatAWilson

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Posted 12 August 2016 - 22:04

Back to 16.3.1

 

 

 

 

No time acceleration ingame. 16x is more like 0.000001x  :  lifetime wasing

 

Enemies won´t use different skins :  imersion breaking

 

 

I´m sry if it sounds a little bit too harsh, but i am really disapointed. Was so happy about this update......

 

It's a beta.  Report issues.  I will fix them.  


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#17 Ralli70

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Posted 12 August 2016 - 22:07

Time acceleration depends on your settings (lots of planes=Slow time acceleration)
and of course your PC specs. Also planes now spawn in at a much greater distance..

Enemies don't use different skins (within their squad)..yes, already noticed this in previous version..I also miss this feature :(

 

 

 

Yep ! Solved the problem with the time acceleration.

 

Love the mission reports. They´re absolute fantastic but missing all those skins and diversity is an absolute NOGO for me.

So I have to decide to switch back to 16.3.1 with all those skins or back to normal career mode with fewer skins but mission reports.


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#18 Pioniere719

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Posted 12 August 2016 - 22:29

No time acceleration ingame. 16x is more like 0.000001x  :  lifetime wasing

 

Enemies won´t use different skins :  imersion breaking

 

 

Ralli70, I'm a bit confused as to why you would consider the (temporary) skin issue immersion breaking, yet you don't think that running at 16x time acceleration to get from one place to another is not. As far as I know, even the great von Richthofen wasn't able to do that. ;)

 

:icon_e_salute:


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#19 Ralli70

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Posted 12 August 2016 - 23:00

Ralli70, I'm a bit confused as to why you would consider the (temporary) skin issue immersion breaking, yet you don't think that running at 16x time acceleration to get from one place to another is not. As far as I know, even the great von Richthofen wasn't able to do that. ;)

 

:icon_e_salute:

 

Totally right :icon_e_biggrin:

 

But......von Richthofen get the order to fly and defend his life.......I am just gaming. :icon_e_smile:

And I´ve got not always the time for spending hours of flying just one mission :icon_e_salute:


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#20 Pioniere719

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Posted 12 August 2016 - 23:04

:icon_lol:

 

I have enough trouble flying straight in real time, let alone in 16x. ;)


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#21 PatAWilson

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Posted 13 August 2016 - 00:30

I put this version up for people to help me test.  Beta 2, as the first release after a major change, is flawed.  It will take me a month or so to get it into shape.  The fact that it generates missions that fly at all is a small victory :).

 

So ... if you want to play, do not use this version.  If you want to help me test, please do.


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#22 Panthercules

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Posted 13 August 2016 - 00:51

 I didn't do it overnight  :icon_e_biggrin: .  I wanted every pane that I ran into to be different.  Since Panther had pretty well covered English and Dude and Goose had a nice collection of German I decided to do French.  I've always loved research and since I'm retired and don't have to lose 40 hrs a week to work, I did every French unit in the game.  

 

Some of the units had up to 5 different insignia so 1 squadron could take up to 80 individual panes. I've thought about submitting them but I didn't want to do all those preview pics.  Besides they really aren't historical since a lot of the tail numbers are made up.  They are, rather, historically plausible.  I used as many real numbers that I could find but matching the tail number to the plane number or pilot emblem was almost impossible.  Anyway, they were working pretty well until the number of skins reached about 1,000.  I don't know if there is a limit to the amount of lines allowed in the Squadron Info Config file or what but the entire project failed :icon_e_sad: .  I'm still working on that as well as trying to do the Russian units.

 

But, enough rambling.  Have fun and take care,

 

~M~

 

Sounds like a massive effort.  I had done several French Squadrons for PWCG (see the list in this thread:  http://riseofflight....skins-use-pwcg/), but you are correct that my main focus was probably on the British units so I'm sure the French ones could use some more love.

 

You don't need to "submit" them (we didn't "submit" the ones that Goose, Dude and I did either) or worry about the preview pictures - if you want to upload them somewhere I'll be happy to make the links available on our "One Place for PWCG Skins" thread (linked to above) so the community could share the enjoyment of your work.  Not sure what problem you're encountering with your attempts to edit the PWCG config files - it's been a while since I messed with them but I probably remember (or could figure out again) enough about how that worked to try to take a whack at that so we can see if we can get PWCG to actually use the skins like we did for the packs Dude, Goose and I did.


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#23 PatAWilson

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Posted 13 August 2016 - 14:20

@McMinstrel: Maybe Panhercules and I can work with you to get those skins into the game.  Two step process - the skins would need a host for download and I would have to configure them in game.

 

I know what you mean when you say that French skins can be a bear.  SPAD VII transitions from 150 to 180 HP model.  The 180 HP model transitions from CDC to camo.  And everybody flies that plane, which means hundreds of skins.  


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#24 PatAWilson

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Posted 13 August 2016 - 14:31

These are reported items across BoS and RoF that I am committed to fix before final.  I will put out Beta 2 tomorrow with whatever fixes I have.  I want to put out the latest every week until it is solid.

 

1. Trains are in the wrong spot (same with other vehicles?)
2. Improve offensive patrol WP algorithm - odd pattern
3. Skins for PWCG not working - might be RoF only
4. Add warning that unowned plane is assigned
5. "name .. has been transfer ....", whereas below it repeats, but completely "name .. has been transferred to Jasta 7."
6. Pilots don't die
7. problem with the aircraft selection with my screen being 1280x1024
8. font change causes issues
9. RoF: Spad XIII kills are not working
10. RoF: Balloon Defense Missions are bugged.
11. BoS: Debrief error when parachute is involved - fixed
12. BoS: Debrief error when gunner is involved - fixed

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#25 Pioniere719

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Posted 13 August 2016 - 17:11

Sounds good Pat.

 

Btw .. I wasn't aware of #8 regarding font change issues, so I decided to check my issues to see if my fonts were the culprit.

 

I use a different font for the pilots and chalkboard (http://riseofflight....and-pilot-info/). I posted earlier that the location overlaps the side bar on the pilot screen, so I went in and returned my fonts to default Serif. No change to the overlap. Then I remembered I also posted about the overlap in the squadron log, so I went in to check it while my DS Wallau font was active. Somehow, all the text is now fine. This, in itself, is strange. See image to compare with the squadron log in post #8.

Attached File  Squadron Log - overlapping text 3.jpg   326.57KB   0 downloads

 

:icon_e_salute:


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#26 Pioniere719

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Posted 13 August 2016 - 17:37

Hey Pat, one more thing:

 

Would it be possible to make the pilot log (when opened) to be the exact same size as the wooden desk? Right now, when you open the log, that painting on the left stretches wider, and when you close the log, that painting of course returns to normal size. Making the opened log the same size as the desk will allow for a seamless transition between the two.

 

:icon_e_salute:


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#27 McMinstrel

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Posted 13 August 2016 - 19:01

Pat & Panther,

 

Let me work on my files a bit and I'll see what I can do to get them online.  I want to rename them to match the PWCG format (N11_PW_FXX_XX)  Right now they have an M instead of the PW so I can keep track of them.  I'll also include a text file for the Skin file and the SquadronInfoConfig.

 

Probably take me a month or so.  That should be fine as Pat has other things to worry about right now.

 

BTW, Pat, I double checked and am still not able to create a Belgium career.

 

~M~ 


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#28 PatAWilson

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Posted 17 August 2016 - 00:25

Beta 2 is up

 

1. Are Skins for PWCG - verified skins work as long as they are configured.  Might need a larger configuration project
2. RoF: Spad XIII kills are not working - fixed
3. RoF: Balloon Defense Missions are bugged. - fixed
4. BoS: Debrief error when parachute is involved - fixed
5. BoS: Debrief error when gunner is involved - fixed
 
 
Still to do
3. Pilots don't die
2. Trains are in the wrong spot (same with other vehicles?)
4. problem with the aircraft selection with my screen being 1280x1024
5. Add warning that unowned plane is assigned
6. Improve offensive patrol WP algorithm - odd pattern
8. font change causes issues
13. Reduce number of flights for low/medium
14. reduce spacing of front guns for medium ground level
15. Add check for context logging disabled in deploy
16. Skins - introduce embedded vs loose.  Check loose skins for existence.  Do not perform check with embedded.
17. Skins - do a major RoF configuration project.  Write software to automatically create configurations
 

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#29 Panthercules

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Posted 17 August 2016 - 02:25

Cool - thanks Pat - have D/L'ed it and will try to give it a go later this week.


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#30 Pioniere719

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Posted 17 August 2016 - 13:53

Thanks Pat! I'll have a go at it!

 

:icon_e_salute:


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#31 Pioniere719

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Posted 18 August 2016 - 02:15

Pat, a quick post:

 

In regards to the Roster screen text overlapping the side frame, I used a long pilot name this time, and want to confirm that it also overlapped. I count 32 characters, including spaces, as the maximum.

 

I died in game, then finally saw the KIA report in PWCG. That was a first! Alas, I am Lazarus and I am still not dead :P , which is fine, since that's still a to do for you.

 

As an aside, something very interesting to note was that after my first mission, one squadron member was MIA. After the second mission, he was reported in the journal as being a prisoner of war. That's dynamic info, and I like it! I hope this was intended. It's like returning to base, then being asked "What happened to Hans?" and we respond "We're not sure. We saw him get shot down in sector 30." Some time later, the report comes in confirming that he is now a POW.

 

EDIT: I just went in for a third mission and noticed that there are three missions there, despite having my settings as "1" for "Past missions to save".

 

:icon_e_salute:


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#32 Pioniere719

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Posted 21 August 2016 - 21:52

Hi Pat, here's another quick report:

 

3rd mission: Killed by Arty. Ended flight normally, left the game and returned to PWCG. Could not submit report for some reason, although it has been noted in the journal.

 

4th mission: Uneventful two man patrol. Heading for the last waypoint before the airfield, the leader suddenly drops altitude, cuts the corner and heads towards the airfield. I couldn't understand it, but followed. I turned on icons and saw that the dot had changed to the airfield.

 

5th mission: Same results as with the fourth. This time, I kept icons on during that last waypoint before the airfield. At less than 4km, the target switched to the airfield, yet the airfield icon didn't switch to the landing icon until my leader was less than .5 km away. I can't recall the waypoint discussions in the past, so I have to ask: is this normal for the waypoint to cut short like that?

 

Other than that, things seem fine at the moment. I will start a new campaign to test with a different plane and period.

 

:icon_e_salute:

 

EDIT: None of my missions have been deleted by PWCG.


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#33 Panthercules

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Posted 22 August 2016 - 01:03

Pat - it looks like the old problem with the green side panels (or something like that anyway) has recurred, for me at least - I opened up the latest version and got this:

 

PWCG%20beta%202%20opening%20screen%20pro

 

Kinda hard to see what to click to try to get to a fix, but I'll keep trying and see if I can figure out what's happening.  Haven't changed anything on my rig lately as far as I know, but maybe I've forgotten something.

 

[EDIT] Tried starting it with the .exe file in case it was something related to the GUI mod, but the same things happened that way too.

 

[EDIT] Also tried manually editing the config file to switch to the generic green sides so maybe I could see better, but it had no effect - looked same as above when I did that.


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#34 Der.Mo

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Posted 22 August 2016 - 17:07

Many Jastas (Jasta5, Jasta56...) are still on the wrong side of the Front in June 1918.

Also i wonder how its possible that I meet squadrons that should not be there because they are located on a totally different area of the front..

Example: Jasta 18 (my jasta) located at Mars la Tour
meets Jasta 12 which is located at Cappy.
Thats some 300 km away...hehe
This is also true for Allied squadrons.

It's something I noticed already in previous PWCG versions.

Anybody else?
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#35 Ralli70

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Posted 22 August 2016 - 17:55

How do I manage to start via GUI Mod ? The old swf-file doesn´t seem to work ?

 

Edit : solved !


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#36 Pioniere719

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Posted 22 August 2016 - 23:38

...meets Jasta 12 which is located at Cappy.
 

Hey Der.Mo, please elaborate. I'm not sure what you mean.


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#37 Panthercules

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Posted 23 August 2016 - 01:38

Hey Pat - I updated my nVidia drivers just in case, but I'm still getting the weird effects noted in the screenshot I posted above.


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#38 Pioniere719

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Posted 23 August 2016 - 03:16

Hi Pat ..

 

Default pilot font size of 22 is too large and causes text to overflow on pilot book edges. 18 might be better suited for a name with character length of 13-14 including spaces. This of course also depends on the length of the squadron and plane names of the enemies who were shot down.

 

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#39 Der.Mo

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Posted 23 August 2016 - 11:19

Hey Der.Mo, please elaborate. I'm not sure what you mean.


sorry for my lousy english;)

What i'm trying to say is that during mission i see enemy and friendly squadrons that have their operational sector
on a different part of the front .In my case i met a Fok.DVII from Jasta 12 above my airfield at Mars la Tour. Jasta 12 home is at Cappy.
Thats 300 km away from my airfield. A Fok.D..VII can travel 350km before it runs out of fuel. So they definately did not come home this day;)
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#40 PatAWilson

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Posted 23 August 2016 - 13:39

Hey Pat - I updated my nVidia drivers just in case, but I'm still getting the weird effects noted in the screenshot I posted above.

 

It's a bug.  Not sure what's up but I'll get that one fixed.


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