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Posted

oh wow!

 

absolute great work! WTG!

 

would like to have such handling for the multiplayer setup!

Posted

I added this feature to SMB yesterday evening, e.g. so one can choose "Position in formation" in the flight where AiLevel is set to 0. Note! Since the flight setting is 0 I just picked 3 (Veteran) for the other planes in the flight.

 

Thank you again!

Posted

I'm having trouble getting my guys to attack.....

Posted (edited)

Well, after "99 trials"  the best I get in formation for bombers is two flying near, the 3rd spawn with a big altitude difference...

 

image.jpg
 

 

 

 AI Level for AI flights were hard-coded to 2 (Regular) regardless of whatever one set in SMB

 

With this level the pesky AI Bf 109's are too "sniper".  :)

Edited by Sokol1
Posted

New update of Simple Mission Builder

 

ZIP download (unzip over previous install)

 

.WAR archive (just overwrite the corresponding file in your existing install)

 

-- Changelog 2015-02-24 --
* Added possibility to select player plane in formation. Select AI level 0. Now a new dropdown appears below "AI Level" where the player can select from 1 -> size of flight. If size of flight is changed to a value smaller than the currently selected "Player in formation" value, the latter is automatically set to the last plane of the flight.
* Added "duration" to the ATTACK_AREA command on waypoints. 1-120 minutes.
* Added checkboxes to ATTACK_AREA command for specifying which type of targets to target: Air, Ground, Vehicles (gtargets). I think "Vehicles" translate to all movable ground objects while "Ground" translates to ... something else.
* Added context-aware Command editing - the relevant form components are now shown for ATTACK_AREA, ATTACK_TARGET, COVER, LAND, START and FLY commands.
* Added validation so COVER command has a target object set
* Removed controls from Weather Editor having no effect. (Note sure yet whether temperature does anything. I do think turbulence works)

* Fixed bug where AREA_ATTACK command always had "Vehicles" setting (see above). E.g. "GTargets" in .Mission terms.
* Fixed bug where all AI flights got AI level 2.
* Fixed bug where unit having no waypoints caused export to .Mission format to crash

IMPORTANT HAPPY NOTE 1: As per game version 1.09 it is no longer necessary to run user-made missions in Offline Mode
IMPORTANT HAPPY NOTE 2: Per the above, unlocks seems to work fine in user-made missions

 

post-35556-0-38059500-1424816201_thumb.jpg

  • Upvote 2
Posted

D/L'ing now :salute:  

Posted

New update of Simple Mission Builder

 

ZIP download (unzip over previous install)

 

.WAR archive (just overwrite the corresponding file in your existing install)

 

-- Changelog 2015-02-24 --

* Added possibility to select player plane in formation. Select AI level 0. Now a new dropdown appears below "AI Level" where the player can select from 1 -> size of flight. If size of flight is changed to a value smaller than the currently selected "Player in formation" value, the latter is automatically set to the last plane of the flight.

* Added "duration" to the ATTACK_AREA command on waypoints. 1-120 minutes.

* Added checkboxes to ATTACK_AREA command for specifying which type of targets to target: Air, Ground, Vehicles (gtargets). I think "Vehicles" translate to all movable ground objects while "Ground" translates to ... something else.

* Added context-aware Command editing - the relevant form components are now shown for ATTACK_AREA, ATTACK_TARGET, COVER, LAND, START and FLY commands.

* Added validation so COVER command has a target object set

* Removed controls from Weather Editor having no effect. (Note sure yet whether temperature does anything. I do think turbulence works)

* Fixed bug where AREA_ATTACK command always had "Vehicles" setting (see above). E.g. "GTargets" in .Mission terms.

* Fixed bug where all AI flights got AI level 2.

* Fixed bug where unit having no waypoints caused export to .Mission format to crash

 

IMPORTANT HAPPY NOTE 1: As per game version 1.09 it is no longer necessary to run user-made missions in Offline Mode

IMPORTANT HAPPY NOTE 2: Per the above, unlocks seems to work fine in user-made missions

 

attachicon.gifscreenshot7.jpg

For the weather, there are two things we can't set : The level and the height of the clouds. The turbulence and precipitation can be set by mission builder.

Posted

Thanks for making this!

Posted (edited)

Anybody tried this with Firefox?

 

I get 2 things that are suspicious

 

First when I activate the .bat file the last line is a WARN but I have no idea if its relevant

 

Desktop%2026-02-2015%2018-36-44-662_zps0

 

Then when I create a mission I get no Waypoint option and anything I pick doesn't seem to do much. I have at this point created a mission and a flight.

 

Desktop%2026-02-2015%2018-48-56-536_zpsj

 

Anybody help? I'd love to get it working. I really don't want to load another browser if that's not the problem either

Edited by Monument
Posted

I get the same message and I'm using Chrome.  Everything works fine though.  When you click on "add flight" you should then be able to click on a place on the map which will be the starting point for the flight. 

 

When you do this you should have an airplane icon within a circle where you clicked.   Then click on the airplane icon again and on the left, below "add static object group" you'll get an option to "add waypoint" beneath that.  Click on it and then return to the map airplane icon and you should be able to add waypoints. 

 

To finish adding waypoints, hit escape.  On the right you should see a box with your flight heading and height.  Click on a waypoint and the box will change to give you other options.

 

Hope this helps. :salute:

Posted

Monument,

 

For place waypoints you need place objects (planes, trucks) first.

 

@ Lupson,

 

The option "Generate AAA on Airfields" is randon or use a template, because are a FLAK 37 in middle of Pitomik runway.

Posted

Thanks Guys

 

Unfortunately not so simple at the point I posted up I had already created a flight and some ground units but nothing happens on the map.

 

I'll give it a go in Chrome to see if that solves the problem & report back

 

At least now I know the WARN issue isn't the culprit

 

Most helpful

Posted

Yup Firefox is the issue just loaded on Chrome & it seems to be working like a charm

 

Thanks again for the help

Posted (edited)

Downloaded latest .war file, thanks!

 

Sorry but no matter what I do I cannot select the waypoints and get the waypoint menu. Am I the only one?

 

I have been just downloading and re-installing the .war file, I think I will do a complete reinstall.

 

H

Edited by heinkill
Posted

* WARN message: You can ignore that WARN entry in the log file. I think the Airfieldnames .eng file in /Template has some invalid character in front of Manoyli. Doesn't matter much.

* Firefox support: Sorry, only Google Chrome is supported. Think the first post in this thread mentions that. I don't have time to support different browsers. When I added the map mode to the Bosparser I encountered some problems with Firefox and IE regarding click events, scroll wheel events etc. Havn't tried SMB with Firefox myself (even though its my standard browser for non development related stuff

* Generated AAA is using the base map coordinate from the airfield as anchor point and then places the AAA unit(s) with static distances - something like 500 meters NW, SW, SE? Don't have the code in front of me. Should be improved. However, until I have taxiway/runway coordinates for all airfields I simply don't know the layout of any airfield which makes it tricky to auto-place AAA unless the distance is increased from the anchor point so it can never end up on a runway.

* Heinkill: I fixed that waypoint issue (I hope). Try doing both a deep-refresh of your browser (CTRL+R) and perhaps also a clearing of the browser cache (CTRL+SHIFT+Delete) and see if it helps.

* Habu: Thanks for clarifying which weather controls that works. Will re-add them in the next update.

* Arthur/Sokol: Thanks for helping out!

Posted (edited)

* Heinkill: I fixed that waypoint issue (I hope). Try doing both a deep-refresh of your browser (CTRL+R) and perhaps also a clearing of the browser cache (CTRL+SHIFT+Delete) and see if it helps.

*

 

Yep thanks, that totally fixed it. Also I have theory as to why some flights just circle the waypoints and don't go to the next. I remembered that RoF ME uses circles around the waypoints and you have to 'trigger' the waypoint for it to work and send the aircraft to the next waypoint. If you intercept them and disturb them, they may not hit the waypoint if you set the circle too small. 

 

So, just as you have a 'radius' for the 'attack area' command, can you check what the 'radius' is for the 'fly' command? Or at least make it so that is also user defined. In RoF ME I used to set it to at least 200 metres to be sure.

 

H

Edited by heinkill
Posted

Yep thanks, that totally fixed it. Also I have theory as to why some flights just circle the waypoints and don't go to the next. I remembered that RoF ME uses circles around the waypoints and you have to 'trigger' the waypoint for it to work and send the aircraft to the next waypoint. If you intercept them and disturb them, they may not hit the waypoint if you set the circle too small. 

 

So, just as you have a 'radius' for the 'attack area' command, can you check what the 'radius' is for the 'fly' command? Or at least make it so that is also user defined. In RoF ME I used to set it to at least 200 metres to be sure.

 

H

 

Happy it fixed your issues!

 

The standard waypoint area size seems to be set to 200 meters, though it actually be so that it is set to 1000 meters in the last update. Will need to see what ends up in a .Mission file when I'm at the correct computer. Can make it configurable, no problem, just another slider control.

 

Another thing to add is the Priority for Waypoints and Commands. All are currently hard-coded to 2 (1-3 are valid values where 1 is to follow orders strictly while 3 is more "hunt for targets")

Posted (edited)

You are a champion - waypoint priority will be essential to stop bombers acting like fighters, I suspect - need to be able to set it to 1.

 

Just tried a mission of 40 yaks vs 40 109s to check FPS. All spawning within a couple of km of each other.

 

FPS was 25-30 in internal or external view even with all aircraft onscreen, so not too bad on my old rig.

 

I had waypoints set to 'attack area/air targets' and the radius set to 1km but they didn't engage. Guess I need to specify 'attack target' and pick the specific target...

 

Cheers

 

H

Edited by heinkill
Posted

With the patch 1.009 the AI bomber behavior has improved, they stay in formation under attack (and dont act the previous "flock of scared seagul"), now the attack fighters face a good cross fire.  :)

 

Still some problem in turning wyapoints, sometimes 1 or 1 (of 12) collide.

 

VVV.jpg

 

 

 

* Generated AAA is using the base map coordinate from the airfield as anchor point and then places the AAA unit(s) with static distances - something like 500 meters

 

OK, this is no big problem, instead I place AI (ground objects hit game performance bad) on places they can "iterates"  with planes. :hunter:

 

BTW - Game engine: (not SMB related) FLAK 37 dont engage a near Stug, and the Stug don't engage any FLAK, but move his cannon in direction.

FLAK 38 engage Stug and destroy then.

Posted

The "static object group" don't work for me.

 

I can add to map (a purple icon) but is not showed in mission... What I missing?

71st_AH_Hooves
Posted

That error occurs if your config/application.properties file with its property 'bos.data.directory' doesn't point at your BoS/data folder. Some other poster had forgot to change c:\\Program Files\\... to c:\\Program Files(x86)\\ for example.

 

 

 

 

Im still getting this error no matter how I format this line.  

this is how I have it.

 

 

bos.data.directory = Z:\\Program Files (x86)\\1C Game Studios\\IL-2 Sturmovik Battle of Stalingrad\\data
server.port = 80

 

 

Ive tried it with single slashes the other way as well, no dice.

Posted

Im still getting this error no matter how I format this line.  

this is how I have it.

 

 

bos.data.directory = Z:\\Program Files (x86)\\1C Game Studios\\IL-2 Sturmovik Battle of Stalingrad\\data
server.port = 80

 

 

Ive tried it with single slashes the other way as well, no dice.

 

Have you tried having double slashes at the end, after "data"?

The "static object group" don't work for me.

 

I can add to map (a purple icon) but is not showed in mission... What I missing?

 

Could be a bug. I know static objects worked at least before the first release but I have a vague memory of some object not showing up in a mission. Will look into it.

Posted

Im still getting this error no matter how I format this line.  

this is how I have it.

 

 

bos.data.directory = Z:\\Program Files (x86)\\1C Game Studios\\IL-2 Sturmovik Battle of Stalingrad\\data
server.port = 80

 

 

Ive tried it with single slashes the other way as well, no dice.

 

You have to add \\ after 'data'

 

If doing that that doesnt help, try a different server port eg 81

So you need to type localport: 81

 

That worked for me

 

H

71st_AH_Hooves
Posted (edited)

Have you tried having double slashes at the end, after "data"?

 

Could be a bug. I know static objects worked at least before the first release but I have a vague memory of some object not showing up in a mission. Will look into it.

I tried so much stuff i cant rememeber. Ill try again after work. Thanks for the quick reply. Also i can tell you so many people are excited for this tool you are creating. If you figure out MP. (Which shouldnt be to hard now that yoh have the FMB) than quick.coop creation should be possible and do many will be pleased. Best of luck! Edited by Hooves_McG
Posted

Lupson as great as your program is, will there be any chance in future versions where we can use custom skins, i am one of the IL2 BOS skinners and have started producing historic skin packs to be used with the 1.009 ME, but i' d rather use it with your simpler and more accesible mission builder program.

I hope you can implement this addition asap as it would be much appreciated by all i am sure.

 

Thanks Rob.

Posted

My flight is selected as Player but when i start the mission, there are just AI. aircraft. No cockpit view... What am i doing wrong? Thanks in advance!

Posted

Lupson as great as your program is, will there be any chance in future versions where we can use custom skins, i am one of the IL2 BOS skinners and have started producing historic skin packs to be used with the 1.009 ME, but i' d rather use it with your simpler and more accesible mission builder program.

I hope you can implement this addition asap as it would be much appreciated by all i am sure.

 

Thanks Rob.

 

Havn't really thought about skins yet to be honest. Skins are assigned per plane I think, using an (internal) file system path for default skins IIRC, e.g: 

 

Skin = "bf109g2\bf109g2_skin_01.dds";

 

How does one "install" custom skins into BoS? Some folder that could be scannable by SMB perhaps?

 

Not on top of my TODO list right now but I'll remember to look into it later. If skins needs to be bundled into the actual missions somehow its a fair bit of work but it's just changing the property above it should be much easier.

My flight is selected as Player but when i start the mission, there are just AI. aircraft. No cockpit view... What am i doing wrong? Thanks in advance!

 

Not sure, what is the size of your flight? If it is just the player plane the only selectable value for "Position in formation" will be 1 and a "classic" problem with HTML selects is that they sometimes aren't really "selected" if one doesn't change the initial value... I'll look into it.

 

Anyway - try setting flight size to 2, set "Position in formation" to 2, then back to 1 and re-export the mission. That may help for now.

Posted (edited)

This happen (no player plane) to be, but open the mission again select N#4, save, then N#1 save, work OK. *

 

Is possible fly as wingman of IA (if player is not n#1).

 

* Since the SMG is independent of game you don need leave the game to edit missions, just load the mission again.

 

 

 

How does one "install" custom skins into BoS? Some folder that could be scannable by SMB perhaps?

 

For load custom skin is need look at:

 

...Battle of Stalingrad\data\graphics\skins\(plane name)

 

Default skins are packed in SFS files.

Edited by Sokol1
Posted

I tried so much stuff i cant rememeber. Ill try again after work. Thanks for the quick reply. Also i can tell you so many people are excited for this tool you are creating. If you figure out MP. (Which shouldnt be to hard now that yoh have the FMB) than quick.coop creation should be possible and do many will be pleased. Best of luck!

 

Well, with the FME and dserver.exe released I could probably start looking at Coop missions I guess. Setting the missiontype attribute to Coop isn't hard but I would need to look more into how to make certain flights playable and perhaps also how to handle mission objectives, if possible. Since I more or less only play single player myself I don't really know what people would want from Coop missions in SMB.

Posted (edited)

Did a test, replace in SMG .mission file

 

  Skin = "";

 

  Skin = "custom skin name.dds";

 

But the skin are not loaded for player and AI.

 

For player plane a selected custom skin in "Plane setup" work OK.

 

 

 

Since I more or less only play single player myself I don't really know what people would want from Coop missions in SMB.

 

 Typically is: take-off in base X (spawn on runway), meet some AI bombers or fighters >5 minutes of straight ahead flight.  :lol:

Edited by Sokol1
Posted

Thanks for your reply and hopefully at some time you'll look into it.

Posted (edited)

Ops! Is need use: "La5s8\custom skin name.dds"; 

 

Skins.jpg
 
Player (left) with custom skin select in "Plane setup", N# 2 (right) with custom skin set in.mission, N#3&4 (foreground) default "clone attack".  :)
 
With Ctrl +C, Ctrl+F and Ctrl+V is easy customize planes after export the mission.
Edited by Sokol1
  • Upvote 1
Posted

Wrong site and forum altogether, but related since I understand IL2BOS fmb is similar to ROF's. Are you looking at creating something like this for ROF?

Posted

Wrong site and forum altogether, but related since I understand IL2BOS fmb is similar to ROF's. Are you looking at creating something like this for ROF?

 

I'm afraid not. Havn't even tried Rise of Flight. Not very much into WW1.

 

That said - modifying the SMB source code to work with RoF should be possible. Change Plane/Vehicle types, use another map image, change loadouts, making sure any features not present in RoF is used etc is probably possible for someone with decent Java and Javascript skills.

 

Since SMB is open sourced the task is up for grabs! :)

Posted

 

Ops! Is need use: "La5s8\custom skin name.dds"; 

 

Skins.jpg
 
Player (left) with custom skin select in "Plane setup", N# 2 (right) with custom skin set in.mission, N#3&4 (foreground) default "clone attack".  :)
 
With Ctrl +C, Ctrl+F and Ctrl+V is easy customize planes after export the mission.

 

 

Interesting. Have you created a folder directly under /data called /La5s8 and then copied the .dds file there?

Posted

For load custom skin is need look at:

 

...Battle of Stalingrad\data\graphics\skins\(plane name)

 

Hi Lupson, as posted by Sokol1 above, not directly under data, but under data\graphics\skins\

Posted

Hello , I have tried to load a mission to disk but I have a message 

 

Error saving Mission to disk Stakingrad all airfiedls .eng does not exist?

 

Does anyone know where I might be going wrong?

 

Thanks

Posted

Interesting. Have you created a folder directly under /data called /La5s8 and then copied the .dds file there?

 

 

Custom skins are placed there - plane names are default of game:

 

...Battle of Stalingrad\data\graphics\skins\(Plane name)

 

Skins.jpg

 
In .mission file I pointed:

 

 "La5s8\(custom skin name).dds"; 

 

 

Posted

Well, with the FME and dserver.exe released I could probably start looking at Coop missions I guess. Setting the missiontype attribute to Coop isn't hard but I would need to look more into how to make certain flights playable and perhaps also how to handle mission objectives, if possible. Since I more or less only play single player myself I don't really know what people would want from Coop missions in SMB.

 

Hi Lupson this looks amazing

 

Regarding Co-ops the traditional type of mission people used to fly a lot of would be both sides starting on a runway (at the same time), one side might have to link up with bombers and escort them to a target and the other side would take off and hunt them down. It would also be awesome if people were able select those bombers and airstart at the beginning of the mission but the main point is that everyone starts at the same time unlike the current servers where people can join at any time and respawn.

 

JG5 has been talking about trying to find other squads who are interested in the old IL2 co-op type missions rather than the perpetual airwars we have now. We can work around issues like respawns by flying against people we trust and by passwording the server but creating lots of different and simple missions is beyond most of us at this moment in time.

 

Anything you could do to make this easier or possible would be very very much appreciated by a lot of the old IL2 hands.

 

Kind regards

 

Emil

Posted

 

Custom skins are placed there - plane names are default of game:

 

...Battle of Stalingrad\data\graphics\skins\(Plane name)

 

Skins.jpg

 
In .mission file I pointed:

 

 "La5s8\(custom skin name).dds"; 

 

 

 

Thanks, great info.

 

Would you typically assign the same skin to an entire flight (group) or would individual planes within a group have different skins? If/when I'm adding skin support it's good to know what the community prefers.

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