coconut Posted July 4, 2015 Posted July 4, 2015 (edited) Hi all, The time has come to announce the result of my work these last weeks: SturmovikMission This is an F# library that can parse mission and group files, making it possible to extract data and combine it to produce new mission and group files. The primary objective is to make it easier to develop and maintain complex missions, reducing the amount of clicking and copy-pasting in the mission editor. This project also opens the door to dynamically generated missions. A video demonstration is currently uploading on YouTube. It shows that it can be used to manage 5 groups of 3 tanks, and in particular write (and fix!) complex logic to avoid collisions between moving groups. To take advantage of that library, you'll probably want to use Visual Studio Community Edition, see Option 1 described there. You'll also need to know (a bit of) F#, or at least know about programming. Edited July 4, 2015 by coconut 12
Jupp Posted July 4, 2015 Posted July 4, 2015 ~S~ Coconut, Wha wha wha what! Awesome! Keep 'em Flying, !S -Jupp-
Jason_Williams Posted July 4, 2015 Posted July 4, 2015 Very cool Coconut. We should talk. I didn't realize you were this talented. Jason
Skoop Posted July 4, 2015 Posted July 4, 2015 Not really sure what all this means, but when you say "opens the door to dynamically generated missions", I'm all in....you have my interest.
coconut Posted July 5, 2015 Author Posted July 5, 2015 Very cool Coconut. We should talk. I didn't realize you were this talented. Jason Thanks, and regarding talking: sure, just drop me a PM.
Toxin1 Posted July 7, 2015 Posted July 7, 2015 I really enjoy your missions Coconut and appreciate all your efforts for the community! This is a great achievement for this series. 1
Dauntless Posted July 9, 2015 Posted July 9, 2015 Very cool Coconut. We should talk. I didn't realize you were this talented. Jason
coconut Posted July 13, 2015 Author Posted July 13, 2015 I've been working on fixing bugs and figuring out how to use this thing. Here is an example. Intended for programmers. RatasAndStukas_tip.zip
coconut Posted August 23, 2015 Author Posted August 23, 2015 Here is a video that shows how I use this thing. Links to sample code and mission files are in the description. 1
coconut Posted August 25, 2015 Author Posted August 25, 2015 It works for both SP and MP mission files but it doesn't interact with dserver.
coconut Posted September 3, 2015 Author Posted September 3, 2015 Just published version 1.2.0.0 on nuget. Includes lots of small but important bug fixes discovered while working on Rush: Added support for complex triggers (with a limitation: you can't programmatically set multiple countries, scripts...) Basic support for localized strings. Added support for translator icons. Added support for influence areas. Fixed a number of bugs that prevented generated files to be opened by the mission editor (and presumably the game). Responsiveness of Visual Studio improved when editing code that uses the library. 1
coconut Posted September 19, 2016 Author Posted September 19, 2016 The code was moved to github: https://github.com/deneuxj/SturmovikMission Currently working on version 2.0, which makes the library lighter by removing features that did not turn out to be useful in practice. As part of this project I have also started SturmovikMission.Blocks. Basically, the idea is to provide a scripted mission creation tool that duplicates, transforms and connects predefined blocks. This automates the manual work normally involved in using and maintaining groups in the mission editor. 3
Gambit21 Posted September 19, 2016 Posted September 19, 2016 Very nice Coconut! My brain is full enough keeping several 3D programs from seeping out, not to mention learning the mission editor now, so I'm not about to tackle learning a programming language on top of that. However it sounds to me like you could be instrumental in fixing the editor and getting some functionality that should clearly be under the hood - shoved under the hood. Maybe even get this functionality you're talking about implemented into the editor itself. In any case, looks like great work.
Jade_Monkey Posted September 19, 2016 Posted September 19, 2016 Thanks coconut. Your effort is appreciated. I'm sure it will help the game to live long like the original IL2 did.
curiousGamblerr Posted September 20, 2016 Posted September 20, 2016 Awesome stuff coconut! This might be a good excuse for me to play with some F#...
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