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[TWB]Sketch

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Everything posted by [TWB]Sketch

  1. Sometimes you do really well in a fight... And sometimes you don't.... Thanks for the good times for all those that flew with me tonight! Some of the highlights from my perspective:
  2. I don't know the answer to that. Don't let the host ever fly until Pat can remove that requirement.
  3. Move the host from 'not included', to 'included'...
  4. It seems like you host via dserver, as I do. I think the bug is related to not having the host in the list of selectable personas. Try again, but add the host and I'll bet you that it will work.
  5. Most likely the devs haven't added the ww1 planes to the list of planes for the poi.
  6. function checkMsg(str) { if (str.contains("campaign starts")) { this.addAnotherWeek(); return "You've added another week of development time to the TAW campaign. Thank you!"; } return ""; } checkMsg(Might be a dumb question but does anyone know when new campaign starts?); You've added another week of development time to the TAW campaign. Thank you! (Just teasing!) :D
  7. It's pretty normal as far as I know... The logs aren't perfect, so Pat has the player confirm that they killed X amount of planes in the mission. Then, the app compares what the player said they did to what the logs read. In your case, the logs probably read that there were two planes shot down by a LaGG3 but not specifically which one of the LaGG3's made the kill. You then told the app, "I was the LaGG that made two kills!" So the app, gave the two kills to you because they were done by a LaGG3, which you were flying, and because you said you made the kills. I'm pretty certain, the campaign generator is fairly forgiving when crediting kills. Because of this, most of us that fly the campaign won't count a kill unless a second player sees and confirms the kill.
  8. I love videos like this - nice and short, showing great teamwork, and good video editing. Thanks for sharing
  9. Here's a short clip of me and Onda battling it out on Combat Box. https://twitch.tv/videos/453420482
  10. @PatrickAWlson Here's my first observations: Holy shit! He's done it! Woot woot! Hell yes! This is awesome!! Okay okay, some quality of life changes would be nice: This screen needs a "back" button... I only wanted to see the map of the current mission An edit pilot button would be cool! _________________________________________________________________________________________________________________________________________________ The waypoints are drawing in the campaign, but not in game... I checked in the editor and it seems you don't have icons for both sides. Can this be fixed? Just giving us icons is pretty much necessary, or players won't know where to go - since the campaign generator app only shows a single side's waypoints. For QoL improvements to the icons... For each set of icons, you could give each unit a different shade of 'red' (for Russians) or 'blue' (for Germans) for each unit type. As an example - here's a monochromatic palette set you could use for each set of icons... I recommend using various shades of blue because all of the German team will see all of the German icons. However, the unit should know which shade of blue is theirs, and then follow that line. The same goes true for the Russian side; they'll know what shade of red is theirs and follow that. See in this image above? I have selected the first shade of blue for those icons, and only the German team can see the icons those icons (and conversely, the German team wouldn't be able to see the "Russian Yak Squadron" icons). The only problem I see is letting players know what shade of blue (or red) they're supposed to be. It's also kind of hard to tell some colors apart, especially if there's a lot of squadrons in the mission. Alternatively, you could just get rid of all the waypoint style icons and only give objective icons... The downside to this is that players would make a bee line for the objectives and not fly a patrol/cap/etc. It would very much, in my opinion, break the immersion you're trying to create. _______________________________________________________________________________________ Can you please group all the static objects (cities, towns, bridges, etc) that are not used as objectives into a single group? This will make it so much easier to add new entities to the mission without having to see that large mess of objects... There's so many! ^^^ _______________________________________________________________________________________ Is this still be considered? If I have 3 flights of fighters for the Axis side that are all players (say 4 players per flight) and I want a fourth flight to fly out, do I change the value to 4? or is the value "3 AI FLIGHTS" and the "3 player flights" aren't counted (giving 6 flights total)? What about if it's a ground mission (where it's set to only one fighter flight per side)? Do the other two Axis flights get to fly or are they grounded? _______________________________________________________________________________________ Is there a way to select load outs of the opposing team's flight in the campaign generator app? I assume not yet, but you want to do that in the future. Conversely, is there a way to see the opposing team's victories and how they're influencing the campaign? My player's would love to see their persistent stats on both sides. (Again I assume not yet, but soon!) _______________________________________________________________________________________ I click the checkbox I click accept skin assignments I go back to skin management to confirm my changes, and they don't remain I'm having issues with the skin management system. I downloaded all your skins, added them to the correct folders on the server, and when I select "squadron" > "accept skin assignment" the pilots do not retain the checked checkbox. _______________________________________________________________________________________ Can I please select where the logs are stored? I'd like to have all my logs in a 'logs' folder (and better yet, a logs/campaignName/ folder). _______________________________________________________________________________________ Sorry if all this sounds like complaining! I really love the app, and I am using it as it is right now. Your time is valuable and I appreciate everything you're doing for the community! Thanks again for this awesome campaign generator. EDIT: I'm using v6.0.1 (I just downloaded it tonight) if that matters I found another issue... I'm using Dserver, not peer to peer... so when I select a mission without the host's persona, the app crashes: I get this null pointer error in the error log: PWCG Error Mon Jul 15 22:26:10 EDT 2019 java.lang.NullPointerException at pwcg.gui.rofmap.brief.BriefingDescriptionPanelSet.<init>(BriefingDescriptionPanelSet.java:53) at pwcg.gui.rofmap.brief.CoopPilotChooser.showBriefingMap(CoopPilotChooser.java:206) at pwcg.gui.rofmap.brief.CoopPilotChooser.actionPerformed(CoopPilotChooser.java:187) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
  11. This very much sounds like the Invisible plane bug... (nothing to do with PWCG, but with IL-2 in general)
  12. When you're ready to get the web server running, I'll happily host it as a beta tester. Thanks for your quick replies, and all the hard work you've put in.
  13. Questions.... In the past, I had more players than the squad could take... And if I didn't have an ai squadmate, I couldn't add another new player to the squad. Is this still true with v6? I'd rather have a huge list of pilots and not be limited to 20 or so pilots per squadron. (Understandably, there would still be a limited number of planes per squadron, so some pilots would be grounded or be forced to fly "lesser" planes.) It might even be cool to have multiple accounts of a campaign per player pilot... Say one for the fighter squadron, another for the attacker squadron, and so on. This way, if your fight pilot is grounded due to limited planes available, you could switch to your attacker pilot. As a bonus, your fighter pilot's stats won't be effected by any losses you take while being an attacker. Another issue... I could never remove a player's pilot from the roster. Say after two or three weeks, I would have a pilot not show up to our events... I want to remove him from the roster (as AWOL or MIA, etc etc). Can we do that now, especially with both sides filling up with player pilots? How are players registering for the campaign? Is it still up to the host to add everyone to the squadron or can players register themselves? Conversely, can players see the campaign stats and input their kills after a mission? I assume not, but soon. Thanks for everything you're doing. I'm going to give v6 a try tonight. Dserver does spit out log files, but you have to specify where it spits them out. I've only been using dserver for our campaigns. Link to adding logs to startup.cfg --->
  14. In game voice communications discussion can be found here:
  15. Don't feed the troll. The discussion should be about Combat Box, not in game voice communications.
  16. Haha I just watched the whole thing! I love your insights, and was laughing most of the time! I'm not questioning anything!! I originally made the mission for the a20, so that's why you see Russian trucks. And I'm not sure why the last drop gave you three different airfield drops. Thanks for this video.
  17. That's kinda not fair. Most people don't know how to use the editor as is... And even more are just lurkers.
  18. The only way to change planes, like your looking for, is to create a multiplayer (dogfight) mission instead of a single player mission. You'll use a fake airfield, instead of a single plane, and you'll add the planes you want to select in the mission to that airfield. Then you self host this mission, by going to multiplayer > dogfight > create server I recommend adding a password, so others won't join you. Once the mission is running, you can go to the airfield and select the plane you want. Everything else will run as if it was single player. A few of my training missions are exactly like this...
  19. The Surface Tools are there... But... 1)They seem incomplete or non-functional 2)There is no documentation on any of the tools or how the tools function 3)So far no one (that I'm aware of) has been able to modify the ground successfully and have others play on that modified ground
  20. I 100% agree. Here is a test mission that has all the force complete commands tied to the landing lights and they do not turn on. Landing Lights Test.zip
  21. Yes, I 100% agree! All of the lights (searchlights and landing lights) are not working with any type of force complete command. I have a test mission here that goes through all the force complete commands and it does not turn on the lights. Landing Lights Test.zip
  22. Test? Pppssshhh!!! Who does that anymore? I'm kidding... Let me take another look at the group today. EDIT: As you can see below (as of june 15th 2019) the landing lights and search lights do not turn on due to a bug. I'll edit the group I posted once the bug is resolved. (Maybe the devs want lights to turn on a different way...? If so, I'll need to modify the group to that particular way.) Runway Lights and Beacon.zip
  23. So I created a "landing fires" and a "landing searchlights" set of groups for both Allied and Axis. The nice thing about these groups is that the fires/searchlights will "go away" when friendly players are not near them. Then, when friendly players do get near; they turn back on. Be sure to use the "place on ground" button with all the fires and searchlights. Runway Lights and Beacon.zip Here's my group; feel free to use it as you see fit. ^^^ If you have questions, let me know. EDIT: Updated group file June 16th, 2019
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