Noxx_ Posted February 15, 2024 Posted February 15, 2024 (edited) Hello all, i need your help. I can not run a generated mission on our server. Two experienced squad memebers told me, that maybe the problem is caused by the generated .list file. It is empty (0kb). I tried to create several missions, the file is always empty. I use v8.2, installed it new, changed to v8.11, with no success. Now, i dont know what to do.... Maybe you can help me.... Would appreciate an answer. Edited February 15, 2024 by Mosquito
SYN_Vander Posted February 15, 2024 Author Posted February 15, 2024 59 minutes ago, Mosquito said: Hello all, i need your help. I can not run a generated mission on our server. Two experienced squad memebers told me, that maybe the problem is caused by the generated .list file. It is empty (0kb). I tried to create several missions, the file is always empty. I use v8.2, installed it new, changed to v8.11, with no success. Now, i dont know what to do.... Maybe you can help me.... Would appreciate an answer. Indeed, the .list file -that tells other clients what other files to download- should not be 0kb. But I can't reproduce this problem. When I generate a mission it has proper content. I would need more information on how you created the mission.
Noxx_ Posted February 15, 2024 Posted February 15, 2024 Hi Syn-Vander, thanks for helping... please see the pictures: - I choose a situation. - choose a scenario. - plane set is default, i changed nothing - i create the mission, it has been saved in the folder which is selected in the File Screen - Mission is saved, but .list file is empty.
SYN_Vander Posted February 15, 2024 Author Posted February 15, 2024 (edited) 35 minutes ago, Mosquito said: Hi Syn-Vander, thanks for helping... please see the pictures: - I choose a situation. - choose a scenario. - plane set is default, i changed nothing - i create the mission, it has been saved in the folder which is selected in the File Screen - Mission is saved, but .list file is empty. Can you try by generating in the default mission folder instead of whatever you selected? So click on the "Reset" button behind "Mission folder (optional)". Then try again. Oh and also, you are not using latest version. Which is v82.1 https://sites.google.com/view/il2-great-battles-emg/home Edited February 15, 2024 by SYN_Vander
Noxx_ Posted February 16, 2024 Posted February 16, 2024 Hi Syn_Vander, it worked. Looks like the EMG can not handle my selected Export folder. Thanks for your help. Yes, its v81.1. I have installed v82.1 before, overwritten it with the previous version to check if the new version was causing my problem. Thanks for help.
SYN_Vander Posted February 20, 2024 Author Posted February 20, 2024 New version of EMG! Release Notes EMG Version 83 -Added Spitfire Mk.IXC -Added and renamed: IAR-80A and IAR-80B -Updated loadouts for P-40E so it uses better engine by default Download here: https://sites.google.com/view/il2-great-battles-emg/home 2
Patricks Posted February 20, 2024 Posted February 20, 2024 52 minutes ago, SYN_Vander said: New version of EMG! Release Notes EMG Version 83 -Added Spitfire Mk.IXC -Added and renamed: IAR-80A and IAR-80B -Updated loadouts for P-40E so it uses better engine by default Download here: https://sites.google.com/view/il2-great-battles-emg/home Odd, Defender is flagging it for a virus...
SYN_Vander Posted February 20, 2024 Author Posted February 20, 2024 (edited) 1 hour ago, Patricks said: Odd, Defender is flagging it for a virus... Yes, it's caused by the pyinstaller program I use to make the binary. I'll try this next time: https://stackoverflow.com/questions/43777106/program-made-with-pyinstaller-now-seen-as-a-trojan-horse-by-avg Edited February 20, 2024 by SYN_Vander
Patricks Posted February 21, 2024 Posted February 21, 2024 12 hours ago, SYN_Vander said: Yes, it's caused by the pyinstaller program I use to make the binary. I'll try this next time: https://stackoverflow.com/questions/43777106/program-made-with-pyinstaller-now-seen-as-a-trojan-horse-by-avg It's actually Windows Defender, i'll have to create an exception somehow..
VBF-12_Stele Posted February 21, 2024 Posted February 21, 2024 I'm loving the target area feature. Can really start telling a story while playing in different areas 1
VBF-12_Stele Posted February 23, 2024 Posted February 23, 2024 (edited) Question about the Dogfight game type in the program. Is it possible to have the Lead Flight and Escort Flight generated as AI in dogfight mode as an option? That way, players can try to join them and the mission still continues even if you're shot down. It seems that those AI flights only generate in coop and if you're shot down then its all over. At least in dogfight mode you can get back out there while the AI is still up there working on the targets. This would be helpful with either just one player hosting a dogfight session themselves or having 2 others join. As much as I like coop mode, if one player is shot down or crashes unexpectedly, they have to wait for everything to finish. Edited February 23, 2024 by VBF-12_Stele
jollyjack Posted February 23, 2024 Posted February 23, 2024 File organizing for EMGcreated missions? By now i have a bucket full with per EMG version foldered created missions, and need a clean up as most i never use, only tested newbie items when a new EMG came out. ... BTW thanks Bob for all you work. You can expect some more coffee soon LoL. As some created were fun but might not be compatible any more with game 5.202 ... what are the latest EMG version dumps that still are working ? Especially FC missions might be outdated since FC3 came out ....
kraut1 Posted February 25, 2024 Posted February 25, 2024 @SYN_Vander Hi Vander, a small suggestion for creating "Random Fighter Escort Missions": For Scenario : random please allow the selection of a specific escort fighter type: This would enable us to generate very interesting fighter escort missions for fighter campaigns. 1
SYN_Vander Posted February 25, 2024 Author Posted February 25, 2024 2 hours ago, kraut1 said: @SYN_Vander Hi Vander, a small suggestion for creating "Random Fighter Escort Missions": For Scenario : random please allow the selection of a specific escort fighter type: This would enable us to generate very interesting fighter escort missions for fighter campaigns. Yeah, should not affect anything else. I already made the change. 1
SYN_Vander Posted February 25, 2024 Author Posted February 25, 2024 27 minutes ago, SYN_Vander said: Yeah, should not affect anything else. I already made the change. If case you can't wait for official next version: https://www.mediafire.com/file/lwtywvnsif4pnn0/EasyMissionGenerator_v831.zip/file 1
kraut1 Posted February 25, 2024 Posted February 25, 2024 27 minutes ago, SYN_Vander said: Yeah, should not affect anything else. I already made the change. 9 minutes ago, SYN_Vander said: If case you can't wait for official next version: https://www.mediafire.com/file/lwtywvnsif4pnn0/EasyMissionGenerator_v831.zip/file Great, thanks very much!
kraut1 Posted February 25, 2024 Posted February 25, 2024 @SYN_Vander And now something only to think about if you have some time, not urgent: I think you have implemented a precaution to avoid that a user produces a corrupt mission: If any is selected for allied (bomber) lead flight B25(AI) and B26(AI) are never selected by EMG. Is it possible to change this precaution to: -If the player flight is not the allied lead flight, in this case B25(AI) and B26(AI) could be selected randomly by EMG. -If the player flight is the allied lead flight, B25(AI) and B26(AI) will not be selected randomly by EMG to avoid that a corrupt mission is generated. I myself like the random settings very much and it would be great, e.g. for intercept or escort missions, to have the full variety of random A20 / B25 / B26 (and Mosquito) west allied bombers. If it is too complex, no problem, it was only an idea.
SYN_Vander Posted February 25, 2024 Author Posted February 25, 2024 (edited) 5 hours ago, kraut1 said: @SYN_Vander And now something only to think about if you have some time, not urgent: I think you have implemented a precaution to avoid that a user produces a corrupt mission: If any is selected for allied (bomber) lead flight B25(AI) and B26(AI) are never selected by EMG. Is it possible to change this precaution to: -If the player flight is not the allied lead flight, in this case B25(AI) and B26(AI) could be selected randomly by EMG. -If the player flight is the allied lead flight, B25(AI) and B26(AI) will not be selected randomly by EMG to avoid that a corrupt mission is generated. I myself like the random settings very much and it would be great, e.g. for intercept or escort missions, to have the full variety of random A20 / B25 / B26 (and Mosquito) west allied bombers. If it is too complex, no problem, it was only an idea. Mmm, it already should work like this. I’ll investigate….. Correction: It already works like that for AI flights, not for the "player" flights. I'll add an extra condition so if a side is not playable it won't filter out the AI only types. Edited February 25, 2024 by SYN_Vander 1
SYN_Vander Posted March 8, 2024 Author Posted March 8, 2024 (edited) New update featuring some bug fixes and small enhancements: Version 84 -Escort plane type can now be set even if the scenario is set to random. -If a side is not playable, EMG will also randomly select AI-only planes for that side. -Moved the list of AI-only planes to a separate file "planes_ai_only.json" so it is possible to be managed by the user. -Fixed bug that a combination of certain seasons and maps would result in an error. -Fixed a bug where generator would stop if no targets could be found within requested target distance range. -Fixed a bug with Channel/Normandy map bitmap being too small. -Removed custom icon from executable as it may prevent false positives from virus checkers. Get EMG here: https://sites.google.com/view/il2-great-battles-emg/home Get updated server generator here: https://sites.google.com/view/il2-great-battles-emg/emg-for-servers Edited March 8, 2024 by SYN_Vander 8 1
=FI=Genosse Posted March 8, 2024 Posted March 8, 2024 4 hours ago, SYN_Vander said: -Moved the list of AI-only planes to a separate file "planes_ai_only.json" so it is possible to be managed by the user. Call me daft but how was the situation before the change you've provided? Gen
creamersdream Posted March 8, 2024 Posted March 8, 2024 Hi, When you pick a skin in the mission generator, for will say escort flight. Every aircraft has the same skin.Is there a way in this mission generator for each aircraft to have there own custom skin? Or is that not possible?
kraut1 Posted March 8, 2024 Posted March 8, 2024 2 hours ago, creamersdream said: Hi, When you pick a skin in the mission generator, for will say escort flight. Every aircraft has the same skin.Is there a way in this mission generator for each aircraft to have there own custom skin? Or is that not possible? currently not
SYN_Vander Posted March 8, 2024 Author Posted March 8, 2024 6 hours ago, =FI=Genosse said: Call me daft but how was the situation before the change you've provided? Gen It was hidden in the code.
kraut1 Posted March 14, 2024 Posted March 14, 2024 On 3/8/2024 at 11:51 PM, SYN_Vander said: It was hidden in the code. just flew the first time against by random selected B25s. Great, thanks very much!
Dusty926 Posted March 24, 2024 Posted March 24, 2024 A bit of a request here - Would it be possible to add a bomber role to the Li-2? It has some bombs available (and I think a bombsight even but not certain on that) and my friends would love to fly it in a bombing setting, but currently it's transport only much like its C-47 relative. 2
SYN_Vander Posted March 24, 2024 Author Posted March 24, 2024 (edited) 9 hours ago, Dusty926 said: A bit of a request here - Would it be possible to add a bomber role to the Li-2? It has some bombs available (and I think a bombsight even but not certain on that) and my friends would love to fly it in a bombing setting, but currently it's transport only much like its C-47 relative. The challenge is to make the Li-2 selectable as bomber for players, but without the AI using it all the time (randomly) as it would be silly. For the short term: Just drop this version of planes.json in your EMG \data folder and you can use the Li-2 as bomber. planes.zip All I did was to add this value in the record for the Li-2: Edited March 24, 2024 by SYN_Vander 1
kraut1 Posted March 25, 2024 Posted March 25, 2024 18 hours ago, SYN_Vander said: The challenge is to make the Li-2 selectable as bomber for players, but without the AI using it all the time (randomly) as it would be silly. I use frequently different plane.json files with special settings, to be activated with small batch files with 1 mouse click. All files in Easy Mission Generator/data folder e.g: you could rename the normal plane.json to planes-general.json and the rename the modified: planes-Li2_bomber.json And you could use 2 batch files: activate-planes-general.bat with command: copy planes-general.json planes.json and activate-planes-Li2_bomber.bat with command: copy planes-Li2_bomber.json planes.json emg-v84 planes.json_Li2_bomber_and_batch_files.zip
Stonehouse Posted March 31, 2024 Posted March 31, 2024 (edited) On 12/5/2023 at 8:26 AM, SYN_Vander said: I have made the change, so it will be in next version. It works quite well. You can have a mix of fixed and random AAA or only one or the other. Also, if you use fixed AAA you can avoid excessive AAA at a certain location. For instance, if you have a target inside a city and you already placed fixed AAA around it, then you can leave out the AAA markers in the objective group altogether. @SYN_Vander I've finally got around to updating a generic template to use AAA unit compositions that are fairly close to historically correct as well as including flak 38-39s as flak generators (as per one of my recently published mods which alters the definition for a flak 38-39 such that placing a single gun makes it do the work of many see here https://forum.il2sturmovik.com/topic/74938-aaa-mod/?do=findComment&comment=1308948). However, I am finding that when I try to generate a mission it runs for a very long time without actually creating the mission. Longest I've let it run for so far is 20 minutes. I suspect that replacing a great deal of the AAA_50m helpers with fixed AAA it likely the cause? Guessing perhaps that this works against the way it's coded? Thanks for any suggestions you can provide. Edited March 31, 2024 by Stonehouse
SYN_Vander Posted March 31, 2024 Author Posted March 31, 2024 2 hours ago, Stonehouse said: @SYN_Vander I've finally got around to updating a generic template to use AAA unit compositions that are fairly close to historically correct as well as including flak 38-39s as flak generators (as per one of my recently published mods which alters the definition for a flak 38-39 such that placing a single gun makes it do the work of many see here https://forum.il2sturmovik.com/topic/74938-aaa-mod/?do=findComment&comment=1308948). However, I am finding that when I try to generate a mission it runs for a very long time without actually creating the mission. Longest I've let it run for so far is 20 minutes. I suspect that replacing a great deal of the AAA_50m helpers with fixed AAA it likely the cause? Guessing perhaps that this works against the way it's coded? Thanks for any suggestions you can provide. Sounds like there is a typo somewhere in a name would be my guess. Would need to run it in debug mode to find the issue...
Stonehouse Posted March 31, 2024 Posted March 31, 2024 7 hours ago, SYN_Vander said: Sounds like there is a typo somewhere in a name would be my guess. Would need to run it in debug mode to find the issue... Ok thanks, I don't know how to run it in debug mode but I can go through and check names.
Stonehouse Posted April 1, 2024 Posted April 1, 2024 (edited) 11 hours ago, SYN_Vander said: Sounds like there is a typo somewhere in a name would be my guess. Would need to run it in debug mode to find the issue... I've checked names and they seem ok. I wondered if you had hardcoded any references for helper names for fixed AAA under the helpers_aaa group? ie what names are allowed under this group? AAA_50m and what else? I've 5 types of AAA groups defined in the generic template. flak_allied/axis_1 is HAA, flak_allied/axis_2 is LAA, flak_axis_3 is MAA, flak_allied_3 is US HAA (M1A1), flak_allied/axis_4 is mobile LAA, flak_allied/axis_5 is flak generators. Will helper names AAA_5 etc work ok with what you have coded? Failing that is running EMG under debug something I can do easily? something like a config.ini switch? <edit> mission generator log in case it gives you a clue that might narrow it down. Spoiler INFO:Retrieved latest version: <!do INFO:...save to config successful INFO:...save to plane set successful INFO: INFO:Creating new mission: SYN_templatetest INFO:Map: Normandy, Template: CoopTemplate_NORMANDY INFO:Theatre: WW2_WEST INFO:Period: Battle of Caen INFO:Game type: single INFO:Player side: allied INFO:Parsing map template: 1.03125 s INFO:Start airfield allied: B-11 Longues, start airfield axis: Lonrai INFO:Country allied: 102 (Great Britain) INFO:Country axis: 201 (Germany) INFO:Cropping static objects outside battlefield: 0.015625 s INFO:Objects and vehicle types have been replaced with correct types based on theatre and country. INFO:Date: 1.7.1944 INFO:Time: 10:16:00 INFO:Weather: Cumulus scattered INFO:Haze: 0.9 INFO:Importing static groups: 0.46875 s INFO:All possible target and airfield locations have been determined INFO:Scenario allied : bombing INFO:Number of objectives: 1 INFO:Scenario axis : bombing INFO:Number of objectives: 1 INFO:Preferred target location = 156171,178909 INFO:Objective allied: airfield, o_airfield_allied_1 INFO:Distance to target is 59471.87096625302 <edit2> tried creating a mission for a different theatre than Normandy. Same issue for Rhineland (unmodified) so this would imply the issue is in the generic template. Will check there. Thanks Edited April 1, 2024 by Stonehouse log contents
Stonehouse Posted April 1, 2024 Posted April 1, 2024 Problem solved - somehow the .eng file had been corrupted and was 8kb instead of 20 something. So all the messages were not there. Once I rebuilt it EMG almost immediately generated a mission - well as fast as a Normandy mission is built anyway. @SYN_Vander if debug mode is something we can do at our end I'd still be interested to know how to do it. Thanks for your help and once again for your great mission building tool.
Stonehouse Posted April 1, 2024 Posted April 1, 2024 (edited) Example of what I was trying to achieve. Running the modded generic template plus modded Normandy template and my Heavy AAA effects, AAA mod and flak generator mod. Ju87 raid on the beach head. I really wish flak would prioritise the threats to ground targets if such threats are present. It's terrible for immersion to see all the AAA on the escorts and bombers just under them untargeted. Edited April 1, 2024 by Stonehouse 1
kraut1 Posted April 3, 2024 Posted April 3, 2024 Hi @SYN_Vander, Is the "Save Mission" Button active and if yes how does it work? And there is a setting in the config file, what does it mean? Thanks in Advance!
Stonehouse Posted April 3, 2024 Posted April 3, 2024 I think the no_mission is get rid of the .mission file after the mission is created. It's been a while so I may have got it wrong. Anyway I think it is for dedicated servers as it is much quicker to load the .msnbin than the .mission file. 1
SYN_Vander Posted April 3, 2024 Author Posted April 3, 2024 4 hours ago, Stonehouse said: I think the no_mission is get rid of the .mission file after the mission is created. It's been a while so I may have got it wrong. Anyway I think it is for dedicated servers as it is much quicker to load the .msnbin than the .mission file. Correct.
kraut1 Posted April 16, 2024 Posted April 16, 2024 @SYN_Vander@I./JG3_Krakenskulls Hello Vander, excuse me, I have been asked for the FLIGHT_BOMBING return waypoint wp_5: https://forum.il2sturmovik.com/topic/83272-emg-by-vander-v84-nederland-41-44-v01-24032024/?do=findComment&comment=1313781 This waypoint has always very low altitudes. For high altitude level bomber missions this means that directly after reaching wp_4 the bomber flight flies very low to wp_5 altitude. Would it be possible to define in the EMG.exe for the wp_5 the same altitude that wp_3, wp_4 have?
SYN_Vander Posted April 17, 2024 Author Posted April 17, 2024 (edited) On 4/16/2024 at 12:21 PM, kraut1 said: @SYN_Vander@I./JG3_Krakenskulls Hello Vander, excuse me, I have been asked for the FLIGHT_BOMBING return waypoint wp_5: https://forum.il2sturmovik.com/topic/83272-emg-by-vander-v84-nederland-41-44-v01-24032024/?do=findComment&comment=1313781 This waypoint has always very low altitudes. For high altitude level bomber missions this means that directly after reaching wp_4 the bomber flight flies very low to wp_5 altitude. Would it be possible to define in the EMG.exe for the wp_5 the same altitude that wp_3, wp_4 have? Yes, I'll look into that. It is a bit over simplification currently. I would still like WP5 to be a bit lower than WP4 so bombers get some speed when exiting the target area. Edited April 17, 2024 by SYN_Vander
kraut1 Posted April 17, 2024 Posted April 17, 2024 47 minutes ago, SYN_Vander said: Yes, I'll look into that. It is a bit over simplification currently. I would still like WP5 to be a bit lower than WP4 so bombers get some speed when exiting the target area. Thanks, I think with maybe 500m - 1000m less altitude they would get some extra speed. Would be still acceptable from my point of view for e.g. Germany Bombing Missions in 7000m ... 8000m altitude. @I./JG3_Krakenskulls 1
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