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hc_wolf
08-09-2012, 12:23 PM
Channel Command is up now on ATAG Server 2. as of 11.44pm 14/08/2012

Please come and have a fly and test the menu and missions Tab-4-... When you spawn wait about 10 secs before trying TAB menu.

Your feedback is welcomed. I will leave it running for the next few dys.


Update 09.08.2012

Finished coding in the stages and adjusting all the 3202 ojbects to import in a spread over the 5 stages. Bit of a radical approach and hope u like it.

The Stages are built in so as each side progresses, if you are scoring more than the other team, than it triggers the other side to increase its Air defences. So the more you do bombing missions, shoot down fighters or meet objectives and earn points the harder it is going to get for your side.


Mission is up now on my PC For final checks. THIS IS HOSTED ON MY PC NOT A SERVER for the next two days. So connection and ping should be ignored.
I need an to check things before final release and the balance of defenses at each of the 5 stages. So feel free to try it out over the next to days.

Feedback only makes it better. So bring it on!

Oh and if anyone has a cookie... Yes Please! ;)

Warhound
08-09-2012, 01:20 PM
Nice, hope this version is smooth enough to get general approval. :)
Sadly can't test it myself yet as I formatted yesterday and still need to install a whole bunch of things.

But since you are an Aussie...would aussie meat pies do?
Got to know them as kid in Aus. where they were sometimes served as school lunch and recently got hold of Vegemite, sooo...

adonys
08-09-2012, 02:59 PM
awesome, mate. I will give it a look tonight.

Chromius
08-09-2012, 04:07 PM
Would the II/KG76 Ju-88 a1's be better in Tramecourt. They were based in Creil France south of Arras. Having them operating on the front lines from a fighter base will mean people will be hopping into them for easy frontline access for divebombing. But the limit is 10 and I feel they will be wasted. There are plenty of Ju-87's and Bf-110's to throw away for that. Another idea would be fictional location air base on the edge of the map closest in line with the real starting bombers bases.

And I think there is one other fighter base near coast with Ju-88's, they would be better starting from deep France.

The menus worked well ( I like them) and I partially destroyed a factory objective. I noticed the red side had very high points 1580 to blue 180 and there were a lot of AI FW200's going down. (not sure if this was player or ai, do only players add to score or does the ai get credit too.) Also I see in the red menu the ability to call for a bomber strike but did not see the same in blue. Is this ability triggered by a certain score?

Looks very cool overall.

hc_wolf
08-09-2012, 08:24 PM
"Would the II/KG76 Ju-88 a1's be better in Tramecourt."
I have not really had time to get all historical. But I will add a couple more deep basses for Bomber groups and ad this "II/KG76 " Yes you start with 10 88's but you can call in fresh supplies if you gain points.

"And I think there is one other fighter base near coast with Ju-88's"
I added bombers at Oye-plage because I am trying to please everyone and there are some that want to try bombers but are put off the idea when they see they have to fly half of France.

" I partially destroyed a factory objective"
Just about the whole factory distric of Sittingbourne, Port of Calis and a couple of other factory areas are objectives. carpet boomb them and you will do well. There are also over 100 hidden objectives / targets apart from the bombers.

"Also I see in the red menu the ability to call for a bomber strike but did not see the same in blue. Is this ability triggered by a certain score?"
A feature I am trying out. It costs you 60 or 90 supply points i think. Red team can call a big bomber strike if they are low on supply to try and get points up. But the flip side is if the Germans shoot down 80% of the bombers the Red are "up that creek with out a paddle". I have not put one on the German side yet, but only takes a 5 mins to adjust.

"I noticed the red side had very high points 1580 to blue 180 and there were a lot of AI FW200's going down. (not sure if this was player or ai, do only players add to score or does the ai get credit too.)"

This is complicated so let me try to explain. If left on its own the AI from both sides after about 5 hours will rack up scores aof about 1500 each but it is all a game of luck and sometimes the germans get 2000 or more and the red 500 or the other way round. It is very dynamic but pretty even.

If one player joins then the mission changes and the player will get dedicated mission running that suck him into going after bombers. Once there are 2 or more players then the mission changes again to allow you to focus on calling High, Low or Bomber (no AI) missions. Once over 6 players the random AI missions fade away and just the missions you call up will run.

Ontop of all this is that I have a CAP of 16 AI (this may change). The CAP keeps AI levels at around 16 a side. Once over 16 no missions with AI can be called until you have killed some of the existing AI or they die by flack etc.

You can check AI levels in game Tab-4-1-6
You can check Objective counts Tab-4-8
You can check overall Ground target count tab-4-7-3
plus lots more

Hope this helps.

Chromius
08-09-2012, 09:05 PM
Thanks for the answers.

I understand pleasing people on the quick frontline bomber, but would suggest to give them the He-111 H-2 and P-2 option up front as there are substantially more available 40 and 50 respectively of the He-111 to 10 of the Ju-88, though
for a coastal airfield the Ju-88 for low level dive bombing is more applicable. That is based on the numbers I saw available on the fresh server.

I mentioned the partially destroyed objective just to say it was working as intended as I did what I could to check things out.

That Red bomber option is cool, will have to see how it plays out with more people.

Thanks for explaining the points. I went through every menu checking it out. I must say its pretty awesome. I like the bomber mission selection. And the dynamic ai is an interesting feature as are all the varied hidden targets of opportunity. Looking forward to its future.

SiThSpAwN
08-09-2012, 09:11 PM
Hope to get on and try it out!

CaptainDoggles
08-09-2012, 09:19 PM
Wow, this is ambitious!

hc_wolf
08-09-2012, 10:46 PM
Wow, this is ambitious!

Ambitious and working :grin:

Game was up for 12 hours last night. No errors.

podvoxx
08-10-2012, 04:51 AM
Hi, wolf. Yesterday I tried the menu, work good for me. But why you use yellow HUD-message when menu item is select? This may prevent the flight.

hc_wolf
08-10-2012, 05:21 AM
Hi, wolf. Yesterday I tried the menu, work good for me. But why you use yellow HUD-message when menu item is select? This may prevent the flight.

Send me a private message if you like. I am not sure I follow. All flights work correct from menu.

Maybe advise me how to change the colour. :)

Untamo
08-10-2012, 06:08 AM
S!

Sounds like a nice and as said, ambitious idea :) .. If time allocation allows, I will come and test your server tonight. Haven't really gotten into level bombing yet in CloD so this server sounds like good place to test things out.

podvoxx
08-10-2012, 12:56 PM
Wolf, see this message from developer.

http://www.sukhoi.ru/forum/showthread.php?t=68774&p=1879042&viewfull=1#post1879042

Maybe it's help to optimize server work.

hc_wolf
08-10-2012, 01:52 PM
Wolf, see this message from developer.

http://www.sukhoi.ru/forum/showthread.php?t=68774&p=1879042&viewfull=1#post1879042

Maybe it's help to optimize server work.

Thanks Podvoxx

Should I set it to

[rts] scriptAppDomain = 0

or

[rts] scriptAppDomain = 1

podvoxx
08-10-2012, 02:22 PM
Thanks Podvoxx

Should I set it to

[rts] scriptAppDomain = 0

or

[rts] scriptAppDomain = 1


[rts] scriptAppDomain = 0

hc_wolf
08-10-2012, 03:28 PM
Thanks Podvoxx. Line is in and running on test system now.

Channel Command is ready to go tomorrow So will be a good test.

ATAG_Bliss
08-10-2012, 03:30 PM
I'm not a programmer, but Colander said this:

WOW!!!!!!

If this does what I think, it opens a world of new possibilities!!!!!

Currently, the objects in the game are not accessible unless explicitly exported in the Maddox.dll. This is because the mission runs on a separate AppDomain.

If this allows the mission to run in the same AppDomain as the rest of the game, many of the previously not accessible objects become available.

Time to play!!!

Hopefully whatever he's talking about is right lol :D

Koala63
08-11-2012, 10:36 PM
I flew a quick local stooge around Hawkinge in a Spit Mk1 and was amazed by the way that airfield was populated with objects. Possibly the best and most immersive I've seen. Simply taxying out to the active runway was a treat. Great work Wolf.

The connection speed/ping was fantastic for me. I hope that it might remain as good when this map goes official. Any chance of a spin off product for SP to benefit those of us who generally stay offline because of sh!thouse connection speeds?

hc_wolf
08-12-2012, 11:39 AM
Ping and connection good cause I am running test mission on my pc in melbourne.

Just waiting for an ATAG Admin to give the all clear to put the mission up on ATAG SERVER 2 as a round the clock mission. I have uploaded the mission so just waiting for them to start the server up.

This means it will not be in rotation with other missions and all can play over and over for a while.

TO start the mission will have reduced clouds until results are in about mission playability online and then if everyone's connection is ok I will turn on clouds as it looks and feel so much better.

Chromius
08-12-2012, 12:13 PM
What are the settings for the AI Bomber Gunners and the AI Player gunners. It is a bit tiresome to see fighter pilots getting easy kills on AI and having Player AI gunners on average means they may as well rip the guns out to save weight on bombers since I have never had an player ai gunner hit anything on average.

Free roaming bombers equal a free kill since free roaming fighters have a massive advantage vs free roaming bombers. (IE A tight formation of 3 bombers vs 1 player would be equal, but It does not happen often and with player gunner AI on average it would still be a turkey shoot, on veteran they at least can hit something.) Never felt anywhere near as helpless in IL-2.

And be careful on the turbulence (icing) settings the higher settings are completely unrealistic, the smaller aircraft do not have an issue but a bomber gets dropped from the sky like a snowball on occasion.

Wandalen
08-12-2012, 12:59 PM
Had a good time on the map today, looks like everything was working great. Got one CTD. Dont know if it gor annything with the map to do .
Thanks for putting down so mutch effort in the sim :)

~S~
Wandalen

hc_wolf
08-12-2012, 02:16 PM
What are the settings for the AI Bomber Gunners and the AI Player gunners. It is a bit tiresome to see fighter pilots getting easy kills on AI and having Player AI gunners on average means they may as well rip the guns out to save weight on bombers since I have never had an player ai gunner hit anything on average.

Free roaming bombers equal a free kill since free roaming fighters have a massive advantage vs free roaming bombers. (IE A tight formation of 3 bombers vs 1 player would be equal, but It does not happen often and with player gunner AI on average it would still be a turkey shoot, on veteran they at least can hit something.) Never felt anywhere near as helpless in IL-2.

And be careful on the turbulence (icing) settings the higher settings are completely unrealistic, the smaller aircraft do not have an issue but a bomber gets dropped from the sky like a snowball on occasion.


"What are the settings for the AI Bomber Gunners and the AI Player gunners."
Setting is Ace but the gunner level is mixed. Just don't approach from behind or in a casual manner as you will get youer a$$ kicked! Bombers are in tight formations and set for protection.

You will find my mission far from tiresome, never the same mission twice or in the same way. Besides.. you the player choose the challenge. Bomb, SND, CAP, ATTACK, DEFFEND etc.

Chromius
08-12-2012, 03:17 PM
Oh, cool that sounds quite interesting.

IvanK
08-12-2012, 11:20 PM
I had a quick play last night. Stunning job with the coding ! well done Wolf.

I too did get a CTD immediately after calling up a High level bombing mission.

hc_wolf
08-14-2012, 12:18 AM
Server 2 will be up tonight. 14.08.2012. Dedicated Channel Command mission.

Some last minute adjustments but Good to go now.

http://theairtacticalassaultgroup.com/forum/showthread.php?1797-Channel-Command&p=17122#post17122

hc_wolf
08-14-2012, 01:28 PM
Channel Command LIVE on ATAG Server 2 now

SlipBall
08-14-2012, 08:30 PM
There was nobody on but I joined just to see the load time, much better it is! Not sure what is going on with all the AI crashing.:)

http://i51.photobucket.com/albums/f394/SlipBall/shot_20120814_160221.jpg

hc_wolf
08-15-2012, 10:52 PM
Hi all, Update: 16.08.2012

The Mission has been up for 48 hours now on Server 2 and while there has been low numbers on the server, the good news so far is this.

People enjoying the dynamic mission.

Mission runs on its own with no issues over the 48 hours,
Fast loading times and high FPS.
No CTD reported since last minor adjustment to mission (I took out Patrols for now).
Intercepts trigger and work well.
All sub missions / Targets load fine.
All Menu and Objective work.
Stage Defence increases work fine.

All systems nominal!


Hopefully as the weekend comes more people will get on and have a go as word spreads of stable mission.

hc_wolf
08-16-2012, 10:55 PM
Update: 17.08.2012

Looked like a good night on Atag Server 2. I am yet to look at the server log. But there were 16 on at once when I had a quick look and my FPS was at 75 while watching 5 planes dogfight at ground level at Littlestone.

Flack and Balloons for Blue side were updated last night and applied before mission restart.

Red side had some flack guns that were not firing so I switched them to boomers!

Red & Blue stage2 Balloon heights were adjusted. To improve defences on both sides when they reach stage two defence all balloon heights of new balloons increase to a range of 500 - 1500m as historical notes recommend.

Blue side Stage 2 balloons were added and Flack revised.

Croydon Airfield was added with defences and ground life.

No additional objects were added to all this and the overall count, just a clever adjustment and timing when they come into effect.

Noted:
Reports from 2 people their game crashed over Calais may have been resolved with the change above, which came into effect after game restart. There were no reported crashed post re-start.

Thanks for the feedback people, I am trying to accomodate everyone from dedicated human bombers to fighter on fighter human combat.

aus3620
08-16-2012, 11:11 PM
Had no problems level bombing. Nice positioning of target in AT26.

The StaffelFuhrer was babbling like crazy, too many schnapps! Something not quite right there - the whole dialogue library is broadcast at each iteration. Is the radio silence menu item intended to silence StaffelFuhrer? It seemed to dampen his enthusiasm anyway! Good addition to have this feature.

Great work, good luck with it.

podvoxx
08-17-2012, 06:00 AM
Hi wolf!
Are you have problem whith balloons on your mission?

On Repka server this objects call launcher crash always when they are too close to player(on hypper lobby server all work good). I deleted the temporary balloons and crashes have ceased.

hc_wolf
08-17-2012, 06:05 AM
A couple of people had crashes last night over calais. But it may have been while I was putting in new files. After mission laod there were no crashes.

I am monitoring tonight and over weekend while a few people are on. But I have never had a crash.

It may be when balloons are given a moving range. All mine have Start and finish height set as the same.

/hstart 280
/hstart 370
/hstart 580

I will be online tonight testing it and if I get a crashlog I will send to blacksix, you and Narvy.

ATAG_Dutch had it 4 times before mission restart and then he was ok. I will ask for his crash logs.

adonys
08-17-2012, 12:23 PM
I've played today for an hour or so, was alone on the server, and it ran perfectly fine, without any kind of crash.

it was empty, though.. very few AI aircrafts (3 blues, 3 reds) and almost no flak.. once I've triggered a High Alt mission, some 15 more AIs spawned on the server.. so it got a little bit better.. but still, empty as hell compared with the old unporked version of the mission :(

bw_wolverine
08-17-2012, 02:49 PM
A couple of people had crashes last night over calais. But it may have been while I was putting in new files. After mission laod there were no crashes.

I am monitoring tonight and over weekend while a few people are on. But I have never had a crash.

It may be when balloons are given a moving range. All mine have Start and finish height set as the same.

/hstart 280
/hstart 370
/hstart 580

I will be online tonight testing it and if I get a crashlog I will send to blacksix, you and Narvy.

ATAG_Dutch had it 4 times before mission restart and then he was ok. I will ask for his crash logs.

StiC, Catseye, and I all crashed at the same time over Calais whilst strafing the fuel depots. This would have been about 10:30pm EST. The three of us all suffered the launcher.exe crash, but the server seemed to keep going okay.

That's the first crash I've had since the new patch! :)

OSSI
08-17-2012, 09:21 PM
Me and some other guys goz always freezes/crashes after some min. playing today. Maybe you change some today on this map?

Kodoss
08-17-2012, 09:32 PM
3 CTDs over Calais.


My Log-file:
------------ BEGIN log session -------------
Load landscape...
Load bridges
LongBridge: wrong width. (3)
Load static objects...
Battle starting...ok
[239521] ERROR [SOUND] Sample $bob/speech/de/Actor1/Wingmen_protect_your_leaders_.ogg not found
[239521] ERROR [SOUND] Sample $bob/speech/de/Actor1/That_way_we_can_maximize_our_volume_of_fire.ogg not found
[242510] ERROR [SOUND] Sample $bob/speech/de/Actor1/Stay_sharp_gentlemen_And_make_sure_to_stay_in_form ation.ogg not found
[242510] ERROR [SOUND] Sample $bob/speech/de/Actor1/Good_to_have_you_with_us_by_the_way.ogg not found
Chat: {dz}: i see them
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25468 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25387 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25468 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25387 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25388 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25388 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25405 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25405 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25388 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25405 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25388 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25405 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25388 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
[288693] ERROR [SOUND] Sample $bob/speech/de/Actor1/Thank_you_Control.ogg not found
[291116] ERROR [SOUND] Sample $bob/speech/de/Actor1/Stay_sharp_gentlemen_And_make_sure_to_stay_in_form ation.ogg not found
[291116] ERROR [SOUND] Sample $bob/speech/de/Actor1/Good_to_have_you_with_us_by_the_way.ogg not found
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: 92sqn~Pstyle: steuben, what happened?
Chat: I/JG53_Steuben: was hit by AAA earlier and water cooler was leaking
Chat: I/JG53_Steuben: engine boiled up
Chat: 92sqn~Pstyle: oh, ko. fair
Chat: 92sqn~Pstyle: nice evasive flying ;)
Chat: I/JG53_Steuben: year distracted you long enough to allow the 110 attack his target XD
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: Server: Grab a mic and join us on our public Teamspeak 3 at
Chat: Server: 216.52.148.29:9987
Chat: Server: Please read the mission briefing for instructions!
Chat: Server: Salute and welcome to the ATAG server.
Chat: I/JG53_Steuben: hm respawned and missing my cockpit XD
Chat: I/JG53_Steuben: wtf
Chat: Server: www.TheAirTacticalAssaultGroup.com/forum
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: I./JG26_Little_D: Hi to all
Chat: ATAG_Tonka: Hi
Chat: 71st_AH_Toto: Hello Everyone
[366292] ERROR [SOUND] Sample $bob/speech/de/Actor1/Return_to_base_immediately_or_you_will_be_shot_dow n_.ogg not found
[366360] ERROR [SOUND] Sample $bob/speech/de/Actor1/Return_to_base_immediately_or_you_will_be_shot_dow n_.ogg not found
Chat: I./JG26_Little_D: Hi Toto
Chat: {dz}: hi
Chat: 71st_AH_Toto: Hello D:-)
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
[368695] ERROR [SOUND] Sample $bob/speech/de/Actor1/Return_to_base_immediately_or_you_will_be_shot_dow n_.ogg not found
[369924] ERROR [SOUND] Sample $bob/speech/de/Actor1/Return_to_base_immediately_or_you_will_be_shot_dow n_.ogg not found
[371176] ERROR [SOUND] Sample $bob/speech/de/Actor1/That_s_the_way_to_do_it.ogg not found
[371692] ERROR [SOUND] Sample $bob/speech/de/Actor1/Return_to_base_immediately_or_you_will_be_shot_dow n_.ogg not found
[372772] ERROR [SOUND] Sample $bob/speech/de/Actor1/Thank_you_Control.ogg not found
[378344] ERROR [SOUND] Sample $bob/speech/de/Actor1/Stay_sharp_gentlemen_And_make_sure_to_stay_in_form ation.ogg not found
[378344] ERROR [SOUND] Sample $bob/speech/de/Actor1/Good_to_have_you_with_us_by_the_way.ogg not found
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: VF/A-Mjoelner: wow
Chat: VF/A-Mjoelner: rpm ?
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: I./JG26_Little_D: wow aaa is good now
Chat: I./JG26_Little_D: but still no sound when get hit
Chat: 92sqn~Pstyle: AA changes depending on team scores
Chat: 92sqn~Pstyle: as team score goes up, enemy flak gets heavier
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: Cassius Calhoun: Ha
Chat: Cassius Calhoun: Hi all Салют всем
Chat: Kodoss: how do you get supply points?
Chat: I./JG26_Little_D: cool and no clouds so no fps under 40 :-)
Chat: 92sqn~Pstyle: _gettiong home sfae keeps supply up
Chat: 92sqn~Pstyle: completing objetives adds to supply dscore
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: I/JG53_Steuben: lol we are loosing now because AI gets shot down in mass
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
Chat: I/JG53_Steuben: by AAA
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step moved actor - IGNORED !!!
CollideEnvXY.collideLine: NONAME drw:1 col:1 #25470 very big step m

Already send to Ilja with the 13 dmp-files.....

hc_wolf
08-18-2012, 09:38 AM
3 CTDs over Calais.
My Log-file:
Already send to Ilja with the 13 dmp-files.....

The log above are game related errors and 1c are aware and will fix later. They are not critical errors and not cause of CTD.

kodoss and Dutch and wolverine and others who were getting a crash over or on approach to Calais.

I believe the issue is resolved.

The cause of the crash at some times and not others was due to a trigger in the area. Trigger was to spawn an intercept flight. But the trigger did not match the flight number and a few other things.

All triggers have been adjusted, checked, tested and working now. I was able to reproduce crash every time and now I get no crash. Update has been loaded to server 2 and live now.

Why did it happen some times and not others?
This was because of an overlay control that if a trigger was sprung already or that one in the past 10 mins then trigger would not activate and cause crash.

Balloons are back and not the cause of crash.

Happy flying on Channel Command!
Happy flying.

adonys
08-18-2012, 10:21 AM
hey, wolf, I saw yesterday while flying high at 6k over Folkestone a couple of balloons up high at around 8k.

they were not dots, as I could zoom into them and actually see the model.

notafinger!
08-18-2012, 10:28 AM
I saw a few balloons at 6k over Sittingbourne too. An AI JU-88 lost a wing on one, that's an awfully long cable. :-P

hc_wolf
08-18-2012, 10:28 AM
Yep.
I will check the settings. But all balloons are set between 280 and 1500m as I read that was the range in ww2

If the wire is cut or vehicle destroyed the balloon floats up. Just like in real life. How cool is that!!!

adonys
08-18-2012, 10:37 AM
Yep.
I will check the settings. But all balloons are set between 280 and 1500m as I read that was the range in ww2

If the wire is cut or vehicle destroyed the balloon floats up. Just like in real life. How cool is that!!!

unless they have a very slow ascension rate.. they looked pretty stationary to me

{dz}
08-18-2012, 06:48 PM
hi.i got ctd again at Calais,i was in blenheim using bomber position when i go into zoom position for bomb drop shift+f1,just about to reach target and then got ctd:(

pstyle
08-18-2012, 08:19 PM
hi.i got ctd again at Calais,i was in blenheim using bomber position when i go into zoom position for bomb drop shift+f1,just about to reach target and then got ctd:(

I also still get this CTD at Calais, as of 2118 British time.

hc_wolf
08-18-2012, 09:55 PM
Ok will look at it. Removed balloons from Calais for a bit to see if they are the issue again. All others will remain.

If crash happens again then it could be a ground target.

Will have to be prOcess of elimination.

Updated the menu to adjust and fix the maxAiLimit. Now any mission called when limit is reached, the mission spawns then removes planes 1 second later. No side gains or looses scores.

Later I will look at not spawning mission at all. But this works fine for now.

Last to look at is some players not able to chooses a plain when they press Alt+F2. Just don't do it for now. Lol

podvoxx
08-21-2012, 07:56 AM
Wolf, see message from dev about error message in ATAG log:
http://www.sukhoi.ru/forum/showthread.php?t=68629&p=1884460&viewfull=1#post1884460

Kodoss
08-21-2012, 05:11 PM
The problem with the 4 ogg-files is that they don't exit in the german Actor1 folder, but exist in the english Actor1 folder.


Here's a little free translation into german:
Wingmen_protect_your_leaders_.ogg > "Beschützt euren Rottenführer." or "Paßt auf euren Rottenführer auf."
That_way_we_can_maximize_our_volume_of_fire.ogg > "So können wir unsere Feuerkraft erhöhen."
Stay_sharp_gentlemen_And_make_sure_to_stay_in_form ation.ogg > "Bleibt wachsam und haltet die Formation."
Good_to_have_you_with_us_by_the_way.ogg > "Nebenbei, gut dich bei uns zu haben."

I will try to make a list of missing ogg-files between german and english.

hc_wolf
08-21-2012, 10:42 PM
Thanks Kodoss,

I will check through these tonight as I have some spare time.

Looks like I mixed some of the Actor2(de) with the Actor1(gb)

Won't take long to adjust :)

I was happy the slight changes I made last night let the server run through 3 cycles of the mission with no errors except for this speech. So it ran for over 15 hours which is great.

Now I can just focus on refining the missions with new elements.

Kodoss
08-22-2012, 06:12 AM
List for Actor1 de=gb check complete.

10627

It's an open office chart, that shows the existing sounds of one folder, but missing in it's counterpart.

3 special cases in the de/Actor1 folder:
-"060" and "60" are the same(double?) but "060" has a better sound quality
same goes for "090" and "90"

-"group" exist in both de and gb, but you have also "Gruppe"(which means group) in de.

-"I_dont_have_a_visual" exist in both, but in de/Actor1 it's empty. But you have "I don_t_have_a_visual" with sound in de/Actor1.

PS, my personal favorite: "Is_that_a_Heinkel_59_or_what_was_it"

hc_wolf
08-22-2012, 07:14 AM
YOU DA MAN!!

saves me bundles of time thanks!

hc_wolf
08-22-2012, 11:05 AM
Hello! Update 22.08.2012

Well looks like all bugs are out now. So just minor tweaks to do like speach. But nothing that craps the server.

Today I updated most missions and I am introducing some new aspects to the game. Menu 5 & 6

I have condenced the supply and added a value for each. Planes really do fly to the airports and if shot down then no supply.
Also below you will see the new missions or Strategic elements added. These require score points or supply.
Hope you enjoy!


Server 2 is up so jump on and have a try.

Menu TAB-4-5-
"Show current supply status",
"Request Supply Bf109E3 & 3B in Calais-Marck (BA21) [Costs: 120 Supply]",
"Request Supply Bf109E4 & 4B in Calais-Marck (BA21) [Costs: 150 Supply]",
"Request Supply Bf110's & JU88s Tremecourt (BA21) [Costs: 160 Supply]",
"Request Blitzkrieg on London multi wave attack[Requires: Score > 300 ; Costs: 200 Supply]",
"Request ...German Friggate Attack on Dover... [Costs: 200 Supply]",
"Request ...German Friggate Attack on Folkeston... [Costs: 200 Supply]",
"Request ...German Friggate Attack on Manston... [Costs: 200 Supply]",
"Request ...Naval Blockade of Channel.... [Requires: Score > 1000 ; Costs: 500 Supply]",


Menu TAB-4-6-
"Show current supply status",
"Request Supply Blenheim's to Littlestone (AU21) [Costs: 60 Supply]",
"Request Blenheim & Hurricanes to Manstone (AW25) [Costs: 100 Supply]",
"Request Supply SpitfireI, Ia & Hurricane to Manston (AW25) [Costs: 80 Supply]",
"Request Supply SpitfireII, & 100Oct's to Manston (AW25) [Costs: 120 Supply]",
"Request RAF Bomber Wave attack on Calais & Boulogne [Requires: Score > 300 ; Costs: 200 Supply]",
"Request ...English Friggate Attack on Calais... [Costs: 200 Supply]",
"Request ...English Friggate Attack on Boulogne... [Costs: 200 Supply]",
"Request ...Naval Blockade of Channel.... [Requires: Score > 1000 ; Costs: 500 Supply]",

bw_wolverine
08-22-2012, 03:15 PM
One thing I've noticed when the Blitz Dorniers attack is that on their return journey on the deck past Deal they seem to go very strange near the ground, warping and sliding all over the place, despite my being the only person on the server and having a very good connection and ping.

hc_wolf
08-22-2012, 11:21 PM
Hey! If anyone is interested, I added a new feature to give stats during the mission and periodic times. Most of all it assists when reviewing the log to see what went on.

You can see when stages increase, when AI limits are reached and how many players are on and what objectives are met etc..

77 missions ran over the 6 hours with no errors

Unfortunately I cannot post up the entire log as the txt file is 165K which is bigger than the 19K allowed. So here is a cut version showing some of the mission.

Here is a log of last night’s 6.1 hours of play if you are interested :)



[15:20:14] Server: Mission Update and Statistics ever 10 mins
[15:20:14] Server: Mission has been running for: 06:01:45. (hh:mm:ss)
[15:20:14] Server: Players in game RAF 3 LW 2
[15:20:14] Server: Max AI Limit RAF 20 LW 20
[15:20:14] Server: Supply levels RAF 740 LW 30
[15:20:14] Server: Score now is RAF 2675 LW 1711
[15:20:14] Server: Air kills RAF 43 LW 62
[15:20:14] Server: Ground kills RAF 43 LW 62
[15:20:14] Server: Ground Unit Count: RAF 2085 LW 2085
[15:20:14] Server: Air Defence Stage RAF 2 LW 3
[15:20:14] Server: Objectives Complete RAF of 30
[15:20:14] Server: Objectives Complete LW of 30
[15:20:14] Server: 8 of 30 RAF Objectives Completed :: 16 of 30 LW Objectives Completed
[15:20:14] Server: 8 of 30 RAF Objectives Completed :: 16 of 30 LW Objectives Completed
[15:20:14] Server: 1 of 10 German Bombers Groups Downed :: 0 of 10 English Bombers Groups Downed
[15:20:14] Server: 1 of 10 German Bombers Groups Downed :: 0 of 10 English Bombers Groups Downed
[15:20:14] Server: 0 of 1 English Ships destroyed :: 0 of 1 German Ships destroyed
[15:20:14] Server: 0 of 7 Sittingbourne Factorys Destroyed. Targets Destroyed.
[15:20:14] Server: 0 of 10 Calais Port Factorys Destroyed. Targets Destroyed.
[15:20:14] Server: Special Thanks to SNAFU, Kodiak, SALMO & ATAG Group. Salute! ATAG_WOLF.

adonys
08-23-2012, 10:50 AM
hey wolf mate

two feature requests:
- please add a map grid position for each airfield/town name in a message (it's a pin in the ass to locate many of the small ones I personally don't know)
- link aircraft actor with pilots (assign pilots entering the server an ID, then put that id in a variable in each aircraft actor that pilot is spawned).. in this way, you will know which human pilot(s) were downed when an AI aircraft (as the pilot left it) crashes :)

SFF_Esso
08-23-2012, 11:31 AM
Hello, hc_wolf!

Have You tried database connection as a part of C-trigger?

I ask this because You then could write on-line statistics directly to database instead of text file and parser program.

Regards

SFF_Esso

Gourmand
08-23-2012, 11:49 AM
i have a lot of fun to generate target and go to search and destroy...
it's change for me to sink boat with my stuka...

thanks for the job accomplished

hc_wolf
08-23-2012, 12:14 PM
Hello, hc_wolf!

Have You tried database connection as a part of C-trigger?

I ask this because You then could write on-line statistics directly to database instead of text file and parser program.

Regards

SFF_Esso

I think Atag have a script for me to add. Then it can be posted on a page on website. That is last thing to do.

Kodoss
08-25-2012, 01:33 PM
hc_wolf, could you please deactivate the antromorph control in the realistic settings on the channel command server?

Track IR and antromorph control "on" stops me from pushing buttons and turning wheels. In other words when i move my head and turn my trimwheel nothing happens on the controls. I can barely start the engine and get the gear up after take of.

ATAG_Colander
08-25-2012, 03:35 PM
hc_wolf, could you please deactivate the antromorph control in the realistic settings on the channel command server?

Track IR and antromorph control "on" stops me from pushing buttons and turning wheels. In other words when i move my head and turn my trimwheel nothing happens on the controls. I can barely start the engine and get the gear up after take of.

Strange, it's not on and I was on it last night with no problems.

ATAG_Snapper
08-25-2012, 05:03 PM
Hi Kodoss,

I was on the same time as you on Server #2 and I likewise experienced, for a short time, a loss of control input on my Spitfire Mark 1a 100 octane. I actually exited my plane and respawned, which seemed to "fix" things. It was weird, but on rare occasion I've experienced the same thing on Server #1.

Yesterday my Internet was acting up earlier in the day, so I figured that this was related to this goofiness. Eventually, the problem went away and I didn't have to repeat joystick/keyboard commands to get the aircraft controls to respond. My "ping" remained at a steady 38 ms the whole time.

I really have no answers -- other than to repeat what Colander said about the anthropomorphic mode was not turned on.

hc_wolf
08-25-2012, 11:19 PM
Hi Kodoss,

I was on the same time as you on Server #2 and I likewise experienced, for a short time, a loss of control input on my Spitfire Mark 1a 100 octane. I actually exited my plane and respawned, which seemed to "fix" things. It was weird, but on rare occasion I've experienced the same thing on Server #1.

Yesterday my Internet was acting up earlier in the day, so I figured that this was related to this goofiness. Eventually, the problem went away and I didn't have to repeat joystick/keyboard commands to get the aircraft controls to respond. My "ping" remained at a steady 38 ms the whole time.

I really have no answers -- other than to repeat what Colander said about the anthropomorphic mode was not turned on.

Kodoss , Snapper what does antromorph control do anyway???

I can confirm now it is switched off in server 2.

Kodoss
08-26-2012, 02:31 AM
Strange.

As i tried to fly yesterday it clearly stated antromorph control on in the realistic settings as i checked it.

Antromorph control let you only do 2 things at the same time, a feature to put more realism in aircraft handling in it.
But it's buggy as hell. With 1 head, 2 feet, 2 hands with 5 finger on each you can do more than only 2 things at the same time...

hc_wolf
08-26-2012, 05:25 AM
Strange.

As i tried to fly yesterday it clearly stated antromorph control on in the realistic settings as i checked it.

Antromorph control let you only do 2 things at the same time, a feature to put more realism in aircraft handling in it.
But it's buggy as hell. With 1 head, 2 feet, 2 hands with 5 finger on each you can do more than only 2 things at the same time...

Sorry Kodoss, in my last post I should have said it was on. So u were right. But this morning I changed it so it is off. So you can use all your fingers and toes at ones now.

:)