DC : Community Project BETA v0.93 - 30th December 2018

The Community Project is a free wargame construction set to existing owners of DC: Barbarossa

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Vic
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RE: DC : Community Project BETA

Post by Vic »

Version 0.78c that was briefly posted was faulty.

Updated to v0.78e:

-Fixed a crash issue found by Nikdav on reloading a historical library in the Simple Editor.
-Cleaned out some old graphic links from the officer card library.
-Updated the two Volkov officer libs with the new card library.
-Also updated the two Volkov historical libraries to have the correct graphic links and cause no warning messages.

-There are some questions some-times on if you want to load a masterfile. You should say 'no'. But saying 'yes' should not hurt either. Feel free answer what you want. Its there because of internal VR usage reasons for a weeks longer.

Best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

version 0.79 community project

-Masterfile changed => All HQ should be able to use officer combat mod now (used to be only lowest HQ)

-Added “SimpleTroopGfx” global libvar in the VR Basic Library that allows you to use photgraphic imagery without hassle.

-Allow removing of SmallGfx in Historical Unit Editor. Added a “Clean” button to do so easily.

-Changing Regime color in Simple Editor has immediate effect on counters now.

-Added version 2 of the VR Basic Library that adds a “SimpleTroopsGfx” global var to allow modders to easily overrule the rendering there with a photographic non transparent image.

-Fixed a number of crashes reported by elmo and nikdav

Best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

version 0.79c community project

-Added an are you sure question if you are about to add a duplicate library in the simple editor

-Added an analytics and a fix duplicate trooptype libraries in the debug tab

-Added auto-deletion of units on map that refer to historical unit subparts that no longer exist

best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

v0.79e just been uploaded:

-Added ability to restore the link with the VR masterfile in the simple editor (see debug tab). Advised to do so to all designers since (re)loading a map broke it. If you are no longer seeing oil points in-game in top-bar than you should reload the master.

-Added the correct AI labels to the reinforcement and replacement cards. The AI should play these regime cards too now. Requires reload of VR Basic Library.

-Added the option in VR Basic Library to give AI a factor X more oil. Requires reload of VR Basic Library.
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RE: DC : Community Project BETA

Post by Vic »

Thanks for all the feedback and finding of glitches.

v0.79 L has just been uploaded:

- Fixed an issue with morale of units not being properly set to that of their historical unit (models).
- Set the correct descriptions to the Soviet TroopType library
- Updated the Volkov scenario with the correct Soviet TroopType descriptions.
- Updated the Master with Ski Infantry base type, albeit without default graphic
- Removed Reserved SFTypes from the selection list in the TroopType editor
- VR Basic Library replacement troop library message now actually say replacement troops (instead of reinforcement troops)
- VR Basic Library oil message now displays correct ammount in the oil arrival message
- Fixed HQ label rendering glitch when HQ does not have a shortname with letters in it
- Added an are you sure pop-up when removing a library in the Simple Editor

best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.79 M

-Added debug check and fix to include an empty trooptype library
-Added debug check and fix to include removing duplicates that somehow wound up inside the same library

best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.80 A

-It was possible to create a remnant SmallGfx in a library. Using v0.80a you can replace the missing small gfx in the historical editor, save it and the missing graphic error will not pop-up again.
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RE: DC : Community Project BETA

Post by Vic »

Uploaded V0.80 B

-Fixed crash if AI debug in a scenario was still on while also watching AI moves (crash reported in Barbarossa tech forum)
-Immediate Show of graphics on new troopType added in the TroopType editor (instead of just filename)
-Allow change Ratio in trooptype editor (allows to customize the scales as a bit more - remember that rulewise ratio is purely aesthetic - remember to make reinforcement type ratio's match with trooptype ratio's)
-Weight/Carry for troopTypes can now be changed in the trooptype editor
-The changes in the TroopType editor means that any old .csv files exported from there can no longer be imported. Older troopType libraries will load just fine.
-Dont allow to let graphics be loaded from any file path that includes the letters BIG or SMALL for: Siluets, SmallGfx in all Editors. This to prevent screwups due to auto BIG and SMALL variant generation if they are not present.

best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.80 C

-Have fixed the fortifications in the ruleset masterfile. Should fix any issues with fortifications not giving extra entrenchment and combat bonus.

-Have fixed the issue with extreme movement range for ski movementype (using roads) in the ruleset mastefile.

-Added an armoured car SFType model to the ruleset masterfile so you can make derrivative troops based on it in the troopType editor, basically a light tank with wheel movement type and lower fuel consumption.

-The ruleset masterfile has a code-speed optimizer removed now so that air SFTypes (saved in troopType editor from this 0.80C version) are fully editable with the new custom movement cost table in the VR Basic Events library.

-The ruleset masterfile has depreciated roadType#2 (Rail-B) and roadType#5 (Rail-B mud). They are still there for backwards support, but you should not use them.

-The VR Basic Events library is now using movementType 14 'Reinf on hex' to determine how far away from the source x,y the reinforcement unit can be placed. On default this has same result as before, but it allows using the moveCost overrule tables to change the radius (set rail movetype to like 100 to limit placement to close to hex in question or to 9999 to limit it to the hex itself)

-New VR Basic Events library includes 2 new tables where you can set custom movement cost AP overrules for movementType + landscapeType OR movementType + roadType combinations. This allows for example to set foot movement in snow to be slower than on default or fighters to have less range then on default.

N.B: Keep in mind that the masterfile automaticly updates your scenario when you load your .dcx scenario file. For getting the new functionality from the VR Basic Event library you need to reload it through the library tab of the Simple Editor.

Best wishes,
Vic
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RE: DC : Community Project BETA

Post by elmo3 »

ORIGINAL: Vic

Uploaded v0.80 C ...

-The ruleset masterfile has depreciated roadType#2 (Rail-B) and roadType#5 (Rail-B mud). They are still there for backwards support, but you should not use them. ...

Best wishes,
Vic

The map editor does not show the Draw Type when you click on a hex (bug?). It just says N/a. So I can't see whether (Rail-B) was used for all my combined rail/road hexes but I'm certain it was. I though the (B) was for Both and that was the way to put both in the same hex. If that is not to be used then do I need to remake all my rail/road hexes? Thanks.
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Vic
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RE: DC : Community Project BETA

Post by Vic »

ORIGINAL: elmo3
ORIGINAL: Vic

Uploaded v0.80 C ...

-The ruleset masterfile has depreciated roadType#2 (Rail-B) and roadType#5 (Rail-B mud). They are still there for backwards support, but you should not use them. ...

Best wishes,
Vic

The map editor does not show the Draw Type when you click on a hex (bug?). It just says N/a. So I can't see whether (Rail-B) was used for all my combined rail/road hexes but I'm certain it was. I though the (B) was for Both and that was the way to put both in the same hex. If that is not to be used then do I need to remake all my rail/road hexes? Thanks.

No you do not. I was careful not to break things as i expected something like this might popup.

I'll add a auto-update event for the next version just so you can update all rail in 1 click.

Best wishes,
Vic
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.80d

-Only change is that saving the game will properly set some AI used variables and not cause your scenario to crash in some rare cases related to map imports sequence.
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RE: DC : Community Project BETA

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Expect next version in a few days time instead of today. Having some delays due to some hardware problems and having to reconfigure a development PC.

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Vic
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.80e

-No longer placement of empty or nameless officers (VR Basic Lib needs to be reloaded)

-AI library massively updated with new functionality and to fine-tune your scenario. Its now version 3.

-Several fixes and adjustments for better AI performance to the same AI library.

-VP hexes + (total points) shown on Simple Editor dashboard

-Added a Replace tab to the map editor where you can switch LandscapeTypes, RiverTypes and RoadTypes all over the map in one click to another type. (yes elmo, this would make it very easy to switch that old rail over)

-Allowed now to import a map in the simple editor with a different size. Units wil be removed if they do not fit on the new map. Keep in mind you should only decrease or increase your map at the right and bottom side and not at the top or left side to keep the units in the same place.

I left some small improvements for next time. But tackled some major things with this build.

@claus

concerning the new AI lib... most things are basicly documented in the library, but did not have time to make a tutorial. tested stuff on the finland scenario though and you should be able to get it into better shape now. I managed the Soviets to assault with force and the Fins to try to cower around their fortification line. Just one advice: also add a supply point in Leningrad, the soviet AI is dangerously exposed to a cunning human player up north.

Best wishes,
Vic
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elmo3
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RE: DC : Community Project BETA

Post by elmo3 »

ORIGINAL: Vic

Uploaded v0.80e

...

-Added a Replace tab to the map editor where you can switch LandscapeTypes, RiverTypes and RoadTypes all over the map in one click to another type. (yes elmo, this would make it very easy to switch that old rail over)
...

Best wishes,
Vic

[:)]
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RE: DC : Community Project BETA

Post by Vic »

Uploaded v0.80 H

VOLKOV TROOP LIBs
-German/Sov wrong movement sounds fixed

BASE LIB v6
-Allowed setting initial oil reserves for both regimes.
-Bloodyness of combat ScaleType 3 and 4 increased (50-75-125-200 bloodyness for the 4 scaleTypes now)

CARDS LIB v3
-Some [commander] tags visible issue in action card messages fixed
-Removed STAKVA and OKH references from cards to make them more generic.

MASTER
-Extra Large Airfields added to Master for high scale scenarios

SIMPLE EDITOR
-Fixed an import library issue where event and small gfx where getting mixed up
-Simple Editor: Show selected hex info in Unit Tab as well
-Added buttons to set initial intercept % for air units : Set initial retreat % for units

Thanks for all the feedback everybody!
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RE: DC : Community Project BETA

Post by ernieschwitz »

Thanks for these fixes and upgrades Vic :)
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RE: DC : Community Project BETA

Post by Vic »

Updated v0.90 A

Changelist:
-Updated Basic Event Lib to version 7
-Updated Basic Officer Card Lib to version 4 ( fixed entrench card bug)
-Immersion Lib v1 added
-Logic Lib v1 added
-Works if you have BARB installed on STEAM
-Fixed Unit Tab gui glitch in Simple Editor
-Added option in PREFS -> GFX -> To enable the high speed Gfx flag
-Added option to edit windows.txt file to run the CP in windowed mode at a desired screen size.
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RE: DC : Community Project BETA

Post by Vic »

Updated the patch installer to v0.90b

Changelist
-Fixes a bug in the history/ai watch screen for the Hoshukin-Ron scenario
-Fixes a bug with the Angola scenario where pressing the package button (to dczip) generated an error (due to roundel graphics being read only)

best wishes,
Vic
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RE: DC : Community Project BETA

Post by lion_of_judah »

Thank you Vic, much appreciated..... :)
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