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#3360420 - 08/06/11 04:11 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Last night I installed Microsoft .NET framework: v4.0.30319 to allow installation of the Shadworks Campagn, and now Your program works on My machine. It seems to work correctly too. There must be some component in it that allows older OS to work. Thank you for what seems so far to be an Excellent Program cheers

Inline advert (2nd and 3rd post)

#3361967 - 08/08/11 05:17 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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I publish a new revised and expanded version of the editor. Temporarily link from you can download the new version:

Download new version

New repositorium probably tomorrow.

-------------------------------------------------

People, please write even if the program works with you frown



Last edited by Piorun; 08/08/11 09:29 PM.
#3362229 - 08/08/11 09:57 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
I publish a new revised and expanded version of the editor. Temporarily link from you can download the new version:
Download new version
New repositorium probably tomorrow.
-------------------------------------------------
People, please write even if the program works with you frown


Piorun,
thank you for all your work on this. I am investigating it as my personal time allows.

Sherlock

#3363007 - 08/09/11 06:47 PM Re: New Campaign Editor for FalconAF [Re: LoD_Viper]  
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The new improved and tested at several theaters version:

Download Campaign Editor ver 0.003 (alpha)


Program has been tested on the following theaters :

1. Korea - game version
2. Balkans - game version
3. Nevada - v0.4 December 22nd, 2007.
4. Iran - v0.3.1 Jul 31st, 2010.
5. Europe - v0.6.1 Jul 29th, 2010.

Warning: Because of the existence of the code in debug version of the action editor at large theaters is unfortunately quite uncomfortably slow (sorry).

Last edited by Piorun; 08/09/11 06:48 PM.
#3364246 - 08/11/11 06:25 AM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
While the specialty will not be a problem, allowing state management of arms can give wild results in the campaign. So I'm not sure whether to allow any set of 600 fields of ammunition available makes sense? I suspect that the players soon began to use nuclear weapons. wink


You are missing the point here. Im producing modded campaigns to be run in a muiltyplayer/Squad enviroment.

As it is now I can not influence stores avalibilty of some avaliable weapons unless I delete that squadron & then add new.
And if you produce a campaign editor is it your problem if some misuse in their own campaign.

Shad


The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ
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#3364317 - 08/11/11 10:49 AM Re: New Campaign Editor for FalconAF [Re: ShadowVonChadwick]  
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Piorun Offline
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OK Shad.

As soon as the lead editor for the beta version I'll try to expand the attributes dialog box for the unit the ability to edit the list of ammunition, although I must admit that I have no idea how to build an ergonomic interface to this functionality. I am afraid that this edition will be very burdensome.

#3364560 - 08/11/11 04:27 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
OK Shad.

As soon as the lead editor for the beta version I'll try to expand the attributes dialog box for the unit the ability to edit the list of ammunition, although I must admit that I have no idea how to build an ergonomic interface to this functionality. I am afraid that this edition will be very burdensome.


Please leave the ability to add/modify nuclear weapons out of the editor. There is no good reason to have that ability added. In a campaign the tasking engine will add those weapons just like normal ones and the AI is not programmed to use them properly. It just results in a Clusterf**k as far as campaign operations are concerned.

#3364680 - 08/11/11 06:30 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Piorun Offline
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OK Sherlock - but help me answer this sentence:

Originally Posted By: ShadowVonChadwick
And if you produce a campaign editor is it your problem if some misuse in their own campaign.

#3365054 - 08/12/11 02:16 AM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
OK Sherlock - but help me answer this sentence:

Originally Posted By: ShadowVonChadwick
And if you produce a campaign editor is it your problem if some misuse in their own campaign.


Piorun,
I believe ShadowVonChadwick left his question mark off of the sentence he wrote. I believe he was asking a rhetorical question of you as in "If you build the campaign editor is it really your fault (problem) if others mis-use it after you have built it?"

The answer, of course, to that question is a solid "NO!". What others do is not your fault. They are responsible for their own actions.

#3365175 - 08/12/11 08:37 AM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Thanks Sherlock, thats was the point.

It's easy to add new/current weapons to existing *.cam files but there availability needs to be limited to keep modded campaigns balanced.

If i was creating "new.cam" files it would not be a issue.

Regards...........Shad


The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ
Win7HomePrem, i5 3570k, Z77X-D3H, Ati 7850 & 4850, 8Gig G.Skill @ 1600, Antec 650w, Samsung 128Gig 840 Pro SSD, WD 1 terabyte HD, TR5, Hog stick, 3x24" Samsung 2443BW, 1 Asus 20", Eyefinity @ 6000x1200 (sometimes), filtered case & a crappy chair.
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#3365188 - 08/12/11 09:09 AM Re: New Campaign Editor for FalconAF [Re: ShadowVonChadwick]  
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Piorun Offline
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Quote:
It's easy to add new/current weapons to existing *.cam files but there availability needs to be limited to keep modded campaigns balanced.


Shad - Please write how do I ensure this?

#3365722 - 08/12/11 10:01 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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The person using the editor is responsable not you!

Shad


The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ
Win7HomePrem, i5 3570k, Z77X-D3H, Ati 7850 & 4850, 8Gig G.Skill @ 1600, Antec 650w, Samsung 128Gig 840 Pro SSD, WD 1 terabyte HD, TR5, Hog stick, 3x24" Samsung 2443BW, 1 Asus 20", Eyefinity @ 6000x1200 (sometimes), filtered case & a crappy chair.
Win7Pro, PII 955be @ 3.6GHz, GA-MA790X, Ati 4850, 4 Gig Kingston @ 1066, CoolMaster 550w, WD HDs & filtered case.
#3366240 - 08/13/11 05:58 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
Quote:
It's easy to add new/current weapons to existing *.cam files but there availability needs to be limited to keep modded campaigns balanced.


Shad - Please write how do I ensure this?


Originally Posted By: ShadowVonChadwick
The person using the editor is responsable not you!

Shad


@Piorun,
In other words Shad is saying you don't need to worry about it. Put into the editor as much functionality (except for nukes! wink ) as you possibly can. How others use your tool is their problem, not yours. I believe Shad is asking for the ability to add/edit/remove munitions from aircraft in general much as the old F4Browse utility does for the older versions of Falcon. If you need more information on that I'd be glad to assist you. I don't know what your level of familiarity is with F4Browse so just let me know.

Sherlock (at PMC)

Last edited by LoD_Viper; 08/13/11 05:59 PM.
#3366357 - 08/13/11 09:38 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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There 3 ways weapons get loaded an updated in campaign .
1) AC needs hardpoint weapons to be loaded in F4browse
2) AC squadron SSD data needs weapon count added in F4browse
3) cam file squadron store data needs weapon loaded .

all 3 need to be setup right to get weapon to work properly .

#3366626 - 08/14/11 07:15 AM Re: New Campaign Editor for FalconAF [Re: Ed_1]  
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Originally Posted By: Ed_1
There 3 ways weapons get loaded an updated in campaign .
1) AC needs hardpoint weapons to be loaded in F4browse
2) AC squadron SSD data needs weapon count added in F4browse
3) cam file squadron store data needs weapon loaded .

all 3 need to be setup right to get weapon to work properly .


"to get weapon to work properly" is not what im on about, have no problem there. it there avalibility
3) is where I have a problem (existing squads/modded cam file) setting stores level, low/med/high does anyone know where im coming from.

Im shore Sherlock gets it.

,,,,,,,.Shad

Last edited by ShadowVonChadwick; 08/14/11 07:26 AM.

The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ
Win7HomePrem, i5 3570k, Z77X-D3H, Ati 7850 & 4850, 8Gig G.Skill @ 1600, Antec 650w, Samsung 128Gig 840 Pro SSD, WD 1 terabyte HD, TR5, Hog stick, 3x24" Samsung 2443BW, 1 Asus 20", Eyefinity @ 6000x1200 (sometimes), filtered case & a crappy chair.
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#3366713 - 08/14/11 12:11 PM Re: New Campaign Editor for FalconAF [Re: ShadowVonChadwick]  
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I understand fully what you mean, but that is the downside of having public editor .\
There are ways to limit or even stop weapons from showing in cam squadron stores , there is a lot you can do with DB .

If memory is right, its the relationship between cam squadron # and F4browse squadron weapon stores data (SSD) .

Last edited by Ed_1; 08/14/11 12:12 PM.
#3366782 - 08/14/11 02:29 PM Re: New Campaign Editor for FalconAF [Re: Ed_1]  
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Gentlemen!
I think the best solution would be to allow editing at the beginning of the array 600 of elements that describe the quantitative status of each type of ammunition. Because at this stage it is necessary to implement many other very important functions now will implement only coarse but simple interface for this edition. Unfortunately I can not for the time being to ensure that the user does not add itself of nuclear weapons in this way (sorry). In subsequent versions of the editor, may be realized nicer and controlled dialog window for editing of ammunition.
Is such a solution is acceptable?

#3367011 - 08/14/11 10:12 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
Gentlemen!
I think the best solution would be to allow editing at the beginning of the array 600 of elements that describe the quantitative status of each type of ammunition. Because at this stage it is necessary to implement many other very important functions now will implement only coarse but simple interface for this edition. Unfortunately I can not for the time being to ensure that the user does not add itself of nuclear weapons in this way (sorry). In subsequent versions of the editor, may be realized nicer and controlled dialog window for editing of ammunition.
Is such a solution is acceptable?


I can live with that. I'd rather have an editor that works then no editor at all. cheers

#3367017 - 08/14/11 10:19 PM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Hi Sherlock.

Rectangle selection is ready smile

#3367095 - 08/15/11 01:04 AM Re: New Campaign Editor for FalconAF [Re: Piorun]  
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Originally Posted By: Piorun
Hi Sherlock.

Rectangle selection is ready smile


Excellent. Download link is where?

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