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Old 11-27-2017, 05:10 PM   #11
Wunderwolf
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Many thanks to all those kind words. Much appreciated. We community devs are "payed" through those words.

Quote:
Originally Posted by Jacks View Post
Very good. I see you are using ww2 units in your example, any plans to extend this to the Normandy map?
Currently that is "on hold" because of this one :
https://forums.eagle.ru/showpost.php...&postcount=172

I could "do" it without the scenery for sure ... but the game would loose one "aspect".

But integrating a new map is a fairly fast process, for sure. (OC if i own that one ... and i own currently them all :-) )

Regards,
der Wolf
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Old 11-27-2017, 05:14 PM   #12
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Very awesome proof of concept. Looking forward to seeing more developments!
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Old 11-28-2017, 09:12 AM   #13
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Thats a very nice Idea ... im really looking forward to the first tries

Q: is a dynamic weather generated for each mission or is it always sunny with no wind and no clouds ?
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There are two types of fighter pilots - those who have, and those who will execute a magnificent break turn towards a bug on the canopy . . . .
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Old 11-28-2017, 11:29 AM   #14
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From Round to Round, the daytime will shift. Thus its not always sunny. Some Rounds its just night. (Will be deactivatable for the game admin [Currently not implemented ... ] ).

Also i had the idea to ask a internet weather API for weather of georgia in the past.
Well ... unfortunately that would cost 'some' (!!!) money. Thus, yes , i'll try a "random" approach of the weather settings. (The dynamic weather needs to be set with some values too ... and has to be implemented too ... :-) )
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Old 11-29-2017, 02:48 AM   #15
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Quote:
Originally Posted by funkyfranky View Post
I love everything about this except the "usual two weeks"
Just to be sure, blame me, don't blame the Wolf.

I just thought the joke was too obvious, so I'd spare all of you the time to make it yourselves.
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Old 11-29-2017, 04:43 AM   #16
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Quote:
Originally Posted by Wunderwolf View Post
From Round to Round, the daytime will shift. Thus its not always sunny. Some Rounds its just night. (Will be deactivatable for the game admin [Currently not implemented ... ] ).

Also i had the idea to ask a internet weather API for weather of georgia in the past.
Well ... unfortunately that would cost 'some' (!!!) money. Thus, yes , i'll try a "random" approach of the weather settings. (The dynamic weather needs to be set with some values too ... and has to be implemented too ... :-) )
As long as it is possible - im fine
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Originally Posted by vikko View Post
There are two types of fighter pilots - those who have, and those who will execute a magnificent break turn towards a bug on the canopy . . . .
www.youtube.com/user/schnarrsonvomdach
www.twitch.tv/schnarre
https://www.facebook.com/pages/Schna...743788?fref=ts
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Old 12-02-2017, 04:19 PM   #17
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Hello everyone,

I'm not sure if you'd like to be updated on small news.
I'd like to show you a few small things that I've worked on this weekend.

Let me begin with a few words about the screenshots. For this after-work project I'm using an iterative development approach.
This mostly means that development takes place while Spartan and I are playing the game.
As a result, the screenshots show the actual states of a particular game between us.

As we've now entered a conflict about a zone (for testing purposes), I'm currently working on implementing the DCS side.
An important point for me is to take the fuel consumption of ground forces into consideration. (Even though technical limitations prevent ground units from potentially "running out of fuel".)

The following screenshots show a short drive that's undertaken by a Tiger 1.
The log in the next screenshot shows the distance the Tiger 1 has travelled. (DCZ will calculate the final fuel consumption based on this distance.)
This was communicated by dcz.dll, which hooks into the game on the server side.

Best regards,

der Wolf

P.S. Again thanks to Yurgon for the Help in English ... things ...



Last edited by Wunderwolf; 12-02-2017 at 04:21 PM.
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Old 04-09-2018, 09:29 PM   #18
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Quote:
Originally Posted by Jacks View Post
Very good. I see you are using ww2 units in your example, any plans to extend this to the Normandy map?
Together with Grimes i found out that the needed script functionality does indeed still works on DCS side.

Thus i will add all current maps in its current state into DCZ.

Last edited by Wunderwolf; 04-09-2018 at 09:32 PM.
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Old 04-14-2018, 12:53 PM   #19
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Greetings,

today (in one or more hours) a small showcase stream on twitch will be given about the loading/unloading troops functionality
of DCZ in DCS.
Since everything is done for DCZ is uniquely made for DCZ so it works (mostly) 'out of the box' , DCZ
does not rely on public available scripts. (It is known that there are in fact several scripts out there
which already handles Troop loading/unloading ...). Thus everything has to be made from scratch.

Also there are quite some internal differences which might also be visible for the end user.

If you want to look at this and ask questions (at the end of the stream ... keep in mind that my english is not the best ;D ... ) , you might check out the twitch
adress given in the signature. The stream will be uploaded to YouTube as well so you may watch it later. (Also the URL of the signature ... )

Regards,
der Wolf

Last edited by Wunderwolf; 04-14-2018 at 02:07 PM.
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Old 04-14-2018, 04:17 PM   #20
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And here it is already.
An Export of the Stream.

It realy is only a showcase how the load/unload functionality of Troops works inside DCS (for DCZ).

Nothin to fancy i suppose !



regards,
the Wolf.

Last edited by Wunderwolf; 04-14-2018 at 04:35 PM.
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