MajorMagee Posted February 9 Author Posted February 9 (edited) It's not something I look at, but you're right. It only registers kills for the base installed units. I would have expected that reusing the existing class_name and detail_type assignments in the LuaScript file would have been enough for this to work. I've not been able to locate the list of types stored in \inc\SimulationSystem\DetailTypes.inc Edited February 9 by MajorMagee Quote
MajorMagee Posted February 9 Author Posted February 9 Okay, I found a fix, but it will involve editing 367 LuaScript files to change the Object Name to match the one it was based on. The new units should still be selectable in the mission editor and they show up in the game the same, but will now register as kills. I'll have to do some validation testing after the edits, and then I'll republish everything. Do you think it's better to put this out as a patch with just the updated files, or revision the whole thing again? It's only had 39 downloads so far if that makes any difference... Quote
Billsponge1972 Posted February 9 Posted February 9 Glad you found a fix! 🙂 I leave that to you. Quote
MajorMagee Posted February 9 Author Posted February 9 Here is the same effect applied to the User Playable Vehicles. Summer Winter Download Player Vehicle Mod Package Here 9 Feb 26 Credits: Portions of this package includes artwork derived from freeware skin mods previously published by others (in particular the Winter Skins). These changes were limited to reducing their specular reflections defined by the base game paint kit's alpha layer they utilized. The original authors retain full control, and publication rights over their artwork. Title: Ground Combat Player Vehicles 9 Feb 26 This changes the user playable vehicles to a matte combat finish. This was done by clipping the Alpha Layer's greyscale to a max of 6% brightness, while leaving the true Black as Black to provide transparent holes in the texture. In some cases, like headlight lenses, the bright grey portions of the Alpha Layer were retained to provide for natural reflections. Included sets are: For Churchill IV, Gaz 72k, Kv-1s, M4A2, PzIII-L, PzIII-M, PzIV-G, PzV-D, PzVI-H1, Sdkz184, StugIII-G, Su122, Su152, T34-76stz, T34-76uvz-43 Ground Combat Player Vehicles - Summer Ground Combat Player Vehicles - Winter *** Only install one at a time, Summer or Winter, but not both. *** The Su152 includes many of the currently available Custom Skins because they share a common undercarriage and gun mantlet texture leading to problems with the Winter textures. Each sets inclues enhanced tracks that provide a weathered Summer look, or a snow packed Winter look. The Winter sets are only appropriate for any mission where snow is on the ground. For Sdkfz Flak38 Ground Combat Sdkfz flak38 - Summer Ground Combat Sdkfz flak38 - Olive Green Ground Combat Sdkfz flak38 - Dark Grey Ground Combat Sdkfz flak38 - Winter *** Only install one at a time, Summer, Olive Green, Dark Grey or Winter. *** The Sdkfz Flak 38 was done seperately from the other vehicles because the single color scheme of the shared open cockpit textures causes a mismatch with the variety of custom skins available. Install Instructions: This assumes you have the JSGME Mods folder installed inside your 1C Game Studios directory next to the IL-2 Sturmovik Great Battles folder. If JSGME is installed somewhere else then you will have to change the folder structure to match. Inside the Mod folder are the standard folder levels that starts with IL2..., and works down from there through Data etc. until you reach the level where the game places the equivalent versions of these files when it unpacks the Vehicle GTP files. JSGME follows this directory structure to place the individual files in the game where they are expected to be found if you have Mods enabled. p.s. This mod updates a select few of the Custom Skins available, but not all. To mod any of the many other available custom skins for the user playable vehicles you may simply copy over its Alpha layer with an appropriate one from this Mod package. 1 1 Quote
MajorMagee Posted February 9 Author Posted February 9 (edited) Okay here is the LuaScript Patch to is for anyone who already downloaded ver 7.001 so you don't have to download the whole thing again. Download The Statistics Patch For ver 7.001 Here Title: A small patch for All-In-One AI Expansion ver 7.001 to bring it up to the 7.001a Standard It was noticed that the new AI vehicles were not being included in the kill statistics. I found that a small edit to the Object Name in the WorldObjects LuaScript file would resolve the issue. This change is already included in ver 7.001a that is now linked in the original post at the top of this thread. These files should be used replace the ones found at 1C Game Studios\IL-2 Sturmovik Great Battles\data\LuaScripts\WorldObjects\vehicles *** Warning! Do not load the included readme.txt file into the vehicle folder *** Edited February 9 by MajorMagee 1 Quote
Stonehouse Posted February 10 Posted February 10 2 hours ago, MajorMagee said: I found that a small edit to the Object Name in the WorldObjects LuaScript file would resolve the issue Could you be specific please? I'd like to resolve the issue for Additional Warships. Thanks Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
MajorMagee Posted February 10 Author Posted February 10 For example, in the file bt7mWW.txt the header was class_name = "CTank" object_name = "BT-7MWW" detail_type = "DET_TANK" //list of types is in \inc\SimulationSystem\DetailTypes.inc and it became class_name = "CTank" object_name = "BT-7M" detail_type = "DET_TANK" //list of types is in \inc\SimulationSystem\DetailTypes.inc So all the cloned versions ended up just reusing the object_name from their original AI unit rather than having their own new and unique name. Quote
Stonehouse Posted February 10 Posted February 10 9 minutes ago, MajorMagee said: For example, in the file bt7mWW.txt the header was class_name = "CTank" object_name = "BT-7MWW" detail_type = "DET_TANK" //list of types is in \inc\SimulationSystem\DetailTypes.inc and it became class_name = "CTank" object_name = "BT-7M" detail_type = "DET_TANK" //list of types is in \inc\SimulationSystem\DetailTypes.inc So all the cloned versions ended up just reusing the object_name from their original AI unit rather than having their own new and unique name. OK thanks. I don't think that will work well for me as while the new ships are based on hulls of existing stock ones they are completely new ships. So for example I wouldn't want a Type 39 fleet boat being regarded as a Type 7 destroyer as in particularly Kuban scenarios this would be confusing. Did you look at names.locale=eng.txt in data\swf\il2\worldobjects at all when adding the new units? It does seem to be related to kill notifications although while I populate it for the ships it doesn't seem to work in terms of after mission debrief stats. It does generate correct event log messages however. Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Billsponge1972 Posted February 10 Posted February 10 Not entirely sure on this but does the game mission end screen for kills recognize only a ship as a ship no matter what type it is? Quote
Stonehouse Posted February 10 Posted February 10 39 minutes ago, Billsponge1972 said: Not entirely sure on this but does the game mission end screen for kills recognize only a ship as a ship no matter what type it is? Yes I believe so but the logging for things like PWCG and EMG are more discriminating. I was hoping people might start using things like the new ships and mods like MajorMagee's for online servers too. Currently the mission end screen doesn't pick up the new ships just the weapons destroyed that the ship carries. Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
MajorMagee Posted February 10 Author Posted February 10 I did notice that the statistic table doesn't even have a place to count the Infantry Detachments. Quote Did you look at names.locale=eng.txt in data\swf\il2\worldobjects at all when adding the new units? It does seem to be related to kill notifications although while I populate it for the ships it doesn't seem to work in terms of after mission debrief stats. It does generate correct event log messages however. I did not try to add any new names there, as I'm just creating texture variations of the underlying unit type. I suspect there is another list somewhere ( stored in \inc\SimulationSystem\DetailTypes.inc perhaps?) that the statistic system uses. Quote
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