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UberDemon
01-08-2005, 11:59 AM
UQMG for PF - Preview 6 (Ground Object Editor/Artillery and Naval Gun AI Editor)

Dear UQMG Users,

OK, so I lied... I added some more features to the UQMG for PF+FB+AEP, so when it is released, it will include these features. Everything I am showing is already working. I must have gotten my inspiration from my trip to Hungary, where amongst other sites, I got to visit the great Lake Balaton, which is depicted in FB.

I have had several requests to add a Ground Objects editor to UQMG, so that people could change ground targets, etc... for the 3 years of UQMG's existence, I could not figure out how to implement such a thing, but I finally came up with a solution that I think you will enjoy. There are two very important parts to Ground Editing in UQMG:

1 - Ability to change or REMOVE Ground Objects by type in UQMG (moving and static, plus ability to remove race poles, which some people disliked in some of my templates.)

2 - Ability to edit the AI of Artillery or Ship gunners

How it works? After the missions are generated, UQMG makes any substitutions or deletions you specify. As you can see from the pictures below, you have access to the whole breadth of ground objects in FB/PF, even the new ones. The Objects are categorized into the usual major categories, and then subcategories.

UQMG allows you to make massive substitutions by team based on category and subcategory. You can if you wish, completely overwrite a subcategory... for example, if you wanted to substitute all red/allied team Heavy tanks with some type of AA Artillery, you can. If you wanted to substitute all stationary cars with baloons, you can.

The Ground object editor also allows substitution of the static aircraft to match planes used in mission, if the subcategories are found, and with the country markings of your choice, or the best suited one based on automatic settings. You can overwrite subcategories as well, so if you wanted to substitute all Hungarian Bombers with Fighters, you could. With the next release, of course you can use Carriers; with the Ground Editor you can if you want substitute the carriers for the one of your liking.

For the AI Artillery and Ship Gunners, you can change their skill, thus making the mission either harder or easier, and shifting balances by team.

Please observe the shots below, as well as the next post below with BEFORE (generic template from UQMG) and AFTER shots (using the Ground Editor and automatic features)

BTW, all this is working code... so it is already working.

When it is coming out... please be patient... I am really pouring my heart into this next release.

http://www.uberdemon.com/pictures/65pf.jpg
http://www.uberdemon.com/pictures/66pf.jpg
http://www.uberdemon.com/pictures/67pf.jpg
http://www.uberdemon.com/pictures/68pf.jpg

Best Regards,
Demon/UberDemon
www.uberdemon.com (http://www.uberdemon.com)

=============
Continued Below
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UberDemon
01-08-2005, 11:59 AM
UQMG for PF - Preview 6 (Ground Object Editor/Artillery and Naval Gun AI Editor)

Dear UQMG Users,

OK, so I lied... I added some more features to the UQMG for PF+FB+AEP, so when it is released, it will include these features. Everything I am showing is already working. I must have gotten my inspiration from my trip to Hungary, where amongst other sites, I got to visit the great Lake Balaton, which is depicted in FB.

I have had several requests to add a Ground Objects editor to UQMG, so that people could change ground targets, etc... for the 3 years of UQMG's existence, I could not figure out how to implement such a thing, but I finally came up with a solution that I think you will enjoy. There are two very important parts to Ground Editing in UQMG:

1 - Ability to change or REMOVE Ground Objects by type in UQMG (moving and static, plus ability to remove race poles, which some people disliked in some of my templates.)

2 - Ability to edit the AI of Artillery or Ship gunners

How it works? After the missions are generated, UQMG makes any substitutions or deletions you specify. As you can see from the pictures below, you have access to the whole breadth of ground objects in FB/PF, even the new ones. The Objects are categorized into the usual major categories, and then subcategories.

UQMG allows you to make massive substitutions by team based on category and subcategory. You can if you wish, completely overwrite a subcategory... for example, if you wanted to substitute all red/allied team Heavy tanks with some type of AA Artillery, you can. If you wanted to substitute all stationary cars with baloons, you can.

The Ground object editor also allows substitution of the static aircraft to match planes used in mission, if the subcategories are found, and with the country markings of your choice, or the best suited one based on automatic settings. You can overwrite subcategories as well, so if you wanted to substitute all Hungarian Bombers with Fighters, you could. With the next release, of course you can use Carriers; with the Ground Editor you can if you want substitute the carriers for the one of your liking.

For the AI Artillery and Ship Gunners, you can change their skill, thus making the mission either harder or easier, and shifting balances by team.

Please observe the shots below, as well as the next post below with BEFORE (generic template from UQMG) and AFTER shots (using the Ground Editor and automatic features)

BTW, all this is working code... so it is already working.

When it is coming out... please be patient... I am really pouring my heart into this next release.

http://www.uberdemon.com/pictures/65pf.jpg
http://www.uberdemon.com/pictures/66pf.jpg
http://www.uberdemon.com/pictures/67pf.jpg
http://www.uberdemon.com/pictures/68pf.jpg

Best Regards,
Demon/UberDemon
www.uberdemon.com (http://www.uberdemon.com)

=============
Continued Below
=============

UberDemon
01-08-2005, 12:01 PM
=============
Continued from Above
=============
Note BEFORE (generic template from UQMG) and AFTER shots (using the Ground Editor and automatic features)
http://www.uberdemon.com/pictures/69pf.jpg
http://www.uberdemon.com/pictures/70pf.jpg
http://www.uberdemon.com/pictures/71pf.jpg
http://www.uberdemon.com/pictures/72pf.jpg
http://www.uberdemon.com/pictures/73pf.jpg
http://www.uberdemon.com/pictures/74pf.jpg
http://www.uberdemon.com/pictures/75pf.jpg
http://www.uberdemon.com/pictures/76pf.jpg
http://www.uberdemon.com/pictures/77pf.jpg
http://www.uberdemon.com/pictures/78pf.jpg

Best Regards,
Demon/UberDemon
www.uberdemon.com (http://www.uberdemon.com)

JG52Uther
01-08-2005, 12:17 PM
Words fail me.This just keeps getting better and better! http://forums.ubi.com/images/smilies/11.gif

dannyworkman
01-08-2005, 12:21 PM
wow! http://forums.ubi.com/images/smilies/53.gif

IDF_Raam
01-08-2005, 12:44 PM
http://forums.ubi.com/images/smilies/35.gif can't wait

Bearcat99
01-08-2005, 12:52 PM
GEEEMONIE MAN!!!!!! YOU ARE FRICKKIN AMAZING!!!!!! http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif

You continue to blow me away with this thing.....

Sturmtrooper
01-08-2005, 02:34 PM
http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif

You make a great sim even better!You da man!!!!

Mysticpuma2003
01-08-2005, 04:22 PM
FOR GODS SAKE 1C......GIVE THIS MAN A JOB.....or at least a cigar http://forums.ubi.com/images/smilies/11.gif

Extreme_One
01-09-2005, 03:05 AM
I didn't expect that!

I'm so looking forward to this release Demon.

tsisqua
01-09-2005, 07:51 AM
Uberdemon!

I was doing a virus scan last week, and I noticed that it takes my machine quite awhile to scan UQMB. I think that the program takes as long as some of my very large "store bought" programs to scan. The work that you have amassed over the last couple of years is incredible. Maybe its time to get a publisher to have a look at what you have done. I would gladly pay for a UQMB cd, and I am sure that alot of others here would as well. As far as that goes, if I saw an addon in the store that contained only missions and skins, and it was sitting next to a "UQMB" cd, there would be footprints all over the addon cd from me climbing over it to get to the UQMB.


Thank You, So Much
Tsisqua

UberDemon
01-09-2005, 02:19 PM
All thank you as always.

Tsisqua,

Regarding the code and the time it takes to scan... As you know UQMG has been under development for quite some time. At one point I had 2 months' worth of work vanish when my HDD crashed. I now backup frequently. There is a lot of coding that goes into UQMG. The backup with all the project files and research files, zipped up come up to more than 100Megs. The programming comes to 1.7MB of actual typed code. And I try to be as efficient as possible. Building the map templates is a beast, as is doing the research and putting everything into script files. Unconpressed, UQMG is 341Megs of work in 340 Folders and close to 9400 files... all you see is the end result... http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

One of the downsides to the Ground Editor is that it adds some time to mission generation. Typically a mission is generated in about 3-5 seconds. Depending on how complex the mission template is and how many ground objects there are, a mission may take from 10 to 20seconds to generate... that is, if you use the Ground Editor.

The reason for that is that I had to develop a way to subcategorize the major types of ground objects in IL2/FB/PF, so that you can have coherent substitutions. Substituting all artillery for one type makes no sense... and the IL2 scripting language for missions has no way to differentiate those types. So I had to create tables on my own to differentiate between, say, an Armed Personnel Carrier, and a Field Gun, or AA. But I made it so flexible you COULD, if you wanted, overwrite a type... so if you wanted all Light Tanks from a team substituted with Self Propelled Guns from the Enemy's type (for example, captured), you could.

So UQMG analyzes each ground object and qualifies it, then it substitutes it according to the rules you set... And since UQMG generates 3 versions of the files, the operation virtually has to be done 3 times. But... in order to save your harddrive and time, I did some interesting things to load all FB/PF information into UQMG only once when you start it... that reduces time and also makes things easier on your harddrive.

NOW, for an announcement... between last night and tonight, I developed a new feature...

Now, you can have BOTH Static Planes with their Country Settings, and ALL Ground Objects automaticall updated... Yep... Let me explain. I decided to develop Country Sets for each country with suggested ground and naval types...

So if you want, you can edit everything manually... but you could do also the following:
- Select your planes as usual, and make sure you select the YEAR for your mission (In the Briefing Screen, or in the Ground Editor), then click the Create Mission button... and this is what UQMG will do for you:
1) Do all the stuff you are used to
2) UQMG will determined the country you are playing for (the country of the plane group you play for), then the enemy country (the first flight group that has planes)
3) UQMG will then use a suggested template for the types of planes that the country use during that period, and then it will make sure that the proper types get substituted with the ones you are using in your mission... and with the country markings determined earlier.
4) Finally, UQMG will do the same for the Ground Objects... automatically.

Each Country Plane Set and Ground/Naval Object Set is divided into 3 eras of WW2:
* Early 1936-1941 (allows earlier scenarios)
* Mid 1942-1943
* Late 1944-1947 (allows what-if scenarios)

Of course there are limitations, but it works fairly well... The substitution is not perfect because of limitations in the types of ground objects in IL2, but it is much better than the generic templates. So if you pick 1942, there could be a static plane of 1943 type because that is Mid-War... and obviously there is no bomber type used by the Marines in 1941 in PF, so if you see the F2F picked, it is just so that you have planes populated through the base...

Unfortunately developing the coding and sets for more than 3 periods is just impossible for me... still, you can click a button to do everything automatically and then change to your liking before the mission is generated... I trully believe you will enjoy this.

Demon/UberDemon

delta_9_tetra
01-09-2005, 02:33 PM
Simply amazing. Thanks for all your efforts!

tsisqua
01-09-2005, 05:06 PM
http://forums.ubi.com/images/smilies/blink.gifIncredible http://forums.ubi.com/images/smilies/blink.gif

woofiedog
01-10-2005, 03:54 AM
http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif This is Truely a Piece of Art... Uber.
I can't say Thank's Enough!

HamTyler
01-10-2005, 04:17 AM
Awesome! Thanks for the hard work http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

Mysticpuma2003
01-10-2005, 06:10 AM
Hi there Uberdemon. An answer if you could about ground editor.

One thing that bugs us movie-makers is that static aircraft on the ground, when they get destroyed, have one animation cycle between complete plane and then a tilted,smoking wreck.

Would it be possible to place planes on the ground, that are not 'static aircraft', but fully dedstroyable with bits falling off them. Effectively I was looking for planes that could be spawned anywhere on the airfield, that will never take-off, but are the full flight model so they have proper destruction?

Well that's the question, what do you think?

DmdSeeker
01-10-2005, 07:11 AM
Fantastik.

Do you think we'll ever be able to use your mission generator as a campaign generator?

F19_Ob
01-10-2005, 07:31 AM
http://forums.ubi.com/images/smilies/25.gif
I have no clue how u do it but I like it....

Obi_Kwiet
01-10-2005, 10:33 AM
They should not ship this game with out this included.

UberDemon
01-10-2005, 01:56 PM
Mysticpuma,

Answer is partly yes and partly no, but it does not relate exactly to your question. There are several points to address in order to explain this issue:

1) Static planes are static ground objects only, and as such they have a graphical damage model that is very simple compared to aircraft - that is, pieces don't fall off, etc.

2) Aircraft are handled differently by IL2 engine compared to ground objects... much differently

3) UQMG handles aircraft as aircraft, just as IL2 would, and the Ground Objects Editor handles ground objects as ground objects... so one cannot do the other's job, hope that makes sense.

Now, there is something you may want to try, but Oleg warns that this feature may not be supported in the future. It ONLY works with carriers... only carriers, not even test runways.

Place planes to takeoff from carrier, then set fuel to zero. Copy and past the following code in a text file and rename it "test.mis", now place it in the missions directory in FB+PF and then click Shift-F2 twice, now click "]" to make time go at 8x and you will see that planes remain in carrier.

==== copy below this line ====
[MAIN]
MAP Net1Summer/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[Wing]
r0100
[r0100]
Planes 4
Skill 1
Class air.A_20G
Fuel 0
weapons default
[r0100_Way]
TAKEOFF 39862.01 11322.96 0 0 0_Static 0 &0
NORMFLY 40482.88 11026.11 500.00 300.00 &0
[NStationary]
0_Static ships.Ship$USSCVGeneric 1 39536.51 10650.62 390.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]
==== copy above this line ====

So you could even do this in UQMG for PF when it comes out, set it to take off, zero fuel... unfortunately it does not work in runways or temporary runways.

D/UD

UberDemon
01-10-2005, 02:29 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by DmdSeeker:
Fantastik.

Do you think we'll ever be able to use your mission generator as a campaign generator? <HR></BLOCKQUOTE>

Unfortunately no, not in the forseable near future... not saying never, but I'll try to explain why:

I have had many requests lately for this, however, one must analyse the fact that UQMG, DGen/NGen, and DCG are very different programs. All 3 have existed for the last 3+ years, being developed by people that were getting involved with IL2 since before the original beta started.

Each one was developed with a different scope in mind but have evolved incredibly. The main issue is that for a campaign generator, you must have continuity from mission to mission... that is not something that UQMG posesses at all... it is completely user driven for one at a time mission generation... and in some ways, generating a single mission in UQMG can be very complex compared to generating several missions that go on a continuity basis. Both Paul Lowengrin and Starshoy would shoot me... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif But it is true from a certain point of view... (quoting Obi Wan Kenobi)

The campaign generation process must account for certain maps, the objects that may appear based on mission templates that contain all the road paths, location coordination, ship path, and ground object locations that may be used in a mission. The scripts in DGen (from my analysis) include everything from resources to other things necessary for that particular campaign, and from what I see... it is extremely time consuming...

Now, UQMG must manage all possible resources in the whole entirety of the IL-2 FB engine, spanning from IL-2, FB, AEP and PF. Not saying anything about the other programs, I am just saying that UQMG has to do a lot of things on the fly because it is using all possible combination of objects and believe it or not... managing all regiments available in IL2 is no easy task... especially when you introduce cloning and you must manage the limitations of countries etc. In summary, it is just a different beast alltogether, and I simply do not the time and resources for that.

Here is a way to explain this:
- If you want to travel to Rome from New York, it makes sense to fly from an airport in New York in the most economical and fast way to an airport in Rome, perhaps with a layover somewhere...

- You could also take a flight in the Space Shuttle, arrive at the Moon, then take a rocket back, parachute back somewhere around Australia. After consuming a large can of Foster's, you could take a boat due West, going around Africa, entering the Mediterranean, and then making your way to Sicily. From there you take a ferry-boat to the Italian mainland, where you would promptly get a bicycle and pedal your way to Rome... sure you got there, but that may not be the way to go...

... Both DGen and DCG took the path from the start as Campaign Generators; you can get to Rome very efficiently using either of them... you can't get to Rome with UQMG, not in any way that would make "Campaign" playing any better than DCG or DGen, unless I just simply write it from scratch, and that would take a while... imagine how much work Lowengrin and Starshoy have put into DCG and DGen in the last 3 years. Please note I am making a big distinction between the immersion between "Campaign Playing" and "Single Mission" (at least from a Quick Generation perspective).

Mind you, I think that UQMG does an OK job for my rendition of an improved QMB, but I think that DGen and DCG do an excellent job at what they do, and as a programmer (humor me and let me call myself that... http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif ), I can tell you that developing that type of application is extremely difficult, especially concidering both Lowengrin and Starshoy develop on their own as well. Again I am not saying never, but I still have to finish what I started before I even consider something like that. Hope that makes sense.

D/UD

Snyde-Dastardly
01-10-2005, 02:40 PM
Your a fargen madman!!
Ive been waitin for this one for a while.
Thanks for all the sweat

CARPE DIEM!
Snyde