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

 
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DC : Community Project BETA v0.93 - 30th December 2018 - 12/6/2015 1:31:09 PM   
Vic


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Hi potential scenario designers AND potential players of Community Project scenarios,

The DC:Community Project is no longer activily developed and the editors of DC:Ardennes Offensive now my focus. However DC:Community Project is stable and you are free to continue working or playing with it.

DC:Community Project has been made available for download (full or patch) at the scenariobank website:
www.vrdesigns.net/community1.php
(you'll need to register and login in order to download - this can be done by facebook or twitter as well for speed)

Documentation for designers is over here:
http://www.vrdesigns.net/atwiki/doku.php?id=dcx

DC:Community Project featured scenarios page can be found here:
http://www.vrdesigns.net/?page_id=1346

Best wishes,
Vic

< Message edited by Vic -- 11/5/2021 8:40:48 AM >


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Post #: 1
RE: DC : Community Project BETA - 12/6/2015 1:31:49 PM   
zakblood


Posts: 22687
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thanks Vic as always

(in reply to Vic)
Post #: 2
RE: DC : Community Project BETA - 12/6/2015 2:16:55 PM   
AstroCat


Posts: 440
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Cool, will definitely check it out. Curious if this will get the Decision/RPG system that's in DC3?

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Post #: 3
RE: DC : Community Project BETA - 12/6/2015 4:04:02 PM   
elmo3

 

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Downloaded and installed. Got several error messages about Setup/Uninstall failing but if I just ignored them and let the process continue I was able to finish the install and launch the editor.

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Post #: 4
RE: DC : Community Project BETA - 12/6/2015 6:35:29 PM   
Krupinski


Posts: 365
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Thanx. But my Chrome browser prevented me from downloading. It said that it's an unusual download and could harm my computer. I tried it several times. Hope it's not a security issue with your website?

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Post #: 5
RE: DC : Community Project BETA - 12/6/2015 7:09:52 PM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
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quote:

ORIGINAL: hafer

Thanx. But my Chrome browser prevented me from downloading. It said that it's an unusual download and could harm my computer. I tried it several times. Hope it's not a security issue with your website?

Must be EXE. they are always flagged in chrome. If i'm sure of the source i just override and download anyway.

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I don't buy all the wargames I want, I just buy more than I need.

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Post #: 6
RE: DC : Community Project BETA - 12/8/2015 10:56:23 AM   
Vic


Posts: 8262
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Its probably a bit of a bump to wrap your head around. But any initial thoughts or reactions?

It would be helpfull to know as I can when neccessary provide extra documentation or video.

Best wishes,
Vic

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Post #: 7
RE: DC : Community Project BETA - 12/8/2015 1:38:11 PM   
elmo3

 

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Is there a "Lake" landscape hex in the map editor? I see "Sea" in the list twice but no "Lake" hex.

< Message edited by elmo3 -- 12/8/2015 2:38:29 PM >


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Desert War 1940-42 beta tester

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Post #: 8
RE: DC : Community Project BETA - 12/8/2015 1:51:18 PM   
Vic


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Joined: 5/17/2004
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quote:

ORIGINAL: elmo3

Is there a "Lake" landscape hex in the map editor? I see "Sea" in the list twice but no "Lake" hex.


No lakes. But you can use sea to put lakes on the map of course.

There are no freezing over of lakes rules in CP, hence no lakes. It would just be a double of sea with a different name.

Best wishes,
Vic

< Message edited by Vic -- 12/8/2015 3:01:16 PM >


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Post #: 9
RE: DC : Community Project BETA - 12/8/2015 2:12:34 PM   
elmo3

 

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OK, thanks.

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We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Vic)
Post #: 10
RE: DC : Community Project BETA - 12/10/2015 2:13:15 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Posted v0.77 hotfix.
- fixed missing graphics error when loading historical libs
- added info on 'model' and 'hq level' of units in the unit-tab of the simple editor
- thanks to elmo for helping find issues

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Post #: 11
RE: DC : Community Project BETA - 12/12/2015 7:10:50 AM   
aspqrz02

 

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Downloaded the file twice from the link provided at the top of the thread. Both times it comes in at 225,855 kb and, when I try to run it, even if I try to 'Run as Administrator', I get a 'The setup files are corrupted. Please obtain a new copy of the program.'

Corrupt file?

Phil

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Post #: 12
RE: DC : Community Project BETA - 12/12/2015 7:35:02 AM   
zakblood


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try a different browser

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Post #: 13
RE: DC : Community Project BETA - 12/12/2015 7:59:48 AM   
aspqrz02

 

Posts: 1024
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Exact same problem in Chrome. Original problem in Opera.

Corrupt file?

Phil

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Post #: 14
RE: DC : Community Project BETA - 12/12/2015 8:10:55 AM   
zakblood


Posts: 22687
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have you tired adding the file to the AV exception list? as i've downloaded it fine tbh, and it's the same one, but until Vic's back on, no idea tbh

(in reply to aspqrz02)
Post #: 15
RE: DC : Community Project BETA - 12/12/2015 11:23:43 AM   
aspqrz02

 

Posts: 1024
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AFAICT the file should be 235 MB, or that's what it says when I start the download, but, even though the download 'completes' and doesn't actually cut out or anything, it comes in at less than that ... 225 MB in Opera, 180 MB in Chrome.

And, no, I am not having general download problems or connection problems, I have downloaded several gig worth of .avi files today with no problem AND the latest update for GG's War in the West, also with no problems (installed fine, btw).

It may be that the file is not .rar or it may be that it is corrupt or it may be that there is a problem with Vic's hosting service. Dunno.

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
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Post #: 16
RE: DC : Community Project BETA - 12/12/2015 11:38:11 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
I'll put up a second link from different host tommorow.

best wishes,
Vic

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Post #: 17
RE: DC : Community Project BETA - 12/12/2015 11:56:18 AM   
aspqrz02

 

Posts: 1024
Joined: 7/20/2004
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Worked finally in IE 11 ... but it stopped 30 seconds from the finish, and I had to manually restart it, something that neither Chrome nor Opera indicated in any way.

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

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Post #: 18
RE: DC : Community Project BETA - 12/14/2015 8:48:29 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Uploaded new hotfix v0.78

Fixing:
-Rail, road rendering issue
-In the map editor you can now set the name of a non-location hex. Labels will default to blue color if hex has a riverside. Labels will default to yellow if hex has no riverside.
-Bug in trooptype editor with wrong column being edited after mouse click is fixed
-Probkem on 'import units' button with incompatible file is now friendly and doesnt cause a CTD anymore.
-Thanks to Elmo and Nikdav!

Best wishes,
Vic

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Post #: 19
RE: DC : Community Project BETA - 12/14/2015 10:09:01 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
@aspqrz,

Added a mirror for the download to help alleviate any download problems.

Best wishes,
Vic

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Post #: 20
RE: DC : Community Project BETA - 12/16/2015 7:40:42 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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

< Message edited by Vic -- 12/16/2015 10:33:15 AM >


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Post #: 21
RE: DC : Community Project BETA - 12/21/2015 3:52:24 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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Post #: 22
RE: DC : Community Project BETA - 12/23/2015 11:33:28 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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Post #: 23
RE: DC : Community Project BETA - 1/4/2016 12:42:17 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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.

< Message edited by Vic -- 1/4/2016 1:42:37 PM >


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Post #: 24
RE: DC : Community Project BETA - 1/15/2016 10:20:26 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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Post #: 25
RE: DC : Community Project BETA - 1/15/2016 4:47:23 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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Post #: 26
RE: DC : Community Project BETA - 1/20/2016 7:28:17 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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Post #: 27
RE: DC : Community Project BETA - 1/21/2016 8:01:08 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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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(in reply to Vic)
Post #: 28
RE: DC : Community Project BETA - 1/25/2016 10:33:07 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
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

< Message edited by Vic -- 1/25/2016 11:36:26 AM >


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Post #: 29
RE: DC : Community Project BETA - 1/25/2016 12:00:37 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
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quote:

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.

< Message edited by elmo3 -- 1/25/2016 1:07:07 PM >


_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Vic)
Post #: 30
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