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Gunter Severloh

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Reply with quote  #1 
This is the development thread for Ragnarok'44
Our purpose here is porting/developing, and updating the Mod/mission to work in IFA3 Lite

Ragnarok'44 release thread:

http://ironfront.forumchitchat.com/post/ragnarok44-6583317

Screenshots of all the errors I ran into:
https://www.dropbox.com/sh/7a9b9cz6kfl00ce/AAA0dAcqemgShgx_YUgVp5Mfa?dl=0

Video Demo


Info quoted from Bis forum pm from Rydygier

Quote:
Using old editor version (with editable mission.sqm unlike Eden's) I was able to replace pretty fast A2 objects with A3 equivalents, so no more these errors at start, still screen stays black - it awaits till HAC init's done, HAC is A2 code, first adapted especially to work within IF then adapted again to work with this scenario. That means, I need to replace whole HAC with A3 HAL AND replicate analogously it's code adaptation to work with IF/Ragnarok.


Quote:
Technically A2 modules (not sure about A3 right now, probably same) are AI-less "units" of "Logic" side possible to spawn via createUnit command into Logic side "group", as any unit. Invisible objects beeing an anchor to init some scripting in scenario without init.sqf etc. Pre-fab script launchers to give not familiar with scripts mission maker some scripted features.


Quote:
Seems, there's a lot to do as for adapting the code, as suspected - RPT is full of errors at very beginning and nothing works. But the first thing required for further work is Mondkalb's woo addon containing base buildings with configs updated to A3 Apex standard. It's something, I can't do myself free time or not - downloaded from Armaholic's WOO page, but tons of config errors. Then, some editor placed objects (table, flagpole, this small can used as clock sound emitter etc.) are from A2, thus not present, but that's minor thing. And then - thorough scripts review/adaptation/debug.


Quote:
For original mission I used Hetman as opponent AI. Without it, in WOO itself, there wasn't any real AI IIRC, no opponent for the player. My biggest input to the WOO amongst several minor additions was adding commanding AI  - Hetman and writing from the scratch whole base management/units production/research etc. AI component, so AI actually does something, and does it pretty effective, as appeared.

Things is, A2 Hetman and A3 Hetman are very different pieces of code - changes required to make Hetman work under A3 was deep.
A2 Hetman simply won't work in A3 (as we see, when trying run this mission).

So first is, to replace A2 Hetman + separate AI arty fire handler (FAW, for mortars) with A3 Hetman, that includes built-in arty handler.

Second - I had seriously adapt Hetman code to handle well this kind of gameplay. So I have to repeat all these adaptations for A3 Hetman. Sadly, I can't remember, what exactly was changed and how, so it will be tedious comparison work.

If/when above is done, we'll see, if mission will run, or if there are also places in the rest of the code, that need to be adjusted for A3.


Quote:
Replacing A2 Hetman with A3 counterpart includes ripping out A2 Hetman along with separate FAW arty handler, placing A3 version instead then finding, where in A2 Hetman for Ragnarok I made custom code changes and mimic them in the A3 Hetman (Somewhere around Big Boss code, I guess, not much of them hopefully, but can't tell exactly). Two difficulties are to find/apply these custom changes and, speaking figuratively, to know, in which spot exactly cut the strings of A2 Hetman to separate it from the rest of the code and put A3 HAL instead - his place likely is just inside this RydHQInit.sqf file, I mentioned - initial config most likely has to be left as is, up to line 47, I guess, while rest of the code has to be replaced with what's inside A3's RydHQInit.sqf. That's the rough plan. Some unforseen difficulties may pop up during that process  too.

Quote:
copy and paste scripts without touching mission.sqm should work. Some work with mission.sqm has to be done too though - as you probably remember, some used objects are not existing in A3 and has to be replaced with A3 counterparts - nothing biggie. Not sure also, if/what has to be done with a mod component to make all the base buildings work without lacking textures etc. It's beyond me. 

 Also separately adjusted has to be scripts for scenarios, where player is Soviet, and AI - German.



Quote:
Found enough time to try implement A3 Hetman. At least to the extend, mission technically "works". Still bugged though, and not sure, if all is set fine in Hetman, or there are still things to do with it - didn't touched it long enough to forget many things, and anyway I have to analyze HAL's behavior - how it play. Important thing - WOO buildings generate a massive mess of config errors in the RPT - their config definitely has to be updated to A3 standard. There's also lack of map texture in the commanding screen mode. Still, I was able to enter this mode, move camera, move units, construct a truck...


Quoting Gunter Severloh after test of the WIP1 demo mission which has A3 version of Hetman
Quote:
Tested the mission, the following is what happened:

  • Mission started normal other then the 2 officers out of place, one standing to the left looking at wall, while the other at left of the table was clipping through the center of it.
  • Ragnarok loading screen wasn't showing 100% very faded

As far as the mission gameplay goes:

  • Mission loaded np when I chose commander in the action menu, was able to spawn 2 construction vehicles np
  • Music played np when you clicked on HQ building
  • Camera controls are normal and working np
  • construction vehicles cannot build any buildings, the icon on the ground show to build but when the building is supposed to be completed nothing shows so you cant build or spawn anything as there is no building
  • the single unit that comes with the HQ I had him go to the Strategic points, all strategic points are capturable, flag and blue marker show np, same goes for Russian side
  • Seems its same situation with the Russians, they sent lone soldier to capture and they captured a Sp close to them, flag shows, along with red marker for them
  • Soviets like the player are unable to building or spawn anything as the buildings dont show

I killed all enemy mg emplacements at Soviet HQ and the timer went off, soviets continued to spawn construction trucks
and continued on as if to build buildings but when the icon showed on the ground, same thing no building appeared.

Mission overall was captured, after timer hit 100,  I won, and mission ended accordingly, So aside a few misc errors
with building initially the mission ran fine. About it, issue is with buildings not showing when their supposed to be complete.



Rydygier's Rpt:
Code:

12:09:58 Warning Message: Picture \ca\ui\data\map_background2_co.paa not found
12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorTracks'.
12:09:58 Warning Message: Size: '/' not an array
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12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorRoads'.
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12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorMainRoads'.
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12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorTracksFill'.
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12:09:58 Warning Message: Size: '/' not an array
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12:09:58 Warning Message: Cannot load texture ca\ui\data\map_tree_ca.paa.
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12:09:58 Warning Message: Cannot load texture ca\ui\data\map_church_ca.paa.
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12:09:58 Warning Message: Cannot load texture ca\ui\data\map_ruin_ca.paa.
12:09:58 Warning Message: Cannot load texture ca\ui\data\map_tourism_ca.paa.
12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.PowerSolar'.
12:09:58 Warning Message: No entry '.icon'.
12:09:58 Warning Message: '/' is not a value
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12:09:58 Warning Message: No entry '.coefMin'.
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12:09:58 Warning Message: No entry '.icon'.
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12:09:58 Warning Message: No entry '.icon'.
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12:09:58 Warning Message: No entry '.icon'.
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12:09:58 Warning Message: No entry '.coefMax'.
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12:09:58 Warning Message: No entry '.importance'.
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12:09:58 Warning Message: Cannot load texture ca\ui\data\map_waypoint_ca.paa.
12:09:58 Warning Message: Cannot load texture ca\ui\data\map_waypoint_completed_ca.paa.
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12:09:58 Warning Message: No entry 'C:\Users\Rydygier\Documents\Arma 3\missions\Ragnarok'44.Staszow\description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.LineMarker'.
12:09:58 Warning Message: No entry '.lineWidthThin'.
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12:09:58 Warning Message: '/' is not a value 


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Gunter Severloh

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Reply with quote  #2 
My posted rpt for my recent test #2
https://justpaste.it/yi2s
Vid of my test:

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kju

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Reply with quote  #3 
 Ragnarok'44 Mod - cannot be downloaded; network error all the time

There seems tons of work involved as ryd_expl_if is modifying IF classes that would need to be updated too.. and judging from the rpt spam its config is not written well..

---

> Warning Message: Cannot load texture ca\*\FILE.paa.
> Warning Message: Cannot open object ca\*\FILE.p3d
> Warning Message: Picture \ca\'\FILE.paa not found
> LODShape: preload: shape 'ca\*\FILE.p3d' not found

If you run CUP (core/terrains) alongside, you would at least get rid of all these A2/CA content related errors.

> Warning Message: Addon 'WW2_Core_c_ZZZ_LastLoaded_c' requires addon 'WW2_Core_c_IFA3_BackwardsCompatibility2_c'

this should happen. your IFA3 modfolder is either corrupted or the ragnarok44 mod is interfering somehow

> Warning Message: Custom font zeppelin32 is not present, it was replaced by the default Arma3 font

just replace with one of the A3 fonts

> Warning Message: Resource title Default not found

might be fixed with CUP; otherwise simple config job

> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorGrid'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorGridMap'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorMainRoads'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorMainRoadsFill'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorRoads'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorRoadsFill'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorTracks'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.colorTracksFill'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.LineMarker'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.PowerSolar'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.PowerWave'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.PowerWind'.
> Warning Message: No entry 'description.ext/MBG_WOO_mainMap/MBG_WOO_main_Map.Shipwreck'.

Just needs the map class replaced with the A3 one. Probably should be done for all UI classes.

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Gunter Severloh

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Reply with quote  #4 
Quote:
 Ragnarok'44 Mod - cannot be downloaded; network error all the time

It downloads fine for me np, the file is on the Mission Repository, i can put it on dropbox or mega if that helps.

Quote:
If you run CUP (core/terrains) alongside, you would at least get rid of all these A2/CA content related errors.

Probably but thing is even if i fix that aspect on my end removing those errors because im using CUP, then every mission i build, or that is available
would then also require CUP along with Ragnarok mod upping the requirements to play, idk if thats ideal, is there not another way to remove the errors?
I mean if we could use IFA3 building assets in terms of their classes i guess, im just guessing i really dont know, but basically make Ragnarok compatible
with IFA3 Lite as thats what its for as currently its using IFA2 assets for everything.

Quote:
> Warning Message: Addon 'WW2_Core_c_ZZZ_LastLoaded_c' requires addon 'WW2_Core_c_IFA3_BackwardsCompatibility2_c'

this should happen. your IFA3 modfolder is either corrupted or the ragnarok44 mod is interfering somehow

What I could try to do is delete my IFA3Lite and redownload it and see if anything changes.

Quote:
Just needs the map class replaced with the A3 one. Probably should be done for all UI classes.

Maybe I can do this, if I know what classes the are and what classes go where then I can do it.

What would you suggest I do, and or what can we do?





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kju

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Reply with quote  #5 
1) Upload mod to dropbox/mega
2) Try with CUP
3) Try (once) i have fixed some of the basic issues

in regards to no CUP dependency it means
1) your mod needs to remove/replace all references to it (classes and data)
2) same for the game mode
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Gunter Severloh

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Reply with quote  #6 
Here is the Ragnarok'44 mod required for all Ragnarok missions on my dropbox:
https://www.dropbox.com/s/ooes6r5zs6whs44/Ragnarok%2744%20mod.zip?dl=0

Quote:
in regards to no CUP dependency it means
1) your mod needs to remove/replace all references to it (classes and data)

How would Ragnarok create a dependency on Cup?
I mean if CUP is present then the errors/issues aren't there when you play, so only dependency is when you run
Ragnarok with CUP, if you build a mission for Ragnarok while using CUP then their might be an addon dependency
i would think even if assets from CUP aren't used in the mission, dont think im totally understanding how it works unless you took something
from CUP and altered the files of Ragnarok with CUP using the classes ect,.

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kju

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Reply with quote  #7 
IFA2 = A2 = CUP
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Gunter Severloh

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Reply with quote  #8 
So what your saying is, all the assets in the mod like the warfare buildings, and anything else related to A2 that the mode uses to build has
to be replaced with classes/classnames with those of IFA3's classes, correct in order to be compatible?

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kju

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Reply with quote  #9 
Better with A3 classes unless the game mode should remain IF only.

However its not just assets, its also all classes used in the scripts and all UI code. Both in the game mode and in your extra addons.
As such my advice remains - try with CUP and it should require CUP. Otherwise the effort is probably too much and too complex to solve.
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Gunter Severloh

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Reply with quote  #10 
Heres another test video i recorded early this morning, i took your suggestion Kju and tried with CUP, and it worked, but there are other errors ect,.

Going to get another RPT from the mission using the CUP, as all the errors seen in the vid should be recorded in the Rpt.

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kju

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Reply with quote  #11 
please upload/pastebin the rpt
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Gunter Severloh

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Reply with quote  #12 
Pastebin is closed down, i tried justpatste.it but it took for ever and the capcha expired and i had to redo it everytime,
so i uploaded to my dropbox:
https://www.dropbox.com/s/utnlb4okb68d2vk/Ragnarok%20IFA3%20Rpt.zip?dl=0

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kju

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Reply with quote  #13 
Ok thanks. Will try to get as much fixed as I can with reasonable effort and then we see about the situation.
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Gunter Severloh

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Reply with quote  #14 
Sure thing, thanks for taking the time to look at it!
The cool thing about Ragnarok is that all the missions I have built in IFA2 and still building will work in the IFA3
version once the files have been updated.

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michipower

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Reply with quote  #15 
I have a problem, when I start the game in arma 3 with cup, cba an IFLite, it shows me ther ragnarok'44 blue image and it doesn t disappear. Only if i press esc button, I can see te radio and the map on the table as you see at the begin of your videos. But when I press esc again, it shows me again the blue image.
Could you help me?
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