[DEV] Luftwaffe General

Panzer / Allied General Remake: Strategies, Tactics, Efiles, Custom Campaigns, Customizations, Documentation.

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[DEV] Luftwaffe General

Post by JediKnight007 » 2019-11-09 21:48, Saturday

Originally an attempt to back-port Radoye's Waffen-SS mod to DOS, I ended up doing this. Basically a remix of the standard PG campaign, but your smaller core is comprised of aircraft, AA, flak, and paratrooper (Fallschrimjager) units (Luftwaffe had their own versions of the latter 3, separate from the Heer and Waffen-SS). There are many more planes to choose from, and there are many more planes in each scenario. It also features a lot of new ground units not seen in the original game. See the Docs folder for more info.

Installation:

PGF - unzip to your PGF folder and run it like any other mod

DOS - chances are if you want to play this version you are already familiar with DOS, PG-DOS mods, and DOSBox. But do create a fresh install of PG-DOS 1.2 and unzip to there, overwriting any files if prompted (that's why you need a fresh install, I modified many files). The mod will NOT run on its own, it MUST be installed over the original game.

In the Luftwaffe General folder, double-clicking real_flags.bat will install the "real" German flag; double-clicking safe_flags.bat restores the "sanitized" version (this is the default). (In the DOS version these files are named REAL.BAT and SAFE.BAT, respectively.) This is for historical accuracy, not glorification; Waffen-SS also has the "real" flag, that's where the idea came from. This will also change the game.png thumbnail in PGF, and some screens in DOS.

Current version: Final 1.03
After nearly 4 years, Luftwaffe General is complete. While the DOS version has been extensively tested, the PGF version has not, because this project has been delayed far too long already. I'm relying on the community here for playtesting. Please post any bugs, comments, questions, suggestions, and constructive criticism here.

Luftwaffe General Final 1.03 (DOS and PGF) - https://drive.google.com/drive/folders/ ... sp=sharing
Last edited by JediKnight007 on 2023-01-03 20:16, Tuesday, edited 10 times in total.
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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2020-02-21 20:45, Friday

Demo 2 is now available.  41 West campaign (North Africa through Sealion 43, plus Caucasus, Balkans, and Crete) playable in campaign and standalone modes.  El Alamein renamed to Gazala Line, Torch renamed to Tunisia.  Some minor changes to previous scenes, full list in Docs/changelog.txt. 

FPGE did not convert Balkans to PGF properly, I had to manually edit some stuff.  Hopefully it plays correctly.

First post updated with new link, both DOS and PGF versions available from there.
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Re: [DEV] Luftwaffe General

Post by Radoye » 2020-02-22 16:31, Saturday

Cheers mate, thanks for the update, i'll check it out! :yes

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Re: [DEV] Luftwaffe General

Post by zjorz » 2020-03-28 15:38, Saturday

This actually is a really unique idea and makes replaying the campaign completely different! Its a really interesting mod. Looking forward to new versions

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2020-04-20 20:25, Monday

Thanks for the kind words, you guys, it's nice to know that someone other than Pepa Drobny is playing my mod.  (One of these years we are going to finish PacPG.)  If anybody has any comments about Luftwaffe General, let me know, I've gotten no feedback yet.  Obviously, that means that it's perfect   :)

Originally I was going to release each demo with one new campaign.  However, with COVID-19 shutting down public libraries, I have no way to convert or test scenarios. So, the next demo will have the entire Eastern Front campaign, and maybe even 43 West (which would mean the mod would be finished).  The DOS version is done, but I can't even upload that.  So I will probably upload that first, then take a few weeks to convert and test the PGF version.  When that will happen, who knows...
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Re: [DEV] Luftwaffe General

Post by Kas Narayda » 2020-09-15 13:07, Tuesday

I liked the mod. Thanks!!! I'm waiting for the release of the final version, otherwise the game is over in the "Caucasus" scenario.

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Re: [DEV] Luftwaffe General

Post by Jorge44 » 2020-09-15 17:41, Tuesday

Welcome to the forum Kas Narayda :howdy

Try Radoye's works that are pinned on the forum. They are simply amazing. They are the campaigns and scenarios with the highest number of units per side, with all the good that this implies. You can model your army at will. Make yourself at home and do not hesitate to ask and especially play with the content of the forum. Kind regards: Jorge :howdy

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2020-10-03 19:21, Saturday

Luftwaffe General is complete...sort of.  The DOS version is done, save for 6 icons that I need to change.  But as I said before, without access to a PC, I can not make these changes, nor convert to PGF or test the converted content.

However, I have managed to upload the DOS version (don't ask how :) ).  If anyone cares to try it, and/or convert it to PGF, feel free.  Bear in mind that I had problems converting the Balkans scenario;  for some reason, victory and deployment hex data disappeared.  I had to manually edit the PGSCN file.  Victory hexes are the same for this version, but I changed some deployment hexes from the last beta.

https://drive.google.com/file/d/1VYrwzE ... sp=sharing
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Re: [DEV] Luftwaffe General

Post by daveyboyg » 2020-10-20 12:15, Tuesday

Love that this game exists. I have completed PGF soooooo many times that I have lost count...so am really enjoying this Luftwaffe General slant! Bravo!!

But I am getting quite a few errors and thought I would mention them here (so I can see if its just me! :-) ).

Main issue is that I can progress all the way to the "Crete" mission...but however I end (major or a minor victory) the game crashes out with a Visual C++ Runtime Library error. Have re-installed the Microsoft stuff and am running windows 10.
The version of the game I am using is the latest one I believe? PGF_luftgen_demo02.

Anyway...wanted to say many thanks for what I have seen so far! And keep up the good work!. I am going to try moving the game to an older windows 7 laptop to see if I have the same issues...will let you know :-)

Cheers,

DG

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2020-11-07 22:00, Saturday

HexCode wrote:
2020-10-20 22:16, Tuesday
JediKnight007 wrote:
2020-10-03 19:21, Saturday
The DOS version is done
. . .
JediKnight007 wrote:
2020-10-03 19:21, Saturday
without access to a PC
I'm afraid I don't understand. :huh How ?

Luftwaffe General was made almost entirely with the PS3 port of DOSBox, the only exceptions being the SHP editor (for icons), and PGF (for converting). As for the uploading...well, let's just say that I may have - or may not have - used an "official" piece of hardware for "unofficial" business. :)
daveyboyg wrote:
2020-10-20 12:15, Tuesday
Love that this game exists. I have completed PGF soooooo many times that I have lost count...so am really enjoying this Luftwaffe General slant! Bravo!!

But I am getting quite a few errors and thought I would mention them here (so I can see if its just me! :-) ).

Main issue is that I can progress all the way to the "Crete" mission...but however I end (major or a minor victory) the game crashes out with a Visual C++ Runtime Library error. Have re-installed the Microsoft stuff and am running windows 10.
The version of the game I am using is the latest one I believe? PGF_luftgen_demo02.

Anyway...wanted to say many thanks for what I have seen so far! And keep up the good work!. I am going to try moving the game to an older windows 7 laptop to see if I have the same issues...will let you know :-)

Cheers,

DG

That's because the campaign ends after Crete, the other scenarios have yet to be released. Other errors, if they're related to PGF or the conversion process, I will probably not be able to fix. As I said in the old forum, I have not done extensive testing. Basically, I make sure the scenario loads in both standalone and campaign modes, and I check to see if the briefings display correctly, for both DOS and PGF. Play-testing your own content isn't useful, since you know what the opposition has in store for you.

Speaking of the conversion process, if someone attempts to convert my DOS version to PGF, don't bother with the briefings - they won't convert correctly. That's because in DOS I utilize blank lines between paragraphs, and the converter doesn't seem to like those. (The original DOS briefings didn't even have paragraphs, let alone blank lines.) I had to manually edit the PGBRF files.
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Re: [DEV] Luftwaffe General

Post by Radoye » 2020-11-08 15:26, Sunday

JediKnight007 wrote:
2020-11-07 22:00, Saturday
Speaking of the conversion process, if someone attempts to convert my DOS version to PGF, don't bother with the briefings - they won't convert correctly. That's because in DOS I utilize blank lines between paragraphs, and the converter doesn't seem to like those. (The original DOS briefings didn't even have paragraphs, let alone blank lines.) I had to manually edit the PGBRF files.
Well one can always do a manual conversion to PGF briefings. The format is flexible enough to allow all sorts of things like this:

Image

It uses basic HTML with CSS, it has some limitations as to what exactly is possible (some tags don't render) but there's plenty one can do with it :)

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Re: [DEV] Luftwaffe General

Post by daveyboyg » 2020-11-13 14:08, Friday

Keep up the great work mate...I really wasnt complaining. Really love this mod...and quite excited about you mentioning further missions to come!!! :)

Many thanks for putting the effort in...it really is appreciated

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Re: [DEV] Luftwaffe General

Post by Saxon » 2021-01-29 21:37, Friday

Hi from a PGF ans aviation fan, I made an account just to thank you for this LW campaign.
I hope you'll continue your project , it's a very different approach of original campaign tree.

Just a little nuisance, I hope it can be fixed in a future version :
- there's an imbalance between the fighters' and bombers' speeds (eq "mouvement"), at least on the Axis side:
Late model Stukas and most multi engine bombers move 15-16 hexes per turn, while Bf109s barely move 12-13 hexes/turn; FW190 do just a little bit better but not enough.

Often, I sent bombers to knock out targets, just to find the fighters (from same starting point) unable to escort them, because bombers moved too far away in one turn.
Obviously in real life it was the other way around

- AA units are a little bit too effective (at equivelent exp. level); just a fly-by (not a direct attack) near an AA site, especially Bofors, leaves the poor AC squadron so badly depleted (well, maybe I'm subjective on this one)

Just loved all the new air stuff from other countries (Italy, Romania etc)
Cheers ! :twink

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Re: [DEV] Luftwaffe General

Post by Radoye » 2021-01-29 23:03, Friday

Saxon wrote:
2021-01-29 21:37, Friday
Often, I sent bombers to knock out targets, just to find the fighters (from same starting point) unable to escort them, because bombers moved too far away in one turn.
Obviously in real life it was the other way around
Not necessarily - it took the Allies until P-51's were deployed to have a fighter with enough "legs" to escort their bombers to Germany and back, until then they'd had to go part of the way unescorted. Bf 109's could barely reach London and would have to turn immediately back, if they'd get caught up in any dogfight on their way there or back they'd run out of fuel and had to ditch in the Channel, where the Ju 88s had no such problems and could go much farther - albeit unescorted.

So it depends what the designer is trying to represent with the movement - is it top speed alone, or is there operational range factored in?

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Re: [DEV] Luftwaffe General

Post by Saxon » 2021-01-30 08:47, Saturday

I see your point, two visions are possible :

- movement / turn = operational range (1turn= 1 day, or mission) but then Fuel= ?
- movement = speed and Fuel= range

I always went for the second one, as in another great turn based game (Steel Panthers -World at War - very tactical, you move every tank/ cannon etc) - it was clearly explained that way.
They even recommended not to use all the mouvement every turn in rough terrain (= not driving too fast) with inexperienced crews, because of increasing vehicle breakdown risk .

Off topic : they also had a small EXP penalty when upgrading an unit with new hardware ( might be applied here ? In the original PG game , starting in 39 and having 5 stars units from '42-43 already, kills some of the fun for the rest of the campaign.

Of course, as you say, it's the developer's choice.
Just giving some ideas.

Thanks again for the new campaigns.

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2021-02-06 21:08, Saturday

Saxon wrote:
2021-01-29 21:37, Friday
Hi from a PGF ans aviation fan, I made an account just to thank you for this LW campaign.
I hope you'll continue your project , it's a very different approach of original campaign tree.

Just a little nuisance, I hope it can be fixed in a future version :
- there's an imbalance between the fighters' and bombers' speeds (eq "mouvement"), at least on the Axis side:
Late model Stukas and most multi engine bombers move 15-16 hexes per turn, while Bf109s barely move 12-13 hexes/turn; FW190 do just a little bit better but not enough.

Often, I sent bombers to knock out targets, just to find the fighters (from same starting point) unable to escort them, because bombers moved too far away in one turn.
Obviously in real life it was the other way around

- AA units are a little bit too effective (at equivelent exp. level); just a fly-by (not a direct attack) near an AA site, especially Bofors, leaves the poor AC squadron so badly depleted (well, maybe I'm subjective on this one)

Just loved all the new air stuff from other countries (Italy, Romania etc)
Cheers ! :twink
Yeah, that seemed a little weird when I first started the E-file. But what Radoye said is the conclusion I came to - movement in this case is range, not top speed. Makes sense, since my E-file is based off his Waffen SS mod. :)

Another level bomber change from PG - much less ammo. Strategic bombers generally dumped their whole payload on a single target. This makes them more vulnerable to fighters in the game, but they were generally target practice in reality, anyway. Unfortunately, there is no way to have separate ammo counts for air-to-air and air-to-ground.

About the flak...as I said, I've not done extensive testing. I don't recall changing flak gun stats from the Waffen SS E-file, so that mod might have that "problem" too. I guess recon will play a bigger role in LuftGen. :) I was always bothered by PG's penchant for undefended airfields - one could send an auxillary infantry unit around in a transport and pick up cheap prestige. That's why I have so much flak on the maps.
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Re: [DEV] Luftwaffe General

Post by Bombast the Blue » 2021-02-09 14:06, Tuesday

JediKnight007 wrote:
2021-02-06 21:08, Saturday
Yeah, that seemed a little weird when I first started the E-file. But what Radoye said is the conclusion I came to - movement in this case is range, not top speed. Makes sense, since my E-file is based off his Waffen SS mod. :)

Another level bomber change from PG - much less ammo. Strategic bombers generally dumped their whole payload on a single target. This makes them more vulnerable to fighters in the game, but they were generally target practice in reality, anyway. Unfortunately, there is no way to have separate ammo counts for air-to-air and air-to-ground.
Just curiosity for detail...

On relationship between range and payload - for strategic bombers - what happened was that weight allowance had to be divided between fuel and armament.
So, first, it was a question of calculating how much fuel was needed to reach target and come back, than payload and defensive armament would occupy the remaining weight allowance.
In short, the longer the voyage, the less bombs they could carry... and on special cases even less machine guns and/or ammo for them...

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Re: [DEV] Luftwaffe General

Post by zjorz » 2021-04-29 09:31, Thursday

JediKnight007 wrote:
2020-10-03 19:21, Saturday
Luftwaffe General is complete...sort of.  The DOS version is done, save for 6 icons that I need to change.  But as I said before, without access to a PC, I can not make these changes, nor convert to PGF or test the converted content.

However, I have managed to upload the DOS version (don't ask how :) ).  If anyone cares to try it, and/or convert it to PGF, feel free.  Bear in mind that I had problems converting the Balkans scenario;  for some reason, victory and deployment hex data disappeared.  I had to manually edit the PGSCN file.  Victory hexes are the same for this version, but I changed some deployment hexes from the last beta.

https://drive.google.com/file/d/1VYrwzE ... sp=sharing
Great to see this mod still being developed. Would love to see an updates version for PGF! Its a great concept to change up the original campaign

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[DEV] Luftwaffe General - Current Status ?

Post by HexCode » 2022-06-15 04:53, Wednesday

Is anyone still working on sprucing up / finalizing Luftwaffe General for PGF ?

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Re: [DEV] Luftwaffe General - Current Status ?

Post by JediKnight007 » 2022-06-29 19:44, Wednesday

HexCode wrote:
2022-06-15 04:53, Wednesday
Is anyone still working on sprucing up / finalizing Luftwaffe General for PGF ?
Anybody here is allowed to convert the almost-complete version of LuftGen to PGF, as I said here...
JediKnight007 wrote:
2020-10-03 19:21, Saturday
Luftwaffe General is complete...sort of. The DOS version is done, save for 6 icons that I need to change. But as I said before, without access to a PC, I can not make these changes, nor convert to PGF or test the converted content.

However, I have managed to upload the DOS version (don't ask how :) ). If anyone cares to try it, and/or convert it to PGF, feel free. Bear in mind that I had problems converting the Balkans scenario; for some reason, victory and deployment hex data disappeared. I had to manually edit the PGSCN file. Victory hexes are the same for this version, but I changed some deployment hexes from the last beta.

https://drive.google.com/file/d/1VYrwzE ... sp=sharing
As in said in another post, don't bother converting the briefings. If someone wants them, let me know and I'll upload them.
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Re: [DEV] Luftwaffe General - Current Status ?

Post by JediKnight007 » 2022-07-20 18:46, Wednesday

HexCode wrote:
2022-06-15 04:53, Wednesday
Is anyone still working on sprucing up / finalizing Luftwaffe General for PGF ?
This has motivated me to get this mod done, one way or another. So I managed to get the DOS SHP editor working in DOS, via adding it to a Win95 image and booting it. All icons now display correctly.

Now I am going through each scenario, making little changes here and there. Who knows, this mod might get released before the end of the year. :ihope
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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-11-22 21:37, Tuesday

Getting close to a final release. Originally I planned to do a single run-through check of each scene before releasing...I am now in my 3rd (and final?) run-through. I also found the bug that prevented Balkans from converting. A German unit somehow had invalid out-of-range map coordinates; this didn't affect gameplay but FPGE choked on it.
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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-06 20:49, Tuesday

Finally, this mod is done! Now I need to convert it to PGF. It's been so long since I've messed with FPGE, I hope I can remember how to convert...
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Re: [DEV] Luftwaffe General

Post by Radoye » 2022-12-07 00:52, Wednesday

:clap

Let me know how it goes, if you get stuck and need help...

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[DEV] Unlikely But NOT Beyond the Realm of Possibility

Post by HexCode » 2022-12-07 13:48, Wednesday

In the interest of keyboarding brevity...

[EPH] Custom Content: Fixing It...
viewtopic.php?f=95&t=174&start=250#p14944

Remember, some "SSI-Orthodox" content designer must be (technically) capable and, above all else, willing... :bonk

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-10 20:48, Saturday

fpge -E ALL (E and ALL need to be uppercase) converts all scenes, provided PANZEQUP.EQP has already been converted to equipment.pgeqp.

The initial conversion process pointed out some errors I missed (mismatched flags, wrong terrain, units with non-transport transports), so it's going to be a little longer before a release. 1-2 weeks, providing nothing screwy happens.
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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-17 21:40, Saturday

Done!! :banana

First post updated.
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[DEV] Good News & a Question

Post by HexCode » 2022-12-18 14:19, Sunday

Your long-awaited contribution to the "Hobby at Large" is most welcome. :clap

As you're probably aware, I don't usually wargame SSI-style. However, given your manifested seriousness and, most importantly, perseverance, I will give both versions a spin.

One question: As you know, SSI's AI module DOES purchase air super-class units while Rudankort's DOES NOT. How did you "correct" for these behavioral differences ? Did you grant PGF's AI side additional air super-class units at the start of each scenario ?

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Re: [DEV] Luftwaffe General

Post by Radoye » 2022-12-18 18:07, Sunday

JediKnight007 wrote:
2022-12-17 21:40, Saturday
Done!! :banana

First post updated.
Congrats! :clap

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Re: [DEV] Luftwaffe General

Post by daveyboyg » 2022-12-19 00:30, Monday

JediKnight007 wrote:
2022-12-17 21:40, Saturday
Done!! :banana

First post updated.
Just wanna add my thanks for all the work you have done / do on this. Very much appreciated chap! :-)

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Re: [DEV] Good News & a Question

Post by JediKnight007 » 2022-12-20 20:59, Tuesday

HexCode wrote:
2022-12-18 14:19, Sunday
Your long-awaited contribution to the "Hobby at Large" is most welcome. :clap

As you're probably aware, I don't usually wargame SSI-style. However, given your manifested seriousness and, most importantly, perseverance, I will give both versions a spin.

One question: As you know, SSI's AI module DOES purchase air super-class units while Rudankort's DOES NOT. How did you "correct" for these behavioral differences ? Did you grant PGF's AI side additional air super-class units at the start of each scenario ?
Nope, it was a straight-up DOS -> PGF conversion. If that is a balance problem I will consider correcting it in a future update.
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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-26 21:55, Monday

New version out, minor bug fixes. Please, somebody test the new plane sounds in PGF for me, I hex-edited the e-file, so it should work, but who knows? (Use Washington scene to find all of the jets)

- Tunisia: French cities now correctly have Vichy flag, not Free French flag
- Italian and Hungarian flag palette corrected (DOS only?)
- Me 262 A-2a, Ar 234 B-2, Meteor F.3, P-80A Shooting Star now have jet sounds (PGF only)
- Ju 87 D-1 now has prop sound (PGF only)
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Re: [DEV] Luftwaffe General

Post by Radoye » 2022-12-26 23:49, Monday

JediKnight007 wrote:
2022-12-26 21:55, Monday
Please, somebody test the new plane sounds in PGF for me, I hex-edited the e-file, so it should work, but who knows?
What??? Why??? :huh

The PGF efile is a tab delimited file, best edited with a spreadheet editor (MS Excel, or if you're like me and prefer an open source free of charge solution OpenOffice Calc) but any old plain text editor (Notepad etc) would do just fine in a hurry. Hex editor is a total overkill and an unnecessary complication here.

To get the jet sound you need to set the value in the "Jet" (or AF, if you're using a spredsheet editor) column to 1. Likewise, if you want to have a prop engine sound, make sure it is set to 0. This affects all "air" classes - FTR, TB, LB and ATP and none of the others.


(By the way, downloaded 1.01 for PGF - jet sound issue remains, Me262 sounds like a prop and Ju87D-1 like a jet... :dunno )

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-27 20:37, Tuesday

Radoye wrote:
2022-12-26 23:49, Monday
JediKnight007 wrote:
2022-12-26 21:55, Monday
Please, somebody test the new plane sounds in PGF for me, I hex-edited the e-file, so it should work, but who knows?
What??? Why??? :huh
Because when you only have DOSBox as a "computer" your options are limited. I can't always get the tablet at work to do non-work stuff.

EDIT - sorry, I didn't mean that to come off as complaining. I just edited the file with Jota Text Editor (Android), I changed every plane except for the Meteor, it was already set to Jet. Did that plane work? If it did, then the hex-editing worked, I must have uploaded the wrong file. Updating LuftGen very soon...

EDIT 2 - done. I was going to treat myself to a PC this Christmas, but then a pipe burst under my house. Gonna have to build up my cash reserves again.
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Re: [DEV] Luftwaffe General

Post by Radoye » 2022-12-28 03:23, Wednesday

:dunno Never tried it with DosBox but i know there used to be text editors that worked under MS-DOS. But i guess under the circumstances hex editor gets the job done too.

I checked and now all jets seem to have the right sounds. And yes, Meteor was OK already in the first upload. :yes

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[DEV] Legacy Text Editors Can't Do the Job

Post by HexCode » 2022-12-29 15:34, Thursday

Radoye wrote:
2022-12-28 03:23, Wednesday
... i know there used to be text editors that worked under MS-DOS.
Such editors don't "understand" PGF's external file text format; unfortunately ! :( Ditto for Win 3.1 / Win' 95 / Win' 98 era ones.

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2022-12-30 20:55, Friday

New version out, only a very small improvement...

- added CASUALTY, NEWSTUFF, TACMAP, and STRATMAP from Pepa Drobny's CORRECT archive (only TACMAP is for PGF, the rest are DOS-only)
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Re: [DEV] Luftwaffe General

Post by Radoye » 2023-01-02 03:16, Monday

Just wondering - have you considered to include Luftwaffe ground units as well? I mean non-paratroop infantry and armored units?

https://en.wikipedia.org/wiki/Luftwaffe_Field_Divisions
https://en.wikipedia.org/wiki/1st_Falls ... %C3%B6ring
https://en.wikipedia.org/wiki/Fallschir ... %C3%B6ring

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2023-01-02 20:29, Monday

Radoye wrote:
2023-01-02 03:16, Monday
Just wondering - have you considered to include Luftwaffe ground units as well? I mean non-paratroop infantry and armored units?

https://en.wikipedia.org/wiki/Luftwaffe_Field_Divisions
https://en.wikipedia.org/wiki/1st_Falls ... %C3%B6ring
https://en.wikipedia.org/wiki/Fallschir ... %C3%B6ring
I considered that, but since DOS has a limited number of equipment and NUPL slots I decided against it. From what limited research I did the Luftwaffe generally used inferior equipment compared to their Heer/Waffen-SS counterparts.
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Re: [DEV] Luftwaffe General

Post by Radoye » 2023-01-02 21:37, Monday

JediKnight007 wrote:
2023-01-02 20:29, Monday
I considered that, but since DOS has a limited number of equipment and NUPL slots I decided against it.
Yes, that makes perfect sense in the context of PG(DOS). :yes

But if you ever decide to expand the PGF version...
JediKnight007 wrote:
2023-01-02 20:29, Monday
From what limited research I did the Luftwaffe generally used inferior equipment compared to their Heer/Waffen-SS counterparts.
Indeed, yes. Ditto in most cases with Waffen-SS (beyond a handful of true elite units most SS was quite crappy both in the sense of training as well as equipment - worn-out hand-me-downs from Wehrmacht and outdated captured stuff that Wehrmacht refused to use) which is the reason i created my SS campaign for PGF. It is interesting to see how a player gets about building their core with quite limited purchasing choices available. :deal

If you ever go for a PGF-only expansion, a logical starting point would be Spain with Legion Condor. Feel free to look at the 1936 sub-campaign from my World at War mod and reuse anything you may find useful in there, if you wish to do so! :)

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Re: [DEV] Luftwaffe General

Post by JediKnight007 » 2023-01-03 20:16, Tuesday

New version available, just some minor fixes.

- Me 262 A-2a fighter/bomber now has jet sound (DOS)
thanks to Pepa Drobny for providing the custom A_049_9.SHP
- German-made planes names changed from (example) Ju 87 D-1 to correct Ju 87D-1
- updated unit_list.txt and credits.txt
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