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    Tank Server Mod

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    bupar
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    Tank Server Mod

    Post by bupar on Sun Feb 19, 2017 10:19 pm

    I have made a batch file to support the Tank Gunnery Range Mod with switching to different tanks to test out their guns.
    You can also use this to swap user tanks in other mods by drag-and-dropping files with .engscr extensions found in the mod script folders (located in Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\SCRIPTS)

    The Gunnery Range mod and installation instructions can be found at the Graviteam Forum: http://graviteam.com/forum/index.php?topic=529.0

    The files are packaged into a JSGME installation format to make this easy to install. If you wish to install manually, dig into the subfolder to find the files mentioned below.


    There are only two files:

    tankid.csv - holds the game tank names and id codes I found in the forums (incomplete as I am very new into tank sims and no way familiar with the number of playable tanks, their series and names for Steel Fury). Corrections are welcome.

    0_tankid_change.bat - windows batch file to switch user tank


    Both files have to be located at the base directory of Steel Fury to work with the default path coded to the Tank Gunnery Range Mod. Just double-click the .bat file and follow prompts to select country and tank series and then the tank model.

    If you use this for other mods, drap-and-drop the .engscr files on the .bat file. This will work as long as both files are in the same directory.

    If you encounter problems with write permission, make sure your Steel Fury installation directories are writable or install Steel Fury outside the C:\Program Files(x86) directory.

    Run or Restart Steel Fury and play.

    I am really very new at coding. So the code may not be efficient and may be buggy despite my best effort in testing it. Therefore, the original .engscr file will be backed up in its folder. It will be overwritten if you run the script more than once.

    Known issues: won't work if there are special characters in filename such as "!" mark. STA 3.1 compiles the GMPs and script file (.engscr) no longer available for mod to change player units.

    Hope it help other newbies like me!

    EDIT 2014-03-12:

    Expanded database and interface changes:
    Tank server mod v.01c(TSM)

    EDIT 2017-07-11:

    link updated


    Last edited by lockie on Tue Nov 07, 2017 7:00 pm; edited 7 times in total (Reason for editing : improvements and bug-fix)
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    Re: Tank Server Mod

    Post by lockie on Mon Feb 20, 2017 12:33 am

    Hi, bupar
    Welcome on the armor board!

    bupar wrote:I have made a batch file to support the Tank Gunnery Range Mod with switching to different tanks to test out their guns.
    Amazing! It works!



    I wish I had this prog 5 years ago! I remember there were two guys who wanted to make such prog with a simple method to pick any necessary unit without to start the Mission Editor. And now we have it! Finally 10 years later after initial game release!  bounce  dance  cheers2

    There are some notes.
    1. Units ID doesn't corresponds to the STA versions. It does this utility should be adjusted properly to each versions.
    2. I've replaced Russian on Soviet. It's correct, coz USSR had many nations and citizens were as a Soviet.
    3. There is CTD, if during "2nd level menu" press smth other, ie. letters instead digits.
    4. I think it's possible to create a data base of all current missions and of course GUI is more appreciated Smile
    5. What the language did u use? C++? it was a very tricky how did u manage to define the user's platoon!
    6. There should be option: Restore default line up/intel

    Overall - incredible work, which deserves a reward!
    Later I'll make a simple mod, which will enable a choice to pick up any tanks in the mission "Fire ground".

    PS
    To define the sides: data\k42\loc_rus\levels\LEVELS\SCRIPTS\ai_defs.engcfg
    #define SIDE_NEUTRAL 0
    #define SIDE_RUSSIAN 1
    #define SIDE_GERMAN 2
    #define SIDE_HUNGARIAN 3
    #define SIDE_RUMANIAN 4
    #define SIDE_ITALIAN 5
    #define SIDE_TARGET 6
    #define SIDE_BRITISH 8
    #define SIDE_AMERICAN 9
    #define SIDE_JAPAN 10


    Last edited by lockie on Mon Feb 20, 2017 9:08 am; edited 1 time in total
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    Re: Tank Server Mod

    Post by mechanic on Mon Feb 20, 2017 8:48 am

    Well done!
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    Re: Tank Server Mod

    Post by lockie on Mon Feb 20, 2017 9:52 am

    Here we're Smile
    I've re-adjusted the utility work for the mission "Firing ground", GMP1.47
    Also, I've made some fixes in the unit data base to adjust properly to the STA3.1 standards, though on ~90% it is compatible with all STA versions.
    If author don't mind I've named utility as TSM (Tank Server Mod).
    Install through JSGME.
    In common case install the last in line. Mod must be located after GMP1.47. (for STA1/2)



    Getting started.
    1. After installation open folder: ...\Steel Fury - Kharkov 1942
    2. Find file 0_tankid_change.bat and double click it
    3. Consequently make a choice three times
    4. Wait a minute until utility finish the work
    5. Start the game, select mission GMP1.47->Firing ground



    Last edited by lockie on Tue Feb 21, 2017 7:55 am; edited 1 time in total

    bupar
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    Re: Tank Server Mod

    Post by bupar on Mon Feb 20, 2017 7:27 pm

    @lockie,

    The program is a simple DOS command batch file so it can be run on any Windows machine and anyone can open and look at it and modify it if interested.

    A GUI interface is a bit over my head and I think people will be reluctant to run downloaded compiled codes without being able to look at it nowadays.

    I am working on refining the current batch file as in its current state, it gets confused when there are lines with hex numbers. I found a solution but still needs some testing.

    I hacked together another batch file and culled all the player tank ids from the 3 current installed GMPs. It is easy to deduce their country but I have no idea how to find their corresponding series and model names. May be you can point me in the right direction.

    The following is the output from scanning through all SCRIPTS folder with all the installed GMPS:
    Code:
    gbr_htank02  
    gbr_platoon_htank01c  
    gbr_platoon_ltank01c  
    gbr_platoon_ltank02c  
    gbr_platoon_mtank03c  
    gbr_platoon_mtank05b  
    gbr_platoon_mtank09f  
    rkka_hacar1  
    rkka_hspg1  
    rkka_htank20  
    rkka_htank35a  
    rkka_htann1  
    rkka_htann2  
    rkka_htant1  
    rkka_kv1b1  
    rkka_kv85  
    rkka_lacar1  
    rkka_ltank4  
    rkka_mbat1  
    rkka_mspg3  
    rkka_mspg6  
    rkka_mtank1  
    rkka_mtank2  
    rkka_mtank4  
    rkka_mtann06  
    rkka_mtann1  
    rkka_mtann2  
    rkka_mtann3  
    rkka_mtann30  
    rkka_mtann41rka  
    rkka_mtann9  
    rkka_platoon_ba10  
    rkka_platoon_f32tank04  
    rkka_platoon_hspg2  
    rkka_platoon_hspg3  
    rkka_platoon_htang1  
    rkka_platoon_htang10e  
    rkka_platoon_htang3  
    rkka_platoon_htang6a  
    rkka_platoon_htank1  
    rkka_platoon_htank3  
    rkka_platoon_htank4  
    rkka_platoon_htank5  
    rkka_platoon_htank7  
    rkka_platoon_htank8  
    rkka_platoon_htank9  
    rkka_platoon_htann06a  
    rkka_platoon_htann06f  
    rkka_platoon_htann1  
    rkka_platoon_htann2  
    rkka_platoon_htann3  
    rkka_platoon_htann5  
    rkka_platoon_htann6  
    rkka_platoon_htant2  
    rkka_platoon_htant5  
    rkka_platoon_lacar1  
    rkka_platoon_ltank01a  
    rkka_platoon_ltank1  
    rkka_platoon_ltank11  
    rkka_platoon_ltank22  
    rkka_platoon_ltank23  
    rkka_platoon_ltank24  
    rkka_platoon_ltank4  
    rkka_platoon_ltank5  
    rkka_platoon_ltank6  
    rkka_platoon_ltank7  
    rkka_platoon_ltank8  
    rkka_platoon_ltank9  
    rkka_platoon_ltant2  
    rkka_platoon_ltnk1  
    rkka_platoon_mspg1  
    rkka_platoon_mspg4  
    rkka_platoon_mspg5  
    rkka_platoon_mspg6b  
    rkka_platoon_mspg6c  
    rkka_platoon_mtank1  
    rkka_platoon_mtank2  
    rkka_platoon_mtank3  
    rkka_platoon_mtann06b  
    rkka_platoon_mtann1  
    rkka_platoon_mtann2  
    rkka_platoon_mtann3  
    rkka_platoon_mtann30b  
    rkka_platoon_mtann4  
    rkka_platoon_mtann42busa  
    rkka_platoon_mtann43b  
    rkka_platoon_mtann5  
    rkka_platoon_mtann6  
    rkka_platoon_mtann7  
    rkka_platoon_nrspg1  
    rkka_platoon_pspg3  
    rkka_platoon_ptank1  
    rkka_platoon_radztank1  
    rkka_platoon_t3457b  
    rkka_platoon_t35a  
    rkka_squad_mot  
    usa_mapc01  
    usa_mtank01a  
    usa_mtank06a  
    usa_mtank06f  
    usa_platoon_fury02  
    usa_platoon_fury03  
    usa_platoon_mapc3d  
    usa_platoon_mtank01c  
    usa_platoon_mtank02f  
    usa_platoon_mtank03e  
    usa_umspg01  
    wer_bmwmg1  
    wer_hacar1  
    wer_hapc1  
    wer_hspg1  
    wer_hspn1  
    wer_hspn3  
    wer_htank1  
    wer_htank2  
    wer_htank3  
    wer_htank5  
    wer_htank60  
    wer_htann1  
    wer_htann6  
    wer_lspg1  
    wer_lspg5  
    wer_ltann14  
    wer_mapc2  
    wer_mapc4  
    wer_mspg1  
    wer_mspn1  
    wer_mspn5  
    wer_mspn7  
    wer_mtank2  
    wer_mtank3  
    wer_pantherg  
    wer_pantherg_ga  
    wer_platoon_0lspg6  
    wer_platoon_7htann16a  
    wer_platoon_AA  
    wer_platoon_bmw_mg2  
    wer_platoon_gren2  
    wer_platoon_hapc5a  
    wer_platoon_hapc5f  
    wer_platoon_hspg1  
    wer_platoon_hspg2  
    wer_platoon_hspn4  
    wer_platoon_hspn5b  
    wer_platoon_htank11b  
    wer_platoon_htank11e  
    wer_platoon_htank24  
    wer_platoon_htank3  
    wer_platoon_htank4  
    wer_platoon_htank56a  
    wer_platoon_htank58  
    wer_platoon_htank5a  
    wer_platoon_htank60a  
    wer_platoon_htank8b  
    wer_platoon_htank9  
    wer_platoon_htankwer43_02  
    wer_platoon_htann13  
    wer_platoon_htann13b  
    wer_platoon_htann16b  
    wer_platoon_htann17  
    wer_platoon_htann17a  
    wer_platoon_htann3  
    wer_platoon_htann4  
    wer_platoon_htann7  
    wer_platoon_ktank1  
    wer_platoon_lspg1  
    wer_platoon_ltank1  
    wer_platoon_ltann11e  
    wer_platoon_ltann14b  
    wer_platoon_ltann14d  
    wer_platoon_ltann1b  
    wer_platoon_ltann2  
    wer_platoon_ltann4  
    wer_platoon_ltann8  
    wer_platoon_mspg1  
    wer_platoon_mspn1  
    wer_platoon_mspn10  
    wer_platoon_mspn21  
    wer_platoon_mspn2a  
    wer_platoon_mspn3  
    wer_platoon_mspn4  
    wer_platoon_mspn5  
    wer_platoon_mspn9  
    wer_platoon_mtank4  
    wer_platoon_mtank5  
    wer_platoon_mtankcz1  
    wer_platoon_mtanklg2  
    wer_platoon_mtann11b  
    wer_platoon_mtann11c  
    wer_platoon_pspg1  
    wer_platoon_scout_232  
    wer_pz6l  
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    Re: Tank Server Mod

    Post by Admin on Mon Feb 20, 2017 9:16 pm

    For the significant contribution into SF development bupar awarded with a special rank "Excellence Award" with one oak leaf in a gold frame!
    Vivat!
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    Re: Tank Server Mod

    Post by lockie on Mon Feb 20, 2017 9:48 pm

    Bupar, congrats with a forum award!  happy
    Keep on good work!

    bupar wrote:The program is a simple DOS command batch file
    Thanks for replay! DOS commands will be valid foreva !  happy

    A GUI interface is a bit over my head and I think people will be reluctant to run downloaded compiled codes without being able to look at it nowadays.
    According to my exp, ppl prefer a comfort and don't care which way it was provided Smile
    Anyway, DOS window is a good choice for those who don't want to use ME.
    GUI it is a long way to the top of the future.

    I am working on refining the current batch file as in its current state, it gets confused when there are lines with hex numbers. I found a solution but still needs some testing.
    All scripts contains a HEX values. It's a feature of the mission creating. It's a very complicated for the freshman, but provides more variables in the scripts.
    In common case, HEX values are colors of the highlighted markers, symbols on the map, triggers content.

    I hacked together another batch file and culled all the player tank ids from the 3 current installed GMPs. It is easy to deduce their country but I have no idea how to find their corresponding series and model names. May be you can point me in the right direction.
    Of course, I can!  salute
    The names of the text identificators are located in the folder:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\text
    1. all new units in the STA_units.text
    2. default in the loc_kit.text
    3. missions names: GMP_1.47.text, GMP_2.37.text, GMP_3.32.text, GMP_4.00.text, Users_missions.text, mis_text
    Some of them has a personal file name, like barbaross_orel.text
    It is a data base of the unit names. The text identificators itself are located in the file:
    Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\common\common_units.engcfg
    block editor()
    Ie
    //M5A1 editor USA
    usa_ltank01a,txt_med_ltank01a_usa,%SIDE_AMERICAN%,txt_med_gr_ltanks_usa,0,1,AA,0x1f,tankl,;

    I think first prog reads already prepared output data for the units, then reads common_unts to get text ID, then reads text data.

    There is one a very important detail. If u want replace ONE user's tank on three ones, the next string should be replaced also AA on AAA
    where AAA it is
    A - first platoon
    A - first tank
    A - Commander
    details:

    Here's how it should work:
    A tank platoon, for example a Panzer III platoon, is defined this way in the 'common_units.engcfg' file:
    wer_platoon_mtank1,0,1,wer_mtank,3,,,,,,,,;

    This consists of 3 "wer_mtank" sub-groups, which are labelled A, B and C.
    Each sub-group has one vehicle, the Panzer III, and they're labeled as AA, BA and CA respectively.

    An infantry platoon (for example a platoon of grenadiers) is defined this way in the ''common_units.engcfg' file:

    wer_platoon_gren1,0,1,wer_com_gren,1,wer_squad_gren1,3,,,,,,;

    The entire platoon is a "subgroup" labeled A.
    The vehicles / squads are labeled as AA, AB, AC and AD respectively.

    A mixed platoon ( for example 3 Panzer III & Grenadier Platoon) is a combination of the above:

    wer_platoon_mtank2,0,1,wer_mtank,3,wer_platoon_gren1,1,,,,,,;
    There are 4 subgroups ( 3 'wer_mtank' and 1 'wer_platoon_gren1' ) which are designated as A, B, C and D.

    The various vehicles are designated:

    AA (1st Panzer III)
    BA (2nd Panzer III)
    CA (3rd Panzer III)
    DA (Sk251/10 & Command squad)
    DB (Sk251/1 & 1st Squad)
    DC (Sk251/1 & 2nd Squad)
    DD (Sk251/1 & 3rd Squad)

    The sequence (ABCD) depends on how it's listed in the "common_units.engcfg" entry.
    For instance, playing around with the Mixed Platoon example:
    wer_platoon_mtank2,0,1,wer_mtank,1,wer_platoon_gren1,1,wer_mtank,2,,,;
    The vehicles would be 'numbered' in this sequence:

    AA (1st Panzer III)
    BA (Sk251/10 & Command squad)
    BB (Sk251/1 & 1st Squad)
    BC (Sk251/1 & 2nd Squad)
    BD (Sk251/1 & 3rd Squad)
    CA (2nd Panzer III)
    DA (3rd Panzer III)

    The following is the output from scanning through all SCRIPTS folder with all the installed GMPS:
    That's a very long work to compile ALL units together!

    I've one issue, would be pleased if u replay. Plz, check out PM.


    Last edited by lockie on Wed Feb 22, 2017 8:08 pm; edited 1 time in total

    bupar
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    Re: Tank Server Mod

    Post by bupar on Tue Feb 21, 2017 6:30 am

    @Admin, I am truly honoured. Embarassed  Embarassed  Embarassed

    @lockie,

    Thank you so much for the comments.

    I've done some debugging for problem you've noted and made some minor improvements. A revised version of the batch file incorporating those changes are now available for download in the link at the end of the first post in your JSGME package with your revised database.

    The program cannot handle files with special characters, such as !, in the filename. I have not found a way around that. Limitations with DOS batch files.

    The info you gave will take some time for me to digest as I have not even play around with the mission editor yet and knows little about where info are spread around the different files. I'd only focused on swapping tanks for gunnery training as I am just getting started on the sim. I suspect the info you've provided will entice me to hack more than play. Very Happy Very Happy  Certainly I will be exploring more once I get a little bit more familiar with it.
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    Re: Tank Server Mod

    Post by will73 on Tue Feb 21, 2017 8:11 pm

    Bupar.
    Thank you very much for the great utility!
    My congrats with a new rank!  Very Happy
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    Re: Tank Server Mod

    Post by woofiedog on Tue Feb 21, 2017 8:26 pm

    bupar... Thanks for this excellent utility and all of the hard work involved that went into making it possible.

    Also congratulations for your well deserved award. salute

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    Re: Tank Server Mod

    Post by bupar on Tue Feb 21, 2017 10:55 pm

    Thanks! Especially appreciated coming from old hands. Glad to be able to contribute, all be it very small compared to the time and work you all have put into this forum and the mods.

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    Re: Tank Server Mod

    Post by bupar on Mon Mar 13, 2017 12:20 am

    New version uploaded.

    Interface improvements and expanded player units database.

    Still only supports single player tank insertion. No multiple tanks or infantry included in database.

    Added Japanese Community Pack tank units but only playable with the JCM mod installed.

    There are units specific to STA versions. If you insert an incompatible unit into a mission, SF will crash while loading the mission. Just re-run the batch file and switch to another unit and restart SF.

    STA 3.1 seems to have GMPs pre-compiled and SCRIPT folder now relatively empty. I have not found a way for switching in these pre-compiled missions, including "Firing ground" for which the batch file defaults to when double-clicked. You can still drag and drop .engscr files to make changes but it is harder to tell which mission the files belong to anymore as there are some left over scripts, e.g. in cm_teach, that seems to have been deactivated.
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    Re: Tank Server Mod

    Post by lockie on Mon Mar 13, 2017 8:50 am

    bupar wrote:
    STA 3.1 seems to have GMPs pre-compiled and SCRIPT folder now relatively empty. I have not found a way for switching in these pre-compiled missions, including "Firing ground" for which the batch file defaults to when double-clicked.
    Yes, mostly all files of the STA3.1 were archived, coz it should had provided the stability and faster work. But at the point of modern CPU it doesn't make a big diff.
    I'll open all missions in the next update, thus the accessing will be provided and TSM will operate as it expected.

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    Re: Tank Server Mod

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