128 Campaign breakthru - Fixed in eFalcon v1.09 !

Terrain / Theater editing

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Snake Man
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128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by Snake Man »

Finally the 128 segment theater's campaign engine is fixed!

This fix will appear in the eFalcon v1.09

This is what I just received from Julian Onions a guy that get things done in Falcon engine. He explains what was the problem in code considering the 128 segment campaigns.
quote:
There were about 2 parts to the
problem.

1) 2 instances of a hardcoded 1024, that I had been suspicious of for a
while, but they never seeme to affect anything, so I'd left them til
now, but put an assertion next to them so I got notified if it went out
of range. Well it went out of range on that latest campaign you sent
me, so I used the map size instead. I think this only affects unit display on
the planning map though.

2) The big one, was the internal map it keeps of SAM activity. It uses this
to plan the ingress/egress routes for the missions. It works this out by
building a small scale map of the theater with SAM status on it.
It divides the regular map by 6 to get a low res SAM affected status
On regular maps, this is
516/6 * 512/6 = 7235 squares
It holds the sam map size in a short integer, 16 bits, signed.
Range of that is -32768 to 32768
On you map - this is
2048/6 * 2048/6 = 116394
which overflows the size, in fact it wraps around, so if considers the
sam map size to be negative.

Anyway - when planning the ingress route, because this is negative, it
can't access the sam map, and falls out of the sam avoidance routine
with a status, that basically says "Its too dangerous to attempt this
mission".

Therefore, it tries to allocate SEAD strikes against the supposed SAMs
first, before trying to attack the intended targets. Of course the SEAD
strikes that are then planned find their ingress routes are too
dangerous too, so its continually allocating and cancelling packages.

Julian.
Thank you Julian!

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Widowmaker
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by Widowmaker »

Great news Snakeman Image

lets get this baby roling......


Widowmake aka Metalhead Image Image
Widmak
Snake Man
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by Snake Man »

quote:Originally posted by Widowmaker:
Great news Snakeman Image

lets get this baby roling......
Thank you for supplying Julian with the small debug 128 theater.

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Death_119
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by Death_119 »

I'm so happy la la la la la (guys i'm singing). well finally we got your dream come true snakeman Image
codec
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by codec »

Thanks for the thanks Image
One more thing in 1.09...

The Theater.map can have some extra bytes put on the end of it. These are
4byte integer - flags (currently unused)
4bute float - base longitude of the theater.
4byte float - base latitude of the theater
For korea - these numbers are
119.1148778F; //119 degrees, 6 minutes, 53.56
33.775918333F; // 33 degrees, 45 minutes, 33.06 secs

As far as I know, you can add these to existing .map files, and everything but 1.09 will ignore them. In 1.09 if they are present it will use them.

Julian.
F4ut
T Bone
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by T Bone »

WOW, Codec, you never cease to amaze me! Image Image Image
Exec. Producer- F4ME: Iran Theater
Q/A Tiler/ Artist- PMC: ODS Theater
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Re: 128 Campaign breakthru - Fixed in eFalcon v1.09 !

Post by ccc »

so we can run air war/land war on 128 seg map? hmmm..the air/land operation runs at 4 times' scale..slow down 2D war?

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