Author Topic: Things I've learned writing missions for various versions of Aces High  (Read 13897 times)

Offline bbosen

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I've written a sophisticated offline mission that works with 3 different versions of Aces High. Details here:

http://techvideoreview.com/FlightSimMovies/AcesHigh/Ah2Missions/PacMix01/Ah2PacMixMissionFullPage.htm

This has been an interesting exercise, and I've learned several things that will be important to any mission developer wishing to support old and new versions of Aces High. In no particular order, here are the items I can think of right now (I'll probably add more later as I think of or discover them):

1- All 3 versions of Aces High that I use are truly different from one another in their support for offline missions. Each seems to have its own unique timing conventions for launching a mission; the identical mission source code will yield timing differences of 30 seconds plus or minus by the time the opposing groups can launch and merge into a battle.

2- The battle tactics used by the computer-generated bot aircraft vary WIDELY between versions of Aces High. Some versions fly brilliant bot combat, while others fly stupidly, with many crashes into trees and hills, etc.

3- Because of the timing differences mentioned in "1-" above, it is necessary to custom-tweak any sound files associated with any mission segments so that they play during the associated action. I haven't been able to write just a single version of my mission code that invokes all of the sound effects optimally for the 3 versions. Each must be custom-tweaked, and it takes a lot of time to do so.

4- The Mission Editor seems to "hard-code" the references to resource file locations, which can create a problem when different people install multiple versions of Aces High in different, custom filesystem locations. My first attempts to write this mission caused pain for a lot of people because their Aces High 2.12.4 or Aces High 2.13.1 or Aces High 2.20.3 installations were all located in different filesystem locations from mine, and the mission editor had all of the associated references resolved to my arrangement. Others couldn't see the briefing images or hear the custom sound files.

5- I have learned to work around problem 4- (above) with a standardized, hard-coded file reference system that stores all of the optional files at c:\Hitech Creations\Aces High\misstemp\[MissionName]

where [MissionName] is "PacMix01" for this mission, but will be replaced with a different folder for other missions. At the time of this writing, this method has been implemented only for the AH2.12.4 version of the mission as described on my mission page [see above for the link]. Within the next few days I'll update the published installation instructions for AH2.13.1 to correspond. I like this solution because that path will always be present (up to the "misstemp" component) on any system that has installed recent versions of Aces High according to current prevailing methods.

6- I have found an easy and clever way to allow players to customize the sound files that play during each segment of each mission: At the beginning of EVERY mission segment, I've found it helpful to ALWAYS code a reference to a sound file that will always play if present, and I've standardized on simple, intuitive filenames for those segments. For example, in a Bishops mission at waypoint 1, the file is named "bwp01.wav", and at waypoint 2, it's "bwp02.wav", etc. Similarly, for a Knights mission at waypoint 12, the file name is "kwp12.wav". These files are optional, and if they aren't present, the mission just goes along without them. But if any (or all) of those files are present, the corresponding sound file accompanies the action. I've found that these files can be fairly long; I've had success with a couple that are several minutes each, and they can even overlap for simultaneous play, giving players a lot of flexibility and power to create their own sound effects, radio banter, narrations, foreign language support, etc. Any player that can create an 8-bit monophonic PCM wav file sampled at 8Khz can easily enhance a mission without even learning the mission editor. This is documented in the "PacMix01 for AH 2.12.4" link on my mission page.

7- For each different version of Aces High, it's necessary to use the corresponding version of the Mission Editor. This can be confusing, because early versions of the Mission Editor used a different numbering scheme and it is no longer obvious which version of the Mission Editor originally came out with which version of Aces High. If you get this wrong, you can expect various kinds of confusing problems as each mission is played. In particular, I've found that some plane choices will cause Aces High to hang or crash. This can make it very very difficult to edit old missions in a sensible and productive fashion.

8- The current version of Aces High (2.20.3) expects only a ".res" file as the basis for a mission. When the mission is launched, It then automagically disassembles that .res file back into its source code and component parts, storing those parts in its "misstemp" folder. The arrangement is fairly tidy, and an attempt has been made to make it self-documenting. Kudos. However, these disassembled source code files aren't fully compatible with older versions of Aces High, and sometimes cause crashes with them. They can also crash the old mission editors, so there is no easy solution.

9- In my opinion, all of these complications make it forever impractical to get good use from many of the old missions. There is just no easy solution for anybody wanting to use old missions with newer versions of Aces High, and any mission developer wishing to serve the community by converting the large existing body of old missions for use with newer versions is going to be facing a tedious, difficult challenge that will probably prove ultimately futile when the next version comes out!

10- The existing "Offline Missions List on AHwiki" is so plagued by all of these problems that it can probably never be fixed. Ugh....

11- Every version of Aces High suffers from problems supporting offline missions. Each has different problems. I've had best luck overall with Aces High II version 2.12.4. It isn't perfect, but I like it the best overall.

12- I think I'll write some more missions. When I do, I'll write them first for version 2.12.4. When I add optional support files for mission briefings and mission audio, I'll be writing it for version 2.12.4. I may also compile the missions for other versions, but I don't think I'll even try to coordinate the optional files for them. Once through this tedium is enough. For me, until I see much greater stability, uniformity, and predictability with some future version, I'm sticking with 2.12.4. My website will be updated to inculcate this view soon.

I HOPE some future version will fundamentally change this situation. Until then....



-Peabody-

« Last Edit: March 09, 2011, 03:04:37 PM by Skuzzy »

Offline Stalwart

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Re: Things I've learned
« Reply #1 on: September 01, 2010, 02:12:33 PM »

9- In my opinion, all of these complications make it forever impractical to get good use from many of the old missions. There is just no easy solution for anybody wanting to use old missions with newer versions of Aces High, and any mission developer wishing to serve the community by converting the large existing body of old missions for use with newer versions is going to be facing a tedious, difficult challenge that will probably prove ultimately futile when the next version comes out!


Ba-da-bing!~   I'm anxious to return to mission designing and building, but I tire of it before even starting just from thinking about this issue.

Offline bbosen

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Re:Learned by writing missions for 3 different versions of Aces High
« Reply #2 on: September 01, 2010, 06:55:41 PM »
And another observation:

13: Warp segments no longer work. I'm not thinking about them anymore. I'm concentrating on what DOES work. The implication: no more historic missions. Really can't be done anymore. Instead, the missions we CAN still write look and feel more like the online experience. The hope: this can recruit more people into subscriptions. Hope so!

-Peabody-

Offline bbosen

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Re: Learned by writing missions for 3 different versions of Aces High
« Reply #3 on: September 02, 2010, 05:31:44 AM »


5- I have learned to work around problem 4- (above) with a standardized, hard-coded file reference system that stores all of the optional files at c:\Hitech Creations\Aces High\misstemp\[MissionName]

where [MissionName] is "PacMix01" for this mission, but will be replaced with a different folder for other missions. At the time of this writing, this method has been implemented only for the AH2.12.4 version of the mission as described on my mission page [see above for the link]. Within the next few days I'll update the published installation instructions for AH2.13.1 to correspond. I like this solution because that path will always be present (up to the "misstemp" component) on any system that has installed recent versions of Aces High according to current prevailing methods.


Done. See here:


http://techvideoreview.com/FlightSimMovies/AcesHigh/Ah2Missions/PacMix01/Ah2PacMixMissionFullPage.htm


Regards,

-Peabody-

Offline bbosen

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Now I can comment on writing missions for a FOURTH different version of Aces High.

Version 2.21, published in mid-September 2010, fixes the problem with warps that has plagued the offline mission community. Many old missions that contained warps started working again, more-or-less.

I say "more or less", because missions flown with version 2.21 differ with respect to take-off timing, require spawn point adjustments, and mission map/plan interpretation differences. Events occur at different times (plus or minus 1 or 2 minutes). Mission plan track interpretations vary by as much as 5 or 6 miles. Bombing targets must be re-specified. Computer-generated drone aircraft fly combat differently, and seem to be less aggressive and less effective than in prior versions (like my favorite 2.12.4). For example, enemy bots crash into the ground a lot when engaged down low.

In short, sophisticated missions require serious, tedious, time-consuming re-writing.

Simple missions probably won't require all of this work, but they won't fly as the original author intended, either.

My 2 cents.


Offline Stalwart

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re:Things I've learned
« Reply #5 on: October 01, 2010, 10:01:12 AM »
About a year ago I did a whole lot of tweaking and testing using warps and roll delay.  My conclusions were that roll delay timings and warps did not produce intuit results.  Maybe it's time to go revisit the issue and see how things work with the new version.

Offline bbosen

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I think you'll find (as I did) that takeoff timings are significantly changed, which will change the timing of all subsequent events. Also, mission path interpretations are now far more liberal; planes routinely wander several miles off course and tend to fly much lower than the planned mission parameters. It's as if the new logic interprets the mission waypoints as "suggestions", and altitudes as "ceilings", authorizing each bot plane to use a lot of individual discretion as the mission unfolds. If you have time-critical events like radio banter, you'll need to spend quite a bit of your energy fixing everything up.

Regards,

Offline Stalwart

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Re: Things I've learned
« Reply #7 on: December 24, 2010, 11:36:22 PM »
7- For each different version of Aces High, it's necessary to use the corresponding version of the Mission Editor. This can be confusing, because early versions of the Mission Editor used a different numbering scheme and it is no longer obvious which version of the Mission Editor originally came out with which version of Aces High.

I've installed version 2.12.4 on mine and my son's machine to play LAN games and offline missions at home.

bbosen, You still develop missions for this version, right?  
Which is the correct mission editor for game version 2.12.4?

Offline bbosen

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Yes, I still develop missions for AH2124. This topic is discussed further here:

http://askmisterwizard.com/phpBB/viewtopic.php?f=11&t=12280#p12604

Offline bbosen

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Update as of Jan2011:

In January of 2011, version 2.22 of Aces High was released, and a new Mission Editor followed shortly thereafter. I've tested both with complete success. The new editor is able to edit the prior version of all of my offline missions. It was easy to use it to access the new Mitsubishi "Betty" G4m bomber for use in my version of Soda's "Yamamoto" mission for an appropriate update. No changes were necessary this time with regard to takeoff timings, etc. I am very pleased with this version.

Offline bbosen

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Things I've learned by writing missions for 3 different versions of Aces High
« Reply #10 on: January 15, 2011, 11:13:04 AM »
Update as of Jan2011:

In January of 2011, version 2.22 of Aces High was released, and a new Mission Editor followed shortly thereafter. I've tested both with complete success. The new editor is able to edit the prior version of all of my offline missions. It was easy to use it to access the new Mitsubishi "Betty" G4m bomber for use in my version of Soda's "Yamamoto" mission for an appropriate update. No changes were necessary this time with regard to takeoff timings, etc. I am very pleased with this version.

However, it still won't replace my favorite old version 2.12.4, because the "bot" aircraft don't fly with as much intelligence, and route interpretation continues to be "loose". I'm continuing with 2.12.4 as my primary platform, and all of my missions are optimized for that version. If a mission is particularly simple, I MAY include a version tweaked for newer Aces High releases, but I'm making no promises.

Offline bbosen

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Things I've learned by writing missions for 3 different versions of Aces High
« Reply #11 on: February 21, 2011, 01:54:23 PM »
Update as of late Feb2011:

I've been working on a divebombing mission versus a moving carrier task group. This has been an interesting challenge, because I can't see any way to make the Mission Editor aware of the route to be taken by the ships. Furthermore, the operator of an offline Aces High environment can move those ships around and change their assigned routes.

The only solution I've found has been to "hard-code" the bomb drop for a specific geographic location on the map and a specific time after the mission commences, on the assumpution that the target ship will be beneath that spot at that time. This assumption imposes several further requirements and restrictions as follows:

1- Since the ships commence movement immediately after entry into an offline arena, I must assume that the mission will ALWAYS be started at the exact same moment after arena entry. The only practical assumption here is to demand that mission operators must commence the mission just as quickly as they possibly can, which tends to synchronize everything within a few seconds (plus or minus the amount of time it takes to click the mouse a few times and for the computer to load and start the mission).

2- Ships must use the single, unchanged route that comes originally with the associated terrain. No ship route editing is permitted. Since ownership of ships is hard-coded in this situation, the side [Bishop or Knight] of opposing aircraft is implicit too.

3- I have to go through a lot of "trial and error" with the Mission Editor and with flight testing to get the timing and positioning correct.

4- (General Rule): When a mission includes any bombing activity, I always design and test the bombing route first, and get it timed, targetted, and working before adding any escorts or opposition. During the initial test and debug phase, I always assign this activity to the Bishops, even if the overall mission design won't end up that way. This is because it's easier to see and debug the Bishop's activity (this is a quirk of the way the Mission Editor works, and I haven't found any workaround that will permit me to see Knight activities as well as I can see Bishop activity). However, later on, it's frequently necessary to change the bombers to the Knights side, since I want them to be OPPOSED by the targetted naval task force, and if that [hardcoded] entity happens to be owned by the Bishops, then the bombers must be switched to Knight after the debug phase is completed.

5- Each different version of Aces High changes the timing details associated with takeoff, route interpretation, etc. too much to make this kind of mission "portable". It must be written and carefully tuned for a specific release of Aces High. For various reasons, I've standardized on version 2.12.4, so all of my sophisticated missions are written for that version. Once I've got a mission working in that environment, I sometimes try rebuilding it with the current (latest) version, and although the result is never optimum, sometimes it's still interesting or useful, or can be tweaked to usefulness with a reasonable effort. In those cases, I generally publish that newer version without any promise that it will continue to work the next time Aces High is updated.

6- When the mission is flown, the role taken by the single offline operator significantly affects the bomb drop and the liklihood that the moving naval target will be hit by the falling bombs. I've found that when I am flying with the bombers, they generally hit the target. However, if I fly in any opposing role, the bombers can be [easily] diverted enough to drop their bombs harmlessly off of the target.

All of this is now under test in my "Hanna at Scarpantos" mission. A preview of the current state can be seen here:

http://techvideoreview.com/FlightSimMovies/AcesHigh/Ah2Missions/HannaAtScarpantos/HannaAtScarpantosP1Full.htm

 :salute
« Last Edit: February 21, 2011, 02:05:50 PM by bbosen »

Offline bbosen

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4- (General Rule): When a mission includes any bombing activity, I always design and test the bombing route first, and get it timed, targetted, and working before adding any escorts or opposition. During the initial test and debug phase, I always assign this activity to the Bishops, even if the overall mission design won't end up that way. This is because it's easier to see and debug the Bishop's activity (this is a quirk of the way the Mission Editor works, and I haven't found any workaround that will permit me to see Knight activities as well as I can see Bishop activity). However, later on, it's frequently necessary to change the bombers to the Knights side, since I want them to be OPPOSED by the targetted naval task force, and if that [hardcoded] entity happens to be owned by the Bishops, then the bombers must be switched to Knight after the debug phase is completed.

It seems that others CAN get the Mission Editor to display Knight routes and additional flights. Evidently there are three buttons at the extreme lower-right-hand corner of the Mission Editor that I just can't see. I don't know why I can't see those 3 buttons, but others that CAN see them report that they are not restricted as I describe above.
 :salute

Offline -sudz-

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Re: Things I've learned
« Reply #13 on: March 09, 2011, 03:05:35 PM »
It seems that others CAN get the Mission Editor to display Knight routes and additional flights. Evidently there are three buttons at the extreme lower-right-hand corner of the Mission Editor that I just can't see. I don't know why I can't see those 3 buttons, but others that CAN see them report that they are not restricted as I describe above.
 :salute

The latest version of the ME will resize the main window so that these buttons are visible no matter what resolution you run your desktop at.  For previous ME versions ur hosed unless you can resize your desktop resolution to at least 1024 x 800.

- Sudz

Offline bbosen

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Re: Things I've learned writing missions for various versions of Aces High
« Reply #14 on: March 09, 2011, 03:21:25 PM »
Thanks Sudz! It's good to get confirmation of my suspicions that it was related to display resolution.
 :salute