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Dan Albert DanAlbert Google Mountain View, CA

android/ndk 1104

The Android Native Development Kit

DanAlbert/cryptrd 4

Encrypting RAM disk driver for Linux

DanAlbert/dynamic-cast-repro 3

Repro case for https://github.com/android-ndk/ndk/issues/533

DanAlbert/dcs_liberation 1

DCS World single-player liberation dynamic campaign.

DanAlbert/dnd-tools 1

Tools to track Dungeons and Dragons 3.5 statistics

DanAlbert/dotfiles 1

A template for structuring dotfiles (using Dotbot as an installer)

DanAlbert/.emacs.d 0

My emacs directory

DanAlbert/apollo 0

Apollo 2D Rendering Engine

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PR opened dcs-liberation/dcs_liberation

Set default support flight size to one.

Default flight size should now be one.

Was unsure whether to restrict support flight sizes to a maximum of one or not. I left the setMaximum(...) as it's current behavior.

+21 -2

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issue commentandroid/ndk

Why is "'auto' not allowed in function prototype", despite --std=gnu++2a|c++2a?

I tried to reproduce this and wasn't able to. Do you have an example?

test.cpp:

auto foo() { return 42; }
$ /x/android-ndk-r21e/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android21-clang++ test.cpp -S
$ /x/android-ndk-r21e/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android21-clang++ test.cpp -S -std=c++2a

The Clang compiler driver defaults to C++14, which added support for auto in function prototypes.

100xCoder

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PR opened dcs-liberation/dcs_liberation

fixed AttributeError for AircraftType capability

carrier_capable and lha_capable were throwing attribute errors. Maybe the problem sits in the aircrafttype.py as normaly it should (if i understand it correctly - sorry not so much time to analyze it into detail) init with False if it does not exists.

@DanAlbert

+8 -2

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issue openeddcs-liberation/dcs_liberation

Blank White [interactive] Screen on Startup?

Describe the bug When I first started Liberation 3.0, I received the "setup" dialog and it showed up fine, but the Liberation "form" loaded completely white, like there was an issue loading the form itself.

I thought this was an issue with the install possibly opening an old save, or something "frozen", but after removing every last trace of Liberation and re-extracting a fresh-downloaded copy, I experienced the same thing - only I finally noticed my mouse was able to "interact" with the objects on the form (the map, the save buttons, etc.), though nothing was being displayed other than a blank white screen.

To Reproduce Steps to reproduce the behavior:

  1. Fresh install of Liberation
  2. Launch liberation
  3. Big blank white screen, nothing weird shows in command prompt box

Expected behavior Not a big blank white screen - I need to be able to see the buttons and the map so I can purchase aircraft for the airports, save the game, launch the game, etc.

Additional information

I assume this is going to be some kind of .NET issue, so I'm working on making sure I have all of the latest updates and everything - is there something I'm missing though? I would note that I am remote from the computer (WAN connection) and have to either RDP (Windows Remote Desktop) or utilize GoToAssist to remotely access this computer. There could be something going on with the display driver there, but I don't really understand how this stuff is written so I can't speak to that. I'll try reinstalling.

Version information (please complete the following information):

  • DCS Liberation 3.0.0

created time in 5 hours

issue openeddcs-liberation/dcs_liberation

Around the Mountain campaign update request

@DillieKoe Please update this campaign when able or let us know in discord if you don't have the time, and we can find someone to help. This campaign is missing required items to make it a playable campaign. It needs Factories and Ammo depots added in as a minimum to be playable. If you were trying to design something specific a more in-depth description would help too. Look at the wiki if you have any questions on these items.

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issue openedandroid/ndk

Why is "'auto' not allowed in function prototype", despite --std=gnu++2a|c++2a?

I want to use my own math library, for which this feature is needed. This library can be compiled successfully with all the major compilers, and there's even instances running on people's webbrowsers that were able to be built with emscripten, which is clang++ for webassembly. In none of these environments does this problem occur. Then, since it's also seemingly just a clang++ for android in the NDK, but then what is different? Is the version older? This appears to be the only thing which is getting in the way of my application of this library to the Android platform. I don't feel much for downgrading my code legibility at thousands of places throughout the code. Please help me understand.

created time in 6 hours

issue openeddcs-liberation/dcs_liberation

Support Aircraft Missions Should Default to Single Aircraft

Is your feature request related to a problem? Please describe.

When scheduling a new mission, the dialog prepopulates with a default of 2 aircraft assigned to the mission.

Describe the solution you'd like

This default works for most missions. However, for support missions -- AWACS/AEW and refueling -- it would be nice if it defaulted to single.

Additional context

This is just a QOL enhancement and a low priority one at that, as it is easy enough to change. (Though also easy to overlook as well!)

(If the OPFOR AI frags two aircraft per support mission, however, then it's a bug and not just a QOL thing).

created time in 6 hours

Pull request review commentdcs-liberation/dcs_liberation

Appending the file name to the window title

 def __init__(self, game: Optional[Game]) -> None:                     logging.info("Loading last saved game : " + str(last_save_file))                     game = persistency.load_game(last_save_file)                     self.onGameGenerated(game)+                    self.updateWindowTitle(last_save_file)

ope, I've accidentally assumed last_save_file was the same type as file (below), looks like it's not a tuple, so should be self.updateWindowTitle((last_save_file, None) instead?

nosv1

comment created time in 7 hours

issue commentdcs-liberation/dcs_liberation

Additional skynet components

@DanAlbert
Red AEW&C are already added to skynet via the lua data luaData["AWACs"][awacs.callsign]. The operation.py iterates over airsupportgen.air_support.awacs and adds them. The AWAC Planes were added there because they have a flightplan of type AwacsFlightPlan. So every Plane which has one of these flightplans will be added to the AWACs array. They later will be added to the plugin directly by theyre unitName instead of this "byPrefix" function as the lua script iterates over the complete array and uses the unitName directy. Blue AWACS on the other hand are currently not added to this array.

This would lead to two options:

  1. Add Blue AWACs to this array as well and reuse the current implementation without chaning the unit Name of the AWACs flight
  2. Change the unit name of all generated AWACS flights (Red or Blue) and make the lua script easier so that it can use prefixes instead of iterating over the specially crafted array.

What do you think, how should we proceed?

DanAlbert

comment created time in 7 hours

PR opened dcs-liberation/dcs_liberation

Appending the file name to the window title

Updating the title to include the current save file name, separated by a '-' so DCS Liberation - v3.0.0 - {file_name}

couldn't decide whether or not to include the full path or just the file name, so it's just the file name atm without the .liberation extension

:eyes: kinda just a trialing the process of implementing a change. really kick-ass application yall got here, and wicked that it's open to the public for changes

This is Mo#9991 on discord

+13 -0

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issue commentdcs-liberation/dcs_liberation

Add cheat option to resurrect dead pilots

no, but with limited funds, losing 2-6 pilots in total (which can be quite normal in most of my scenarios) per turn can have the same effect in a short amount of rounds. AI does not like to play with high digit sams and IADS even though the latest loadout changes seemed to help alot with DEAD!

so i tried to look at the documentation, and it mentions a replenishment rate of 1 pilot per squadron (every turn i assume). however i did not find any info on how to change that value and the only way i see to get more pilots per turn, is to have more squadrons in total. so right now i got it packed up to 6 hornet squadrons, which should be more than enough to compensate the unneccesary losses. however, this could also be a problem. wouldn't it be better in terms of balancing, if this was a set value for all squadrons, comparable to income and you can alter it by a multiplier in the UI? in that case, the amount of pilots per turn can change over the course of the campaign, e.g. for every captured base. and maybe handle this like buying planes and ground units, which would help if i got a lot of squadron templates going on. i could choose how many pilots go to each squadron, instead of packing the first one full, which might be set to A2A only, leaving me with no A2G pilots. Deactivating each pilot by hand is kind of tedious atm. (would be great if i could select multiple pilots and change these all at once btw. )

the ability to have this value either static or scalable would be great and the ability to turn this feature off entirely would be a nice to have, even though i highly endorse the addition of dead pilots!^^

however, i still think, that just havin a button next to a dead pilot to get him back to life would be really neat, just for sakes of choosing who is gonna be able to fly with me next round.

dasrehzockt

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Add kneeboard data for new Syria Cyprus airfields. (#1277) * Add kneeboard data for new Syria Cyprus airfields.

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PR merged dcs-liberation/dcs_liberation

Add kneeboard data for new Syria Cyprus airfields.

I didn't see a spot for runway headings, so I'm assuming those are taken care of somewhere else.

Also not sure what is going on with Nicosia.

+89 -0

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SnappyComebacks

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issue commentdcs-liberation/dcs_liberation

Additional skynet components

@RndName btw if you're interested, we'd been holding off on adding the AEW&C aircraft to the list of skynet EWRs because they weren't available to red, but 3.0 fixed that. If you want even better coverage you could do something similar to your EWR fix for those. I think the key location is AircraftConflictGenerator.generate_planned_flight() (although the change should maybe be in NameGenerator.next_aircraft_name()?) You'd also want to edit the skynet plugin config so that it knows to use BLUE|AEWC| prefixed names or whatever.

I will have a look into it what could be possible to implement the missing parts :)

DanAlbert

comment created time in 8 hours

issue openeddcs-liberation/dcs_liberation

[Build 2011] CVN and LHA Inventory Won't Update Without Closing the Window

Describe the bug

Purchasing/selling aircraft on the carriers will not update any elements on the window. This includes the total inventory, number of aircraft purchased, and the "+" and "-" buttons do not actuate at all when clicked.

Closing and re-opening the windows will show the updated totals. This behavior does not exist for land bases.

To Reproduce Steps to reproduce the behavior:

  1. generate any campaign with carriers on this build
  2. On turn 0, attempt to purchase aircraft on the carriers
  3. observe reported bug

Expected behavior Inventory should be updated without cycling the window.

Save attached below: Build 2011 Carrier UI bug.zip

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issue openeddcs-liberation/dcs_liberation

Add cheat option to resurrect dead pilots

since the DCS AI can lead to massive losses, even though you got a very strong advantage in every aspect, can be very frustrating. No matter what i do, after a round i ALWAYS have losses on my own side, that should not have happened. until 3.0 you could just cheat money to cover the losses, wait 1 round and bam. there you go as if nothing has ever happened. however, if a pilot is dead now, he is dead. if a squadron got killed, it's gone and while that works pretty much as intended, as long as AI flights are this unpredictable, it would be very nice to have the option to just revive dead pilots, maybe after checking a box in the cheat options.

created time in 10 hours

PR opened dcs-liberation/dcs_liberation

Fix purchase groups

The new class PurchaseGroup coming in with commit 9bb986cff9c9865c5687ac4fc170316a8a035a75 was not initiallized correctly.

This causes the bug that the update function is not working when you for example open the AircraftRecruitmentMenu press "+" or "-", close the dialog and then open ArmorRecruitmentMenu. If you then want to buy or sell the update function will raise an error "Internal C++ Object Already Deleted".

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PR opened dcs-liberation/dcs_liberation

Allow deletion of multiple waypoints by selection

Updated the on_delete_waypoint handling to allow the deletion of multiple selected waypoints at the same time once the delete selected button is pressed #1221

+9 -4

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pull request commentdcs-liberation/dcs_liberation

Handling of multiple Buys and Sells with keyboard modifiers #1221

(just saw the WIP status here, sorry for jumping in too soon 😅)

No way, thanks for the comments! I just started digging into the code and youre comments were great here! Is it okay for you to make WIP Pull Requests at all? I am not aware of your way to work here in the project as i just startet looking up the code base and the issue list. So if could make it better i am really interested in it :)

I will also join the Discord

Thanks!

RndName

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Pull request review commentdcs-liberation/dcs_liberation

Handling of multiple Buys and Sells with keyboard modifiers #1221

 def add_purchase_row(     def update_available_budget(self) -> None:         GameUpdateSignal.get_instance().updateBudget(self.game_model.game) -    def buy(self, unit_type: UnitType) -> None:+    def recruitHandler(self, recruit_type: str, unit_type: UnitType) -> None:+        # Lookup if Keyboard Modifiers were pressed+        # Shift = 10 times+        # CTRL = 5 Times+        modifiers = QApplication.keyboardModifiers()+        if modifiers == Qt.ShiftModifier:+            amount = 10+        elif modifiers == Qt.ControlModifier:+            amount = 5+        else:+            amount = 1++        for i in range(amount):+            if recruit_type == "sell":

I was thinking about the enum as well but was unsure if this would be kind of overkill but i will use the enum so it can be extended in the future as well.

I changed the way the buy and sell were to handle the errors in the amount loops (like No space left and so on). Thats why i added the return value boolean there. If you have a better idea on how to refactor them i would be interested :)

RndName

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Pull request review commentdcs-liberation/dcs_liberation

Handling of multiple Buys and Sells with keyboard modifiers #1221

 def add_purchase_row(     def update_available_budget(self) -> None:         GameUpdateSignal.get_instance().updateBudget(self.game_model.game) -    def buy(self, unit_type: UnitType) -> None:+    def recruitHandler(self, recruit_type: str, unit_type: UnitType) -> None:

Thanks for the hint! I will keep the up with the style guide! I just reused the style you were using in the code :)

RndName

comment created time in 15 hours

pull request commentdcs-liberation/dcs_liberation

Made separate russia 1975 for hind-f

Did get me thinking that mayeb there should be an option for an airframe to be "player only" in a faction, so that we can fly it, but the AI won't buy/use it themselves?

Idk how this would be done without making a pile of bugs. It's a lot of places to add special cases in the UI, procurement, aircraft allocation, etc. What did you have in mind?

hadn't thought about it properly, that does seem like a pain, probs not worth it

jsjlewis96

comment created time in 16 hours

pull request commentdcs-liberation/dcs_liberation

Made separate russia 1975 for hind-f

As far as the actual change goes, any reason to keep both types of Hind? Idk my Russian aircraft.

Hind-E is the closest to the year at 76, the F was 82. The only real difference is mg -> cannon, and the fact that it's playable, so maybe not worth keeping the old one depending on how people feel about historical accuracy

jsjlewis96

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