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Tigertooo
06-22-2011, 08:47 PM
just wondering,not being able to test online yet
thnx

Nitrous
06-23-2011, 04:08 PM
No. Still only possible to play coops on the naff online map.

I must say 1c team, We are now 3 months since the game was released and still can't play coops on the BoB map.

I, along with alot of others am extremely disappointed with your work on the patches.

Try fixing the game before adding content to it please its not much to ask.

LT.INSTG8R
06-23-2011, 04:28 PM
Agreed!

Not all of us are into dogfight servers and prefer missions. Currently there is and has been no way for Co-op to work at all.

I know many people who put alot of work into producing great Co-op missions and they can't use them at all with CoD in it's current state.

I would hope that this should be a priority for this game.

Tigertooo
06-23-2011, 07:08 PM
Pitty, so patience will even be more a virtue

xpupx
06-24-2011, 05:02 AM
Agreed!

Not all of us are into dogfight servers and prefer missions. Currently there is and has been no way for Co-op to work at all.

I know many people who put alot of work into producing great Co-op missions and they can't use them at all with CoD in it's current state.

I would hope that this should be a priority for this game.



CO-OP THAT WOULD BE NICE! LUCKY I GOT THE GAME FOR THE CO-OP SIDE OF IT!
Just had a read of the box it clearly says that it cooperative game play for the Battle of Britain !
Not too sure whereabouts the cross vs. roundel map fits in to the British Isles?
The co-op should have been fixed before we were able to buy it! Looks like Australia are Beta testers!

335th_GRAthos
06-24-2011, 09:22 AM
Hallo gentlemen,

I am sorry, I am new to this and I would like to understand what exactly he problem of the COOPs is?


In the IL2FB we had to play COOP because the dogfight missions could not have moving objects. And I remember what kind of PITA it was having to wait for the mission to fill in with players before the start (because afterwards you could not join in).

In CoD both problems are solved in dogfight mode, that is great!
So what is that the COOP has to offer that I am missing?


~S~

Warhound
06-24-2011, 03:28 PM
I think they mainly want everyone to be forced to one side and fly together as a team.
Afaik this is possible? Just need a missionwriter to script it so only the red/blue side is playable and have multiple missions and targets worked into it with AI on the opposing side.
Would basically be a whole campaign/series of coops rolled into a single map, so you can play hours and hours without constantly restarting and loading a new scenario.

arthursmedley
06-25-2011, 11:38 AM
Hallo gentlemen,

I am sorry, I am new to this and I would like to understand what exactly he problem of the COOPs is?


In the IL2FB we had to play COOP because the dogfight missions could not have moving objects. And I remember what kind of PITA it was having to wait for the mission to fill in with players before the start (because afterwards you could not join in).

In CoD both problems are solved in dogfight mode, that is great!
So what is that the COOP has to offer that I am missing?


~S~

Grathos, does your squad not organise it's own coops with a mate hosting and everyone on teamspeak? Dogfight maps are o.k. but it's essentially a lone-wolf type of play.
I think CoD's full potential will really start to come alive when they sort Coop mode out.
In the QMB for single player there is the "Aerial battle Dover" scenerio. My squad has around thirty active members. Imagine the Dover scenerio with fifteen guys attacking in Spits and fifteen guys defending bombers in '109's, all co-ordinated on teamspeak. When they get it sorted it'll be fantastic!

Ataros
06-25-2011, 02:35 PM
There is no such things as "dogfight" and "coop" in CloD, only general "online" simulating real life (because you do not have separate dogfight and coop in real life). Dogfight and coop separation was a limitation of the original IL-2 engine.

If you want to limit yourself to the classic original Il-2 style coop just create an online map with both bots and spawnpoints. Then in the beginning of the mission spawn whatever planes you want and go ahead escorting/intercepting bombers or attacking ground targets depending on what you scripted bots to do.

Probably you mean lack of coop-style missions when yo say coop is not available. Just create your own missions with bots and spawn-points as I mentioned above. FMB and unlimited C# scripting possibilities are there for you.

arthursmedley
06-25-2011, 03:38 PM
There is no such things as "dogfight" and "coop" in CloD, only general "online" simulating real life (because you do not have separate dogfight and coop in real life). Dogfight and coop separation was a limitation of the original IL-2 engine.

If you want to limit yourself to the classic original Il-2 style coop just create an online map with both bots and spawnpoints. Then in the beginning of the mission spawn whatever planes you want and go ahead escorting/intercepting bombers or attacking ground targets depending on what you scripted bots to do.

Probably you mean lack of coop-style missions when yo say coop is not available. Just create your own missions with bots and spawn-points as I mentioned above. FMB and unlimited C# scripting possibilities are there for you.

Thanks Athos, interesting post. Been thinking in IL2 terms so long none of that occurred to me, Doh! Perhaps that Dover scenerio can be played with in FMB. Really looking forward to some big coop type action with the guys in CoD.

JG53Harti
06-25-2011, 05:03 PM
because its not the Coop we know from IL2 and we need in CloD too

JG52Uther
06-25-2011, 07:18 PM
because its not the Coop we know from IL2 and we need in CloD too

Exactly.Why develop something that worked perfectly for many years and then throw it in the bin and start again...

Blackdog_kt
06-25-2011, 08:29 PM
I thin it's mainly about getting used to the new FMB.

I actually prefer the current system because it combines the best part of coop and DF modes into one package and still, if we want to fly IL2-style we can simply not use the extra features and it will still be like running DF/coop in IL2.

I mean, the only real difference between Coop and DF was that Coop had moving AI units, a predefined flight plan and no respawn. It's not like they are completely different to the point of incompatibility.

Tigertooo
06-25-2011, 08:51 PM
There is no such things as "dogfight" and "coop" in CloD, only general "online" simulating real life (because you do not have separate dogfight and coop in real life). Dogfight and coop separation was a limitation of the original IL-2 engine.

If you want to limit yourself to the classic original Il-2 style coop just create an online map with both bots and spawnpoints. Then in the beginning of the mission spawn whatever planes you want and go ahead escorting/intercepting bombers or attacking ground targets depending on what you scripted bots to do.

Probably you mean lack of coop-style missions when yo say coop is not available. Just create your own missions with bots and spawn-points as I mentioned above. FMB and unlimited C# scripting possibilities are there for you.

beginning to understand a little bit what you're saying.What i meant was: in the Il2 1946 Coops:Our Wing took off to fight whatever AI wing and fought and landed, achieving the mission builders goal or not.If i understand you correctly this won't be possible anymore? no problem if not, just trying to understand the new philosophy of Clod then.But if not, i would want a nice guide to C# scripting as , and i know you're some expert on this, but i think most of us arn't.So some tutorial would be most welcome to me (and our Wing) that is, if that will the future of Clods FMB.
Ps:havn't a clue what "bots" are,can you give me a hint?
To conclude, i appreciate your input as you gave me ,for the first time, a
clue to the new style of Clod. Hope more info to come
Thanks

JG52Uther
06-25-2011, 09:23 PM
By 'bots' I think he means AI.

Thee_oddball
06-25-2011, 10:04 PM
No. Still only possible to play coops on the naff online map.

I must say 1c team, We are now 3 months since the game was released and still can't play coops on the BoB map.

I, along with alot of others am extremely disappointed with your work on the patches.

Try fixing the game before adding content to it please its not much to ask.

Why not? i have one running in the back ground as i type, all you do is make the COOP create a lobby called (whateverBOB X number of planes) when the lobby is full tell them the name of the server, you leave start mission they join and you play :)
its not as easy as IL2 but it can still be done :)

S!

Ataros
06-26-2011, 12:00 PM
beginning to understand a little bit what you're saying.What i meant was: in the Il2 1946 Coops:Our Wing took off to fight whatever AI wing and fought and landed, achieving the mission builders goal or not.If i understand you correctly this won't be possible anymore? no problem if not, just trying to understand the new philosophy of Clod then.But if not, i would want a nice guide to C# scripting as , and i know you're some expert on this, but i think most of us arn't.So some tutorial would be most welcome to me (and our Wing) that is, if that will the future of Clods FMB.
Ps:havn't a clue what "bots" are,can you give me a hint?
To conclude, i appreciate your input as you gave me ,for the first time, a
clue to the new style of Clod. Hope more info to come
Thanks

In the recent patch notes luthier wrote that they are working on traditional original interface to make coops easier.

The best guide to scripting would be called Introduction to C#, Beginners' guide to C# or C# for dummies. You can download a free course from the Internet or buy a book.

Try a link #1 in my sig. With this script you can have several 'coops' running on your server one by one similar to what happens on Repka #1 server. A newer version of the same script which I posted on the forums has a randomisation feature loading random mission objectives to make the mission more lifelike.

More info on FMB can be found here http://forum.1cpublishing.eu/forumdisplay.php?f=203

_1SMV_Poppy_64
06-27-2011, 09:48 AM
There is no such things as "dogfight" and "coop" in CloD, only general "online" simulating real life (because you do not have separate dogfight and coop in real life). Dogfight and coop separation was a limitation of the original IL-2 engine.

If you want to limit yourself to the classic original Il-2 style coop just create an online map with both bots and spawnpoints. Then in the beginning of the mission spawn whatever planes you want and go ahead escorting/intercepting bombers or attacking ground targets depending on what you scripted bots to do.

Probably you mean lack of coop-style missions when yo say coop is not available. Just create your own missions with bots and spawn-points as I mentioned above. FMB and unlimited C# scripting possibilities are there for you.

Sorry, but I' don't understand.
Imagin a meeting of 40 or 50 pilots that want to play a coop mission (as Seow as example). Could you tell me in some simple instructions how to connect, select the aircraft and start the mission? The pilots have to looking for the micro aircraft icons and choose them? I think that if this option is true, we are loosing time here. If I understand bad, (I hope it), please exlplane here.
Thank you.

335th_GRAthos
06-27-2011, 11:01 AM
Aaaaaha! Now I got it!

You want to have pre-defined planes which the players who join in can select and fly (like the IL2 Coop). Not that everybody can join the server and select whatever plane he may wish.

Otherwise the bombing mission of 4 Ju-87 and 4 Bf109 cover can become a 8 Bf109 strafing party :)

Hmmm...good point I do not know how this is handled in today's server.

Ataros?

Ataros
06-27-2011, 12:06 PM
If anyone wants to limit themselves to an old style outdated coop just wait for the fix:
In the recent patch notes luthier wrote that they are working on traditional original interface to make coops easier.

Otherwise you can spawn an aircraft which is needed the same way as you do at Repka #1 server. There is no need to click small icons, just select side, click an airfield and create an aircraft for you. (Set spawnplaces in FMB first of cause.)

Type and number of available aircraft can be limited with a script like it is done in this mission http://forum.1cpublishing.eu/showthread.php?t=23579

The only issue ATM is an absence of briefing page online.

If you played Warbirds, WWII Online, Aces High or ADW server in IL-2 you may notice that none of the above had a limited coop mode. The reason is simple: there is no coop mode in real life airwarfare. In real life you get to airfield, receive briefing, get in an aircraft at hangar, communicate with your squad mates and taxi to runway for takeoff. Then you proceed with your mission objectives and you may even not meet any opposition in the air sometimes. (The only thing missing at Repka #1 ATM from this list is proper briefings.)

Coop is like a duel for several planes and does not simulate real life. There were some duels in WWI probably but not in WWII. Furthermore when you fly a coop you are artificially isolated from the rest of the war environment. You can not meet aircraft or ground units from a previous or from the next mission which is possible in normal CloD online mode. In coop you have to wait till your enemy takes seats in their aircraft and is ready to takeoff and this never happened in real life. Thus coop is very arcadish in nature and was used only due to original Il-2 engine limitations. No point to stick to it now when C# scripting is available in missions.

On Repka #1 server about 6 "coop" missions are integrated into one living airwar environment. The scale and functionality is very basic though. E.g. the same briefings are shown to everyone and are very short (1 line per briefing). A better C# programmer is able to make better briefings for each mission and show them at the right time to right people before mission start.

With C# scripting you can do anything you want even write your own server interface that would be loaded to clients when they connect to server. Unfortunately there are not enough C# programmers interested in creating these things.

_1SMV_Arden
06-27-2011, 05:01 PM
(...)Unfortunately there are not enough C# programmers interested in creating these things.

Unfortunately there is neither documentation nor an SDK to help us to do from a empty and expensive box , a simulator!
This is only a personal opinion.

335th_GRAthos
06-27-2011, 07:14 PM
Type and number of available aircraft can be limited with a script like it is done in this mission http://forum.1cpublishing.eu/showthread.php?t=23579



Nice job Ataros, many thanks for the link and nice to see that somebody already created what the old COOPs used to do! :)

I admit, having to learn C is a bit of a turn off but the possibilities of using a programming language as interface for a game simulation even for simple users, is tremendous potential!

It may take a bit of time but soon there will be a lot of programming wiz-kids spending time creating virtual battlefields.

~S~

Ataros
06-27-2011, 07:54 PM
Unfortunately there is neither documentation nor an SDK to help us to do from a empty and expensive box , a simulator!
This is only a personal opinion.

Here you are. Documentation on C# scripting http://msdn.microsoft.com/en-us/library/aa288436%28v=vs.71%29.aspx

The SDK will probably include models import tools and map creation tools. I do not think the devs will reprint a 300-page "C# for Dummies" or "Introduction to C#" book in the SDK. Anyway why wait for reprint when the original is available already.

Thee_oddball
06-27-2011, 08:30 PM
Here you are. Documentation on C# scripting http://msdn.microsoft.com/en-us/library/aa288436%28v=vs.71%29.aspx

The SDK will probably include models import tools and map creation tools. I do not think the devs will reprint a 300-page "C# for Dummies" or "Introduction to C#" book in the SDK. Anyway why wait for reprint when the original is available already.

Ataros that is unrealistic m8, you cant expect the avg flight sim guy is going to read a 300 book on C#...can you imagine how a new guy would feel...this is his first flight sim and its daunting enough just getting off the runway not to mention flying in formation or dogfighting or bombing and so on...and then going into FMB and having to learn that and then be told they have to read a 300 page book on C#..

every one enjoys this game in there own way from air-quake to hard core and everything in between and as such should have access to the classic COOP format if all he/they want todo is build a handful of COOPS to play with there m8,s on a Saturday night over a few beers.

The Devs are really going to have to come up with some kinda GUI along with a tutorial and some documentation in regards to the scripting aspect of the game. Something along the lines of UQMG
from UberDemon.
http://www.uberdemon.sushicereal.com/pictures/uqmg4fb0000.jpg

I know they are going to bring it back but it should have been in the game to begin with because it is just another aspect of the game that enriches it overall....there are enough COOPS over at M4T and other sites that would keep a new guy busy for over a year.

I really! appreciate what you and all the others guys are doing in terms of the scripts and im not trying to bump heads with you I am just playing devils advocate .

S!

335th_GRAthos
06-27-2011, 08:52 PM
Oddball, you are making the point in favour of the C+ solution.

Ueberdaemon was not created by every player but, by "the man" who new how to program and found pleasure in developing it for the rest of us.

The potential of direct access to the game at such low level is huge :)

_1SMV_Poppy_64
06-27-2011, 09:18 PM
Ok, I'm leaving...

we appreciate some open doors like script, but I think that there is a basic mistake:

This is a game not for free, and the best solution for a comunity of simmers (but also per who want to fly without a lot of manuals) is a flight sim that permits to build the mission in simply way, with a log file (again without scripts) for parsing and post the scores and specially, please understand this:

- COD il like a new car where all the customer must to write on a forum to ask: please check the oil pump, please check the wheels, please check more and more...

With a total respect for you job, but we think: to difficult, to complex.

There is not future for IL2 in this way.
Addio.

Thee_oddball
06-27-2011, 09:22 PM
Oddball, you are making the point in favour of the C+ solution.

Ueberdaemon was not created by every player but, by "the man" who new how to program and found pleasure in developing it for the rest of us.

The potential of direct access to the game at such low level is huge :)

I said nothing about C+ and all I am saying is people buy the game to fly..not write script.
I just really hope there will be something like UQMG to help the avg user unlock the potential of the game.

S!

Tigertooo
06-27-2011, 09:36 PM
Ataros that is unrealistic m8, you cant expect the avg flight sim guy is going to read a 300 book on C#...
S!
i agree on that. i'm simming for 10 years now, read some initial things about C# and for me this is completely "Chinese", not understanding a clue, but thanks for the efforts to the C# chaps

Blackdog_kt
06-27-2011, 11:19 PM
We don't all need to be c# script experts. The way i see it, i will either pick it up myself and try to work with it or wait until someone else provides useful stuff.

Sure, a simplified interface is always good to have but just the fact that we have direct access into the game engine is a huge deal.
After all, what would the simplified interface be? A bunch of pre-made c# scripts given to us in a patch and wrapped in a custom interface.


I'm all for the new approach even though i don't know how to work with it for a few very simple reasons:
1) You can customize a lot of things and have them be different on each server as well if you like. Custom made briefing screens? Custom made server interface? Maybe custom made in-flight tools in the near future. All of it is more or less possible already.

2) I don't have to build everything myself, i just have to save the interesting ones to use on my server or propose for inclusion to the admins of servers i fly on.

3) After a while we'll all have a bunch of pre-made scripts to suit almost every situation and if they are properly annotated with comments it will be extremely easy to edit and customize them, it will be like editing the conf.ini. That goes doubly so if we get a bunch of pre-made scripts dealing with some basic stuff along with the SDK release.

So, sometime within the next year or so i'll be joining a server that's running a 24/7 dynamic campaign coded by a community member, i'll be selecting a bomber, going to the custom map screen made by another community member and getting all the recon data posted through yet another custom interface by the other players who flew the recon missions.

I will then be deciding on a target depending on the campaign situation and recon data, checking the weather data, known enemy flak concentrations and areas marked as dangerous due to intercepting fighters and drawing up a flight plan while i'm in the server lobby, inviting a few people to my group (or just create a group and have them join it) and upload the flight plan to the rest of my flight. We will then spawn and fly the mission.

Or i will just be posting an "ad" for the mission and wait until enough people join the group.

If you want to imagine what all this looks like in IL2:1946 terms, imagine having FMB inside a Coop inside a DF server inside a DCG campaign. Just saying it gets me all excited.

Sure, it won't arrive overnight but it's within the abilities of the engine and i bet it's the main reason they went with the kind of design they did.

Thee_oddball
06-28-2011, 12:25 AM
We don't all need to be c# script experts. The way i see it, i will either pick it up myself and try to work with it or wait until someone else provides useful stuff.

Sure, a simplified interface is always good to have but just the fact that we have direct access into the game engine is a huge deal.
After all, what would the simplified interface be? A bunch of pre-made c# scripts given to us in a patch and wrapped in a custom interface.


I'm all for the new approach even though i don't know how to work with it for a few very simple reasons:
1) You can customize a lot of things and have them be different on each server as well if you like. Custom made briefing screens? Custom made server interface? Maybe custom made in-flight tools in the near future. All of it is more or less possible already.

2) I don't have to build everything myself, i just have to save the interesting ones to use on my server or propose for inclusion to the admins of servers i fly on.

3) After a while we'll all have a bunch of pre-made scripts to suit almost every situation and if they are properly annotated with comments it will be extremely easy to edit and customize them, it will be like editing the conf.ini. That goes doubly so if we get a bunch of pre-made scripts dealing with some basic stuff along with the SDK release.

So, sometime within the next year or so i'll be joining a server that's running a 24/7 dynamic campaign coded by a community member, i'll be selecting a bomber, going to the custom map screen made by another community member and getting all the recon data posted through yet another custom interface by the other players who flew the recon missions.

I will then be deciding on a target depending on the campaign situation and recon data, checking the weather data, known enemy flak concentrations and areas marked as dangerous due to intercepting fighters and drawing up a flight plan while i'm in the server lobby, inviting a few people to my group (or just create a group and have them join it) and upload the flight plan to the rest of my flight. We will then spawn and fly the mission.

Or i will just be posting an "ad" for the mission and wait until enough people join the group.

If you want to imagine what all this looks like in IL2:1946 terms, imagine having FMB inside a Coop inside a DF server inside a DCG campaign. Just saying it gets me all excited.

Sure, it won't arrive overnight but it's within the abilities of the engine and i bet it's the main reason they went with the kind of design they did.

Exactly BD ..the devs made it so who knows better of all its possibilities.
a logical interface with a library of pre-made scripts as practical useful base examples of what it possible and some accompanying documentation and a tut would be nice.
We are on the same page BD i just think it would benefit this game immensely if when (or sooner) the NA release comes out that the devs have made the aforementioned tool(s) available.

I am not blind to the possibilities that the scripts represent i just don't want to see it backfire for the lack of proper tools and documentation.

S!

Ataros
06-28-2011, 01:23 AM
Ataros that is unrealistic m8, you cant expect the avg flight sim guy is going to read a 300 book on C#

Stop for a minute. Who was talking about 'avg flight sim guy'? I was talking about programmers (people who learned C+, C++, C# or at least VB or Java at universities).

Unfortunately there are not enough C# programmers interested in creating these things.

Then I argued that documentation on C# scripting is available on the net for free for those who is interested. You do not have to study it if you do not want to. And you do not have to wait till the devs reprint it in pdf if you want to learn it.

Arma2 has scripting language similar to C#. Look what community could achieve with it. E.g. these weapon systems are 100% coded by community programmers (nothing special in ArmA scale)
http://www.youtube.com/watch?v=2j3iA4bnwn0 http://www.youtube.com/watch?v=Dva1gtmNLJU&feature=player_embedded

99% of code presented at this site is done by community http://www.armaholic.com/index.php
All online missions in ArmA2 are created by community.

If you do not want to do it, don't. Just wait.

ZaltysZ
06-28-2011, 06:14 AM
1) I have told in other thread: if you want SDK, documentation, examples and etc., start a whining campaign. There is no dev allocated for this task, despite some of them are willing to do that. Ask Luthier to allocate some people, or we will have only what community digs out.

2) There won't be any library, GUI code generator or very complex missions until things settle down. There is no point creating them, when mission engine can change with every patch and break created snippets and tools. Things could settle down faster with help of community (some people already do that from release) catching various nuances, but then again it is slow work (see #1).

3) Scripted missions are future of this game. It is not some kind of overcomplex bonus feature. It is essential feature, pulling IL2 out of dark ages. Code generator would broaden the user base, but in the end generated missions would hardly compete with scripted missions, unless lots of work was put into generators (quality code generator is very hard thing to do).

_1SMV_Arden
06-28-2011, 07:48 PM
Here you are. Documentation on C# scripting http://msdn.microsoft.com/en-us/library/aa288436%28v=vs.71%29.aspx

The SDK will probably include models import tools and map creation tools. I do not think the devs will reprint a 300-page "C# for Dummies" or "Introduction to C#" book in the SDK. Anyway why wait for reprint when the original is available already.

My job is c# programmer... my script on il2 COD are ok, but we think it right that I should study the objects created by a guy who even know and understand that the role assigned without a shred of documentation?

Thanks for the link, I'll make good use:)

xpupx
07-02-2011, 05:55 AM
There is no such things as "dogfight" and "coop" in CloD, only general "online" simulating real life (because you do not have separate dogfight and coop in real life). Dogfight and coop separation was a limitation of the original IL-2 engine.

Probably you mean lack of coop-style missions when yo say coop is not available. Just create your own missions with bots and spawn-points as I mentioned above. FMB and unlimited C# scripting possibilities are there for you.

If this is the case then why do you have a choice to save the maps you make as a Co-Op or Dogfight? If they were the same there would be no need for this option!

Ataros
07-02-2011, 09:29 AM
If this is the case then why do you have a choice to save the maps you make as a Co-Op or Dogfight? If they were the same there would be no need for this option!

In original IL-2 there was a technical reason to have separate coop and dogfight: in coop you could have moving AI bots, in dogfight you could have spawnpoints but you could not have both on the same server at the same time (before recent mods were developed by community 6-7 years after the release).

In IL-2:CoD you can have AI bots in 'dogfight' and spawnpoints in 'coop'. 'Coop' in Il-2:CoD is a 'dogfight' map without spawnpoints, i.e. limited version of dogfight.

Say you can have a furball server like Repka 1 with action concentrating between 3-4 airfields and at the same time you can have old style 'coop' missions starting at the same server within the same virtual airspace from airfields located further away from the frontlines. Several such missions can start at the same time from different airfields. When player joins server he reads general briefing describing which missions are available at which airfields. Then depending on airfield selected the player reads specific airfield briefing and flies either a furball/dogfight mission if selected a frontline airfield or a 'coop' mission if selected one of remote 'coop' airfields. Thus flying your 'coop' mission you can meet players flying other 'coop' missions or even 'dogfight' players like it was in real life.

I do not know why anyone would limit himself to old style 8 vs. 8 duels when these amazing possibilities are available in the new engine. This is only psychological limitation I assume as people tend to reject anything they are not accustomed to.

_1SMV_Poppy_64
07-03-2011, 05:09 PM
I do not know why anyone would limit himself to old style 8 vs. 8 duels when these amazing possibilities are available in the new engine. This is only psychological limitation I assume as people tend to reject anything they are not accustomed to.

Hi,
here nobody would limit himself by using old coop engine, I try to explain again what is not playable in this game:

- first: there is a community that whit old IL2 is playing a lot of tournament with more than 60 pilots in flight. They are not just a players, they want to replicate the real air war, BUT THEY NEED PLAYABILITY.

- So, where COD is not playable? Some examples...

1) when enter in a coop the icons of the aircrafts are to small! Try to select a group of aircraft where there are 60 pilots to enter in game!!!! It is impossible. Did you try?

2) To do a tournament, we need to build the missions: statics objects icons disappear when zoomin out, local meteo has the adjust slider wrong...

3) And the most important, that's seems not understood here: event log! You told me that with the scripts we can have how we want: we wrote thousand and thousand of lines in pearl, php, java to build up parsers for tournaments, a question: why you have removed in the log the information needed for parsing? Why we need to write more code in C# (without an official COD manual, not a C# manual, but a IL2 COD manual)?

4) last: there is not a manual for the mission builder (in the IL2 COD the mission builder pages are just a introduction), we have to looking for the instructions in the forum, it is normal?

Without these answers, the biggest community of IL2 will continue to flight with IL2 and no one of serius team will jump to COD.

It is clear?
With a complete respect, off course.

Tiger27
07-04-2011, 12:15 PM
Hi,
here nobody would limit himself by using old coop engine, I try to explain again what is not playable in this game:

- first: there is a community that whit old IL2 is playing a lot of tournament with more than 60 pilots in flight. They are not just a players, they want to replicate the real air war, BUT THEY NEED PLAYABILITY.

- So, where COD is not playable? Some examples...

1) when enter in a coop the icons of the aircrafts are to small! Try to select a group of aircraft where there are 60 pilots to enter in game!!!! It is impossible. Did you try?

2) To do a tournament, we need to build the missions: statics objects icons disappear when zoomin out, local meteo has the adjust slider wrong...

3) And the most important, that's seems not understood here: event log! You told me that with the scripts we can have how we want: we wrote thousand and thousand of lines in pearl, php, java to build up parsers for tournaments, a question: why you have removed in the log the information needed for parsing? Why we need to write more code in C# (without an official COD manual, not a C# manual, but a IL2 COD manual)?

4) last: there is not a manual for the mission builder (in the IL2 COD the mission builder pages are just a introduction), we have to looking for the instructions in the forum, it is normal?

Without these answers, the biggest community of IL2 will continue to flight with IL2 and no one of serius team will jump to COD.

It is clear?
With a complete respect, off course.

Aren't these the same issues faced by the people that created the original IL2 online wars, like VEF, SOW etc. I'm sure that given time, like Il2 these type of coops will be developed, but at least the tools this time are far better than what was available for Il2.

Hanzu
07-04-2011, 01:58 PM
If you played Warbirds, WWII Online, Aces High or ADW server in IL-2 you may notice that none of the above had a limited coop mode. The reason is simple: there is no coop mode in real life airwarfare. In real life you get to airfield, receive briefing, get in an aircraft at hangar, communicate with your squad mates and taxi to runway for takeoff. Then you proceed with your mission objectives and you may even not meet any opposition in the air sometimes. (The only thing missing at Repka #1 ATM from this list is proper briefings.)

In IL-2 Sturmovik 1946 4.08-4.09 there were total of 84 official COOP missions if you played both RED and BLUE as separate missions and forbidded human players to go on two different sides.

So imagine how disappointed I was when I noticed Cliffs Of Dover includes one official COOP mission. Which is not working, I mean I as a host could not even get inside the aircraft. It worked by default like observer mode and just watched how lame AI pilot crashed into a mountain every time.

Lack of "cooperative missions" promised in the back of the gamebox cannot be excused by saying you should not want to COOP because it is unrealistic. Why was the difficulty settings easy, normal and custom added, if you want to encourage us to real life airwarfare?

Ironically I would not mind if there would be no difficulty settings at all, since I have never played IL-2 series on nothing else than full realism (with the exception of No Icons disabled).

There reason for me and my gamebuddies want to play COOP and COOP only is that we are tired of competition, cheating and "I want to be the best" -egoism that many player versus player games or gamemodes offers. Isn't there already enough competition and fighting between humans in the world already, so why shouldn't I want to use this simulator to simulate fight between humans and never-give-up AI.

In COOP your opponent will not get tired, will not go to change baby diapers, will not go AFK, BRB and so on. Also enemy never cheats, will never get tired of stalking or camping, he can wait for you forever or chase you forever. We just like COOP and there is noway to turn us away from it. :)

If you want to drop off COOP because it is unrealistic, get rid of everything else that is unrealistic too, like the difficulty settings and replace it with full realism only. ;)

Those who have worked for the IL-2 original COOP missions, should be happy that there are/were people who enjoyed playing them and not everyone just play dogfights, ADW or custom missions. Like we used to do (http://relay.pp.fi/Gamesave/IL-2%20Sturmovik%201946%20V4.08/).

CaptainDoggles
07-04-2011, 03:40 PM
In summary: Some people want things to be exactly like il2fb was and are threatened by change.

Blackdog_kt
07-04-2011, 04:29 PM
In IL-2 Sturmovik 1946 4.08-4.09 there were total of 84 official COOP missions if you played both RED and BLUE as separate missions and forbidded human players to go on two different sides.

So imagine how disappointed I was when I noticed Cliffs Of Dover includes one official COOP mission. Which is not working, I mean I as a host could not even get inside the aircraft. It worked by default like observer mode and just watched how lame AI pilot crashed into a mountain every time.

Lack of "cooperative missions" promised in the back of the gamebox cannot be excused by saying you should not want to COOP because it is unrealistic. Why was the difficulty settings easy, normal and custom added, if you want to encourage us to real life airwarfare?

Ironically I would not mind if there would be no difficulty settings at all, since I have never played IL-2 series on nothing else than full realism (with the exception of No Icons disabled).

There reason for me and my gamebuddies want to play COOP and COOP only is that we are tired of competition, cheating and "I want to be the best" -egoism that many player versus player games or gamemodes offers. Isn't there already enough competition and fighting between humans in the world already, so why shouldn't I want to use this simulator to simulate fight between humans and never-give-up AI.

In COOP your opponent will not get tired, will not go to change baby diapers, will not go AFK, BRB and so on. Also enemy never cheats, will never get tired of stalking or camping, he can wait for you forever or chase you forever. We just like COOP and there is noway to turn us away from it. :)

If you want to drop off COOP because it is unrealistic, get rid of everything else that is unrealistic too, like the difficulty settings and replace it with full realism only. ;)

Those who have worked for the IL-2 original COOP missions, should be happy that there are/were people who enjoyed playing them and not everyone just play dogfights, ADW or custom missions. Like we used to do (http://relay.pp.fi/Gamesave/IL-2%20Sturmovik%201946%20V4.08/).

What people are trying to explain here is that the reason we have no pure Coop mode is the same reason we have no pure DF mode: the new multiplayer mode supports both at the same time. How it works depends on how you set things up in the FMB and how you join the teams, if you want to you can have a coop within a DF server, or a pure DF server or a pure Coop.

It's not like the sim is forcing you to use a certain feature just because it's there. You can ignore it and use only what you want, for example you don't set multiple spawn points all over the map so that people are forced to stick to the coop scenario and not turn it into a DF map.

You can set everything up like a coop (one team of players vs one team of AI) and fly, the only thing that's changed is that there's no big sign in neon letters making a distinction between the two modes anymore: you have all the features at your disposal, choosing what to use is a matter of how the mission is designed in the FMB. Which to be honest, is not very different to IL2:1946 since it also required a few different steps in how a mission was designed.

The only problem is that it's hard to click on aircraft in the pre-flight map but that's not a fundamental design flaw, it's just an interface issue.

I hope i'm making myself clear, what i'm trying to say is that the only thing that's changed is the labels, we can still fly a pure DF scenario or a pure Coop scenario if we have a suitable mission made in the FMB.

Thee_oddball
07-04-2011, 05:57 PM
In summary: Some people want things to be exactly like il2fb was and are threatened by change.

My job is c# programmer... my script on il2 COD are ok, but we think it right that I should study the objects created by a guy who even know and understand that the role assigned without a shred of documentation?

Thanks for the link, I'll make good use:)

perhaps its not fear of change but fear of being blind..

S!

Gerhard Blake
07-06-2011, 07:03 PM
This is really bad news since coop in original IL2 was really my favourite playing style. Flying against some random bots on some fairy-tale land islands just won't cut it. We need ability to create proper coops with briefings and objectives on English Channel map.

Blackdog_kt
07-07-2011, 11:29 AM
For the umpteenth time guys, that ability is already there. The only thing that's missing is the coop label, not the tools to create one.

Way too much panic caused by small changes and lack of having our hand held through it all i think :-P

Ataros
07-11-2011, 07:17 AM
Anyone who likes ground attack 'coops' may try this mission http://forum.1cpublishing.eu/showpost.php?p=307600&postcount=9

This a basic sample mission creating an ongoing ground war which you can influence supporting your ground troops.

This is not an old original IL-2 style coop of cause but a very basic 'alpha-stage' example of CoD multiplayer.


upd. The mission is being tested on Repka #2 server ATM please give it a try and report bugs.

Nitrous
07-11-2011, 07:50 AM
The way this game works in coop ish mode is, instead of selecting a base and spawning, you click on a moving plane and jump into it. It works fine on all the online small gay maps, but when it comes to the BoB map the host can see the moving planes but anybody joining can't see anything to select to spawn into. It's problem with the game/map itself. Thats all that needs fixing. The old style coop mode is just a bonus.

Like all of you have said. Would be nice if the game came with instructions.

Ataros
07-19-2011, 06:39 AM
http://forum.1cpublishing.eu/showthread.php?p=310693&posted=1#post310693

Tigertooo
09-16-2011, 07:36 PM
Hi again chaps, i started this thread and read all answers very carefully. It seems C# scripting cando miracles.Alas i know nothing on how C# scripting works and after reading some scripts it is complete Cinese for me.Hence a question that perhaps will be impossible to answer, but who knows:
Is it possible to make a script, just and only to to determine the amount flyable planes a mission builder wants to have on different "spawn areas" ?
Stupid example: i want 5 spits2 on Tangmere and 6 Me 110's at calais? next mission: 6 Rotols on Manston and 4 Me 109 at whatever French airfield.
So is it possible that with one script, this one script can be used in different missions,to determin the amount of flyable a/c in different "spawn areas"?
One can laugh if this is not possible, as said it's chinese for me :rolleyes:
so just wondering
Thanks to the scripting chaps:grin:

Ataros
09-17-2011, 10:22 AM
Hi again chaps, i started this thread and read all answers very carefully. It seems C# scripting cando miracles.Alas i know nothing on how C# scripting works and after reading some scripts it is complete Cinese for me.Hence a question that perhaps will be impossible to answer, but who knows:
Is it possible to make a script, just and only to to determine the amount flyable planes a mission builder wants to have on different "spawn areas" ?
Stupid example: i want 5 spits2 on Tangmere and 6 Me 110's at calais? next mission: 6 Rotols on Manston and 4 Me 109 at whatever French airfield.
So is it possible that with one script, this one script can be used in different missions,to determin the amount of flyable a/c in different "spawn areas"?
One can laugh if this is not possible, as said it's chinese for me :rolleyes:
so just wondering
Thanks to the scripting chaps:grin:

Absolutely possible but you should better start a new thread in the the FMB section.

For me it is not clear if you want to change missions automatically or manually. It is also easier to limit number of planes by type in total, not by airfield.

You may also search for Dynamo online mission/campaign. It has a script example limiting plane numbers that some C# programmers can fine-tune to your needs.

Tigertooo
09-17-2011, 07:42 PM
thanks Ataros . I'll post in the FMB sectoion tomorrow and will try to be as specific as possible

5./JG27.Farber
09-17-2011, 10:14 PM
I, along with alot of others am extremely disappointed with your work on the patches.


Im not! The last patch was awesome!

EAF331 Starfire
09-26-2011, 04:25 PM
The only problem is that it's hard to click on aircraft in the pre-flight map but that's not a fundamental design flaw, it's just an interface issue.

I hope i'm making myself clear, what i'm trying to say is that the only thing that's changed is the labels, we can still fly a pure DF scenario or a pure Coop scenario if we have a suitable mission made in the FMB.


So how do I recreate my fundemental 2 vs 1 Bracket mission from IL-2?

It is a 2 vs 1 with airstart. Friends and foes can se the other.
Pilots select the a/c before the mission start in order not to waste time.

The idear is that the mission can be rerun as many times as possible in order to create muscle memmory.
I have a sh*tload of very short training missions that was designed to save time and I don't know how to recreate them.

If I undestand you correctly, then there are no way this can be done!?

If my assumption is true that we can't select aircraft before mission start, I do find it a very fundemental flaw.

If I undestand you correctly, all that COOP-mode does is to prevent new aircrafts from spawning.
Something that can still be done in DF-mode.

I am confused :confused:

Ataros
09-26-2011, 05:07 PM
The interface issue was fixed in recent beta patch hopefully. Try asking Bobb4 how they run a coop mini campaign http://forum.1cpublishing.eu/showthread.php?t=26483

If you need some quick 2 vs. 1 training I think it will be quicker to spawn aircraft simultaneously in 3 spawnplaces with airstart than to wait till a coop mission reloads every time. Just type "GO" in chat before spawn to spawn simultaneously. You can place several dozen spawnpoints on a map and chose different ones depending on the kind of training mission you want to fly.

EAF331 Starfire
09-26-2011, 06:00 PM
Thanks for the suggestion.
That is owfully complicated for what I want.
The idear with those training missions is that the trainees are placed directly in the situation. No waiting. No getting into the right formation. No confusion on which way to fly. No turning the wrong way.
Instant action without delay to train a single move or skill.

But thanks for trying to help me.

I hope the issues in the beta gets solved soon.

Pato Salvaje
09-26-2011, 10:10 PM
I am familiarizing me with the new server operation, and I did some cooperative missions in the FMB with te new maps of betapatch. I hosted the mission in my PC and everything worked fine. But I wonder if someone has managed to fly BOB map hosting one of the pilots, or as I fear BOB map requires a dedicated server?

Pato Salvaje
09-26-2011, 11:24 PM
Well... what I mean is that I can host my squadron on a mission from te "small" online maps with my rig without any problem, but when I try to host a mission from BOB map then I cant select it from server coop directory. It´s as it is´nt there, but I´m sure... I created it... and the files are there... I thought that was for some BOB map limitation server... as the BOB map only can be select from a dedi server...

Ataros
09-27-2011, 07:39 AM
Well... what I mean is that I can host my squadron on a mission from te "small" online maps with my rig without any problem, but when I try to host a mission from BOB map then I cant select it from server coop directory. It´s as it is´nt there, but I´m sure... I created it... and the files are there... I thought that was for some BOB map limitation server... as the BOB map only can be select from a dedi server...

Could other players connect to your small map and play coop online? If yes, could you please upload your mission here?

There are no map-size restrictions. If you can not see a mission it must be in a different directory or does not have a .mis extension. Maybe you placed it into the Steam folder instead of the Documents folder.

ps. BTW. Someone mentioned before that co-op does not work when he tries to take an offline mission and make a coop from it. I think the reason is that the "Player" checkbox remains checked in a property window of one aircraft which makes the mission an offline one only by definition. Side switching should be also enabled in difficulty settings to make side flags clickable in the menu.

Nitrous
09-27-2011, 10:03 AM
With the beta patch 15527, when I host a game with preset planes in and no spawn areas, why can't anybody else who joins my game either, see or join into the existing planes but yet I can. This issue is only with the Channel map. The other maps work fine. Is this issue not fixed yet?

BTW I like the new style of joining coop style missions, and like the idea that the plane is ai until you jump in it.

Ataros
09-27-2011, 12:17 PM
With the beta patch 15527, when I host a game with preset planes in and no spawn areas, why can't anybody else who joins my game either, see or join into the existing planes but yet I can. This issue is only with the Channel map.

If it works with other missions means something is wrong with Channel mission.

Try to run the Channel mission OFFline. Can you spawn into a plane offline in it? If yes, you need to remove the "Player" checkbox in that plane properties. Mak sure difficulty settings are the same when you run both missions.

Could you please upload both missions here for others to try? Especially the one that works. Thank you.

Pato Salvaje
09-27-2011, 12:49 PM
I'd check the directory again. You could try placing the map in the dogfight directory,...

OK... I´ll check it...and will try the doghfight directory...

There are no map-size restrictions. If you can not see a mission it must be in a different directory or does not have a .mis extension. Maybe you placed it into the Steam folder instead of the Documents folder.
I´ll check the extension... and verify the Steam folder...

Someone mentioned before that co-op does not work when he tries to take an offline mission and make a coop from it. I think the reason is that the "Player" checkbox remains checked in a property window of one aircraft which makes the mission an offline one only by definition. Side switching should be also enabled in difficulty settings to make side flags clickable in the menu.

Well... I made my missions in FMB without any premade missions, from scratch.... althought I´ll verify if any aircraft has checked as player.

Thank you for your answers.

Could other players connect to your small map and play coop online? If yes, could you please upload your mission here?

Yes, my mission is a simple Spawn point and some enemy Bombers with escort. My Squadron is still flying 1946 and is slowly migrating to Cliffs. These missions are for encourage them ;) and begin to train together.
I can´t upload the mission now, but next post I´ll try it.

Nitrous
09-27-2011, 12:51 PM
If it works with other missions means something is wrong with Channel mission.

Try to run the Channel mission OFFline. Can you spawn into a plane offline in it? If yes, you need to remove the "Player" checkbox in that plane properties. Mak sure difficulty settings are the same when you run both missions.

Could you please upload both missions here for others to try? Especially the one that works. Thank you.

I'm not trying to be funny but I'm frustrated that you have not read my post properly. There are no problems when your the host its when my friends join my missions.
I've tried getting other people to host the missions just to see what they see(nothing to fly).
It's like the player tick box can't be un ticked.
BTW I am not a newb to mission building.
Please try it yourself. Just create 4 planes on each side then host the mission.
Then see if anyone who joins sees the planes to get into.
Try it with each map. Only channel map don't work from day one.

I'm not great at explaining stuff, so apologies if I've offended anyone.
Im just frustrated that I can't do what I want to do, and the issue has not been noticed or fixed.

Ataros
09-27-2011, 03:46 PM
It's like the player tick box can't be un ticked.

Then this is the problem. To confirm it you may just try what I suggested in my previous message, no need to be frustrated. You should not be able to fly a coop mission offline. If you can then there is a problem.

Please upload both mission files here, I will have a look why you can not uncheck the "Player" checkbox.

As I mentioned above I can not do all the tests myself as I do not have an external IP ATM.

Ataros
09-27-2011, 03:52 PM
Yes, my mission is a simple Spawn point and some enemy Bombers with escort.

Ahh, if it has a Spawnpoint then it is not pure 100% old-style coop. I wonder if clients can spawn without spawnpoints when you host. As you can see others have this issue. I am trying to figure out what can be wrong in order to isolate the problem and inform the devs if necessary.

Nitrous
09-27-2011, 04:22 PM
Then this is the problem. To confirm it you may just try what I suggested in my previous message, no need to be frustrated. You should not be able to fly a coop mission offline. If you can then there is a problem.

Please upload both mission files here, I will have a look why you can not uncheck the "Player" checkbox.

As I mentioned above I can not do all the tests myself as I do not have an external IP ATM.

Let me start again.
On all the maps apart from the channel map you can select a plane to fly without a spawn base being needed using the new coop style plane list. (Like in old Il2 1946)
On the channel map only the host can do that and the clients don't see any planes to select. The list is empty.

Pato Salvaje
09-28-2011, 07:52 AM
OK Ataros.
Well. Finally yesterday we could fly in the Channel map. I did it with a Spawn point because I tried to do as old style IL2 coop missions but no aircraft icons in the map to select. Same issue than others.

But at least, we can fly co-op missions even with spawn-points and it work´s the same.

Another problem is that when we are flying about 5-10 minutes in the channel map often the game crashes and I have to restart Cliffs... :´( but I think this is for another thread...

Ataros
09-28-2011, 08:19 AM
OK Ataros.
Well. Finally yesterday we could fly in the Channel map. I did it with a Spawn point because I tried to do as old style IL2 coop missions but no aircraft icons in the map to select. Same issue than others.

But at least, we can fly co-op missions even with spawn-points and it work´s the same.

Another problem is that when we are flying about 5-10 minutes in the channel map often the game crashes and I have to restart Cliffs... :´( but I think this is for another thread...

Thanks for info.
Yes, please post your crash dumps in this thread to help the devs. http://forum.1cpublishing.eu/showthread.php?t=26007

I did some research yesterday and found out that the same issue exists with all the servers which are up now. If you join a server running Fields or Islands map you can see a list of available planes immediately after clicking a flag (it is a list below flags you should use, not icons on the map).

On Repka#1 or ATAG running channel maps when you click a flag you can not see the list.
To see the list of available planes on channel maps you have to do the following:
1. click on a spawn point
2. create a useless plane that you do not need
3. hit ESC to get back to menu
At this point you can see the list of all available aircraft in the air and on the ground which you can enter by double-clicking the desired plane position.

I reported all the details on sukhoi.ru in the bug-thread. Hopefully it is fixed in the upcoming patch.

If you want to fly a big coop now you can use this temporary workaround: put one spawnpoint per side somewhere on the coop map, spawn some useless plane there like a TigerMoth and hit ESC for a list of planes. Then occupy your positions and type GO in chat when everyone is ready. Players aircraft must be put on Idle in FMB to prevent AI from taking off I think. Sure all this will be fixed in 1-2 patches.

Quick training coops can be flown on small maps which show list of planes upon selection a flag already now. Not sure if you can spawn simultaneously though if a host already pressed "Battle". Try selecting aircrafts and positions before the host press "Battle" by double-clicking the positions in the list/table. Then you should spawn into these positions simultaneously after the host pressed "Battle" hopefully. Please advise if it works this way.

ps. BTW you do not need to reload the map after all/most of planes are killed. You can use this ingame menu http://forum.1cpublishing.eu/showthread.php?t=25941 to reload just the planes of your coop into the map. You can ask someone with better knowledge of C# to fine tune it to your mission if you upload your mission in a separate thread with script request.

Pato Salvaje
09-28-2011, 09:07 AM
Many Thanks´s for your help Ataros.:grin: Much appreciated!

If you join a server running Fields or Islands map you can see a list of available planes immediately after clicking a flag (it is a list below flags you should use, not icons on the map).

You´re right. I´knew about the list below flag´s. Yes, in small new maps we are able to select an aircraft. But as you said in the channel map it don´t work.

To see the list of available planes on channel maps you have to do the following:
1. click on a spawn point
2. create a useless plane that you do not need
3. hit ESC to get back to menu
At this point you can see the list of all available aircraft in the air and on the ground which you can enter by double-clicking the desired plane position.

If you want to fly a big coop now you can use this temporary walkaround: put one spawnpoint per side somewhere on the coop map, spawn some useless plane there like a TigerMoth and hit ESC for a list of planes. Then occupy your positions and type GO in chat when everyone is ready. Players aircraft must be put on Idle in FMB to prevent AI from taking off I think

Great info!! We will try it next time!

Not sure if you can spawn simultaneously though if a host already pressed "Battle". Try selecting aircrafts and positions before the host press "Battle" by double-clicking the positions in the list/table. Then you should spawn into these positions simultaneously after the host pressed "Battle" hopefully. Please advise if it works this way.
Will try it and report here.

You can use this ingame menu http://forum.1cpublishing.eu/showthread.php?t=25941 to reload just the planes of your coop into the map. You can ask someone with better knowledge of C# to fine tune it to your mission if you upload your mission in a separate thread with script request.
Good point. Next step in my missions.
Thank you

Nitrous
09-28-2011, 09:51 AM
At last thx guys.

That is exactly what i have found.

Is this bug reported to the devs?

Many Apologies for my frustration guys.

Ataros
09-29-2011, 08:52 AM
Is this bug reported to the devs?

Yes. Hope the fix is on its way. If it does not please report the bug again in appropriate patch bugs thread after the patch is out.

Pato Salvaje
10-05-2011, 09:53 AM
Quick training coops can be flown on small maps which show list of planes upon selection a flag already now. Not sure if you can spawn simultaneously though if a host already pressed "Battle". Try selecting aircrafts and positions before the host press "Battle" by double-clicking the positions in the list/table. Then you should spawn into these positions simultaneously after the host pressed "Battle" hopefully. Please advise if it works this way.

Well... yesterday we try it and we can spawn only if the host has pressed "battle". Then the flags appears on the screen.
If the map is one of the "small" , the aircraft´s list appears and we can select and fly by double clicking on the position.
If the map is the Channel map then in server aircraft list is available but the client aircraft list is empty. Now the clients have to create an aircraft on a spawn point as you said and esc to show the aircrafts on the list and select them.
Once a client has been shoot down, can go back to the flag´s menu and if there are any other aircraft available (not flying by another client) then he can choose it and refly.
If one client join to the server, can show the aircraft list with the spawn method and join the battle.

We will continue testing with this method to try it with other maps.

regards

Ataros
10-05-2011, 03:47 PM
@ Pato Salvaje
Thank you for all the detailed information.
It is very strange that the issue is map-related.

Today I was testing a mission with spawn-areas on a Steppe map and I could not change the aircraft by just clicking a spawn-area. I had to click on my side's flag again every time I wanted to create a new aircraft. Never happened to me before. All difficulty settings were correct (allowed side and plane switching, etc.)

Pato Salvaje
10-06-2011, 07:19 AM
@ Pato Salvaje
Thank you for all the detailed information.
It is very strange that the issue is map-related.

Today I was testing a mission with spawn-areas on a Steppe map and I could not change the aircraft by just clicking a spawn-area. I had to click on my side's flag again every time I wanted to create a new aircraft. Never happened to me before. All difficulty settings were correct (allowed side and plane switching, etc.)

Have you try it with other maps?...

We´ll made some tests about this on Steppe and Scimitar map´s next day.

Ataros
10-06-2011, 10:08 AM
Have you try it with other maps?...

We´ll made some tests about this on Steppe and Scimitar map´s next day.

Yes, it turns out it happens on all maps but for host only :) Host has to click a flag first to change and aircraft. Probably this is the reason aircrafts lists show only to hosts in coops.

Ataros
10-18-2011, 12:47 PM
Please try coops again with the new patch taking into account this information http://forum.1cpublishing.eu/showthread.php?t=27190

mazex
10-18-2011, 08:34 PM
Hmm, thinking loud without having looked at the things you can do in the c# libraries...

If there is full support to use the normal .Net-libraries in the scripts, how about setting up your own co-op web based gui? Do a simple aspx web site where you select maps, settings and assign players to different flights. Select formations or whatever and then save it all in a database. After all is set (add a simple chat gui) all players join the server and spawn at some random field. If the script can loop over all the currently connected players it can determine which one it should assign to which flight and "force" them all into the correct seat (based on database lookup of the configuration set in the web gui). After at least x percent of the players have joined (or a timer) it will start it all with all pilots in the correct plane, and in perfect formation...

Get my idea? The admin could even change parameters while the mission is running in the web gui if the script reads changed rows. A bit weird way of doing it for sure, but then we could do all we want (if the script can force a multi player gamer to switch plane). The admin can also go in and select "spawn 12 me 109:s at point x" while the mission is running. The web gui could also show an updated status for interested players that what to join.

We could even do a silverlight based real time radar operator map where a commander can issue orders etc ;)

/mazex

Buster_Dee
10-26-2011, 12:46 AM
Anyone who likes ground attack 'coops' may try this mission http://forum.1cpublishing.eu/showpost.php?p=307600&postcount=9

This a basic sample mission creating an ongoing ground war which you can influence supporting your ground troops.

This is not an old original IL-2 style coop of cause but a very basic 'alpha-stage' example of CoD multiplayer.


upd. The mission is being tested on Repka #2 server ATM please give it a try and report bugs.

I'm struggling to get a "Listen" server working. ie, I'm old, my bro is older; we just want to be able to have one of us host and the other join--and be able to thwack AI that can't figure out our lame tactics. We use coward settings and just want to enjoy flight and shoot things as though we are not wearing Coke-bottle glasses. No reflexes = no competition. We'd just like to enjoy this mission.

Problem: only one of us seems to be able to get into an airplane. Can you please point me to some help? I'm not blaming the game; I'm just very confused.

Sorry to take up so much of this thread.

Ataros
10-26-2011, 08:30 AM
Yes, you can start it in Lobby. Password protect your server if you do not want others to join.

Ataros
10-26-2011, 08:56 AM
COOP script by naryv posted http://forum.1cpublishing.eu/showthread.php?p=354537#post354537

Buster_Dee
10-27-2011, 05:03 PM
No joy. I appear to be able to select a side, but can't select a plane from map or by pressing "Create" since "Create" never appears. Now, Steam keeps disconnecting. I must lack some port info or be broken some other way (disabling BitDefender only seems to piss it off?).

Made some port changes. Also, I was trying the MF_any2 mission in MP dogfight. Text editor shows there is nothing in the file but a bit of header info. My bro hosts it fine. But, his copy on my rig still shows nothing. If I add objects/ac in FMB to it, I can play it. Something REALLY wierd here and not worth troubling you all, especially since I can open an SP Mission in FMB, uncheck seat, save as MP Dogfight, and host/play it.

BH_woodstock
11-01-2011, 01:13 PM
Where do you guys host coops at?? ive been to this "lobby" and no one is ever there.In order for this sim to "take off" and get more populated servers it needs a place where coops and missions can be hosted in the same place where players can be seen.I have been to the game "lobby" over 30 times in the past few months and have yet to see a living soul..lol.
I have been playing a lot of coops in il2 and have been enjoying them because it gives the player a purpose and a mission + the creativity i have seen go into these missions are incredible.I would really like to play a coop in "Dover" to see how it is and to see what kind of coops the population is making. ;) Can someone give a time when they will be hosting a coop please.I am Eastern standard time. (New York)

~S~

BH_woodstock
HYPER/STAFF

amd dual core 5400+
6Gb ram
Gtx460se
Win7 Ultimate
trackir 3
MS Sidewinder FF2

Ataros
04-05-2012, 12:17 PM
You can vote for COOP feature at li2bugtracker now (green arrow up).

http://www.il2bugtracker.com/issues/51

:) and for landing gear bug here http://www.il2bugtracker.com/issues/15

luthier's activity there http://www.il2bugtracker.com/users/14