Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   CoD Multiplayer (http://forum.fulqrumpublishing.com/forumdisplay.php?f=192)
-   -   Moved from Luthiers Update thread (http://forum.fulqrumpublishing.com/showthread.php?t=28365)

ATAG_MajorBorris 12-07-2011 06:10 PM

To: Richie

"If I had a server what's stopping me shutting it down and putting up a different mission every 12 hrs? "



1000 hours of C# work lol

Just a guess : )


ASUS Sabertooth MB--Intel 2600k@4.7--EVGA GTX580 3GB--Corasir 1200 watt psu--Corsair 8gb 1866--Corsair H70 cooler--Corsair 650d case--OCZ Vertex 3--Track IR5--CH Eclipse Yoke--CH Trottle Quadrant--CH MFP--CH Rudders--MSFF2

Richie 12-07-2011 08:00 PM

You two must have something to do with other servers.

bw_wolverine 12-08-2011 01:47 PM

Quote:

Originally Posted by Richie (Post 368064)
So you're saying the map..the front.. could move on it's own without loading a new one?

I'm hoping so, yes. Maybe those front markers that create the red/blue line on the map can be created and removed via scripts just like aircraft. If not, it doesn't matter. That front line doesn't really do too much. It might give you some interesting options via scripting when checking if someone bails over friendly or enemy territory and some other stuff too, but it's not necessary.

If the airfields can be transferred between red and blue and vice versa, you have a way to create a dynamically shifting front line based on capturing airfields and any other objectives you wish to make relevant.

Cool huh? I'd do it myself but I'm not sure how to use the scripting stuff yet.

Richie 12-08-2011 04:57 PM

Old 2001 IL-2 never did have front markers and when you played in the online wars like D.I.D. you had to make sure that you had the map downloaded that they would have up on the site with a drawn line dividing the fronts. I think I still have one. Just like a paper map in your cockpit lol. You couldn't shut your mini map path off either. That was the only thing I didn't like about 2001 IL-2

ATAG_Bliss 12-08-2011 08:03 PM

You can rotate missions, sure.. The problem is that the server acts as a client not a server to steam (unlike virtually every other steam game). If you don't restart the server and steam every so often, you end up with players that are never able to join the server. If you look at the player list in my sig, every so often you'll find players identified as (null). These are players that somehow failed steam auth. The console server doesn't see these players so they cannot be removed. So until steam and the server is completely shut again and restarted, these individuals that are failing auth will never be able to join.

This is the reason we are not running a mission ending objective scenario atm. There are objectives, but actively using those or "win conditions" to rotate maps will only lead to the (null) situation piling up over time. In a 7 hour window that the mission currently runs on, I've seen up to 9 (nulls) to give you an idea. So just imagine how many people would not be able to join after 48 hours?

As far as one mission, you're right Rich. It would be nice to use more than one, and we are working on that. But if I had the same hours in making one mission half way run in IL2COD, I'd have made 200 for IL246. Something as simple as making an AI plane land and despawn correctly takes hours to do. I'm sure everyone has seen the jumping AI on the airfields before. It's bug city in the dedicated server world atm. Something as simple as commanding a column of trucks to go from point A to point B works flawlessly in when running the mission through the FMB. Stick it on the dedicated server and next thing you know, all the trailers fall off, and those same vehicles get stuck inside a house.

The list of bugs goes on and on. And they're 10x worse when running the -server option. We definitely can't please everyone, but I would highly suggest trying to make a mission yourself (for the dedicated world) before you criticize all the hours others have spent just trying to get one to work properly.

Richie 12-08-2011 08:24 PM

I needed it explained just like that for it to sink in. Thanks for doing it :)

Richie 12-08-2011 10:31 PM

I've figured out with help how to make a dogfight mission. I couldn't figure where the number of planes was so when I went to create it just sat there but now things work fine. Anything I have moving on waypoints such as trains or trucks in dogfight missions seizes the game up. Everything has to be static. Coops work fine for me. I haven't hosted on online though.


All times are GMT. The time now is 02:29 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.