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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   FMB Poll (http://forum.fulqrumpublishing.com/showthread.php?t=26383)

ATAG_Dutch 09-22-2011 08:32 AM

Use it all the time, but only in a very minor way, i.e. for setting up particular scenarios, usually to make a video clip or summat, and then only using what I know from old IL2.

Also firmly in the 'need a manual' camp.

David198502 09-22-2011 09:50 AM

i really like the FMB....i used it in 1946 and i use it in COD.
but i have to say,...that the old FMB was easier to understand.although the main functions are the same, and also the layout remained.but with the new possibility of scripting, im totally lost.i dont understand a word, if i look at scripts, and never could create one by myself.all i could do is to copy and paste.but i would like to understand how it works, to use the full potential of this feature.
one thing that bugs me most, is that im not even able to start different flights at different times anymore.it was sooo easy in 1946 and now one have to write a script for it....
detailed documentation is really required, but not only for the fmb but also for the planes...

6BL Bird-Dog 09-22-2011 10:02 AM

I have tried it but it realy needs a detailed manual to utilise all its features .I have not tried it since the early game paches and it seemed pretty buggy then.

KG26_Alpha 09-22-2011 11:31 AM

Using the FMB most of the time.

Waiting on some more sensible maps to come forth or the map sdk :)


The scripting side of things is out for me, learning C# or C++ isn't on my list of "things to do" at the moment.
I asked for a more "intelligent" and up to date version of the FMB interface and was told by Oleg it wasn't happening as the "old FMB" worked fine
and wouldn't be made to look and function any different.

Personally after making thousands of missions and campaigns including using Lowengrins DCG for IL2, the new FMB is a mess without a manual,
and the scripting just too much for the average mission builder from IL2's click and fly ability.
I don't expect there will be one for CoD as there never was a comprehensive manual for the IL2 series.

Anyways ...................

Quote:

Originally Posted by Norseman (Post 339400)
ZUTI.. pls help them out.. :)

NO please noooooooo

He has single handedly ruined Coop code in IL2 1946 UP3 RC4
Just because he doesn't like CooP's ........... and is not prepared to fix what he's broken it would seem.

http://www.sas1946.com/main/index.ph...,16639.12.html

He111 09-22-2011 11:33 AM

Quote:

Originally Posted by bolox (Post 339388)
voted occasionally.

the need to use C+ scripting to do anything more than very basic functions without any documentation is a big problem for me and does seem to be holding back the release of much in the way of user generated missions campaigns.

the dev shots of what appeared to be an IL2 fmb gave me great hopes that the community would be able to cover 1C's apparent lack of time/ability to create anything other than rather sterile missions/campaigns, to date this is not happening at anything but a snail's pace

there are a few 'clever' people who are making great efforts to understand scripting/triggers (many thanks to you guys doing this stuff) and hopefully this will eventually 'take up the slack' and show some of the great things that seem to be hiding inside this sim

+1

Please C1 staff give us a hint how triggers and scripts work etc

.

David198502 09-22-2011 11:34 AM

Quote:

Originally Posted by Dutch_851 (Post 339405)
Use it all the time, but only in a very minor way, i.e. for setting up particular scenarios, usually to make a video clip or summat, and then only using what I know from old IL2.

Also firmly in the 'need a manual' camp.

+1
i use it, but have not much knowledge about it, unfortunately.

Blackdog_kt 09-22-2011 05:45 PM

In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface.

I think it's great we can use c#, i just don't think it's meant for everyone. So why is it useful?

Well, because people with the required knowledge can pool resources and make their work available to the rest. We might not have extensive pre-made trigger lists just yet, but we will certainly have a few community-made libraries in a few months so that we can simply copy-paste what we need into our mission. The ability to insert interface items into the game might also mean we'll end up with a graphics front-end to use those scripts: you choose a function and what it applies to, the front-end then assigns the variables you specified to a pre-made script and that's it.

I expect that this will take a leap forward with the release of the SDKs.

In short, just because c# scripting is available doesn't mean it's mandatory to use for everything (for some things yes, eg conditions and environment management in dedicated servers, but certainly not for making a simple mission to enjoy with a couple of friends). I think it's more of a case of "here's a tool you can use for more complex missions if you want to, while we finish working on the SDKs that will help you do it in an easier way", rather than a case of "FMB is unusable for non-programmers". As such i don't consider it a drawback, just an optional bonus feature.

No1 Cheese 09-22-2011 06:04 PM

Its the only part of the game i enjoy,it WIL(eventually be fantastic).
"In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface"

Why we paid for it!!!
That wasnt a pop at all.It will get there and i cant wait for the day the Squadron(Wing)i belong to can use it.

Cheese

csThor 09-22-2011 06:04 PM

Quite frankly I do suck badly at coding. The best I could manage was writing HTML. I simply lack the necessary understanding for the gibberish of a programming language. I don't "see" where the lines of code go to. So if I were to make missions I'd need a partner fluid in C# ... The possibilities are great, yes and no doubt about it, but unless we get some kind of WYSIWYG Click&Point interface I fear these possibilities are beyond my skills of comprehension. :(

KG26_Alpha 09-22-2011 06:50 PM

Quote:

Originally Posted by csThor (Post 339641)
Quite frankly I do suck badly at coding. The best I could manage was writing HTML. I simply lack the necessary understanding for the gibberish of a programming language. I don't "see" where the lines of code go to. So if I were to make missions I'd need a partner fluid in C# ... The possibilities are great, yes and no doubt about it, but unless we get some kind of WYSIWYG Click&Point interface I fear these possibilities are beyond my skills of comprehension. :(

Which is what I was saying. why the need for scripting with C# it puts the fun of mission building into a elite few and not the masses.

One part of CoD's feature list was the advanced mission builder with triggers, aircraft systems damage etc etc but these are useless to the 99.9% of us that dabble with FMB.

Unless they get a user interface that's as friendly as IL2 1946, its going to be a sorry Dogfight server based sim and die on its arse pretty quick, its struggling to hold interest as it is now due to over complicated GUI and "feature or bug" components.

The first thing after the current fixes are done 1C need to tidy up the FMB and GUI, get people hosting Coops and actually having some fun.

IL2 originally allowed the transfer of missions into the cache so you could re-use them again (host) and learn from others how stuff works with CooP's
I wonder if this is possible with CoD?





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