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Thinking about a Community Patch
Since the dust has settled somewhat on the Q&A session and some of the answers have brought a few unwelcome truths home. I've pretty much come to terms with the idea that there is no rescue ship coming for clod, and that what we have now is pretty much what we will need to make do with for the next couple of years until the Sequel™ is released.
With that in mind, I am starting to wonder what we can do to make the best of it. The half dozen or so patches over the last eighteen months have fixed and broken things in fairly equal measure, and it's hard to point at any one update and say which was the best. Each had their merits and their... well, lets not dwell on that. Last night I downloaded Kegetys' Clodmod activator ( http://www.kegetys.fi/misc/ ) and did a dump of all of the game's files. It is interesting to look through the gizzards of the thing and see how it is made. The original Il-2 series is just as interesting, and indeed it is remarkable how similar the two are in layout. the Effects folders and files for example will look very familiar to anyone who has some hands on experience with Il-2 modding. The interesting bit was when I considered that the files in front of me were for the latest version of the game. What If I rolled back the previous patch and made a dump of that version and compared the differences? What if I did the same for the ones before that, or the V1 Collectors Edition? Maybe it would be possible to pull some of the best bits out of each version and make a sort of compilation mod. Get the decent looking Spit's weathering layer from the early build and use it instead of the messy current one for example. Extract the earlier landshading files and use them instead. Tweak the tree textures, fix the dust particles, revert to a Hurricane FM that will start up... There are a lot of things we can do. The files are right there in the open once you extract them. Nothing much seems hashed or encrypted and just about everything can be opened in notepad. It would be baby steps at first, but those who were around during the early days of Il-2 modding at AAA would remember how things started out. It was an exciting time, exchanging ideas and techniques. Learning about the game and how it all worked. Anyone with experience in modding work, I'd urge you to take a look inside Cliffs Of Dover. There is a lot to see. If anyone can recall elements of previous patches or versions that had things that were working nicely and are now busted... maybe speak up and link to the patch in question. Maybe we can fix things after all! |
Thats a great idea. Its worth a go in my opinion.
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I really don't think that the investors, 1c, or luthier want people playing with the code...you mention AAA and the early days, I think 1c never admired the behavior of a few who took it upon themselves.
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What about steam? Won't it just over write any mod or stop it from working?
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As for people commenting on whether they would like us to mess with the code I say its modding, and modding is what kept the IL2 series afloat for all these years... I think if a team could be put together it could be interesting for sure... |
This should definitely be done, once the final patch for CloD hits Steam.
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Steam Workshop as possible platform? Don't they use that for some games with "user created content".. |
For sure! I think that was the issue all along, just waiting for the "ok, we give up" from 1c.
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Quote: 2. will you ever consider getting rid of steam and going to hyper-lobby format? No. On the other hand, if you invested thousands of dollars in hardware to play this dud, I can see a strong case for wanting to circumvent and make the game playable in the meantime until the sequel. Self interest verses community, usually the former wins out. If I was Luthier, I would get on that SDK release really fast. |
It sounds to me as though this could result in further divisions within the community. While it's true that modding greatly improved the old IL-2 game, it also effectively killed it in the end by splitting the community into far too many mod-based factions that typically lacked the critical mass needed to succeed.
If a 'community patch' means that the number of servers increase but player numbers on those servers goes down, then I'd be opposed to the idea. |
I dont think you need to sweat Steam too much, I think you could work around it, the only issue would be after the sequel and how it all meshes together with that and mods...
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This has more for the benefit of offline players perhaps. I wouldn't go messing about with FM's online yet. Might not go over well with Steam. Other mods work fine though. Beta patches are a sort of mod after all.
For what its worth, here is the HurricaneMkI_RotolRMS-7_100oct.fmd Certainly makes for interesting reading. ; [Aircraft] ; Wingspan 40 ft Length 32 ft 3 inch ; [Systems] ; Propulsion Engine Rolls-Royce MerlinIII-RG-Hurricane-100-octane Propellor Rotol RMS-7 Pneumatics Source Engine0 Pressure 300 lbsqin PrimaryContainer 4 litre Starts Open, Full SecondaryContainer 4 litre Starts Closed, Empty Hydraulics Source Engine0 Pressure 40 bar Reservoir 8.5 pt Electrics Source Engine0 Voltage 12.0 V BatteryCapacity 54 Ah GeneratorOutput 650 sW at 2000 RPM LandingFlaps Hydraulic Extends 8.0 sec Undercarriage Retractable Hydraulic Extends 5.0 sec Folds Inwards OperatesThrough 200 knots EmergencySystem Nil SafetyLock Nil SpringsStiffness Main 2.5 Tail 0.9 MaxDragEquivalentS 0.7 m2 WheelBrakes Pneumatic Efficiency 1.0 Hatch0 Mechanical Motion Type Sliding Time 1.0 sec Jettison Type Detachable Time 0.5 sec PitotHeater Electrical ; [Controls] ; Aileron Slider Threshold 320 kmh Elevator Slider Threshold 320 kmh Rudder Slider Threshold 360 kmh AileronTrim Nil Default 0.040 ElevatorTrim Slider Range -0.5 to 0.5 Default -0.01 RudderTrim Slider Range -0.5 to 0.5 Default 0.07 EngineThrottle Slider EnginePitch Slider EngineMix Toggle EngineMagneto0 Toggle EngineMagneto1 Toggle EngineRadiator Slider EngineBoostCutOut Toggle EngineSlowRunningCutOut PushButton LandingFlaps Switch Up Neutral Down Undercarriage Switch Up Neutral Down WheelBrakes PushButton HydraulicsHandPump PushButton TankSelector0 CyclicSwitch Close Main Auxilary Parked 0 Cruise 1 Selection 1 Flow FuelTank 0 to Engine 0 Flow FuelTank 1 to Engine 0 Selection 2 Flow FuelTank 2 to Engine 0 Kraftstoff CyclicSwitch Left Centre Right AltimeterPinion Rocker Range 800 to 1045 Default 1000 mbar DirectionPinion Rocker CourseSetterPinion Rocker Puppet0PriPitLight Slider Puppet0SecPitLight Slider Puppet0SightLight Toggle AcemakerSight Distance Slider Range 150 to 600 Default 400 yd Side Slider Range 100 to 30 Default 30 ft Dimmer Toggle PitotHeater Toggle Puppet0Hatch Switch Close Open Selection 0 Closes Hatch 0 Selection 1 Opens Hatch 0 Puppet0Jettison ExpendableSwitch Off Off On Selection 2 Sheds Hatch 0 ; [Instruments] ; EngineFuelPress Mechanical Range 0 to 5 lbsqin EngineOilPress Hydraulic Range 0 to 150 lbsqin EngineOilTemp Hydraulic Range 0 to 100 C EngineWaterTemp Hydraulic Range 0 to 140 C EngineManifoldPress Mechanical Range -4.0 to +12.0 lbsqin EngineRPM Electrical Range 1600 to 4000 RPM Speedometer Mechanical Range 0 to 440 mph Pitot Pioneer Altimeter Mechanical Dimension feet Variometer Mechanical Range -4000 to 4000 feetperminute MagneticCompass Mechanical JamAngle 12.5 deg SlipIndicator Mechanical Amplitude 20.0 deg TurnIndicator Mechanical Source Primary NominalTurnTime 2 min ArtificialHorizon Mechanical Source Primary Pitch Range -60 to 60 deg Roll Range -181 to 181 deg DirectionIndicator Mechanical Source Primary FuelReserve Electrical Range 0 to 37 gal KraftstoffSwitching Selection 0 Shows FuelTank 0 Selection 1 Shows FuelTank 2 Selection 2 Shows FuelTank 1 GyroFeed Primary Pneumatic Secondary Nil ; [Mass] ; Empty 2495 kg TakeOff 3311 kg Fuel 427 litre FuelTanks Aluminum 150 litre Aluminum 150 litre Aluminum 127 litre FuelFillingOrder Tanks 0 1 Tank 2 ; [Squares] ; Wing 23.92 m2 Aileron 1.78 m2 Flap 2.38 m2 Stabilizer 2.80 m2 Elevator 1.60 m2 Keel 0.90 m2 Rudder 1.40 m2 ; [Arm] ; Aileron 4.56 m Flap 1.65 m Stabilizer 5.41 m Keel 5.64 m Elevator 6.12 m Rudder 6.18 m Wing_In 0.75 m Wing_Mid 2.31 m Wing_Out 4.69 m GCenter 0.00 m GCenterZ 0.00 m GC_AOA_Shift 0.50 m GC_Flaps_Shift 0.15 m GC_Gear_Shift -0.1 m Wing_V 3.0 ; [Params] ; SpinCxLoss 0.08 SpinCyLoss 0.03 Vmin 150.0 kmh Vmax 418.0 kmh VmaxAllowed 700.0 kmh VmaxH 527.0 kmh at 6100 m VminFLAPS 130.0 kmh VmaxFLAPS 250.0 kmh Vz_climb 15.0 ms V_climb 270.0 kmh T_turn 19.0 sec V_turn 290.0 kmh K_max 13.0 FlapsMult 1.1 FlapsAngSh 4.0 RangeAbility 850 km SensYaw 0.45 SensPitch 0.66 SensRoll 0.15 ; [Polares] ; lineCyCoeff 0.090 AOAMinCx_Shift 1.4760736 Cy0_0 0.14 AOACritH_0 15.5 AOACritL_0 -15.0 CyCritH_0 1.1746255 CyCritL_0 -0.91520053 CxMin_0 0.0238 parabCxCoeff_0 7.5E-4 Cy0_1 0.4086449 AOACritH_1 14.5 AOACritL_1 -19.0 CyCritH_1 1.5095204 CyCritL_1 -0.7 CxMin_1 0.06892961 parabCxCoeff_1 9.2E-4 parabAngle 8.0 Decline 0.005 maxDistAng 40.0 |
It would be interesting to see if a team could tackle one of the none flyable aircraft and make it flyable, complete with clickable cockpit, etc. I know that Luthier said it was too expensive to add new aircraft for free in his answers, but the modding community would be a great fit for that.
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What exactly is it that you miss? As I understand it CoD will be updated when the sequel comes out, and from then on improvements will continue that affect that merged version of the game. As far as weathering goes Luthier never said that skin weathering would never be addressed, just that he thought it wasn't 'terrible'. I'm sure gameplay, weathering (permanent heavy weathering on British fighters) and lots of the other present issues (bridges, wave height, AI tactics, AI response, clouds) will be resolved in good time. At the moment the emphasis must be on getting the game stable and not introducing any other issues. All must be hunk dory before the merge of CoD and BoM. Getting CoD smooth and glitch free is the priority. Once everything is working OK then the merge can occur and after that global improvements and added features can come. The map/maps we will be able to edit when the planned user tools become available, and Luthier has definitely not abandoned the development of these. What, as you see it, are the specific failings of CoD that can't be resolved after the merge? |
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I meant that global improvements to the merged version would affect CoD as a part of the merged CoD/BoM. Any aircraft, flight model, AI improvement can come in the future. As Luthier said, until now all time has gone to sorting out glitches. Next, the improvement of the game can begin. Quote:
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It may be possible to do some simple things but it could turn into a Frankenstein's monster situation. Also, as for il-2 mods, getting agreement from the community as a whole that a particular change is an improvement could be difficult. Overall I'm not really in favour. Luthier has said that the FMs will continue to be worked on until they're good enough, and when the map sdk is released then there should be big improvements made to the main map. Quote:
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where are the FM files, and how can one open them???
i dont want to change them, but only have a look and see if they can reveal some answers on questions Luthier and the team dont think its necessary to comment. |
Here we go again opening Pandora's Box!
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Yup, games cracked. Let the modding madness begin... :(
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Spits and 109s that fly like UFO's AWESOME, constant arguing about who has the realistic FM, four different "Ultimate" Mods yeah this is great news :rolleyes: |
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It was possible to add new aircraft to the game at one point (and it may still be possible, I just haven't tried in ages) but there are problems. A .msh converter would solve a good number of these issues, but that creating a converter is beyond me. At one point I did try to alter the HDR and look of the sunrises and sunsets to match that of the earlier patches. But they changed quite a few things and I couldn't figure out how to get it to work with about a half hour of tinkering. Once we have a final patch I'll start messing with things again, but I see no point until then - too easy for a few things to be changed in a patch that will bork a bunch of work. |
Salute
+10 to OP. :) Unless we see a miracle cure for CoD with the last patch, I think opening the game for modding is the way to go. Right now CoD is BROKEN, and frankly, not worth flying. The only time I fly it is when a new patch comes out to see if they've cured the problems... and everytime I do, the same issues, (or more, or old issues) reappear. I disagree with those who say that modding will split the community and cause the game to disappear. In fact, mods in IL-2 1946 gave new life to the game and caused a lot of people to return to it. As far as creating new cockpits, I'd say yes, although this would require a HUGE amount of work, much more than in IL-2 1946. But it would be great to see a flyable Beaufighter, Gladiator, CR42, etc. By the way, looking at those Hurricane files, I am struck by one figure... Quote:
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You think it should be lower? |
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The Hurricane had a HUGE wing, and a very high lift aerofoil, the thickness of the aerofoil was what increased the drag so much that its top speed was very low. It was also what allowed it to turn INSIDE the Spitfire. In any case, its unclear if the figure of 150 kph is used by the game to determine the stall speed, or that is calculated in a ratio to the Lift coefficient, seen further down in the list of figures. |
How could this be used online? Could a server set what the steam check files are or is this done by 1C? If it is only offline then it will be of limited interest to many. It would be frustrating to fly a perfect spit FM offline but fly something different online.
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The Sequel is years away. In the meantime creative members of the community might like to explore ways of adding a few small fixes, optimisations or improvements. FM changes and new 3D may not be a realistic goal at this time, but smaller fixes are well within our reach. Trees can be tweaked for colour and performance (2048x textures seems a bit much). Spelling errors in German cockpits can be corrected. Landscape textures can be easily worked on. Sounds can be altered. GUI could be reskinned. Clouds can be tweaked etc. the list goes on. When the Sequel comes out (2014 if they remain on schedule, 2015 or beyond if they do not) then we can drop the mods and enjoy a brand new merged or standalone game. |
Modding the standalone COD is an option, and it would be very interesting to compare COD as it improves with each new patch and Sequel from the devs, and improvements made by modders to the Standalone COD. The devs should certainly have the advantage early considering their organized development team, with assigned tasks, and not to mention the people modding the devs series work. I'm sure some of the work done by the standalone modders could also be used in the devs series, and vis versa.
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I say... lets start modding the easy things like the landscape colours and trees...
and then when we find a way to mod the FMs we should do that! |
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Hopefully, with this latest Beta patch being ok, (as it seems a the moment) development will move a lot quicker than it has until now, with everything being held up by bug searching. I would like to state for the record that I don't think BoM will be a magic fix. I remember that couldn't even run Pacific Fighters when that first came out as the next part in the Forgotten battles series. On the whole everything turned out well in the long run. And I will stay around this time too, hoping it will be kept alive long enough for that to happen. Sorry for any misunderstanding. |
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Are you saying the way the FM is modelled in CoD is no more complex than in IL-2? Or that the Hurricane's modelling is the same? |
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Of course what really matters is how the game is using those numbers, which may be significantly different in COD... or the exact same. And that is the real problem. If we don't know how the engine is handling the variables then building an accurate flight model will be hard. Take the 150kmh Vmin for the hurricane for example. Is this how the stall speed is set or do other variables play a role? Anyway, whats the general consensus on the most "accurate" modded fmds for hurris in IL2? As for some of the other suggestions. Bumping down texture resolution shouldn't do much if the game is handling mipmaps and the in-game texture settings properly. Of course testing will be needed to verify this. |
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Interesting thread. My impressions of community mods for IL2 1946 are very positive. Particularly the FM mods by Aaken. However, I doubt if UBI or 1c would allow the source code to be released as such. My hope is TD would get the rights to patch, don't know whats in it for TD, whether they are a bunch of uber geeks who get satisfaction from playing with source code or the like. But they have done very impressive things with IL2 '46, kudos to them.
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Currently its possible to get .msh files into il2 by adding, I believe, a thing for materials right at the start of the file. The problem is dealing with the way the game handles hooks. Maybe its just my lack of experience with making models for IL2, but it seems that a .msh converter will be necessary to get cockpits for the un-flyables since the camera location is based off of hooks. And the cockpits as is would be, imo, acceptable in the short term as well as offering a decent jumping off point for making better detailed cockpits. http://www.abload.de/img/cockpit264iwh.png Quote:
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That's us! |
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Kind Regards |
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Thanks for the info. Do you have the extracted files for the other game aircraft? What is the program used for extraction? Thanks |
Hi Buzzsaw, just saw your PM. ;)
In my first post there is link to the mod activator/extraction tool that you can use to access the game files. The download has instructions on how to use it too. When you use it you should find the files in the root game folder, _dump/$bob/Flight Models folder. I'm not near my pc at the moment though to upload. |
Steam shouldn't be a problem for mods, I've used racing games on there with mods, no problem.
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For the sake of a fair online playability I really hope so decent, the sequel sfs files will be crypted far off the standard Il 1946 encryption.
Otherwise we will have the same modded situation, we got the past 3 yrs of Il2 1946. First wills are good for sure, but at the end this finalizes again in a customization of FMs as everyone thinks is correct or prophitable for himself. I for sure dont blame anyone sneaking into the sfs files, as it is a childsplay to change and load em ingame, at this point MG must be blamed for not crypting their files properly. Btw isnt changing the files versus MG genreal terms and conditions? Never read them to be honest, but i can remember there was a big disput in early time with Oleg regarding modding and opening his files. However....Pandoras Box ........ |
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Please can someone mod the trees and landscape to start with?!? I have no idea how to MOd but this kind of mod will not affect anyone except it will look better. Doesnt give anyone some sort of advandtage... I read that the trees have an extremely high resolution. Well i understand that if the game would also be made for ground vehicles but since that is not the case can somone lower the tree resolution to 512 maybe instead of 2048...(if i remember correctly) I dont think we will see the diff when we fly at 500km/h...
This might lower stuttering and increase FPS... |
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Similar problem in ARMA when people turned off grass so people in bushes were just plainly visible. |
Great idea! Let´s diivide the 50 CloD online player into 5 different mod-groups, so everyone can enjoy his one-and-only-real-plane. Well, on the other hand, it doesn´t really matter, 50 players are not enough anyway. :rolleyes:
And it will finally happen, whatever we do, so why not control it... |
The mods breathed new life into Il-2. I agree with Feathered_IV; when CloD is abandoned I can't see an issue with people modding the stand-alone game proper. It could improve it tenfold.
I'm sure all the online fliers who love the series will be itching to make use of BoM with CloD installed into it anyway, thus using a completely different game altogether. |
Sure, let the "Community" muck up CloD with mods and end up with a shambles like this:
http://i33.photobucket.com/albums/d6...psb0d7f99e.jpg http://i33.photobucket.com/albums/d6...pse8161bae.jpg |
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We don't need mods or community patches right now, the dev team finally is doing a good job.
When CloD standalone was "abandoned", we all will buy the next sequel with its content and improved engine, like "old" IL-2 series. CloD is just a map with some planes and objects. The IL-2 series, now with new engine, always merged the content, and now people talk about "abandonware"... Get a grip: IL-2 will not die soon! Bye! |
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I think? |
I thought he meant empty servers.... You in your spitfire with no one else around you :-D
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Well there are plenty still flying iL2 because COD is still a bloody shambles so I don't think you could make the situation any worse by making small improvements.
I for one simply can't be bothered getting deeply into it untill it's significantly improved, and I bought three copies to support the team. I wish them well. Ibis. |
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This is what it should look like!! (the landscape I mean)... By the way, nice to meet you again MP! Its me VA_Kling from warclouds... p51... |
To quote (nearly) Disney "The Kling has returned!" ;)
Seriously I completely agree with you but I think you aught to beware as you may be opening: http://1.bp.blogspot.com/-TT81IaZhFY...worms-copy.jpg I love GRAPHICS of WoP, but agree that as a Sim....the IL2 series rules the roost ;) |
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And as I said, lowering the trees resolution to from 2048 to 1024 maybe might be a good start... Now.. I know NOTHING about mods so not sure it can be done... |
The game engine is still influx, modding would be folly at this time. If major improvements are made most people will move on to the Sequel. I would expect a coherent 50 person development crew who have the sim tools, and understanding of the game engine would be able to make more improvements in the next year or two than community modders. Whether or not the development survives, the time to mod would be after the Sequel. Thats not to say that some modding wouldn't work, if those mods can be integrated into the changes made by the developer in the Sequel.
Gaijin sims do look good overall, if you don't look too closely, but when you fly only a few minutes, a message flashes on the screen "you are leaving the battle area" and a minute more your automatically turned 180* is an immersion killer. It will be interesting to see if their future sims will have larger maps that can keep the overall decent look with decent performance. I think the COD terrain is just OK, but the development is still working on the terrain engine and tools that will allow the community to improve it as well. Even as is I prefer the size of the COD map and its more complex transportation infrastructure, which allows far more complex and immersive missions and campaigns. That said I hope Gaijin has learned from its previous sims and will have sim options that will attract the IL-2 community into buying their sim as well. This would be very good for the genre. |
I don't play CLoD, neither do I post here alot but may I add to Baronwastelan's observation that the colors in that shot look a bit like these HDRI images which are commonly found on flickr (not the HDRI images used to light a scene in 3D but another kind, they call 'm HDRI for whatever reason and they look somewhat unnatural)... just saying.
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the killmarkings feature....i really miss that one, although its not the only feature which was completely taken out of f..... up.
any chance to get that feature back, with maybe a file which was just deleted during the patches? |
I don't have any problem with modding CoD, I think it would be a good thing. But, not if the modding is done as in IL2 1946, in which us computer illiterates are mostly kept from adding mods because of the contortions you have to go through to add something. I'm a flyer, not a computer guy.
If a CoD mod were to be as easy to add as a CoD patch, where you download a file and run it, that would be fine. But, having to deal with config ini's, etc. is just beyond me. I am trying, right now, to learn how to add IL2 1946 mods, because there are so many great addons available. If CoD mods can be done, please keep the process simple. binky9 |
I think every person who wants mod CloD should be like a doctor. First of all its "Do No Harm" Considering that I'm against changing flight models, planes durability or ammo effectiveness. However if we could find a 3D programmer who could fix some graphical issues (for example, make 7.92mm decals to not dissappear after some limit) and provide devs with fixed files, its possible that the community update could be officially added to steam.
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I prefer to keep legal with the developers, they spent all the money etc .. but i have no problems with mods, especially if it fixes bugs the developers have ignored (offline AI problems)
For the time being I'll back the Developers .. waiting for BOM and ignoring Mod options. Most game developers want modders to continue interest in their games .. CA have just created modding tools for Shogun Total War and their next game - Rome 2 . 1C needs to look to other developers. tick ... tick .. tick .. tick .. (hmm, I need some advantix) . |
Chivas has some good ideas, and feathered has a noble intent. Yet the reality is clod isn't fully abandoned and the il 2 series is just starting. The situation for 1946 was development was done as they were moving to Sow series.
Bom sequel will add to clod and if the devs deliver all the features, any mod wil be invalid. It's too early and people will get attached to their fav mods and the sequel and series won't support all the hard work and modders wil waste their time. People will be divided regardless but I feel mods will give more opportunity and or solidify divisions . It's a good intent but the series is starting and it's too early. Plus the devs release tools and this allows them to have an idea of what is changed, use modular features and change critical components so sequels can use the mods or it's easier for the mods to be adapted easier. And the devs don't have time to release The tools |
glinting off the cockpit glass when aircraft pass the sun rays, I see often in you tub videos of people view from cockpit with enemy planes in the distance, and can see the sun-rays glinting off their cockpits. I do not see this in my current game.
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