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#1
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IL2 Mod Makers and Daidalos should Unite
How cool would it be if Team Daidalos and the major MOD makers like who made HSFX, SAS, and others got together to bring us all the best from each system, for one big MEGA 4.13 update!
The only real flaw in IL2 is it is fragmented so much, the player base is spread out everywhere. Everyone's efforts are contributions to improving IL2 anyway, they might as well all get together. |
#2
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Your idea is very good Whiskey..a lot of DT members were moders IIRC. And the HFSX community is closer to DT than it appears. Others sites as UP or SAS have talented modders but, the specifications to make a plane or a map, are a limit, to be included in a official patch, its must to be followed. And I think DT is opened to everyone that has a serious intention to work in il2 development.
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Bombing smurfs since a long time ago... |
#3
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As I understand it, anyone who has the proper skills and who wants to make content for the game that's up to professional standards is welcome to join the team. Third party developers who are willing to submit content that's up to DT's standards are also welcome. I know this as a fact since I did the research and initial graphic design that resulted in the historical kill markings feature in the 4.12 patch. (But, DT did a very good job cleaning up my graphics and implementing it in the game.) My only complaints with DT are that they don't make it easy to get in touch with them, and, as far as I know, they don't ask to borrow content created by the more talented modders which either meets their standards or which could easily be brought up to standard. |
#4
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some other mods are beyond the games limits and cause problems that's why a lot of them are for single player use as they don't work online correctly or if the mission had more than a few of a particular aircraft with high poly counts or "franken plane" constructions. Also the flight model has to be made correctly. Poorly constructed maps with memory leaks are another problem. |
#5
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To my ignorant eye, maps seem to be several layers of graphics, plus text files that tell the game engine where to place names and objects on the map. The main problem seems to be placing too many objects on the map, or making too large a map, which slows down the game. Where is the coding that could cause a memory leak? |
#6
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IIRC
Overlapping objects or textures can cause leaks. Last edited by KG26_Alpha; 09-12-2014 at 03:33 PM. |
#7
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Hmmm, does that mean that mission builders who place overlapping objects (e.g., like some air race mission) are asking for problems due to memory leaks, or is the problem just limited to overlapping texture "tiles" and objects specifically placed on the map by the map-maker?
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