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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 03-25-2012, 10:29 PM
EvilJoven
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Mission making shouldn't be this hard and it shouldn't be such a necessity in the first place. That's the point. I've done a few missions in IL-2 1946 and it's fairly hard, even with the limited scope of the FMB, to do a good mission. The last time I tried the FMB in CloD it was like all the bad stuff from the 1946 FMB with a whole lot of other stuff on top I had to learn that made it an even bigger pain.

I'm not begrudging having a powerful FMB, other flight sims and ARMA both come with one and people have used it to make some really cool stuff but those games at least came with some content out of the box. Some even come with dynamic mission generators of varying quality.

The way I figure it, if I have to learn so much scripting to get ANY content other than a lacklustre SP campaign and a few anaemic multiplayer maps, I may as well go ahead a step further and just code myself a flight sim. Hell, maybe I ought to do that, I can even sell it on services like Steam!

I'll call it PE-2 Petlyakov - Canterbury Fields. The graphics will be great and I'm sure you'll love it. The physics modelling will be up to the player but I'm sure that won't be a problem, it's not that hard to make with the physics model tools I'll include. Don't worry about the lack of documentation, I'm sure one of my loyal fans will write a wiki.
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Old 03-26-2012, 12:10 AM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by PotNoodles View Post
I don't get why some developers choose to make drastic changes to what has already proved to be a success. I think most people would have just been happy with better graphics and IL 1946 game play, I know I would. I am just not keen on the driveable tanks and all that and I think it could be heading in the wrong direction. I hope I am proved wrong because I love 1946. I just think if you create driveable tanks then you have to make infantry to take out the tanks. The game then has to properly simulate how all of these vehicles work and to me would take a lot of hardware, but like I say I may be proved wrong.
But the game always had this direction. There was a video 5 years ago that showed Oleg firing manning a AAA gun. Over 3 years ago the tanks were displayed with the hatches that opened etc. Why do some people think this is new? If I were to take a guess, the majority of this stuff has been modeled long ago. Only the physics and perhaps some of the component damage model will be tweaked.

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Originally Posted by EvilJoven View Post
Mission making shouldn't be this hard and it shouldn't be such a necessity in the first place. That's the point. I've done a few missions in IL-2 1946 and it's fairly hard, even with the limited scope of the FMB, to do a good mission. The last time I tried the FMB in CloD it was like all the bad stuff from the 1946 FMB with a whole lot of other stuff on top I had to learn that made it an even bigger pain.

I'm not begrudging having a powerful FMB, other flight sims and ARMA both come with one and people have used it to make some really cool stuff but those games at least came with some content out of the box. Some even come with dynamic mission generators of varying quality.

The way I figure it, if I have to learn so much scripting to get ANY content other than a lacklustre SP campaign and a few anaemic multiplayer maps, I may as well go ahead a step further and just code myself a flight sim. Hell, maybe I ought to do that, I can even sell it on services like Steam!

I'll call it PE-2 Petlyakov - Canterbury Fields. The graphics will be great and I'm sure you'll love it. The physics modelling will be up to the player but I'm sure that won't be a problem, it's not that hard to make with the physics model tools I'll include. Don't worry about the lack of documentation, I'm sure one of my loyal fans will write a wiki.
Huh? The FMB is one of the easiest tools every created to build missions with. And I don't want the developer to spend time making missions. I want them to spend time making the things that allows us to do w/e we want in missions, a big difference between other flight sims that are very limited in this regard.

And the only thing that's changed between the old IL2 / new IL2 FMB is just how many more possibilities you can have in it. Placing objects, spawn areas, AI, etc.,etc., are virtually the same. The 3rd party stuff will come that does many of the coded things you could do in the old game for the new.

The documentation is needed, I agree, but for anyone that did any missions in the old IL2 it shouldn't be hard to make an old IL246 type mission with the new FMB, with the exception of the traditional old IL2 COOP. The hardest part is making the mission work in the bug filled environment we have atm. But that's not a fault of the FMB.
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Old 03-26-2012, 12:42 AM
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ElAurens ElAurens is offline
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Bliss, I made lots of DF missions in the old IL2 FMB. I cannot even begin to fathom the new CloD FMB, as I have said. And I'm not talking about scripting. I spent hours one day just trying to make a simple 2 base mission, and you know what? It didn't work.

I'm not saying that the new wonderful stuff in the FMB should be eliminated, I love what the programmer types are doing with missions.

But why change the basic things like base and object placement?

Why?

Russian designed GUIs, and any other control interface that they do, are hard enough to understand, why change what worked in the old sim?

It boggles the mind really.
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Old 03-26-2012, 12:52 AM
6S.Manu 6S.Manu is offline
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Originally Posted by ElAurens View Post
Russian designed GUIs, and any other control interface that they do, are hard enough to understand, why change what worked in the old sim?
In my opinion the "real" user-friendly interface is not ready simply because it's not a priority at this stage.

They set the bases for a great FMB, but the more complex this is more complex interface you need to manage it, above all if we're talking about design. Probably they got no time to do it, as many other thing in this sim.

Of course one day an user-friendly UI will be developed.. by them or a third developer...
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Last edited by 6S.Manu; 03-26-2012 at 12:54 AM.
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Old 03-26-2012, 01:10 AM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by ElAurens View Post
Bliss, I made lots of DF missions in the old IL2 FMB. I cannot even begin to fathom the new CloD FMB, as I have said. And I'm not talking about scripting. I spent hours one day just trying to make a simple 2 base mission, and you know what? It didn't work.

I'm not saying that the new wonderful stuff in the FMB should be eliminated, I love what the programmer types are doing with missions.

But why change the basic things like base and object placement?

Why?

Russian designed GUIs, and any other control interface that they do, are hard enough to understand, why change what worked in the old sim?

It boggles the mind really.
How did it not work? You simply place 2 spawn areas down on top of the 2 airfields you want to spawn from, then select the planes you want to take off from there within the spawn area icon.

You could do that in 20 seconds.

How is that hard? And why didn't it work?
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