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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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  #91  
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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  #92  
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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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.

Last edited by 6S.Manu; 03-26-2012 at 12:54 AM.
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  #93  
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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  #94  
Old 03-26-2012, 01:36 AM
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ACE-OF-ACES ACE-OF-ACES is offline
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Originally Posted by furbs View Post
ACE if YOU read the thread, you would see the problem is the overly complicated process and non friendly GUI.
Thats what were trying to get noticed.
furbs if YOU read the post by specjokey that I replied to, you would see he stated it took a year for people to realize they did NOT need to know how to program in C# to create missions. That is what my reply to him pertained to, which you felt the need to comment on. Again, if you don't like my answers, don't as me questions.

As for your reindeer games.. I could care less what you are trying to get noticed!

But I do care when you put words into my mouth and/or flat out lie about what I said! For example I never said the problem was people could not read! You did so please stop trying to start a fight with me by lying about what I said.
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
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  #95  
Old 03-26-2012, 05:39 AM
Force10 Force10 is offline
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Well Ace, since the FMB and it's co-op mission making abilities are so user friendly, can you point us to all the missions you have made for the community? We all know you defend every aspect of the game by going on the attack so maybe you can back it up this time. If you haven't created any missions yet, maybe now you can show us how easy it is. I will check back tommorrow to see if you have the co-op mission complete with ground battles and multiple squads flying together etc. Shouldn't be a problem since the interface and scripting is so "user friendly" and doesn't need to be addressed in any way.
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  #96  
Old 03-26-2012, 11:19 AM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by ATAG_Bliss View Post
But can't you see the advantages why the spawn delay is that way? In the old, sure you could just delay the spawn right in the properties of the airgroup itself. Once the delay went off, there's your spawn.

Well, now you have the ability to do the same thing by simply linking a spawn group trigger with a delay trigger. But now you have the advantage of making as many triggers/TT delays with that single airgroup. If you want that thing to spawn every hour, every 10 seconds, every second etc. Now you can do it without having to ever put another object in the mission.

Not only is there less clutter, but it makes for soo many more possibilities. Add coding on top of that, then next thing you know you have events triggering when things spawn, destroy, land, w/e - the makings for a completely dynamic environment where things occur based on what players do. So, I for one am happy that it's this way. It just makes this one soo much better.
Have you actually read the Tutorial I made in the Mission Builder section of this forum regarding triggers ?

I know what Im talking about here, after having the game for a year and using every aspect of it including scripting.

What I'm talking about is keeping it simple and thus increasing the FMB user base, increasing the servers and CoD online users.

I don't want 1 or 2 DF servers dictating the way I use the game no matter how clever its setup, give us proper CooP mode and a simple FMB to create missions and host them.



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  #97  
Old 03-26-2012, 11:32 AM
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ElAurens ElAurens is offline
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What would go a long way is a concise user guide for the FMB, not just a post at SimHQ on how to modify one of the stock single player missions for offline use.

Honestly, I went into the FMB last night and all I could accomplish was to get an AI Spitfire to endlessly circle over base. No way to spawn on the ground in said Spitfire, no indication that the base was red or blue, and no way to launch the mission, even though it shows up in my single player mission list.

It's infuriating for someone who has made missions for years in IL2.
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  #98  
Old 03-26-2012, 11:40 AM
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I think it's great that CloD has really advanced features such as scripting and stuff. There are some very talented people out there that can do magic with the tools at their disposal BUT there also have to be a more accessible side to it. Nobody is denying that CloD is a step forward in terms of FMB features compared to 1946 but it's a step backwards (which I never expected) when it comes to being intuitive and accessible. This goes for the whole game IMO, they really need someone with previous experience in making user friendly GUI's, I hope they hire at least one of those. It's a turn-off for newcomers to the game but it's almost even a turn off for a long time fan like myself. I hope to see improvements in the future, hope.
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  #99  
Old 03-26-2012, 12:53 PM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by KG26_Alpha View Post
Have you actually read the Tutorial I made in the Mission Builder section of this forum regarding triggers ?

I know what Im talking about here, after having the game for a year and using every aspect of it including scripting.

What I'm talking about is keeping it simple and thus increasing the FMB user base, increasing the servers and CoD online users.

I don't want 1 or 2 DF servers dictating the way I use the game no matter how clever its setup, give us proper CooP mode and a simple FMB to create missions and host them.
No offense, but why would I read the tutorial on the FMB? Did you make it when the game came out? I'm not the one complaining about the difficulty in using it. You were complaining about triggers hence why I pointed out why it's soo much better the way they are implemented compared to 46.

For people like yourself, what I don't understand is why don't you just host a pw protected server to do your COOP style play in (for the time being). You come on here and complain about not having your old style COOP. Why can't you do the same thing by just starting a mission where you spawn from? Sure it's great, I guess, that you could pick your name on a list in some menu instead of clicking on an airfield. But it's not like you can't achieve the same thing (everyone flying at the same time towards your goal of the map).

And again, the FMB in cliffs is just like the FMB in the old game. Why are you complaining about it's difficulty? Please go into specifics here (comparing the 2). I mean, posts saying that the FMB is difficulty in one game compared to the FMB in the other lends me to believe you haven't spent much time with it. Because, side by side, they are virtually the same without the added features that cliffs allows you to do with it.

Quote:
Originally Posted by ElAurens View Post
What would go a long way is a concise user guide for the FMB, not just a post at SimHQ on how to modify one of the stock single player missions for offline use.

Honestly, I went into the FMB last night and all I could accomplish was to get an AI Spitfire to endlessly circle over base. No way to spawn on the ground in said Spitfire, no indication that the base was red or blue, and no way to launch the mission, even though it shows up in my single player mission list.

It's infuriating for someone who has made missions for years in IL2.
Again, I don't understand this. You must spend 5 seconds in the FMB and quit. Inside the properties of that spitfire not only will you see altitude is default at 500m, but there's a few checkboxes that you can click on the one's that read "player plane" and "spawn parked" should kinda give it away.

Spawn parked means it's parked where you place it "on the ground" - Player plane should be fairly obvious as well.

And of course your AI spitfire is just going to sit there and turn circles. All you did was give it a single way point and nothing else.

This is exactly like old 46. Do I have a different version of the game or something? How is stuff like this difficult? Are you sure you made missions in the old game?
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Last edited by ATAG_Bliss; 03-26-2012 at 12:59 PM.
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  #100  
Old 03-26-2012, 12:58 PM
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SlipBall SlipBall is offline
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Quote:
Originally Posted by ElAurens View Post
What would go a long way is a concise user guide for the FMB, not just a post at SimHQ on how to modify one of the stock single player missions for offline use.

Honestly, I went into the FMB last night and all I could accomplish was to get an AI Spitfire to endlessly circle over base. No way to spawn on the ground in said Spitfire, no indication that the base was red or blue, and no way to launch the mission, even though it shows up in my single player mission list.

It's infuriating for someone who has made missions for years in IL2.

Hi ElAurens, I know that you have a long history making missions and that I'm sorry that you are having problems. Could you describe your basic mission that you are having a problem with. Is the AI supposed to be your wing man in the mission, or is he to take off from a separate different base?
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