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#171
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Good idea Flanker! - Maybe it won´t be a big sell, though, it is a rather specialised subject...
Oleg, you write that "Support for and from third party" is essential. Yes, and the most important thing is TRANSLATED support documentation. Translated by mother-tongue English-speaker. I have seen that this small but crucial step is often missing from Russian sim developement teams. Neoqb didn´t get it done either. Translation work should be done now. Doesn´t matter that the programs will change later on, the documentation can be updated later (as a living document online). The big 95% of translation work should be done now. Please dedicate half a day to hire someone to get it done... |
#172
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#173
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Just so everyone understands what I wish for is a quality in all aspects of a game. The one thing that erks me about WWIIOnline is that the flight model of planes is childish and the FPS aspect of it is primative I only enjoy the armor in that game. When you say its sim on sim I understand that then maybe yes it wouldnt be to much to have all at once since it is already there. But the manpower to make it all work and to share your hard work with someone for nothing doesnt make much business sense either. But if you were able to make an arrangement with a 3rd party such as Gaviteam the makers of STEEL FURY that benifited both parties and added more to SOW why not.... thats a big IF of course. \ They too are a small team and have a wonderful tank sim which can be found here http://graviteam.com/games/steel-fury-kharkov1942.html Maybe it would be possible that since you both have a quality sim you could team up together. LoL im such the match maker anyways I know its all far fetched and its alot easier to say it then to do it. But like I was saying the people that play SOW and Steel Fury are hardcore simmers that demand the best. And since it is after relatively a small niche in the game market if you could put multiple great sims into one it would benifit both parties. |
#174
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Most of the "professionals" in MSFS third-parties have started as "amateurs" (you have to start at one point!), and many top-level add-ons for MSFS are from "amateurs" and will give nothing in quality to any of the professional ones... Another advantage of being an "amateur" is that you are not in for the money but only out of passion, of willingness to prove something etc...this allows them to explore ways which would be too costly in time for the developer for an unforeseeable result, and/or to not be constrained by time considerations! Give everybody a chance at it and be prepared to be surprised...and also to get some sub-standard stuff but that's the name of the game! JV |
#175
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I would add just following: To make the base - the first game or sim with special tools that allowing third party to make additional content is way more profesional work than to make additional content... To develop the base code of engine and its initial main features is way more different and more complex than to modify it.... You can be professional creator of add-on, but you can't make the main thing - the engine and its features. Investments in development of the main code around which all the things doing third party isn't even close in comparison to investments of third party. By other words... to add something in already ready advanced product isn't the same as to develope from zero this advanced product. Simply people should understand this great difference. |
#176
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Then online code will define everything if we would like to "get all in one" True not so easy.... and direct merge is impossible. Last edited by Oleg Maddox; 03-02-2010 at 10:12 AM. |
#177
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#178
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![]() Ok, sorry JVM, I didn't mean to belittle amateurs, I love much of their work. But I was talking about for-sale add-on work, which - by definition - is not done by amateurs, but by people who are paid for their work. For sure amateurs are doing great 3rd party work. But on an un-paid basis, I think it isn't realistic to have an amateur do more than maybe a few models at the standards demanded by the SoW engine (lod's, damage modelling, weathering, etc, etc.). For a whole add-on package a more professional business set-up would be required. |
#179
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S!
I see your point Freycinet. But a so called amateur, no pun here, can make a lot if he/she has proper documentation and specifications on the standards required for the job. Hard to do anything if info is vague and you have no real clue what is required. Sure it could take a bit longer from this individual than from a dedicated team, but good instructions take you a long way already. SoW will be the base for everything when released. Oleg & Team have a base with all the tools required, a ready graphics/physics engine, the knowledge and professionalism. With time it will expand, as have many other games done, for example EVE Online. Even from a different planet literally, this game is continually expanding. So why would SoW be any different in this matter. And this time with SoW Oleg & Team have all the experience from IL-2 and the lessons learned from there. So it gives a huge advantage. It will be really hard to let go of IL-2 as it has grown on me for the last almost 10 years. Like did EAW before it. But good thing is that IL2 still gets support from TD and Oleg so it will co-exist with SoW quite a time still ![]() Good times ahead for sure.. |
#180
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As more expansion packs and 3rd Party additions are released for SoW, we will just play Il2 a little bit less until gradually the SOW series fills all our requirements and areas of interest. Until about a year ago I had copies of Janes WWII fighters installed on my home network and used it to "introduce" my nephews to flight sims. They were only six and eight at the time and we used to play co-ops. It was only after I made my latest computer that I realised that as the boys had got older we were playing IL2 more often and hadn't touched WWII Fighters for a while so I didn't try to get it working on my new PC. Cheers! |
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