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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 07-02-2012, 12:19 AM
salmo salmo is offline
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Default Blacksix - Fix multiplayer play & net-code

Hello Blacksix,
Can I make an appeal to the team to fix the COD net-code & online gameplay as a matter of priority please. There are so many online issues it's hard to know where to start, but some that spring to mind:

* Static objects appear in single player missions but not in MP online mission (buildings, spline roads etc).
* Static objects in a sub-mission are not loaded into MP online games.
* Objects can be raised in height in single player missions but default to zero height in MP online mission.
* The same mission plays differently in FMB preview, single player & MP online play, making it impossible to build consistent missions.
* Several planes don't start or have non-working controls in MP online play (especially with latest patch).

I'm sure others will be along shortly to sumarise net-code issues (?Bliss).
Thankyou.
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  #2  
Old 07-02-2012, 03:17 AM
podvoxx podvoxx is offline
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Quote:
Originally Posted by salmo View Post
* Static objects in a sub-mission are not loaded into MP online games.
Static objects can be load in a sub-mission. Buildings are not loaded(only host mission, but in last patch we have new static objects - buildings whith a simplified damage model.

Last edited by podvoxx; 07-02-2012 at 03:20 AM.
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  #3  
Old 07-02-2012, 04:37 AM
Wolf_Rider Wolf_Rider is offline
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The game of "Whinge about CoD" seems to be in 100% working order... so why the whinging??
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Old 07-02-2012, 04:51 AM
salmo salmo is offline
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Originally Posted by Wolf_Rider View Post
The game of "Whinge about CoD" seems to be in 100% working order... so why the whinging??
My post was made politely & with respect. I do a lot of C# scripting & mission building & game server admin, & am acutely aware of fundemental short-comings in the net-code/MP play. For example, there are a lot of C# methods that just don't work correctly. Others have also commented that MP play grinds to a halt with more than about 50 players online at a time, suggesting network bottleneck issues. To my knowledge, the patches to date have focused on graphic performance & have not dealth with other code/network issues.

I would be grateful if you didn't hijack this thread. Thankyou.
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Last edited by salmo; 07-02-2012 at 05:22 AM.
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  #5  
Old 07-02-2012, 05:43 AM
Wolf_Rider Wolf_Rider is offline
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Others would be grateful, if the same old bugs weren't regurgitated time after time after time and a visit, of said regurgitators, was made to the [s]Luth[/s] err, bug tracker site instead....
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  #6  
Old 07-02-2012, 05:53 AM
theOden theOden is offline
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Originally Posted by Wolf_Rider View Post
Others would be grateful, if the same old bugs weren't regurgitated time after time after time and a visit, of said regurgitators, was made to the [s]Luth[/s] err, bug tracker site instead....
Would it be preferred if everyone send their intended posts to you first to be granted or denied?
Maybe you spend too much time on this forum.
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Old 07-02-2012, 06:40 AM
Wolf_Rider Wolf_Rider is offline
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Originally Posted by theOden View Post
Would it be preferred if everyone send their intended posts to you first to be granted or denied?
Maybe you spend too much time on this forum.
Have yours right back at you, kiddo
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  #8  
Old 07-02-2012, 06:49 AM
oddeball oddeball is offline
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Hello Blacksix.

The comment of Salmo is very important, thank you.
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  #9  
Old 07-02-2012, 07:05 AM
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SlipBall SlipBall is offline
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I think that the devs know this is big problem, and are working on it
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Old 07-02-2012, 07:06 AM
ATAG_Bliss ATAG_Bliss is offline
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Good post Salmo.

I remember asking about the dedicated server stuff long before the game was ever released without ever getting an answer. I think the 1st thing we need is an actual dedicated server (like 99% of the other steam games use) Servers that act like clients are probably 1/2 the problems with the network stuff.

I too hope some of the glaring bugs in the MP/Dedi world get fixed. This is the hugest limit on mission design.
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