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  #101  
Old 04-05-2012, 07:45 AM
41Sqn_Banks 41Sqn_Banks is offline
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Dev update. I will host a test server that runs the latest build in a few days. The server will not run 24/7 but for a couple of hours on maybe some days a week.
I have not decided yet if I will include spawn points or instead run a coop script that allows selection of AI aircraft.
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  #102  
Old 04-05-2012, 11:46 AM
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Osprey Osprey is offline
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Default The opinion of a humble and appreciative squadron commander....

Guys, I have been watching this thread with interest and I'm delighted to see work resume. If I may offer my opinion from a different perspective, one which developers such as yourselves may think is nonsense but this comes from the users point of view, and indeed it may not even be possible, but all the same.

In 1946 i've never flown DCE type stuff and had only done the odd co-op, we always built our own maps versus AI based on history for 're-enactment', immersion and fun only. Competition for me was match based in the USL - my competition days are behind me for now. The point is that I don't care about winning or losing wars, I care about my crew being able to fly together at once in a war like scenario, getting into a fight and returning in 2's and 3's back home, perhaps to prepare for another attack. The whole thing need not run for more than 2 hours. To do that in 1946 I had to have known numbers and spend a long time in the FMB - I don't want this for COD.

My crew is RAF, we are growing a Luftwaffe arm (or trying to).
I would like something which enables players to join the server, warm up their aircraft at our own base and await some sort of instruction, from the game and the flight leader. What the mission needs to do is generate a German bomber formation and a target and let everybody know appropriately. For German flyers they need to be told a rendezvous point, and for RAF they need to be notified of a Luftwaffe buildup over France, where, approximate numbers, height and heading. From that point flight leaders take over, that is perhaps an in game menu available (I've seen code for this) for flight leads only which gives a co-ordinate, height and heading (or vector and height) to the closest bomber formation. The German flyers probably should be told the target/route (maybe this is a briefing option).
The mission can be padded with AI, perhaps by setting a range, when one side has too few humans. We would also want a refly option.

In terms of history there could perhaps be 4 phases (different colour front markers defined on the map?), 1. Kanalkampf, 2. Outer airfield and RDF station attack, 3. Inner airfield attack, 4. Blitz.

I do not mind doing FMB work as long as it is either basic each time or a one off.

Ok, you may think at this stage that I'm talking rubbish but what this does give a squadron is the ability to re-enact the kind of BoB events which happened even though they aren't the actual events and we don't know what is going to happen. The Germans are given escort or the leader can sweep ahead supported by AI fighters (single and twin), the RAF have to scramble and intercept, perhaps with some AI fighters spawned on patrols over the south east.

There is no competition in this at all, I don't care who wins - in fact it's better without competition imho because it's more relaxed and fun that way. Anyway, please tell me what you think, I hope I've provided some info on what quite a few crews would like to see. If you have any questions please ask me.

Last edited by Osprey; 04-05-2012 at 11:50 AM.
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  #103  
Old 04-06-2012, 12:38 PM
41Sqn_Banks 41Sqn_Banks is offline
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Once again I'm facing a stupid bug in the dedicated server environment. If a player uses an existing AI aircraft the AI won't interact with it, this means they don't take-off after the player or they will circle infinitely around the airfield as they don't recognize that it has already taken-off. Very frustrating ...
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  #104  
Old 04-06-2012, 12:41 PM
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From my perspective we need not interact with AI aircraft, but I realise that other people may wish to.

Does my previous post make sense?
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  #105  
Old 04-06-2012, 02:56 PM
41Sqn_Banks 41Sqn_Banks is offline
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Quote:
Originally Posted by Osprey View Post
From my perspective we need not interact with AI aircraft, but I realise that other people may wish to.

Does my previous post make sense?
Your post makes perfect sense, thanks for the feedback.

I'm just tired of those stupid bugs that pop up on every end of this game.
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  #106  
Old 04-06-2012, 03:16 PM
Ataros Ataros is offline
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Try contacting naryv via PM if you need help. He answered questions about FMB and scripts at sukhoi and he speaks English. Here is his profile: http://www.sukhoi.ru/forum/member.php?u=1967 Forum interface can be switched to English I think.

He helped Small_Bee with his missions via PM or e-mail.
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  #107  
Old 04-06-2012, 03:22 PM
41Sqn_Banks 41Sqn_Banks is offline
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Quote:
Originally Posted by Ataros View Post
Try contacting naryv via PM if you need help. He answered questions about FMB and scripts at sukhoi and he speaks English. Here is his profile: http://www.sukhoi.ru/forum/member.php?u=1967 Forum interface can be switched to English I think.

He helped Small_Bee with his missions via PM or e-mail.
It's a problem only when the mission is hosted via dedicated server. Only a patch can help ...

But I'll find a workaround as usual
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  #108  
Old 04-13-2012, 03:54 PM
41Sqn_Banks 41Sqn_Banks is offline
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It's time for a friday update

First the good news. The current build runs quiet well in dedicated server environment. There are some workarounds required (Aircraft selection by mission menu, Autopilot after take-off) because of bugs in the game engine. Hopefully the upcoming patch will fix them.

The bad news is that I'm not happy with the overall structure and design of the software (well actually there is none). I don't like the rather static generation of the missions. There is a lot of dead code from the single player mode. Adding new features like radar detection to the current code would be very complicated and ugly. In addition the lack of documentation and the not defined development process makes it hard for interested developers to help the project. So this is not going to work ...

I invested the last week to refine the development process, I started defining the requirements and though about a new design of the whole software. A week ago I was close to drop the single player option completely, but my new design has a convenient solution for it. However I must admit, it's not the top priority and will be added at a later stage.

The next steps are: Finish to define the requirements, describe the design and start implementing the basic features. Of course this means that there won't be a release in the next weeks.

Draft documents:
http://code.google.com/p/il2dce/wiki..._Specification
http://code.google.com/p/il2dce/wiki...gn_Description

If you have some ideas that you'd like to see implement and want to help and take part, please write a "user story" that contains the view of of a user, what he wants and expects and enjoys, much like Osprey did in the post above. I will read it and thinks that I like will be added to the requirements.
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  #109  
Old 04-13-2012, 04:06 PM
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Sounds awesome, looking forward to the next iteration.
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  #110  
Old 04-13-2012, 05:25 PM
Ataros Ataros is offline
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Thanks for update! Looking forward to it!
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