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#111
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![]() Will the new version run as a SP campaign as well? |
#112
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Long answer: Maybe not in the next release but it is definitely part of the design. The single-player mode will have a persistent world as well, however it will not always run in real-time. The time between the missions of the player will be simulated (and thus time-compressed) in the background. The same feature is used by the multiplayer mode to skip night times and bad weather. |
#113
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Little status update. I'm currently prototyping the new design. Main goals of the design are:
- handle destruction of objects - add the possibility to simulate the persistent world (needed skip the time between missions in single-player and bad weather/night times in multiplayer). - add the possibility interact with a web interface to show a map and allow the selection of aircraft - add a commander interface to give orders to air and ground units |
#114
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Thank you for update. Looking forward to it!
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#115
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mate, if you need any help with the design, prototyping or coding, let me know.
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#116
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It's rather high level at the moment and needs definitely some more detailing in use case "Attend mission", "Advance world" and "Issue order". Maybe you have some ideas for the use case description format. The basic architecture ideas right now are: * There is a web interface (as its not possible to create a addin for multiplayer) that allow player to view the map with all the units and stuff and select the aircraft they want (there is no dogfight like spawning of single aircraft, but air groups spawn regularly and stay for a short time idle on the ground to allow players to select them). For single player this can be realized as a ingame addin, but thats for release version 1.5 * It's a persistent world that runs in real-time where the ground units travel from capture point to capture point. To be able to skip times between missions in single player and night times in multiplayer there is a simulator for the persistent world that does some simplified calculations but keeps the flow of the world. There is a IPersistentWorld interface for this. The [url=http://code.google.com/p/il2dce/source/browse/trunk/IL2DCE/IL2DCE/Mission.cs[/url] is derived from maddox.game.AMission and also implements IPersistentWorld. The other components of IL2DCE only communicate through the IPersistentWorld interface with the Mission. The simulator will also implement the IPersistentWorld interface. So they can be exchanged to allow real-time operation and skip a timespan. * There is a IHeadquarters interface that issues commands to IUnits. By default there is an AI implementation for it and an additional web interface that allows humans to give commands and overwrite AI orders (so the human must note be online 24/7) * There is a IUnit interface (air, ground, sea units) and IBuilding interface (e.g. factories, radar, ...). Does it make sense so far? |
#117
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Got the source checked out for a few versions, having fun messing around with the code (good lord random number sets are a pain in C#...
![]() I occasionally get a mission where all flights only takeoff and land, but that may be due to the changes I've been making. I know I'm working on an older codebase than you (cause I'm messing with SP stuff) but I must say again, Nice work !!! Thanks for this, 41Sqn_Banks! ![]() EDIT: When (if) I get my code cleaned up I'll send it to you for consideration into the main tree. ![]() Last edited by von Pilsner; 05-17-2012 at 07:23 PM. |
#118
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I'll try to have a look over them this weekend.
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#119
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Maybe I can create a new release of the old SP codebase that incorporates your changes.
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#120
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Any status update on your project Banks? Since the release of the final patch out?
Eagerly awaiting the completion! Thanks S!
__________________
![]() Windows 7 Home Premium 64-bit/AMD Phenom(tm) II X4 B50 Processor (4 CPUs), ~3.3GHz/NVIDIA GeForce GTX 460 2gig/8gigs of RipJaw 1600 |
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