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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 05-11-2011, 09:43 AM
Langnasen
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Originally Posted by SYN_Bliss View Post
Since you obviously have no idea what the script is for, I'll enlighten you. Since the server runs dusk till dawn with many different people flying all times the of the day, if you didn't have some sort of script there to remove the planes the airfields would be littered with fireballs and wrecks to where you couldn't take off from.

If you can come up with a script in C#, by all means show it to me, until then you can keep your sarcasm to yourself. But just because you don't have a clue how server's missions are being run, doesn't mean you start a thread calling everyone a bunch of pussies.

And if you read my post, the only thing I'm accusing you of is not knowing what you are talking about. Which is obviously true.
WTF? Dead planes don't automatically vanish after a few minutes on the deck?!
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  #2  
Old 05-11-2011, 08:13 PM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by tintifaxl View Post
I would like to have an AI take over the plane, when a player exists or disconnects. That would be an elegant solution for the immersion factor.

I guess in a perfect world, Luthier will provide such a script.
I think this happens by default, that's why the people hosting the servers use the despawn script.

Otherwise i would be able to build a huge aerial armada by spawning, taking-off, exiting back to the menu and spawning again in another aircraft, i could bring any server to its knees that way


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Originally Posted by Langnasen View Post
WTF? Dead planes don't automatically vanish after a few minutes on the deck?!
They do in single player, not sure about multi. However, if i simply quit in mid-flight (see my answer to the previous quote) my aircraft is taken over by AI and it's one more object for the server to track.

As for why objects would not despawn automatically, i can think of a lot of reasons. In a few months time we might have some kind of online dynamic campaign: get some server logs, parse them to a 3rd party campaign manager tool that analyzes the effect of the player's actions, moves the frontlines and draws up new missions that are automatically loaded into the server without the need to restart the map.

In such a scenario there are many cases where it would be useful to have longer timers for despawning objects (provided our hardware and the servers can take it). Think about flying a pathfinder mosquito at night and marking a target with flares and incendiary bombs for other players. The fire and smoke effects would have to linger on so that the other bombers coming half an hour behind me will be able to see them and use them as an aiming point.

Or you could prevent an AI enemy convoy from leaving a port by spotting a cargo ship favorably positioned on the mouth of the harbor and sinking it there to shut down traffic, which leads to the convoy not delivering supplies to an airbase and the next day the other team's players who spawn there find out that there's not enough fuel for all of them, so they have to take-off with only 25%. Similar for blocking road and rail junctions by attacking trains and vehicles as they pass through it to create a point of congestion through wreckage.

Static aircraft used as markers of available aircraft so that when you spawn you take control of one of those (static plane despawns and gets replaced by player controlled plane, the base's stats change to reflect that inventory is minus one aircraft), if they are destroyed they might linger a while until it's written to the logs that the airbase in question is minus X amount of aircraft, etc, etc.

The possibilities of the new multiplayer system are endless, it seems like it's a sandbox-style type of gameplay. We just need the sim to get through the initial optimization issues and then the developers will be able to work on documentation and the SDK to let us really get to grips with such features
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  #3  
Old 05-09-2011, 11:34 PM
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Redroach Redroach is offline
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Originally Posted by SYN_Bliss View Post
Dumb idea. People can and will exit the game any time they want.
Of course they can, and will. But their sorry ingame-remnants should, by all means, award a victory in corresponding situations imo.
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  #4  
Old 05-10-2011, 01:40 PM
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VO101_Tom VO101_Tom is offline
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Originally Posted by SYN_Bliss View Post
Dumb idea. People can and will exit the game any time they want. As far as stats (the 3rd party tools we used for IL2) gave the kill if someone does this anyway. ...
You're right, from that viewpoint, that I receive a points in all cases (this less interests). It is an other important viewpoint however that the hostile pilot may do anything without the smallest danger of the dying or capturing now. And I noticed this on myself, without all troubles undertake things like that, that in the old system maybe not.

(And one more thing, although I believe it this does not count as many people: if I fight with somebody, and lose, the least, that I reward his victory with it, that I bailed out. To steal away into an other plane cowardly, that I shoot it boarding then when he fights with my AI for a long time already - this no the style, which it would be necessary to encourage. )

If I know it well, in the realism settings this cannot be turned off, if you can create a plane (what is his basis the dogservers), you may do this any time then. A switch, which may prohibit from this, would be needed.
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  #5  
Old 05-10-2011, 01:54 PM
602Sqn.McLean
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Wow Syn Bliss that was a bit rough mate. I don't get into these arguments much but I couldn't help myself this time. I've been flying since the start and hated people exiting the game when I was getting the better of them.
If I was shot to pieces I would, and still do allow the plane to crash before I left to get another plane. I just thought it added to the realism.
If I saw someone exit with a couple of shots in them I would call them way worse than 'pussies'.
I reckon it's a valid point to have the plane crash before you can exit sounds like a great idea.
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  #6  
Old 05-10-2011, 02:08 PM
Gribbers Gribbers is offline
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Originally Posted by 602Sqn.McLean View Post
Wow Syn Bliss that was a bit rough mate. I don't get into these arguments much but I couldn't help myself this time. I've been flying since the start and hated people exiting the game when I was getting the better of them.
If I was shot to pieces I would, and still do allow the plane to crash before I left to get another plane. I just thought it added to the realism.
If I saw someone exit with a couple of shots in them I would call them way worse than 'pussies'.
I reckon it's a valid point to have the plane crash before you can exit sounds like a great idea.
Completely agree with your first point and your last
Surely a script could be created that would let the a/c crash into the ground (if the pilot quits for example) the crashed a/c would then stay in the game for a further 20-30 seconds before it [and the smoke] disappears.
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  #7  
Old 05-10-2011, 03:47 PM
609_Huetz 609_Huetz is offline
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Some people apparently enjoy making an ass of themselves on an internet forum. Everytime I see your posts Bliss, the only thing I can do is shake my head. Not sharing the same opinion does in no way give you the right to start throw about insult and personal attacks. There's better ways to enlighten the lesser knowledgable on the subject than that.

Having said that, the script you are running is a decent idea to bypass one of the game's shortcomings, however adds some problems (since I have only seen it on SYN): when a player bails out, his plane immediately disappears, not only denying players well earned kills (minor issue) but also totally killing the immersion. I have seen the problems of abandond a/c blocking takeoffs and in massive numbers even causing a performance hit for some people, but getting rid of them alltogether immediately seems too much.

Can that script be altered to a point where it is timer based i.e. despawn an a/c without human pilot after 60/90/x seconds rather than having them vanish immediately?

Back OT, Reflected has a valid point as exiting when loosing a fight is nothing more than using a cheap exploit in the game dynamics.
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Old 05-10-2011, 05:03 PM
GnigruH GnigruH is offline
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Some people apparently enjoy making an ass of themselves on an internet forum. Everytime I see your posts Bliss, the only thing I can do is shake my head. Not sharing the same opinion does in no way give you the right to start throw about insult and personal attacks. There's better ways to enlighten the lesser knowledgable on the subject than that.
Apparently he thinks he's special.
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  #9  
Old 05-10-2011, 06:22 PM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by 609_Huetz View Post
Some people apparently enjoy making an ass of themselves on an internet forum. Everytime I see your posts Bliss, the only thing I can do is shake my head. Not sharing the same opinion does in no way give you the right to start throw about insult and personal attacks. There's better ways to enlighten the lesser knowledgable on the subject than that.

Having said that, the script you are running is a decent idea to bypass one of the game's shortcomings, however adds some problems (since I have only seen it on SYN): when a player bails out, his plane immediately disappears, not only denying players well earned kills (minor issue) but also totally killing the immersion. I have seen the problems of abandond a/c blocking takeoffs and in massive numbers even causing a performance hit for some people, but getting rid of them alltogether immediately seems too much.

Can that script be altered to a point where it is timer based i.e. despawn an a/c without human pilot after 60/90/x seconds rather than having them vanish immediately?

Back OT, Reflected has a valid point as exiting when loosing a fight is nothing more than using a cheap exploit in the game dynamics.
Wait a minute here. So he starts calling everyone that's disappearing a pussy, based on the only thing we know to do right now to keep a server up for other's to enjoy, and you are bad mouthing me, because he had no idea that we were doing it? So I explained to him exactly what he didn't know. Sorry if my tone was off, but everything I've stated has already been posted in the MP section if anyone would happen to spend time reading it. So the idea that he wants in the game IS ALREADY THERE, it just isn't working properly.

The finish only option if you want to call it that, has been around in IL2 5 years before ROF was even released. So very sorry to try to make the server run for the majority of the day without having to baby sit it.

As I said earlier, go ahead and script me something in C# and I'll gladly put it up there. And guess what, we've spent hours trying to figure out how to make the script work properly. So thanks for the pointers. Sorry for trying to provide a service for people to fly on. Put up your own server if you thinks it's in any way easy.

And huetz, I'm not here to fill the forums with smiley's. I'm brutally honest. You can shake your head all you want, but your team is some of the biggest online whiners ever to hit ROF. (You can't even imagine the head shaking done when we see all the gripes about missions/being shot down, Para flat out yelling at everyone, etc. etc. everytime your group joins the server). So you shaking your head at me, is kinda laughable. Maybe I should put up some server chat logs to show just how kind, never yelling, or insulting squad. Yep, I think that's a good idea. People think wow about my post, you should see who he runs with.
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  #10  
Old 05-10-2011, 01:46 PM
BigPickle
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Originally Posted by reflected View Post
If this is enabled on the server, one can only respawn if he gets back to the ground, one way or another. Since the MP servers are full of pussies who press "exit" as soon as they're losing the fight, the whole CloD MP is bollocks. It's no fun, it wouldn't be even if it didn't stutter and shimmer like hell.

Oh, and in RoF, if someone just disconnects, the kill goes to the attacker anyway.
+1 absolutely a must I agree.

I actually managed to connect to a MP game the other week and as soon as I started shooting at a human he quit then re-joined, And I lagged out and stalled and crashed.
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