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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.

View Poll Results: Do you want the old style IL2 1946 COOP Interface implemented into CloD?
Yes 140 79.55%
No 10 5.68%
Not Fussed 26 14.77%
Voters: 176. You may not vote on this poll

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  #1  
Old 12-12-2011, 08:58 PM
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furbs furbs is offline
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Yes...but the new way isnt COOPs its something else.
And we need CO-OPs for training and online wars.
If the new way was good and working we would be seeing online wars by now...we dont.
Stability amd CO-OPs...not "something else" unless it works better.
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  #2  
Old 12-12-2011, 09:28 PM
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Ace, they are not talking about the new mission scripting or anything related to it. They are talking about the screen which is presented to the player when they choose to join a co-op, and how it is bizarre, unintuitive, and doesn't allow the player to choose an aircraft before the game starts. Nothing to do with FMB, just the multiplayer user interface. That can be changed without altering the C# scripting in any way other than to acknowledge that players have already chosen aircraft before mission start time.
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Old 12-12-2011, 09:39 PM
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robtek robtek is offline
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Most of the posters here assume that the old coop-gui can be easily implemented, it seems, but maybe the reason, that we don't have it, is that it isn't easy or even impossible to implement with the new game engine.
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  #4  
Old 12-12-2011, 09:44 PM
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Quote:
Originally Posted by robtek View Post
Most of the posters here assume that the old coop-gui can be easily implemented, it seems, but maybe the reason, that we don't have it, is that it isn't easy or even impossible to implement with the new game engine.
I can't see how that would be the case unless Oleg shot the guy who made the netcode on his way out the door.

EDIT:: To explain more, we already know that SP missions are MP ones with a single client (the player), since that is the "great revolution" in the mission design / game structure of CloD - that SP and MP are interchangeable for all intents and purposes. In SP we can choose to start in our aicraft, ergo all that is necessary is a bit of messing with whatever the UI is coded in to pass this info to the server and return to clients which positions are occupied before starting the mission along with a cheap, ugly bit of UI design to do the job like in every MG release so far. If our guys can't do that then I can thoroughly understand the state of the game.

Last edited by TheGrunch; 12-12-2011 at 09:52 PM.
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  #5  
Old 12-13-2011, 12:38 PM
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Quote:
Originally Posted by robtek View Post
Most of the posters here assume that the old coop-gui can be easily implemented, it seems, but maybe the reason, that we don't have it, is that it isn't easy or even impossible to implement with the new game engine.
Then ask if it is possible.
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  #6  
Old 12-12-2011, 10:09 PM
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Quote:
Originally Posted by TheGrunch View Post
Ace, they are not talking about the new mission scripting or anything related to it. They are talking about the screen which is presented to the player when they choose to join a co-op, and how it is bizarre, unintuitive, and doesn't allow the player to choose an aircraft before the game starts. Nothing to do with FMB, just the multiplayer user interface.
OOOOOOOOOOOOOoooooooooooooo.........

Ok.. now I get it! Sorry for the confusion guys!

And thanks Grunch for helping me pull my H out!

Yes.. that part I don't know how you would handle it online, other than to have the guy running the mission telling who to fly what
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  #7  
Old 12-12-2011, 10:17 PM
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Quote:
Originally Posted by ACE-OF-ACES View Post
OOOOOOOOOOOOOoooooooooooooo.........

Ok.. now I get it! Sorry for the confusion guys!

And thanks Grunch for helping me pull my H out!

Yes.. that part I don't know how you would handle it online, other than to have the guy running the mission telling who to fly what
No problem, I guessed when people kept saying GUI that you hadn't caught on. This game has lots of GUIs!
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  #8  
Old 12-12-2011, 10:22 PM
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Quote:
Originally Posted by TheGrunch View Post
No problem, I guessed when people kept saying GUI that you hadn't caught on. This game has lots of GUIs!
Yeah.. I thought they were talking about the GUI of the FMB, you know the pull down menu and stuff

PS sorry KG26_Alpha.. I know you tried to tell me that too.. but it just wasn't sinking in!

Again, sorry gang my bad
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  #9  
Old 12-13-2011, 08:39 AM
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Also mate, with reference to what i was saying (my basis being modding for ArmA which is slightly different of course) you need resources which are not available to the scriptwriters at the moment which also Furbs has highlighted too.

As an example : In ArmA you would need to know class names of all the units in game that you want to script for, without the similar required documentation resources for clod, script writers will only be able to produce so much, hence why some scripts so far are limited to basic principles.
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  #10  
Old 12-13-2011, 02:34 PM
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Originally Posted by BPickles View Post
Also mate, with reference to what i was saying (my basis being modding for ArmA which is slightly different of course) you need resources which are not available to the scriptwriters at the moment which also Furbs has highlighted too.

As an example : In ArmA you would need to know class names of all the units in game that you want to script for, without the similar required documentation resources for clod, script writers will only be able to produce so much, hence why some scripts so far are limited to basic principles.
You really need to take a look at some of the script examples Altros has in the FMB section, becaues from what I have seen during the review of those examples that kind of stuff is doable in CoD using the C# scripts
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