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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 05-09-2011, 09:26 PM
reflected reflected is offline
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It's not a dumb idea, it's a possible solution for an existing problem.

Not dumber than the script that makes enemy planes disappear when pilots are killed.

And accusing me of being a score-whore, leaderboard fan who destroys the fun in RoF and now trying to do the same in CloD is even dumber, and also way out of line.

Last edited by reflected; 05-09-2011 at 09:34 PM.
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Old 05-09-2011, 09:28 PM
Dano Dano is offline
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Quote:
Originally Posted by reflected View Post
It's not a dumb idea, it's a possible solution for an existing problem.

Not dumber than the script that makes enemy planes disappear when pilots are killed.

And accusing me of being a score-whore, leaderboard fan who destroys the fun in RoF and now trying to do the same in CloD is even dumber, and also way out of place.
Agreed, it's an immersion killer and on that basis alone needs to be changed.
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Old 05-09-2011, 09:35 PM
ATAG_Bliss ATAG_Bliss is offline
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Quote:
Originally Posted by reflected View Post
It's not a dumb idea, it's a possible solution for an existing problem.

Not dumber than the script that makes enemy planes disappear when pilots are killed.

And accusing me of being a score-whore, leaderboard fan who destroys the fun in RoF and now trying to do the same in CloD is even dumber, and also way out of place.
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.
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Old 05-09-2011, 09:36 PM
reflected reflected is offline
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Yeah, right, whatever
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Old 05-11-2011, 08:43 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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Old 05-11-2011, 07:13 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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