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About AnKor

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  1. Oh, it is ok, I know him since Rise of Flight forums. And I haven't said I disagree with him I'm already embarrassed about digging out this thread.
  2. LukeFF, Everyone has a point, I didn't really want to start this discussion again, I know everything has been said already. I just wanted to show what I thought was curious - how I made possible and then someone implemented a clickable cockpit for a game from 2003
  3. Honestly I don't think it will be good in VR. I have HTC Vive and while its tracking is quite precise, it occasionally becomes very unstable. It won't be fun trying to hit a small switch with "shaking" hands. And the original Vive wands are not suitable for this kind of fine controls anyway, although newer headsets seem to have better input devices. Technically making something "clickable" is very straightforward. The real work is modelling enough systems to have something to click on. And IL2 just isn't going this way by design. Gambit21, yeah, I agree about muscle memory. But on the other hand, clicking a rarely needed switch you already see on the screen is easier than remembering a specific CTRL+SHIFT+ALT+Whatever keybinding for it
  4. Sorry for a bit of necro-posting, didn't want to create a new thread since this topic is not welcome here, but couldn't resist a little bragging A group of modders is working on Spitfire Mk. II for CFS3, and recently I helped them make cockpit controls clickable (the controls were already well beyond the standard CFS3 stuff). It is not released yet, but here is an overview video: https://www.youtube.com/watch?v=8MuHL1zL1TY I think it turned out quite good. Too bad there are maybe 100 people in the whole world who still play CFS3. While I agree that usefulness of this feature in a WW1/2 combat sim is very limited, the engine startup procedure gets old after Nth repeat, and even this video shows that it may be easier to just push a joystick button than reach for a control -- I have to say there's a certain satisfaction of curiosity in seeing, learning and using "actual" controls rather than simply pressing a button. I never had much interest in WW2 aircrafts, but this feature made me read more about their development and operations. The irony is that back in Rise of Flight days I had a thought about making a clickable cockpit mod with the available UI SDK (like I made the photo recon mod), but there wasn't enough data available in the UI layer and flash based UI is not a good tool for this anyway. I'm actually glad I didn't attempt it back then when I think about it now
  5. I don't know what exactly causes performance issues for you, but try reducing graphics settings, especially for the terrain - it is insanely demanding on CPU. Even though it is the game engine from 2002 it doesn't mean you can just set everything to max. I've been trying multiple times to tell devs that performance, load times and other "quality of life" stuff matters a lot and that not everyone runs the latest i7 with 1080TI and SSD. Unfortunately they keep pushing one things beyond reasonable level while ignoring others which in the end results in a very unbalanced quality. Though I guess this is normal for very small "indie" teams.
  6. Juri_JS, I've created a thread on Russian forum, maybe devs will notice it. Or I will just ask them directly later (later, because as I've said I can't work on it now anyway). Deciman, I'm curious about what you've done, but I don't have time to look. You can add any further changes as you see fit (just need to discuss them with mission makers before ). Maybe I will find time to explain more details so you can better understand how it works, but before that we just need to make it work for IL2 somehow.
  7. Hi! I've bought FC yesterday, but I currently don't have access to my gaming PC anyway and can't even check the folder structure. And likely won't be able until September. I also didn't follow IL2 development (and maybe played a couple of hours max), but if changelogs mentioned support for external GUI then there may be a chance. However I have no idea what changes are needed. Were there any SDK, docs or at least an example code? If any functions used by the script have been changed (and I believe it is quite likely) then I won't be able to update the script without knowing new functions.
  8. AnKor

    Mod discussion

    I would expect BoX process to be very similar to ROF, but still different. Anyway, the ungtp tool is not related to adding new objects and I can't help with that.
  9. AnKor

    Mod discussion

    I see now. Just press enter to continue. Though most of the time it just means that this is the end of the file and nothing else could be extracted. So you are not missing anything.
  10. AnKor

    Mod discussion

    I vaguely recall the same error could happen in the original ungtp for ROF, but don't remember why. I haven't touched all this stuff for years Which gtp file are you trying to extract?
  11. AnKor

    Mod discussion

    Ok, now I am baffled I've been under an impression that IL-2 just changed the encryption keys and that's why original unGTP tool couldn't decrypt files, but I've never looked into contents of gtp files. So I did take a look now... and well... it was easier than I expected. I assume this means it is ok to make a new version of unGTP. unGTP-IL2.zip
  12. AnKor

    Mod discussion

    Hi Jason! Someone asked me to speak on modders' behalf The way people (or rather one guy from Finland) did it for RoF was rather blunt. You have some real encryption there which couldn't be beaten head-on, so it required a different approach. I guess it can be repeated for BoS, but I personally never looked into it. There's also one notable issue: according to Dev Diary 130 message you can ban players if you detect cheating tools. I don't know what exactly you consider to be such tools, but I presume some people may not want the risk of figuring it out Anyway, I understand you want to protect your IP, but it feels like a waste of time. Everyone waits until artists who can make mods meet or become hackers who can figure out the way to implement them. It is not certain this will happen anytime soon.
  13. Yes, to put it simple these are "indices" of vertex attributes, i.e. TessFactor is 8th attribute (it is more complex really, but it is too technical to be interesting ). Also when shaders are used these semantics don't really mean anything specific, they are just for programmer's convenience. They had strictly defined purpose only for older (DirectX 7 style) fixed function graphics. So at best these don't do anything, at worst you break something. And just in case, hardware tesselation for DX9 was supported by some old ATI cards (10+ years ago) but then they dropped it from newer models because nobody really used it.
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