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Wow the editor is complex!!!!


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Posted

Nothing worth doing is easy. In the time it took you to make this post, you could have learned at least 5 things about the editor using modern simple techniques such as Google and YouTube. I'd really like to know what and how it is you expected to be so silver-spoon fed easy.

 

nothing worth doing = easy

easy = nothing worth doing

 

easy?

easy=building Missions in 46.

are they worth doing? absolutely.

 

easy?

easy is banging my GF.

is she worth doing? Hell yea!

 

i don't know what your attitude is, but sometimes, simple stuff is good stuff.

like "right click, add waypoint" or something.

No601_Swallow
Posted

AB= AM  :wacko:

 

(Whoops - time to take this bottle of Bushmills to bed and await the dawn, and several paracetamol...)

Posted

nothing worth doing = easy

easy = nothing worth doing

 

easy?

easy=building Missions in 46.

are they worth doing? absolutely.

 

easy?

easy is banging my GF.

is she worth doing? Hell yea!

 

i don't know what your attitude is, but sometimes, simple stuff is good stuff.

like "right click, add waypoint" or something.

Well, at least the forums aren't hard to figure out, right?

  • 1CGS
Posted

 

 

Good god, people... you have all been told since the very beginning that the mission editor was almost a carbon copy of the one in Rise of Flight. It's not really user-friendly, but it is a powerful tool and it is functional. You just gotta sit down and read the tutorials from the Rise of Flight mission editor (it's the same bleepin' thing).  

 

I hate to be the guy saying this, but we should be glad we have anything at all. Start readin' and stop bitchin'.

 

Amen 

  • Upvote 2
Posted

Im not much for creating missions/campaigns - but knowing there are guys in the community that are fantastic at it, im very excited to have this as it will infintely expand upon the game in the coming months.

Posted

As has been pointed out, there was going to be no Mission Editor included precisely because the Devs were spending a lot of time dealing with complaints and support for the ROF one. They didn't want the grief of dealing with people whining about the MIssion Editor again, so they thought they'd cut it entirely as they didn't have time or resources to change it.

 

The community here naturally wanted to make their own missions and asked and asked for them to release it anyway, regardless of the complexity - some even said "Just put a disclaimer on it so that people who find it too hard know won't cplain or be surprised" - , so the Devs changed their minds and decided to release it against their own better judgement. And still, still people are complaining about it.

 

 

 

Everyone would like a simple to use one, but that's not an option right now, so we have this one. This one does look complex but it also seems highly capable. Take the time to learn it, ask some questions, read the ROF user manual, share some knowledge. Don't complain about getting exactly what you were told was coming.

  • Upvote 8
Posted

Girding my loins to have a crack at this in the next few days; I found Il-2 / CLoD FMB really easy to use but guessing I will need a lot of time an patience to get my head around this one.

 

Will start small and see what happens :)

Posted

As a total noob with FMB I find it very professional with reasonable UI and general logic behind.I did myself a simple test mission for speed calculations at ISA conditions yesterday evening and it took me like 5min to make it.

About FMB from old sturm and for those looking at it as "benchmark".That is such obsolete piece of SW as the old game itself.The world has moved on since then.Move along  :salute:

SYN_Haashashin
Posted

Yeah is a complex one, but what it is more I important: It's a powerfull one.

Also if a I did learnt it, I didn't touch a ME for any game before RoF ME, anyone can do it. What I did was use SYN_Vander YouTube videos (Bob Vanderstock) and ask questions.

 

Again if I can did it,not been at IT guy at all, anyone can. Just don't hesitate to ask questions when get stuck on something.

Posted

you guys have fun figuring this out.

can't be bothered...

Is this IKEA or what...

If IKEA is your definition of stuff that is too complex, then the problem is with you and not with the program... :-)

 

fWUJe.jpg

  • Upvote 3
SvAF/F19_Klunk
Posted (edited)

nothing worth doing = easy

easy = nothing worth doing

 

easy?

easy=building Missions in 46.

are they worth doing? absolutely.

 

easy?

easy is banging my GF.

is she worth doing? Hell yea!

 

i don't know what your attitude is, but sometimes, simple stuff is good stuff.

like "right click, add waypoint" or something.

 

if u want simple, use http://forum.il2sturmovik.com/topic/14672-release-simple-3rd-party-mission-builder-bos/?hl=%20lupson

The rest of us who NEEDS a complex tool; well we got it and are very happy. U got Lupson's great utility. Now let it rest.

Edited by SvAF/F19_Klunk
  • Upvote 1
Posted

Hell nah. thats like a 10 minute thing. Not afraid of screwdrivers at all.

But what we got is a piece of software with no support whatsoever.
There aint no instructions in the package...
Not only no instructions for the base game, but also no instructions for the FMB.

unintuitive program that won't help the game as such, and a minimalistic way to deliver your product.

cant even place individual houses n stuff... all grouped up, and no way to build a proper airfield scene.

 

wanna place a camo net....
nope... gotta place 3 of them at least.

 

wanna place a static La-5...
nope.
wanna place a static Fw...

nope.

 

*facepalm*

yea. i am too dumb. wayyyy too dumb.

 

That thing is a disappointment, there is no other way i can put it.

FS_Fenice_1965
Posted (edited)

As a total noob with FMB I find it very professional with reasonable UI and general logic behind.I did myself a simple test mission for speed calculations at ISA conditions yesterday evening and it took me like 5min to make it.

About FMB from old sturm and for those looking at it as "benchmark".That is such obsolete piece of SW as the old game itself.The world has moved on since then.Move along  :salute:

 

IMHO The world has moved, but we have to understand in which direction. I have made hundreds of missions in IL2 and I am also quickly learning BOS mission builder and I am happy that we have it, rather not having mission builder at all.

 

I still have not clear, also, why this mission builder has been delayed because ROF editor was source of complaints (this was the main reason espressed and for the same reason the FME was released only to "selected" people) and we have now the same editor of ROF. Anyway these are things of the past. It is important to move on.

 

I can say that this mission builder is powerful but IL2 mission builder is still a benchmark in the interface, because it is more "fun" to use it. As I sayd many times 1946 FMB is a "game in the game" and this is important because "fun" is the engine of the production of missions and of the diffusion of this game as a consequence.

 

Then it's ok to have this editor but, if there's desire to move on and progress, this should be not only from 1946 FMB, but also from ROF editor. There are things that should be retrieved from 1946 and one of these is the nature of FMB interface.

Edited by FS_Fenice_1965
  • Upvote 1
SvAF/F19_Klunk
Posted

YD, u are making a fool out of yourself...

  • Upvote 1
Posted

IMHO The world has moved, but we have to understand in which direction.

In the direction of more sophisticated and complex thingies in all aspects of our life,not only PC games  ;)

Posted

...

 

On a more constructive note, here are some various group templates for people to get started...

 

AAA for airfields including a trigger for base capture/switching AAA from German>Russian and vice versa

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/AAAgroups.rar

 

Base proximity warning for German bases (easily changeable to Russian)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/BaseProximityWarningGERMAN.rar

 

Mission clock with staggered notifcations

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/MissionClock.rar

 

Player spawn counters (good for setting up AI spawns when server is low population, adding more airfields when server goes high population, triggering extra objectives when players leave/join, etc)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/PlayerCounters.rar

 

Place these in your \IL-2 Sturmovik Battle of Stalingrad\data\Missions folder and they will show up in the "Groups" button in the editor. These are semi-simple concepts that can be edited and built on based on your preferences.

 

This is the way to go!

Thanks AbortedMan!

:salute:

Posted

The flight sim community never ceases top amaze me.

 

Thanks team for listening to this community and releasing the ME after initially not planning to.

 

Thanks for delivering as promised on both the ME and the DS.

 

Remember that for some the IL2 FMB was too complex... That is what made things like the UQMG and MM so good.. and so needed.. they were both bridges between the QMB and the FMB.. Thjis is what Lupson's thing is and now that the FME is released I would not be surprised at all if we start to see more along those lines relatively soon for BoS...

  • Upvote 2
FS_Fenice_1965
Posted (edited)

In the direction of more sophisticated and complex thingies in all aspects of our life,not only PC games  ;)

 

I agree, but this can be done using a better interface.

 

1946 FMB Imho has a more "evolved" interface, in the sense that "ergonomics" are better studied and that you can build the mission from within the FMB at full screeen, like if you are "in the game".

It is possible to feel your "creation" in a much more immersive way and this is important if we consider that "being bored" in mission building is right behind the corner of fun. Those who spent tenths of hours behind the mission builder surely know what I mean....

Also, in 1946 you can test the mission in seconds directly from the FMB and you can insert objects one after the other simply pushing ins key and choosing them in the catalogue simply scrolling pgup and pgdown. All things that contribute to satisfy the interest of the builder to see immediatly the results of his creativity and give him the "fun" needed to develop the mission even further..

 

There's no need to give up that to accomodate more functions and complexity is not always a good in itself. Simple ways to arrange complex things are effective progress.

Obviously ROF mission builder has other interesting features that were missing in IL2 editor, like the possibility to group objects and these are welcome.   

 

The differences between the mission builders are all known things, even developers were and are aware of ROF editor drawbacks and surely are willing to evolve it.

 

I am not comparing the two MB to say one is better of the other. I am just saying both are knowledges acquired and we should make two steps forward rather than one forward and one backward. 

Edited by FS_Fenice_1965
1./JG42Nephris
Posted

We were waiting eagerly for the FMB and praised for it to be released in its state.

Some of you cant be serious in saying "the fmb is too complex".....

 

If you are interested in working with it, sit down check out the tutorials and learn it.

If you are not willing to pay a little attention and concentration in you freetime then keep your hands off the great piece of code and wait for some more capable guys to create missions for you.

 

But for god sake please dont start moaning the editor should have been more easy!

If the the FMB is too hard for you, you are most probably to easy for the editor.

 

 

Thx  a lot to the team, you made the release finally happen and squadron life can slowly evolve again!

  • Upvote 5
Posted

 

 

Well ... i think it's great, i can get my head round it, and i'm not the sharpest tool in the box !
 

 

I am with you on that one.

 

I have limited experience with the ROF editor, it seemed quite complex at first, but I know with a bit more effort I will get there.

 

 

 

Nothing worth doing is easy. In the time it took you to make this post, you could have learned at least 5 things about the editor using modern simple techniques such as Google and YouTube. I'd really like to know what and how it is you expected to be so silver-spoon fed easy

 

I agree.  And thanks for the templates.

 

:drinks:

Posted

And here is the best part.  People who know what is going on can create "Groups" that can be saved and Downloaded by anyone.  So that people who need a little bit more of a hand can Dl place them in the editor and BAM! working mission basics.   Its gonna take a few days/weeks but when I was working on things before it made things a lot easier to do between two mission builders, as one could work on one piece and another could work on the other then combine them later.

 

That's what makes it possible to build complex missions in a short time, as soon as the library is filled. A forum section to discribe and download groups would be helpful.

Posted

I agree, but this can be done using a better interface.

 

I see your point.

Personaly, UI and general layout of FMB is OK for me.I am used to simmilar layouts in other softwares I use at work.

 

And for the rest... :biggrin:

particleinawavehuman2.jpg

Posted

I'm not the best with a pc but after an hour of YouTube whilst mucking around with it at the same time gave me the impression that the software it's self is not actually that hard to use and set things up. The real challenge is going to be being creative and designing the mission it's self.

 

P's mucking around with this reminds me of battlefield 1943 lol

Posted (edited)

Okay all I started this thread so listen for a minute, since downloading the ROF editor manual and watching the excellent tutorial videos on youtube, I can now at least get a fairly large Squadron up in the air and following waypoints etc,etc.

YOU HAVE TO STICK WITH IT AND HAVE PATIENCE!!!!! I am a just a bus driver(last 25 yrs or so) , so I'm no Stephen Hawkinge, but if I can get on with it anyone can, but yes it takes time and practice and one tip, don't start with anything too complex, start small and add to it and I am sure you'll get it in the end, hell I taught myself to do IL2BOS repaints in less than a day, trust me it can be done.

Edited by viperrm64
Posted

Cant wait to see what people will do with it. Too complex for me, but I am a bear of little brain. Therefore thankful Lupson will be able to build further on his version w devs help.

 

H

Posted

Shouldn't be too complex for an accomplished user of the CoD FMB like yourself!

Posted

Cant wait to see what people will do with it. Too complex for me, but I am a bear of little brain. Therefore thankful Lupson will be able to build further on his version w devs help.

 

H

 

Sad to hear, you have created some awesome stuff campaign wise in Cliffs...

Posted

Nothing worth doing is easy. In the time it took you to make this post, you could have learned at least 5 things about the editor using modern simple techniques such as Google and YouTube. I'd really like to know what and how it is you expected to be so silver-spoon fed easy.

 

If I can figure it out in a matter of hours, you certainly can do the same.

 

On a more constructive note, here are some various group templates for people to get started...

 

AAA for airfields including a trigger for base capture/switching AAA from German>Russian and vice versa

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/AAAgroups.rar

 

Base proximity warning for German bases (easily changeable to Russian)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/BaseProximityWarningGERMAN.rar

 

Mission clock with staggered notifcations

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/MissionClock.rar

 

Player spawn counters (good for setting up AI spawns when server is low population, adding more airfields when server goes high population, triggering extra objectives when players leave/join, etc)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/PlayerCounters.rar

 

Place these in your \IL-2 Sturmovik Battle of Stalingrad\data\Missions folder and they will show up in the "Groups" button in the editor. These are semi-simple concepts that can be edited and built on based on your preferences.

This is much appreciated I can study the designs and learn how to work and make them

to make my own.

 

Just this saves time now all we need are a Youtube tuorial videos to help us along even more ;)

 

And I hope when the person that does make them does not sound like he drank a 26er of Scotch or is on crystal meth :lol:

Posted

Nothing worth doing is easy. In the time it took you to make this post, you could have learned at least 5 things about the editor using modern simple techniques such as Google and YouTube. I'd really like to know what and how it is you expected to be so silver-spoon fed easy.

 

If I can figure it out in a matter of hours, you certainly can do the same.

 

On a more constructive note, here are some various group templates for people to get started...

 

AAA for airfields including a trigger for base capture/switching AAA from German>Russian and vice versa

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/AAAgroups.rar

 

Base proximity warning for German bases (easily changeable to Russian)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/BaseProximityWarningGERMAN.rar

 

Mission clock with staggered notifcations

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/MissionClock.rar

 

Player spawn counters (good for setting up AI spawns when server is low population, adding more airfields when server goes high population, triggering extra objectives when players leave/join, etc)

https://dl.dropboxusercontent.com/u/14029139/BoS%20Groups/PlayerCounters.rar

 

Place these in your \IL-2 Sturmovik Battle of Stalingrad\data\Missions folder and they will show up in the "Groups" button in the editor. These are semi-simple concepts that can be edited and built on based on your preferences.

 

Hello AbortedMan,

It is a pleasure to see a mature and proactive contribution to the forum with useful content together with the information on the RoF mission editor which looks almost identical it will be a great help.

 

I only hope Yakdriver takes a moment to consider what he is really about and the tone of his message which missed the point that the FME was made available under certain conditions and at least says thanks for your reply. Then he should get a copy of the RoF FME manual and see if it helps

Posted

YD, u are making a fool out of yourself...

then compare how the mission building progresses over the next 2 years compared to its predecessors.

we'll talk about the subject again then.

 

my prediction?

few missions, few IF ANY campaigns,

few, if any online wars

 

rendez-vous in 2017 for a checkup.

and as always, happy to be proven wrong.

and happy to be a fool, too.

...cuz'... who is none?

Posted

then compare how the mission building progresses over the next 2 years compared to its predecessors.

we'll talk about the subject again then.

 

my prediction?

few missions, few IF ANY campaigns,

few, if any online wars

 

rendez-vous in 2017 for a checkup.

and as always, happy to be proven wrong.

and happy to be a fool, too.

...cuz'... who is none?

Maybe you can visit Tangmere Pilots we are not so much DF junkies. We have run a new mission every week for over 10 years all through IL2 Sturmovik years, IL2 CloD (Painful though it is). Prangster made an excellent campaign for RoF made available to all and we have the mission builder team swotting up on the BoS Editor as we speak. So I have every confidence we will be following the same path to well beyond 2017.

 

So I will ask again take a look at your attitude and maybe commit to making your  own statement wrong by 2017.

 

Can you do that?

71st_AH_Hooves
Posted (edited)

@ YD. i find it interesting that you swat this editor down with so much angst, but have developed skinning tutorials that i personally feel are much more difficult than the editor. But You dont see anyone one elae tanking on how hard skinning is, and that its a loss cause. Have some patience brother

Edited by Hooves_McG
  • Upvote 1
Posted

I did read the manual and follow the video of the ROF FMB but there are some (a lot?) differences between the two or am I mistaken? :(

71st_AH_Hooves
Posted

Other than different objects not much is different.

Posted (edited)

As encouragement for people who think that the BoS FMB is too complex, here a few screenshots from the first finished mission of my Platzschutzstaffel Pitomnik mission project. It took me around 6 hours to build this mission today, although I had very little previous experience with the RoF editor. As you can see, using the FMB isn't rocket science. ;)
 

2015_2_27__23_17_34.jpg

 

2015_2_27__23_46_32.jpg

 

2015_2_27__23_50_14.png

Edited by Juri_JS
  • Upvote 3
Posted

Yeah. But it's a bit like brain surgery ;)

 

SD

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