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This game can do many many things...get creative!


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Posted (edited)

Working on a new feature for the next series of missions that will kick off our dynamic MP campaign and I thought I'd let people know that your creativity is the limit when tinkering with the mission editor. Here is a sneak peek at just one of the features in my interpretation of Germans ferrying wounded out of the pocket with He-111s:

 

 

Mods: please don't move this thread into the depths of the nether region that is <every other subforum on this site>.

Edited by AbortedMan
  • Upvote 25
6./ZG26_Emil
Posted

This forum needs seriously rearranging. Mission building, user made missions and group sharing should not be stuck under pilot art!!

 

Can moderators please make a sticky post on the general page with all the useful utilities like BOS Parser, 3rd Party Mission generator and BOS Launcher....it could be titled BOS essentials or IL2 Utilities or something like that. Not everyone spends hours every day on the forum.

  • Upvote 3
Posted (edited)

Very cool AM. Good food for thought on other immersive features. I wonder how your "dust off" scenario can affect the mission and prompt more pilots to make the runs? More effective land attacks later due to returning wounded or better troop moral perhaps?

 

Salut!

Edited by JimTM
Posted

That's very cool indeed.  :cool: 

Posted

That's a pretty cool idea. Reminds me of these cool resupply flights we used to do with He-111s in the Pitomnik Air-Bridge operation. 

Posted

Your MP missions do already have more immersive war scenarios, as I know from any other sim ( tanks conquering an airfield, if not stopped, supply trains influencing planes ready to fly etc ). Really looking forward to more of your ideas ! Especially those ideas to make transport missions more attractive are very welcome.

Feathered_IV
Posted

That looks excellent. I wonder if one of the German speaking members could supply a voice sample of the rear gunner reporting the wounded are aboard and closing the rear hatch?

  • Upvote 1
71st_AH_Mastiff
Posted

:good:

6./ZG26_McKvack
Posted

Awesome! What server will host this? :)

Posted

That looks excellent. I wonder if one of the German speaking members could supply a voice sample of the rear gunner reporting the wounded are aboard and closing the rear hatch?

 

 

Sicher könnte das jemand :P

  • Upvote 1
Posted

Awesome! What server will host this? :)

This will be on the The Eagle's Nest hosted by TWB within the week!

 

Join us on teamspeak at ts3.thewetbandits.org and more info at www.thewetbandits.org!

That looks excellent. I wonder if one of the German speaking members could supply a voice sample of the rear gunner reporting the wounded are aboard and closing the rear hatch?

I've actually setup a radio FX mod on teamspeak in which to record one of the TWB guys doing a Russian accent for some voice overs on mission events...we could use an English speaking German as well!
6./ZG26_McKvack
Posted

This will be on the The Eagle's Nest hosted by TWB within the week!

 

Join us on teamspeak at ts3.thewetbandits.org and more info at www.thewetbandits.org!

I´m going to check it out thanks :) 

 

All that is needed now is a Ju-52 and being able to open the cargo door

79_vRAF_Friendly_flyer
Posted

Yess!

Posted

Thats just great! Thanks AB and TWB.

Posted

Looking great, many thanks!

However, can the server/the game cope with these more complex, dynamic missions? The Eagle's Nest server has by far the best mission, but also by far the worst performance (for me) of any multiplayer server, due to the amount of stuff going on. Although I really appreciate the effort you guys put in, I think there may be a limit not to your creativity, but to what this DX9 game can handle without disastrous performance impacts.

 

Thoughts?

No601_Swallow
Posted

Pushing the creativity end of things. anyone for Quidditch? (Alright, Prangster calls it football...  but it involves hoops and flying, so...)

 

The football one's the second mission here

6./ZG26_McKvack
Posted

Will there be a SP version with bots to play with? :)

No601_Swallow
Posted

Will there be a SP version with bots to play with? :)

 

Bots'd just play like England... :(  :help:

Posted

Working on a new feature for the next series of missions that will kick off our dynamic MP campaign and I thought I'd let people know that your creativity is the limit when tinkering with the mission editor. Here is a sneak peek at just one of the features in my interpretation of Germans ferrying wounded out of the pocket with He-111s:

 

 

Mods: please don't move this thread into the depths of the nether region that is <every other subforum on this site>.

 

Wow.. that is really cool.. I will leave this post on the front board since it is not a Mission Making post perse but one showing possibilities .. :salute:

216th_Peterla
Posted

Really nice.

71st_AH_Hooves
Posted

Epic work man!

Jason_Williams
Posted

Good work Josh.

 

Jason

Posted

Outstanding!

 

Snappy Salute AB

  • Upvote 1
Posted

Aborted Man has implemented some amazing logic and creativity in his missions.    :salute ABM!

  • Upvote 4
Posted

I'm amazed everytime I click on the server... there is something new and interesting. Outstanding stuff to look forward to, Seriously.

Posted

I like the touch of the ambulance hidden behind the wing, so your imagination can run free, imagining the stretchers being carried over to the plane.

 

Does the ambulance orient itself with respect to the plane or do you need to park in an exactly correct place?

Posted

It had never occurred to me one could use subtitles centered middle/left to emulate radio messages. Thanks, I've just learned a new trick!

Posted

Looking great, many thanks!

 

However, can the server/the game cope with these more complex, dynamic missions? The Eagle's Nest server has by far the best mission, but also by far the worst performance (for me) of any multiplayer server, due to the amount of stuff going on. Although I really appreciate the effort you guys put in, I think there may be a limit not to your creativity, but to what this DX9 game can handle without disastrous performance impacts.

 

Thoughts?

The mission that is currently on the server is a bit of a test bed/toolbox I've created to test logic, ideas, dynamics, and player interaction and with my latest tests I've not put much thought into being conservative resource-wise. It's gotten to the point that there's so much extra stuff going on in the mission that it's spilling out into bad performance territory, which can and will be remedied with a new mission rewrite coming soon.

 

I like the touch of the ambulance hidden behind the wing, so your imagination can run free, imagining the stretchers being carried over to the plane.

 

Does the ambulance orient itself with respect to the plane or do you need to park in an exactly correct place?

At the moment you need to park in a specific spot to trigger the ambulance (which took forever to get just right). I'm still working on eliminating possibilities of error (those AI drivers give zero effs about what they're going to hit!) and tweaking the scene. 

[TWB]dillon_biz
Posted

Looking great, many thanks!

 

However, can the server/the game cope with these more complex, dynamic missions? The Eagle's Nest server has by far the best mission, but also by far the worst performance (for me) of any multiplayer server, due to the amount of stuff going on. Although I really appreciate the effort you guys put in, I think there may be a limit not to your creativity, but to what this DX9 game can handle without disastrous performance impacts.

 

Thoughts?

 

 

As ABM stated, the mission probably isn't the most resource efficient and that is being worked on (Thanks Aborted!).  But there is also a HUGE problem with the DServer program itself in that it will not utilize more than 1 CPU core.  I'm not sure why this was overlooked, but it is only allowing us to utilize ~8% of our hardware's processing power.  Unfortunately that is up to the devs to fix, and it doesn't seem like it is high on their priority list.... which is a shame because it is severely limiting what the mission master ABM is capable of turning out.  

[KWN]T-oddball
Posted (edited)

As ABM stated, the mission probably isn't the most resource efficient and that is being worked on (Thanks Aborted!).  But there is also a HUGE problem with the DServer program itself in that it will not utilize more than 1 CPU core.  I'm not sure why this was overlooked, but it is only allowing us to utilize ~8% of our hardware's processing power.  Unfortunately that is up to the devs to fix, and it doesn't seem like it is high on their priority list.... which is a shame because it is severely limiting what the mission master ABM is capable of turning out.  

 

It was not "overlooked" like a lot of engines out there it probably started development before multi-cores became main stream and was not  written to take advantage of them, you cannot just flip the proverbial switch and have the game use all your core's , it has to be coded to do so. that is why clock speed and IPC are still very important when it comes to performance,.

Edited by T-oddball
Posted (edited)

It was not "overlooked" like a lot of engines out there it probably started development before multi-cores became main stream and was not  written to take advantage of them, you cannot just flip the proverbial switch and have the game use all your core's , it has to be coded to do so. that is why clock speed and IPC are still very important when it comes to performance,.

EXACTLY.

 

If this game was made in 2015 for example, they would have updated whatever engine it had been on while creating the game.  Since the development was pretty heavy in 2014 this did not happen as the first dual core processor was released sometime around February 2014.

Edited by Roo5ter
  • Upvote 3
Posted

@Roo5ter: You tried to be funny, but it didn't work, as you no nothing about the subject. BTW, the netcode of BoS, allthough it was released 2009, is still much better than the one of "other" combat flight sims. (don't want to name them)

 

Can you tell me, which dserver program of a non flightsim game (which have a budget of several millions), do utilise multi-core ? I am just curious.

No601_Swallow
Posted

... At the moment you need to park in a specific spot to trigger the ambulance (which took forever to get just right). I'm still working on eliminating possibilities of error (those AI drivers give zero effs about what they're going to hit!) and tweaking the scene. 

 

A mission building feature I'd love to be introduced would be the ability to spawn/activate an object or group of objects in a location defined relative to another object. 

 

In AM's brilliant example, the ambulances would trundle up to the Heinkel wherever on the airfield he'd engaged parking brakes/turned off engine/made the radio call/etc, rather than spawning relative to the trigger the mission builder's placed at a ;particular coordinate on the airfield. This could be useful for all sorts of stuff (For instance, it would make it much easier and more precise to activate a surprise escort contingent for bombers being attacked, and so on.)

 

[As I've written in the mission building forum, I'd love there to be some sort of ground servicing "object" (consisting of tenders and fueling bowsers, and so on) that might spawn in on RTB. This would be purely cosmetic and is purely a throwback to my FS9/X days with their automated gates in add-on airports,etc.]

Posted

At the moment you need to park in a specific spot to trigger the ambulance (which took forever to get just right). I'm still working on eliminating possibilities of error (those AI drivers give zero effs about what they're going to hit!) and tweaking the scene.

Ah, ok. Too bad, it would be great if the FMB allowed for an ai vehicle to drive up and orient itself with respect to any other object.

 

Lacking that, I guess it would be cool if you added an object that the player can taxi over to. Best of all would be a smoking oil can/bonfire which can be unequivocally identified from a distance, even doing a low pass over the airfield. That way it will be easy for the player to know exactly where to go. "Park between the flag and the bonfire" or something like that in the briefing.

Also some enemy artillery peppering the field during the wait would be fantastic. Tracers criss-crossing the sky for ambience, search-lights, planes taking off and perhaps crashing, enemy fighters strafing nearby, parachute descending... :-)

Posted

Ah, ok. Too bad, it would be great if the FMB allowed for an ai vehicle to drive up and orient itself with respect to any other object.

Lacking that, I guess it would be cool if you added an object that the player can taxi over to. Best of all would be a smoking oil can/bonfire which can be unequivocally identified from a distance, even doing a low pass over the airfield. That way it will be easy for the player to know exactly where to go. "Park between the flag and the bonfire" or something like that in the briefing.Also some enemy artillery peppering the field during the wait would be fantastic. Tracers criss-crossing the sky for ambience, search-lights, planes taking off and perhaps crashing, enemy fighters strafing nearby, parachute descending... :-)

Heh you just described a day in the Eagle's Nest!

 

There will be onscreen messages to instruct medevac pilots on what to do and I'll have objects directing them to the ramp so it will be clear where to go. There's a lot more to do on the cosmetic side for this. This was just a teaser/proof of concept and an example of the amount of cool stuff you can do if you get clever with the editor.

Posted

 

 

This will be on the The Eagle's Nest hosted by TWB within the week!

 

Nice!

 

Pity I can never find those trains. Are they just on the lines indicated, but not necessarily between the Rail Icons?  Or do I just need to add more fuel and loiter. :)

Posted

Nice!

 

Pity I can never find those trains. Are they just on the lines indicated, but not necessarily between the Rail Icons?  Or do I just need to add more fuel and loiter. :)

 

There are some messages given when the trains are offloading cargo, I think they stay at the station for a few minutes and then depart. 

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