von_Tom Posted June 7, 2013 Posted June 7, 2013 Apologies if this has been raised before. If there is a campaign built for single player, please have a version that can be used by squads online in co-op mode. It may be possible to have a mission that assigns a pilot to a plane unless a box is ticked then all planes of a certain side are available. I do not mean an online war e.g. SEOW etc but a campaign of co-op missions versus AI. Fingers crossed. Hood 6
4Shades Posted June 8, 2013 Posted June 8, 2013 Sounds like you are looking for a DCG equivalent. If BOS has a single player campaign, it should be reasonably easy to make it multiplayer too.
Zak Posted June 10, 2013 Posted June 10, 2013 Thanks for the suggestion. We are considering the co-op mode however it hasn't been decided yet. So I can't promise that it's going to be available by release but we definitely would be glad to make it possible.
SYN_Vander Posted June 12, 2013 Posted June 12, 2013 If the option to form flights (as in the co-op lobby) would somehow become available to MP Dogfight mode, then maybe the devs need only to support one MP game mode? From a MP campaign perspective what you typically would like to have is: -The ability to start an MP game at a certain time (now you can already do this in ROF with scripts and Dserver or Server manager interface rcon) -Pre-define flights. Limit the number of available aircraft (and re-spawns). -Let people join later and spawn any of the pre-defined planes (this is already possible in RoF) -Ideally: LET PLAYERS TAKE CONTROL OF AN AI AICRAFT after the mission has started. -Let scoring and mission outcome (win/loose) be dependent on real objectives, not just most destroyed planes or anything. -Let the outcome of the previous mission determine the next mission. In theory, this functionality is already in RoF, but it seems it is bugged now -More randomization options: Random placement of AI objects in a given area etc. Random weather etc. 1
JG4_Continuo Posted June 12, 2013 Posted June 12, 2013 Thanks for the suggestion. We are considering the co-op mode however it hasn't been decided yet. So I can't promise that it's going to be available by release but we definitely would be glad to make it possible. Co-op mode was THE ONE thing that people were missing in CloD. So doing a co-op mode would probably make a lot of people happy! 3
DD_Arthur Posted June 12, 2013 Posted June 12, 2013 Co-op mode was THE ONE thing that people were missing in CloD. So doing a co-op mode would probably make a lot of people happy! +1. Workable co-op mode is vital. 2
VBF-12_Stick-95 Posted June 12, 2013 Posted June 12, 2013 (edited) Co-op mode is essential to mp play. In IL2 1946, many mp dynamic campaigns based on co-op mode were built over a long period that attracted thousands of pilots. When most of the on-line servers for IL2 1946 went to the use of mod packs, the modders stopped supporting the co-op side of the event logs. As a result, mp dynamic campaigns were no longer viable as the logs were necessary for mission results, stats, etc. for further turns. Other third party utilities such as Lowengrin's DCG did not work with these packs for the same reason. All that was left for mp was the DF servers and many people left mp at that time as they consider DF servers as providing much less immersion. I was involved in the design of a mp dynamic campaign. Each side would delineate their missions, including offense to take map grids or defense, ground or air strikes, interception, etc. The results of the missions moved the front accordingly and virtual careers were tracked for all pilots. It even included the ability to rescue pilots that were downed behind enemy lines. This campaign alone attracted over 800 players. Over the years there were campaigns of this sort probably numbering in the hundreds (or thousands). In addition to the mp dynamic campaign above, our squad used Lowengrin's DCG to play multiple squad dynamic campaigns against AI. These were actually some of the most memorable times allowing for training and team work. ROF has the co-op capability but does not have the mp dynamic campaign capability, either built in or through a third party. I think it is safe to assume that the same people that left IL2 1946 after the loss of the mp dynamic campaigns probably stay away from ROF due to the very lack of such a feature. Obviously there were many problems with CoD and the lack of a co-op mode was just one of them. After four years of ROF there has been no third party development of an mp dynamic campaign. With the importance of this feature I don't think 777 can rely on the community for such a feature in BoS. I cannot stress enough the importance of including not just a co-op mode but the inclusion of a built in mp dynamic campaign for BoS. Thanks for hearing me out. Edited June 12, 2013 by VRStick 2
4Shades Posted June 12, 2013 Posted June 12, 2013 the modders stopped supporting the co-op side of the event logs Not true - that's exactly what HSFX has always done: support and extend event logs. Thats how SEOW works. I think you may be referring to UP which explicitly turned off event logging (amazing decision!). However I agree with the central thrust of your post VRstick. If the multiplayer vision for BOS is purely DF-style play, then all the work on realism will be wasted. We need to have a persistent, mission-oriented play mode for BOS. Cheers, 4Shades 1
VBF-12_Stick-95 Posted June 12, 2013 Posted June 12, 2013 (edited) Thanks for the refinement 4Shades, it was UP I was referring to. Many of the full real servers used to use UP. As you can imagine not many wanted to have a UP version, a vanilla version, an HSFX version, etc. on the computers. Keeping up with one mod pack was bad enough across a squad. And I am not throwing dispersion at modders in general. They have done wonders over the years and without them Il2 would have died long ago. Edited June 12, 2013 by VRStick
Ala13_Kike Posted June 12, 2013 Posted June 12, 2013 the solution will be to take one server, 24h/7 days on, with all ground forces working and all squads playing with one schedule (today this and this, tomorrow this other squad doing this and this at night, the other...blablabla), like real war. I think that this not one stupid think, but this need one program like "DCS: Combined Arms", and people in all world implicate (day/evening/night time working) ( maybe it's stupid think) 1
DUTTENHOFER Posted July 31, 2013 Posted July 31, 2013 (edited) I agree. I already bought the game but I really was pushing for co-op campaign a couple months ago. If I could compete/work together with my friends in a wing, then my friends would actually be attracted to the game, and I wouldn't have to play alone. Even If it's not at release, a co-op mode would make me doubly excited about the game. Or if you could have a co-op crew in bomber/attacker. That would be very ideal for my navagationally challenged buddies. Edited July 31, 2013 by DUTTENHOFER 1
ITAF_Rani Posted July 31, 2013 Posted July 31, 2013 I agree with you .. A game can be the best in the world, but play alone or almost 1 vs 1 , , it becames really boring after a couple of months... The real soul of a game ( see the old IL2) is to have the possibility to fly with your mate vs other teams in a well organized tournament IMAO the right mixture is: good game ( BoS ) + good teams + good tournament Best Regards 2
150GCT_Veltro Posted July 31, 2013 Posted July 31, 2013 Not true - that's exactly what HSFX has always done: support and extend event logs. Thats how SEOW works. I think you may be referring to UP which explicitly turned off event logging (amazing decision!). However I agree with the central thrust of your post VRstick. If the multiplayer vision for BOS is purely DF-style play, then all the work on realism will be wasted. We need to have a persistent, mission-oriented play mode for BOS. Cheers, 4Shades Shades, we have have great fun and immersion in FEOW campaign for RoF with a different game format: dog dynamic (ongoing game) in real time. The coop format is outdated, first of all for the disco problem. The rules by the campaign's designer are the border line between the cooperative and the dynamic dog games. Take care of this. Scripts and triggers could make the differences now. Believe me, is better than a cooperative game if you provide some rules, and you are free to decide all the rules you want.
leitmotiv Posted July 31, 2013 Posted July 31, 2013 I also think multiplayer is not only DF type servers, no mather how good the maps are on them, usealy nothing is coordinated. Real team/teamplay and ww2 expiriance comes from co-op based SEOW campaigns, prepertion for missions all by humans baised on given recorces and previous mission resoults, good teamplay, historycal long lasting campaigns and so on, ability to all start at same time, not so real but gives better imersion. 24/7 dinamic wars like ADW are all generated by PC by actions of previus missions, but as they are open all time there is not so mutch coordinated in team actions with clear goals like you have in coop baised SEOW usealy. But both concepts are neccesery in BoS i also think, some guys who play single player campaigns would like SEOW type missions but i think most of them have first and last online expiriance on DF type servers and get bad picture what online play can ofer you, and most players never tryed SEOW,ADW and similar concepts as they are not so well known. FEOW campaigns are to me similar to ADW and the best RoF offers to good online team expiriance 1
kestrel79 Posted July 31, 2013 Posted July 31, 2013 I was involved in the design of a mp dynamic campaign. Each side would delineate their missions, including offense to take map grids or defense, ground or air strikes, interception, etc. The results of the missions moved the front accordingly and virtual careers were tracked for all pilots. It even included the ability to rescue pilots that were downed behind enemy lines. This campaign alone attracted over 800 players. Over the years there were campaigns of this sort probably numbering in the hundreds (or thousands). These online wars were my favorite in IL2. You only got one life per mission, you could rescue downed pilots, a moving front lines. It was awesome. Some of my most memorable flight sim memories are completing a mission, then flying back to rescue a friend, land, and fly him back to base. Super cool. Hope the mission designers can set something up like this in BoS. I used to fly VR a few years ago, great squadron.
gonk Posted August 1, 2013 Posted August 1, 2013 Dynamic persistent Co-Op Campaign would be fantastic. 1
VRWarrior Posted August 3, 2013 Posted August 3, 2013 Kestrel, are you saying you were a member of VR? Just curious ............ you have us wondering who you might be?
CPSWolff Posted August 13, 2013 Posted August 13, 2013 For 10 years I've been playing the coop version of this game with my friends. Since we are all "older than dirt" and live in four different countries you can imagine that a great deal of the time between actual dog fights we do a lot of talking about our experiences in the military, etc. Being able to set the difficulty of the game, desiging our own coop missions, skinning our aircraft, adding nose art, and then just enjoying being together online as a team has been outstanding. I really hope that becomes part of this new venture.
SOLIDKREATE Posted August 14, 2013 Posted August 14, 2013 I'd like to see a multi-co-op mode where up to a minimum of 6 player can do a campaign as a flight group with up to and entire unit going 100+ planes (bomb mission)
=69.GIAP=STENKA69GIAP Posted August 14, 2013 Posted August 14, 2013 ROF has the co-op capability but does not have the mp dynamic campaign capability, either built in or through a third party. I think it is safe to assume that the same people that left IL2 1946 after the loss of the mp dynamic campaigns probably stay away from ROF due to the very lack of such a feature. After four years of ROF there has been no third party development of an mp dynamic campaign. With the importance of this feature I don't think 777 can rely on the community for such a feature in BoS. I cannot stress enough the importance of including not just a co-op mode but the inclusion of a built in mp dynamic campaign for BoS. Thanks for hearing me out. Not true =69.GIAP= has been building and flying MP Dynamic campaigns using Rise Of Flight for the last three years. We have the methodology, the ROF engine has the structure is needed to do it, we developed the stats analysis software needed to support it and I use the DF mode in ROF to do it. Do not confuse CO-OP and DF modes that you knew in IL2 with what you can do in the Mission Editor in ROF. The first campaigns I built used CO-OP mode because it's the way I had done it in the past, now I use DF mode, it has several advantages. As long as the mission editor structure, map management and principles of the stats log files in ROF are carried over to BOS we will be in business within a month of pre-release. Basicly we will need to rebuild our database of map locations and overhaul the parser for new objects. Once that is done I'd like to automate the summary campaign stats and automate adjustment of influence areas (roughly equivalent to front line markers in IL2). Now I can always use some extra php and mysql expertise - any volonteers? You can reach me on www.69giap.com
ATAG_Slipstream Posted August 14, 2013 Posted August 14, 2013 I suppose one of the main things for me is, it has to be easy and user friendly to build a 'co op type' mission, as an average user, and not a computer programmer or having to study the FMB for weeks. 2
SOLIDKREATE Posted August 15, 2013 Posted August 15, 2013 (edited) Type of improvement: DLC campaign packs Explanation of proposals: Every 3-6 months release a campaign expansion pack. You already have a great flight model/damage model. For example you can release The Spanish Civil War and associated planes. Campaigns: Spanish Civil War (Bonus pre order: Bf-109B-2 and He-112B-0) Battle of Poland (Bonus pre order: PZL P.11 and He-111P) Battle of France (Bonus pre-order: D.520 and MS.406) Battle of Brittain (Bonus pre-order: Bf-109F-1, Spitfire Mk.II) Battle of Bulge (Bonus pre-order: Operation LInebacker mini mission, Multi-player Co-op and P-51D-15-NA) Battle of Berlin (Bonus pre-order: Operation Boddenplatte mini mission, Muli-player Co-op and Bf-109K-4) Benefits: More possibilities for mission builders and online squadron game events. Edited August 15, 2013 by [I/JG54]SPEKTRE76 1
AndyHill Posted August 31, 2013 Posted August 31, 2013 Oh yes - this is really important. Good news is that judging by the advances in a 3rd party campaign generator for Rise of Flight, at least RoF gives you a mission log file for the campaign generator to read. Together with the ability to generate mission files (IIRC the RoF mission files are in some human readable / common document format) the basics for an external campaign engine are there already. However, I would really, really like to play RoF and BoS campaign with my friends, in coop or PvP. The existing structure in RoF beta campaign for example is easily good enough for me, although I can imagine 4Shades wanting a bit more scale to the actual missions. BTW, since we have an expert on board, would it be possible for 4Shades to make an example data structure for stuff you need from an eventlog (or can you take a look at the RoF eventlog and see if it's ok or if something needs to be added)? Also, have you guys been in contact with Lowengrin (http://www.lowengrin.com/news.php)? He created the Il-2 DCG, which is a pretty simple but quite fun campaign engine we still use today to fly 1946 with our buddies. Unfortunately I don't think SEOW in its current form is going to run very well in RoF due to the typically large unit counts, but a DCG derivative probably would. Has Pat Wilson shown interest in BoS BTW?
4Shades Posted September 2, 2013 Posted September 2, 2013 (edited) Hi Andy, Unfortunately I don't think SEOW in its current form is going to run very well in RoF due to the typically large unit counts Unit counts in SEOW are entirely up to the campaign designer's choice. I run lots of campaigns with <30 units, it all depends on the intended scope and context. Of course, the big public SEOW campaigns can have thousands of platoons/flights and a hundred flotillas. BTW, since we have an expert on board, would it be possible for 4Shades to make an example data structure for stuff you need from an eventlog (or can you take a look at the RoF eventlog and see if it's ok or if something needs to be added)? I actually have never seen a mission file or eventlog from ROF as I do not have ROF installed myself. Can someone post some examples here please? Cheers, 4S Edited September 2, 2013 by 4Shades
AndyHill Posted September 10, 2013 Posted September 10, 2013 (edited) I tried to fly a quick mission and see what happens so I could post you the mission and eventlog files. However, things got a bit complicated and it seems I got a total of 14 result files for that mission. With a quick glance it looks like they consist of damage events and shooting stuff, I'll post the first one (which seems a bit special) and an example of the other ones here, but I suggest you go to the RoF forums to find out more details. There are dynamic campaigns for RoF so I would imagine someone knows how to interpret these. This is a quick mission with me and an AI buddy in Fokker DVII against five Nieuports. MissionReport file 0: T:0 AType:15 VER:18 T:0 AType:0 GDate:1918.8.22 GTime:15:0:0 MFile:Missions\_gen.msnbin MID: GType:701 CNTRS:0:0,101:1,102:1,103:1,104:1,105:1,501:2,502:2,600:7,610:3,620:4,630:5,640:6 SETTS:0001000000000001000000010 MODS:1 PRESET:0 T:1 AType:11 GID:201727 IDS:193535,163839 LID:193535 T:1 AType:11 GID:202751 IDS:16383,34815,28671,22527 LID:16383 T:1 AType:11 GID:203775 IDS:55295,60415,65535 LID:55295 T:1 AType:11 GID:204799 IDS:70655,75775,80895,86015,91135,96255 LID:70655 T:1 AType:11 GID:205823 IDS:108543,116735,124927,133119,141311 LID:108543 T:5 AType:12 ID:193535 TYPE:Fokker D.VII COUNTRY:501 NAME:Plane PID:-1 T:5 AType:12 ID:194559 TYPE:Common Bot COUNTRY:501 NAME: PID:193535 T:5 AType:10 PLID:193535 PID:194559 BUL:1000 SH:0 BOMB:0 RCT:0 (87940.430,999.348,103962.891) IDS:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX NAME:AndyHill TYPE:Fokker D.VII COUNTRY:501 FORM:1 FIELD:0 INAIR:1 PARENT:-1 PAYLOAD:0 FUEL:1.000 SKIN: WM:1 T:10 AType:9 AID:149503 COUNTRY:102 POS(91425.406, 130.937, 104191.016) IDS(-1,-1,-1,-1,-1) T:10 AType:9 AID:151551 COUNTRY:102 POS(88636.305, 28.000, 103502.313) IDS() T:10 AType:9 AID:153599 COUNTRY:501 POS(90357.617, 166.907, 102145.109) IDS(-1,-1) T:10 AType:9 AID:155647 COUNTRY:501 POS(88636.305, 28.000, 103502.313) IDS() T:58 AType:17 ID:193535 POS(87974.422,997.068,103920.711) MissionReport file 12: T:0 AType:15 VER:18 T:18360 AType:12 ID:108543 TYPE:Nieuport 17.C1 GBR COUNTRY:101 NAME:Plane PID:-1 T:18360 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18360 AType:2 DMG:0.007 AID:193535 TID:108543 POS(89819.313,242.461,103529.086) T:18439 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18439 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18442 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18447 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18447 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18447 AType:2 DMG:0.008 AID:193535 TID:108543 POS(89764.828,242.269,103560.633) T:18451 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18451 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18456 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18456 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18456 AType:2 DMG:0.010 AID:193535 TID:108543 POS(89758.367,242.654,103561.453) T:18461 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18461 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18461 AType:2 DMG:0.007 AID:193535 TID:108543 POS(89754.773,242.918,103561.648) T:18469 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18473 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18473 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18474 AType:2 DMG:0.005 AID:193535 TID:108543 POS(89745.500,243.724,103561.234) T:18478 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:18478 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:18487 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19198 AType:12 ID:109567 TYPE:Common Bot COUNTRY:101 NAME: PID:108543 T:19198 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:109567 T:19198 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19198 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19198 AType:2 DMG:0.250 AID:193535 TID:109567 POS(89548.773,265.207,103396.281) T:19199 AType:2 DMG:0.032 AID:193535 TID:108543 POS(89548.789,265.156,103396.016) T:19202 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19202 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19205 AType:2 DMG:0.012 AID:193535 TID:108543 POS(89551.133,264.935,103399.117) T:19207 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19216 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19216 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19221 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19262 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19263 AType:2 DMG:0.005 AID:193535 TID:108543 POS(89581.500,263.220,103422.258) T:19281 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19281 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19285 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19290 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19290 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19294 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19295 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19299 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19304 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19304 AType:2 DMG:0.009 AID:193535 TID:108543 POS(89608.305,262.562,103427.875) T:19317 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19345 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19640 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19644 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19649 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19649 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19649 AType:2 DMG:0.019 AID:193535 TID:108543 POS(89636.820,253.519,103244.203) T:19650 AType:2 DMG:0.021 AID:193535 TID:108543 POS(89636.172,253.511,103243.805) T:19653 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19653 AType:2 DMG:0.021 AID:193535 TID:108543 POS(89634.203,253.492,103242.633) T:19657 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19657 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:109567 T:19657 AType:2 DMG:0.250 AID:193535 TID:109567 POS(89630.836,253.476,103240.641) T:19658 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19658 AType:2 DMG:0.037 AID:193535 TID:108543 POS(89630.859,253.473,103240.789) T:19662 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19662 AType:2 DMG:0.005 AID:193535 TID:108543 POS(89628.133,253.473,103239.398) T:19663 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:108543 T:19667 AType:1 AMMO:BULLET_GER_792x57_SS AID:193535 TID:108543 T:19667 AType:2 DMG:0.007 AID:193535 TID:108543 POS(89624.664,253.494,103237.789) T:19673 AType:2 DMG:0.006 AID:193535 TID:108543 POS(89620.430,253.553,103236.055) T:19675 AType:2 DMG:0.009 AID:193535 TID:108543 POS(89619.000,253.576,103235.516) T:19720 AType:2 DMG:0.777 AID:193535 TID:108543 POS(89585.820,252.404,103228.008) T:19720 AType:3 AID:193535 TID:108543 POS(89585.820,252.404,103228.008) The last MissionReport File: T:0 AType:15 VER:18 T:21591 AType:1 AMMO:BULLET_GER_792x57_SMK_AP AID:193535 TID:124927 T:22322 AType:4 PLID:193535 PID:194559 BUL:234 SH:0 BOMB:0 RCT:0 (89767.516,328.502,103899.188) T:22323 AType:16 BOTID:194559 POS(89767.352,327.996,103898.422) T:22324 AType:7 T:22324 AType:4 PLID:108543 PID:109567 BUL:97 SH:0 BOMB:0 RCT:0 (89425.609,161.293,103252.828) T:22324 AType:4 PLID:124927 PID:125951 BUL:256 SH:0 BOMB:0 RCT:0 (89747.555,153.273,103643.234) The mission file itself seems to be about 2MB so I won't paste it here. It seems that lines got a bit screwy during posting and note that I removed (XXXXXXXXXX) some ID stuff I think may possibly have been something not meant for public viewing. Edited September 10, 2013 by AndyHill
4Shades Posted September 10, 2013 Posted September 10, 2013 Thanks Andy, It is good that it is in clear text and I think I begin to see some of the logic in these event logs. Obviously some other people out there would know a lot more about this than me. Interested to see what the mission file looks like. For comparison, here is an excerpt of an IL-2 eventlog (a lot more readable IMHO): 17:01:18 II_JG54021 in flight at 38173.707 83386.0417:01:58 783_Static destroyed by 23_Chief0 at 24681.01 149741.1617:02:10 1485_Static destroyed by 1622_Static at 34094.7 140129.017:02:15 39BAP001 in flight at 65580.85 117830.1417:02:23 39BAP003 in flight at 66494.234 117629.2817:02:59 Stab_KG53a001 in flight at 39203.977 83310.05517:03:10 622_Static destroyed by 1624_Static at 33730.0 139550.017:03:45 NAGr12000(1) seat occupied by LW/JG10_Armwaar at 17733.791 146347.53 and an excerpt of the mission file: 1624_Static vehicles.artillery.Artillery$Howitzer_150mm 2 28410.00 141860.00 375.00 0.0 5000 1625_Static vehicles.stationary.Stationary$OpelBlitzMaultierRocket 2 28763.00 142113.08 360.00 0.0 1626_Static vehicles.artillery.Artillery$OpelBlitzMaultierRocket 2 28763.00 142203.08 360.00 0.0 3000 1627_Static vehicles.artillery.Artillery$OpelBlitzMaultierRocket 2 28673.00 142023.08 360.00 0.0 3000 1628_Static vehicles.artillery.Artillery$Flak18_88mm 2 28685.70 141755.67 360.00 0.0 14810 1629_Static vehicles.artillery.Artillery$Flak18_88mm 2 28685.70 141845.67 360.00 0.0 14810 1630_Static vehicles.artillery.Artillery$Flak18_88mm 2 28590.42 141704.88 360.00 0.0 14810 But this is simply an illustration for people to see what we are talking about. Basically, simple and readable mission and log files unlock a world of possibilities beyond what the game developers can pursue with their limited resources. Cheers, 4S
Stray Posted September 10, 2013 Posted September 10, 2013 I fully support this as this is exactly waht squadrons need: co-op campaigns. Thank you, OP. 1
AndyHill Posted September 14, 2013 Posted September 14, 2013 I attached the things that I think have something to do with the mission in question. Note that this is a very simple mission (the quick one) and RoF supports for example scripts and other stuff that could actually be neat for SEOW. Maybe having more control over the proceedings during the mission could actually be a good tradeoff for missing the larger scale campaigns. mission.zip
Allons Posted September 16, 2013 Posted September 16, 2013 Thanks for the suggestion. We are considering the co-op mode however it hasn't been decided yet. So I can't promise that it's going to be available by release but we definitely would be glad to make it possible. Hi Zak, a coop mode would be even more needed to have some sort of online aviation school to be able to fly with scholars online in a secured surrounding. Imagine a Flight Academy driven by the community via coop mode and TS..
ImPeRaToR Posted September 16, 2013 Posted September 16, 2013 (edited) Thanks Andy, It is good that it is in clear text and I think I begin to see some of the logic in these event logs. Obviously some other people out there would know a lot more about this than me. Interested to see what the mission file looks like. For comparison, here is an excerpt of an IL-2 eventlog (a lot more readable IMHO): and an excerpt of the mission file: But this is simply an illustration for people to see what we are talking about. Basically, simple and readable mission and log files unlock a world of possibilities beyond what the game developers can pursue with their limited resources. Cheers, 4S this might give some more insight and of course it might be a good idea to contact =FB=Vaal if you have questions as he has written a stat tool for ROF and is now part of the dev team. http://en.wiki.riseofflight.com/index.php?title=Server_log Edited September 16, 2013 by ImPeRaToR
LordNeuro*Srb* Posted September 27, 2013 Posted September 27, 2013 MP Dynamic campaigns would be gr8 to have in game just like SP Dynamic campaign, or at list somthing similar like MP campaign in red orchestra 2 Heroes of stalingrad. If sombady played the he knows what i m talking about. For u theat dont know here is explanation from RO2 site about MP campaign. I will "" it , my english is terebol so it is beter like theat. "Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can keep you occupied for hours. This gives the multiplayer game more depth than ever before, as individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemy’s resources. We like to say it is like a “meta-game” of Risk." And somthing like thise but only for BOS. And maybe with same more addons. In BOS there could be lots of lots more varaity.
=69.GIAP=STENKA69GIAP Posted October 6, 2013 Posted October 6, 2013 However I agree with the central thrust of your post VRstick. If the multiplayer vision for BOS is purely DF-style play, then all the work on realism will be wasted. We need to have a persistent, mission-oriented play mode for BOS. Cheers, 4Shades You don't need what you call IL2 style co-op mode in ROF/BOS to have "a persistent, mission-oriented play mode for BOS" the ROF "dogfight mode" has what you need. You simply set a line-up time eg. 30 minutes before start motors. It is more effective, allows late comers and stresses the cpu/line less. I have appreciated and used SEOW (which is your work) for many years and been mission building and campaign building in ROF since the day it was launched. Currently the GIAP are developping BOSWAR which is a multi user campaign add on to ROF/BOS, the design works, my prototype planning loops work and I am working on the optimisation of complex triggers which is the key to large quantities of ground+ air objects in a ROF/BOS mission. I think another 3 weeks to beta.
LG1.Farber Posted October 6, 2013 Posted October 6, 2013 Basicly we will need to rebuild our database of map locations and overhaul the parser for new objects. Once that is done I'd like to automate the summary campaign stats and automate adjustment of influence areas (roughly equivalent to front line markers in IL2). Now I can always use some extra php and mysql expertise - any volonteers? You can reach me on www.69giap.com Yes, we could help. I dont mind doing some FMB donky work and maybe 5./JG27Vogler (Storm of War server admin) can help too?! Maybe even some other guys for gfx and anything else. Willing to help just cant find my GIAP forum login.
=69.GIAP=STENKA69GIAP Posted October 8, 2013 Posted October 8, 2013 Farber, Yes Vogler has been in touch but he works evenings which is when we have been developping and testing. Currently we have been running a 3 man team since mid September and I'm alpha testing the planning loop, Myata is building the user interface and Tushka rewriting the stats generation. Syn Vander is helping development work on complex triggers - which are a key point in BIG mission development - that's lots of ground units. A/ So far we can pass a mission template to the editor, red/blue planners place the groups of vehicles on the map and send back to database.A That's starting point for the campaign. B/ We then send mission 1 starting point to editor, Blue/Red planners move waypoints to where they want moving objects to go, move and angle individual ground objects C/ set availiable aircraft on active airfields. D/ Generate group files to construct mission in editor E/ Fly Mission F/ Analyse stats, remove killed objects, add resupply objects as per ruleset G/ generate start point for next mission H/ GOTO B The planning loop works, stats work, ruleset needs heavy development, user interface is in heavy development. In planning we have large columns of vehicles marching around the countryside with all the timers, mcus ,waypoints and objects optimised. There are complex stationary objects with multiple complex triggers that wake them up when neccesary and put them back to sleep when not needed to optimise big missions. Still to do are moving trains, static ships, moving ships, bridges destruction and repair, then a lot later AI aircraft which I seldom use. Probably too late for extra dev involvement now, we are runnng down the launch track and know what each other is doing, I think about 3 weeks to Beta. Beta testers are lined up in the Rise Of Flight 3rd party Dev Forum. 2
ACG_Stachl Posted October 23, 2013 Posted October 23, 2013 Not true =69.GIAP= has been building and flying MP Dynamic campaigns using Rise Of Flight for the last three years. We have the methodology, the ROF engine has the structure is needed to do it, we developed the stats analysis software needed to support it and I use the DF mode in ROF to do it. Do not confuse CO-OP and DF modes that you knew in IL2 with what you can do in the Mission Editor in ROF. The first campaigns I built used CO-OP mode because it's the way I had done it in the past, now I use DF mode, it has several advantages. As long as the mission editor structure, map management and principles of the stats log files in ROF are carried over to BOS we will be in business within a month of pre-release. Basicly we will need to rebuild our database of map locations and overhaul the parser for new objects. Once that is done I'd like to automate the summary campaign stats and automate adjustment of influence areas (roughly equivalent to front line markers in IL2). Now I can always use some extra php and mysql expertise - any volonteers? You can reach me on www.69giap.com Absolutely! +1
I-WVoss Posted October 24, 2013 Posted October 24, 2013 As some of you already know, on Friday began the campaign dynamic Online FEOWIII and concepts that we have developed can definitely be found in an online campaign to BOS, read the rules https://www.dropbox.com/s/os6iklboater0f9/FEOW%20Official%20Rules.pdf you will find that it is very complex but it was possible to achieve it. Obviously if there was BOS in the ability to implement the scripts would be great. S! Voss
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