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Developer blog #357: Spitfire IXc news, new mission editor features


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354thFG_Leifr
Posted

Well, the generous gift of the IXc to all Normandy owners is very nice.

But wait, what... that terrain editor update is ridiculous. ?

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  • LukeFF unpinned and pinned this topic
Posted (edited)

The new editor feature allows to modify any terrain without limitation? Draw a peninsula with mountains in the north and plain in the south, then you get a Korea map.

Edited by bycomet
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Posted

Both of these points are great news.

 

Does this terrain editing feature make it viable to sufficiently smooth out terrain so 'ad-hoc' airfields like those on combat box may be more viable?

Can these edits be included in the mission file just like placed objects so they are useful for multiplayer?

Is one of the terrains smooth enough for field airfields?

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Posted

Another question about the editor - are you creating whole new maps?  Or just editing existing ones within a .msnbin file?  Or something in between?

Posted

we can change Map textures too?

  • Upvote 1
Posted
Quote

We have some good news about the upcoming Spitfire IXc: this aircraft, which was a mainstay of the RAF in early 1944, will be added to the Battle of Normandy lineup. This means that all Battle of Normandy owners will automatically receive it when the 5.202 update is released.

Never thought that would happen. You guys are great, thank you so much ?

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  • 1CGS
Posted

The changes to the forest, water and height maps are stored in the files of the map itself, not the mission files. After making the edits they are stored in the new copy of these files in the folder of that map, so to see them in the game you should enable mods or you'll see the default map files. This means that distributing them among players of a multiplayer server would require them to install such a mod (downloading these files like a mission file while starting a multiplayer mission is not possible because they can reach up to several hundred Mbs in size).

 

17 minutes ago, Veteran66 said:

we can change Map textures too?

 

This was possible even before (Surface Edit menu in Mission Editor).

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BMA_FlyingShark
Posted

Wow, pleasant surprise, getting the Spit just by owning a previous module.

 

Thank you so much for this.

 

 

Have a nice day.

 

:salute:

  • Upvote 2
Posted

Is it now also possible to edit roads in the mission editor?

 

  • Upvote 3
Posted

So, we will can create the whole own map? :o:

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Posted

The map editing should be fun.  I already have ideas.

 

And thanks for the Spit IXc.

Posted
53 minutes ago, Sneaksie said:

The changes to the forest, water and height maps are stored in the files of the map itself, not the mission files. After making the edits they are stored in the new copy of these files in the folder of that map, so to see them in the game you should enable mods or you'll see the default map files. This means that distributing them among players of a multiplayer server would require them to install such a mod (downloading these files like a mission file while starting a multiplayer mission is not possible because they can reach up to several hundred Mbs in size).

 

 

This was possible even before (Surface Edit menu in Mission Editor).

 

If some of the big servers like CB and TAW work together to create say a normandy map with some flattened areas for some grass airfields, could this be distributed in cooperation with 1C via a "dlc" type option in steam or other ways?

  • Upvote 1
Mistralfred901
Posted

It will then be possible to add airfields such as Biggin Hill to the Normandy map.  But also to egg on the Shoreham airfield I've added.?

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Posted

Wow I didn't realize we'd get the Spitfire IXc as part of Normandy. That's very generous!

Posted

The Spit is fantastic news. Thank you so much.

Irishratticus72
Posted

Free spitfire?!

I now need to change my pants.

Again.

  • Haha 1
Posted
1 hour ago, Sneaksie said:

The changes to the forest, water and height maps are stored in the files of the map itself, not the mission files. After making the edits they are stored in the new copy of these files in the folder of that map, so to see them in the game you should enable mods or you'll see the default map files. This means that distributing them among players of a multiplayer server would require them to install such a mod (downloading these files like a mission file while starting a multiplayer mission is not possible because they can reach up to several hundred Mbs in size).

 

 

This was possible even before (Surface Edit menu in Mission Editor).

 

 

Ok, so according to that info all 'changed' maps need 'mods enabled' to work.

 

Further there would be a way to implement the map (to make it connected to the mission) inside the mission.

But that would mean a huge download for every connecting client.

 

And I I had already some experiances with mods (forced download inside missions)

and mods (in general) during my time in 'Rise of Flight'

I'm also aware of the problems having a multiplayer server running (with mods enabled),

the 'forced' installing of mods on every connecting client (and that part works, but will overwrite every existing mod on the client)

 

But I'm also aware that a 'client' mod overrides any 'server' mod (which has not been forced to download on a client).

 

So in detail (RoF, but still the same issue I think)

Having a server with 'mods enabled' will give every client the opportunity to install any mod he wants.

I created a mod modifying some aspects for the weapons in RoF, and made it a 'forced' download within my missions.

That part worked as intended (and I made a clear note in the mission description, that every existing mod using the same files inside the game would be overwritten when downloading the mission).

 

But I experianced also some very 'strange' results when parsing the logfiles...

I did not modify the 'rate of fire' and the 'malfunctions' within the first mission forced mods.

And I noticed by checking the mission logs that some users had a much higher 'rate of fire' than it should be.

So I tried it myself... Created a mod with a much higher rate of fire, installed it and checked the results.

And my guns were fireing much faster than they should.

 

So the fact was:

Any mod installed on the client PC was active.

Either the 'forced download' overwrote that mod

or it was still active.

 

That opens all doors realy wide for cheating when hosting a 'mod enabled' server.

 

Was this taken under investigation in the meantime?

If yes, what was done to solve it.

And if no, how do you plan to fix that (really massive possible) exploit?

 

Deci

 

 

  • Upvote 1
Posted

Excellent news about the Spit. Wasn't planning on getting it, but I think overall this is a good move from the team, and shows they want us to keep playing and have faith in them.

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Posted
46 minutes ago, JG4_Deciman said:

 

 

Ok, so according to that info all 'changed' maps need 'mods enabled' to work.

 

Further there would be a way to implement the map (to make it connected to the mission) inside the mission.

But that would mean a huge download for every connecting client.

 

And I I had already some experiances with mods (forced download inside missions)

and mods (in general) during my time in 'Rise of Flight'

I'm also aware of the problems having a multiplayer server running (with mods enabled),

the 'forced' installing of mods on every connecting client (and that part works, but will overwrite every existing mod on the client)

 

But I'm also aware that a 'client' mod overrides any 'server' mod (which has not been forced to download on a client).

 

So in detail (RoF, but still the same issue I think)

Having a server with 'mods enabled' will give every client the opportunity to install any mod he wants.

I created a mod modifying some aspects for the weapons in RoF, and made it a 'forced' download within my missions.

That part worked as intended (and I made a clear note in the mission description, that every existing mod using the same files inside the game would be overwritten when downloading the mission).

 

But I experianced also some very 'strange' results when parsing the logfiles...

I did not modify the 'rate of fire' and the 'malfunctions' within the first mission forced mods.

And I noticed by checking the mission logs that some users had a much higher 'rate of fire' than it should be.

So I tried it myself... Created a mod with a much higher rate of fire, installed it and checked the results.

And my guns were fireing much faster than they should.

 

So the fact was:

Any mod installed on the client PC was active.

Either the 'forced download' overwrote that mod

or it was still active.

 

That opens all doors realy wide for cheating when hosting a 'mod enabled' server.

 

Was this taken under investigation in the meantime?

If yes, what was done to solve it.

And if no, how do you plan to fix that (really massive possible) exploit?

 

Deci

 

 

 

Having some way for a server to "whitelist" mods would be a huge improvement, and allow a lot of flexibility for server operators.

 

  • Upvote 4
Posted

Thank's for the Spit

 

Map editor is also very good news

Posted

Very nice! Thanks for the Spit!!

 

Thumbs up for the map editor! :good:

JG4_Moltke1871
Posted

Nice to see the second IAR Version soon ?

 

And the „Spit for free“ is a great surprise ??

 

Any news about the final Flying Circus package ?

  • Upvote 2
Posted

Free Spit is welcome news for sure, just goes to show the value of complaining! hahaha. 

 

Jokes aside, big shout out and a thanks to the devs for that. Still wish we could have gotten some more engine mods to open it up to other time periods, but for a free addition to Normandy theres not much to complain about anymore.

  • Upvote 1
Posted

Very cool. Thanks for adding the Spitfire.

 

I'm already thinking of things to try with the map editor. Stalingrad before its destruction? Extending Moscow to the city itself? A simple Bay of Biscay map for the Ju 88C-6? More subtle airfields (Sources seem to agree the Soviets were masters of camouflage, after all). Alternate versions of the summer maps with dry stream-beds?

 

I hope the community will come up with some easy way to distribute these maps... I agree with @357th_KW that having a way for server operators to whitelist mods and/or distribute maps with the mission would be a huge boon.

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ChicagoChad_VR
Posted (edited)

Map editor! Wow, this opens up so many possibilities!

 

I would think the first thing would be to remove the trees in the way on airfields. Boenninghardt on Combat Box is an example of this, the marked runway is just behind a stand of trees and you have to come in at an angle to land. Thanks devs. image.png.e9cc290551e8c576070cedcfce31f568.png

Edited by ChicagoChad_VR
  • Upvote 1
Posted

This is great. I'm going to make some canyon race tracks to fly the Spit IXc through.

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=SqSq=SignorMagnifico
Posted

Wow! Thank you for the free Spitfire!

Posted

Wait………… A update that I have no possible chance to whine about ?

I can’t think of anything……..

wait… I don’t want another Spit

Now what are you going to do about that ?

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1111mark*norma*
Posted

Thank You very much for your hard work on all of this. I'm in my 80"s and really  enjoy your work !!!

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Posted

Yay!! Thanks for the Spitty!  Enjoying this sim more and more with VR especially..such a game changer.

Posted
2 hours ago, JG4_Moltke1871 said:

Any news about the final Flying Circus package ?

That will make next week complete for me if we do, and hopefully we'll get another WW1 map or slow 2-seaters that weren't in RoF such as the B.E.2c for FC4.

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354thFG_Drewm3i-VR
Posted (edited)

Wow! See, the forum does actually matter, I suppose. ? With the GIFTING of a new Spitfire sub-variant, there is now ZERO to complain about (a win-win for enthusiasts who likely own Normandy as well as those who are new to the game and want to buy a Spit IX) and instead I feel the need to sincerely thank the devs for doing this. Cheers!

 

Also, map editing? P-40 fixes? P-47 fixes? Sheesh. GB is turning into a worth successor of 1946 after all!

1 hour ago, Lusekofte said:

Wait………… A update that I have no possible chance to whine about ?

I can’t think of anything……..

wait… I don’t want another Spit

Now what are you going to do about that ?

Now, now, the whining apparently worked, but I appreciate the devs for valuing us and our arguments/opinions. That's what makes GB so much better than other games and sims, past and present.

3 hours ago, Mtnbiker1998 said:

Free Spit is welcome news for sure, just goes to show the value of complaining! hahaha. 

 

Jokes aside, big shout out and a thanks to the devs for that. Still wish we could have gotten some more engine mods to open it up to other time periods, but for a free addition to Normandy theres not much to complain about anymore.

Nothing to complain about...it's a win-win: they get to train new staff, we get a slightly earlier, late 1943 to mid 1944 Spitty.

3 hours ago, 357th_KW said:

 

Having some way for a server to "whitelist" mods would be a huge improvement, and allow a lot of flexibility for server operators.

 

This.

Edited by =DW=_Drewm3i-VR
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Posted

Great!

 

Thank you team! 

 

:salute:
 

Posted

Great news! 

Thanks to the developpers for the Spit! I hope they will propose us an official campaign for this wonderful plane. 

Posted

Thanks for the Spit IXc!

 

Please consider FW190A-9. Will even be happy to pay for it and completely forgive you for leaving it out of Normandy/Bodenplatte. ?

  • Upvote 2
1PL-Husar-1Esk
Posted (edited)

IMHO any mods on map modification is dead end. Maybe for some events but no for public play. Give us  tools to enable in mission file map change,  like way to  paint the terrain, make trampled terrain around objects or make terrain automatically trampled near placed objects.  Now terrain near objects look artificial like the objects and logistics were put in place by ufo or green pace.

Edited by 1PL-Husar-1Esk
Posted

A lot of surprised simmers tonight after finding out about a freebie. I still believe there was more than enough value in the new Mk IX that my purchase of it would've been guaranteed. But thank you. I guess the money I'd set aside for it will get used buying one of the last couple of Tank Crew machines I hadn't yet purchased. 

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