All-Aircraft-Simulations
The Slot - Printable Version

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+---- Forum: IL2 MAP MODS Discussion & WIP MAP 4.09m (https://allaircraftsimulations.com/forumdisplay.php?fid=335)
+---- Thread: The Slot (/showthread.php?tid=51379)



- spud - 06.02.2008

I think in general (for other map makers out there) that doing a late war as the primary makes a lot of sense. It is trivial to lasso completed fields and delete them to create an early war version.

Note also that modding in general allows amazing latitude for campaign builders. I'm sure many of you played Cactus Diary. The construction of the fields was brilliant (the bull dozers making piles of dirt, etc.). Now, a campaign builder could create their campaign not just as a campaign install, but as a MOD. Any campaign could have custom maps if desired. Little changes like a new actors.static with fields under construction.

I can see a version with Munda under construction, as well as a true late war variant with Munda lengthened to 8000' for bombers.

My Munda right now is actually the japanese field. I need to make a late version with everything flattened and the runways bigger.

That's pretty easy though.


- Sulla - 06.02.2008

I agree completely, build to the max and then cut back as desired saves alot of time and ensures consistancy.

I guess what I was driving at was does deleting the coding for a base, thus rendering it all but useless to ai planes, but still leave the flat surface, colours and textures in place, therefore still useable for humans?

Thanks for your patience.


- spud - 06.02.2008

map_c controls coasts.
map_h controls elevation
map_T controls textures (woods are a texture tile).
actors.static controls the "stuff" on the map (runways, trees, buildings, revetments, etc)

If we delete all the "stuff" around a given field, it leaves a flat spot the same size. If the flat area looks like coral, it leaves a big white spot. Replacing that with a new texture is simple from the FMB in map mode. Point and click. Adding hills would be possible, but would be a waste of time, IMO, particularly since we don't know what most of those spots looked like before airfields.

So we could either leave it as a flat spot that is some green texture, or we could cover it with layered forests. In any case I'd not mess with the elevation data or coasts at all. Both are almost equally easy. If I were doing this I'd see what folks wanted. Strikes me that a green flat spot makes the most sense in many cases, though I might be inclined to cover wide dispersal areas with forests, and leave a smaller green flat spot.


- Dixiecapt - 06.02.2008

Sounds Fantastic about the Early War Version! Thanks for the Input! :wink:

Edit: and thanks even more for all the work ya'll are doing, its flat out Amazing! I tried to replay Cactus Diary, but I can't, I'm too excited about the way things will look with the SLOT.


- FltLt HardBall - 06.02.2008

spud Wrote:I can see a version with Munda under construction, as well as a true late war variant with Munda lengthened to 8000' for bombers.

I did two versions of Munda for my RNZAF campaign:

Under construction:

[Image: Munda_under_construction.jpg]

Completed:

[Image: Munda_completed.jpg]

That's the best I could do at the time... hanging out for the new slot map. I can't wait to resurrect my campaign! 8)


- FA_Cheech - 06.02.2008

Dixiecapt Wrote:Sounds Fantastic about the Early War Version! Thanks for the Input! :wink:

Edit: and thanks even more for all the work ya'll are doing, its flat out Amazing! I tried to replay Cactus Diary, but I can't, I'm too excited about the way things will look with the SLOT.

Well you don't have too much longer to wait :!:

Skunk plans to release this map in March, and as spud said, once the fully-populated, "late-war" version is done, it's a simple matter for us to get rid of airfields to build an earlier version. The team has discussed this before, and we will probably release at least three versions (early, middle and late-war), and leave other versions/variants/online DF, etc. to be made by the mod community.

Like I said before, I bet there will be twenty, different modded-versions of this map created in the first month after it's release. The possibilities are endless, which says a lot about a map "they" said couldn't be done. 8)


- Stanger - 06.02.2008

FA_Cheech Wrote:
Dixiecapt Wrote:Sounds Fantastic about the Early War Version! Thanks for the Input! :wink:

Edit: and thanks even more for all the work ya'll are doing, its flat out Amazing! I tried to replay Cactus Diary, but I can't, I'm too excited about the way things will look with the SLOT.

Well you don't have too much longer to wait :!:

Skunk plans to release this map in March, and as spud said, once the fully-populated, "late-war" version is done, it's a simple matter for us to get rid of airfields to build an earlier version. The team has discussed this before, and we will probably release at least three versions (early, middle and late-war), and leave other versions/variants/online DF, etc. to be made by the mod community.

Like I said before, I bet there will be twenty, different modded-versions of this map created in the first month after its release. The possibilities are endless, which says a lot about a map "they" said couldn't be done. 8)

I think it was more that they WOULDN'T instead of COULDN'T


- FltLt HardBall - 06.02.2008

A commercial venture is a lot more limited in what they can achieve within their budgetary and time limitations. A community-based model has no such limitation. Lucky for us!

Is this a kind of Communism? :wink: Big Grin


- Former_Older - 06.02.2008

FltLt HardBall Wrote:A commercial venture is a lot more limited in what they can achieve within their budgetary and time limitations. A community-based model has no such limitation. Lucky for us!

Is this a kind of Communism? :wink: Big Grin

Since when has communism had the market cornered on hard work, team play, and ingenuity? if it were a kind of communism, the State would dictate who gets usage, how much, and how

But I agree- when it's done as a matter of personal interest and not as a job, some things become possible that previously were not


- spud - 07.02.2008

We'd also have to randomly bump off team members as "enemies of the project" to keep fear levels high Wink

[Image: 9c6308cc9d65bece4aa068d0bdaf95c15g.jpg]
In an under construction version I'd cover the foreground bits with jungle, and part of the background on the other side of the runway. I'd then throw palm tress over the rest, including parts of the runway.

Before that I'd likely keep the under construction parts the same and simply delete the airfield objects themselves.


- spud - 07.02.2008

Some experiments with parallel landings. This test also has weaving AI taxi waypoints. They really look like they are trying to see where they are going Big Grin

[Image: 79979fc7f97e1247025e13108c1e3a816g.jpg]

[Image: b8e94bd38fd622710965669af3db940b6g.jpg]

[Image: d2c88b71b90674d71dabe585efb4345a6g.jpg]

That is a quick and dirty test. Note that I used the coral ground texture. I'd really like a new texture that is coral, but with some green areas so that it blends better.

tater


- stansdds - 07.02.2008

I'm drooling more than a rabid raccoon! So when do we get the "two weeks" signal? Big Grin

This is absolutely fantastic stuff and I do think I understand why all of these mods were labeled as "impossible to do" in Il2. Gotta hold on to the good stuff to sell Storm of War. Just my opinion.

Really looking forward to seeing this map.


- FC - 07.02.2008

Fantastic work Team Pacific, Slot is looking great, I don't remember the last time I flew in Pacific but I will surely fly this one. Would you provide couple of missions with map release?


stansdds Wrote:This is absolutely fantastic stuff and I do think I understand why all of these mods were labeled as "impossible to do" in Il2. Gotta hold on to the good stuff to sell Storm of War. Just my opinion.

I think that you might be closer to the truth than you think. By looking at the code I see many things that were left locked or almost finished when they figured out that it will be better for them to sell almost the same code again than to give it away in free patches.

From things they announcing for SOW only thing that will be different is graphic and that's something they have to do simply because new standards, everything else is just upgrading Il2.


FltLt HardBall Wrote:A commercial venture is a lot more limited in what they can achieve within their budgetary and time limitations. A community-based model has no such limitation. Lucky for us!

Is this a kind of Communism? Wink Very Happy

Hmm, work done here is for free and if they asked for the map they would get it for free, so budget is hardly the issue.

Time spent here for learning how the game works ,making the tools and fine tuning building techniques is less then they needed for making a maps, it seems that their problem is just a lack of will to do something.

Russians don't have too much interest in Pacific , any work for that theater of operation is probably waste of time for them.


FC


- Fusek - 07.02.2008

FltLt HardBall Wrote:Is this a kind of Communism? :wink: Big Grin

More like anarcho-syndicalism in my eyes (which is a good thing)

Oh, and great work ! Who needs developers after theyve giving up on their product anyway? Tongue Many thanks !Smile


- duffys tavern - 07.02.2008

Wonder what impact this may or may not have on SOW? The bar has been raised very high.
So much has been accomplished here in such a short time and with an all volunteer staff.