#3012247 - 05/15/10 01:58 PM
Re: Mod ability
[Re: Flexman]
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Joined: Oct 2001
Posts: 6,269
AD
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Joined: Oct 2001
Posts: 6,269
South East Asia
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Gareth Keenan in the area! Cheers
Last edited by AD; 05/15/10 02:19 PM.
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#3015178 - 05/20/10 02:05 PM
Re: Mod ability
[Re: Focha]
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Joined: Oct 2001
Posts: 6,269
AD
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Joined: Oct 2001
Posts: 6,269
South East Asia
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Quickly contribute with my idea. I think the best it's the add-on ability rather than the modification ability. I would rather have a great system where I can put an add-on later, and this means that from the beginning the algorithm must be made with that intention so in the end is easy to integrate third party or even self company projects than just having the tools to modify the content of the game. Or even better providing the tools (if that is remotely possible) for the community to work and then with the producer approval integrate that in the simulation so that way everyone can quickly have access to the same thing, meaning a unique version of the simulation. In an ideal world we'd be using open source tools to develop the sim. Not only would we be able to get into the code to modify the tools, fix problems and add features, we'd also be able to throw up a download link and let potential modders try them out and eventually contribute to the sim. The reality is that the Leadwerk's engine we're using has it's own content creation tools and specific exporters that require a license to use. At this point, that license is quite reasonably priced. However, it's possible the price will increase as the engine is developed further and becomes a more lucrative asset. It's not difficult to predict how modders would feel about spending serious cash simply to mod a game. A policy of you make, we integrate seems simple enough, it's been tried by a few simulation developers before. Those development teams were much larger than ours, and I can't see us having the time and resources to polish and integrate the work of others whilst at the same time pursuing our own development cycle. Cheers
Last edited by AD; 05/20/10 02:11 PM.
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#3015330 - 05/20/10 06:26 PM
Re: Mod ability
[Re: AD]
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Joined: Jun 2004
Posts: 23
Focha
Junior Member
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Junior Member
Joined: Jun 2004
Posts: 23
Lisbon, Portugal
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Quickly contribute with my idea. I think the best it's the add-on ability rather than the modification ability. I would rather have a great system where I can put an add-on later, and this means that from the beginning the algorithm must be made with that intention so in the end is easy to integrate third party or even self company projects than just having the tools to modify the content of the game. Or even better providing the tools (if that is remotely possible) for the community to work and then with the producer approval integrate that in the simulation so that way everyone can quickly have access to the same thing, meaning a unique version of the simulation. In an ideal world we'd be using open source tools to develop the sim. Not only would we be able to get into the code to modify the tools, fix problems and add features, we'd also be able to throw up a download link and let potential modders try them out and eventually contribute to the sim. The reality is that the Leadwerk's engine we're using has it's own content creation tools and specific exporters that require a license to use. At this point, that license is quite reasonably priced. However, it's possible the price will increase as the engine is developed further and becomes a more lucrative asset. It's not difficult to predict how modders would feel about spending serious cash simply to mod a game. A policy of you make, we integrate seems simple enough, it's been tried by a few simulation developers before. Those development teams were much larger than ours, and I can't see us having the time and resources to polish and integrate the work of others whilst at the same time pursuing our own development cycle. Cheers It's already good if you guys make some kind of "modules" (this "modules" could be a helicopter pack, map pack, missions pack, etc) so you (as developers) just install new modules without great deal of effort. I understand that is a small team and all the resources should be for other things right now but from your point of view I think you guys should consider to make a simple and strong algorithm so you only have to do further if you want to integrate other content is to make that content only and not more lines of code trying to integrate that in the sim. I am not an expert of programming neither I know what it takes to make a game/sim but I hope you guys understand me. :P Probably you are already doing that. Best regards mate and continue the great work.
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#3016292 - 05/22/10 01:52 AM
Re: Mod ability
[Re: Focha]
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Joined: Oct 2001
Posts: 6,269
AD
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Joined: Oct 2001
Posts: 6,269
South East Asia
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It's already good if you guys make some kind of "modules" (this "modules" could be a helicopter pack, map pack, missions pack, etc) so you (as developers) just install new modules without great deal of effort. Let's hope so! Cheers
Last edited by AD; 05/22/10 03:29 AM.
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#3196530 - 02/02/11 06:45 PM
Re: Mod ability
[Re: Spac3Rat]
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Joined: Nov 2009
Posts: 217
Raptor9
Rotorhead / GFC
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Rotorhead / GFC
Member
Joined: Nov 2009
Posts: 217
Central US
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I agree with you about the Desert Storm campaign, that was definitely the highlight of the Apache's history.
One thing I would love, is to fly a recreation of Operation Normandy with A-model Apaches. The first night of the air war when two flights of Apaches flew into southern Iraq to take out a pair of EWR sites so the coalition air forces could swarm in. I remember the first Janes Longbow sim had those historic missions from Panama and Desert Storm, but I could never get those to work. The game would always crash for some reason.
Hopefully the first release of Combat Helo will be such a success that Flex and AD can keep expanding their game. Who knows which direction they could take then. (Fingers crossed)
Afterburners are for wussies...hang around the battlefield and dodge tracers like a man.
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