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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 12-16-2011, 08:36 AM
41Sqn_Banks 41Sqn_Banks is offline
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Default IL2Coop: A co-op lobby for IL-2 Sturmovik: Cliffs of Dover

Edit:

Here we go:
Download: http://code.google.com/p/il2coop/downloads/list
User's Guide: http://code.google.com/p/il2coop/wiki/UserGuide

Simply unzip the archive somewhere below the user missions folder (e.g. "C:\Users\<your user name>\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Multi\Co-Op"). Load the mission, start the battle and choose a army.
You are placed into a dummy aircraft. By default the dummys are some Blenheims and Heinkels without guns and fuel, just in case some idiots try to start a riot while waiting for the mission start . If you like you can edit the IL2Coop.mis within the FMB to choose different aircraft types.

Now you can open the mission order menu and select a mission. Use menu entry 8 or 9 to scroll the list.
After a mission was selected you can select an aircraft and position (pilot, gunner, ...). Again use menu entry 8 and 9 to scroll the list.
Now you can start the mission.

Client players only can select an aircraft and position.

Known issues:
- I'm not sure if it is working for clients already, there was no one around to test it
- Not all dummy aircrafts are destroyed when mission is started
- So far I didn't convert the group and aircraft names to more pretty text.
- The army selection doesn't influence the list of available aircrafts. This means you can choose RAF but can select a LW aircraft for the mission.

Source code of course in the archive but also available online here: http://code.google.com/p/il2coop/sou...oop/IL2Coop.cs












Initial post before edit:


Ok I have an idea.

It is not possible to build a ingame COOP GUI ourself at the moment (really I know what I'm talking about). But it would be possible to create a web-base coop lobby that allows users to register for one of the aircrafts of the mission and that will force the user into that aircraft once the mission is loaded and the player is connected.

Here's how it goes:

1. The host has to upload the mission file to a web service (via browser). The web service parses the mission file and creates a coop lobby for this mission that shows all available aircraft.
2. Users can access this lobby via browser (the host has to distribute the url of the lobby) and register their steam-callsign to one of the aircrafts.
3. When everyone has registered the host gets a .cs script from the web service that contains all necessary scripting to force the user with the particular steam callsign into the registered aircraft.
4. The host has to place the .cs file into the folder with the mission file.
5. The host then opens the server and loads the mission.
6. The users connect and are forced into their aircraft by the script.
Option: The host loads a dummy map until all users connected, he then post-loads the actual mission. Again the script forces all connected users into their aircraft. This guarantees that the mission is in it's initial state.

I'm open for sugguestions.

Last edited by 41Sqn_Banks; 12-22-2011 at 11:07 AM.
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  #2  
Old 12-16-2011, 09:32 AM
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Ataros Ataros is offline
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Quote:
Originally Posted by 41Sqn_Banks View Post

I'm open for suggestions. I will start working on it if the next patch doesn't solve the coop issue on the large BOB map.
Thank you for suggesting help with this.

Is such a web service available or who will maintain it? I am sure hosts will not bother finding or creating such a service because everyone in this thread wants an easy solution.

I have 2 suggestions if you do not mind:
1) in case such a web service is easily available (it can work only if there is one central service for everyone like HL was imo)
Can the procedure you described be automated? I.e. host loads his main mission via TAB-4 menu like in Mission Loader here http://forum.1cpublishing.eu/showthread.php?t=28056 . Players can connect to the host at the same time. Then host loads actual COOP submission. The mission script itself does all the rest (contacts web service, etc.) E.g. stillborn's statistics is uploaded to a server by his mission automatically (web-address end password are included into the script).

2) no web service
Maybe it would be much less complicated just to improve naryv's coop script to meet all the demands mentioned above. Yes, there will be no GUI, but it can be still easier then going to a web-service every time before starting a mission .
It is possible to make naryv's script more user friendly I think, e.g:
- not force players into an unwanted aircraft (actually place them into it but then remove them from it next second)
- make plane selection in menu more logical and simple: fighter/bomber, type, location, mission type, etc. But not airgroup long-names like in naryv's example.
- maybe combine the script with the Mission Loader mentioned above. A host will just have to put all coop missions into a specific folder. Actually such a script with a set of coop missions can be installed on a dedicated server and players themselves will select/vote which coop to fly next. Community can create a mission library for such servers.
- include briefing and debriefing functionality

The only issue with naryv's script I see is it has no support or clear readme because it is only an initial example that needs to be improved further. That is why it frightens some players/hosts. If you could improve it, it will have much more credibility and trust.

Can some sort of a coop script become a part of your DCE online mode?

edit: It would be great if squads can join a server running your DCE and select a coop to fly through the menu. Coops may be scheduled to every 30 minutes to have more people participating in each one.
Small_Bee plans to add ordering bomber missions possibility for fighter squads into his R1 mission. Probably the opposing side will have some intel on incoming flight and can launch an intercept mission. This is better than strictly limited coop in old IL-2 style imo. I prefer WWII Online system when officers (experienced players) post missions (coops if you like) in a dogfight server environment and players can select which mission (coop) to join within the server itself.

Last edited by Ataros; 12-16-2011 at 09:56 AM.
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Old 12-16-2011, 09:50 AM
41Sqn_Banks 41Sqn_Banks is offline
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Oh wow, didn't think about that. Improving navyrs coop script would be even easier.

The host has to load the "coop lobby mission". There the host can preselect the mission he want's to open via the TAB-4 menu (the script offers all folders and missions within the regular "missions" folder).

Now the connecting clients are forced into a dummy aircraft that is part of the "coop lobby mission" where they can choose their aircraft for the preselected mission via the TAB-4 menu.

When everyone is ready the host then loads the preselected mission via the TAB-4 menu.

The script post-loads the mission and forces the users into the aircraft they have selected.

It would be very easy to set up: The host only has to have the "coop lobby mission", which he only needs to download once. No scripting required for the host.

I thinks thats the way to go. It should be possible to create a "coop lobby mission" in a few hours of work.
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Old 12-16-2011, 09:56 AM
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Untamo Untamo is offline
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Excellent bumping of heads happening! "Proceed"
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Last edited by Untamo; 12-16-2011 at 10:00 AM.
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Old 12-16-2011, 10:30 AM
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Quote:
Originally Posted by 41Sqn_Banks View Post
I thinks thats the way to go. It should be possible to create a "coop lobby mission" in a few hours of work.
Great! Thank you very much!
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Old 12-16-2011, 09:48 PM
41Sqn_Banks 41Sqn_Banks is offline
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I just did a successful test of the lobby mission. It's not finished though, I need to handle large amounts of mission files and aircrafts as the TAB+4 menu is limited to 10 entries.
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Old 12-17-2011, 03:53 PM
41Sqn_Banks 41Sqn_Banks is offline
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Ok almost done. Works very nice so far.
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Old 12-17-2011, 11:41 PM
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ACE-OF-ACES ACE-OF-ACES is offline
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Quote:
Originally Posted by 41Sqn_Banks View Post
Ok almost done. Works very nice so far.
keep us posted! I know alot of folks that would kiss you for this!!
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
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Old 04-17-2012, 06:49 PM
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Ataros Ataros is offline
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Quote:
Originally Posted by 41Sqn_Banks View Post

Initial post before edit:

Ok I have an idea.

It is not possible to build a ingame COOP GUI ourself at the moment (really I know what I'm talking about). But it would be possible to create a web-base coop lobby that allows users to register for one of the aircrafts of the mission and that will force the user into that aircraft once the mission is loaded and the player is connected.

Here's how it goes:

1. The host has to upload the mission file to a web service (via browser). The web service parses the mission file and creates a coop lobby for this mission that shows all available aircraft.
2. Users can access this lobby via browser (the host has to distribute the url of the lobby) and register their steam-callsign to one of the aircrafts.
3. When everyone has registered the host gets a .cs script from the web service that contains all necessary scripting to force the user with the particular steam callsign into the registered aircraft.
4. The host has to place the .cs file into the folder with the mission file.
5. The host then opens the server and loads the mission.
6. The users connect and are forced into their aircraft by the script.
Option: The host loads a dummy map until all users connected, he then post-loads the actual mission. Again the script forces all connected users into their aircraft. This guarantees that the mission is in it's initial state.

I'm open for sugguestions.
Banks, it appears you were right with your original idea. It seems players can not be bothered with more work than a couple of clicks in a GUI.

However an idea of a web-service seems complicated to me too. Can it be a server(host)-side add-in instead?

In case new patch introduces server-side add-ins this should not be a problem at all. In case it does not maybe a small host-side program can serve as a web-server for clients, e.g.:

1. Host stores all coop missions under a certain folder and runs the program.
2. The program parses the missions and creates a copy of COOP-script for each mission
3. Host starts one of coop missions.
4. The program checks which mission is started and creates a web-page with aircrafts list, briefing, etc.
5. Clients connect to this web page with a browser @ http:\\host_ip\current_coop.html (is this possible?)
6. Clients select aircrafts, loadouts, fuel etc. on a web-page and click ready.
7. Here a host may need to reload the mission again if players changed loadouts or fuel level, etc. (or the script can do this?) but this is an optional step.
8. Clients connect to the host mission by clicking a Steam link on the web-page (e.g. steam://connect/216.52.148.29:27016 - link to DC to ATAG server) This brings players inside the mission bypassing game menu.
9. Host checks list of players and selects "FLY" command from the Mission Menu.
10. When mission ends the program creates a web-page current_results.html with debriefing/statistics.

This method could be compatible with HyperLobby if HL would send COOP players to the host's web-page for aircraft selection. Should not be a problem.

The advantages are: only host needs the program and only he has to use the mission menu. No need to separately host a web-service, upload and download missions to/from it. Creation of a coop-script is automated. Coop missions can be created without C# scripting.

Optional: The program may be able to parse offline missions/campaigns and save them as coop missions (removing "player" and putting AI on hold).

Possible future developments:

For use with "dogfight" dedicated servers :
Step 1) The program is installed on top of a dedicated server like ATAG and parses submissions run on a server. Players see a list of upcoming submissions at a web-page and can register for a submission as if it is a coop, join the server and fly it as a coop.

Step 2) Squad-leaders registered with the server can select mission type, target, etc. from a set of pre-defined missions and targets (before a dynamic generator is available). Community can contribute new missions to the server which are parsed by the program automatically.

Step 3) When DCE is installed on a server the program may serve as an interface between squad-leaders and the DCE allowing mission planning, etc.

For use with online wars:
The program may communicate with the main war server/engine for current frontline status or download complete generated missions and feed mission results back. Both dedicated "dogfight" servers and individual coop-hosts will be able to run "coop" missions of the same online war synced via this program and main server. Dedicated servers will provide more dynamic environment: 3-4 coops running in the same airspace.

When server-side add-ins are allowed in the game this program can become a part of the game and program GUI will be integrated into the game GUI (made on standard WPF according to the devs).


Does it make sense?

Last edited by Ataros; 04-17-2012 at 06:58 PM.
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Old 04-18-2012, 06:58 AM
41Sqn_Banks 41Sqn_Banks is offline
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Yes I think basically this should work. Especially I like the idea to use a steam link to start the game and connect to the mission.

However development effort is greatly increased.

The "good news" is that I desperately need a convenient solution for IL2DCE. Even if the aircraft selection is fixed one day, it's to inflexible for my demands (I have to be able to add additional information to each aircraft that include the current state) and could only server as a temporary solution. The last days I thought about using chat messages for IL2DCE instead of mission menu (if I ever find a way to react on chat messages in script), but chat is again text based without fancy buttons.
Serverside addin has the problem that even if I would get them working they wouldn't work on the dedicated server (at least I have no clue at all on how to activate them).

So good that you bring up the idea with the webinterface again, actually this should solve the remaining problems of IL2DCE. The new ideas for IL2DCE already feature a webinterface anyway for commander/planer and as a map overview, the new requirement is now that it servers as a login mechanism for pilots.
The solution for regular coop should be a side product.

Last edited by 41Sqn_Banks; 04-18-2012 at 07:01 AM.
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