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View Full Version : Team Fusion Friday Update - 22nd November 2013 - Bits and Bobs ;)



Mysticpuma
Nov-22-2013, 14:47
Hi everyone. Well two-weeks seems to race by! That means finding new information to share is a little tricky as we are still working out the roadmap and routes it will follow on the way to TF v5.00

Since v4.00 was released, we are pleased to see such a positive amount of feedback regarding the work that was released and also we do appreciate people taking the time to file bug reports.

Regarding bug reports, not all those reports are related to work we have produced but that doesn't mean that we aren't interested in them or that they wont be looked at...it just means that we have further (where possible) work to undertake and try and patch all the legacy issues while creating many new features.

With that in mind, this week testing is underway on v4.01 which will fix a few of the issues that have been reported with v4.00, especially the Ai aircraft 'lawn-darting'! This was down to the Ai not being able to cope with the new FM's, so although we lost quite a few Ai in testing, their sacrifice was necessary and much appreciated. Team Fusion v4.01 is (if testing goes well) expected out within the next two-weeks BUT ONLY if testing goes as well as it is currently doing.

Team Fusion has also adapted a Dynamic Campaign Generator to use with CloD. This will be with TF 4.01 although campaigns to go with it will need to be developed by the community, as of yet we haven't built any.

Something I'd like to bring attention to and that maybe never got read or was missed and is a significant comment that may be of interest to enthusiastic/potential modders.

Regarding Modding and Modders, Team Fusion member RAF74_Buzzsaw said:

"While we have no problem with other mod teams working on creating their own project, for the purposes of Team Fusion, we need a group of very experienced people who will work together towards specific goals and according to specific timetables. We don't want an uncoordinated series of mods done to different standards and to different priorities.

Everything which we as a team have done has been according to a structure set up after analysing the game's failures and setting goals to correct those failures.

As we move past the stage of correcting the original game's bugs and into creating new material, once again, the efforts of the team have to be organized so as to move us all in the same direction.

Opening the mod structure to one which accepts any and all submissions, without regards to goals or standards will lead to a mismatched set of new objects and elements.

We welcome new members of the team all the time, if anyone feels they can contribute and are willing to work as a member of a team, we'd be happy to hear from them".

Currently Team Fusion is a small group all working closely together to improve CloD and take it to new levels of detail while improving the experience for everyone who plays it. As Buzzsaw mentioned, you may have the expertise we are looking for, so PM's will always be read and answered if you feel you have something to offer?

Now, regarding current development. Seriously, as I mentioned before there isn't much at-all to show :(

The thing is, fixes in code or improvements in Netcode, Ai, FM all are really invisible to show in screen shots. Hopefully the following images attached will give you an idea of just a few of the small bits and pieces we are adding? As always, images, features, models, etc, etc are all very much WiP and may not make it into the release. However, it's important that you know that we are still working away behind the scenes to create new features and improve CloD and hopefully make it the Sim it was always destined to be.

The next update should appear around the 6th of December, but please understand, if there really isn't much to talk about, the updates will be brief. Currently we really are just in development talks as to where we go with our next patch. Also note, updates aren't obligatory so if we do miss a Friday please don't go into meltdown thinking we don't care, we've downed tools or we've vanished off the face of the earth! We do this in our spare time, for free and to advance our hobby as much as we can.We intend to be here for a long time to come, but imagine picking up a phone when you have nothing to talk about...it's awkward to develop a conversation out of that...and that's exactly what it's like if there has not been any 'visual' work to report. Also, we are working on a new Theatre of Operations and we are not ready to share news about this yet. A lot of the work is focused on this, so cannot (yet) be detailed. This is another reason why only small bits and pieces are being released as we work our way through the difficult areas of coding and modelling ;)

Anyway, that's all for now, cheers, MP/TF


New Harbour landmarks. All in early testing stages:


5936

5937

5938

A test from a while back that is still under revision but worth investigating; Spline Hedgerows:

5935

U-Boat Pen's. Early model work, only completed for testing in the last week:

5933

5934

Barrage Balloon net. Early model work, only completed for testing in the last week:

5932

9./JG52 Jamz Dackel
Nov-22-2013, 14:55
Cheers MP

ATAG_Lolsav
Nov-22-2013, 14:58
Thank you for taking the time :)

Sandy1942
Nov-22-2013, 15:24
I take off the hat. :respect: :photographer:

Combat Wombat
Nov-22-2013, 15:52
Always look forward to anything TF /Mysticpuma has in way of news, thanks gentlemen :thumbsup:

dburne
Nov-22-2013, 16:24
Sounds great, thanks for the update! Thanks for all that you guys do!

Meaks
Nov-22-2013, 16:42
Great stuff MP,and those new harbours look superb! :thumbsup:

rob3rt
Nov-22-2013, 17:23
Thanks for the update Mystic :salute:

Chivas
Nov-22-2013, 17:36
Awesome harbour landmarks. Landmarks are huge factor in immersion, and navigation.

Zappatime
Nov-22-2013, 17:43
Mystic, what happened to the shoreline wave effect, it disappeared with v4.0 and isnt there in these new harbour shots? Was there a reason for disabling it? Harbour details look great btw !

DUI
Nov-22-2013, 17:48
Thanks for the status update!

Continu0
Nov-22-2013, 17:59
:thumbsup::D

Mysticpuma
Nov-22-2013, 18:11
Mystic, what happened to the shoreline wave effect, it disappeared with v4.0 and isnt there in these new harbour shots? Was there a reason for disabling it? Harbour details look great btw !

Nothing to worry about. The shots are just to show the landmarks :)

Skoshi_Tiger
Nov-22-2013, 19:12
U-Boat Pen's. Early model work, only completed for testing in the last week:

5933

5934


Was it just me or did every Blenheim pilot get a shiver up their spine at the prospect of skip bombing U-Boats hiding in those pens?

Thanks for the update. It's great to hear things are going well!

ATAG_Torian
Nov-22-2013, 19:39
Never in the field of human virtual conflict has so much enjoyment been given to so many by so few.

For me the fixing of the premature boost overheat and the lawn darting AI will be pretty much all I could want (well maybe rear guns that always fire when u pull the trigger) but u guys are going new levels of awsome.
A very big THANK YOU TF.

reef
Nov-23-2013, 02:45
Thank you for taking the time TF

Zappatime
Nov-23-2013, 05:53
Hats off to TF's organisational skills, as a team stretched far and wide it cant be easy to get everybody 'singing from the same hymn book' so to speak, the team's results so far are fantastic and us 'watchers not the do-ers' should be very grateful. Looking forward to v5.0 with great anticipation, keep up the good work guys.:flying2:

=BKHZ=Furbs
Nov-23-2013, 06:22
Great stuff as always TF!

Looking forward to checking the new stuff out, hedgerows! maybe, at last!

ATAG_Lewis
Nov-23-2013, 06:27
Thanks MP...~S~

9./JG52 Ziegler
Nov-23-2013, 07:06
Looking good MP. I have to say that for me, the quality of the graphics, or maybe I should say just the look of the sim when I spawn in and take off on a mid afternoon mission is the best it has ever looked. While I'll admit that I'm not a fan of the winter nightime map (can't get a Prince tune out of my head) the "normal" daytime missions look really excellent. It runs really well on my rig too. :thumbsup:

heinkill
Nov-23-2013, 10:02
Great news about the lawn dart fix.

Look forward to the opportunity to play with the dynamic campaign generator.

Any info or advice you can give on how to prepare to make content for it would be greatly appreciated - it is by chance based on the work by Enlightened Florist?

H

Roblex
Nov-23-2013, 11:34
A question for the history buffs :- Just out of curiosity, where do the sub pens fit in to our current map? I know very little about subs and assumed all the sub pens were on the Atlantic coast or Northern Germany with the nearest being Brest or Wilhelmshaven. Does the map stretch to Brest?

9./JG52 Jamz Dackel
Nov-23-2013, 11:57
A question for the history buffs :- Just out of curiosity, where do the sub pens fit in to our current map? I know very little about subs and assumed all the sub pens were on the Atlantic coast or Northern Germany with the nearest being Brest or Wilhelmshaven. Does the map stretch to Brest?

Hey Roblex..

Take a look at this:
http://en.wikipedia.org/wiki/Submarine_pen

It also gives you a little map of where they were mostly placed... You are right though as they were very scarce during the BoB from what I can see

pckormic
Nov-24-2013, 06:28
Hi everybody

I would like to know if it will be a new axis configuration menu in the next patch fix 4.01, (menu like in the IL2 that lets you modify joystick and rudder curves) or it will be delayed to patch v 5.

Goodbye and Gooood flights :thumbsup::thumbsup:

LcSummers
Nov-24-2013, 08:06
Thanks for posting this update. Harbours are looking great!!!!:)

S!

Oersted
Nov-24-2013, 15:52
Thanks for the update!

There wouldn't be any submarine pens for the BoB timescale, I believe. Didn't they only build them much later?

Mysticpuma
Nov-24-2013, 16:08
Building for the future ;)

Royraiden
Nov-24-2013, 16:45
Building for the future ;)

:thumbsup:

310_cibule
Nov-25-2013, 08:43
Thanks mystic. It all look very good.

heinkill
Nov-30-2013, 23:18
Great news about the lawn dart fix.

Look forward to the opportunity to play with the dynamic campaign generator.

Any info or advice you can give on how to prepare to make content for it would be greatly appreciated - it is by chance based on the work by Enlightened Florist?

H

bump :) any info about the dynamic campaign generator?

zami
Dec-01-2013, 06:04
Great news, looking forward for AI fix and dynamic campaign generator :thumbsup:
Any info when they will be released?

Mattias
Dec-01-2013, 06:23
Great news, looking forward for AI fix and dynamic campaign generator :thumbsup:
Any info when they will be released?

:salute:

It being tested by our Beta testers as we speak :thumbsup:

zami
Dec-01-2013, 07:39
:salute:

It being tested by our Beta testers as we speak :thumbsup:

Very nice, cant wait! :)

ATAG_Bliss
Dec-03-2013, 18:22
4.01 is a serious game changer! :)

Osprey
Dec-06-2013, 07:33
I hope so Bliss because I'm killing 109's using only 6.25lbs boost. I want my extra 25mph back ;)

Looking at the harbour images, is Dunkerque correct there? I'm referring to the inner docks really, only I was recently building some Fall of France missions and took more of a look into Dynamo - there's a lot of info available on how it looked at the time. The Moles look ok though.