Hello again everyone, it's Friday and it's time for an update

Now let me say to start with, apologies for the trickle of news over the last few months but as it's Summer and on occasion (especially in the UK) the sun comes out....we head out of our bunkers and go and see what daylight looks like before heading back and continuing the modding process

So behind TF doors, I go round knocking on everyone's inbox and asking for news of what is being worked on only to be told....bugger off Mystic....we're at a critical stage and don't have time to dig out some nibbles for you to use Don't worry though, I don't give up that easily and just occasionally I get a message turn up that offers a real taste of some of the challenging work that is being undertaken by our guys and hopefully will be of interest to the community?

So, there I was sitting there hoping for a message in the forums or inbox and sure enough at the 11th hour I get the go ahead to release the following two images. These should be of great interest and I'll explain why

Landscape.jpg Hills.jpg

So what do we have here?

The first picture is from the newly developed Map Tool that our guys have been working on. On first glance it does look unimpressive but...on the picture you can see that not only the tool already can read terrain, water and textures directly from the game files but also render them appropriately. Yes, this was read directly from the game files. This means that yes, we understand 100% of the files already It should be pointed out that even though the graphics look almost complete, is only around 20% of the work. The other 80% is still remaining and most likely there will not be any more screenshots of the tool as we don't want to reveal too much. For this same reason, the toolbars have been removed from the screenshot.

The second image is not read from any of the game files, this terrain has been created from 'scratch' and was generated using the new map tool. It allows us to create all the features you would expect in a map tool such as high points and low points, water, etc, etc (as well as modify current map files available in the game).

It took a lot of work just to get to that point. Writing a terrain/map editor is almost as complicated as writing a game. The whole process of creation of the tool is a very complex and challenging one, requiring many many hours of work. This does mean though that the map code has been decoded and the good news that the community should understand is this tool is the key to us moving forward in terms of creating new Theaters and Campaigns (other than the one we are currently working on!), and therefore add much and many more environments for Cliffs of Dover pilots to fly in, or tank drivers to fight in, or AAA gunner operators to shoot aircraft from

Once it is complete then we will be able to move in any direction we choose and a lot more quickly and efficiently.

Okay so once I knew that we were going to officially announce our 'cracking' the map file code and the new map tool, I wondered what questions may be asked, so just in-case, here are some probable answers:

Question: Will this be publicly available?

Answer Currently the map tool when ready will only be for TF members to use, but there are map makers and texture artists waiting in the wings ready to start work once this becomes available and ready to use by the Team.

Question: So hills our mountains can be created too?

Answer: This is a map tool for making maps, it will do just that, make maps. Maps have high and low points, we can make these. This image just shows that we can and have created a tool that reads directly the game map structure and allows us to modify AND create new maps and features on existing maps

Question: Does this mean that we can have maps like the Pacific, Alps, Philippines, Berlin, etc, etc.

Answer: Well it's a map tool and it makes maps....those areas are on maps.....I think the answer is apparent?

Question: When will it be ready?

Answer: Two weeks..........we just don't know which two weeks that will be



So there you have another Friday update come and gone, hopefully it was worth the wait? The next update will again most likely be 2-4 weeks, but I'd rather have updates contain news of value than just nothing of much at-al;

As always, we are on the lookout for 3D modellers to help build and create new features, aircraft, cockpits, models for future environments so please check out this thread:

http://theairtacticalassaultgroup.co...ad.php?t=11129

If you think you have a skill that could be of use to Team Fusion please contact me by PM or on email linked in the above link

And finally for those of you helping us identify bugs, here is the latest report from the Bugtracker which we really would urge you to join and help us pick out those nasty little game spoiling bugs that irritate all of us

From the Team Fusion Bugtracker

The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on June, 28th, 42 new users brought the total up to 759 registered users of which 83 have been active since then. We currently have 111 open issues (83 bugs and 28 feature requests). 2 have already been resolved with patch 4.312 and 9 are currently in progress to be fixed or implemented.

18 new issues have been raised since the last update, among them are (no judgment implied):
  • Reported Bug #616: "Ju 87: brakes have to be stronger" (New)
  • Reported Bug #611: "Poor Map Meshing in sea area at Map Ref AC7 Cherbourg area" (New)
  • Feature Request #606: "Spitfire Mk I, Mk Ia, and Mk IIa: Missing Wheels position Indicator Rod in the Wings" (New)


The issues with the highest (summary) vote currently are:
  • 27: #581: "RAF fighter engines incorrectly start cold in Multiplayer" (New)
  • 19: #602: "Defensive AI Gunner Skill Levels Set Too High" (New)
  • 14: #589: "Hawker Hurricane start up" (New)


We invite all pilots to participate in the bugtracker either by reporting bugs, requesting features, and/or vote on issues. But before you do anything, please read the guidelines and FAQ here: http://tfbt.nuvturais.de/projects/il2clodtf/boards/4
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