Cold War Multiplayer Crack

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Rocki Eibl

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Aug 3, 2024, 11:16:53 AM8/3/24
to diemonbuchi

I'm a grownup. I have a limited time to play computer games. I enjoy playing on multiplayer servers because I like the interaction with other players and some of the server missions are pretty cool. I have a few friends that I play with, and we normally fly seriously and within the "simulation" aspect of DCS.

What I don't understand is why most (in my experience) multiplayer servers have all the aircraft in COLD START. Some of these take quite some time to start up, and the mission tasks RARELY require more than a minute or so to set up systems on board and getting ordnance. So there I am wasting perfectly good game time waiting for the aircraft to spool up and align on auto start.

And yes, my fellow gamers, I realize that some of the immersion and realism is in having to run checklists and crank that baby up manually from the get-go. But after a bajillion startups, and frequently having my a*s handed to me in involuntary air to air combat (I'm an air to ground kinda guy), vegetating through those 4-5 minutes for each startup seems kinda wasted.

Is this cold start pandemic a conscious effort from the server administrators to add a level of realism? Is it to avoid too rapid regeneration of aircraft after deaths? Is it because that's what people really want? Or is it a conspiracy to run my frustration through the roof?

I personally love everthing about flying any module in DCS. From the start up procedure all the way back to base (if I make it back) to the shut down procedure. The latter is not necessary, but RTB is to save the aircraft, otherwise, it counts as a loss and the team (not the player) loses an aircraft. That's a normality on my server. Nevertheless, very valid and understandable points from you for sure.

You can always have the aircraft run the auto-start procedure to at least save you the clicking and flipping of buttons and switches.
The Cold War server I run features older jets and the F-14A. The latter has the alignment saved by default to save you some time, but not enough time, I guess? Other jets or helicopters on the server don't require that much time to start up compared to the AV-8 you spoke of and the like.

This, along with attracting the rinse-and-repeat Air Quakers.. I HATE hot starts and dont fly those servers. Not the least is the need for my HOTAS needing a few seconds to sync and hot starts propel my jet forward uncontrollably. Lest anyone be offended, well, too bad.

Hello forum. Today I want to show a new game that I am developing. I created this topic in Dev diaries because I want to share some interesting points from the development.
This is also a turn-based strategy, like my first game. I really love this genre of games

Multiplayer is based on modified version of DefNet. The core of the game can be copied and with a couple of changes the server can be launched outside the game client.
The game client for network-dependent actions accesses the network table, which stores various functions, depending on what game mode is currently.
Something like:

Interface is one. The server also supports various plugins. So I write logic in them. For example, a chat plugin create and attribute messages. Plugin system allows kick players. Plugins are completely independent of each other. They can register commands, also have a common space. That is, the chat plugin makes the chat feature publicly available to all plugins. And the kick plugin can use it to create message that someone was kicked from the game
To search for local games, I wrote two modules that use UDP.

Yes. Greece is on the map and will be available in some scenarios.
I will add a scenario editor later. It will be possible to create any countries and customize them.
I plan to add a lot of maps and scenarios to the game
I copied the map of Europe from Civilization Path and added the sea.
There are a some of interesting points about working with the map, I will write about them later in this topic.

Provinces quality
I just have to say thank you to @Pkeod
Civilization Path Showcases Probably the wrong way to do it. You could take advantage of distance fields for your map assets so have them more scalable without a huge memory footprint. Are you using the texture profiles feature?
My first idea to apply this method was: make NE that blurs the image and set material with contrast shader. Then I realized that writing an algorithm for blurring is not the most pleasant thing. I also realized that processing for each image at runtime is terrible for performance.

ImageTransparencyCalculator
The name is really incomprehensible, I guess I should have thought a little longer.
How did I handle the click?
I used collisions in Civilization Path. Creating collisions that repeat the contours of the provinces is a pain. It takes a lot of time, and no matter how hard you try, the result will not be perfect.

Various dynamic objects
They are created using game object factories. From flags to nuclear explosions.
Performance is very important. Therefore, some objects are not always shown. Objects outside the camera are disabled.

Anyway, thanks again for that extension. I will probably contribute gui version to your repository, but i need to change there something to allow more straightforward approach to it, because right now is adapted for my specific gui scene, which is not good. So maybe one day)

Hello!
Today the game is released in Google Play
I will be very happy if some of you download or even play multiplayer with me
The multiplayer is made by an internal purchase with server-side verification, so in order to play it, you need to use one of the promotional codes

Congrats @Denis_Makhortov !!! wish you the best . I could understand where i must put the promo, I press at join to connect direct at official 2 and show me chile but not sure if I was playing. thanks

Hello! I have developed a Map Editor for this game. This is very cool, now players can create their own maps and load them into the game!
I created it in January, and now I remembered that it would be cool to share some information about creating, because I believe that the code used in it for loading textures may be useful to someone.

The map editor is currently unfinished and not beautiful, but it is fully working.
I also added the ability to convert maps to in-game format. One fully working map has already been created in the map editor and moved to the game client.

It is possible in Multiplayer (you can turn the loco off and back on again).
The current timetable just has no services that require a cold start (e.g. preparing a loco for service at the depot).

If you are in the EU07 loco, there's a panel on the desk way over on the left,
Lift that up and inside you find a big knife switch, with positions that you can change it to for where the batteries get charged from, internal from the converter, or external.

Could the external position be for plugging into a battery charger at the shed/depot? maybe you could find your loco with dead batteries, and need to plug it in to 'jump start' it (as you need air pressure and battery power to raise the pantograph)

This is all speculation by me, but having that big knife switch modeled and animated kinda makes me wonder why ?

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