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-   -   Cliffs of Dover Technical FAQ (http://forum.fulqrumpublishing.com/showthread.php?t=19819)

Lensman_1 03-31-2011 07:26 AM

Thanks for this update, it's good to have some feedback again and good luck with your defect/bug hunting. That's what I do most days so I feel your pain!

Please would you comment on the availability of force feedback?
I did a basic poll on the subject and over 130 people really would prefer/need it.

ALSO

The propeller issue indicates that whilst the epilepsy filter is now optional the application remains altered for anti-epilepsy purposes, that must be so if you never expect the props to be put back in, right?
Does that also imply that there might be other changes made in the future to counter the possibility of epileptic triggers or not.

Thanks

cato_larsen 03-31-2011 07:28 AM

Ehhh, Why is there a woman sitting on my cock(pit)

EU version Dl over night so tried the updated russian version last night and flew a quick mission, and there was a wonam on my lap in my cockpit...? Nice as it was it made it rather difficult to see what I was shooting at :) Funny though. looking forward to reading in english what I did to make this happen :)

JG52Uther 03-31-2011 07:35 AM

Thanks Luthier,very informative!
Can you say anything about multiplayer and dedicated servers please?

SsSsSsSsSnake 03-31-2011 07:36 AM

Quote:

Originally Posted by cato_larsen (Post 246023)
Ehhh, Why is there a woman sitting on my cock(pit)

EU version Dl over night so tried the updated russian version last night and flew a quick mission, and there was a wonam on my lap in my cockpit...? Nice as it was it made it rather difficult to see what I was shooting at :) Funny though. looking forward to reading in english what I did to make this happen :)

I want one too :)

Triggaaar 03-31-2011 07:36 AM

Thank you for the details, very helpful.

Is there any news on a 64 bit version?

pupaxx 03-31-2011 08:11 AM

Thanks Luthier!

Heliocon 03-31-2011 08:24 AM

Quote:

Originally Posted by luthier (Post 245995)
That's exactly what we tried at first, but there are too many trees and too many planes. We also use a rather unorthodox scheme for tree coordinates, which allows us to generate more trees in a frame than perhaps ever in the history of speedtree, but that also makes collisions difficult to track.

Even with a single plane, anything we try leads to significant freezes when flying over terrain, much worse than anything you currently see, and if you have say two large squadrons taking off one in England and one in France, forget it, the constant generation of collisions against multiple fast-moving objects kills everything.

This could possibly be cured by dumping everything onto a separate core used for nothing but tree collisions, but that would instantly increase our system requirements to 4+ core systems.

First - I would like to thank you for the response, and again the good FAQ you have posted. This is exactly what I feel we need more of and it greatly eases (some) of our worries, the community can deal with alot more if we know that the gods are listening ^^ !

For the tree collisions, since I imagine there is a average height for the trees, could there be a possibility of creating a "crash zone" around forested areas? Essentially not individual hitboxes but a much larger box for the whole "forest/section/row" and not individually. So if I flew into a forest at any speed in a plane realistically the thing would probably disintegrate from many many impacts, because of this creating a larger "box" for forested areas might work. It would also allow you to create a single "wall" or hitbox for a row of trees say on the side of the road, but allow the plane to move between rows.

Dont know if any of that can be done or is applicable, hope you work something out (or maybe not bother about generating trees/impacts unless its close to the player, we dont see or know about a plane crash in france if we are over the UK).

ATAG_Bliss 03-31-2011 08:52 AM

Luthier,

Thanks for the FAQ. We do need this sort of thing more often! But one thing that hasn't been addressed yet is the dedicated software for MP.

With the release happening as we speak, don't you think it would be nice to know something about it or where we can find it? :)

Is there a seperate install package for the dedicated server? Is it included in the game, and if so, where at? How to make it work? lol

Please shed some light our way. I'm sure there's gonna be quite a few folks that want to play online really really soon!

Thanks again..

Targ 03-31-2011 09:02 AM

Thanks for all the info Luthier!

Any chance of getting a key chart for the game?

Even a text file would be fine :)

Those of us programming ch or other throttles makes it much easier to do.

hc_wolf 03-31-2011 09:12 AM

reseting dx9 to dx10
 
Thanks Luthier, Question!

With refrence to your note about dx9 reset. How do you know if you have done this or not? Do you mean in the conf.ini ?? My conf.ini is set to Render=D3D10_0

But my images look like the graphics are not scaling up.


Nothing i do seems to change the graphics to use MSAA and that is set at MSAA=4

I am using win7 with 285GTX

Any ideas?


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