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-   -   Friday 2009-10-23 Screenshots Update discussion thread (http://forum.fulqrumpublishing.com/showthread.php?t=10702)

Oleg Maddox 10-26-2009 10:33 AM

Quote:

Originally Posted by Feuerfalke (Post 114304)
The big cloud of smoke already gave me some smiles: Mr. Maddox is teasing us like in good old days of IL2. :grin:
Showing just enough to drop our jaws on the table and beg for more. Looking forward to some more screenshots.

Something like this :)

Dano 10-26-2009 10:38 AM

Quote:

Originally Posted by Oleg Maddox (Post 114308)
Something like this :)

You big tease :D

Abbeville-Boy 10-26-2009 10:39 AM

any plan for voice command to AI as in other older games

JVM 10-26-2009 10:43 AM

Hello Oleg!

Not sure that you have much time to check all the thread content so I post the link to my question:

http://forum.1cpublishing.eu/showpos...&postcount=130

I would be happy to have your take on this...

thanks,

JVM

Oleg Maddox 10-26-2009 10:54 AM

Quote:

Originally Posted by JVM (Post 114313)
Hello Oleg!

Not sure that you have much time to check all the thread content so I post the link to my question:

http://forum.1cpublishing.eu/showpos...&postcount=130

I would be happy to have your take on this...

thanks,

JVM

They are other type of technology as you may see on other shots with sun. However there will more different looking types in final.
Modeling of behavior and look of real clouds at the same time - very complex task. As well as modeling of different weather conditions in diffeent parts of region that you may meet during flight, especially if tit is connected to the other parts of the game.
So, I don't think that we'll see the modeling of all airstrems near and inside the clouds in 100%. We ma be just be close to simulation of them. And we are doing that thing. that was one long work and I don't think that all parts meet final release of BoB (in future maybe), because of too great impact to processor calculations, doing to many tasks simultaniosly.

Oleg Maddox 10-26-2009 10:57 AM

Quote:

Originally Posted by Abbeville-Boy (Post 114311)
any plan for voice command to AI as in other older games

We don't plan to make it ourselves. In the past we have the game with 100% recignized commands (after training) but most never used it even it was working good.

many parts of source code will be open, so any third party developer may use their modules with adapting to our themselves.

Oleg Maddox 10-26-2009 11:02 AM

Please pay anttention: I would like to point one important thing.

The map of England, France, etc - the region of battle.
We will show such things just some time before release. The same way as it is doing others.


So when I will see some posts regarding it, I simply will ignore them. Just because I pointed it already.

Feuerfalke 10-26-2009 11:07 AM

I don't remember if the final decision has been made: Will SoW have ingame communications like teamspeak, mumble or similar means?

Oleg Maddox 10-26-2009 11:13 AM

Quote:

Originally Posted by Feuerfalke (Post 114319)
I don't remember if the final decision has been made: Will SoW have ingame communications like teamspeak, mumble or similar means?

We will have like in Il-2, however reworked and user friendly in use, but this will not excluding external program use

AdMan 10-26-2009 11:23 AM

Impressed with the planes/vehicles

not so much with the maps, very unnatural and cookie cutter looking. :(

after seeing the BOP mapping I was hoping for something equally as beautiful.

Feuerfalke 10-26-2009 11:28 AM

Quote:

Originally Posted by Oleg Maddox (Post 114321)
We will have like in Il-2, however reworked and user friendly in use, but this will not excluding external program use

That's great!

This will add a lot to multiplayer-experience. Looking forward how you implemented it.

Thanks for taking the time to answer our questions.

Tanimbar 10-26-2009 11:52 AM

Sound
 
Hello Oleg,
Imagery is fantastic and very promising. Thanks.

As you know, sound is critical for immersion, especially for those of us lucky enough to visit somewhere like Duxford or have grown up with the sound of Spitfires flying overhead (sometimes).

Could you produce a few sound examples - possibly a Spitfire on flyby? But, please don't do that if the sound system is not yet complete - that would just cause people to moan.

Regards, Tanimbar

Oleg Maddox 10-26-2009 11:59 AM

Quote:

Originally Posted by Tanimbar (Post 114343)
Hello Oleg,
Imagery is fantastic and very promising. Thanks.

As you know, sound is critical for immersion, especially for those of us lucky enough to visit somewhere like Duxford or have grown up with the sound of Spitfires flying overhead (sometimes).

Could you produce a few sound examples - possibly a Spitfire on flyby? But, please don't do that if the sound system is not yet complete - that would just cause people to moan.

Regards, Tanimbar

Tuning of sounds will be more more later. Currently all planes sounds almost the same way with small differences of rpm/min, size of propeller and its type.

Tbag 10-26-2009 12:03 PM

Thanks for all the info Oleg, it is much apprechiated!

One question regarding the trees: This screenshot was released a few month ago:

http://fooblog.mexxoft.com/wp-conten...009/03/021.jpg

Is this just another LOD of the trees you showed in your latest update?

Thanks, Martin

Oleg Maddox 10-26-2009 12:06 PM

Quote:

Originally Posted by AdMan (Post 114325)
Impressed with the planes/vehicles

not so much with the maps, very unnatural and cookie cutter looking. :(

after seeing the BOP mapping I was hoping for something equally as beautiful.

Please read all my posts.

As the aswer you: In my opinon, these who know me from the time of Il-2 development would understand that to make so good quality of aircraft and vechles means that we will have equal quality of envirounment in future.
The main standard set the planes, then for the ground standard set the vechicles.
Same was with Il-2. It is easy to make comparison of tanks and cars with the ground envirounment in Il-2, that to imagine what we plan to have with the ground, etc in SoW.

Simply there would be such logic, as I undersand the normal logic myself.

Oleg Maddox 10-26-2009 12:15 PM

Quote:

Originally Posted by Tbag (Post 114346)
Thanks for all the info Oleg, it is much apprechiated!

One question regarding the trees: This screenshot was released a few month ago:

http://fooblog.mexxoft.com/wp-conten...009/03/021.jpg

Is this just another LOD of the trees you showed in your latest update?

Thanks, Martin

There is some bug in trees leaves. So simple answer. Simply we put last time so-oooooo much in our engine and as the result something was damaged in old code.
I think it will be corected in time. Trees will look by other than on old and on new shot by a program.

150GCT_Veltro 10-26-2009 12:17 PM

Quote:

Originally Posted by Oleg Maddox (Post 114300)
On the current modent we did technology, but using old, prepared for old variants of engine textures. They simply can't be right with all these nature lights effects that we are modeling in the engine, just cockpits textures and partially aircrafgt with cars, etc are already tuned for the new engine. Ground, water, etc -later. It is large, but simple work to change source colors of textures.

It's ok now, i perfectly understand what are you talking about. Take you time and give us the best you can. We'll be here to give you feedback about next terrain updates.

Thank for your answers.

robtek 10-26-2009 12:18 PM

Oleg,
i really admire your serenity regarding some of the posts here. :-D
Please continue your great work and surprise us.

|ZUTI| 10-26-2009 12:22 PM

Sorry Oleg to bother you with this again, but just found the video of waaes hitting beaches:
http://www.youtube.com/watch?v=b3Xe6f6ZzGs

Simple question: how much of this seen on that video will be in BoB?

Really don't know why, but after I saw that video, it just stuck in my head. I know all the rest will be first class but I just need to know about waves and beaches :)

Cheers.

Tanimbar 10-26-2009 12:32 PM

Sound - question 2
 
Quote:

Originally Posted by Oleg Maddox (Post 114344)
Tuning of sounds will be more more later. Currently all planes sounds almost the same way with small differences of rpm/min, size of propeller and its type.

Thanks Oleg.

Would you please write a few words on how important sound is to you, for example, is it as important as the imagery, and whether or not you will try to create realistic, real-life sounds?

I realise that most of us do not know what the sound is like in a cockpit; that we don't appreciate how altitude and weather conditions alters the 'native' engine sounds; and, finally, that many of us think that the flyby sound is similar to the cockpit sound. Therefore, how are you going to manage our expectations of what you can produce and do you already think you will have a problem?

Regards, Tanimbar

Oleg Maddox 10-26-2009 12:37 PM

Quote:

Originally Posted by |ZUTI| (Post 114360)
Sorry Oleg to bother you with this again, but just found the video of waaes hitting beaches:
http://www.youtube.com/watch?v=b3Xe6f6ZzGs

Simple question: how much of this seen on that video will be in BoB?

Really don't know why, but after I saw that video, it just stuck in my head. I know all the rest will be first class but I just need to know about waves and beaches :)

Cheers.

this is from first variant of BoB engine based of deep modification of Il-2 engine. Then we dropped Il-2 based source code and did from zero all things that to be on horse in future for a long time.

Il-2 engine was already limiting us in some ways (still not now, but will do it in real not so far future)

I think we will have the waves in BoB. Maybe looking better. the code now is other for water,becasue it is trasparent now, comparing to that video.

|ZUTI| 10-26-2009 12:44 PM

Thanks a million.

KOM.Nausicaa 10-26-2009 12:49 PM

Thank you for your outstanding work Oleg. As a person working in movies and 3D programming I know how difficult it is to make work in progress 3D pictures understand by the client/audience. Most people just don't know how to "read" them and come very quickly to false conclusions. You are damned if you don't show anything and you are damned if you show it. It's a difficult situation...!

About SoW BoB: I have full trust in you and wish you strength for the "final line."
And if you give the possibility in multiplay to assign someone in a bomber to be "observer" - I think any bomber needs "observer", just like in tank - I will be more than happy.
(PS: I mean a "observer" must have possibility to look out of different spots in bomber, even online)

Thanks for the hard work !

Oleg Maddox 10-26-2009 12:49 PM

Quote:

Originally Posted by Tanimbar (Post 114370)
Thanks Oleg.

Would you please write a few words on how important sound is to you, for example, is it as important as the imagery, and whether or not you will try to create realistic, real-life sounds?

I realise that most of us do not know what the sound is like in a cockpit; that we don't appreciate how altitude and weather conditions alters the 'native' engine sounds; and, finally, that many of us think that the flyby sound is similar to the cockpit sound. Therefore, how are you going to manage our expectations of what you can produce and do you already think you will have a problem?

Regards, Tanimbar

We never had a problem with sound using proper level of sound cards and speakers for which it was designed.
The changes for some aircraft using mp3 from video samples isn't right. maybe it is nice for someone, but it is done without 3D enviroument that we had in Il-2.
I listened some mods that recommended me to listen and what I found? 2D sound using one-two samples.... and damaged sound of other aircraft.

Of course we can take the sound from handheld camcoders and put it in sound engine, but it will be incorrect from the point of view what pilot hear, what people on the ground hear, and what you may hear simulating the position (camera) outside the plane in air.

It is too early to ask me what we will have. However in many inerviews I told that we will have other sound engine working even on a cheap sound card and speakers

100% copy of each aircraft we can't make. We can make just some things that are close and simulate in 3D binaural sound that no one sim has or had (partially had Il-2).

By simple words we will have compessed in dynmaic range sound that to get it working well on any type of sound-speaker system.
In Il-2 was wide dynamic rage, that not all sound systems was able to play right.

Oleg Maddox 10-26-2009 12:54 PM

Quote:

Originally Posted by KOM.Nausicaa (Post 114387)
1.Thank you for your outstanding work Oleg. As a person working in movies and 3D programming I know how difficult it is to make work in progress 3D pictures understand by the client/audience. Most people just don't know how to "read" them and come very quickly to false conclusions. You are damned if you don't show anything and you are damned if you show it. It's a difficult situation...!

2. About SoW BoB: I have full trust in you and wish you strength for the "final line."
And if you give the possibility in multiplay to assign someone in a bomber to be "observer" - I think any bomber needs "observer", just like in tank - I will be more than happy.
(PS: I mean a "observer" must have possibility to look out of different spots in bomber, even online)

Thanks for the hard work !

1. You are perfectly right!

2. Online code for BoB is completey other than Il-2 now. :)
We also did even special observer for the online competitions....

Sunchaser 10-26-2009 01:02 PM

Oleg, thank you for IL2 STURMOVIK.

It looked great 8 years ago and has improved with each upgrade.

I really appreciate the time you are spending here and hope the sniping and nit picking will not cause you to decide it is just not worth the bother to update us.

Looking forward to Storm of War.

Bloblast 10-26-2009 01:16 PM

Hi Oleg,

Do you have WIP screen(s) of London city?
Really curious how it looks at the moment.

Tanimbar 10-26-2009 01:20 PM

Quote:

Originally Posted by Oleg Maddox (Post 114388)
We never had a problem with sound using proper level of sound cards and speakers for which it was designed.

It is too early to ask me what we will have. However in many inerviews I told that we will have other sound engine working even on a cheap sound card and speakers

100% copy of each aircraft we can't make. We can make just some things that are close and simulate in 3D binaural sound that no one sim has or had (partially had Il-2).

By simple words we will have compessed in dynmaic range sound that to get it working well on any type of sound-speaker system.
In Il-2 was wide dynamic rage, that not all sound systems was able to play right.

Thanks.

Does this mean that you do produce a 'perfect' sound on an expensive audio system and then have to degrade it, i.e. limit the dynamic range, to make it playable on cheap systems? If so, would you consider publishing a list of 'approved' sound systems/cards for the 'perfect' sound when SoW goes gold?

regards, Tanimbar

Feuerfalke 10-26-2009 01:21 PM

Quote:

Originally Posted by Bloblast (Post 114399)
Hi Oleg,

Do you have WIP screen(s) of London city?
Really curious how it looks at the moment.

http://forum.1cpublishing.eu/showpos...&postcount=208

NSU 10-26-2009 01:48 PM

Thanks for your answers, I'm sure "Storm of War" surpass "IL-2 Sturmovik" :-)

Jaws2002 10-26-2009 02:01 PM

Thank you very much sir for the screens and all the news.:)


There's one think I would like to see a bit different in BOB. One that i considered a bit dull in IL-2. The color of the sky.
In Il-2 the sky had the same color on all maps. absolutely no variations what's or ever. I see right now in this BOB screens, the sky looks about the same. After i travel a lot in many many different places on this planet, i know that the sky can look dramatically different from one place to another, from one day to the next. What we had in IL-2 looked like a hazy sky over a rather polluted city. when you get away from big cities and the weather is good, the sky is clear blue. You can't compare how the sky looks over LA with how it looks over Bora Bora, Moreea, Cabo San Lucas, or many other places without polition. Here the sky is just blue. clean blue. The sky color is determined by a lot of factors including temperature, particles in suspension, humidity, time of day and many other factors. That's why there are so many variations.
Please if possible try to introduce a bit of variation and don't be afraid to make the sky blue from time to time.
The same thing with the ocean water color. You posted screenshots of some beautiful exotic island, but the water has the color you normally find close to some busy port. In a place like the paradise island you made, I would like to see naturally clean blue water I saw in so many places I went wile working on Princess Cruises ships. This island map you are working on would look gorgeous with some really tropical looking water and sky around it.

Edit: I just noticed in another post the sky sea and land textures weren't yet fine tuned for the new engine. So take my coments more as a sugestion.

Schuetz 10-26-2009 02:28 PM

Thank you for this update, Oleg!

I`m sure that SoW will set a new standard in WWWII combat sims as it had IL2 done!
Thank you for your great work and the patience to answer questions from users.

Robert 10-26-2009 02:37 PM

Quote:

Originally Posted by Feuerfalke (Post 114284)
ROFLOL

1:0 for Oleg :o

Quote:

Originally Posted by Oleg Maddox (Post 114277)
Another one "specialist"....


I like that. LOL Instead of Luftwhiners we can call them Luft-specialists.

Thanks for the updates and communication Oleg. It's much anticipated and even more appreciated. Keep up the great work.

AND the team's work is also greatly appreciated. It's easy to overlook them and not think twice about the many hours hunkered down over a computer screen making this flight sim.

Kudos.

igitur70 10-26-2009 02:42 PM

Hello Mr. Maddox, thx for answering our questions.

May I ask you whether you and your team have found a way to significantly widen the pilot's field of view (up to a natural 130° or so)?
Did you implement the TripleHead2Go set ? Will there be any option to simulate that widened view on a single wide screen (even if to sacrify two third of the image's height) ?

Thanks

Feuerfalke 10-26-2009 03:06 PM

Quote:

Originally Posted by igitur70 (Post 114433)
Hello Mr. Maddox, thx for answering our questions.

May I ask you whether you and your team have found a way to significantly widen the pilot's field of view (up to a natural 130° or so)?
Did you implement the TripleHead2Go set ? Will there be any option to simulate that widened view on a single wide screen (even if to sacrify two third of the image's height) ?

Thanks

130° of view on a 17" screen - now that's what I call a fisheye.

http://archive.bigben.id.au/tutorial...rc_fisheye.jpg

philip.ed 10-26-2009 03:13 PM

Oleg, any iput on how particle effects will be moddled in the game? For instance, in Il-2 now there is a mod for bouncing tracer, so could we be seeing something like this in SoW?

Also, any input on how clouds will change; as I remember from seeing a video from the first version of SoW where it said that clouds would be able to change form, so it would be possible to have a clear day turn over-cast etc ?

:D many thanks for being so helpful, we take too much for granted when we moan about regular updates. I am not aware of a site that has such good customer support as far as gaming goes ;)

EDIT: I have just seen luthiers post, so I assume bullet ricochets will be taken into account :D

Lucas_From_Hell 10-26-2009 03:20 PM

Question about weather:

Do you have plans to set the weather to each day according to weather reports from that time? It might not sound reasonable at all, but it's just (way too much) curiosity :-P

JtD 10-26-2009 03:56 PM

Regarding the sound of il-2, I've replayed videos I recorded at Duxford and the sound sent shivers down my spine, then I fired up il-2 and it sounded like, well, not nearly as good. I can make it sound ok, but need to tune my sound system for it, and at these settings, nothing else replays well. So, it's not all in the sound system.

I've also played loads of racing games and none could match the sound I've heard on the racetrack, it's something very hard to reproduce on a computer. Unless you want to be at war with your neighbours. :D

Arrow 10-26-2009 04:26 PM

Quote:

Originally Posted by JtD (Post 114469)
Regarding the sound of il-2, I've replayed videos I recorded at Duxford and the sound sent shivers down my spine, then I fired up il-2 and it sounded like, well, not nearly as good. I can make it sound ok, but need to tune my sound system for it, and at these settings, nothing else replays well. So, it's not all in the sound system.

I've also played loads of racing games and none could match the sound I've heard on the racetrack, it's something very hard to reproduce on a computer. Unless you want to be at war with your neighbours. :D

But you have to take in account sound from cockpit and sound when standing out. I sat in Mig-29 by engine test and I can tell you that it is simply incomparable, what you hear outside and inside cockpit. The same goes for prop planes, the sound inside is much thinner than outside. I think that Il2 models inner sound quite well. The problem is just that it uses internal sound in external views only in "externalized" way. But mods are doing just the opposite - they put external sounds taken from external sound sources into cockpit that is not realistic, but you get more realistic sounds outside. I personally prefer the current solution as I fly only from cockpit and do not use external views.

Lucas_From_Hell 10-26-2009 04:47 PM

Quote:

Originally Posted by Arrow (Post 114494)
But you have to take in account sound from cockpit and sound when standing out. I sat in Mig-29 by engine test and I can tell you that it is simply incomparable, what you hear outside and inside cockpit. The same goes for prop planes, the sound inside is much thinner than outside. I think that Il2 models inner sound quite well. The problem is just that it uses internal sound in external views only in "externalized" way. But mods are doing just the opposite - they put external sounds taken from external sound sources into cockpit that is not realistic, but you get more realistic sounds outside. I personally prefer the current solution as I fly only from cockpit and do not use external views.

I have nothing to add. You just said everything.

(And by the way, did you recorded the MiG-29 sounds? I've heard it from outside and I have to say, it's one of the most beutiful noises I've EVER heard. It's almost musical!)

fuzzychickens 10-26-2009 05:02 PM

Quote:

Originally Posted by Oleg Maddox (Post 114249)
There is HDR (High Dynamoc Range) and several new modernest technologies that are in contradiction with anti-aliasing

Oleg, just curious, have you seen how Polyphony Digital solves anti-aliasing jagged edges on PSP version of Gran Turismo.

They didn't use anti-aliasing (too processor hungry), they used something like one pixle shift between frames that reduced the jagged edges when game is in motion.

Is anything like this a possibilty for SOW?

http://www.gtplanet.net/why-gran-tur...ooks-so-good/?

There is an article of how PD reduced the jagged edges without using antialiasing.

RomBinDaHouse 10-26-2009 05:10 PM

Quote:

Originally Posted by Oleg Maddox (Post 114256)
1. First of all would be good to read the header of dev. update. I will show Britain when it will be ready. Don't you think that others also didn't show the map a year before release?
2. Terrain there isn't bad, yes. But we have already better in detail with the close look. Remember, I told not only about controlable aricaft in future....


This screens was over year before release (IGN published it on June 6, 2008; released sept-4-09):

http://xbox360media.ign.com/xbox360/...09197_640w.jpg
http://xbox360media.ign.com/xbox360/...27774_640w.jpg

..not only screens but also gameplay videotrailers was presented.

2all - it based on project priorities which things are finished\polished first in development stages.

Flyby 10-26-2009 05:25 PM

getting to the core of the matter
 
Oleg,
I've read that Sow_Bob is coded to use take advantage of multiple-core processors. I've read that Intel will release a 6-core processor in the future. Is the SoW coding limited in the number of cores it will or can make use of? Is a hyper-threading CPU an advantage?
Flyby out

KOM.Nausicaa 10-26-2009 06:40 PM

Quote:

Originally Posted by RomBinDaHouse (Post 114531)
2all - it based on project priorities which things are finished\polished first in development stages.

No it's not. It's based on project specifities. In Oleg's case, and inside the specifity of his project, the engine and foundations have to be done first. That is what most people don't realize when they complain about the relation time (years) versus visible (tangible) updates (screens/vids). They imagine game-making is like putting bricks on top of each other and in the end you reach a certain height and the "wall" is finished, but that is not how it works. In reality the big part of the work is invisible and un-showable in the context of a forum like this.
For me, the time Oleg's team took without visible updates is actually an indicator how new, if not revolutionary, the engine running this thing must be. It raises my expectations and trust instead of weakening it. Of course, I am also someone who expects a simulator and not a console game I should add.

SlipBall 10-26-2009 09:10 PM

Quote:

Originally Posted by Tree_UK (Post 114282)
<Red Card for Nearmiss> your Shrek joke went down well with Oleg. :grin:



He was given a week off to think about it:-P

Tree_UK 10-26-2009 10:03 PM

Quote:

Originally Posted by SlipBall (Post 114589)
He was given a week off to think about it:-P

:grin::grin:

ECV56_Lancelot 10-26-2009 10:39 PM

Quote:

Originally Posted by Majo (Post 114277)
Originally Posted by Majo
Where is the war?
Where is the storm?
Why there is no soul in this game and looks like any other 5 years old directX game?

With over 80% of the game finished...

I am trying really hard to avoid any sarcastic comments about the "teletubbies",
the "middle earth" and so on...

Quote:

Originally Posted by Oleg Maddox (Post 114277)
Another one "specialist"....

I wouldn't even bother on wasting time answering that!, but i don't want to tell you what to say, its your choice after all.

Romanator21 10-26-2009 10:40 PM

http://i984.photobucket.com/albums/a...g?t=1256600392

http://i984.photobucket.com/albums/a...g?t=1256600423

Are pterodactyls out of the question? :grin: I would very much like to see pterodactyls in the game. (With a realistic Damage model :-P)

Thanks for the update, I have no criticisms, I understand it is a work in progress and good things take time.

fuzzychickens 10-26-2009 11:13 PM

Hey, the pterodactyl on the second photo with the goofy beak did not enter service until the one on the left was retired by an asteroid strike!

I would appreciate you paying more attention for historical accuracy! :!:

Also, surely the hump on his beak is exagerated which ruins his foward visibility, in real life visibility was much better. Please remove that portion of his beak.

Avimimus 10-26-2009 11:33 PM

Quote:

Originally Posted by Romanator21 (Post 114620)
http://i984.photobucket.com/albums/a...g?t=1256600392

Are pterodactyls out of the question? :grin: I would very much like to see pterodactyls in the game. (With a realistic Damage model :-P)

Thanks for the update, I have no criticisms, I understand it is a work in progress and good things take time.

IMHO, I was recently part of a project where I was asked to look into the possibility. There are no surviving animals that flew like Pterosaurs and it is very different to infer how they flew. Gradually, research is building up (eg. models showing that a quadrupedal take-off jump worked for most species - not a running or cliff based take-off), but it will still be several years before it is feasible.

;)

zxwings 10-27-2009 12:11 AM

Quote:

Originally Posted by Oleg Maddox (Post 114388)
We never had a problem with sound using proper level of sound cards and speakers for which it was designed.
The changes for some aircraft using mp3 from video samples isn't right. maybe it is nice for someone, but it is done without 3D enviroument that we had in Il-2.
I listened some mods that recommended me to listen and what I found? 2D sound using one-two samples.... and damaged sound of other aircraft.

Of course we can take the sound from handheld camcoders and put it in sound engine, but it will be incorrect from the point of view what pilot hear, what people on the ground hear, and what you may hear simulating the position (camera) outside the plane in air.

It is too early to ask me what we will have. However in many inerviews I told that we will have other sound engine working even on a cheap sound card and speakers

100% copy of each aircraft we can't make. We can make just some things that are close and simulate in 3D binaural sound that no one sim has or had (partially had Il-2).

By simple words we will have compessed in dynmaic range sound that to get it working well on any type of sound-speaker system.
In Il-2 was wide dynamic rage, that not all sound systems was able to play right.

:) Hopefully the sim pilot in SOW will no longer hear the engine sound of a six o'clock enemy fighter who is secretly approaching him. ;) In the current IL2, there is no stealth in this respect.

zakkandrachoff 10-27-2009 12:11 AM

nice pterodaktulos

ask for oleg.
How is going to call all the Series Of Storm Of War.?
Ej: Storm Of War - Battle of Britain, Storm Of War - Korea, Storm Of War - ...

Skoshi Tiger 10-27-2009 01:51 AM

Quote:

Originally Posted by Avimimus (Post 114631)
IMHO,
There are no surviving animals that flew like Pterosaurs and it is very different to infer how they flew.

No doubt it was either the quad-20mm cannons that led to the extinction or that they were extremly tasty.

Sorry for going OT but I couldn't help it.

Feuerfalke 10-27-2009 05:22 AM

Quote:

Originally Posted by Skoshi Tiger (Post 114649)
No doubt it was either the quad-20mm cannons that led to the extinction or that they were extremly tasty.

Sorry for going OT but I couldn't help it.

Sorry, but you're wrong.

It's perfectly obvious the remaining pterodactyls mutated into creatures like Rodan and attacked Japan:
http://sportsmansdaily.com/thescrum/...tent/rodan.jpg

Oleg Maddox 10-27-2009 06:23 AM

Quote:

Originally Posted by RomBinDaHouse (Post 114531)
This screens was over year before release (IGN published it on June 6, 2008; released sept-4-09):

http://xbox360media.ign.com/xbox360/...09197_640w.jpg
http://xbox360media.ign.com/xbox360/...27774_640w.jpg

..not only screens but also gameplay videotrailers was presented.

2all - it based on project priorities which things are finished\polished first in development stages.

Dear RomBinDaHouse,

They used original code of Il-2, if you don't know. We give them it. They wasn't need to make everything from zero. Isn't it different case? To rework say 3D model of aircraft to add polygons on some details, to make more greater size textures doen't means to make greatest technical and historical research that to make original 3D model. Loking on the models of SoW i'm personally sure that I can say that a lot of people, historian writers, cinematograph, etc will use OUR sim for the reference and modelling for the cinema some aerial battles (like it was already with Il-2, but now it will be on a 10+ times higher level at all and will looks at least in air close to real picture). I'm sure that nobody also would put in a single sim so much love to aviation on the whole market. Everything that currently do others as new fligth sims - its not for years, its just flyby...

Also we are not using technologies like do it others - demo, then upgrade nad upgrade more and more. We make many things in parallel and then do complete compilations more close to beta.

Also you show me pictures, that are not looking like the photo, but looking like the painted picture, that of course has some style of painter(s), but not like real picture that would see the human eye. Trust me :)
In our case - we would like to get the most photographic quality of the whole image on monitor from differnet angles of view and distances. The goal is to get the best looking sim for a long time, how it was with Il-2 when its born.
Also we make a constructor, that many other developers will modify with new content... this absolutely other comparison to the console games.... or ported from console to PC games... :)

Just try to think about info I giving you in my message.

imaca 10-27-2009 06:41 AM

The more I look at that 110 the more amazed I am, not just the reflection off the canopy and the canopy framing shadow on the nose, but the panel detail on the wing, the small panels between the nacel and fuselage show shadowing and high lighting of very high realism, the panels even look slightly uneven as you would see on a real aircraft. Awesome.
Video will be jaw dropping.

Oleg Maddox 10-27-2009 06:42 AM

Quote:

Originally Posted by fuzzychickens (Post 114527)
Oleg, just curious, have you seen how Polyphony Digital solves anti-aliasing jagged edges on PSP version of Gran Turismo.

They didn't use anti-aliasing (too processor hungry), they used something like one pixle shift between frames that reduced the jagged edges when game is in motion.

Is anything like this a possibilty for SOW?

http://www.gtplanet.net/why-gran-tur...ooks-so-good/?

There is an article of how PD reduced the jagged edges without using antialiasing.

It is known technology from specialized TV processors.
However in DX11 - there is no contradiction between anti aliasing and HDR technology. We simply currently working in DX10. And As I know in new version of DX10 also will be something that will remove that contradiction. Not sure.
This is small thing that we will put in attention more later becasue it is not the most important things in development tasks.

Oleg Maddox 10-27-2009 06:47 AM

Quote:

Originally Posted by imaca (Post 114727)
The more I look at that 110 the more amazed I am, not just the reflection off the canopy and the canopy framing shadow on the nose, but the panel detail on the wing, the small panels between the nacel and fuselage show shadowing and high lighting of very high realism, the panels even look slightly uneven as you would see on a real aircraft. Awsome.

I posted couple of screen shots, including this one on the photosource forum.
Photographers, even professionals were thinking that this pic is a photo... and didn't understand why the props ar stoped... they were thinking that it was taken by some accident with aircraft... they discussed it for some time untill I told them it is computer image of real time rendering.

AdMan 10-27-2009 06:47 AM

Quote:

Originally Posted by Oleg Maddox (Post 114348)
Please read all my posts.

As the aswer you: In my opinon, these who know me from the time of Il-2 development would understand that to make so good quality of aircraft and vechles means that we will have equal quality of envirounment in future.
The main standard set the planes, then for the ground standard set the vechicles.
Same was with Il-2. It is easy to make comparison of tanks and cars with the ground envirounment in Il-2, that to imagine what we plan to have with the ground, etc in SoW.

Simply there would be such logic, as I undersand the normal logic myself.

If what you are saying is that when it's all said and done the terrain will knock the socks off anything seen in SoW and make me drool on my keyboard then that's great and I trust what you say is true.

Feuerfalke 10-27-2009 06:53 AM

Yes, I think that DX10 (and 11) remove the problem with HDR and FSAA. Of course that also needs a graphics-card that supports it, but DX10-cards are already available for a while, so it's not gonna cost a fortune.

On a personal note: I honestly don't give a damn about the BoP-Screenshots posted. As posted before, the graphics are way to Hollywood and it never was intended to be a flightsim in the literal meaning of the word. If you go for graphics and nice effects go for BoP or HAWX. Neither is a real competitor for SoW.

Doesn't mean either game is bad - it's just comparing apples and oranges.

And when in doubt, I prefer a high degree of simulation over graphics anytime.

Oleg Maddox 10-27-2009 07:05 AM

Quote:

Originally Posted by igitur70 (Post 114433)
Hello Mr. Maddox, thx for answering our questions.

May I ask you whether you and your team have found a way to significantly widen the pilot's field of view (up to a natural 130° or so)?
Did you implement the TripleHead2Go set ? Will there be any option to simulate that widened view on a single wide screen (even if to sacrify two third of the image's height) ?

Thanks

TripleHead2Go we plan to support. Matrox sent us everything. But we will do this implementation in final, because it isn't the main goal of the sim. It is nice feature and nice for representations.

As for 130 degrees of view - that will be very unrealistic. We already going for compomise always with the computer games - we make wider basic angle of view. This thing distort the feel of distances to the object, but make the wider angle. However with make more "close up" like should see that distances the human eye. This is compromize in every game.

Oleg Maddox 10-27-2009 07:09 AM

Quote:

Originally Posted by Feuerfalke (Post 114733)

And when in doubt, I prefer a high degree of simulation over graphics anytime.

I think we should have both :)

And in additional excellent online gameplay... ;)

13th Hsqn Protos 10-27-2009 07:10 AM

S~! Oleg

Thank you for fighting to keep S.O.W alive. :!:

As usual your aircraft cockpits are the best in the industry.

Not going to talk about terrain screenshots publicly at this point except to say ........ 2gb video cards are going to be pretty common soon. I have one now. You can put a lot of textures in that buffer. ;)

Oleg Maddox 10-27-2009 07:11 AM

Quote:

Originally Posted by Flyby (Post 114539)
Oleg,
I've read that Sow_Bob is coded to use take advantage of multiple-core processors. I've read that Intel will release a 6-core processor in the future. Is the SoW coding limited in the number of cores it will or can make use of? Is a hyper-threading CPU an advantage?
Flyby out

4 core is working now

Oleg Maddox 10-27-2009 07:13 AM

Quote:

Originally Posted by 13th Hsqn Protos (Post 114737)
S~! Oleg

Thank you for fighting to keep S.O.W alive. :!:

As usual your aircraft cockpits are the best in the industry.

Not going to talk about terrain screenshots publicly at this point except to say ........ 2gb video cards are going to be pretty common soon. I have one now. You can put a lot of textures in that buffer. ;)

We already put a lot non-pixelated textures with the clouse up look.

Oleg Maddox 10-27-2009 07:17 AM

Quote:

Originally Posted by zakkandrachoff (Post 114636)
nice pterodaktulos

ask for oleg.
How is going to call all the Series Of Storm Of War.?
Ej: Storm Of War - Battle of Britain, Storm Of War - Korea, Storm Of War - ...

The first we should finish and release all things around BoB. This is a basis. Basis of engine, basis of features and basis of upcoming features and titles. As well as it is basis of our own and third party add-ons industry.


We really make something other than Il-2, but learning experince of Il-2.

Oleg Maddox 10-27-2009 07:20 AM

Quote:

Originally Posted by Romanator21 (Post 114620)
http://i984.photobucket.com/albums/a...g?t=1256600392

http://i984.photobucket.com/albums/a...g?t=1256600423

Are pterodactyls out of the question? :grin: I would very much like to see pterodactyls in the game. (With a realistic Damage model :-P)

Thanks for the update, I have no criticisms, I understand it is a work in progress and good things take time.

We did seagulls. Almost like pterodactyls and shouild be dangerous in the collision with any aircraft.

SlipBall 10-27-2009 07:24 AM

Quote:

Originally Posted by Oleg Maddox (Post 114740)
The first we should finish and release all things around BoB. This is a basis. Basis of engine, basis of features and basis of upcoming features and titles. As well as it is basis of our own and third party add-ons industry.


We really make something other than Il-2, but learning experince of Il-2.



Have you settled on a different engine name, or will it remain SOW???...do you still expect a release at the time that you stated...hope so:grin:

Feathered_IV 10-27-2009 07:24 AM

It's wonderful that you are here talking to us Oleg. I'd really like to ask, will you consider making a quick-save feature that can be used in missions? Work and family commitments make it impossible to enjoy a long mission in one sitting. Trading saves with friends would be a great thing too. Almost like sharing tracks, but better. :)

13th Hsqn Protos 10-27-2009 07:30 AM

Quote:

Originally Posted by Oleg Maddox (Post 114736)
I think we should have both :)

And in additional excellent online gameplay... ;)

1. Does that mean we have better netcode for S.O.W ?

2. Will the Game UI have any new online communications tools such as irc built in or some type of instant messaging or friends tools?

3. What if anything can you reveal at this time about support for squadrons? I feel that IL2 online play was severely hampered by the 'dogfight' mentality as opposed to a more coop or mission oriented style of play. Will there be more support for squadron play?

4. I know you will scream at me ..... but will onliners finally be rid of the offliners. Will there finally be separate installs ? (Protos dives to avoid Olegs cannon fire)

Seeing you here reminds me of the Golden Age of IL2 the FB days :grin:

Feuerfalke 10-27-2009 07:35 AM

Quote:

Originally Posted by Oleg Maddox (Post 114736)
I think we should have both :)

And in additional excellent online gameplay... ;)


Well, in this case graphics aid realism, which would be the prefect optimum, of course :grin:


But I'm personally also maybe most interested in the second line you noted. As I posted before, it's the things you don't see on screenshots that makes the difference and I'm really interested what things you came up with to enhance online gameplay, internet code, stats and hit-detection, scores, shared kills, etc. My personal dream: Killmarkers on the plane and ability to apply "personal markings" to your plane. Well, and of course multicrewed bombers, ground control / tower / radar manable by players, .... :grin:

Oleg Maddox 10-27-2009 07:39 AM

Quote:

Originally Posted by Feathered_IV (Post 114743)
It's wonderful that you are here talking to us Oleg. I'd really like to ask, will you consider making a quick-save feature that can be used in missions? Work and family commitments make it impossible to enjoy a long mission in one sitting. Trading saves with friends would be a great thing too. Almost like sharing tracks, but better. :)

At the moment I can't say. Really in flight sim it is usually impossible, becasue if you stop aircraft with the certain FM then when you strt agian the aircraft should remeber all the things: AI action at the last stage, speed-maneuver, target if is, a so many other parpameters.... The problem it is in air, not on the ground and at start of the saved gane parpameters will be changes, even if you save all above things.... This a bit hard to explain.

Oleg Maddox 10-27-2009 07:44 AM

Quote:

Originally Posted by 13th Hsqn Protos (Post 114746)
1. Does that mean we have better netcode for S.O.W ?

2. Will the Game UI have any new online communications tools such as irc built in or some type of instant messaging or friends tools?

3. What if anything can you reveal at this time about support for squadrons? I feel that IL2 online play was severely hampered by the 'dogfight' mentality as opposed to a more coop or mission oriented style of play. Will there be more support for squadron play?

4. I know you will scream at me ..... but will onliners finally be rid of the offliners. Will there finally be separate installs ? (Protos dives to avoid Olegs cannon fire)

Seeing you here reminds me of the Golden Age of IL2 the FB days :grin:

You have too many questions.

4. No. it will be one game. But signle play based on multiplay engine inshort words

Feathered_IV 10-27-2009 07:46 AM

Quote:

Originally Posted by Oleg Maddox (Post 114751)
At the moment I can't say. Really in flight sim it is usually impossible, becasue if you stop aircraft with the certain FM then when you strt agian the aircraft should remeber all the things: AI action at the last stage, speed-maneuver, target if is, a so many other parpameters.... The problem it is in air, not on the ground and at start of the saved gane parpameters will be changes, even if you save all above things.... This a bit hard to explain.

It's okay, I understand the complications and appreciate that it is the reason no other flight sim has done so in the past. I'd hoped for such a feature though as it would add so much extra scope to how one can enjoy a sim.

13th Hsqn Protos 10-27-2009 07:51 AM

Quote:

Originally Posted by Oleg Maddox (Post 114754)
You have too many questions.

Ok Ok .... (Protos is RTB)
No more questions until next update :grin::grin:

Spasiba

OSSI 10-27-2009 09:25 AM

Will there be a Bf109 in the Game?:-D

jctrnacty 10-27-2009 09:35 AM

hi Oleg , I know you don´t like this question and will answer when it´s done. But can you tell us at least approximate time of release?

Thanks

Tree_UK 10-27-2009 09:47 AM

Quote:

Originally Posted by jctrnacty (Post 114779)
hi Oleg , I know you don´t like this question and will answer when it´s done. But can you tell us at least approximate time of release?

Thanks

Oleg seems to be avoiding that one, with the game still being in Alpha I doubt very much SOW will make the BOB anniversary, more early 2011, maybe Oleg can shed some light on this later.

Oleg Maddox 10-27-2009 09:51 AM

Quote:

Originally Posted by OSSI (Post 114775)
Will there be a Bf109 in the Game?:-D

For what? No! Bf109 there we don't plan!

We plan Bf-109E in several modifications.

Oleg Maddox 10-27-2009 09:52 AM

Quote:

Originally Posted by Tree_UK (Post 114781)
Oleg seems to be avoiding that one, with the game still being in Alpha I doubt very much SOW will make the BOB anniversary, more early 2011, maybe Oleg can shed some light on this later.

Really I told that. We need to release in 2010. Not later

Tree_UK 10-27-2009 09:56 AM

Quote:

Originally Posted by Oleg Maddox (Post 114783)
Really I told that. We need to release in 2010. Not later

Thanks oleg, but you did make the same quote for 2009!! :grin: Anyway good luck.

philip.ed 10-27-2009 09:57 AM

Quote:

Originally Posted by Oleg Maddox (Post 114783)
Really I told that. We need to release in 2010. Not later

That's great news oleg! Any answer to my previous question? :grin:

Dozer_EAF19 10-27-2009 10:03 AM

Quote:

Originally Posted by Oleg Maddox (Post 114782)
For what? No! Bf109 there we don't plan!

We plan Bf-109E in several modifications.

LOL! Good to hear your voice (?) again Oleg!

I have a very pedantic point to make though - the Germans didn't use '-' in their aircraft names, it was 'Bf 109E' not 'Bf-109E'. It's the Americans who use the '-' (P-51, F-22 etc)!

Feuerfalke 10-27-2009 10:12 AM

Quote:

Originally Posted by Tree_UK (Post 114785)
Thanks oleg, but you did make the same quote for 2009!! :grin: Anyway good luck.

The funny thing is, under normal circumstances you'd say: Hey, you told us last year, why should we believe you this year, but with this release the opposite is the case. With each announcement done, the chance rises dramatically that the new date will be it ;)

Going to be a great year for Flightsimmers. DCS:A-10C for the high-tech needs, SoW for challenging dogfights. :cool:

(No, I didn't forget about RoF, but right now, the only (non-MMO-game-) must-be-online game I know dramatically lacks multiplayer-playability and they have pushed them down the to-do-list even further. :rolleyes: )


Oh, and I vote Dozer for the smart-ass-prize ;)

ZaltysZ 10-27-2009 10:14 AM

Quote:

Originally Posted by Dozer_EAF19 (Post 114787)
I have a very pedantic point to make though - the Germans didn't use '-' in their aircraft names, it was 'Bf 109E' not 'Bf-109E'. It's the Americans who use the '-' (P-51, F-22 etc)!

Heck with that '-' :) At least it is BF109 and not Me-109 ;)

Skarphol 10-27-2009 10:29 AM

Quote:

Originally Posted by Tree_UK (Post 114785)
Thanks oleg, but you did make the same quote for 2009!! :grin: Anyway good luck.

We got a little clue about release date on page 18 of this thread:

Quote:

Originally Posted by Oleg Maddox (Post 114256)
1. First of all would be good to read the header of dev. update. I will show Britain when it will be ready. Don't you think that others also didn't show the map a year before release?

So I read this as the game will be out in about a year. From now. And with a little wishful thinking: Maybe less..

Skarphol

KOM.Nausicaa 10-27-2009 10:33 AM

Quote:

Originally Posted by Oleg Maddox (Post 114783)
Really I told that. We need to release in 2010. Not later

I think Oleg means he really needs to release in 2010 for economic reasons. I don't think it can be pushed any further.

Oleg Maddox 10-27-2009 10:45 AM

Quote:

Originally Posted by Dozer_EAF19 (Post 114787)
LOL! Good to hear your voice (?) again Oleg!

I have a very pedantic point to make though - the Germans didn't use '-' in their aircraft names, it was 'Bf 109E' not 'Bf-109E'. It's the Americans who use the '-' (P-51, F-22 etc)!

I know this. Same with Russians in WWII time in many documents.
But we will make as it is now most common.

Oleg Maddox 10-27-2009 10:46 AM

Quote:

Originally Posted by KOM.Nausicaa (Post 114804)
I think Oleg means he really needs to release in 2010 for economic reasons. I don't think it can be pushed any further.

Perfectly right

Oleg Maddox 10-27-2009 10:57 AM

Quote:

Originally Posted by Tree_UK (Post 114785)
Thanks oleg, but you did make the same quote for 2009!! :grin: Anyway good luck.

What i can tell about this. Last couple of years I had hard times in my team.
No increasing of my team, but it was neccessary. Someone didn't understand it...
And happened what should happened - increasing the time.
Also I was need to fire several people and to hire new. And soon will be more new from the game industry I hope.
However with current amount and level - I see the real light. Simple with more people we may make more that I want myself :)

Also could be other situation - something that I promised(not the main things) may not happens in the release, but a bit later. Same was with Il-2 some time. But you always got what I promised in general.

Tree_UK 10-27-2009 11:01 AM

Quote:

Originally Posted by Oleg Maddox (Post 114814)
What i can tell about this. Last couple of years I had hard times in my team.
No increasing of my team, but it was neccessary. Someone didn't understand it...
And happened what should happened - increasing the time.
Also I was need to fire several people and to hire new. And soon will be more new from the game industry I hope.
However with current amount and level - I see the real light. Simple with more people we may make more that I want myself :)

Also could be other situation - something that I promised(not the main things) may not happens in the release, but a bit later. Same was with Il-2 some time. But you always got what I promised in general.

Thanks for that Oleg, its good to hear things are back on track, and thanks again for an honest answer.

zapatista 10-27-2009 11:02 AM

Quote:

Originally Posted by Oleg Maddox (Post 114735)
TripleHead2Go we plan to support. Matrox sent us everything. But we will do this implementation in final, because it isn't the main goal of the sim. It is nice feature and nice for representations.

As for 130 degrees of view - that will be very unrealistic. We already going for compomise always with the computer games - we make wider basic angle of view. This thing distort the feel of distances to the object, but make the wider angle. However with make more "close up" like should see that distances the human eye. This is compromize in every game.

hi oleg,

but will you support multiple monitors without triplehead2go from matrox ?

with the newer gfx cards we can use 3 or more monitors at the same time, without using a matrox 3H2go. for ex using one big widescreen in the middle, and a smaller 19' or 17' on either side to improve peripheral view (this is an economical way for many of us to add more lcd monitors since many of us now have upgraded to bigger widescreens and still have some older smaller lcd's around, or can buy them on the cheap)

but BoB would need to be able to support that, for ex central 27' monitor = 60 FoV, with a 19' in landscape mode on either side adding 30 FoV for each of those , producing a total of 120 FoV over the 3 monitors side by side.

this is already possible in some current games released in the last 2 years, i hope you allow us this function in BoB as well.

Oleg Maddox 10-27-2009 11:18 AM

Quote:

Originally Posted by zapatista (Post 114817)
hi oleg,

but will you support multiple monitors without triplehead2go from matrox ?

with the newer gfx cards we can use 3 or more monitors at the same time, without using a matrox 3H2go. for ex using one big widescreen in the middle, and a smaller 19' or 17' on either side to improve peripheral view (this is an economical way for many of us to add more lcd monitors since many of us now have upgraded to bigger widescreens and still have some older smaller lcd's around, or can buy them on the cheap)

but BoB would need to be able to support that, for ex central 27' monitor = 60 FoV, with a 19' in landscape mode on either side adding 30 FoV for each of those , producing a total of 120 FoV over the 3 monitors side by side.

this is already possible in some current games released in the last 2 years, i hope you allow us this function in BoB as well.

maybe. I put such things in secondary importance, becasue of not so wide distribution.

HFC_Dolphin 10-27-2009 11:27 AM

Regarding the release of the game, I think Oleg couldn't have been more clear.
He NEEDS the game to be out the soonest possible, so he can get back a portion of his investment.

When it comes to huge companies time may not be crucial, but in a small company like 1C:Maddox, every delay costs a lot to the owner. Both in terms of money and personal time with family/friends/etc. I don't think that Oleg can sleep well knowing that game is not in the market yet.

That's why I think we should all give him some rest and wait, knowing that Oleg ABOVE ALL wants the game released soonest possible.

And when it is released, I wish him a nice trip to mountains :)

Oleg Maddox 10-27-2009 11:31 AM

Quote:

Originally Posted by HFC_Dolphin (Post 114823)

And when it is released, I wish him a nice trip to mountains :)

And underwater trip :) to some place where I can get white sharks shots

Thank you. Long time wasn't anywhere....:(

tagTaken2 10-27-2009 11:35 AM

Great to hear from you again, Mr Maddox.

I hope force feedback is supported well in BoB. Very important to me :)

Is there any news on SoW: Korea, while you are here...

SlipBall 10-27-2009 11:43 AM

Quote:

Originally Posted by Oleg Maddox (Post 114824)
And underwater trip :) to some place where I can get white sharks shots

Thank you. Long time wasn't anywhere....:(


From shark cage I hope...you look too much like Russian seal to the shark's eyes :grin:

Forgottenfighter 10-27-2009 11:50 AM

To all of the people who keep saying that Birds of Prey looks so great, I know I am not an artist but I think the picture on the right is closer to real life than the exaggerated colors of BoP.

http://i445.photobucket.com/albums/q...netGuy/BOP.jpg

Have faith in Oleg. I can tell from the alpha shots that this sim will be stunning when it is complete, so have patience. Thank you Oleg.

Oleg Maddox 10-27-2009 11:56 AM

Quote:

Originally Posted by tagTaken2 (Post 114827)
Great to hear from you again, Mr Maddox.

I hope force feedback is supported well in BoB. Very important to me :)

Is there any news on SoW: Korea, while you are here...

Korea at the moment hanged. First BoB. All peole work only over BoB

335th_GRSwaty 10-27-2009 12:08 PM

Thank you for everything Oleg!!


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