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IL-2 Sturmovik The famous combat flight simulator.

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  #331  
Old 10-16-2010, 02:34 PM
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Tempest123 Tempest123 is offline
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Great shots Oleg, thanks. Did you ever think back in 2001 that people would still be playing il2 10 years later? Or that it would remain current so long?
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  #332  
Old 10-16-2010, 02:42 PM
Hatch Hatch is offline
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Quote:
Originally Posted by winny View Post
Good idea.. Can we have frighten-able herds of cows too?

Ooohh and flights of birds so you can't fly too close to nesting area's for fear of hitting some and crashing
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  #333  
Old 10-16-2010, 02:47 PM
blade122222 blade122222 is offline
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Isn't it time for some real announcements soon, like system specs or release date?

Btw the shots are looking great
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  #334  
Old 10-16-2010, 02:48 PM
=69.GIAP=TOOZ =69.GIAP=TOOZ is offline
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Originally Posted by major_setback View Post
Essential: We must have a farmer riding on his bike, and he has to fall off it (that will be the damage model) when we fly over him at 10 metres height. Please.

And he has to shake his fist angrily as we zoom away!!

And when we bail out some pitchfork wielding farmers should come and surround us as we struggle out of a hayrick or something...
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  #335  
Old 10-16-2010, 02:55 PM
pupaxx pupaxx is offline
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Quote:
Originally Posted by Oleg Maddox View Post
I will soon tell it. We integrating interface now. But its not a time to anounce. We are doing by reqest of publisher.
Anyway there will be still the possibility to integrate to another systems by creative users and third party.

Current limit is 128 players.
It will be finally decided later to cut the amount for the beginning or keep 128. Will let you all later.
..So we got a publisher!!! Great news
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  #336  
Old 10-16-2010, 03:05 PM
vpmedia vpmedia is offline
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really awesome update thanks a lot!
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  #337  
Old 10-16-2010, 03:10 PM
Flutter Flutter is offline
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Default Roads / railroads in terrain

Hi Oleg, thank you for posting both updates and answers.

As far as I can see, the current ground texture system uses a network of borderlines that look organic but repeat fairly often over the terrain. The area within one set of borderlines is then filled with an appropriate texture (golf course / field a / field b / field c / farm / forest / village / city / industry ) and with the appropriate models (vegetation, buildings etc). Then the borders themselves are applied, these being hedges, paths, roads etc. For a quasi procedural texture system, I believe this is one of the best solutions available, and your results look overall very nice. However, the system does not look too good when such a field is cut by a railroad. Screenshot No. 3 illustrates my point. The REAL geometry (railroad lines, big highways) does fit badly into the texture when compared to the basic borderlines. The only solution I can imagine would be to treat such a road / railway line as yet another borderline, and apply different textures to the different segments that have been divided by this geometry. It would not be perfect, but it could be coded, and it would make these roads and railways fit better into the landskape, making them both blend better into it and be more visible in that they change the landscape around them.
The mockup picture below illustrates my point.
Flutter
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  #338  
Old 10-16-2010, 03:12 PM
BadAim BadAim is offline
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It was really great to hang out with you this morning, Oleg. Thanks for inviting us to your home!
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  #339  
Old 10-16-2010, 03:18 PM
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philip.ed philip.ed is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Yes I was in England say about 20 times and have a lot of my own photos, including from the air that I did myself.
That's excellent then!
Did you fly over in summer? There can be a vast difference in the colours over a prolonged period of 'intense' heat (if intense can be used for England )

Have a great weekend.

Good point Winny as well.
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  #340  
Old 10-16-2010, 03:25 PM
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Quote:
Originally Posted by Flutter View Post
Hi Oleg, thank you for posting both updates and answers.

As far as I can see, the current ground texture system uses a network of borderlines that look organic but repeat fairly often over the terrain. The area within one set of borderlines is then filled with an appropriate texture (golf course / field a / field b / field c / farm / forest / village / city / industry ) and with the appropriate models (vegetation, buildings etc). Then the borders themselves are applied, these being hedges, paths, roads etc. For a quasi procedural texture system, I believe this is one of the best solutions available, and your results look overall very nice. However, the system does not look too good when such a field is cut by a railroad. Screenshot No. 3 illustrates my point. The REAL geometry (railroad lines, big highways) does fit badly into the texture when compared to the basic borderlines. The only solution I can imagine would be to treat such a road / railway line as yet another borderline, and apply different textures to the different segments that have been divided by this geometry. It would not be perfect, but it could be coded, and it would make these roads and railways fit better into the landskape, making them both blend better into it and be more visible in that they change the landscape around them.
The mockup picture below illustrates my point.
Flutter
Nice observation! And a good idea for solving the problem if I may say.
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