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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Here what's going on.
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Sensible use of resources, me thinks.
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the two development teams are far away from the "RoF vs CoD flamewars" that from time to time appear in the forums !
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#5
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![]() Both teams have some very talented members and since they're both Rusiian, both based in Moscow and both working on simulators based on propeller driven aircraft it would be fantastic to see them help each other out if and when the need and opportunity arrises. Certainly competition is good for any commercial enterprise. But in a market as small as this one friendly competition is the way to go. Cut throat competition (as seen in many bigger markets) would only spell the end of combat flight simulators as a genre. |
#6
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What get's me most is not performance or bugs but design (all software has bugs and always will).
Only now that I've played with ROF's misson editor do I understand what 1C are trying to do with the FMB, because ROF's editor is designed for gamers to do something complex, and the FMB is for programmers to do something (they think) simple. I really do think 1C have just no idea how to make a game. They're great at sims, and I'm sure Clod will be a great sim, but will it be a great game? It would only have taken a little understanding of human behaviour to change the game dynamics, for example just one tree in a thousand with a hit box will keep people from flying through trees. It doesn't have to be each and every tree with a perfect hit model for each and every leaf. 777 seem to have the insight that it only takes one tree in a thousand with a hit box. I bet 1C are feverishly looking for ways to give each and every branch a hit box 'cos that's more "real", even though it would kill the game. And then, after six years of development, the new trees will have the leaves on upside down, but that's a whole different story..... |
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I installed the demo, completed 5-6 sorties in the dynamic campaign during the span of two afternoons and haven't touched it since because it gives me the same feeling CoD gives to others: "A,B and C are so good that it's a real shame they implemented X,Y and Z the way they did, it spoils the overall feeling". In other words, it's personal opinion and there's nothing to get over. ![]() If i wanted to make an objective comparison instead of a subjective one i would rate RoF better for the short term due to having overcome its first two years of troubles and being a stable piece of software, while rating CoD the better choice for the long run due to the amount of extra objects it includes and how many of them it can support in a mission. Even today in its current, bugged state, if CoD runs on your PC you can create missions with hundreds of objects and no noticeable drop of performance, but you can't do the same in RoF no matter if it runs maxed out on a medium spec PC. CoD's problem is inconsistency of performance first and foremost (for example, i run it fine on two year old hardware, others struggle with current high-end PCs), not the lack of it across all platforms. Last edited by Blackdog_kt; 07-06-2011 at 05:27 PM. |
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RoF editor allows creation of scripted mission while working with high level components visually. Mission creation requires creation of mission graph: placing various elements (objects, triggers, etc.) and interconnecting them with links, whose are used for signaling and control flow. It is like those business flow charts.
Good side: it is easy to learn such scripting for people, who don't know much about programming. Bad side: it is very hard to read such "scripts" when mission gets big - you get a mess of overlapping lines and symbols. If someone is into creating very complex missions (i.e. with thousands of elements) for RoF, it is good idea to write a wrapper in preferred programming language and generate RoF missions by code. Visual design is good thing, but only when you can see what you want. ![]() |
#10
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Thanks for posting that Veltro. Glad he is still there for 777 for new aircraft sounds at least. I am happy he is with the Cliffs of Dover team now though, it will feel like a completely different sim when the new sound system and sound samples are implemented.
Last edited by Phazon; 07-07-2011 at 06:35 AM. |
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