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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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  #1  
Old 09-29-2011, 09:44 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by ChrisDNT View Post
Sorry for the caps, but maybe extremely useful to them :

http://www.gamr7.com/init/urban_pad/special

But hurrying on it is needed !!!!


P.S. if people have direct access to them, transmit. Thanks.
You should really try the beta patch.

The buildings no longer pop in, in fact they look great.
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Old 09-29-2011, 09:47 PM
ChrisDNT ChrisDNT is offline
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"You should really try the beta patch.

The buildings no longer pop in, in fact they look great."


I'm not informing them for the beta patch or the next one, but for the future extensions.

Hey, this city creation program looks quite cool and it's now, for a very limited time (same marketing like Messiah if you know) 29 dollars instead of 700 dollars.
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Old 09-29-2011, 09:58 PM
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Well in the second like one of the guys was bashing it for being counter intuitive!
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Originally Posted by SiThSpAwN View Post
Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
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Old 09-30-2011, 06:36 AM
salmo salmo is offline
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I'm hoping that there will be an easy town-building GUI incorporated in the map building SDk when it is released.
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Old 10-01-2011, 09:18 AM
swiss swiss is offline
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Quote:
Originally Posted by ChrisDNT View Post
"You should really try the beta patch.

The buildings no longer pop in, in fact they look great."


I'm not informing them for the beta patch or the next one, but for the future extensions.

Hey, this city creation program looks quite cool and it's now, for a very limited time (same marketing like Messiah if you know) 29 dollars instead of 700 dollars.

Did it ever occur to you to read the licensing terms?
No?
Ok, here you go:
Quote:
2/ Companies or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year must use Ürban PAD Pro.
And Pro means $7000.
Still not that much if you think about those 8 mil...
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Old 09-30-2011, 07:32 AM
pupo162 pupo162 is offline
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Quote:
Originally Posted by JG52Krupi View Post
You should really try the beta patch.

The buildings no longer pop in, in fact they look great.
not on my game.

please pmake a picture of london at 20k feet and ill belive you.
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Old 09-30-2011, 09:11 AM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by pupo162 View Post
not on my game.

please pmake a picture of london at 20k feet and ill belive you.
+1

Cliffs in maximum graphics quality, 3:00am, fly over a big city and watch the lights an the city itself "popping" under you, with the lights on inside houses.

The cities in Cliffs aren't that good when you are high. In low level they are really nice.
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Old 09-30-2011, 09:39 AM
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Implementing something like this probably means re-writing the engine. Not gonna happen i believe.
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Old 10-01-2011, 01:33 AM
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We dont know that a city scape created with this program, would "work" any better then what we have now.

...just saying.
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Old 10-01-2011, 02:58 AM
Madfish Madfish is offline
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Originally Posted by proton45 View Post
We dont know that a city scape created with this program, would "work" any better then what we have now.

...just saying.
What we have now is mostly procedural already...
...just saying.

That aside you're very wrong. The magic with procedural approaches is that you save enourmous amounts of rescources. Much of CloD IS already procedural. For example the system generated to draw the landscape is in principle a procedural approach, with limited application though.

True procedural engines have the benefit of providing 1) more or nearly unlimited depth / detail (think of mandelbrot) 2) more variation without using more rescources than typical object and model based engines and 3) it saves a lot of developing effort.

For example assume that they would have to hand model the whole landscape of Great Britain and a bit of France and Germany. That's not going to work, ever. Thus they use a procedural approach.
Also it saves rescources since otherwise the whole map would have to be loaded, with every straw of grass, every bump and every road. Yes there are workarounds but no real solutions.

Now simply imagine that same approach for some of the objects in the game. If done correctly all it'd take is the right pattern and you can generate nearly unlimited amounts of buildings, trees, fences etc.
That would save time, space on the harddisk, memory etc.

So the biggest bonus might be that if developers have procedural engines as their foundations they can spend the time on the REAL important stuff. Not crafting weird ugly buildings and such but spending more time on optimization e.g. or on flight models etc. You get the idea

Last edited by Madfish; 10-01-2011 at 03:01 AM.
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