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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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  #131  
Old 04-07-2012, 02:04 PM
PotNoodles PotNoodles is offline
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The buildings look great but they will be of no use if they just pop up from been faceless like they do in the current game. I really hate it when it does this and I hope the patch will sort that out.
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  #132  
Old 04-07-2012, 02:06 PM
Zorin Zorin is offline
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Originally Posted by Foo'bar View Post
I'm far from telling bad things about the Slovakia map designers. But you really think there are no differences between those two?
Naturally, due to the higher levels of tris and bigger textures, there are differences, but in my book they are not big enough to shower these new 3rd party guys with praise. Their work is good, no question, but they get paid for it so that is what I expect of them anyway.

Besides that, my point was that we can already recreate such villiages, convincingly enough as far as I am concerned, in IL-2 1946, so this is certainly no trump card for Battle of Moscow.
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  #133  
Old 04-07-2012, 02:12 PM
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6S.Tamat 6S.Tamat is offline
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yes there is a difference, a drop of fps for something that probably i'll never see for more than 0,5 sec.

btw hope that will function everything well, but in my personal list of wish things there are tons of stuff about playability before of that.
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  #134  
Old 04-07-2012, 02:40 PM
ChrisDNT ChrisDNT is offline
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Yep, the houses look very good, but for some reason it looks that this studio can't get the landscape colors, for any places in the world, looking right !!!
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  #135  
Old 04-07-2012, 02:46 PM
mkubani mkubani is offline
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I have modelled the Slovakia buildings to match the IL-2 tech. requirements and taking into consideration the fact that 90% of time they will be viewed from at least couple hundred meters. So no need for high res textures or overdone 3D models.

Since CloD offers (or will offer) a ground battle simulation, the houses need to be more detailed. I like the models presented in this update. Style and colours nicely match the terrain. I would love to see the damage model as well. I was hoping that CloD would introduce at least 2 stage damage (light an heavy). Maybe next Friday.
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  #136  
Old 04-07-2012, 03:03 PM
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Originally Posted by Korn View Post
Wow just superb work with the fences. Whoever did those deserves a pat on the back and a raise...
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Originally Posted by Korn View Post
Wow just superb work with the fences. Whoever did those deserves a pat on the back and a raise...
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Originally Posted by Volksieg View Post
No patch? Pictures, yet again, of the sequel???

THAT'S IT! I'm uninstalling..... Only joking

Those are some great pics, B6! Lovely detailed work there and it looks like the sequel is going to be great. Glad to hear the patch is coming along nicely, even if the particles are still playing up!
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Not to mention the window frames! I screamed like a little girl when I saw those.

You people are like the laugh track on Big Bang Theory. These people throw you ANYTHING and you laugh, cheer and clap.
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  #137  
Old 04-07-2012, 03:08 PM
Wolf_Rider Wolf_Rider is offline
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actually, the mottling is looking not too bad (in the image in Foo'bar's post)
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  #138  
Old 04-07-2012, 03:12 PM
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6BL Bird-Dog 6BL Bird-Dog is offline
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Quote:
Originally Posted by Zorin View Post
Naturally, due to the higher levels of tris and bigger textures, there are differences, but in my book they are not big enough to shower these new 3rd party guys with praise. Their work is good, no question, but they get paid for it so that is what I expect of them anyway.

Besides that, my point was that we can already recreate such villiages, convincingly enough as far as I am concerned, in IL-2 1946, so this is certainly no trump card for Battle of Moscow.
I don`t think anyone has tried to do other than show the work being done for the sequel as many of us are interested after all it is just showing us work in progress.
The Towns,Villages and other map features have always been placed on the maps we recieved in previous releases and with the up and coming capability for ground battles the relevance of higher ground detail and object density with more attention to accurate mapping is more far more pertinant .The work looks good, so for those who like to show encouragement then why not tell the designers,it`s their choice ?
No-one has said the GFX detail a trump card in this case but never the less is what we can expect to see when we fly over or drive on the map.I would be happier building missions in FMB for BoM rather than having to build the target towns and villages first .For military targets close to towns and villages ,yes ,many have all built missions with specific installations like transport and equipment depots in 1946 but we do need a well populated map to start with in CloD & BoM.
If what you are saying is you want more access to objects in FMB as in FB 1946 then I agree on that.
I think that more of a concern for many is the hit on FPS if the details are so much higher & will this effect their PC`s ability to run the game with any fluidity at present. Until the new GFX engine is rolled out and any bugs in it are fixed then we wont know.There is the options to turn down the detail as there was in previous releases.
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  #139  
Old 04-07-2012, 03:12 PM
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klem klem is offline
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Default BlackSix, are these new trees or the old 'fly through them' trees?

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Hello BlackSix.

................... The trees. Will be collision-model of the trees?
..............................)
+1

BlackSix, are these new trees or the old 'fly through them' trees?
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  #140  
Old 04-07-2012, 03:47 PM
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Ailantd Ailantd is offline
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In my opinion, while the house models and detail are outstanding for a flight sim, they are only barely good for ground simulators today´s standards.

From the flight sim and aesthetically point of view, there are three items where improvement need to be done to vastly improve the immersion, without which is no important how well done are the buildings or landscape items models:

- Ground surface texture at medium distance.
The nice detail texture and grass is good only for the few closer meters, which you almost don´t see never while flying. The medium distance texture looks always blurred and very low resolution, and I think it´s the bigger landscape flaw in COD right now and it makes spot of ground units very difficult as it fool your sense of scale. So I would add another detail level texture for medium distances and also improve the ground detail texture in cities.

- Landscape life.
For me this is the total immersion killer from a landscape point of view. You have very nicely landscape, but it is a dead landscape. Add some vehicles moving in the road or parked at the cities. Some birds, some animals, some smoke fires... and the magic is done. You have a breathtaking living landscape ( for people with systems that could move that at least ).

- Terrain blending and limits.
While the terrain tiles are very well done and are hardly noticeable but from very high altitudes there are two very clear ways to improve them. Airfields ground texture and blending with surrounding textures could be very improved so it fits in a more believable way.
Roads should impact the textures behind them, may be cutting the terrain tiles patches so roads become real terrain limits like in reality. Also primary roads look smaller than in-texture secondary ones, which looks estrange.

These are my constructive two cents for the landscape.
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Last edited by Ailantd; 04-07-2012 at 04:27 PM.
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