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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 10-25-2009, 01:40 AM
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zakkandrachoff zakkandrachoff is offline
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are that 3 pics,
i cant find any more


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  #2  
Old 10-25-2009, 02:06 AM
krz9000 krz9000 is offline
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the attentionspan in this forum seems to be even shorter then on youtube, doh.

first: oleg tells us that the colors are to be tweaked...and then i see one post after another that the colors are ALL WRONG. why so many people these days need to open their mouth if they have nothing to say.

this update is clearly an engine demo and not to show off the recreation of britian in its true colors.

you should point your attention to:

- normalmaped landscape and game objects
- hdri lighting
- (hardware) geometry instances (trees, grass)
- lots of cloud particles
- great attention to details from the modelling team
- curved roads (based on projected splines?)
- landclasses for terrain?
- realtime shadows with self-shadowing even on alphatextured geo (grass)
- great view-distance
- clever LODs (e.g. grass only visible when it makes sense)

hdri lighting alows for great lighting changes and affects the complete scene. at sunset everything gets a orange hue, at noon a more blueish look.

seems like there are also post-fx like object-based motion-blur. (camera motion-blur too?)
add in some vignetting and a DOF and things will look very good.

dont let youself be fooled by the crazy colors you see here. the features that make a great render are all there it seems...and this is much more important then to show a landscape that looks like britain. (content can be done by the comunity if it might suck,...the core engine not)

so lets be happy and not fall for pointless topics/wishes like vegetation grow based on weather data...doh, its nice to see olegs creation inspire people but wishes should stay reasonable i think. the holodeck is not around the corner...and oleg is not trying to build it anyway.

my questions:

- do clouds cast realtime shadows
- will there be volumetric effects? (sunbeams through clouds,...)
- do you plan to show lots of situationbased post fx e.g. wounds that cause blurred/darker/reddish vision or stronger vignetting, stronger blurring of the vignette with higher speeds?
- are instanced geometries collisionobjects (trees)


ps: i created a google wave for STORM OF WAR you can find it by searching for "group:storm-of-war@googlegroups.com"

Last edited by krz9000; 10-25-2009 at 02:16 AM.
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  #3  
Old 10-25-2009, 03:44 AM
Desode Desode is offline
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I just want to start by saying Thanks Oleg for these screen shots, it looks like its really going to be yet another great sim.

As for my question, I understand you have always made your games to be able to run on different levels of pc's and that is a wonderful thing and I'm sure this one will be no different.
However,
My question is, does the game engine have the abilty to specifically take full advantage of a quad pc ? I know a few of the next gen game engines are being designed to take full advantage of a quad core processor, so I'm wondering if this new game engine is designed with that in mind also ?


Keep up the Great work ! DESODE
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  #4  
Old 10-25-2009, 11:21 AM
Insuber Insuber is offline
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Quote:
Originally Posted by krz9000 View Post
the attentionspan in this forum seems to be even shorter then on youtube, doh.

first: oleg tells us that the colors are to be tweaked...and then i see one post after another that the colors are ALL WRONG. why so many people these days need to open their mouth if they have nothing to say.

this update is clearly an engine demo and not to show off the recreation of britian in its true colors.

you should point your attention to:

- normalmaped landscape and game objects
- hdri lighting
- (hardware) geometry instances (trees, grass)
- lots of cloud particles
- great attention to details from the modelling team
- curved roads (based on projected splines?)
- landclasses for terrain?
- realtime shadows with self-shadowing even on alphatextured geo (grass)
- great view-distance
- clever LODs (e.g. grass only visible when it makes sense)

hdri lighting alows for great lighting changes and affects the complete scene. at sunset everything gets a orange hue, at noon a more blueish look.

seems like there are also post-fx like object-based motion-blur. (camera motion-blur too?)
add in some vignetting and a DOF and things will look very good.

dont let youself be fooled by the crazy colors you see here. the features that make a great render are all there it seems...and this is much more important then to show a landscape that looks like britain. (content can be done by the comunity if it might suck,...the core engine not)

so lets be happy and not fall for pointless topics/wishes like vegetation grow based on weather data...doh, its nice to see olegs creation inspire people but wishes should stay reasonable i think. the holodeck is not around the corner...and oleg is not trying to build it anyway.

my questions:

- do clouds cast realtime shadows
- will there be volumetric effects? (sunbeams through clouds,...)
- do you plan to show lots of situationbased post fx e.g. wounds that cause blurred/darker/reddish vision or stronger vignetting, stronger blurring of the vignette with higher speeds?
- are instanced geometries collisionobjects (trees)


ps: i created a google wave for STORM OF WAR you can find it by searching for "group:storm-of-war@googlegroups.com"

+1.

Ins
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  #5  
Old 10-25-2009, 12:28 PM
henriksultan henriksultan is offline
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Looking really god Maddox, keep working hard on that game and I can promise you that this is a sure buy

Thanks for the update!
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  #6  
Old 10-25-2009, 01:09 PM
HFC_Dolphin HFC_Dolphin is offline
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All I can say is that visuals seem fantastic.
This cockpit, oh my, what a joy

I'm really looking forward to know more about other important parts of the game
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  #7  
Old 10-25-2009, 02:06 PM
MorgothNL MorgothNL is offline
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Its prob just me, but I think this game looks pretty bad .
I've been playing Il-2 1946 a lot over the years, and lately also some BOP on xbox. I almost preffer the way the 1946 planes look . When I see the outside picture of the spit, I think it looks strange, it looks like it does not belong in the surroundings and it looks fake.

Also the ground, just looks lame to me. The ground in BOP is insanely great, the ground in 1946 is very basic. But I actually like the 1946 ground more the the sow ground. The sow ground looks like the ground of a old adventure game .

I'd rather see a BOP port to PC. And after porting, just improve the flight models a bit to be more like 1946.

I reallllly like the first screen of the cockpit:http://files.games.1c.ru/il2pict/grab0100.jpg

but the 2nd screen just makes me laugh:http://files.games.1c.ru/il2pict/grab0101.jpg

http://files.games.1c.ru/il2pict/grab0126.jpg <-- in those spit exterior screens, you can see every moddel layer or something :S. anyways, I think it just looks weird :S. Also the lighting looks strange

I think I read somewhere that lighting etc was still getting improved? so if thats the case, than by all mean ignore the comments about that


Dont get me wrong, If the gameplay is better than that of 1946, Its the game for me, but the looks of the game kind of anoy me
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  #8  
Old 10-25-2009, 02:19 PM
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SlipBall SlipBall is offline
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MorgothNL(QUOTE)
but the 2nd screen just makes me laugh:http://files.games.1c.ru/il2pict/grab0101.jpg



I think that that map is intended to be a on-line furball quick action map...but I understand what you are saying, you are seeking realism, and are a simer at heart, as am I
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  #9  
Old 10-25-2009, 02:23 PM
Lucas_From_Hell Lucas_From_Hell is offline
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Morgoth, that's probably because we've got used to those weathered skins on IL-2. Check Oleg's news topic, it has some pictures showing how weathering will work.

It will look better after some sorties, don't worry .

Plus, if you don't like the defaults, you can make your own skins, as we're used to do on IL-2.

And, at last, it's not even beta, and if I got it right, the graphics are going to look way better than now.
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  #10  
Old 10-25-2009, 02:40 PM
fuzzychickens fuzzychickens is offline
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A port of BOP to PC with nothing but FM fixes would still be about as bad as the console version. They have a lot to fix.

1. The way the difficulty selection is setup sucks (only 3 options).
2. Sim mode is broken because you can just keep checking the map to avoid being bounced
3. No dedicated server option (as in the community being able to setup dedicated servers, not the developer). The multiplayer is just poorly done all around.
4. The damage model in BOP is overdone hollywood style effects - the one in 1946 is still way more satisfying when you tear a plane apart.
5. Scoring in multiplayer - no requirement to RTB to collect full kill points. The requirement in 1946 to RTB improves gameplay. Players fly cap to control airspace over bases for those landing. In BOP, you just fly until your plane explodes.
6. They clearly intend on using one cockpit for all variants of a plane like in BOP. The subtle differences in a series in the interior of planes in 1946 made that game amazing - the attention to detail is part of what makes 1946 enjoyable.

Also keep in mind, this port they are doing will essentially be using a flight model that is around 10 years old. SOW will have a much more advanced flight model.

I'm sure the graphics will be improved and I'm almost certain the textures on the planes are not representative of final versions.
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