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#51
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I'm very pleased to learn that the game is still on track for a release later this year, and appreciate the amount of work being done. Understand the situation completely regarding video, and the progress on the map. Difficult job managing people's expectations - too much or too little? Thanks |
#52
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I've always suspect that this is part of a plan for an Operation Sealion expansion with a flyable beach-head defense Lysander...
Last edited by Avimimus; 03-05-2010 at 03:28 PM. |
#53
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#54
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1. Clouds and it behaviour programing and trasfer from old code created in the past to the new (the new-old was done on Il-2 modified engine, now we have brand new engine and need to reasfer a lot of things from once coding language to others...). 2. Textures and its location on the map (there are more than textures... there is also special coding...) 3. Water and its connection the the beach - programming. We want fast and looking very good water and its interaction with the rocks, beaches, etc... Wen we will have finally 1 and 2 - then we can show it. Already not so long time to wait 3 - we can do tioll end of the project ![]() Hwever I expect following demnds then (not from you).... say like: 1. where my buildings? They show me nothing excep textures... 2. Then weput the buildings with final look snd show it... next cry where is my tank columns or cars on the roads... when my buses and why you don't show how they are stopping and parkling.... 3. then ... Why you don't show how the plane is going to parking place.... whenyou don't show how they simultaniously take off, landing in a group ... or other things... Sounding like plan to show in this sequence, isn't it? and I already what to expect in some posts... ![]() Hope I did answer your question. PS. Very tired... have nor force to crrect bugs in words... understandable... ![]() Last edited by Oleg Maddox; 03-05-2010 at 04:12 PM. |
#55
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Thanks for the update. It realy looks great. In FMB will it be posible to set there skill level?
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#56
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#57
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hi oleg and all BoB team!continue your grate job and dont heard anyone about release date...
Virtual pilots like me that we fly at the first days of il2 sturmovik as today im sure can whait a bit more for something very spesial ![]() |
#58
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Thank you again, Oleg and Team- your hard work is much appreciated!
I look forward to Friday morning more and more. Each update is a hint, look closely- there is a detail that tells you something very interesting about SOW's capabilities. Last week we saw that airplane engines in SOW aren't just a block with a DM, but that the game code has some understanding of how an engine works. This week we get a hint as to the physics coding of the game. From the waving of those aerials I can imagine that it's possible in SOW to dynamically model the loads imposed upon any structure. Those aerials have inertia! If I were the developer, I too wouldn't say or show too much until I was nearly ready for release. If I were the developer, I would want my competition to see this work on it's release and know, just know, that what they were working on is yesterday's news. Your dedication is strong, your vision true, keep it up Oleg and Team! |
#59
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We would like to put in final look of the sim so much.... We dislike the old film looking pictures (Stylish that covering real unprecise). We like the real looking picture with real colors, real (better to say realistic model) lighting everywhere, close to real physics everywhere that to recreater the feel. All small details makes the whole product nice. The moving antennas - this is just one detail that will be visible even in the cocpit of aircraft when you start or stop your mission on the ground...an see something like this.... this adds the life in the whole picture... sad that some people didn't understand such things... Even not used yet openable doors... just imagine how will change the picture just static objects... and then ust imagine when (hope) in future we will see third parties conrolabvle vehicles and its drivers.... maybe first person? Ok... its possible future But we should put such possibility from beginnnig. When we did Il-2 all were impressed with so much details that were put on the ground modelling... and were making even ground battles, becaesu AI was able to do it... From the air it was looking very good. In time we all begin to think its a standard and then to think that it is old... In SoW we put 10 time more... in AI, in details (even more) in any possible aspect of the sim that may be visible in different situation. Simply we should remember it... Il-2 set the bar in the past for all flight sims in one or other area of modeling. And not onluy for flight sims. For car sims, tank sims, etc... It was so long time ago... almost 10 years after release Il-2 is still looking well... Say just to add - self shading - a bit more detailed in amount of polygons objects (especiall ground objects) - abit more textures in cockpits... - to set more close to each other builduings (we had optimization by the distance between the buildings in Il-2 for that time of 2001 and 2005...) - to make more better resolution textures for some areas (airfields) and then it will looks probably better than some of modern sims... What I try to say? I try to say that SoW isn't modification like this way above... it is simply new in every detail. But using the greatest experience with Il-2 development. Still someone can't understand how we did ground textures in Il-2 without any borders between each others... there were som many such completely new solutions... thart was copied by others in different games in time... Still someone learning how was done one or other thing in Il-2 looking in code.... Not all solutions there was perfect... but it was working all together really perfect... without any real crashes and bugs of engine itself... more bugs in drivers was always... its why we were so bored to correct bug of not our own basis, say in drivers and spent so much time... Its why we are not OpenGl anymore... Ok. I should run at home. |
#60
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