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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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  #71  
Old 07-05-2011, 08:14 AM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by MadTommy View Post
Bit of a flaw in the logic there.. as if the escaping player has trees off how the hell can even find the trees let alone stay in them!
There is distinct dark green texture where trees should be. Very easy to find.
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  #72  
Old 07-05-2011, 08:34 AM
esmiol esmiol is offline
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the solution could be simple i think.

make a 2D forest like in il2 first of name who'll be covered by reall tree with high graphic option.
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  #73  
Old 07-05-2011, 08:45 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by esmiol View Post
the solution could be simple i think.

make a 2D forest like in il2 first of name who'll be covered by reall tree with high graphic option.
Good Idea, If they were inside the other forrest they wouldn't even need to be rendered.

Do they have telephone/ power line object, that could be strund at random through the forrest?

Cheers

Last edited by Skoshi Tiger; 07-05-2011 at 08:47 AM.
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  #74  
Old 07-05-2011, 09:00 AM
Tvrdi
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hey guys, best WW2 sim with ghost trees....omg lol
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  #75  
Old 07-05-2011, 09:03 AM
Tree_UK
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stick it on the list please Luthier, please can you put it just above dynamic weather and DX11, but not before MP Sound.
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  #76  
Old 07-05-2011, 10:40 AM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by cheesehawk View Post
But then you couldn't have people with no trees playing on the server. We'd get a ton of posts saying "OMG I was flying, nothing in front of me, then exploded like I hit an invisible wall!"
That's why i said there's no solution until it's a server enforced setting.

The way i see it a stop-gap solution would be relatively simple to achieve:

1) Forest blocks get a collision boundary, a simple invisible outline like a fence (similar to the solutions proposed by others during the course of this thread)...this would not be for individual trees but for blocks of trees.
2) Different graphics settings means different size of forests which in turn means different placement of the collision boundaries.
3) Servers force all players to fly with the same graphics settings for trees to sidestep that mismatch
4) We now all see the same amount of trees in the server and forests are collidable
5) People cry about having their detail settings lowered "wtf? is this why i bought quad SLI GTX 590s for?"

You know it's going to happen



Quote:
Originally Posted by 335th_GRAthos View Post
The same discussion took place when the clouds model came after one IL2FB patch. The guys who had realistic and many clouds were trying to hide inside and were screaming at the "cheaters" who were able to see and shoot through clouds
Until they realised they had to better take them off just as everybody else....
That's exactly what this discussion reminds me of. I wasn't flying online much and i wasn't sure about how it all happened, so thanks for confirming it
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  #77  
Old 07-05-2011, 11:16 AM
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Collidable trees are not such complex problem. You don't need to check every tree. You only need to check nearby trees. This usually is accomplished by using octree data structure, which divides space into smaller cells, whose in turn are divided further. This way, when you search "nearby" trees, you begin your "walk" from largest cell (part of map) where aircraft is, then choose smaller one inside the previous one and so on, until you get the set of smallest ones, whose can contain part of your plane. This way even if you have million of trees, you will check only 0-10 of them. It is not something unusual and is widely used.

Problems arise when you have lots of objects to check their collisions with trees. However, if only planes were checked, that object count would not be so big. In DCS, the problem is not collision detection itself, it is possible, but people want more: fire and detection cover provided by trees. That and AI pathfinding is problematic.
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  #78  
Old 07-05-2011, 02:38 PM
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I just thought...are we all seeing the same trees? If we are on the same detail level that is.
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  #79  
Old 07-05-2011, 02:53 PM
Tvrdi
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ofcourse if this wants to be a serious sim we all should see trees (shouldnt be as an option to turn off - rsather, let them optimise the sim WITH trees) but we should be able to adjust the complexity of textures and shadows of trees...like we can in other sims...serious or not
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  #80  
Old 07-05-2011, 04:31 PM
JG53Frankyboy JG53Frankyboy is offline
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as long one can set the amount of trees, collision modell for these will not work IMHO !

In il2 there were two kind of trees, fixed ones, mostly around villags, with collision, and otheres in free area, without one.
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