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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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Old 02-22-2012, 08:33 AM
Sutts Sutts is offline
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Quote:
Originally Posted by zapatista View Post
if you equate yourself to a broken inanimate object, sure




you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different

Well put zapatista, I'm with you on that.
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