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  #291  
Old 04-09-2012, 12:27 PM
swiss swiss is offline
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Originally Posted by nic727 View Post
I will just repear what I say before to be sure that it's not lost:

1. Perfect water in DirectX
2. OpenGL working correctly with Intel HD Grpahics
3. New smoke effect.
4. New crater
5. Forced antialiasing option for the people who don't have Nvidia card.
I suggest you do yourself a favor a get a decent PC.
Do you have the slightest idea what exactly you are requesting?
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  #292  
Old 04-09-2012, 09:32 PM
IceFire IceFire is offline
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Originally Posted by nic727 View Post
I will just repear what I say before to be sure that it's not lost:

1. Perfect water in DirectX
2. OpenGL working correctly with Intel HD Grpahics
3. New smoke effect.
4. New crater
5. Forced antialiasing option for the people who don't have Nvidia card.

Regarding the smoke and crater effects those look pretty good but do they always look good or just from certain perspectives? I suspect some really good things can be done with the effects. I have seen some mod effects that look brilliant in places but less effective in others.

As for some other points you may be asking for impossibilities.

DirectX is a compatibility wrapper meant to get the lower spec systems running the game rather than offering the maximum capability. IL-2s engine was written with OpenGL in mind. In DirectX mode the IL-2 engine talks to OpenGL and then a third piece of software intercedes and translates the various calls to something DirectX can understand. It's sort of cool but it's designed to give the bare minimum experience.

OpenGL working with Intel HD is a Intel problem. Intel cards have always had quite a bit of trouble with anything that uses OpenGL. My understanding is they use the bare necessities for basic compliance and that is it.

I am curious about forced anti-aliasing for people who don't have nVidia cards. What is that about?
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  #293  
Old 04-09-2012, 11:07 PM
Whacker Whacker is offline
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Originally Posted by IceFire View Post
OpenGL working with Intel HD is a Intel problem. Intel cards have always had quite a bit of trouble with anything that uses OpenGL. My understanding is they use the bare necessities for basic compliance and that is it.

I am curious about forced anti-aliasing for people who don't have nVidia cards. What is that about?
The problem is he wants the game to run perfectly at a million hojillion FPS, at max settings, on his work-oriented laptop with crappy integrated Intel graphics, which are NOT designed for gaming at all. He started a thread on this IIRC a month or two back, but I could be confusing him with someone else. The anti-aliasing is probably more of the same, wanting his Yugo to run like an Porsche. /facepalm
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  #294  
Old 04-09-2012, 11:12 PM
IceFire IceFire is offline
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Originally Posted by Whacker View Post
The problem is he wants the game to run perfectly at a million hojillion FPS, at max settings, on his work-oriented laptop with crappy integrated Intel graphics, which are NOT designed for gaming at all. He started a thread on this IIRC a month or two back, but I could be confusing him with someone else. The anti-aliasing is probably more of the same, wanting his Yugo to run like an Porsche. /facepalm
Indeed the Intel HD graphics are a tiny bit better than the older Intel GMA cards of yesteryear but not by much. Enough to accelerate Windows Vista/7 and offload some of the HD video requirements from the CPU...definitely a smart move even on a business class machine but they definitely are not oriented towards gaming. Even less so towards simulation gaming which is another level of requirements up in my mind.

I think it telling that IL-2 1946 is based on code over 10 years old and yet it will still take everything you can throw at it. I acknowledge that it doesn't support newer standards at the base level and yes it has been upgraded, but in terms of the raw GPU, CPU, and memory throughput... the old IL-2 still requires serious hardware.
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  #295  
Old 04-13-2012, 02:03 AM
martinistripes martinistripes is offline
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An idea for a future patch which may be very simple to implement. When selecting aircraft, for QMB or multiplayer, can we have small country flags by the aircraft so we know which country they come from and also maybe a small fighter or bomber icon depending on it's roll?

I know some will say I should know my aircraft better, blah de blah de blah... but I'm sure many of us don't have the time or inclination to memorise the (now) exhaustive list of options.

I play LAN with a friend. And typically our conversion goes like this:

Me: Ok, lets have russian vs german, 1943 aircraft only
friend: Ok
Me: Ok, I'll go in the Yak-3, choose an axis aircraft
friend: Which aircraft are axis? Is this axis?
Me: Don't know
friend: Is this one axis
Me: Not sure

You get the picture.

I know we could exit the server and go into the museum to check, but my idea of small flag & aircraft role icons next to the aircraft designation codes would be extremely helpful and a better way to do things.
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  #296  
Old 04-13-2012, 06:47 AM
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Daniël Daniël is offline
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Quote:
Originally Posted by martinistripes View Post
An idea for a future patch which may be very simple to implement. When selecting aircraft, for QMB or multiplayer, can we have small country flags by the aircraft so we know which country they come from and also maybe a small fighter or bomber icon depending on it's roll?

I know some will say I should know my aircraft better, blah de blah de blah... but I'm sure many of us don't have the time or inclination to memorise the (now) exhaustive list of options.

I play LAN with a friend. And typically our conversion goes like this:

Me: Ok, lets have russian vs german, 1943 aircraft only
friend: Ok
Me: Ok, I'll go in the Yak-3, choose an axis aircraft
friend: Which aircraft are axis? Is this axis?
Me: Don't know
friend: Is this one axis
Me: Not sure

You get the picture.

I know we could exit the server and go into the museum to check, but my idea of small flag & aircraft role icons next to the aircraft designation codes would be extremely helpful and a better way to do things.
I don't find it difficult to recognise from which country an aircraft comes, and what about captured aircraft?
Maybe there could be an option like: Only show German planes - only show fighters - only show bombers - only show Russian bombers - show all planes. Or something like that. I don't think this is high priority for TD, but for new pilots this would make it a little easier because there are so many planes
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  #297  
Old 04-13-2012, 07:19 AM
Pursuivant Pursuivant is offline
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Originally Posted by zxwings View Post
Sorry to disagree. No, this smoke does not look real, since it's too thick and weighty. It will look real above a volcano.
Volcano ash has a different color and texture. More like an oil-rig fire.

Anyhow, something that would be very nice indeed, and possibly not too hard to implement, is multiple smoke/fire effects.

That way, you could model white smoke from a smoke shell, gray smoke from a building fire, black smoke from an oil fire and colored smoke from smoke grenades or air show smoke generators.

Likewise, for fires, you could have small fire (campfire), big fire (burning airplane) and really big fire (burning building).
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  #298  
Old 04-13-2012, 03:13 PM
martinistripes martinistripes is offline
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Originally Posted by Daniël View Post
I don't find it difficult to recognise from which country an aircraft comes
Yeah, I just knew someone would say that. There are no doubt many enthusiasts here on the forum. Congratulations to you sir. But for the more casual player that doesn't have a degree in WWII aircraft, I'm telling you, it would be useful.

Also, after my revisit (LAN play) last night. I still don't understand why the multiplayer setup screen is so limited. For example, why can't I choose not to have enemy flak? Why can't I specify the weather? It can all be tailored to your desires in the quick mission builder. So, why not in multiplayer? When you want to fly head to head against a friend, the flak becomes an annoyance.
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  #299  
Old 04-13-2012, 04:36 PM
Luno13 Luno13 is offline
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You can delete the flak in the full mission builder. There is no QMB for online scenarios. I'm sure one of the stock multiplayer scenarios has no flak. If not, it should be easy enough to delete the units you want to - literally five minutes of work.

Although I already know most planes in the game like the back of my hand, I do agree that it would be a nice feature for new players.
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  #300  
Old 04-14-2012, 12:18 AM
Avala Avala is offline
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Originally Posted by csThor View Post
For miracles please refer to BenedictXVI[at]vatican.va. Ideas like that are way out of line with the basic characteristics of the engine, which is in its second decade and already prehistoric in PC terms. Just because modern hardware can deal with that it doesn't mean the engine is up to it.

Engine IS ALREADY up to it.


It runs smooth, looks cool and dandy, does not affects FPS and sure is great overall. It even runs with 4094x4096px textures.


Here is the example map and needed files for download:


http://dispersalfield.ru/main/index....c,705.120.html



There are new ground textures, plane texture, and even new tree textures (those are looking wonderful, almost as some ground first person shooter game). Bear in mind that the textures are made in short time and by the person who is not genius in graphic editing, and are just for showing, it can be much better. (and yes, there is new way for making Bump textures, so that maps are looking way better than anything in Clod with its shiny dds textures. (let alone plain IL2)




Quote:
Originally Posted by csThor View Post
A PC game is a sum of several parts and all need to be in balance to run smoothly. As it is the engine already has issues with some of the largest maps if you put a lot of objects in them (because of memory). Fixing that is already a little delicate but what you asked would require so much memory that it would essentially require a rewrite of the engine (which, obviously, is totally out of question). Do not expect 2012 features in a PC game engine that was written more than ten years ago. That is not going to work.

You either don't have knowledge of what you are talking about, or you are lying (for some reason . . . ) Engine has problems with many objects, but not because of textures. If you have one house with one texture, and you place it thousand times on the map, it's texture still takes ONLY ONE slot in graphic memory, there is no 1000 textures for 1000 houses, it is one (1) texture. So, what did you tell in those two posts are just as Americans would put it: bunch of horse hockey


But, you and TD guys already knew that And for the new textures too, since you are already dismissed them when they was showed to you, for some reason. (strange are the ways of the dark side).


1. So, you (and TD, and I don't care if you are not TD) know what you are doing and dismissing this for some ominous reason (such as phasing out IL2 in favor of Clod, and if that is the case, all of us here are being duped and fooled around)


2. Or, you (and TD) don't know what you are doing exactly (and that could be even the worse then the first)


Sorry for little bit lose tongue, but you will delete this post anyway (again: strange are the ways of the dark side) as any other I made recently . . .
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