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#1
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Of course I may be wrong, but that's the only thing that would explain the dificulty they have fixing some bugs in the engine. The guys trying to fix it, are not the ones that build it.
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#2
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The development did have some employee problems and one of them was the water coder, but it was never said how critical those people who left or were fired were. I know when I was testing Gaijins WOP many aspects of the sim appeared very similiar the original IL-2.
(other than the FM which I know they borrowed from the original IL-2) and I wondered if some of SOW people left to work with Gaijin.
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#3
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I wonder if any of that internal disharmony still exists within the current team. Luthier said just prior to release that he took the pilot animations guy off his job and put him on something else at the last moment. He said that the person in question "hates his guts for it" and acknowledged that it was a big mistake to do so. One also wonders how Luthier is seen by his staff. Do the home grown Russian team view him as an American and an outsider? Must be tough to hold it all together.
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#4
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yeah like Oleg . . . the guy who designed the original successor's engine and the original game . . . But I think Ilya and the current crew keep at it, they will have a game worthy of Il-2 1946. The time its taking them? Even to diagnose which part of the code the problems are having takes a long time to separate, especially if the code is complicated /and or different parts are co-dependent on each other (which Il-2 ClOD's code fits), even if you have the original coders. Heck, and I'm not counting that could be architectural / design issue, and then that really messes up because once that is changed, everything else has to be changed also . . . |
#5
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Quote:
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#6
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No, I am 100% right. That video was posted by Luthier when the weekly CloD updates were in full swing. The cockpits will look similar because they stayed the same for CloD! Trust me, I can remember that update well.
They hadn't yet moved to speed-tree, or they were trying to make it work. The landscape, as I said, was being worked on. It wasn't renamed to CloD until November 2010.
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Luthier: If not for your guys' criticism and incredibly high standards, we'd never have become what we are. Keep it up! Source for the sceptical: http://forum.1cpublishing.eu/showpos...11&postcount=9 |
#7
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yes, the first 2 planes to be desplayed in 2006 (?) were the spit mk1, and the he111. unfortonatly those 2 pits didnt got updated to 2011 standards, and have such a bad quality compared to its mates... yekes. |
#8
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Here's the post by Luthier to support my previous post:
(from this topic: http://forum.1cpublishing.eu/showthr...hlight=terrain ) Quote:
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Luthier: If not for your guys' criticism and incredibly high standards, we'd never have become what we are. Keep it up! Source for the sceptical: http://forum.1cpublishing.eu/showpos...11&postcount=9 |
#9
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![]() look at the second pic of the br20, and then look at this from 2006 time index 2:17- there calling this NEW and UPDATE!
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#10
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Here's the thing, the first version of SoW was Open GL. They then made a new engine which was Direct X, but kept a lot of the objects.
So what I linked to is the second version, but obviously not a lot has been done on the objects. Indeed, that video of the first SoW version shows a landscape that, to me, has much better colours and tree placements than what we currently have.
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Luthier: If not for your guys' criticism and incredibly high standards, we'd never have become what we are. Keep it up! Source for the sceptical: http://forum.1cpublishing.eu/showpos...11&postcount=9 |
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