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Pilot's Lounge Members meetup

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  #1  
Old 06-06-2012, 06:00 PM
Jaws2002 Jaws2002 is offline
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Originally Posted by klem View Post
I think that's generally correct. Something was happening during the last year or two before release and what we have is definitely not the product of 7 years development unless it was wandering woefully in the wilderness. Also, in that video, most if not all was taken from IL-2 1946. It has always given me the feeling that either the guts were ripped out of it for some reason (<enter political/finacial/skulduggery reason here> or it was started again from scratch around late 2009/2010.
I know that sometimes during 2009-2010 they fired/lost a few key programers, including their main programer that worked on Il-2 and designed a big chunk of the new game engine. It looks like the new guys aren't able to fill that void. I think they are still trying to recover from that loss.

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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Last edited by Jaws2002; 06-06-2012 at 06:03 PM.
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  #2  
Old 06-06-2012, 06:22 PM
Chivas Chivas is offline
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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  
Old 06-06-2012, 10:42 PM
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Feathered_IV Feathered_IV is offline
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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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Old 06-06-2012, 10:45 PM
hiro hiro is offline
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Quote:
Originally Posted by Jaws2002 View Post
I know that sometimes during 2009-2010 they fired/lost a few key programers, including their main programer that worked on Il-2 and designed a big chunk of the new game engine. It looks like the new guys aren't able to fill that void. I think they are still trying to recover from that loss.

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.
true

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 . . .
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  #5  
Old 06-07-2012, 02:06 AM
Thee_oddball Thee_oddball is offline
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Quote:
Originally Posted by klem View Post
I think that's generally correct. Something was happening during the last year or two before release and what we have is definitely not the product of 7 years development unless it was wandering woefully in the wilderness. Also, in that video, most if not all was taken from IL-2 1946. It has always given me the feeling that either the guts were ripped out of it for some reason (<enter political/finacial/skulduggery reason here> or it was started again from scratch around late 2009/2010.
Agree except that what you are seeing in the video is the Alpha I believe of the original SOW engine, if you look at the the cockpit at 2:10 of the 87 and then look at this video from 2006 of the upcoming storm ot war they are the same. Also there is something blurred out at the top of the screen between 2:10 and 2:20...i dont think it is a FPS indicator. i dont think it could be 46...way to choppy...unless he has a real POS PC.





Quote:
Originally Posted by philip.ed View Post
Actually, the game Luthier is playing there is the current one. This was right before they started installing the current landscape features, Luthier himself saying that parts of the current landscape could actually be seen in the video. They weren't happy to have to do it as the game was no where near ready for testing (as the choppy FPS shows).
Phil i think that is SOW, if you look at the original video from 2006 it is not smooth...meaning unoptimised code or the PC could not handle it or both, as for the landscape look at the second video..i know the quality sucks but you will see the landscapes look the same as in time index 1:48-53 of the original video I posted.







Quote:
Originally Posted by Jaws2002 View Post
I know that sometimes during 2009-2010 they fired/lost a few key programers, including their main programer that worked on Il-2 and designed a big chunk of the new game engine. It looks like the new guys aren't able to fill that void. I think they are still trying to recover from that loss.

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.
Jaws I am %100 sure they did not start writing SOW in .NET in 2005/6, whom ever the programmers were that they lost in 2009/10 must have taken the engine with them because at the same time ilya stated they were writing a NEW engine from scratch...so they didn't try to fix the bugs in the old engine because for what ever reason they did not have access to it.. hence the reason for using .NET
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  #6  
Old 06-07-2012, 11:29 AM
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philip.ed philip.ed is offline
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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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  #7  
Old 06-07-2012, 01:02 PM
pupo162 pupo162 is offline
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Quote:
Originally Posted by philip.ed View Post
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.

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.
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  #8  
Old 06-07-2012, 02:02 PM
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philip.ed philip.ed is offline
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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:
Originally Posted by luthier View Post
DISCLAIMER: THIS IS SO WORK IN PROGRESS IT'S NOT EVEN FUNNY

For today's update, we have a little TV spot about Battle of Britain from a TV show about video game peripherals that run on the Russia Today channel last week.

They were mostly interested in the TrackIR, so we gave them a little demo of our 6DOF implementation.

The TV crew caught us at just about the worst time imaginable. We were making big changes to our terrain engine. The crew came on very short notice. The day they told us they were coming, we started replacing terrain placeholders with final features. It was a tedious procedure that took several days.

We couldn't hold back development for Russia Today, and we couldn't reschedule their visit. So, on the day of the shooting, long story short, we only had half the game in working condition to show them. The other half... Well, see for yourself.

Nevertheless, we hope you will find this clip interesting. If anything, it'll give you a taste of what our development environment is really like, and all the iterations our games go through before they're good and ready.

Now, where's my asbestos suit?


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  #9  
Old 06-07-2012, 02:45 PM
Thee_oddball Thee_oddball is offline
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Quote:
Originally Posted by philip.ed View Post
Here's the post by Luthier to support my previous post:
(from this topic: http://forum.1cpublishing.eu/showthr...hlight=terrain )
phill just because they say it is does not mean it is... look at this update from 1/22/2010 http://forum.1cpublishing.eu/showthr...cussion+Thread

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  
Old 06-07-2012, 02:53 PM
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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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