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IL-2 Sturmovik The famous combat flight simulator.

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  #91  
Old 10-15-2010, 03:06 PM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by ChrisDNT View Post
I don't want to rain on your parade, but the towns don't look convincing, at least to me : too many repetitive buildings and difficult to imagine the final product without AA on these screenshots.
The ground textures look still very crude and the colors have changed from being too vivid to get too much pastel.
It it's said all this is just placeholder for the final textures, ok.
I'm waiting too for some DX11 pics, because these screens still look too much cartoonish. To say the truth, some of the latest maps for IL2 (which I still play with big pleasure) look better.
But I understand it's WIP.
Don't you think that representation of colors depending of lighting/shading? I don't think that even one other sim has such things modelled better if modelled at all.

Even it isn't final on our side, but can you show me better in WWII sim (or WWI), except the photo? And that will looks from all distances well? Say from zero to 25 Km altitude? The last feature you will be not able to find for a long enough time I think....

Repetative buildings are neccessary. Or we will have to do 5 years more or by other way - ask you to wait for the more power PC.
Anyway we have more types of buildings than in any other military sim for the current moment I think.
Simply you should understand that more visible at once _different_ objects on the ground - more power we need for calculation.

Last edited by Oleg Maddox; 10-15-2010 at 03:23 PM.
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  #92  
Old 10-15-2010, 03:13 PM
Triggaaar Triggaaar is offline
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Great stuff, thanks for the update Oleg.

So then , when er, is it, erm, going to be released
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  #93  
Old 10-15-2010, 03:17 PM
Pato Salvaje's Avatar
Pato Salvaje Pato Salvaje is offline
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"Originally Posted by ChrisDNT
I don't want to rain on your parade, but the towns don't look convincing, at least to me : too many repetitive buildings and difficult to imagine the final product without AA on these screenshots.
The ground textures look still very crude and the colors have changed from being too vivid to get too much pastel.
It it's said all this is just placeholder for the final textures, ok.
I'm waiting too for some DX11 pics, because these screens still look too much cartoonish. To say the truth, some of the latest maps for IL2 (which I still play with big pleasure) look better.
But I understand it's WIP."

Dont worry about this people, Oleg. They don´t have idea what they are saying...
But...

Im leaving my eyes trying to find in this photo what you said!!!... please!! answer it or I´ll go to oculist!!
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  #94  
Old 10-15-2010, 03:19 PM
PhilHL PhilHL is offline
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Thank you Oleg for this update It is really amazing to see it developing and later to see the final picture. I ll save my holidays for the release of SoW:BoB!

The hurricane exhauster looks really perfect

I hope the clouds will be reworked in final version or future update. Just a few weeks ago I flew from london to germany in the early moring. I saw many different "layers" of clouds. Many looked so unnatural that I thought I am in game I ll upload a vid of this flight later. Very nice colors I can promise.
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  #95  
Old 10-15-2010, 03:20 PM
C_G C_G is offline
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Oleg,

about the voices for comms, have you considered asking the community (us) for contributions? I wouldn't be surprised if members from the UK (and Canada, New Zealand, Australia, South Africa) and Germany and Austria wouldn't be happy to contribute to providing their voices to SoW:BoB.

I realize that this might be difficult to organize (and do quality control), but I would imagine that there would be a lot of volunteers... Just a thought.


I *LOVE* the city shots! They are looking really great and I can't wait to see them populated with the models of buses and cars you've already shown...

Thanks again,
C_G
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  #96  
Old 10-15-2010, 03:27 PM
Splitter Splitter is offline
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Hey Olegg,

Want to get the community involved and get the voices you need on the cheap? Send out scripts to native speakers of the languages you need...you probably have them all represented here. No pay, strictly voluntary, recorded on MP3 format or such. Choose the ones you want to use and not have to pay the actors .

BTW, I LOVE that you are paying so much attention to the communications in game. Such gameplay items are as important to many of us as the graphics. So thank you.

Splitter
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  #97  
Old 10-15-2010, 03:27 PM
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Pato Salvaje Pato Salvaje is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Ok. After AI speech and ground it is other nice new detial that never shown before. Good findings!
Humm!!
Trees in town??

What?
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  #98  
Old 10-15-2010, 03:28 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by C_G View Post
Oleg,

about the voices for comms, have you considered asking the community (us) for contributions? I wouldn't be surprised if members from the UK (and Canada, New Zealand, Australia, South Africa) and Germany and Austria wouldn't be happy to contribute to providing their voices to SoW:BoB.

I realize that this might be difficult to organize (and do quality control), but I would imagine that there would be a lot of volunteers... Just a thought.


I *LOVE* the city shots! They are looking really great and I can't wait to see them populated with the models of buses and cars you've already shown...

Thanks again,
C_G
I think when the sim will be reelased we may organize the flow of implementation for different languages speeches in the frame of speech model we are using. I mean user made.

If it will be good enough, why not to program New Zeeland or other contries in future.
Currently we are limited in resourses that to put from the beginning all the possible in BoB speeches.
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  #99  
Old 10-15-2010, 03:29 PM
mr71mb0 mr71mb0 is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Don't you think that representation of colors depending of lighting/shading? I don't think that even one other sim has such things modelled better if modelled at all.

Even it isn't final on our side, but can you show me better in WWII sim (or WWI), except the photo? And that will looks from all distances well? Say from zero to 25 Km altitude? The last feature you will be not able to find for a long enough time I think....

Repetative buildings are neccessary. Or we will have to do 5 years more or by other way - ask you to wait for the more power PC.
Anyway we have more types of buildings than in any other military sim for the current moment I think.
Simply you should understand that more visible at once _different_ objects on the ground - more power we need for calculation.
Oleg,

I think some people simply don't understand the trade-offs you have to make between graphical detail, frame rate, AI, physics, damage modelling, Sound processing, game environment etc.
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  #100  
Old 10-15-2010, 03:33 PM
swiss swiss is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Don't you think that representation of colors depending of lighting/shading? I don't think that even one other sim has such things modelled better if modelled at all.

Even it isn't final on our side, but can you show me better in WWII sim (or WWI), except the photo? And that will looks from all distances well? Say from zero to 25 Km altitude? The last feature you will be not able to find for a long enough time I think....

Repetative buildings are neccessary. Or we will have to do 5 years more or by other way - ask you to wait for the more power PC.
Anyway we have more types of buildings than in any other military sim for the current moment I think.
Simply you should understand that more visible at once _different_ objects on the ground - more power we need for calculation.
Toché!


In other words, dear chris: Stfu and be grateful.
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