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#1811
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#1812
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Which he said last week we wouldnt have a patch this week...
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#1813
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Thx BS for comm... i may not waste my time hitting F5 as said above news are already knowed...
No more illusion, hope or so about the game and the team... Good news : i can now fu.. the dual boot and let my Ubuntun breathe. May be back in some months to check if there is stil light in rooms ! |
#1814
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Yes, They have holiday
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webmaster of YoYosims, JG300 founder ![]() www.yoyosims.pl Win 7 64, i7 930@3.76, GA-EX58-UD3R, 8Gb Patriot Viper II, ATI 7970 3Gb, 5 x SSD, res.1920x1080 27'', X-Fi Extreme Music + 5.1, TrackIR 5, TH Warthog, Throtlle Quadrant CH, Saitek Combat Pedals, Go Flight GF-P8, Saitek: Pro Flight Radio Panel, Pro Flight Switch Panel, Pro Flight Multi Panel, Instrumantals Panels, iPad2 for maps [FSX, DCS Ka50, A-10C, TOH:Hinds, RoF, CoD] |
#1815
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Thanks for changing your avatar...like the new one!...I think a patch today late. ![]()
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 06-08-2012 at 01:54 PM. |
#1816
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From 2004 to 2008 there were only a couple of guys working on SOW. Most of Oleg's crew were helping Luthier finish Pacific Fighters which had expanded from Luthier's work on a single aircraft carrier to a full addon. Then they continued work on further addons for the old IL-2 engine in those years up to IL-2 1946 release. I was under the impression from Olegs first statements on BOB that he was going to use a new game engine, but apparently he may have been trying to wring more features out of the old engine until late in 2004 which didn't work out. This is speculation derived from a Luthiers quote in 2009, which states they decided to build a new game engine in 2005, although Luthier was busy working on Pacific Fighters at that time not BOB and may have still been living in the states. In May of 2005 Oleg said SOW was using a new game engine, but he didn't state when they decided that. I know they were having problems changing things with the old engine because it was hard to find and change code embedded in one big mass of code. This may be part of the reason they wrote the new game engine with a Modular system. Where each major aspect like Graphics had there own module which was easier to find and change without effecting unrelated code as much. Makes me wonder if these modules cause problems themselves, like the special drivers need to combine two graphic cards, to display on scene without stutters.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
#1817
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Yet that does not stop the whinners from refering to that as some sort of 'full year effort' On that note, every software company I have delt with is allways 'working' on thier next thing.. If not just to keep current with the changes in tech So to try and paint that inital efforts by 1C as some 12 month effort that they wasted money on is just plane ignorant and/or silly
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. |
#1818
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![]() I personally love the one were people have suggested that the unfinished game engine thats being designed to continually evolve and incorportate future tech will be "outdated" by the time its finished.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
#1819
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I agree with the above.
My only injection would be this: The video of SoW on the 1946 DVD showed, what appeared to be, a working game, corroborated by the showing of this version at the exhibition which Mysticpuma attended. Now is it the work on the engine which caused the host of problems in providing minimal tangible development between 2007-2011? Because it is certainly the lack of development between the first two builds which I think causes a lot of the so called 'negativity'. See there is a gulf between the two engines, but this may not be as clear as we would like to imagine. It's only really noticeable visually in the self-shading, and landscape geometry. But let's further this odd scenario with the map-editor, shown in 2008: Which build is this? The geometry would suggest the engine CloD has now, however the cliffs and terrain textures aren't so different from the first build. And I think the colours and textures look a lot better than what we have now (save for the repetition which could be tweaked). So if this is the current build, why has the landscape taken so long to come together, and yet not provided a 3 year gulf in visual experience? The answer is there are a lot of ways to look at it, from a positive perspective which takes the problems with the team and lack of initial resources into account, and then the other view which highlights the apparent lack of major development over the years. I personally think it's 6 of one, half a dozen of the other. Oleg was a perfectionist, and I think they ran out of time in producing their dream game so had to come out with something quickly: CloD.
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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 |
#1820
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I think this statement by Oleg along time ago says alot about how features are implemented and removed or scaled down until a later date.
"Oleg: When we are designing the engine we put in anything we want or can and we're not very much afraid that there is not currently a PC that will run it well. However, when we are close to release we "cut" some features to get the right working gameplay - to get it playable with good FPS. Those features that were "cut", we will release or open later, when the new hardware will be coming. In the same way we did for the IL-2 series and it's why our old engine is still looking modern." This is the bottom line, you build the engine to be capable of much more than computers are capable of displaying, and then turn down whatever features necessary to make the sim playable. You turn them back on again as the features are optimized or computers are more powerful. This strategy works well over the long haul, as thats the business model of a number of Sequels using the same game engine. Unfortunately many people have ignored these statements over the years, and expected everything the developers are working on will be in the first release. This and the fact the sim had to be released unfinished has caused all the negative feedback. Now some would blame everything on the development team not being capable of building such a complex game, there may be a small element of truth to that, but most is just a function of the scale of the project and people expectations. Its costing the investors thousands of dollars a day to keep this development going so they must see a rainbow of hope otherwise this development would have been shut down ages ago.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
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