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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #221  
Old 04-30-2011, 06:39 PM
David Hayward David Hayward is offline
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Originally Posted by Cobra8472 View Post
Instanced collision physics with proper performance is nothing new.. Please don't try to say that having colliders for each tree in CoD is impossible, because it is not, has been done before, and there are implementations and examples of this dating back tons of years.
I never said it was impossible. I have no idea how you got that from anything I have posted. All I asked is how the computer can detect a collision without doing any calculations (as Helicon described).

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If you take away the fancy color grading in Wings of Prey, it is quite obvious their engine is more streamlined and better with regards to rendering, performance and quality. One must also note that they're probably not using the most high-res textures possible, due to console memory overhead and managment problems.
None of which changes the fact that WoP looks like green puke.


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Regarding Haze;

If you notice in every single photo you've posted, there is a fine light blue haze. This is air particles scattering light.

WoP has a better implementation of this than CoD. I'd actually venture and say that CoD viewdistance is too far as it is right now. Usually there is more haze.
No, it doesn't. That isn't even a close call. The horizon in the photographs I posted looks very similar to CoD. It looks NOTHING like WoPuke.
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  #222  
Old 04-30-2011, 06:49 PM
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philip.ed philip.ed is offline
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David, can you show us this 'puke' on every-map in the game? Whilst filters are used, you're being quite extreme in your descriptions.
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  #223  
Old 04-30-2011, 06:55 PM
David Hayward David Hayward is offline
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David, can you show us this 'puke' on every-map in the game? Whilst filters are used, you're being quite extreme in your descriptions.
Of course I'm being extreme. There's no actual puke in the screenshots. But they all have an overwhelming puke green hue. Just look through this thread.

Even if you get rid of the puke green hue the problem is not completely fixed. WoP simulates extremely hazy conditions. Southern England during the BoB was not that hazy. From everything I have read the weather during the battle was unusually nice.
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  #224  
Old 04-30-2011, 06:58 PM
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philip.ed philip.ed is offline
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That is true. But my point is that the green filter isn't used on every map in the game, and some maps are quite stunning.

Previously, I posted a link to windlight-an application which adds realistic lighting conditions to games.
Check it out, IMHO it looks realistic, and would work great with CoD if the two could be merged.
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  #225  
Old 04-30-2011, 07:03 PM
David Hayward David Hayward is offline
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That is true. But my point is that the green filter isn't used on every map in the game, and some maps are quite stunning.
I checked out several maps. They were all very hazy.
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  #226  
Old 04-30-2011, 07:24 PM
ATAG_Dutch ATAG_Dutch is offline
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Dave, I usually stay well clear of this topic as it comes up time after time after.....ad nauseum.

Whilst I described WoP as 'viewing the world through cheap sunglasses', I agree with you. It looks like green puke.

And I admire your tenacity on this forum. I'd've given up long ago.

I also agree with phillip (hello mate), that the lack of hedgerows in CoD is disappointing.

But I've just got back from the CoD 'Cross Country' mission from Netheravon to Montdidier, with the time for startup set at 5.00am, and the realism I experienced was far better than any flight sim (or console game) I've previously 'flown' over the last twenty-odd years.

I'd go as far as to say 'a different league'.

Yes I have RoF, yes I have FSX with UK Real Scenery and GEX, yes I have various versions of IL2.

Whether on take-off, at 10000 ft, or on the let-down into Montdidier, I could almost smell the air. (I just had to have the cockpit canopy open all the way).

I wouldn't go near WoP simply because every shot I've seen looks like it was washed along with the baby's nappie, and because I've read the reviews.

So good luck Dave, I've a feeling this comparison of apples and pears will continue for some time yet!

Cheers!
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  #227  
Old 04-30-2011, 07:54 PM
Heliocon Heliocon is offline
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Originally Posted by David Hayward View Post
The sort of programming I do is absolutely nothing like programming a game, that's why I never even considered offering solutions to Luthier. It's also why I'm only using generalities.

You said that you have minimal programming knowledge. Where do you get the nerve to criticize something when you have virtually no experience of your own?
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Originally Posted by David Hayward View Post
If no calculations have to be made until an impact occurs, how does the computer determine that an impact has occurred? Magic?
You are a complete moron. Try reading the posts. Oh, I forgot you dont have the intellectual capacity to type more than 2-3 sentences in a row.

I should not even answer your idiotic question, the issue is and has never been the collision itself - its the calculations for working out the collision that is the problem, because currently they are not selectivly generating hit boxes based on distance as every other sane programmer would have the engine do (based on what we have been told).
Also I didnt just beta test, I know a number of devs from games pretty well and have talked to them about similar issues.

No point in arguing with you, seriously the biggest fanboy on the forum, when ever someone criticises the game in any way you are always there to spout ignorrant crap. If I am so unqualified (and indeed I am not to programme the engine) then why did they mention implementing my suggestions specifically about 3-4 months after I posted/started advocating for them? Why did luthier do a complete 180 on dx11 uses?

Better than your track record.
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  #228  
Old 04-30-2011, 07:57 PM
Heliocon Heliocon is offline
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Originally Posted by Dutch_851 View Post
Dave, I usually stay well clear of this topic as it comes up time after time after.....ad nauseum.

Whilst I described WoP as 'viewing the world through cheap sunglasses', I agree with you. It looks like green puke.

And I admire your tenacity on this forum. I'd've given up long ago.

I also agree with phillip (hello mate), that the lack of hedgerows in CoD is disappointing.

But I've just got back from the CoD 'Cross Country' mission from Netheravon to Montdidier, with the time for startup set at 5.00am, and the realism I experienced was far better than any flight sim (or console game) I've previously 'flown' over the last twenty-odd years.

I'd go as far as to say 'a different league'.

Yes I have RoF, yes I have FSX with UK Real Scenery and GEX, yes I have various versions of IL2.

Whether on take-off, at 10000 ft, or on the let-down into Montdidier, I could almost smell the air. (I just had to have the cockpit canopy open all the way).

I wouldn't go near WoP simply because every shot I've seen looks like it was washed along with the baby's nappie, and because I've read the reviews.

So good luck Dave, I've a feeling this comparison of apples and pears will continue for some time yet!

Cheers!
None of this is relevant, we are not comparing the games, we are comparing what they display and how much that display effects performance. With some polishing COD will look great, but currently in general it looks mediocre and performes horribly. Also cities are a disaster.

Selective pov ftw right? Echo chamber..........
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  #229  
Old 04-30-2011, 08:12 PM
David Hayward David Hayward is offline
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Originally Posted by Heliocon View Post
I should not even answer your idiotic question, the issue is and has never been the collision itself - its the calculations for working out the collision that is the problem
You haven't attempted to answer my question, you keep pounding your fist and call me a moron.

So, I will ask again, quoting you directly:

Quote:
Originally Posted by Heliocon
As for the calculations - reread the post, they dont need to calculate anything until the aircraft gets to a certain altitude, then the hitboxes would be generated, no calculations need to be made unless an impact occurs.
How does the computer determine if there is an impact with the hit box without doing any calculations? You can't say that the calculations needed to determine if there has been a collision "don't count" without explain why they "don't count". Oh, and calling me a moron is not nearly as compelling an argument as you seem to think it is.

Last edited by David Hayward; 04-30-2011 at 08:44 PM.
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  #230  
Old 04-30-2011, 08:16 PM
ATAG_Dutch ATAG_Dutch is offline
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Originally Posted by Heliocon View Post
None of this is relevant.
Erm, no offence but the original post was a comparison of screenshots for realism.

I posted my comments based on an assessment of realism, together with an agreement with Dave that WoP looks like 'Green Puke'.

I didn't post anything connected with the technicalities of programming or collision models because I know nothing about those topics.

I know what I like though.

Last edited by ATAG_Dutch; 04-30-2011 at 08:18 PM. Reason: spuling
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