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IL-2 Sturmovik The famous combat flight simulator.

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  #241  
Old 10-26-2009, 05:02 PM
fuzzychickens fuzzychickens is offline
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Originally Posted by Oleg Maddox View Post
There is HDR (High Dynamoc Range) and several new modernest technologies that are in contradiction with anti-aliasing
Oleg, just curious, have you seen how Polyphony Digital solves anti-aliasing jagged edges on PSP version of Gran Turismo.

They didn't use anti-aliasing (too processor hungry), they used something like one pixle shift between frames that reduced the jagged edges when game is in motion.

Is anything like this a possibilty for SOW?

http://www.gtplanet.net/why-gran-tur...ooks-so-good/?

There is an article of how PD reduced the jagged edges without using antialiasing.
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  #242  
Old 10-26-2009, 05:10 PM
RomBinDaHouse RomBinDaHouse is offline
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Originally Posted by Oleg Maddox View Post
1. First of all would be good to read the header of dev. update. I will show Britain when it will be ready. Don't you think that others also didn't show the map a year before release?
2. Terrain there isn't bad, yes. But we have already better in detail with the close look. Remember, I told not only about controlable aricaft in future....

This screens was over year before release (IGN published it on June 6, 2008; released sept-4-09):




..not only screens but also gameplay videotrailers was presented.

2all - it based on project priorities which things are finished\polished first in development stages.
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  #243  
Old 10-26-2009, 05:25 PM
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Flyby Flyby is offline
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Default getting to the core of the matter

Oleg,
I've read that Sow_Bob is coded to use take advantage of multiple-core processors. I've read that Intel will release a 6-core processor in the future. Is the SoW coding limited in the number of cores it will or can make use of? Is a hyper-threading CPU an advantage?
Flyby out
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  #244  
Old 10-26-2009, 06:40 PM
KOM.Nausicaa KOM.Nausicaa is offline
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Originally Posted by RomBinDaHouse View Post
2all - it based on project priorities which things are finished\polished first in development stages.
No it's not. It's based on project specifities. In Oleg's case, and inside the specifity of his project, the engine and foundations have to be done first. That is what most people don't realize when they complain about the relation time (years) versus visible (tangible) updates (screens/vids). They imagine game-making is like putting bricks on top of each other and in the end you reach a certain height and the "wall" is finished, but that is not how it works. In reality the big part of the work is invisible and un-showable in the context of a forum like this.
For me, the time Oleg's team took without visible updates is actually an indicator how new, if not revolutionary, the engine running this thing must be. It raises my expectations and trust instead of weakening it. Of course, I am also someone who expects a simulator and not a console game I should add.
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  #245  
Old 10-26-2009, 09:10 PM
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Originally Posted by Tree_UK View Post
<Red Card for Nearmiss> your Shrek joke went down well with Oleg.


He was given a week off to think about it
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  #246  
Old 10-26-2009, 10:03 PM
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Originally Posted by SlipBall View Post
He was given a week off to think about it
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  #247  
Old 10-26-2009, 10:39 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Originally Posted by Majo View Post
Originally Posted by Majo
Where is the war?
Where is the storm?
Why there is no soul in this game and looks like any other 5 years old directX game?

With over 80% of the game finished...

I am trying really hard to avoid any sarcastic comments about the "teletubbies",
the "middle earth" and so on...
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Originally Posted by Oleg Maddox View Post
Another one "specialist"....
I wouldn't even bother on wasting time answering that!, but i don't want to tell you what to say, its your choice after all.
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  #248  
Old 10-26-2009, 10:40 PM
Romanator21 Romanator21 is offline
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Are pterodactyls out of the question? I would very much like to see pterodactyls in the game. (With a realistic Damage model )

Thanks for the update, I have no criticisms, I understand it is a work in progress and good things take time.
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  #249  
Old 10-26-2009, 11:13 PM
fuzzychickens fuzzychickens is offline
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Hey, the pterodactyl on the second photo with the goofy beak did not enter service until the one on the left was retired by an asteroid strike!

I would appreciate you paying more attention for historical accuracy!

Also, surely the hump on his beak is exagerated which ruins his foward visibility, in real life visibility was much better. Please remove that portion of his beak.
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  #250  
Old 10-26-2009, 11:33 PM
Avimimus Avimimus is offline
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Originally Posted by Romanator21 View Post


Are pterodactyls out of the question? I would very much like to see pterodactyls in the game. (With a realistic Damage model )

Thanks for the update, I have no criticisms, I understand it is a work in progress and good things take time.
IMHO, I was recently part of a project where I was asked to look into the possibility. There are no surviving animals that flew like Pterosaurs and it is very different to infer how they flew. Gradually, research is building up (eg. models showing that a quadrupedal take-off jump worked for most species - not a running or cliff based take-off), but it will still be several years before it is feasible.

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