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#41
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![]() There were ground objects in F16 Combat Pilot on the Atari ST, there were ground objects in Falcon, there were ground objects in MiG 29, there were ground objects in Snow Strike. There may have been ground objects in Anco's Jump Jet, but it was so rubbish I didn't bother flying it long enough to find them. |
#42
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If you really don't think "this game is supposed to be about flying" then what do you think it is about? |
#43
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Yes, of course it's about "Flying." People differ in what they find interesting about this sim. Some geek out about the climb and turn rate of one plane vs another to others its about "experience" of flying. It's about feeling like you're immersed in a real world when you look out the cockpit at the objects below and feeling like you're somewhat in this world they have created.
It's bewildering to me to think that people are ACTUALLY arguing not to have more complexity to a Sim. How dare people offer suggestions... |
#44
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1) oleg seems to have listened/been-aware of the large amount of "feedback" about the problem with incorrect proportional sizes in the il2 series (buildings / vehicles / humans / pilots / objects). i think some were "out" by around 30% iirc. for BoB the rules are much stricter, and all indications are that proportions/sizes will now be correct (i have seen screenshots of foo'bar the german modeler using human figures next to the buildings he created for BoB, but cant see them on his website anymore) 2) most of us really should only fly 95% of the time in il2/BoB with the correct FoV setting for our individual monitor sizes, so it is set to the exact field of view the monitor occupies. that way you would get the correct/realistic "sensation of speed" when flying at low altitude over the scenery. with many people flying in a more zoomed view (to compensate for the severe "distant object" visibility problem in il2), this completely distorts the sense of distance to objects, and our aircraft speed in flight. by all indications this will be resolved for BoB Quote:
for ex for the group of 50 soldiers marching i would have expected a game engine to use - in close up, display/draw/calculate each individual soldiers skeletal movements - at medium distance: have the soldiers together displayed as a single object for which only one position/movement is calculated (similar to what is done for an aircraft) - at far distances, use the old "dot" method iirc in the old 486 cpu days, one gfx card (powerVR) had as its great strength that it only used gpu power to draw/display what the player could physically realistically see from the position he was in on the "game map", it wouldnt waste gpu power on drawing objects and scenery "over the horizon" or out of view. most other cards at the time (3dfx voodoo etc) would actually draw the whole game world iirc, yet the player was only in one part of the map. and that is over 10 yrs ago. surely in 2010 most modern gfx cards do something similar to that powerVR card now, so having 30 or 50 soldiers marching on a road should not be a waste of cpu/gpu when you are flying an aircraft miles away. the game engine should imho only keep track of the overall game plan and mathematical position of variables inside the game world, and objects would be grouped into a single variable once out of view. as one poster mentioned in another recent thread here, one core of the cpu could deal with the campaign engine, another core draws the game world we see etc... - |
#45
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and can you make some effort to stick to what these forum threads are for instead of in a boring monotone keep arguing AGAINST what other people here are discussing. this OP is discussing what HE and OTHER members here find interesting, that doesnt need your approval, consent, or depressive banter. say it once you dont like it, fine, but you keep going on and on with the same negative drivel as if what others discuss here needs your approval, it doesnt. find that hard to grasp perhaps ? if you have no interest in this threads content just go and slither away under some rock somewhere and leave other forum users here to what THEY find interesting Last edited by zapatista; 04-24-2010 at 04:29 PM. |
#46
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where in the dark recesses of your somber mind do you now start to believe people here have to explain and justify ANYTHING to you about what THEY want to have included in oleg's flightsim project ? |
#47
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Since neither of us is involved in BoB development, I'd say that my grasp of elementary principles on application design, whhich is evidently greater than yours, is much more relevant than how long I've been posting on this forum. And isn't it rather infantile to use personal abuse when you don't have a better response? ----------------- zapatista is back on ignore.... |
#48
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lol, you cant even get that right can you. wasnt i on ignore already or where you fibbing again ? /note to lab: no increase in AndyJWest cognitive and reasoning ability despite repeatedly being given all information to solve simple clue's. behavioral pattern and genetic sequence of subject makes it unlikely they will ever contribute to the benefit of others around him Last edited by zapatista; 04-25-2010 at 02:47 AM. |
#49
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Don't want to get involved in what has become a very personal dispute, but thought i'd try to give my perspective on these issues. At the risk of being accused of 'copping out' I can see merit in both your arguments.
Zapatista, I don't think any of us would say that we don't want a 'living, breathing world' to fly over and interact with in SOW, and you are right that Oleg has told us that civilian traffic (buses, cars, etc) is modelled and will be included. This is definitely something that I have little doubt will play a big part in the future of this sim. I wonder though how much will be available and usable in the initial release? This is where I think Andy makes a good point - the word is 'resources' - both in Maddox Games development time AND in PC processing power. We are already aware that Oleg is aiming for a release later this year and that many crucial aspects of the game remain to be tuned and added. This means that of necessity some of the desirable but non-essential extras will be pushed back for inclusion after initial release. The best examples of 'desirable but non-essential' would be things like wildlife in the fields, civilian traffic, animated civilians (farmers, pedestrians, kids playing in the back yard, etc). The issue of PC processing power is key here too. There will not be much point in developing and including all the features of this world if no-one has a powerful enough PC to actually enable and run it. I think given this the most realistic result in BOB will be that some minimal amount of civilian traffic, wildlife, etc will be available for use. I fear though that attempts to make heavy use of it while simultaneously having decent-sized air battles will result in low frame-rates (similar to il2 over cities). However, one thing that I'm sure will be ruled out for the foreseeable future is the possibility of continuing the game on the ground after the pilot has bailed out. The big difficulty here is in developing realistic AI to control all of the vast number of possible interactions between a downed pilot and his environment. It is not enough having cars with open-able doors or pedestrians that follow pre-programmed routes along designated paths. That kind of 'dumb' modelled world is perfectly believable from a plane at 2000 feet, but when you are standing next to the pedestrian or when you attempt to eject a passing motorist from his car - think of all the possible interactions that will have to be modelled to make it seem real....! The only alternative I can see to this (initially) would be having your downed pilot in an unpopulated, dead environment - not very rewarding and not very realistic. Last edited by kendo65; 04-26-2010 at 08:38 AM. |
#50
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And when talking about ideas for SOW I don't think it should be limited to the initial release since we're looking at an epic saga unfold. So they can address whatever future patches or releases too. Otherwise as the release gets closer and closer no one could type their suggestions as the RTM is imminent. So my perception in a nutshell: open brainstorming here on the forum, validation / feasibility analysis by the Maddox crew who actually has a say on things. But I've blabbered enough on this topic already, I guess I'll zip it and just watch the loop repeat itself. ![]() |
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