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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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  #61  
Old 04-01-2011, 12:50 PM
kalimba
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Thanks Luthier !

Impressive piece of work !

As for 64 bits and FFB, if Luthier allways skipped those issues, well, it must mean something ?

Salute !
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  #62  
Old 04-01-2011, 01:05 PM
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Yep...well...lets hope its at least on the back burner.
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  #63  
Old 04-01-2011, 01:16 PM
BobTuck BobTuck is offline
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Thanks for your continued hard work, dedication, support and the updates Luthier!

I'm loving the work that has gone into this sim already. I'm on a mediocre rig, but with some tweaking done, I am now enjoying regular high speed dogfights over the channel. What is now obvious to me is the work that has gone into the damage modelling and AI- it a lot harder to get kills!

I am really looking forward to any improvements that emerge over the next few weeks/months.

Thanks again,
BobTuck.
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  #64  
Old 04-01-2011, 01:34 PM
Skoshi Tiger Skoshi Tiger is offline
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Thank you very much for all your and rest of the Cliffs of Dover teams hard work. It has definately been worth the wait.

Cheers!
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  #65  
Old 04-01-2011, 01:36 PM
Oldschool61 Oldschool61 is offline
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Quote:
Originally Posted by luthier View Post
Hi everyone. I’m very sorry to see that some of you are having technical difficulties with the game. It pains me personally to see that these problems are preventing you from enjoying everything the game has to offer.

The team has been working at a frantic pace since mid-summer. I personally have been working 12+ hour days 7 days a week pretty much non-stop, with only a short breather around Christmas. Optimization has always been our top priority; for example, the game you are playing now is roughly twice as fast as the version shown at Igromir.

We are continuing to work at the same pace now, after the release – no weekends in sight. We are working very hard to make the game better, and we hope that even those of you who are unhappy with the state of the game are still able to see that it is worth the wait, and that you have faith in our ability to improve on your experience.

Here’s what we are working on at the moment:

1. Performance increase. Over terrain, the two things that slow things down the most are trees and buildings. We are currently in final stages of testing optimized buildings that almost double the FPS over London on a test machine.
Tree optimization is a little farther away. You will probably see changes in how trees are rendered, they’ll take longer to appear over terrain, but once again, performance increase should be significant.
If everything tests correctly over the weekend, both of these should be released by early to mid next week.

2. Enhanced multicore support. The mode that we unfortunately were not able to finish in time is sending all render to a dedicated CPU core. The mode is working but somewhat buggy. It easily doubles the FPS, and the performance boost is especially noticeable in larger missions with lots of stuff going on.
This is probably at least two to three weeks away, and we will probably do a short public beta of this major change before it’s made live to everyone.

3. Multiplayer. There is something in steam filters that prevents game servers from being found. This is only happening with live retail versions of the game. This apparently isn’t caused by us – hopefully it’s just a simple oversight somewhere and the fix will be a simple flick of a switch.

4. FM and ballistics. We have already addressed the issue where rounds appeared to leave aircraft sideways. This was caused by the difference between physical and rendered position of the aircraft, i.e. the rendered position lagged behind the actual aircraft position.
Our aircraft programmer has a huge bucket list of things to check, which he’s going over at a rather brisk pace.

5. Resurrecting SLI support. This is our next biggest priority; it’s done by the same programmer now in final stages of optimizing buildings. We are really hoping this will be a quick task, but I don’t have an ETA at this point. It’ll either be a couple of days, or a much longer undetermined amount of time if we have to submit versions to card manufacturers and ask for their input.

6. Bug fixes and support. We are reading this forum a lot and some Russian-language forums, and working very hard to address all issues as they are being reported.

7. New stuff – larger online maps, some new aircraft such as the 109E1 and E4 etc – are all in the pipeline too, but obviously we need to solve the bigger issues first and then deal with the freebies.


Thank you all for your continuing support! Just FYI, I’m constantly doing 20 things at once, so if I don’t respond to your question it doesn’t mean I didn’t read it! I’d love to spend more time on the forums talking to the community and answering questions, but unfortunately I just cannot do it as much as I should at the moment. Please bear with us, we do really want to make all of you very happy!
Good too hear.. I hope you guys dont have any financing issues which could jeparize completing or continuing work in CloD
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  #66  
Old 04-01-2011, 01:46 PM
Widow17 Widow17 is offline
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Quote:
Originally Posted by luthier View Post
Hi everyone. I’m very sorry to see that some of you are having technical difficulties with the game. It pains me personally to see that these problems are preventing you from enjoying everything the game has to offer.

The team has been working at a frantic pace since mid-summer. I personally have been working 12+ hour days 7 days a week pretty much non-stop, with only a short breather around Christmas. Optimization has always been our top priority; for example, the game you are playing now is roughly twice as fast as the version shown at Igromir.

We are continuing to work at the same pace now, after the release – no weekends in sight. We are working very hard to make the game better, and we hope that even those of you who are unhappy with the state of the game are still able to see that it is worth the wait, and that you have faith in our ability to improve on your experience.

Here’s what we are working on at the moment:

1. Performance increase. Over terrain, the two things that slow things down the most are trees and buildings. We are currently in final stages of testing optimized buildings that almost double the FPS over London on a test machine.
Tree optimization is a little farther away. You will probably see changes in how trees are rendered, they’ll take longer to appear over terrain, but once again, performance increase should be significant.
If everything tests correctly over the weekend, both of these should be released by early to mid next week.

2. Enhanced multicore support. The mode that we unfortunately were not able to finish in time is sending all render to a dedicated CPU core. The mode is working but somewhat buggy. It easily doubles the FPS, and the performance boost is especially noticeable in larger missions with lots of stuff going on.
This is probably at least two to three weeks away, and we will probably do a short public beta of this major change before it’s made live to everyone.

3. Multiplayer. There is something in steam filters that prevents game servers from being found. This is only happening with live retail versions of the game. This apparently isn’t caused by us – hopefully it’s just a simple oversight somewhere and the fix will be a simple flick of a switch.

4. FM and ballistics. We have already addressed the issue where rounds appeared to leave aircraft sideways. This was caused by the difference between physical and rendered position of the aircraft, i.e. the rendered position lagged behind the actual aircraft position.
Our aircraft programmer has a huge bucket list of things to check, which he’s going over at a rather brisk pace.

5. Resurrecting SLI support. This is our next biggest priority; it’s done by the same programmer now in final stages of optimizing buildings. We are really hoping this will be a quick task, but I don’t have an ETA at this point. It’ll either be a couple of days, or a much longer undetermined amount of time if we have to submit versions to card manufacturers and ask for their input.

6. Bug fixes and support. We are reading this forum a lot and some Russian-language forums, and working very hard to address all issues as they are being reported.

7. New stuff – larger online maps, some new aircraft such as the 109E1 and E4 etc – are all in the pipeline too, but obviously we need to solve the bigger issues first and then deal with the freebies.


Thank you all for your continuing support! Just FYI, I’m constantly doing 20 things at once, so if I don’t respond to your question it doesn’t mean I didn’t read it! I’d love to spend more time on the forums talking to the community and answering questions, but unfortunately I just cannot do it as much as I should at the moment. Please bear with us, we do really want to make all of you very happy!
Thats great news, your an awesome team, really, very much appreciated work you do )
Too bad first impressions can have such an impact, after about 10 hours with the game i can say its ten times better than Il2, which is already a great game. First i only saw the performance and flickering groundtextures, then after that first "shock" i started to notice the good parts of the game.
On a sidenote, one thing i noticed was that the colors on my samsung seem especially real at 1600x900, as example 720p looked somehow more yellowish and white. Didnt know that was possible but im pretty sure it is.

Last edited by Widow17; 04-01-2011 at 01:53 PM.
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  #67  
Old 04-01-2011, 02:03 PM
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Conte Zero Conte Zero is offline
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Quote:
Originally Posted by BobTuck View Post
. I'm on a mediocre rig, but with some tweaking done, I am now enjoying regular high speed dogfights over the channel.
Have you pasted your configINI anywhere by chance? I am very interested in it.. or in any other suggestion.
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  #68  
Old 04-01-2011, 02:10 PM
MrJohnson MrJohnson is offline
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Same here, the frame rate is horrific on my machine, and I'm only able to play over the channel. With my settings terrain looks worst at present than the original IL2 !! Any tweaking help would be most welcome !!
I'm glad to see that the team is still working its ass off to improve the game, however I would have much preferred been waiting 3-6 months more and get the actual finished game. I would have never imagine this coming from such a respected team and company.
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  #69  
Old 04-01-2011, 02:11 PM
norulz norulz is offline
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Lets all hope the programmer Luthier speaks is not this guy... rushing to work on debugging:



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  #70  
Old 04-01-2011, 02:15 PM
Blue Scorpion Blue Scorpion is offline
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Quote:
Originally Posted by Hatch View Post
Force feedback, force feedback, force feedback.

We haven´t had any official answer yet.

At the very least make it playable with the G940.
I second this, a large portion of serious simmers own FFB devices
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