Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

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

Reply
 
Thread Tools Display Modes
  #81  
Old 06-03-2012, 01:40 PM
robtek's Avatar
robtek robtek is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,819
Default

Quote:
Originally Posted by Anders_And View Post
Guys, CLOD is not their priority anymore! They work on the sequel! Right or wrong, this is the way it is. Its pretty obvious... Sad it is too...
Currently the feeling is that the 100% of the team is working on the sequel, and IF and WHEN they have time at the end of the week before going home for the weekend, they spend 30mins on fixing some things for CLOD.
More like a:
-Oh Yes, guys lets see if we can fix a bug or two in our old game before the weekend, just to make people feel like we are working hard on it.

To be honest, if they had a 1-2-3 guys actually working 100% on bug fixing for CLOD they WOULD release small patches and fixes here and there every few weeks or so.... I wouldnt be surprised if they problems would take all their programmers a day or so to fix, but since they are not intrested this will not happen...
The community can say what it wants about this post, ie "you have no idea about programming" etc etc but the facts are staring us in the face!
No small patches or fixed means that they are not working very hard to fix it no matter whats being said...
I really find it hard to believe that someone posting here didn't care about learning some facts first before writing something which appears slightly less intelligent.

The programming devs are working on the game engine, which is used in CoD AND of course also in the sequel.
The model buiders, mission designers and so on are working on the sequel as there will be no more additional contend solely for CoD.
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects
Reply With Quote
  #82  
Old 06-03-2012, 03:18 PM
Thee_oddball Thee_oddball is offline
Approved Member
 
Join Date: Mar 2011
Posts: 812
Default

Quote:
Originally Posted by Buchon View Post
I guess that the task finished is this :



If so ...

Does this mean that the hick-ups caused by the grass and trees are fixed ?

Did they tested this performance fixes with a internal build ?
those are caused by calls to non native library's (C++) which cause interop which causes ...stutters, the only way i know to fix that is to rewrite all the C++ libs to in .NET.
__________________
Gigabyte Z68
Intel 2500K (@4.3 ghz)212 CM Cooler
8GB Ram
EVGA 660SC (super clocked) 2GB Vram
CORSAIR CMPSU-750TX 750W
64 GB SSD SATA II HD
WIN7 UL 64BIT
Reply With Quote
  #83  
Old 06-03-2012, 03:40 PM
Continu0 Continu0 is offline
Approved Member
 
Join Date: Aug 2011
Location: Luzern, Switzerland
Posts: 702
Default

Quote:
Originally Posted by Thee_oddball View Post
those are caused by calls to non native library's (C++) which cause interop which causes ...stutters, the only way i know to fix that is to rewrite all the C++ libs to in .NET.
I am not an expert and am wondering what this means. I guess it isn´t just pressing ctrl C, ctrl V...?
__________________
AMD Penom ll 6x 1055T Processor 2.8 GHz // 8GB Ram // XFX Radeon HD 7870 Black Edition DD (2048 MB Memory DDR5, GPU 1055MHz) // Windows 7 Professional 64 Bit Version
Saitek x52 // Saitek Throttle Quadrant // Saitek Pro Flight Rudder Pedals // Track IR 5
Reply With Quote
  #84  
Old 06-03-2012, 03:42 PM
Anders_And Anders_And is offline
Approved Member
 
Join Date: Jul 2010
Location: Stockholm, Sweden
Posts: 247
Default

Quote:
Originally Posted by robtek View Post
I really find it hard to believe that someone posting here didn't care about learning some facts first before writing something which appears slightly less intelligent.

The programming devs are working on the game engine, which is used in CoD AND of course also in the sequel.
The model buiders, mission designers and so on are working on the sequel as there will be no more additional contend solely for CoD.
You sir bore me...

And also just confirm what I wrote..
Reply With Quote
  #85  
Old 06-03-2012, 03:51 PM
zapatista's Avatar
zapatista zapatista is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,172
Default

Quote:
Originally Posted by Thee_oddball View Post
those are caused by calls to non native library's (C++) which cause interop which causes ...stutters, the only way i know to fix that is to rewrite all the C++ libs to in .NET.
meaning what ? a few edits in some lines of code that are critical for this function, or months of rewriting large chunks of code ?
__________________
President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children
Reply With Quote
  #86  
Old 06-03-2012, 04:12 PM
JG14_Jagr JG14_Jagr is offline
Approved Member
 
Join Date: Mar 2011
Posts: 433
Default

Quote:
Originally Posted by Anders_And View Post
Guys, CLOD is not their priority anymore! They work on the sequel! Right or wrong, this is the way it is. Its pretty obvious... Sad it is too...
Currently the feeling is that the 100% of the team is working on the sequel, and IF and WHEN they have time at the end of the week before going home for the weekend, they spend 30 mins on fixing some things for CLOD.
Its important to understand somethnig you obviously are missing.. They ARE working on CLOD by doing the work on the engine they are doing now. CLOD and whatever their next project is ARE the same thing.. what you see is just artwork.. The cockpits, the exterior models, the maps.. thats all art that is assigned to certain objects in game. The game ENGINE is what they are working on and any fixes they find benefit BOTH the old and the new.
CLOD and any future projects ARE based on the same foundation and changes to the foundation effect any and all projects based on it. When you hire a 3D artist and you assign him to build things and he is finished, you assign him more things to build.. its what he does and every day he is not doing 3D you are paying him for nothing 3D art when done its DONE. They could add the Lagg3 to CLOD if they wanted.. its just assigning it an bject slot and attaching the appropriate calls to the 3D models and FM's etc.

Building new planes and FM's is not slowing the development of CLOD, its effectively using the people you hired to produce content. 3D artists in general are not doing code work, they aren't working on network code.. they do 3D art work..

You seem to be looking at CLOD as if it is some finite object. It is not. Its a modular game engine and it just as easily could have been the ETO or Moscow or the Pacific. The eye candy can be changed very easily.. the core operating code is what makes it good or bad and that is shared.
__________________
MSI P67A-65D
Intel i5 2500K @ 4.2 Gig
8 Gigs Corsair DDR3 1600 RAM
XFX 6970 Video Card
Win7 64 Bit Home Ed
ATI 12.3 Driver Package
WD Caviar 7600 RPM HDD
ATI CCC at DEFAULT settings
Reply With Quote
  #87  
Old 06-03-2012, 06:24 PM
catito14 catito14 is offline
Approved Member
 
Join Date: Jul 2011
Location: Buenos Aires, Argentina
Posts: 119
Default

http://forum.1cpublishing.eu/showpos...34&postcount=8

http://forum.1cpublishing.eu/showpos...7&postcount=55

Mmmm, it seems that the BoM could be an MMO instead of PC Game like CloD .... will be very sad if this happen...
Reply With Quote
  #88  
Old 06-03-2012, 07:49 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by zapatista View Post
meaning what ? a few edits in some lines of code that are critical for this function, or months of rewriting large chunks of code ?
Depends on the size of the libraries. It's definitely not a copy/paste thing though and it goes into more than just "translating" the syntax from one language to another.

For example, say i have a small game written in Java or C# on my PC. These languages have what is called an automatic garbage collector: any entity that has served its purpose and not being used anymore is automatically purged from the PC's memory.

Now let's say i want to port my little game to objective C so that i can sell it on the apple store and make money off people with iPhones. I have to comb through the code and manually tell it exactly what and when to purge from memory, because it's not automatic.

The behaviour of certain commands can also complicate things, in one language a command does something and exits that block of code, in another language it might do things in a different sequence, etc.

All in all there is some complexity involved, so the deciding factor here is the amount of code to be "translated" between languages.
Reply With Quote
  #89  
Old 06-03-2012, 09:00 PM
Thr0tt Thr0tt is offline
Registered Member
 
Join Date: Mar 2008
Posts: 14
Default

lol, here's some new aircraft from a new game we are working on, oh btw yeah were working on this patch thing.

Nice, all I can say is the day 1 purchasers for your product is going to be pretty non-existent, its a shame as it could be the best game out there but will be battling from the start a negative vibe.
Reply With Quote
  #90  
Old 06-03-2012, 09:39 PM
Continu0 Continu0 is offline
Approved Member
 
Join Date: Aug 2011
Location: Luzern, Switzerland
Posts: 702
Default

Quote:
Originally Posted by Blackdog_kt View Post
Depends on the size of the libraries. It's definitely not a copy/paste thing though and it goes into more than just "translating" the syntax from one language to another.

For example, say i have a small game written in Java or C# on my PC. These languages have what is called an automatic garbage collector: any entity that has served its purpose and not being used anymore is automatically purged from the PC's memory.

Now let's say i want to port my little game to objective C so that i can sell it on the apple store and make money off people with iPhones. I have to comb through the code and manually tell it exactly what and when to purge from memory, because it's not automatic.

The behaviour of certain commands can also complicate things, in one language a command does something and exits that block of code, in another language it might do things in a different sequence, etc.

All in all there is some complexity involved, so the deciding factor here is the amount of code to be "translated" between languages.
Thank you!
__________________
AMD Penom ll 6x 1055T Processor 2.8 GHz // 8GB Ram // XFX Radeon HD 7870 Black Edition DD (2048 MB Memory DDR5, GPU 1055MHz) // Windows 7 Professional 64 Bit Version
Saitek x52 // Saitek Throttle Quadrant // Saitek Pro Flight Rudder Pedals // Track IR 5
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:57 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.