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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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  #1  
Old 11-02-2010, 02:50 PM
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Quote:
Originally Posted by domian View Post
A release in 2011 is NOT OK for me.

SoW is become more and more a neverending story like HALO, Duke Nukem Forever or Stalker. On the one hand, i can understand Oleg. He wants to make the simulation perfect. But on the other hand the wishes of the community are sometimes disgusting (different facial expressions or wind shear in perfection).

Sure Oleg could model some motion captured snails at the runway at last...

I am very disappointed about the promises of Oleg. "SoW will have thousands of players until october 2010..bla bla bla..."
I am willing to wait as long as the game is in final state when released. I'm fed up with 'half-done' titles being released every day now for the past few years. So, in a big NO I don't agree with you. If the had the chance to released in 2010 and decided to polish it up more before release - I welcome the decision wholeheartedly.

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If that doesn't run SoW which has been in development for 7+ years(?) then I won't bother buying it. Also SoW's only going to be 32bit. I expect the 64 bit version will run even better if it ever gets developed but that would take another 2 weeks :^)

Oleg confirmed there will be a x64 exe. On a similar note - DCS A-10C is a x64 sim, first ever released. So my bet is that with SoW we will have similar support, for both x32 and x 64.
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Old 11-02-2010, 03:02 PM
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I think now that its impossible to be a release in 2010
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Old 11-02-2010, 03:06 PM
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Are there any games being released in december?
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Old 11-02-2010, 03:08 PM
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Only heaps of junk pushed out of the door in time for Christmas, regardless of its state.
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Old 11-09-2010, 09:27 PM
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Originally Posted by T}{OR View Post
Oleg confirmed there will be a x64 exe. On a similar note - DCS A-10C is a x64 sim, first ever released. So my bet is that with SoW we will have similar support, for both x32 and x 64.
A squadmate just pointed this out from these discussions on 24th September:

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Originally Posted by steam View Post
Oleg, does this mean that the game will be two versions of 64 and 32 bit?

Currently the answer is no, it doesn't. In future - maybe.

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Old 11-09-2010, 11:19 PM
Chivas Chivas is offline
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A developer can have the all the work schedules you want but they are almost impossible to keep.

SOW announced by Oleg in 2003 to be released in 2005.
.....this did not happen as the developer decided to help Luthier build Pacific Fighters into a full addon.

SOW announced by Ubi in 2006 to be released in 2007
.....this did not happen as there seems to be more money to be gained with further addons to the Il-2 series, ie IL-2 1946 etc.

SOW development again started after the release of Il-2 1946 in 2008.
....there were a few setbacks in this period including employee problems on a small team
....it looked as if it could be released by Oct 2010, but anyone who has developed anything understands there are still allot of minefields to clear.
....now it all depends on how long it will take to clear the beta bugs.

Its certainly been along time, but it appears the wait will be worth it. Hopefully there will be enough sales to make building further additions to the SOW series worth the time and effort.
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Old 11-09-2010, 11:38 PM
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Directx11 explained well here.
======================




Now that I've checked out Chias's post I'm glad it's been delayed and it's a Dx11 game

Last edited by Richie; 11-09-2010 at 11:45 PM.
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Old 11-10-2010, 10:35 PM
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Quote:
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Directx11 explained well here.
======================




Now that I've checked out Chias's post I'm glad it's been delayed and it's a Dx11 game

Well, from that video (the bit about the cobblestones) Parallax Occlusion Mapping seems something to look out for! Looks 3D - but is easy on computer resources.

http://en.wikipedia.org/wiki/Parallax_occlusion_mapping

"Parallax occlusion mapping (POM) is an enhancement of the parallax mapping technique. Parallax occlusion mapping is used to procedurally create 3D definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry. This allows developers of 3D rendering applications to add 3D complexity in textures, which correctly change relative to perspective and with self occlusion in real time (Self-shadowing is additionally possible), without sacrificing the processor cycles required to create the same effect with geometry calculations."



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Old 11-11-2010, 12:26 AM
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I'm thinking it may have a positive effect on the instrument panel with the framing around the different gauges?
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Old 11-11-2010, 12:49 AM
WTE_Galway WTE_Galway is offline
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Quote:
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I'm thinking it may have a positive effect on the instrument panel with the framing around the different gauges?
textured leather comes to mind
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