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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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Old 05-03-2011, 04:11 PM
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i have two things to say:

-in clod the very detailed elements of landscape "doesn´t come together". I hope you understand what i mean. In wop they come together more organic.

-in wop the color filter is a little bit overdone. For some experts here: its not only a green filter. On some maps there are blue filters too. In Clod there is (except low sun scenarios) nearly no filter. We need for example for clod a little bit blue filter to simulate atmosphere (yes, its blue). The farer you can look, the more blue.
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Old 05-03-2011, 05:36 PM
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-in clod the very detailed elements of landscape "doesn´t come together". I hope you understand what i mean. In wop they come together more organic.
That is very well put!

I think it is a matter of distribution of "things" (tees, houses, willages etc) is a bit too even. From what I remember flying over England, trees would be clumped together in discreet woodlots, houses and farms would be found fairly close together etc. A quick look at Google Earth comnfirms this.

That, and hedgerows!
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Old 05-03-2011, 05:50 PM
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That is very well put!

I think it is a matter of distribution of "things" (tees, houses, willages etc) is a bit too even. From what I remember flying over England, trees would be clumped together in discreet woodlots, houses and farms would be found fairly close together etc. A quick look at Google Earth comnfirms this.

That, and hedgerows!
but it would have been very different in 1939/40, isn't that the point, all the photorealistic scenery ideas floating around have that 1 fatal flaw, and modern britain is much more aggriculturalised and urbanised than 1940's britain, there used to be 'real' woodlands instead or neatly planted rows of non-indigenous pine, all those of us that have flown over britain have never flown through a space/time warp and seen it in the 40's, I think the COD terrain is fine as it is and come the release of an SDK some clever mods can make Kent look however they like.
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Old 05-03-2011, 07:09 PM
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Quite, but the question is how the landscape would differ. From literature, I would expect the landscape to be more small scale: Smaller fields, smaller roads, smaller farms (and more of them). The woodlots would probably have been larger and/or more numerous, and the suburbs would be much, much smaller than present, owing to smaller total population.

The hedgerows (if I remember this correctly) would have been more common than today.
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Old 05-03-2011, 07:17 PM
David Hayward David Hayward is offline
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Quite, but the question is how the landscape would differ. From literature, I would expect the landscape to be more small scale: Smaller fields, smaller roads, smaller farms (and more of them). The woodlots would probably have been larger and/or more numerous, and the suburbs would be much, much smaller than present, owing to smaller total population.

The hedgerows (if I remember this correctly) would have been more common than today.
Can you think of any good reasons why an arcade game with a tiny map would be able to include more trees and smaller fields than sim with a very large map?
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Old 05-03-2011, 07:20 PM
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Maybe they use a better method of drawing trees? You know, like RoF does.
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Old 05-03-2011, 07:30 PM
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One thing that should not be forgotten when discussing the English country side is the fact that the Brits are a conservative bunch - especially the farmers

Google Earth as many sure know have a "history slider" that shows aerial maps from old days. Over the UK there is a rather large coverage of aerial photos from 1945 - most of London is there etc - and a lot further north. As Isle of Wight is also there I went to a random place (this is true - I did NOT search) and captured a shot from 1945 and one from 2005 (the latest):

1945:

2005:

And CoD (I know it's not the perfect alt etc but...)


So many places today are not far from what they looked like during the war Try it yourselves - it's even more fun in Google Earth as you may pull the "year slider" back and forth and see the lack of difference even more easy... There is a lot of Germany from 1945 too (Berlin etc). Interesting stuff!

For me CoD gets it quite right... Naturally it's not satellite mapped so the fields are "wrong" etc - but the repeat that is very obvious in WoP is not that obvious (even thogh I agree the mapping of tree lines etc in WoP is very nice).

Look at the WoP image from my original post - it's not that hard aligning the trees and forests etc if you take a small piece of land and then just repeat it... Marked them below:


The thing is that in CoD the textures repeat (but much larger) - but they have tried adding forests where they should be - and roads. In WoP they just repeat it all (ground texture and the trees). It gets a heck of a lot easier getting them right then But it get's a lot less realistic for many of us...

Last edited by mazex; 05-03-2011 at 09:41 PM.
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Old 05-03-2011, 07:42 PM
David Hayward David Hayward is offline
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Maybe they use a better method of drawing trees? You know, like RoF does.
RoF is a great game, but there is nothing special about the RoF trees.
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Old 05-03-2011, 07:46 PM
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Can you think of any good reasons why an arcade game with a tiny map would be able to include more trees and smaller fields than sim with a very large map?
Oh yes, I've got no problem with the trees being a big task to render, not to mention keeping track of. If proper woods are to be implemented in CoD, I think the dev team will have to come up with some way of making them without using large number of speedtrees.

Field size is a matter of tile graphics, and should be simpler to implement.
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Old 05-03-2011, 09:18 PM
Heliocon Heliocon is offline
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Quote:
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Oh yes, I've got no problem with the trees being a big task to render, not to mention keeping track of. If proper woods are to be implemented in CoD, I think the dev team will have to come up with some way of making them without using large number of speedtrees.

Field size is a matter of tile graphics, and should be simpler to implement.
Speed tree was never meant for a game like this, I dont know how they tweaked it though.

Just another sign of bad planning (but hopefully it will be fixed...)
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