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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
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As far as don't understand the question: There's huge amounts of lag online. Ships fly in the air online. AI fly sideways online. The mine ship now goes across the channel upside down sometimes. We have no way to even warn someone of high ping. There is no client checks available for servers. This is a shame. If netcode isn't going to be touched, online will never go anywhere. As far as needing a mission for bugs: No you don't! A couple things you can do that take 2 minutes to see the bugs 1st hand. Set an AI ground convoy up - (Trucks with cargo/trailers) Load this simple mission through the FMB or in-game lobby. Everything works fine. Now load this same mission through Dserver.exe and all the cargo/trailers immediately fall off the trucks. The same can be said for any cargo. For instance, load up train cars with cargo and AAA guns. Load this through the FMB / in-game lobby and it works fine. Load it through the Dserver.exe and the train won't have any cargo or guns. The same can be said for spline roads. Make any road you want in the FMB. Load this mission in the FMB / in-game lobby and the road shows up. Load the same mission in the Dserver.exe and the spline roads do not show up. All hook type objects (hangers, piers, etc.) will not hook properly in the FMB. You get some of these basic errors fixed and I'll give you a laundry list to fix next. This is all stuff that has been pointed out for almost a year btw. How can you not know about it? Do you guys do any sort of testing the game with the Dserver.exe function at all? Do you guys realize the Dserver.exe connects to steam like a client unlike every other steam game where it's an actual dedicated server? These are GLARING problems. Perhaps you didn't know about any of these bugs and this isn't an attack on you. But is there a better place I could send these things to 1c? These are all bugs that have been long reported. Heck, I've personally reported these bugs about 10 times now. Maybe a native Russian speaker could translate this and post it on the Russian forums? |
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#2
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And..
If there are no plans of improving the net code for CloD, that means the sequel will, again, have an untested code full of issues. |
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#3
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------------------BLACKSIX------------------------
Copy the above post ^^^^^^^^^^^ and get someone translate it for you so you understand exactly what Bliss is saying.... Its been far too long and reported too many times for you to not know about these bugs |
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#4
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B6 this is definitely the number 1 problem for Clod at this time...If you could just have Luthier read the post by Bliss, he would then know of the problem. A communication channel could then be opened with Luthier and the server operators, which would save much time.
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 07-03-2012 at 11:15 PM. |
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#5
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Bliss, you have the patience of a saint(even if i can sense something else buliding underneath)
Luthier, Blacksix and 1C please listen to Bliss, without ATAG this last year, COD would of been dead a long time ago IMO. Anymod, this needs to be a sticky ASAP.
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Furbs, Tree and Falstaff...The COD killers...
Last edited by furbs; 07-03-2012 at 10:04 PM. |
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#6
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I tried ATAG server with beta patch:
- i got 10 times more longer loading time to server ( ab. 10 minutes) - i got 50% fps lower at the ground ( AF) - a lot of stutters I went to Kampferband server and everything was much better - 40-60 fps, much less stutters. Offline game is quite good avg 40-60 fps even over cities with bombers and fighters ( occasionally stutters) I dunno why ATAG is such horrible ??? |
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#7
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That's the difference clients make (aka - poor netcode)
You can join any server with 2-3 people on it and you will have much quicker loading times than a server with 40 players on it. The more players the less FPS you'll have as well. I hope you understand. |
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#8
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IMHO I think we should leave this thread alone for the rest of the night. If we muddy it up, B6 may miss the bigger point...Luthier needs to read the thread also, so the basics are already in and stated here.
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 07-03-2012 at 11:14 PM. |
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#9
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Anyway, I can't see much improvement in net code since day 1. They are just struggling to recover FM and graphics so we will have to wait maybe 2 or 3 years to get it done proper... Be patient maybe in 2 weeks...
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#10
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Looks like I have to eat a little crow. I was in the process of making a video to show the differences and to my surprise some things now work.
So far with what I've tested, trailers now stay on vehicles and cargo stays on trains in dedi land. No spline roads yet, but I did get a hanger to hook/snap into itself for the 1st time ever. Other hookable buildings are not working though, sadly. Last edited by ATAG_Bliss; 07-04-2012 at 01:52 AM. |
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