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
  #1  
Old 04-28-2012, 02:34 AM
tarks
Guest
 
Posts: n/a
Default

Alot of the things that gets said doesn't add up.
Reply With Quote
  #2  
Old 04-28-2012, 03:11 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

My understanding is that the work on the sequel is primarily about 3d modeling and laying the groundwork at this point in time.

It's entirely possible to make "static" models in the meantime, but eventually each engine will handle these models differently to give them motion. One engine might do effects one way while the other engine does effects with a different algorithm, the same for calculating lights and shadows, etc, (and this is what results in the differences in performance and quality) but in the end they all take a 3d object and make calculations on top of it: the initial object that is being "read" into the engine can be the same, even if the calculations to be performed on it are different.

To give a simplistic example, it's like you have a bunch of oranges in your kitchen. You can just eat them, make them into orange juice, or extract the pulp and some orange skin shavings and put it in a cake, the oranges will work fine in every case.

I've taken up a computing degree course this year and one of the things they try to really press in all the classes i attend is modularity, especially for the so called object oriented languages.

To give you another example, as a form of practice for my computer classes i've taken up a project with a mate and we want to build an interface that will allow us to play pen-and-paper tabletop RPGs over the internet with other friends.

I don't know anything about how to handle databases, save data to disk or push packets through a network yet. However, i can still design and implement the interface of the application, as well as define categories of all the objects the game includes (with their proper attributes and ways to interact with them). So, what i'll do is exactly that, then i'll give the code over to my buddy and he'll do the rest.

There is no need for us to be doing exactly the same thing, nor is there a need to be able to do things at the same pace. It's like installing household appliances more or less. I can design my part of the modules (ie, pick some electrical appliances in the above example), the other guy can do the same for his share of the work and the we just have to plug it into a suitable outlet. Well, the power grid in that case is the programming language you use. And languages nowadays don't tell you "you can't plug in a fridge unless you first connect a hair dryer", they just let you plug each module in at your own convenience and, most importantly, take a module out, redesign it (to improve it) and put it back in.

That's pretty much what is being done with the sim currently. It's just that the module they are working on is being built from scratch and it's one of the biggest in the game. However, that doesn't mean it needs every other module to work correctly before it can function: new graphics engine will be just that, regardless of whether the switchology in the cockpits is corrected and vice-versa.

Now, both the previous IL2 series and the new one are built with languages that follow this method (C++ and Java for the old one, C++ and C# for the new one).

So, long story short, I can't tell you exactly how they do it, but i can understand the process somewhat to tell you it's not wasted time.
Heck, you could probably take the code that governs the systems modelling in the sim and port it to another sim with totally different graphics if you wanted to.

I hope this helps explain a few things
Reply With Quote
  #3  
Old 04-28-2012, 03:19 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

B6 is the mission designer as goes from his signature. Nothing to do with the game engine. Get reasonable before posting please.

Last edited by Ataros; 04-28-2012 at 03:23 AM.
Reply With Quote
  #4  
Old 04-28-2012, 03:36 AM
banned banned is offline
Approved Member
 
Join Date: Jun 2011
Posts: 273
Default

Quote:
Originally Posted by Blackdog_kt View Post
My understanding is that the work on the sequel is primarily about 3d modeling and laying the groundwork at this point in time.

It's entirely possible to make "static" models in the meantime, but eventually each engine will handle these models differently to give them motion. One engine might do effects one way while the other engine does effects with a different algorithm, the same for calculating lights and shadows, etc, (and this is what results in the differences in performance and quality) but in the end they all take a 3d object and make calculations on top of it: the initial object that is being "read" into the engine can be the same, even if the calculations to be performed on it are different.

To give a simplistic example, it's like you have a bunch of oranges in your kitchen. You can just eat them, make them into orange juice, or extract the pulp and some orange skin shavings and put it in a cake, the oranges will work fine in every case.

I've taken up a computing degree course this year and one of the things they try to really press in all the classes i attend is modularity, especially for the so called object oriented languages.

To give you another example, as a form of practice for my computer classes i've taken up a project with a mate and we want to build an interface that will allow us to play pen-and-paper tabletop RPGs over the internet with other friends.

I don't know anything about how to handle databases, save data to disk or push packets through a network yet. However, i can still design and implement the interface of the application, as well as define categories of all the objects the game includes (with their proper attributes and ways to interact with them). So, what i'll do is exactly that, then i'll give the code over to my buddy and he'll do the rest.

There is no need for us to be doing exactly the same thing, nor is there a need to be able to do things at the same pace. It's like installing household appliances more or less. I can design my part of the modules (ie, pick some electrical appliances in the above example), the other guy can do the same for his share of the work and the we just have to plug it into a suitable outlet. Well, the power grid in that case is the programming language you use. And languages nowadays don't tell you "you can't plug in a fridge unless you first connect a hair dryer", they just let you plug each module in at your own convenience and, most importantly, take a module out, redesign it (to improve it) and put it back in.

That's pretty much what is being done with the sim currently. It's just that the module they are working on is being built from scratch and it's one of the biggest in the game. However, that doesn't mean it needs every other module to work correctly before it can function: new graphics engine will be just that, regardless of whether the switchology in the cockpits is corrected and vice-versa.

Now, both the previous IL2 series and the new one are built with languages that follow this method (C++ and Java for the old one, C++ and C# for the new one).

So, long story short, I can't tell you exactly how they do it, but i can understand the process somewhat to tell you it's not wasted time.
Heck, you could probably take the code that governs the systems modelling in the sim and port it to another sim with totally different graphics if you wanted to.

I hope this helps explain a few things
It explains it well mate, thanks.
Reply With Quote
  #5  
Old 04-28-2012, 08:29 AM
RickRuski RickRuski is offline
Approved Member
 
Join Date: Oct 2007
Location: Auckland New Zealand
Posts: 462
Default

The reason for the post was to get some answers from the development team, all we seem to be getting lately are excuses. It certainly doesn't bode well for the expansion. We are the paying customers, lets have some truthful answers from the team. Under some countries laws we could demand a refund or the company taken to court for false advertising from what was promised. I know the flag wavers will crucify this thread but I don't realy care any more.
__________________
Rick


Asus M4N98TD-EVO
AMD Phenom2 965 x 4 3.4gig
8gig DDR3 Ram
2x GTS 450 Sli (1gig each)
1Tb HDD Partitioned x 5
700w Coolermaster single rail P/S 52a
Windows 7 64bit
19" Samsung 931BW monitor
1280 x 960 Resolution
Reply With Quote
  #6  
Old 04-28-2012, 08:58 AM
Verhängnis Verhängnis is offline
Approved Member
 
Join Date: Apr 2011
Location: I come from a Sea, Up, Over. :)
Posts: 295
Post

Class action lawsuit!
Reply With Quote
  #7  
Old 04-28-2012, 01:05 PM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by RickRuski View Post
The reason for the post was to get some answers from the development team, all we seem to be getting lately are excuses. It certainly doesn't bode well for the expansion. We are the paying customers, lets have some truthful answers from the team. Under some countries laws we could demand a refund or the company taken to court for false advertising from what was promised. I know the flag wavers will crucify this thread but I don't realy care any more.
It is possible to search the forum by user to find answers from B6 (not excuses). He posts updates several times a week recently. Last week the patch was ready but final assembly showed new graphical artefacts which they are fixing this week making their best to push the patch before holidays. They are pressed for time by the publishers with sequel announcement and must issue the patch ASAP.

There are 2 options:
- wait, support and encourage the devs on the forums with positive posts if you want them to succeed and continue the series to 1942 - 1945
- talk to UBI about refund if you want your money back and studio closed.

Cursing the devs on the forums or posting the same question every week is not really an option because no one benefits from it: the devs are not encouraged and work slower, you do not get a refund. No point in doing this, just does not make logical sense.
Reply With Quote
  #8  
Old 04-28-2012, 09:01 AM
mazex's Avatar
mazex mazex is offline
Approved Member
 
Join Date: Oct 2007
Location: Sweden
Posts: 1,342
Default

Quote:
Originally Posted by Blackdog_kt View Post
My understanding is that the work on the sequel is primarily about 3d modeling and laying the groundwork at this point in time.

It's entirely possible to make "static" models in the meantime, but eventually each engine will handle these models differently to give them motion. One engine might do effects one way while the other engine does effects with a different algorithm, the same for calculating lights and shadows, etc, (and this is what results in the differences in performance and quality) but in the end they all take a 3d object and make calculations on top of it: the initial object that is being "read" into the engine can be the same, even if the calculations to be performed on it are different.
Fully agree!

Quote:
Originally Posted by Blackdog_kt View Post

I've taken up a computing degree course this year and one of the things they try to really press in all the classes i attend is modularity, especially for the so called object oriented languages.

To give you another example, as a form of practice for my computer classes i've taken up a project with a mate and we want to build an interface that will allow us to play pen-and-paper tabletop RPGs over the internet with other friends.
Not to spoil your project, but Have you looked at Vassal? (for wargames)

http://www.vassalengine.org/

And Battlegrounds (for classic RPG:s)

http://www.battlegroundsgames.com/index.html

Quote:
Originally Posted by Blackdog_kt View Post

I don't know anything about how to handle databases, save data to disk or push packets through a network yet. However, i can still design and implement the interface of the application, as well as define categories of all the objects the game includes (with their proper attributes and ways to interact with them). So, what i'll do is exactly that, then i'll give the code over to my buddy and he'll do the rest.
But, just an advice as an old programmer, be wary about how to save the state of the game engine already from start so you for instance can save it easily at any point, as that is a classic "trap" for the first game... And like you say - you have to get the object model completely finished with all parts taken into account before you write the first line of code. Like in you case - is there a "turn" object? Should it be? After that, do "a virtual spike" that for one central game object instance does it all the way to test that you have not done any "thought lapses" in the model. Then do one spike for real before putting down more work!

Good luck!
__________________
i7 2600k @ 4.5 | GTX580 1.5GB (latest drivers) | P8Z77-V Pro MB | 8GB DDR3 1600 Mhz | SSD (OS) + Raptor 150 (Games) + 1TB WD (Extra) | X-Fi Fatality Pro (PCI) | Windows 7 x64 | TrackIR 4 | G940 Hotas
Reply With Quote
  #9  
Old 04-28-2012, 09:28 AM
tarks
Guest
 
Posts: n/a
Default

Looking at this thread from Oleg back in 2007/2008 the graphics really don't look any different to now , in some shots better i'd say.

http://forum.1cpublishing.eu/showthread.php?t=2040
Reply With Quote
  #10  
Old 04-28-2012, 12:13 PM
Wolf_Rider Wolf_Rider is offline
Approved Member
 
Join Date: Dec 2007
Location: Sydney, Australia
Posts: 1,677
Default

Quote:
Originally Posted by tarks View Post
Looking at this thread from Oleg back in 2007/2008 the graphics really don't look any different to now , in some shots better i'd say.

http://forum.1cpublishing.eu/showthread.php?t=2040
We have been advised by the developers: the sim won't look any different but it will run better, in comparison to the release engine.
__________________
Intel 980x | eVGA X58 FTW | Intel 180Gb 520 SSD x 2 | eVGA GTX 580 | Corsair Vengeance 1600 x 12Gb | Windows 7 Ultimate (SP1) 64 bit | Corsair 550D | Corsair HX 1000 PSU | Eaton 1500va UPS | Warthog HOTAS w/- Saitek rudders | Samsung PX2370 Monitor | Deathadder 3500 mouse | MS X6 Keyboard | TIR4

Stand alone Collector's Edition
DCS Series



Even duct tape can't fix stupid... but it can muffle the sound.
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 05:19 PM.


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