Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Friday Update, June 01, 2012 (http://forum.fulqrumpublishing.com/showthread.php?t=32464)

robtek 06-03-2012 01:40 PM

Quote:

Originally Posted by Anders_And (Post 431549)
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.

Thee_oddball 06-03-2012 03:18 PM

Quote:

Originally Posted by Buchon (Post 431535)
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.

Continu0 06-03-2012 03:40 PM

Quote:

Originally Posted by Thee_oddball (Post 431599)
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...?

Anders_And 06-03-2012 03:42 PM

Quote:

Originally Posted by robtek (Post 431563)
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..

zapatista 06-03-2012 03:51 PM

Quote:

Originally Posted by Thee_oddball (Post 431599)
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 ?

JG14_Jagr 06-03-2012 04:12 PM

Quote:

Originally Posted by Anders_And (Post 431549)
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.

catito14 06-03-2012 06:24 PM

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...

Blackdog_kt 06-03-2012 07:49 PM

Quote:

Originally Posted by zapatista (Post 431612)
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.

Thr0tt 06-03-2012 09:00 PM

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.

Continu0 06-03-2012 09:39 PM

Quote:

Originally Posted by Blackdog_kt (Post 431722)
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!


All times are GMT. The time now is 12:44 AM.

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