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Old 12-02-2009, 05:13 PM
Bulgarian Bulgarian is offline
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Join Date: Jun 2009
Posts: 27
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Quote:
Vpilots were happy to get anything after so many years. Few are going to be ungrateful enough to criticize publicly.
Protos,don't try to make a point when you're not prepared with the situation,ok?
First I want to point out that I (as some other DT members) were on the both sides of the fence.
Anyhow,I can tell you that 70% of the subjects that are still using mods,are less then 16 year old.I don't have anything against the youngsters (I'm 19),but they don't know what is quality and what isn't,in the game industry.So they're happy with everything they get.

The ungrateful to mods left quickly IL-2 and the gaming at all,just when the mods came up.Why?'Cause they're mature,and respect the official devs.
I don't know about you but as many others (who aren't here now),I'm around this hood for a long time and I can tell you that 80% of the dedicated IL-2 gamers are long gone.Most of them are now playing RO.

Quote:
...especially when I know you can and are being held back
Please stop these non-senses.Noone is holding DT back!
DT is simply following the tech.specs,created by lots of programmers/coders/3D modelers/3rd party modelers and many other people who worked for years over the IL-2's official development.

Now,Protos,in order to make the said above clear to you,I'll try to generally explain you what official game development term means.

The main idea of the game development is to keep the 3D models with reasonable (meaning to keep the model with as low polygon level as possible,without damaging the model's appearing) amount of polygons,so there will be more physical and memory space for effects,and other cookies.
Take for example Crytek 2 engine.FYI it's the engine,powering Crysis game sequel.Anyhow,even there with that powerful new engine,the team that developed Crysis was still keeping strict laws on the polygon level,otherwise there wouldn't have been those nice big explosions,great graphics,large world,physics and so on,that I bet a lot of people here enjoyed.
I don't think you have noticed that the weapons in crysis were "low poly",right?
All this wouldn't 've been possible if the Crysis team was thinking the same way as some/most of your beloved modders do.
Don't doubt in my words.Many other games (actually all) were created in the same way.The creator of the maps,3D models and textures of HL-2 and the rest of the sequel,was/is a Bulgarian.I personally have spoken to him about this type of things and it is true,believe it or not.

The key to develop a game is the following of strict rules,and not doing whatever you like to.

With thus said,I hope that the problem with the "low poly" jargon is settled up,and that It's not about "poly count",but simply about following the tech specs for the particular game engine.

Last edited by Bulgarian; 12-02-2009 at 05:19 PM.