Quote:
Originally Posted by Skoshi Tiger
Just a few more words from Jason over at SIMHQ
http://simhq.com/forum/ubbthreads.ph...3373697/6.html
Now I posted it as a whole so hopefully I don't take it out of context but here's my take on it.
The interesting points for me are
So most of what was originally stated by Jason was/is common knowledge in Russia.
Like most of us westerners we only get to see a small amount of any of the discussions where someone sees something that will backup the points that they are trying to make and translated only that small part.
One of the good things about ROF is that it is it stands on its own as a SIM. The developers can be very proud of what they have achieved. Like many projects a lot of ideas are bounced around in the begining. I'm sure the ROF team made the best choice for their project.
In my opinion the Cliffs of Dover team can be proud of what they have done so far. There's still alot of work to be done but that goes with all projects. You don't see the ROF team stopping their development work!
From what I see when I play COD I know that the COD team has a lot of talent and has put in a lot of hard work. Now it's our turn as a community to do our part!
Maybe as a community we should be a little less interested in point scoring seeing what we can do to make it a success?
Cheers!
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interesting, with the new bit being that there was indeed direct contact between RoF and the il2 team at the start of the RoF project (i hadnt seen that confirmed yet, and just knew about the overlapping time lines). the more jason tries to deny the link, the more confirmation there tends to be of a possible link with that lost 2 or 3 yrears on CoD/BoB

(jups i am speculating here)
what i DO remember about that period is that there were incidents of attempted (and successful ?) code theft, and that some of those that were fired were because of unprofessional behavior and breaches of confidentiality, it was not a technical competency thing, there were "incidents" that led oleg to fire them, that much was clear.
one savior in all this was oleg's modular game design, were no single programer (other then himself) had an overview of the whole project, or had working integrated code. they each worked on their own area's, object and plane design, flight models, scenery, grafix engine , terrain detail etc..
pieces of the puzzle are starting to come together, we need some russian speaking contributors to unravel the rest.