![]() |
|
|
|
#1
|
|||
|
|||
|
Okay what gives with SOW BoB?
Simple questions: Has the SOW engine been finished yet, and I am just talking about the basic game engine here? Has any of the flight modeling of any of the planes been completed? Will it support core 2 and quad core cpu’s? Does it support directx 10 and opengl3? |
|
#2
|
|||
|
|||
|
Geez, hes answered most of the improtant questions, give the guy a break and let him get on with the sim.
The posts which whine and moan about the sim not being finished make the authors look like little kids. |
|
#3
|
|||
|
|||
|
Quote:
Btw. it would be soo easy to fool the community, just feeding them year old screens. That way Oleg wouldn't risk any of his new features and yet would stop the cries for "updates". ...and as noone here knows where the development stands at the moment so he couldn't be disproved anyway. |
|
#4
|
|||
|
|||
|
Not really a question, but more wanting some feedback on something that has hit the community as of not long ago.
Oleg, as I bet you are more than aware, someone cracked the format which has now created things such as the sound mod, bomber mod, and various other mods that have opened up AI aircraft, among other things, to the public. I understand your reasoning to completely locking up IL-2 from the majority of modding. It's mainly because you likely don't want this game to turn into games like CFS2 where people can mod the game to make planes shoot straighter than a pin, and be able to climb into the stratosphere in an ultralight, and no way to prevent multiplayer games from becoming hackfests. That's where I think you're right, and from my being in a game development college, I can see where you're coming from. However, at the same time, I believe that this game has tremendous potential for expandability, and the speed of the number of 'mods' that came out shows how enthusiastic the community is to have it (the sounds themselves are perhaps the most popular), and now that the cat's out of the bag, so to speak, it's going to be hard to prevent the format from being hacked again and again. Now, the thing is, is that instead of blocking all attempts at modding to try to protect the game from cheating, what about embracing the community? Since I also play other games, like first person shooters and real time strategy games, I've seen modding a fair bit. Now, how those developers dealt with it, is that in order to make a mod, you had to create a seperate mod file, which an ingame mod manager enabled in order to play it. Turn it off, and the game becomes stock. And, if you modified the existing game files, then the multiplayer game server would ban you. It's a way that has been done many times in many games, and it's a tried and tested method. And, they also use cheat blocking software, which in the end makes it mostly foolproof, and barely more vulnerable than even closed-source software. I know of a lot of people who would love to finish the aircraft, ship, vehicle, and tank catalogs in this game, and do other adjustments. Although it would take some effort to develop and install a mod manager for a future patch, it would be worth it, because it would extend the longetivity of the game, even after BoB is released. Modded games have near-infinite shelf lives, and I know this because even today I play games like Total Annihilation (a game released almost ten years ago!), just for the mods. How I think it could be done, is this: make two sets of files, one which are compressed, compiled, and very hard to reverse engineer for the core game (the SFS file format for example), and a modable version of an SFS file. Then, using the mod manager, you can load the mod SFS file(s) in order to load extra aircraft, sounds, etc. That way, when you join a game server, and you have mods running (or the lack of certain ones), it can prevent you from joining, citing the reasons. This way, everyone wins, because that way people get their mods, and the illegal hack mods would be pointless to exploit (except for cheaters, and we know that your current system covers that already). It would make your life easier as you wouldn't need to make a new SFS format every time a new patch comes out, and it would make the game self-sustaining, which can put your entire team's focus onto BoB. And heck, if some mods are good enough, you could even impliment them officially into a later patch! Anyway, that's my two cents on the whole matter. Now I'd like to hear your thoughts, Oleg. (I don't want people outside of 1C staff from replying, as this is strictly for Oleg's Q&A) Last edited by The Legacy; 03-10-2008 at 07:43 AM. |
|
#5
|
|||
|
|||
|
Hello everybody!
Until now I have the feeling you guys in 1C are really paying attention to the learning curve the players of this kind of games have to go through to really be able to enjoy them. I think this is the only way to ensure a future for the combat sim community. I had read about the not so complex engine management procedures, mix, pith control, the fantastic Tiger Moth... but what about gunnery? From my experience, to master gunnery is one of the most difficult and sometimes frustrating experiences that I had to deal with in this game. Are you planning to implement some kind of option, feature (more elaborate that the arcade mode on IL2) to help with gunnery? Waiting has not ever been so sweet. Looking forward for BOB, enjoying every minute in Il2. Regards, Solrac. Last edited by Solrac; 03-12-2008 at 01:16 PM. |
|
#6
|
|||
|
|||
|
4.09 has work started on the on server application yet?
|
|
#7
|
|||
|
|||
|
Oleg, what is going on with 4.09 ?? what is the delay ?
|
|
#8
|
|||
|
|||
|
Quote:
|
|
#9
|
|||
|
|||
|
Quote:
|
|
#10
|
||||
|
||||
|
Thanks for the time, Oleg. Much appreciated.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|