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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 10-29-2012, 07:40 AM
tintifaxl tintifaxl is offline
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One example is the console. Same commands, same functionality. The layout of the conf.ini looks very similiar, too.

So I think the sim has inherited some technical concepts of IL2:1946.
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Old 10-29-2012, 01:17 PM
palker4 palker4 is offline
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Quote:
Originally Posted by tintifaxl View Post
One example is the console. Same commands, same functionality. The layout of the conf.ini looks very similiar, too.

So I think the sim has inherited some technical concepts of IL2:1946.
Thanks for stating the obvious genius. If they have something working and are used to having such commands and .ini layouts why would they create something new. To confuse themselves? To make their work harder? If you are such an expert why don't you try to suggest something better.
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Old 10-29-2012, 02:06 PM
David Hayward David Hayward is offline
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It's funny when people who know absolutely nothing about computer programming start to comment on the way the game was coded.
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Old 10-29-2012, 05:09 PM
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SiThSpAwN SiThSpAwN is offline
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It's funny when people who know absolutely nothing about ___________ start to comment on _________.
Pretty sure right there is the definition of internet forums
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Old 10-29-2012, 05:47 PM
BadAim BadAim is offline
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I can't be bothered to read the entire thread, so I don't know if this has been said yet, but I just want to comment that you, Puma are doing nothing but trolling.

I have come to expect better from you, but I guess that is my own failing.
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Old 10-29-2012, 09:19 PM
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Mysticpuma Mysticpuma is offline
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Hey no hard feelings. It's not an intentional troll!

Currently as we now wait for the next installment, it's been obvious to see where the issues still lie in the Graphics department. To be honest I am mostly flying over the Sea as I find the ground pop-up textures too annoying. But over the sea (and when the particles of smoke aren't too huge, the sim is really enjoyable.

Regarding the legacy I refer to...here's a short clip to show how nothing has changed since the 'old' 1946 days:



Cheers, MP
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Old 10-29-2012, 09:34 PM
David Hayward David Hayward is offline
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Does that clip show the matching code? If not it is useless.
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Old 10-30-2012, 12:33 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by Mysticpuma View Post
......
Regarding the legacy I refer to...here's a short clip to show how nothing has changed since the 'old' 1946 days:..............
you'r confusing a few concepts

the draw bubble for these 3D objects popping up directly depends on the power of your pc gpu/cpu, and the density of detail you have set in the options. want less popup ? turn down the detail or get better/faster cpu/gpu component for your pc. notice how each of those buildings is popping up ? thats your pc saying WTF and each time having to draw an additional buildings, and there are 1000's of them (all in low LoD at that point), but in those console games those buildings/objects simply arnt there to be drawn, its just a bland large texture map. games like BoP and console type games that look "nicer" from the same mid altitude level do so by using low resolution textures as large tiles area's with a few 3D objects placed in them only, and keep that poor detail display till you are very low to the ground (which is why they look ugly at low altitude).

in comparison the il2 series was initially made as a sim for the il2-sturmovick aircraft, a low level ground attack plane, so the focus on scenery detail was done with that focus. with oleg's ambition of now even showing "moving blades of grass" they have gone a bit overkill on still trying to provide that very high level of detail in a 2010 sim and simultaneously have your pc still able to deal with FM, DM, high numbers of moving objects near you etc.. And it has to do this on a huge map with a very good view of the distant horizon, something i havnt see any other modern game do as well. at the point of performance "where the tire meets the road" our pc's arnt quite coping with their ambitious plans (and code can be optimized further ?). one possible way to improve this, and i am no pc grafix expert, might be to use a better type of distant LoD model which blends in more with the background, so the popup effect is less obvious. a gfx artists could work with their game coder to address that, but the fact remains your little pc has to try and draw every single new object, and it is struggling right now to do so

iirc, from what oleg said during development, the way CoD is designed there is 3 levels of altitude where different amount of details are show, and right now in the hurry to fix CoD iirc the transition point between low and medium altitude "zones" isnt correctly balanced (exacerbated by them trying to squeeze more fpsec's out of the new gfx engine for mid level pc's), hence the complaints during the last few patches that bomber crews couldnt see their targets for high altitude bombing runs

just because the 2 sim series show building popup, doesnt mean they have gone cut and paste from the old il2 code
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Last edited by zapatista; 10-30-2012 at 12:38 AM.
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Old 10-30-2012, 06:23 AM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by Mysticpuma View Post
Regarding the legacy I refer to...here's a short clip to show how nothing has changed since the 'old' 1946 days:

Object density and performance have linear relation. Drawing distance and performance have cubic relation. Doubling drawing distance requires not 2 times more, but 4 times more computing power. This means that drawing distance will always be a pain, unless you want to sacrifice much density and complexity of objects. Other games simply add fog outside of the bubble, so objects don't pop up, but appear out of fog instead. Cosmetically it looks nicer, but you simply loose ability to have different drawing distances for different objects. I would personally choose to live with popups, than with fog, which masks rivers, hills at distance and make navigation uncomfortable.
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