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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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  #1  
Old 02-22-2012, 08:33 AM
Sutts Sutts is offline
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Originally Posted by zapatista View Post
if you equate yourself to a broken inanimate object, sure




you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different

Well put zapatista, I'm with you on that.
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  #2  
Old 02-22-2012, 08:40 AM
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furbs furbs is offline
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Quote:
Originally Posted by zapatista View Post
if you equate yourself to a broken inanimate object, sure




you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different
Interesting Zap, but with the current rules on speculation that lot is worth about 3 years of bans.
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  #3  
Old 02-22-2012, 10:10 AM
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Feathered_IV Feathered_IV is offline
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Good lord, Il-2 fan fiction.
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Old 02-22-2012, 12:58 PM
Feuerfalke Feuerfalke is offline
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Originally Posted by zapatista View Post
...in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.
Interesting.

That means, after that needed 1 year development-phase will be finished in just about one week and of course with the reinforced team, CloD will be completed on March, 1st.

One of us will be surprised, then, I guess.
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  #5  
Old 02-22-2012, 01:48 PM
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zapatista zapatista is offline
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Interesting.

That means, after that needed 1 year development-phase will be finished in just about one week and of course with the reinforced team, CloD will be completed on March, 1st.

One of us will be surprised, then, I guess.
re-read what i said, the meaning is a little different

we are about to receive a large patch that addresses the main gfx engine performance issue that has been the biggest problem since original release. iirc this patch has been about 4 months in the making so far, not 12.
- had there been no forced release 12 months ago, these problems could have been addressed earlier (ie a rewrite of the gfx engine would have been possible much earlier, rather then try and persevere under significant pressure to fix the older buggy one that had all the problems during the pre release year).
- other modular elements of the "grand vision" of the future of il2/SoW are already coded and developed (we have seen lots of information on this in the last 3 or 4 development years prior to release), which means many could be added in relatively quickly without having to be developed from scratch (as we just saw with flak control and some ground vehicles)

my hope is that if indeed this new patch corrects some of the major performance issues (as luthiers latest posts on this seems to indicate), that they can then focus in the following months/weeks on resolving some of the other unfinished or major buggy elements they didnt have time to address before release: like coop function, dynamic campaign engine, offline content, user ability to script missions and create semi automated AI routines (with a purpose made interface with the correct documentation, etc), or deal with elements they couldnt address because they were direct sub element of the current game/gfx engine that were being rewritten and recoded (like flight models or individual plane performance characteristics)

imo the main bottle neck is for the dreaded gfx engine performance problems to be solved

have a look at the Russian forum thread, seems the patch release is imminent, we'll know soon enough
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Last edited by zapatista; 02-22-2012 at 02:09 PM.
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  #6  
Old 02-21-2012, 12:57 PM
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JG52Uther JG52Uther is offline
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Thread clean up. Infractions issued.
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