IL-2 Sturmovik: Cliffs of Dover (Anuncio Oficial)

Iniciado por GAE_Castor, 18 de Enero de 2011, 01:50:27 PM

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GAE_Castor

Dentro de lo que se puede encontrar dando vuelta, vi este video que muestra algunas cosas interesante.
_Fíjense lo difícil que es ver unidades terrestres cubiertos por los arboles.
_Después de la mitad del video, el Bf-110 ataca una base, miren como hacen los vehículos a la primer pasada.
_En un strafing, hace explotar algo y es muy buena la explosión.
_A la salida de otro strafing, se ve que alguna bala le impacta en el ala derecha (AAA) y flashea algo de fuego y se apaga.
_La visión panorámica del avión, espectacular.

C.F. Castor

GAE_Chape

Notaron que fea es la union de la tierra con el agua, sera que tiene poco efecto en el agua este muchacho?

GAE_Gaucho

para que corra asi de fluido tiene que tener todo al minimo o una pc como la de la nasa

GAE_Ceteu

Cuando le pegan en el ala que se ve ese breve fuego, matan al artillero, que queda derrumbado hacia atrás, pero cada vez que mueve el avión, el cuerpo se balancea.

GAE_Balker

Buen video.
Sería bueno recordar qué máquina habría que tener para verlo fluído.

GAE_Castor

Cita de: GAE_Balker en 30 de Marzo de 2011, 10:23:28 PM
Buen video.
Sería bueno recordar qué máquina habría que tener para verlo fluído.


este video es con esta PC:

AMD Phenom II 955 BE, 4 Gb DDR3, HIS Radeon HD 6870 (ATI), 22" (1650*1080).
Full realism (screen included in movie).
My first flight in new sim "Il-2 CoD".
This is Hurricane.
Very boring flight. I warn!
Video options - medium, hight.
C.F. Castor

GAE_Castor

#66
Cita de: GAE_Balker en 30 de Marzo de 2011, 10:23:28 PM
Buen video.
Sería bueno recordar qué máquina habría que tener para verlo fluído.

Otro

Y este tiene:
AMD X6 1055T
4 gig ddr3
nVidia Gigabyte 460GTX with 1 gig vram
All graph settings on medium, 2xAA, 1920x1080


Fijensé en el siguiente video, a partir del minuto 2:25 como queda la cabina al pasar por una nube.

C.F. Castor

GAE_Castor

Default Il-2 Sturmovik: Cliffs of Dover Roadmap
Hi everyone. I?m very sorry to see that some of you are having technical difficulties with the game. It pains me personally to see that these problems are preventing you from enjoying everything the game has to offer.

The team has been working at a frantic pace since mid-summer. I personally have been working 12+ hour days 7 days a week pretty much non-stop, with only a short breather around Christmas. Optimization has always been our top priority; for example, the game you are playing now is roughly twice as fast as the version shown at Igromir.

We are continuing to work at the same pace now, after the release ? no weekends in sight. We are working very hard to make the game better, and we hope that even those of you who are unhappy with the state of the game are still able to see that it is worth the wait, and that you have faith in our ability to improve on your experience.

Here?s what we are working on at the moment:

1. Performance increase. Over terrain, the two things that slow things down the most are trees and buildings. We are currently in final stages of testing optimized buildings that almost double the FPS over London on a test machine.
Tree optimization is a little farther away. You will probably see changes in how trees are rendered, they?ll take longer to appear over terrain, but once again, performance increase should be significant.
If everything tests correctly over the weekend, both of these should be released by early to mid next week.

2. Enhanced multicore support. The mode that we unfortunately were not able to finish in time is sending all render to a dedicated CPU core. The mode is working but somewhat buggy. It easily doubles the FPS, and the performance boost is especially noticeable in larger missions with lots of stuff going on.
This is probably at least two to three weeks away, and we will probably do a short public beta of this major change before it?s made live to everyone.

3. Multiplayer. There is something in steam filters that prevents game servers from being found. This is only happening with live retail versions of the game. This apparently isn?t caused by us ? hopefully it?s just a simple oversight somewhere and the fix will be a simple flick of a switch.

4. FM and ballistics. We have already addressed the issue where rounds appeared to leave aircraft sideways. This was caused by the difference between physical and rendered position of the aircraft, i.e. the rendered position lagged behind the actual aircraft position.
Our aircraft programmer has a huge bucket list of things to check, which he?s going over at a rather brisk pace.

5. Resurrecting SLI support. This is our next biggest priority; it?s done by the same programmer now in final stages of optimizing buildings. We are really hoping this will be a quick task, but I don?t have an ETA at this point. It?ll either be a couple of days, or a much longer undetermined amount of time if we have to submit versions to card manufacturers and ask for their input.

6. Bug fixes and support. We are reading this forum a lot and some Russian-language forums, and working very hard to address all issues as they are being reported.

7. New stuff ? larger online maps, some new aircraft such as the 109E1 and E4 etc ? are all in the pipeline too, but obviously we need to solve the bigger issues first and then deal with the freebies.
C.F. Castor

GAE_Gaucho

Hello everyone,

Thank you all for your continuing support! Thought I'd update you on our progress made after the release date patch went live early on the 31st of March. We worked through the weekend to improve the game some more. I have to note that this wasn't anything unusual, most of the team has been working on a schedule like this for months. As I think I've mentioned somewhere, I've been working 7 days a week since mid-summer.

Our main priority, as stated before, is improving performance.

Here's what we've done as of the end of the day today.

1. Buildings are as fast as we can make them. That's it. I doubt we can improve them more.

2. Trees are still much slower than they can be, but we did completely reshovel the entire code to completely remove microfreezes. They're gone. The code is currently bruteforcing a lot of the stuff so it's not nearly as fast as it can be. We'll be optimizing it some more. Should not take a long time at all.

3. Misc bug fixes, as we can get to them, are also being put in. We've fixed the extremely unfortunate FMB oversight with the labels - it was the result of an overly zealous optimization effort last week. We've also done things to our Info windows, since they gave people more problems than we could ever possibly imagine. That alt-click, we still need to figure out what to do with it. Maybe even reverse the entire thing and make the cockpit alt-clickable and chat windows normal-clickable. I don't think we've ever done anything that confused the players more than these damned windows.

4. We've also finalized updates to the multiplayer GUI - see attachment for preview.

5. Unfortunately what seemed like an easy fix to the server search issue in steam still eludes us. Since I'm only allowed to admit to our own faults but not to other peoples' I can't say anything more about this.


The plan right now is to release an open beta version of the patch tomorrow night or the next day. It'll be a small archive you manually extract on top of your game's install. This is to allow the people to test the fixes. Since we've done some radical things in #1 and #2, we don't want to make the patch live to the entire world right away. We're hoping that everything will go smoothly and nothing new is found in the update, which means we can go ahead with our plans and push the update out to steam the end of the day Friday.

Our great hope that the Friday version will allow everyone to run the game smoothly and finally begin complaining about FM and DM and AI and skins and missions and GUI and landscape and the clouds and the weather!

nuevo, los tiene con el latigo oleg o quien sea :P

GAE_Ceteu

#69
Video presentación del Wellington, subido hace 4 horas por Oleg.

http://www.youtube.com/v/0-CZvp2YQRA&feature=feedu

GAE_Castor

Espero que a los que le tiraban mala onda a este proyecto se les quite.
Igual para disfrutar de semejante calidad, hay que tener muy buena PC.
C.F. Castor

GAE_Alma

No te preocupes castor que algo van a encontrar.... quejarse es lo mas facil del mundo...

GAE_Balker

¿Es verdad que el FMB se cierra sólo a cada rato?

GAE_Ceteu


GAE_Castor

Estoy leyendo críticas con ambos puntos de vista. Realmente en algunas revisiones lo están matando al simulador, y la verdad que tienen razón, ya sea por Ubisoft o por lo que sea, han sacado al mercado un producto sin terminar con graves problemas.
Supuestamente se lanza al mercado yanqui el 26 de Abril, pero también leí que sería pospuesto hasta fines de mayo. Muy poco serio eso también.
Espero que el grupo Maddox games pueda dar en la tecla lo antes posible con los errores y actualizar. Por el foro veo que están laburando contrarreloj.
Es una pena que hayan perdido el prestigio ganado con la serie IL-2 original.
Así y todo sigo considerando tiene mucho por delante y va ser el futuro estándar en los simuladores WWII.
C.F. Castor