Patchs WiP ...

Forgotten Battles, Ace Expansion Pack, Pacific Fighters, 1946 e Cliffs of Dover. Dúvidas, dicas, novidades e debates.
21_Sokol1
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Re: Patchs WiP ...

Post by 21_Sokol1 »

O problem a é que a comunidade "wwii sim" é pequena - bem menor que em geral se imagina - então é fácil para alguns com boa lábia criarem tendências - boas ou ruins. Note que os vários foruns da 1c só tem 37.000 membros, imagine a parcela do CLoD.

Quanto aos reviews, as páginas que não fizeram foram generosas - considerando o estado do jogo no lançamento. Hoje não faz mais sentido fazer, os estrago para o público não iniciado já foi feito.
Agora é esperar que saia logo o Battle from Moscou e que seja lançado mais "pronto".

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Re: Patchs WiP ...

Post by 44_Santo »

Espero que não lancem outro beta, porque isso prejudica bastante e desencoraja alguns de investirem no simulador.
Talvez se fizessem algo mais simples e sóbrio do que algo com um potencial grande demais para ser atingido por uma equipe limitada. Prometer apenas o que puder ser cumprido também ajuda.



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Re: Patchs WiP ...

Post by 21_Sokol1 »

O B6 esta solicidando ajuda para definir o que precisa ser melhorado na IA e na COMM.

Today,
BlackSix

Community help needed with AI and Radio Comms

Hi everyone,

We are hard at work on the next Cliffs of Dover patch. We’d like to get more input on some elements of the game, and we also need some help tracking down a mysterious issue. Here’s what we have:


1. AI (Artificial Intelligence)

While the forum consensus is that AI needs work, we could use more specific suggestions. Ideally they would come in the shape of “when plane X is in situation Y, instead of Z it should do ABC”. I’m afraid that more general issues such as “we need more historical tactics” or “fighters should work better in groups” are not there because we don’t know about them, but rather because these tasks are insanely complex and take an incredible amount of work to improve.
So we’d like to hear some specific suggestions if possible, or any bugs or other problems. Screenshots or videos or giant scientific works are all very welcome.


2. Radio Comms

We’ve been gradually improving on this part of the game for some time. We’d like to make sure we’re on the right track, and we’re doing exactly what we need to be doing. So we need your help as well!
We’ll listen to any suggestions ranging from bug reports to ideas on completely overhauling the system or redoing it from scratch in a completely different way.


3. Mysterious joystick lag

Every once in a while people will email us a bug report mentioning “joystick lag” that needs to be fixed, or we’ll see it mentioned in passing on the forums. Unfortunately, we still do not have enough detail from anyone to track down this bug, or as a matter of fact replicate it.
If you think you experience a delay in response to your joystick input, we need details! Which plane, what map, on-offline, if online what server, system specs, joystick model, exact maneuver you are trying to do when experiencing it. Please provide as many details as possible!


Experience a bug? Please fill out this form:

Error description:
Details:
Can it be consistently reproduced?:
Screenshot or video:
OS, system specs:

Or use this format for general suggestions:

Suggested improvement:
Detailed description:
Proposed benefits:


If your idea does not fit this format, we can take freeform text as well.

Thank you!
Sugestões devem ser postadas (em ingles) no formato destacado acima, neste tópico:

http://forum.1cpublishing.eu/showthread.php?t=28747

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Re: Patchs WiP ...

Post by komet163 »

21_Sokol1 wrote:
saraiva wrote:E o CFS3 ficou melhor depois dessas upgrades e melhorias?
O CFS3 em si foi ofuscado pelo IL-2 - e tambem pela falta de suporte da M$ - mas ainda dever ter gente jogando - tem gente jogando até o EAW.
Mas fizeram alguns MODS interessantes com o engine do CFS3 como O Mediterram Air War (RiP) e o Over Flanders Field, ambos pagos. O OFF esta na terceira ou quarta fase, o que atesta o relativo sucesso.

Sokol1
Mas esse dois não foram os melhores upgrades para o CFS3, na minha opinião o melhor foi o CFS3 ETO Expansion. Esse sim, os caras melhoraram em tudo desde as aeronaves, terreno, missões e campanhas e o nível de voo das aeronaves. E tudo isso foi gratuito para todos, só parei de voar nesse expansão por causa do CloD.
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Re: Patchs WiP ...

Post by 28_Condor »

S!

Desenvolver esse patch é como trocar pneu de carro andando? Veja bem...

http://forum.1cpublishing.eu/showpost.p ... tcount=599


:lol:



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Re: Patchs WiP ...

Post by 21_Sokol1 »

Ohhhhhhhhhhhhhhh! :o
BlackSix

Monday Heads Up 23/01/12 - Update coming soon
Monday Update:

We are actively working on a patch, there is some progress in optimizing graphics.
However, the resulting performance data and information about changes in the near patch we will publish when we are 100% sure of the result, please wait.
Also, this Friday we'll post some screenshots of the new aircraft from the sequel.
:P

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Re: Patchs WiP ...

Post by 21_Sokol1 »

Today, 08:41 AM
BlackSix

Friday Update, January 27, 2012

It’s our pleasure to continue our weekly updates in 2012!

From now on our Friday updates will include both information on Cliffs of Dover (when we have something exciting to reveal) as well as updates on the state of our not-yet-announced sequel.

We’ve already shown you a few screenshots from our next project in our pre-holiday update.
You can see it here.


And now, the State of the Project address from project’s lead Ilya “Luthier” Shevchenko
We could have probably avoided a lot of bad blood if I had explained some basics earlier.
So let’s take a step back and discuss the specifics of video game development as it exists today.

2012 is not 1999 or 2004. Hardware capabilities and community expectations grow at an exponential rate. In the golden early days of the series – over 10 years ago – we could have written an entire cool new feature in a week, rewritten a complex module in two, or created a new plane in a month. In those days we could offer you something new and exciting to look at every Friday!

Things are not the same today. A single plane model can take a year of work or more! Complex tasks such as changes to AI or flight model take many months of coding and testing. The industry reached this strange stage where the end result does not seem to match the amount of time that went into it. If you compare a late-year (IL-2) 1946 plane with a CoD aircraft, it’s hard to believe that one took a month and the other a year to make. Does it really look 12 times better?

If you drew a diagram of time spent on task vs perceived quality, the curve would be very, very sharp.

It is what it is. It takes a huge amount of time to rise above the bar set by the original Il-2. The illusion of time spent vs quality delivered affects not only the layman but us professional developers as well. We’ve underestimated the amount of time it could take to “do better” quite a few times. We could do it exactly like in Il-2 in a month. But we don’t want to do it like in IL-2. We want to do better. And to reach the next qualitative level you need to spend significantly more time. In some cases, a year instead of a month, or even worse.

Secondly, and I hope this part is obvious to most everyone, games are developed by teams of people with very different skills. They rarely intersect. For example, there are team members who are great at making 3D models of tanks. They can’t just switch over and make a cockpit one day. They’d need many months of retraining. And even more than that, a tank modeler can’t just come in one day and fix a memory leak in the network code. All he can really do is make great tank models regardless of what a network programmer or a map maker are doing.

I’m really hoping this will cut down on cries of “why do we need x when we still have the glaring problem of y!” Each team member does the thing he can do at the speed it can be done. “Hire more programmers” is not a solution either. If your plane can’t fly very fast, putting more pilots in the cockpit won’t do much for its top speed. Especially when your plane is a unique one-off model with controls and other systems quite unlike anything any pilot might have ever handled before.

So we address each issue at its own speed. Some bugs can be fixed very quickly, and they are. We can update a cockpit lever animation or fix a type in a matter of minutes. On the other hand, locating a memory leak can take many long months of dedicated work by some extremely qualified programmers. All bugs are not created equal.

So our general status report is very simple. Everyone is working very hard doing the same thing they were doing a month or a year ago. Graphical programmers are working on graphics. Network programmers are combing through the network code. Plane modelers are building 3D models of aircraft. No one stopped. Nothing was abandoned. On the contrary, the team continues to grow.

I also have to say that under these conditions reporting on intermediate progress is very hard. Say, we’ve measured FPS in the new graphics engine. The engine still has some problems, solving which will have a definite impact on FPS – whether positive or negative is impossible to say. However if we were to announce that in a mission X we’ve increased FPS by Y% on hardware Z, then regardless of the size of the WIP disclaimer, we’d be eating our words for years to come if they turned out to be too optimistic.

So we continue to work, quietly and privately.

The progress is a constant. Graphics are virtually complete. Almost all of the newly introduced bugs are squashed. There are lots of other improvements. The new project as well is advancing at a good pace.

I can’t say anything more than that however, this week like many other weeks. It’ll be ready when it’s ready. And as we all know, nothing good ever comes out of talking about it before it is ready.

PS - And I’d like to point this out one more time. There is no conflict between the old and the new. We have one team that works on a single overall task, that is, improving the Il-2 series. Whether it is a new sound engine or a new graphics engine, we don’t make them for CoD or for the sequel. We make them for IL-2 Sturmovik.

(end of producer transmission)
We are also working on improving Russian and German localization with the help of the community.

And now let’s look into the future.

We are very proud to show off another flyable plane from the sequel, the famous Polikarpov I-16. It’s the mainstay of the Soviet air force in the early period of the war. It’s still a work in progress. We will reveal its cockpit at a later time.

Please tune in next week for screenshots of a damaged I-16 as well as something completely different!

Good hunting!
http://forum.1cpublishing.eu/attachment ... 1327653596
http://forum.1cpublishing.eu/attachment ... 1327653603
http://forum.1cpublishing.eu/attachment ... 1327653610
http://forum.1cpublishing.eu/attachment ... 1327653620
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http://forum.1cpublishing.eu/attachment ... 1327653729
http://forum.1cpublishing.eu/attachment ... 1327653737
http://forum.1cpublishing.eu/attachment ... 1327653745
i16. :rock:

Image

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Re: Patchs WiP ...

Post by 28_Condor »

S!

Os detalhes da modelagem estão incriveis :rock:



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Re: Patchs WiP ...

Post by 28_Condor »

S!

HUm, mas aquilo nas asas são canhões? Vai ser aquela discussão... :?:
Originally Posted by csThor View Post
@ BlackSix

Is it already known which types of the I-16 will be there? I ask because (once again) the very rare ShVAk-armed I-16 is shown before the much more representative versions with the ShKAs as wing armament (Type 18 and Type 24).

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Re: Patchs WiP ...

Post by 21_Sokol1 »

E considerando que esta "sequencia" deve levar uns 2 anos para sair... :?:

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Re: Patchs WiP ...

Post by Redsoldier »

Putz, esse post do Lutier foi muito bom! Leio muitos artigos e comentários de desenvolvedores de games, mas nenhum até hoje se explicitou no sentimento de incapacidade pessoal de atender às expectativas do público devido ao hype tecnológico.
Talvez porque, na maioria das vezes, leio o que animadores, modelistas e designers escrevem/falam, isso dá uma má impressão porque os caras são mais artistas que tecnicos de programação e computação.
Não querendo defender o diabo, mas é óbvio que em todo aquele tempão do desenvolvimento do BoB (later CloD) eles tiveram que refazer toda a engine várias vezes pra acompanhar o avanço (inclusive de outros sims do mercado) e isso dificultou a manutenção de uma linha de trabalho contínua. Aí entra a pressão da empresa/publicador pra que a joça saia logo.

Só tomar o exemplo do DCS: Quantos aviões e patchs eles tem, em quantos anos de desenvolvimento?! E olha que estes participaram de contratos com os militare$$$...

Eu nunca duvidei da capacidade deles de fazerem excelentes modelos e cenários (até animações), mas me parece que os programadores não tem capacidade (ou qualitativa ou quantitativa) de fazerem um simulador dessa proporção no tempo que lhes pedem.

Eu estou ansioso com a sequência e espero que com o tempo adicional de incubação consigam fazer algo definitivo e setar um marco zero (de uma vez por todas) na simulação aérea da WW2 nessa segunda década do séc XXI.
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Re: Patchs WiP ...

Post by 21_Sokol1 »

Redsoldier wrote: na simulação aérea da WW2 nessa segunda década do séc XXI.
Putz! Vamos ter que esperar mais 39 anos!??? :P

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Re: Patchs WiP ...

Post by Redsoldier »

Há! :D
Não não, me refiro a nossa década (atual) mesmo. Acho que no atual nível de avanço tecnológico podemos esperar um grande breakthrough a cada 10 anos na simulação.
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Re: Patchs WiP ...

Post by 21_Sokol1 »

Sei não, na última so me lembro de um, lá pelo inicio da mesma. :)

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Re: Patchs WiP ...

Post by 28_Condor »

S!

Postado no 1C:

[youtube]http://www.youtube.com/watch?feature=pl ... re6DUAbMIg[/youtube]

Belo video de um i-16. Como comentado, a visão das seis é muito mais livre que no il2...

Espero que não haja problemas de copyright para o som desse motorzão :)


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