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Julhelm

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Everything posted by Julhelm

  1. All this is is extra bloom, contrast filter and color correction filter. IMO all these external filters do is make everything look cartoonier, with exaggerated blacks and whites. And it doesn't adress the core issue of why stock Strike Fighters looks bland, which is non-optimized light settings and quite frankly subpar texture work on a lot of 3rd party assets (a lot of people here obsess over rivet placement but totally ignore concepts like ambient occlusion that really work towards adding depth to a scene).
  2. For those of you who dislike Steam, we've released Cold Waters and Atlantic Fleet on GOG.com at a discount. Go buy them if you haven't already. https://www.gog.com or click the images below for each respective title download page.
  3. That's in SEA. TK is in Texas which I assume is a fair bit more expensive. What it really comes down to is time. If you factor in the time it takes to build a quality plane with exterior models and virtual cockpit, to modern standards, 10k is a totally feasible sum. A single ship model for Cold Waters probably ends up around 3k, and then you can multiply that by some 40 classes of ship in the game.
  4. Happy to announce our new game

    Prepare for submarine combat 1980's style - please check out the teaser trailer We have a greenlight for it as well: https://steamcommunity.com/sharedfiles/filedetails/?id=770691721
  5. Flight Sims, Circa 1990

    That's an FMV game though similar to Dragons Lair. All that engine has to do is overlay sprite colliders on what is essentially a animated movie, which itself is probably streamed from laserdisc. Jet was a full-3D game that featured semi-active radar homing, carrier operations, and real dogfights, all while running on 64k of RAM. That's much more technically impressive.
  6. Flight Sims, Circa 1990

    There were even a few games on the Amiga that used wireframe graphics with red/blue glasses for actual 3D. Sublogic's JET is probably the earliest fully-3D flight sim I can think off. Unlike F-15 Strike Eagle, it had filled polygonal graphics with actual terrain, airfields and carrier landings. This in 1983 on a C-64.
  7. Flight Sims, Circa 1990

    The old sims were still 3D. All the 3DFX card did was switch the rendering to hardware, while earlier games had to invent software renderers which constrained what could be done with the CPU. In fact GPUs are so good at handling vast amounts of data we now have compute shaders to help further offload the CPU.
  8. Flight Sims, Circa 1990

    These sims were simple enough that anyone could pick them up and play without having to invest in expensive peripherals. Flightsims were still selling well until the late 90's shift towards increasing complexity and realism for realisms sake. Jetfighter and F-15 were hardly more complex than today's Ace Combat, but they felt authentic enough to be convincing.
  9. Happy to announce our new game

    All the models in the game have been made specifically for it. The tanker and containership I made for SF2 is much too modern for 1980's and the wrong classes anyway. For this game I spent a lot of time doing research to make sure the Soviet merchants are as accurate as possible.
  10. Happy to announce our new game

    Which ones?
  11. So the terrains are essentially handmade? No wonder it took them forever to do the Nevada terrain. That toolset looks awful to work with.
  12. Independence Day

    Someone still has to get parliament to trigger Article 50. Cameron had promised to do so, but he has resigned so whoever replaces him has to bear that responsibility. As if that's going to happen. The joys of advisory referendums.
  13. Halberstadt D.V

    The SF/FE2 exporter allows you to export the coordinates of hitboxes if you set them up in 3dsmax. It's important that they have to remain boxes, which means you can create a cube or box and scale it so it matches the area of the part it's supposed to be the hitbox for, but you can not add modifiers or convert it to mesh via editable mesh or poly. This is because the engine only uses a min/max coordinate for calculating collision volumes, which is only possible if using simple boxes.
  14. Version 1.0

    1,065 downloads

    Convair Model 201 for Strike Fighters 2 ---------------------------------------------- What this is : This is the CTOL version of Convair's Model 200 VSTOL entry for the Sea Control Ship fighter competition of the early 70's. It also reappeared later as GD Model 218 during the VFAX competition which ultimately ended up as the F-18. There are quite a number of artist's impressions and 3-view floating around, of which most ones show a more pointy delta planform and underwing Sidewinders. That would be the earlier iterations, which by 1975 or so would have evolved into what you see here. The original documentation only mentions 2 AIM-9 + 2 AIM-7 but I added 2 underwing and a centerline station because it makes the plane a bit more fun to use and isn't totally implausible. ---------------------------------------------- More Stuff: It uses sounds from SF2E so your mileage may vary :o ---------------------------------------------- Known Issues: None, really. ---------------------------------------------- Credits: Models & textures & FM by Julhelm As usual, these files may not be used in payware or otherwise tampered with and reposted without my consent which you may request on Combatace forum. This message will self destruct in five seconds.
  15. Steam is about 75% of the PC market these days. We don't really have the manpower to operate yet another storefront with all the support and community interaction that involves. I don't understand the antipathy towards Steam btw. I've used it since it was in beta back when CS 1.6 was released and never felt uneasy about it, unlike other storefronts like uPlay or Origin.
  16. Well it started as a Pacific Fleet sequel, then early in development it became realtime and much more patterned on Great Naval Battles. However we couldn't make the gunnery feel right at the time and also we had misgivings about being overambitious and possibly alienating our existing customers. So it was scaled back to the turn-based format but refining it a lot and adding the dynamic campaign.
  17. I see nothing wrong with using a 3d ripper if you can learn and get better from it. It's only lame when people rip entire models and then distribute them or make money off of them.
  18. Version

    1,567 downloads

    RA-5C Block 10 V1.0 Credits: Model, Textures and Weapons: Julhelm FM: Fubar512 & Column5 Cockpit: Kesselbrut Avionics: Moonjumper & Julhelm --------------------------------------------- Features: * This is a late model RA-5C with the uprated J79-GE10 engines and LERX's. * Working linear bombbay and underwing hardpoints. * New models for the Mk27, Mk28 and Mk43 nuclear storetrains with accurate textures and complete entries for "dial-a-yield" functionality. As an added bonus, these nukes actually destroy things! --------------------------------------------- Installation notes: Do not forget to install the weapons by adding the data entries to your weapondata.ini file and opening/saving it with the weaponeditor. --------------------------------------------- Legal s**t: This file cannot be used in any payware packages or such, it also cannot be changed or tampered with in any way, or uploaded in any shape or form by a third party without my consent or permission. Failure to adher to these rules will be punished by summary execution by firing squad - Your next of kin shall be billed for the expended cartridge. You have been warned. ------------------------------------------ Nils 'Julhelm' Dücker NilsD at bredband dot net
  19. Combat Air Patrol 2 preview

    CAP2 is getting released anyway and the kickstarter money was for affording some extra features the team wanted. It's not vaporware yet.
  20. There's another advantage with mobile, and that is that people still have no real expectations when it comes to core games. Unlike on PC where customers will compare a one-man sim like SF to AAA works like DCS or FSX, only to conclude the one-man show doesn't measure up.
  21. Game development is usually not very high-paid work. You are expected to put in massive hours in return for pay that is less than you would get at a programming job making commercial software. Even less pay if you are an artist. The only people who ever seem to get paid well are senior employees and the various leads and art/tech directors. Bottom line if you don't like it there's a thousand other young people passionate and dumb enough to work 80-hour weeks for peanuts. I cannot possibly imagine russian devs get paid better than we do. As for TK my guess is he just got tired of working on the same thing forever. At some point you got to move on.
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