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IL 2 BATTLE OF KUBAN DD 175 & 176
76.IAP-Blackbird posted a topic in IL-2 Series / Pacific Fighters / Cliffs of Dover: News
Dev Update 176 and bellow you can find the earlier update 175, why?! Why not if you want to see the larger pics bellow, simply click on the link below Im leaving now for two weeks and maybe i will be able to post some updates. Hope you enjoy it and have fun reading it! Some comments would be nice, if you like those devblogs or not ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Hello everybody, another week has passed and we have interesting IL-2 news for you once again. First of all, our programmers started the work on the next new gameplay mode: Cooperative. In the start, this mode will include new multiplayer server type, where a player will have to choose an aircraft in a scenario mission. The mission will start once enough players have joined and confirmed they are ready. The aircraft not claimed by human players will be controlled by AI, so the mission will proceed as it was designed even if the server isn't full. The mission scenario could be nearly anything you could think of - scripting allows a mission designer to create almost any combat situation. Moreover, the multiplayer branching campaigns will be possible, when a mission outcome decides which mission to load next. Judging by what the =DED= squad has made possible so far on their server, dynamic scenario campaign will be also doable. Our preliminary plans for the next year include improving not only the new Cooperative but also the existing Deathmatch multiplayer modes by giving the players more convenient means to socialize, offering a more informative, visual and convenient way to select and join a server. We'll be able to tell you more later when we set these plans in stone. For now, we can say that our post-2.012 changes include a ton of changes and additions already and we'll be telling you about them as they mature, in the each Dev Blog. This also means that this time the waiting for the next update will be longer than usual, so please bear with us - we're certain that your patience will be rewarded with the new neat stuff that will be in. To make this Dev Blog a bit less dry, here are some WIP Aircobra screenshots - you can already see it in the game engine. This one is going to be really interesting and we'll tell you about it in detail in our next news update. And some WIP rain effects Dev Blog 175 Hello everybody, the month of surprises continues and today we present you a new kind of them - instead of a new plane it will be a new tech. Our lead programmer and lead landscape designer were developing new stuff for a couple of months already: it will allow us to make the visual image of the sim drastically more realistic and modern looking in the next update. Their main task was increasing the rendering distance of the terrain almost four times, from 40 to 150 kilometers, and they completed it successfully. This task automatically brings several smaller ones with it in tow: increasing rendering distance of the clouds and making them more diverse, improving the air haze, the horizon, making additional, simplified landscape beyond the map borders since you can see so far now and so on. Ofcourse, one of the main objectives was to not allow significantly FPS drop appear due to this new feature, and we succeed in this. For example, today's discussion on how the new haze should look was so tense and spirited you won't believe it, with many members of the team participating - producer Jason Williams, lead programmer Sergey Vorsin, lead landscape designer Evgeny Isaev, lead physics engineer Andrey Solomykin, build manager Andrey Dineev, physics engineer Roman Kovalenko and yours truly Daniel Tuseev, of course . You can see the current result of the work on the following screenshots that were taken during daytime at 5000, 2000, 500 and 100 meters altitude. This improvement will get rid of likely the last important thing our engine lacked in comparison to our competitors, and now it looks like we're taking the lead instead. Otherwise, our graphics engine is hands down the best among the combat flight sims. But we won't stop at this, that's for sure, we'll move forward! https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry520948- 2 replies
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