#2725630 - 05/16/09 01:04 AM
Re: Some development updates for 2.10.
[Re: Bader]
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Torquatus
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That looks amazing! I particularly like the shot of the Spit and Tiger Moth in the revetments.
"I like to find out that I died, and that I'm currently in a ballet in China, and all the other very accurate and important things that the Wikipedia site brings us all."
-Stephen Fry
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#2725805 - 05/16/09 12:40 PM
Re: Some development updates for 2.10.
[Re: Chivas]
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godzilla1985
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Very nice indeed, This game just gets better with each update. Excellent work.
"It's the man, not the machine" Gen Chuck Yeager
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#2726346 - 05/17/09 03:19 PM
Re: Some development updates for 2.10.
[Re: BadBud]
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Buddye1
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The 2.10 with the new hi res textures and other features is projected for release (my guess) in July.
Intel I7 920 processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro thanks to BobII crew.
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#2726352 - 05/17/09 03:38 PM
Re: Some development updates for 2.10.
[Re: Buddye1]
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20mm
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Site Emeritus Honorary Forums Manager
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Looks great, nice work there guys.
Any idea what, if any, effect these objects have on framerates?
Pat Tillman (1976-2004): 4 years Arizona State University, graduated with high honors. 5 seasons National Football League player, Arizona Cardinals. Forever United States Army Ranger.
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#2727002 - 05/18/09 05:30 PM
Re: Some development updates for 2.10.
[Re: Buddye1]
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Joined: Oct 2007
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Global_Explorer
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The 2.10 with the new hi res textures and other features is projected for release (my guess) in July. You didn't say what year Absolutely fantastic work. Though framerate worries me too. 2.09 with ground objects preview was alreadly a little jerky (E8400 3Ghz, Ati 4850), and now this?
Last edited by Global_Explorer; 05/18/09 05:31 PM.
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#2727096 - 05/18/09 07:35 PM
Re: Some development updates for 2.10.
[Re: Global_Explorer]
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Buddye1
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It is always a risk to push forward with new stuff. Performance is alway the key concern.
We always try to test and balance performance. We try to offer options where we can to reduce performance.
Progress is always the same, a trade-off.
We are looking for solutions and options but forward progress is our priority for our 2.10 update as it is/was for all of our updates.
We are working on some good stuff for 2.10, I think:
1. New objects and high res landscape (just a ton of work) 2. A start-up MP capability 3. Fixes improvement to BOBII's 3D Gauges 4. Random skill levels for the AI
And others fixes and features for our players.
Last edited by Buddye1; 05/18/09 07:36 PM.
Intel I7 920 processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro thanks to BobII crew.
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#2727213 - 05/18/09 10:26 PM
Re: Some development updates for 2.10.
[Re: Buddye1]
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Bader
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Glad you like the shots, gentlemen. I have quite a few now So the good new is that the High res landscape textures in themselves seem to have minimal framerate impact, if you have a reasonable gfx card. What eats CPU resources, however, is the number of objects you have on-screen. A busy area can have 10,000+ and this is a genuine challenge. So there are some tricks we can play here, but that's what we're fiddling with right now. It's all iterative, this stuff. As PCs become more powerful and we learn the bottlenecks we can push things forward. I suspect that some areas will be densely populated with objects for 2.10 but most won't as the objects are very carefully mated to the underlying textures so a random scattering would just not work at all. Autogen forests will be universal though. You can tune density to your PC.
"Ah yes, Michael (Parkinson)," Bader replied, "But these Fockers were Messerschmitts..."
BDG BoB Developers Group: Eleven! years of passion for historical recreation of the Battle of Britain.
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#2728150 - 05/20/09 08:31 AM
Re: Some development updates for 2.10.
[Re: Bader]
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ataribaby
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Unbelievable work! I recetly played BOB2 2.09 little more and i had great time - i felt like hero in Darkblue world film Only things that still bugging me (i think for years, as i remeber it weas in original and in BDG too) was view starts uncontolable shaking when in cockpit after for example after i got heavily damaged and lost half a wings or in stall spin. Also padlock shake a lot. There is chance please that it gets fixed. I know i was asked to register on A2A site and ask for posibilities but i runs out of time in RL so i had no chance. I fixed that uncontrolable shaking in EECH code by placing "limiters" and "dampers" to head movements. In EECH head movements was directly connected to FM accelerometers and it make same uncontrolable shaking when FM produces crazy accelerometers values in some situations, similar to BOB2 ones wjen in spin or heavily damaged or in padlock. Padlock probably needs more revisiting to be usable ok. I want to get more free time beside RL to get time to register on A2A and ask fo rposibilities to help with this if there is chance for me. This sim deserves to be perfect. BTW any plans to fix shaders water? I mean its moving waves as now it is static and from time to time it "jumps" more like hick and non finctional or bugged dials in some cockpits? Because of this i fly mostly with old bitmap animated water. Finaly want to thank you for great work. Cant wait for 2.10. Ataribaby
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#2729633 - 05/22/09 09:11 AM
Re: Some development updates for 2.10.
[Re: ataribaby]
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PV1
sometime mudslinger
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sometime mudslinger
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I think there are a few things which could be done without too much knowledge of the details of D3D; for instance, the waves are far too large in scale - at 200ft it looks like you're skimming the surface. Jammer told me that the waves are derived from a pattern called NormalMap.dds which is "generated procedurally" during runtime, and held as a temp file. It ought to be relatively easy to locate how this file is generated and tweak the parameters which control the way the file is constructed, in fact he suggested they should be easy to externalize. Besides changing the scale, I would love to get hooks into the process to vary the wave height according to surface wind. Animation might be a much larger challenge, but perhaps not, we'd just have to see how it impacted framerate.
The currently externalized file which contains script which has some effect on the waves is \weather\water.fx, you could look at it and see if it makes any sense to you, but from what I understand, without access to NormalMap.dds there's not much that can be tweaked.
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#2750798 - 06/26/09 04:46 PM
Re: Some development updates for 2.10.
[Re: Old Dux]
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Buddye1
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Super work - as usual, but do we really have to have that quadruple flak? Do you have the following set in your Bdg.txt? Increase_Flak_and_AAA_Rate_Of_Fire=OFF
Intel I7 920 processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro thanks to BobII crew.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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