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K_Freddie
05-28-2007, 12:53 AM
I hit this guy from beam on and got a PK. Looking at the track it's amazing the results that IL2 gives.
The White indicators give close hits, Orange look like minor to serious injury, but the Yellow circle is a 'dead' hit (err.. pun).

So out of all that, it just took one hit for a PK and IL2 was there http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
http://www.vanjast.com/IL2Pics/PK.jpg
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Gibbage1
05-28-2007, 12:58 AM
The visual damage does NOT represent were the aircraft got hit. Thats just a damage texture I painted with random bullet holes.

K_Freddie
05-28-2007, 01:14 AM
As far as I remember there is a damage mask overlaying the main image. The mask is (the last time i saw it) full of holes each being indiviually enabled to indicate an approximate (or close enough) area hit.

Is this still the case?
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

JG52Karaya-X
05-28-2007, 01:22 AM
No it is not, and it never was. Gibbage is right, it is just a pre-made damage texture that appears when the aircraft gets hit in that area, it will always look the same and does not show the exact impact of your rounds.

Old_Canuck
05-28-2007, 01:35 PM
Originally posted by JG52Karaya-X:
No it is not, and it never was. Gibbage is right, it is just a pre-made damage texture that appears when the aircraft gets hit in that area, it will always look the same and does not show the exact impact of your rounds.

http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/images/smilies/bigtears.gif I SO wanted to believe it.

leitmotiv
05-28-2007, 01:42 PM
http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/images/smilies/bigtears.gif

DITTO (CRUSHED, will never believe anything again)

Haigotron
05-28-2007, 05:44 PM
now the next logical question will be: will SOWBOB actually have visual damage that represents actual bullet hits? per pixel damaging and all...

VW-IceFire
05-28-2007, 06:04 PM
Originally posted by Haigotron:
now the next logical question will be: will SOWBOB actually have visual damage that represents actual bullet hits? per pixel damaging and all...
I would seriously doubt seeing a feature like that for another 10-15 years. You need some incredible power to do something like that. I expect Storm of War will, because of the detailing inside of the plane, have much better looking damage models and there may be more variations than just the one and there may even be more sections of specific visual damage...but actual geometry modification on a per bullet basis? Not likely for quite some time yet.

Divine-Wind
05-28-2007, 07:14 PM
Originally posted by Haigotron:
now the next logical question will be: will SOWBOB actually have visual damage that represents actual bullet hits? per pixel damaging and all...
Like Icefire said, I think several variations in specific areas will be much more likely than per-pixel-damage.

EiZ0N
05-28-2007, 07:18 PM
No reason why bullet holes and simple texture-based visual stuff can't be per-pixel.

But the actual damage areas of the thing, and things like holes in wings, will have to be set as blocks and such, I'm sure.

PBNA-Boosher
05-28-2007, 08:14 PM
As I remember Oleg commenting on, BoB might have single bullet damage modeling, each bullet making its own visible hole, etc... I don't expect to see it, but it would be a nice touch.

Airmail109
05-28-2007, 08:34 PM
Knights over Europe before it got trash canned, was going to have single bullet damage modeling and dynamic damage....why not for BOB....especially now we have Quad Core Pcs

JG52Karaya-X
05-29-2007, 02:41 AM
Didnt Janes Attack Squadron have a damage model where each and every bullet would make a hole exactly where it hit the plane!?

slappedsilly
05-29-2007, 06:35 PM
As I remember Oleg commenting on, BoB might have single bullet damage modeling, each bullet making its own visible hole, etc... I don't expect to see it, but it would be a nice touch.

I remember reading this too. I don't know if it will end up that way, but I do remember reading this from an interview with Oleg.

mbfRoy
05-29-2007, 06:54 PM
Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Haigotron:
now the next logical question will be: will SOWBOB actually have visual damage that represents actual bullet hits? per pixel damaging and all...
I would seriously doubt seeing a feature like that for another 10-15 years. You need some incredible power to do something like that. I expect Storm of War will, because of the detailing inside of the plane, have much better looking damage models and there may be more variations than just the one and there may even be more sections of specific visual damage...but actual geometry modification on a per bullet basis? Not likely for quite some time yet. </div></BLOCKQUOTE>
You can check this game's tech demo video called Star Wars: Force Unleashed to see how geometry modification 'on the fly' in a physics engine is doable. In any case at the pace the computers evolve and improve, I would not dare to look as far as 10 years, but more like 4; within the next 2 generations of computers basically.

And last but not least, there are already ways to "paint" bullet hits in many fps, with perfectly accurate blood splats located where the bullet hits so the 'tech' is there, all that'd need to be done would be to replace the blood splats with holes and let us see through http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

BSS_Sniper
05-29-2007, 08:48 PM
Originally posted by PBNA-Boosher:
As I remember Oleg commenting on, BoB might have single bullet damage modeling, each bullet making its own visible hole, etc... I don't expect to see it, but it would be a nice touch.

I remember reading the samething, having each bullet hole modeled and shown.

FrenziedAU
05-30-2007, 01:52 AM
Originally posted by BSS_Sniper:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by PBNA-Boosher:
As I remember Oleg commenting on, BoB might have single bullet damage modeling, each bullet making its own visible hole, etc... I don't expect to see it, but it would be a nice touch.

I remember reading the samething, having each bullet hole modeled and shown. </div></BLOCKQUOTE>

I hope that actually happens - it will be very impressive seeing the german planes riddled with holes, given the sheer number of bullets that the RAF planes will spit out.

Bewolf
05-30-2007, 02:03 AM
If I remember correctly, B17 2 already had this feature.

Philipscdrw
05-30-2007, 08:37 AM
So did CFS3, I believe.

TgD Thunderbolt56
05-30-2007, 09:07 AM
Originally posted by Aimail101:
Knights over Europe before it got trash canned, was going to have single bullet damage modeling and dynamic damage....why not for BOB....especially now we have Quad Core Pcs

Forget quad-cores. I have a dual-core that still isn't fully-utilized.

The decals that would need to be rendered though, would tax many systems beyond their ability to. Granted newer systems are much better able to handle these kinds of rendering, but rendering and tracking that much detail isn't yet a realistic expectation.

Look at some servers (that have tremendous horsepower) and see the difference when they have too many 'objects' or many of the ground objects are moving...that is when most people complain of lag, stutter and warping. Adding and tracking that much detail would be really great for immersion, but not for playability. At least not right now.


TB

Joe-90
05-30-2007, 09:15 AM
Hi Freddie.

If you have the track, you could replay in Arcade mode and get the arrows showing where the bullets actually penetrated.

You get a bonus if one goes right through the Pilots head http://forums.ubi.com/images/smilies/winky.gif

mbfRoy
05-30-2007, 09:43 AM
Originally posted by TgD Thunderbolt56:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Aimail101:
Knights over Europe before it got trash canned, was going to have single bullet damage modeling and dynamic damage....why not for BOB....especially now we have Quad Core Pcs

Forget quad-cores. I have a dual-core that still isn't fully-utilized.

The decals that would need to be rendered though, would tax many systems beyond their ability to. Granted newer systems are much better able to handle these kinds of rendering, but rendering and tracking that much detail isn't yet a realistic expectation.

Look at some servers (that have tremendous horsepower) and see the difference when they have too many 'objects' or many of the ground objects are moving...that is when most people complain of lag, stutter and warping. Adding and tracking that much detail would be really great for immersion, but not for playability. At least not right now.


TB </div></BLOCKQUOTE>I disagree. There are many ways to make it doable without killing the computer, from using very low res decals (after all you don't need a 512x512 texture to paint a hole in a wing) to even paint a mask on the fly, just like nearly 99% of the forum software does nowadays with their text confirmation images.

In any case, painting 24 thousand bullet holes would translate into 48 thousand polygons which is cake for ANY recent videocard, even if you don't take into account that object instancing barely taxes computer performance in both the latest OpenGL and DirectX. Hell I'm willing to bet that the planes' 3d models go between 8 thousand and 15 thousand, and what hits performance the most is usually the high res textures used. A good example of how polycount doesn't count as much as it used to would be the game Crysis, or armed assault if you prefer. On the server side, it only needs to keep record of single points (x,y,z) for bullet hits, or vectors if the projecticle goes through: 2 points per hit. The only real limitation is still the bandwidth, this hasn't changed in quite some time.

As for the servers having problems with high amount of objects, I fully agree although I'd blame the netcode, which I guess could be better. If you play a game with 32 players on sight, all of them with low pings and no ground objects the server can do the job without problems. Since player input should stress the bandwidth a lot more than simple AI controlled objects moving through the map, something must be wrong with the latter, no?

In any case, as you mention in your post at the beginning, the game isn't even using all the resources it could, so it's not that easy to judge how well it would perform if it took full advantage of multiple processors/cores. 1 core dedicated to tracking players, another core dedicated to AI handling, etc, wouldn't that make a huge difference?

Daiichidoku
05-30-2007, 09:55 AM
do hit to damage boxes do more damage at more acute angles, and less for obtuse hits?

mbfRoy
05-30-2007, 10:06 AM
Originally posted by Daiichidoku:
do hit to damage boxes do more damage at more acute angles, and less for obtuse hits?
No idea at all. All I know is that angles close to 90ยบ (referred to the surface's normal it's hitting) can translate into ricochets on some planes, at least visually.

K_Freddie
05-30-2007, 03:13 PM
Originally posted by Joe-90:
Hi Freddie.

If you have the track, you could replay in Arcade mode and get the arrows showing where the bullets actually penetrated.

You get a bonus if one goes right through the Pilots head http://forums.ubi.com/images/smilies/winky.gif
I've never done arcade mode in all the 5 years of this... How do you set it up.. still got track
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Philipscdrw
05-30-2007, 05:54 PM
Originally posted by K_Freddie:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Joe-90:
Hi Freddie.

If you have the track, you could replay in Arcade mode and get the arrows showing where the bullets actually penetrated.

You get a bonus if one goes right through the Pilots head http://forums.ubi.com/images/smilies/winky.gif
I've never done arcade mode in all the 5 years of this... How do you set it up.. still got track
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif </div></BLOCKQUOTE>

Go to the FB folder, open conf.ini, find "arcade=0" (possibly in the [game] section, not sure), change to "arcade=1".