Uros Rogulja (head producer
for EECH2) from G2 CES accepted to use some of his time
to answer to our questions.
Check-six : The first thing we noticed in the
screenshots is that you have improved the graphic engine.
What can you tell us about it (features, graphic effects)
Uros Rogulja : One of our main tasks was to improve
the playing experience and the priority was on visuals.
That meant that we had to make significant changes in
the graphics engine. The original EECH graphics engine,
from 1998 (ndc6 : released in 1999), was based on DirectX
7.0. Our task was to translate it into DirectX 9.0c
version, with support for Pixel shaders v2.0/3.0, reflection,
specular, normal and environment maps. To solve so the
called mega-terrain problem, which happens when you
make more than 100.000 square kilometers of terrain,
we had to make totally new terrain engine as well with
very specific texturing. Also, we have improved the
particle system and implemented dynamic shadows.
C6 : Except for the graphic engine, what were
the priority enhancements made to EECH1 ?
U.R : Improving the graphics engine was the
priority, and that is why we have made completely new,
more realistic, models and textures for all objects.
We have also made certain improvements in the game engine,
fixed some of the bugs, and increased the overall stability.
In addition, we have implemented the voice control for
easier commanding of your gunner and wingman.
C6 : What version of the source
code did you start working from ? Did you use some works
made by the community, and if the answer is yes, which
works did you use ?
U.R : We used the latest mod version of the
source code (version 1.6.1 build type W5C) dated May
2, 2005 - which included most works made by the community.
C6 : Did you keep the dynamic campaign ? Did
you improve it (fewer vehicles amassed at crossroads)
and, if the answer is yes, what are the improvements
U.R : Yes, we have kept the dynamic campaign.
Nonlinear mission plot and non-predefined unit behavior
make the game unpredictable, tense, and out of the ordinary.
We have also solved some of the AI technical problems
inherited from the original, and therefore ended up
with a more stable and, we hope, interesting game.
C6 : What will be the battlefields ?
U.R : The battles are situated in three different
countries. Two of them, Lebanon and Taiwan, are very
similar to those in the original but with changes and
improvements. The third, Korea is completely new campaign.
We are hoping to put out one or two bonus campaigns
in the next few months, after the game has been released.
C6 : What helicopters will we be able to pilot
? Were Apache and Havok kept ?
U.R : For now, you can pilot Comanche RAH66
and Hokum KA52. We are hoping to enable through add-ons,
at the minimum, Apache and Havok. Again, this will become
available after the game has been released.
C6 : In the last screenshots, cockpits are not
shown, what can you tell us about them ? Will each aircraft
have a 3D cockpit ? Will they be clickable ?
U.R : We do have 3D cockpits but they are not
clickable. Each cockpit has four MFD's showing all crucial
information, from the radar screen to tactical map.
Also, all indicators react on command. Throttle and
stick are animated, and move as your joystick moves.
We have a first person camera in the cockpit, which
can move in all directions, using mouse movement and
can be locked on target, if you choose so.
C6 : Was the avionics of the helicopters enhanced
(radar, IR and TV sensors or engine startup operations)
U.R : Helicopter avionics have undergone small
changes, mostly visual, such as engine starting. In
the original the engine started automatically after
you board the helicopter, we have made it so you have
to start it yourself.
C6 : Were flights models enhanced ?
U.R : The flight models remain unchanged, for
C6 : As for the multiplayer mode, was it improved
compared to EECH1 ? How many players can it cope with,
and does it still enable to fly online campaigns ?
U.R : The multiplayer mode has undergone some
changes, although nothing radical. The maximum number
of players in LAN and online multiplayer is 16. We are
aware that this is a limited number, but the accent
was on simulation not arcade, although it s important
to note that the game has both of these characteristics.
C6 : What hardware does EECH1 support (HOTAS,
Track-IR, 6DOF) ?
U.R : The code has a built-in support for Track-IR
but not HOTAS. However, in many cases the driver itself
is enough to make it work.
C6 : What will be the modding possibilities
(new terrains, aircraft, textures, etc.) ?
U.R : Currently, it is possible to change textures,
campaigns and skirmishes with already existing tools.
However, we will release a set of new tools for the
custom terrain import, if there is enough interest from
C6 : What can you tell us about EECH future ?
Patches, add-ons, EECH3 perhaps ;) ?
U.R : There are several interesting options
we are exploring together with our publishers. We certainly
hope that the community will show a lot of enthusiasm
and therefore force us (jokingly) to come up with something
new. This is one of the best flight games ever and as
all fans of the genre we are excited about its future.
We have already mentioned that we will be putting out
add-ons after the game is released. This will too depend
on how well the community received the game.
We would like to thank you and all the fans who have
shown great interest in our game!
C6 : Thank you for having used some of your
precious time for us and we look forward to flying your