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Topics - jabdimelborn

Pages: 1
1
Forum Italiano / [NWWC] Napoleonic Wars World Cup 2017 INFO
« on: June 19, 2017, 08:43:06 am »
...Ho trovato su YT un video riguardante questo torneo, ho visto che si e' tenuta di recente una semifinale tra francia ed inghilterra e volevo chiedervi se qualcuno sapesse quando ti terra' la finale...

ciauz^^,
Jab

2
Forum Italiano / BCOF Open Alpha
« on: January 27, 2016, 12:21:12 am »
...Qualcuno qui e' riuscito ad entrare nell'alpha e puo' dirci qualcosa a riguardo...?

ciauz^^,
Jab

3


...Vote for all Napoleonic Wars Mods on ModDB Mod of the Year 2014...


Napoleonic Wars Mods Mods here:
Quote





N.B.:...You can vote as many mods as you want...!

ciauz^^,
Jab

4
Other Games / "Melee: Battleground": New game by the cRPG team !
« on: February 05, 2013, 02:31:30 am »


...I don't know this project and I can't still access the cRPG, because of an older version...


Home Page:
Quote
DELETED


...Some Infos about game:...
Spoiler
Melee: Battlegrounds

[close]



N.B.:....news taken from TW forum:...
deleted


EDIT:...Chadz don't whant stuff about MB leacked and putt all stuff under NDA, than i have deleted INFO on this post. Sorry :(

ciauz^^,
Jab

5
Forum Italiano / BCoF:..."Developer Blog 8": Drum Tunes...^^
« on: January 21, 2013, 01:17:31 am »


...Nuove info, riguardanti l'aspetto musicale in questo "Developer Blog 8 - Drum Tunes":
https://www.fsegames.eu/devblog7.html
Spoiler
Welcome back to the weekly delve into Battle Cry of Freedom’s development! This week we would like to talk to you a little about some more of our atmospheric and aesthetic assets.




As you know, one of our main concerns for Napoleonic Wars, and one that has carried on into our new Project Battle Cry of Freedom, is that of historical accuracy. We don’t just claim that and put in some random props, we mean it. So this means you will not only be seeing correct uniforms, weapons and battlefields, you will also be hearing proper voice acting and authentic music from the period.
To produce the music assets we have hired Mark Beecher, who is a very talented musician who has created some wonderful sounds for us.
Feel free to check out the two drum beats below to judge for yourself!

To listen to the sounds, take a look at the Developer Blog on our Website, here.

Mark also took the time to write a short description of each:

“Here are a couple of Drum Tracks, from the book The Drummers' and Fifers' Guide by George B. Bruce and Daniel D. Emmett (New York 1862), which was widely used throughout the Civil War. The 2 selections are The General ("Is to be beat only when the whole army is to march, and is the signal to strike the tents and prepare for departure")and Quickstep - Biddy Oats.”

Thanks again for your patience and support, progress is being made and we are really starting to see it all fitting together. We are also looking forward to the release of the last patch for Napoleonic Wars, so keep your eyes open and be prepared for swashbuckling naval combat!
[close]

ciauz^^,
Jab

6
Forum Italiano / BCoF:..."Developer Blog 7": We’re Back!...^^
« on: January 14, 2013, 08:02:42 pm »


...Nuovi screenshots su armi e building destruction system in questo "Developer Blog  - We're Back!":
https://www.fsegames.eu/devblog7.html
Spoiler
Its been a fantastic holiday season for all of us at Flying Squirrel Entertainment (FSE), however all the empty stockings have been pulled down, vodka bottles hidden and cookie crumbs swept up. We have been working hard already to further develop Battle Cry of Freedom (BCoF), and we thought we would share something of our newest work to raise the spirits!


But first, you all deserve a big round of applause and a huge thank you from us, as Napoleonic Wars did indeed succeed in breaking the top ten in IndieDB’s Game Of The Year 2012, but not only that, we managed to come third! To read more, click here.

So now for the stuff you have all been waiting for, a little glimpse into the art assets being created for our new title BCoF.
We present to you, the Navy Colt 1851. It was one of the most used handguns during the American Civil War and one of the most produced handguns of that time. Loading a 1851 Colt could take up to 3 minutes, but most officers during the Civil War carried several barrels which could be quickly exchanged. It was loaded with a paper cartridge and a percussion cap.





We would also like to mention some of the plans we have for our destruction system. You all know how keen we are at FSE to have our battlefields realistically scarred by warfare, and you are used to seeing our Napoleonic Wars scenes with their destructible props and effects. In BCoF however, we want to really take this up to a whole new level. While in Napoleonic Wars (NW) we were severely limited by the Mount & Blade engine, using Unity to create our own stand alone game means we are able to really utilise destruction as we want it. For instance, in NW house walls would have several “destruction” stages to simulate that the building is being destroyed. In BCoF however our buildings will be made from literally hundreds of props, with destruction effects and simulated physics giving us a beautiful end result of satisfyingly destructive damage. As soon as we feel this is ready we look forward to showing you this system in its reality, but for now we hope this information will keep your spirits high! Please keep in mind, that it is still in Pre-Alpha testing phase, and that our final destruction system will look much better than this.







Thats all for this particular developer blog, we all thank you for the support you have shown us thus far in our development, and we hope to see you on the battlefields of America when this trip meets its ultimately exciting finale!
So from all of us at FSE, we hope you had a fantastic time over the holidays and we are looking forward to showing you what our hard work is capable of pulling off, so we will see you next week for our eighth developer blog!
[close]

ciauz^^,
Jab

7
Other Games / Meriwether: An American Epic
« on: January 03, 2013, 12:42:02 pm »


...This new kickstarter project could be liked by the Napoleonic Wars's fans:...
http://www.kickstarter.com/projects/meriwether/meriwether-an-american-epic


Official Site/Blog: http://meriwethergame.com/

ciauz^^,
Jab

8
Forum Italiano / BCoF:..."Developer Blog 6": Christmas and New Year...^^
« on: December 25, 2012, 07:58:23 pm »


...Nuove informazioni e screenshots, in questo "Developer Blog 6 - Christmas and New Year":
https://www.fsegames.eu/devblog6.html
Spoiler
Welcome back to our weekly developer blog, and this week, fitting with the festive mood we bring gifts!
We thought it was about time we showed you a little of the work that has been going on in our development cave.


As you know, we here at Flying Squirrel Entertainment are all about realism, this stretches from the weaponry all the way to the massive landscapes themselves. Attention to detail is the most important part of immersion and realism, and so we have a picture for you showing off some scenery.
Please note that all developer blog material is by no means representational of our final product, and we are still in the prototype stage of development, however we feel that these pictures will give you an insight into the amount of care and effort we put into every aspect of our game, our glorious project!









We would also like to say that as we are (almost) normal people too, we do like to spread lights around our cave, buy a plastic tree and pretend we are expecting presents from the world above, so we will be taking a two week break from the developer blogs. This does not mean all work is stopping however, and we look forward to coming back with more developer blogs in the New Year to show you what we have accomplished!

With that all sorted there is only one thing left to do.

We here at Flying Squirrel Entertainment wish you all the very best Christmas, and a fantastic New Year!
[close]

ciauz^^,
Jab

9
Forum Italiano / BCoF:..."Developer Blog 4": Motion Capture Animations...^^
« on: December 10, 2012, 12:34:03 am »


...Nuovi contenuti rilasciati, riguardanti "Motion Capture Animations":
https://www.fsegames.eu/devblog4.html
Spoiler
It has been a great week for us all at Flying Squirrel Entertainment, we have been thoroughly enjoying all the sleepless nights. Sarcasm aside, we have something to show you lot once again.


Have you ever wondered how all of them characters in your favourite games get brought to life? It’s all done with motion capture technology otherwise known as mocap which tracks the movement of objects and individuals in 3D and allows them to be animated.

Indie developers usually don't have access to this technology and are forced to either buy standard animations which will limit you a lot in terms of unique gameplay, or make them manually by hand. Making animations by hand takes time and usually creates sloppy results, compared to motion captured data. But luckily a few years ago Microsoft released the Xbox Kinect which made iPiSoft’s Desktop Motion Capture system a dream come true.

This provided a relatively cheap way to motion capture animations since it doesn’t require special suits and very expensive cameras to make it’s magic. But this doesn’t mean that it’s less performing than all the other traditional motion capture systems out there.

This week we have been very busy capturing all sorts of different animations. Here is a quick picture of us recording some of them which could make for a few laughs! Once we process and edit the first few animations we will show you a video of how it will look.


As we are still recording the coming week, feel free to suggest any special animations we might have missed and we might do them.

See you all next week!
[close]

ciauz^^,
Jab

10
Forum Italiano / BCoF:..."Developer Blog 3": Status Update...^^
« on: December 02, 2012, 12:14:28 pm »


...Nuovi contenuti rilasciati, riguardanti "Status Update":
https://www.fsegames.eu/devblog3.html
Spoiler
Welcome back to our third weekly Developer Blog. This week we decided to give you some general content updates as to what we have been working on for the past week. Please note that this is by no means everything, as we always have large amounts of work in the background which does not necessarily make for an interesting read!


We are currently working on a uniform. Note that these screenshots are all WIP, so they might look substandard at the moment. However this is exactly how our games are made, we make a basic model, then add more detail to it until we are satisfied. We have finished the basic model and are currently “rigging” our uniform to fit to the so called skeleton. “rigging” means attaching the uniform model’s vertices to the bones of the skeleton. The skeleton for this uniform is made specifically for humans and human animations, but we will also have to create other skeletons for animals such as horses.
After the rigging is done, the Uniform will “stick” to the skeleton we have created. We can then animate the bones of our skeleton, giving our characters life. Due to the rigging, the uniform now moves with the skeleton. This means that no matter what animations we create, the uniform will always work with them, and it is not difficult to assign other models such as pieces of equipment, to the uniform at a later stage.


Here you can see a technique called “baking”. As you can see, we are using low poly Models, but we are creating high poly ones out of them (poly being a shorthand for the number of polygons used). This high poly model then gets “baked” i.e. rendered onto the low poly mesh to make it look high poly. Simplified: We are making our models look really good and detailed, while still keeping the performance high.


We have also been working on our first real battle scene for testing, we chose the smaller and less important battle of Philippi. Creating scenes is a huge pile of work. This is because we want our maps to be as historically accurate as possible.
First of all, we have to download real 3d satellite elevation data from resources located on the internet. luckily, the US government provides highly accurate satellite data, so we didn’t need to send our mapper off with a ruler and some pencils!
Once we have downloaded this data, we have to convert it into a heightmap (a height map is a type of data that we use to base our terrain on for our game engine). For this we use the probably quite well known tool “Terragen”. Terragen can import our satellite data and convert it to a height map which we can then use.


Theoretically we could now import this heightmap into the game engine and have a proper game environment. However, we decided to take it one step further. Before we can import it into the game engine, we first have to put it into the programme “World Machine” (no this isn’t our plan to create our own version of the matrix used to take control of the world). In World Machine we slightly modify the terrain, without changing it too much, to make it look better (basically we add slight changes in height, making the ground look more bumpy and realistic). We also generate a splatmap. A splatmap is an image containing texture data. When importing a splatmap into our game engine, it will tell the engine where to place a particular texture, for instance a grass texture, or where to place a rock texture etc.
World Machine is very useful for this, and does a great job at it. After we are done with that, we export our newly generated height and splatmap from World Machine and import it into our game engine.

This is how it looks like when its been imported:


After all that is done, we have to place our objects in the map. This is the most time consuming part. We usually start with placing rocks and buildings first, then placing trees and after that fences and other small objects like crates, carts etc. Placing all these objects usually takes about a week, depending on the scale of the map. So keep checking for a picture of the finished map!

You might have noticed that the yearly MODDB and INDIEDB Mod/Game of the year awards have started. Check out our Napoleonic Wars INDIEDB page here.

Tune in next week for another update to satisfy your cravings!
[close]

ciauz^^,
Jab

11
Forum Italiano / BCoF:..."Developer Blog 2": Regiment/Clan System...^^
« on: November 25, 2012, 05:54:25 pm »


...Nuovi contenuti rilasciati, riguardanti "Regiments/Clans System":
https://www.fsegames.eu/devblog2.html

Spoiler
So last week we talked about our plans for supporting huge numbers of players, today we have gone for something a little bit different! A lot of people have been asking us about how we plan on supporting community made clans and regiments in-game. We have already had a lot of thought on this as our community is very important to us, especially as Battle Cry of Freedom is a competitive multiplayer game.


So our planned system will work something like this:
You can freely create clans for our game, these groups are called “Regiments”. These Regiments will be groups of players much like you see in our previous title Napoleonic Wars, however we aim to support these groups as much as possible in-game, and so please read on to get a picture of what we are planning.

Clan/Regiment page
The clan/regiment page is like an advanced version of a steam group. Clans can post news and announce events there. It is possible to easily browse the clan’s players, to take a look at their ranks and stats (including activity). The regiment page could also be used to communicate with each other. It has a small built in chat which saves the last messages, so players can view messages which were written a few days or weeks ago. This can possibly be expanded upon when we receive the appropriate feedback and support.

Ranks
The Regiment page also has a built-in ranking system. Ranks are displayed in-game and in the player overview of the clan. Administrators and founders of the clan can promote or demote players in the clan at will. However, promoting someone to an officer is only possible by the founder, because officers are not necessarily administrators. Newly recruited players will automatically get the “recruit” rank assigned.

Joining a clan
Players can join and leave a clan as they wish. When joining a clan they have to fill out an application the founder will have created when creating the Regiment. The application is then automatically sent to the Regiment founder, the administrators and moderators. Admins, founders or moderators then just have to accept or deny the application.

Ingame tag system

When joining the game as a member of a Regiment, the game will represent the regiments tags + the current rank tags. For example: Clan tag: 882nd; Rank: Private; Name: Hans Ingame name: 882nd Pvt. Hans

Medals
Every player, no matter if he is in a Regiment or not can receive medals for playing. There will be special medals for special acts. For example, you could get a medal for defending a position against a majority of enemies or for playing the game for a certain time. When getting killed by an enemy, you will be able to see his rank, name, regiment, and his medals. Medals are faction specific, players are not able to get Southern medals when playing the Union and vice versa.

Competitive Play
We very much plan to support competitive Regiment play. We are not completely sure how it is best supported, but for now we plan to have an overall Regiment ranking list, where all regiments are shown with their overall score and victories. Regiment competitions will be organised by Regiments where they will choose a specific engagement (or part of an engagement depending on play count) and fight it out. The winner will receive a point/s which will add on to their total ranking.

If you didn’t realise we were raising money to complete this project head over here to check out our reward tiers here.

We will see you next week!
[close]

ciauz^^,
Jab

12
Other Games / "With Fire and Swords 2: Caribbean!" [Betatesting Open !!!]
« on: November 19, 2012, 11:51:07 pm »


...OPEN BETATESTING APPLICATIONS, here you'll find info to join:...
Quote
Caribbean! — beta preparations





We’re now starting to accept applications of players who wish to take part in the upcoming Caribbean! beta testing for the community which will probably start in early December.

In order to partake in the beta please send us your nick on the forums and a couple words about yourself over here: beta_caribbean@snowbirdgames.com. This way it’ll be easier to sort everything out.

You’ll also need to register on our forums and leave a message in this thread so that we’ll be able to reach you later with instructions. You can just post there when you sent us a mail :)

Those who got in touch with us earlier don’t need to do it again, you’re already listed, though you’ll need to send a nickname you’re using here.

Thanks for you help in advance!


N.B.:...here the news on official blog:...
http://snowbirdgames.com/?p=544&lang=en#

ciauz^^,
Jab

13
...As title said can you give us an official hastag # for BCoF...?

...so is it easier to advertise the game and find it for users interested on news...

ciauz^^,
Jab

14
Forum Italiano / Regolamento Forum
« on: November 12, 2012, 01:09:41 am »



...Mi sono permesso di tradurre in italiano il Regolamento di questo Forum:...
Quote
Ci sono certe cose e comportamenti, che non saranno tollerate su questo forum. Pertanto prestate attenzione alle seguenti regole e rispettatele.

1) Osservazioni offensive o discriminatorie su base etnica, nazionalità, sesso, religione o convinzioni personali.
Fenomeni di razzismo o di odio di qualsiasi tipo, non saranno accettate. Se si fa un post, tenete a mente che questa comunità contiene persone provenienti da tutto il mondo. Quello che si vede come normale o persino divertente non necessariamente deve essere divertente per tutti. Sii educato e rispettoso. Il razzismo è una delle peggiori cose che si possono commettere qui e comporterà un ban permanente.

2) Troll, insulti e altri attacchi personali
Attacchi personali sulle persone, sotto qualsiasi forma, sono un'altra delle cose a non essere tollerate. Questo include (ma non è limitato a) insulti o provocazioni aprendo discussioni solo per il gusto di creare flame o far arrabbiare qualcuno. Le discussioni sono ammesse, ma solo discussioni costruttive, non le discussioni in cui il vostro obiettivo principale è quello di umiliare qualcuno. Discutete i punti, non le persone.

3) Spamming
Postare messaggi inutili, senza contenuti di valore sarà visto come un'infrazione alle regole del forum e tale azione verra' punita. Cercate di evitare un doppi post, ogni volta che è possibile. Se si vuole aggiungere qualcosa al tuo post, modificalo, non postarne uno nuovo. Inoltre, non postare la stessa cosa in molti luoghi del forum.

4) Violazione diritti d'autore
Non tolleriamo la pirateria. Tutto ciò che è collegato alla pirateria, warez o qualsiasi altro tipo di violazione del copyright può causare dei guai, non importa se lo si fa direttamente o indirettamente.

5) Contenuti inaccettabili
Tutti possono accedere a questo forum. Pertanto i contenuti destinati solo agli adulti non sono consentiti su questo forum (il porno ad esempio). Questo include anche i link a contenuti di questo tipo.

6) Altre regole
Queste sono le regole principali di questo forum. Altre infrazioni possono essere trattate in base alla decisione di un amministratore del forum. Gli amministratori hanno l'ultima parola in ogni caso. Questo non è un luogo pubblico, si tratta di un forum di proprietà privata e, pertanto, non si ha il diritto di libertà di parola qui. Cio che è consentito o meno fare qui è determinato dagli amministratori.

ciauz^^,
Jab

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