Author Topic: Developer Blog #4 - Balloons, Bullets, and Bombs  (Read 18132 times)

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Offline Baillie

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Developer Blog #4 - Balloons, Bullets, and Bombs
« on: August 24, 2014, 07:26:22 pm »

Developer Blog #4 - Balloons, Bullets, and Bombs

Welcome to developer blog number four, 'The Baillie Blog'. Within this short piece, I intend to show you some of the features I have been working on with the team recently. These include, Observation Balloons, A Particle Makeover, and a new artillery shell; the Shrapnel Shell.

Before we get on to the features I listed above, I shall address some of the questions people have been asking recently. You can feel free to post any question you may have as a reply to this thread. Many of you have been asking about the possibility of adding the siege gamemode back into the game, to this I answer, we have beaten you to it!

Iron Europe 2.0 will feature an 'Assault' gamemode. This works entirely the same as the siege gamemode, however, will provide much broader gameplay situations. For example, the 'Assault' gamemode could include a siege on a fortress such as Fort Douaumont, however, it could also include planned offensives such as the Battle of the Somme.

To kick this idea off, I have produced a map entitled 'Gallipoli'. The features a beach assault making use of driveable boats. Once the beachhead is captured, the attackers must cross a barbed wire filled gulley, and then up towards the flag; an artillery position overlooking the battleship filled sea.

Image.

The beach assault.

'What is that curious sausage in the sky?' This is the Observation Balloon which shall feature in Iron Europe 2.0. Coded by myself with much help from experienced coders such as Vincenzo and Beaver, whom I am very much grateful to, this balloon is fully available for players to jump in, and winch up. The balloon is made up of a wicker basket, and a large balloon. These are modelled and textured by Rigadoon, our beloved mod leader.

Understandably, you may be thinking that this balloon could be a little overpowered as the perfect spot to call in artillery or snipe from. It is for this exact reason, that the balloon has been made fully destructible.

Balloon Images.

Shooting down balloons in IE 2.0.

Balloon Model and Texture by Rigadoon.

This now brings me nicely on to our next port of call; bullets, or rather, a particle makeover for IE 2.0.

Some people may have noticed the poor quality of some of the particle effects in IE 1.0. I take full responsibility for this stupidity, however with the planning on IE 2.0, I have tried to regain my good name by revamping the particles in Iron Europe! We have new gun smoke, artillery, explosions, balloon effects and much more! Most noticeably, however, is the addition of bullet casings flying out of guns when they are used.

The video below will demonstrate this.

Also in the video I just mentioned, is a demonstration of the new shell available for artillery to use in IE 2.0. In it's current state, the shell will burst over the spot where the artillery is aimed, and rain down shrapnel on the enemy. As my video demonstrates, when aimed correctly, the effect can be pretty devastating. 


Demonstration video.


As with every mod or update, Iron Europe 2.0 will take time to complete.

However, Iron Europe 1.21 is currently playable, and with your help, a playerbase can be made on the servers. Recently, we have been getting 15+ players on the servers daily, with it even reaching 30 at times. Popular times for this are during the evening for GMT.

In addition, the Iron Europe weekly events are once again up and running, at maximum capacity. For the most part, they have been running smoothly, with occasional crashes, which will be fixed as soon as possible. These events have already provided us important feedback which we will take into account in our development of 2.0.

Iron Europe Public Event

We would also appreciate anyone with mapping ability, who can keep breathing life into the IE community by adding new maps playable in events and on public servers.

Last, but by no means least, is the British unit poll. For Iron Europe 2.0, we are planning to give specific names to regiments taking part in the game, a system you may be familiar with from NW. We also want to give the community a say in which regiments to choose. This blog’s poll will focus on a regiment to represent the UK’s British troops. While these results will be taken into account, the final say will lie with the developers.

As always, thanks to those who continue to support us.




« Last Edit: July 03, 2015, 06:30:18 am by Rigadoon »
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Offline Baillie

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #1 on: August 24, 2014, 07:27:22 pm »
Support the mod, and spread the word by using this splendid signature!



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[url=http://www.fsegames.eu/forum/index.php?board=127.0][img width=600 height=156]http://tw.greywool.com/i/fYrSr.png[/img][/url]
« Last Edit: August 24, 2014, 07:31:36 pm by Baillie »
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Offline Alpharion

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #2 on: August 24, 2014, 07:28:09 pm »
Fixed,  :)
« Last Edit: August 24, 2014, 07:35:41 pm by Alpharion »

Offline Sweet William

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #3 on: August 24, 2014, 07:36:07 pm »
10/10 for the balloon
wot is luv

Offline EdwardC

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #4 on: August 24, 2014, 07:37:42 pm »
This is something to get you up in the morning, fucking amazing!

Offline Gokiller

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #5 on: August 24, 2014, 07:41:43 pm »
How will the servers handle this "new?" siege mode?

Also, maybe an idea to create a new assault boat model? One that can give protection while the boat is still on the sea. Currently I wouldn't want to be in one of those boats in the open. With all those accurate rifles on a hill picking off grouped players in a boat like showned in the preview.

Offline Baillie

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #6 on: August 24, 2014, 07:44:26 pm »
We discussed this, however due to photographs such as this photo, we kept the NW boat.
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Offline AlekoTheGreek

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #7 on: August 24, 2014, 07:46:39 pm »
o_0  warband having features of a modern game? what kind of sorcery is this???   ;)

Offline Gokiller

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #8 on: August 24, 2014, 07:47:02 pm »
Hmm, wonder how that will end up.

Offline usnavy30

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #9 on: August 24, 2014, 07:47:11 pm »
Fantastic update early in the morning, great work Baillie
It's a bird, it's a plane no it's a ballooooooon...that you can shoot at, too.  :D (Inb4 everyone huddles around the balloon trying to get on breaching max capacity)
The bullet casings dropping from guns and machine guns will add a nice touch to additional immersion.
The shrapnel looks deadly as well.
« Last Edit: August 24, 2014, 07:54:22 pm by usnavy30 »
How To Run A Mod Installer.exe
Quote
Hello.. I have a problem... It says I don't have Mount&Blade Warband: Napoleonic War and I have to buy it
Try joining a regular Napoleonic Wars server and then re-running the installer.

Offline OttoFIN

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #10 on: August 24, 2014, 07:47:32 pm »
Balloon party!

Offline Dom13WorstNW

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #11 on: August 24, 2014, 07:49:29 pm »
Very nice

Now we wait ..

Offline Baillie

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #12 on: August 24, 2014, 08:04:44 pm »
Mile High Club 2k14
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Offline Killington

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #13 on: August 24, 2014, 08:07:45 pm »
:D
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline Hinkel

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Re: Developer Blog #4 - Balloons, Bullets, and Bombs
« Reply #14 on: August 24, 2014, 09:07:59 pm »
So if you got much help from experienced coders of NW, can we other mod developers get that help too and you would finish our scripts? :)
Would be a bit unfair, if it would be one way.