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Messages - Vincenzo

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31
News & Announcements / Re: Developer Blog 30 - Battle Cry of Freedom
« on: November 06, 2018, 10:47:30 am »
We have obviously way more faces and facial hair, but we wished not to show everything in one blog ;)

32
News & Announcements / Re: Developer Blog 30 - Battle Cry of Freedom
« on: November 05, 2018, 10:13:47 pm »
We love our community naturally, it is what made us get together and finish this in the first place. also because of our love for the community we pushed out some NW patches. because we care.

I see that we kind of left you guys in the dark about BCoF and I'm sorry about that, but we were just not far enough with progress to push it out the door.

In the end you guys would have been disappointed too.

I'm glad were ready for releasing more and more info, and I hope you guys are there to watch it.

As long as we are not screwing over our fans by releasing some shitty Chinese mobile game like some other company is doing, i think were fine.

33
News & Announcements / Re: Developer Blog 30 - Battle Cry of Freedom
« on: November 05, 2018, 05:20:28 pm »
Regardless of the past, we are back on track now and we will keep pushing out more information in the coming weeks, so keep posted!

About transparency, we have been pushing more updates to the donators, but will now do this more publically as we are gearing up to a full game. :)

34
News & Announcements / Re: Developer Blog 30 - Battle Cry of Freedom
« on: November 04, 2018, 11:01:58 am »
What's the highest possible player count still 200-500? I'm intrigued I would like to see some one-on-one combat and maybe some shooting.
Yes we are aiming our player count to 500 players, from testing so far at least server side it is possible to reach this without delays. I'm personally more worried about graphical performance, but in due time we will perform test and naturally optimise where the bottle necks are to make the game perform good for everybody.
we will show more and more in the coming blogs.

35
Historical Reenactment / Re: Let's discuss: Reenacting!
« on: October 12, 2018, 02:47:06 pm »
So who will be in Leipzig this year?
I was going but i fucked the dates.
guys from our group are going, and even one of my polish friends.

36
News & Announcements / Re: Developer Blog 29 - Napoleonic Wars Patch 1.21
« on: October 09, 2018, 07:50:26 pm »
use the source code instead.

37
News & Announcements / Re: Developer Blog 29 - Napoleonic Wars Patch 1.21
« on: October 09, 2018, 07:19:44 pm »
Nobody would do that. Takes too long for the server to reply if you try bruteforcing a GUID. trust me I tried it...

But people know the userID of the admins because they once joined another server for instance.

Trouwens leuk om jou hier nog actief te zien.

38
News & Announcements / Re: Developer Blog 29 - Napoleonic Wars Patch 1.21
« on: October 09, 2018, 06:30:01 pm »
Thanks for the patch but is this going to be the last one or you gonna hold on touching NW until you finish everything else
This is pretty much surely the last one ever.

I have 2 issues with the new patch;

1- The in-game game type changing function is not working, it's locked for some reason.

Screenshot here: https://i.imgur.com/6OsO466.jpg

2- Server keeps opening a map named "Rhenish" itself, even though its not in the config file.

Can you please explain if these are bugs or is there a way to fix these issues.
These things we don't have at all, I would assume its due to mods you put on your server or your client side, nothing we can fix. make sure you check integrity of your local files for steam, and dont run broken mods on your game or server.

40
News & Announcements / Re: Developer Blog 29 - Napoleonic Wars Patch 1.21
« on: October 09, 2018, 05:44:49 pm »
Some people complain that the white list stopped working, actually the White list works fine.

We only removed the auto admin without password on GUID.

The reason is that you can spoof ID's by hacking the network data, the server would accept you, and hand you Admin.
and then you can destroy a server, ban everyone and the key auth server would only catch on that your ID is invalid in 20 to 60 seconds. and you get kicked off the server. by then the damage is done.

So the white list still works, but you need to enter the password too, its basically 2 factor authentication, you need to have the correct GUID + a password.

Also in the bottom of the scripts file is the commented out lines that auto give admin to certain GUID's in the whitelist, you can uncomment that code if you don't fear the security issue.

Enjoy.

41
General Discussion / Re: Official Poll: Sideblock bug fix.
« on: October 09, 2018, 02:27:24 pm »
happy?

42
General Discussion / Re: New patch, test it before it's out!
« on: October 03, 2018, 09:28:57 am »
It took the Turks less time to sack Constantinople than give a go-ahead for a patch.
:D

43
General Discussion / Re: New patch, test it before it's out!
« on: October 02, 2018, 10:20:29 pm »
Good news, patch will probably hit this week according to Taleworlds.

44
General Discussion / Re: New patch, test it before it's out!
« on: September 24, 2018, 06:05:31 pm »
Not to be rude. But FSE stopped bothering about NW for many years. We in NWRP and Jailbreak and minisiege invested alot of time and money building scripts to increase the player base. Keeping the game populated for many years. We never got a thank you once. We had to pay money to fix basic problems like the flag glitch. Due to FSE being unable to admin the forums. All the major servers had to move of FSE and host our own dedicated forum sites. There simply wasn't any modders around and willing to do it for nothing. Servers like NWRP and Jailbreak relied on public donations via skins. A player would give 5 £ and buy a custom skin. This would keep the server funded and allow new scripts. Such as medic, grenades, teleportation doors etc. I don't know who's responsible directly but we're not allowed to continue this practice any longer. Long-term I believe this is damaging.

It speaks volume that you never played on Napoleonic Wars Role Player server. Because we had the Holdfast Devs on the server and they took a special interest to our ideas and methods of creating 200 public player role-plays. Such interest that two of the NWRP team and 59th leaders went on to work with the AGS on holdfast. NWRP along with minisiege literally kept NW playable in the public eye. Because of Holdfast research and willingness to engage in RP and listen, the 59th along with other regiments moved to holdfast. Its great that you're updating the game now. I am just confused and baffled as to why now?
I see your argument and it's wonderful people like you are keeping the game alive,
however I personally don't like the fact that there would be one or two servers with the only chance to get population and exist.
Because then you have one person, or a clan in power of the public play of the game, which basically means trouble.
I can just imagine, clan fights, personal grudges, plenty of bans just for affiliation.. you name it.

If people have the ability to create alternative servers, that is good.
Naturally there should be a balance, where people can create unique servers with maps or mods, and actually what we did was adding plenty of the extra bits and bobs so server side only madders could do more..
Like custom input fields and buttons.. which is helping people create mods.

Though some things people asked us to make like groupfighting game mode, medics and so on, are basic features that now everybody can use.
I would say that improves the game for everyone?

45
General Discussion / Re: New patch, test it before it's out!
« on: September 24, 2018, 05:41:49 pm »
Why did FSE latest update simply copy everything of Jailbreak and Napoleonic Role Play? We spent years and 100's£ buying scripts for you guys to nonce us.
What do you mean?  :o

I never even played on your servers, we simply implemented some requests people left at our door. sorry if you wasted money on things.

It's confusing anyway that people ask money for scripts, when i was a modder years ago we just made mods for free and stuff :/

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