Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on December 17, 2018, 01:33:29 am

Title: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 17, 2018, 01:33:29 am
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: yecgga on December 17, 2018, 01:35:15 am
firts
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Steinmann on December 17, 2018, 01:36:53 am
first and european!
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: JonnyReb on December 17, 2018, 01:37:12 am
My God it's beautiful.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: TheZachster on December 17, 2018, 02:01:52 am
thanks for the update. 33rd!
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: HaroldW on December 17, 2018, 02:39:35 am
https://www.youtube.com/watch?v=Fg0PQm0XogQ
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Duke Of LongTree on December 17, 2018, 02:57:09 am
looks good
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Lawrence on December 17, 2018, 03:04:13 am
My guys and I cannot wait to play! Looking great!
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Siwi on December 17, 2018, 03:08:26 am
Next blog melee, about time  :D
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: ~Midnight~ on December 17, 2018, 03:15:16 am
Release date when hello ??? ???
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Colonel Francis on December 17, 2018, 03:45:20 am
Damn :o Those look very nice
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Dom13WorstNW on December 17, 2018, 03:56:16 am
Keep them coming please.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: toucan on December 17, 2018, 04:00:39 am
what engine is this game made in?
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: yecgga on December 17, 2018, 04:04:04 am
what engine is this game made in?

source
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Duke Of LongTree on December 17, 2018, 04:18:22 am
what engine is this game made in?

unity
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: yecgga on December 17, 2018, 04:22:31 am
what engine is this game made in?

unity

ain't unreal engine better?
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Duke Of LongTree on December 17, 2018, 04:27:04 am
what engine is this game made in?

unity

ain't unreal engine better?

it depends
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Thunderstormer on December 17, 2018, 04:48:56 am
what engine is this game made in?
unity
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: shchi on December 17, 2018, 04:54:04 am
what engine is this game made in?
unity

Oof  ???
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Duke Of LongTree on December 17, 2018, 04:55:57 am
told ya so
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Thunderstormer on December 17, 2018, 05:46:20 am
what engine is this game made in?
unity

Oof  ???
??
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Savolainen5 on December 17, 2018, 07:02:29 am
Another nice looking post! Keep up the good work!
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Vincenzo on December 17, 2018, 10:22:12 am
Were on Unity, not that it matters really all engines nowadays are quite close to eachother.

Some excell at one thing, and suck at another.
Unity has it's plusses and minusses, in my opinion the best things are the compatibility, and ability to get things working fast. and plenty of build-in features plus the large asset database.
the downsides are it's performance and lack of a network engine.

Since we wrote our own network engine that is mitigated, and performance we are using many clever tricks to give the experience people desire. :)

In the end the engine is only a tool, it is what the game developers make of it.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Earth Bby on December 17, 2018, 04:57:21 pm
I love some of the beards  ;D are you going to add in a TLDR sub part to these posts as my tiny brain can't read past 3 lines pls
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Furrnox on December 17, 2018, 05:21:08 pm
Cool, do you have any finished CSA regiments?
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Admiral on December 17, 2018, 05:26:06 pm
Working on that at this very moment ^^
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 17, 2018, 05:57:17 pm
I love some of the beards  ;D are you going to add in a TLDR sub part to these posts as my tiny brain can't read past 3 lines pls

Here is your summary:

Quote
THE 3RD ARK IS NOT IN THE  GAME
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Duke Of LongTree on December 17, 2018, 05:59:22 pm
lolololol
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Earth Bby on December 17, 2018, 06:36:57 pm
I love some of the beards  ;D are you going to add in a TLDR sub part to these posts as my tiny brain can't read past 3 lines pls

Here is your summary:

Quote
THE 3RD ARK IS NOT IN THE  GAME

Actually hurt, ill go join the 9 different 3rdArks in WoRs then  >:( smh
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: GenCorcoran on December 17, 2018, 06:42:44 pm
Looks nice, but from everything I've read, the guidons, or rather the flank markers were carried on poles not inserted in the rifle barrel.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Furrnox on December 17, 2018, 07:45:43 pm
Working on that at this very moment ^^
You've completed one regiment in 6 years? (Just asking no offense.)
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 17, 2018, 08:21:22 pm
Looks nice, but from everything I've read, the guidons, or rather the flank markers were carried on poles not inserted in the rifle barrel.

Both was done, what exactly was done in the 20th Maine we do not know. As I wrote in the blog, the guidons on poles are much more common than inserted into the barrels of a gun.
If you take a look at this screenshot from the blog, you can see the guides having guidons on poles. On the other one you can see the flank marker inserted into the barrel. For the 20th Maine we will offer both.

Quote
We would like to note that we do not have much informations about the type of guidon (if any) the 20th Maine carried. As such, we will offer both the more traditional guidon on a pole and a guidon that can be inserted into the gun barrel. We have based the design of both on existing guidons from other Maine units, as that is the closest thing to the 20th Maine we could find.

flank marker on poles:
Spoiler
(https://www.fsegames.eu/images/devblog364.jpg)
[close]

Flank marker inserted into gun barrel:
Spoiler
(https://www.fsegames.eu/images/devblog36.jpg)
[close]


I have read before and seen several drawings of the guides inverting their rifles and holding them upside down, with the butt in the air to compensate for not having a guidon. This was done during the Napoleonic Wars, and supposedly also in the CW. I was thinking about making an animation for it, although it would be fairly useless, as all guides in the game will have access to flank markers anyway.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.demi-brigade.org%2Faligne-a.jpg&hash=715a1ebcf52b699a77eaa4313c88797a467de29c)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.demi-brigade.org%2Faligne-c.jpg&hash=b6c61150c9c4c061e60b8b404a11b835c8f7e573)
[close]
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 17, 2018, 08:25:27 pm



Working on that at this very moment ^^
You've completed one regiment in 6 years? (Just asking no offense.)


No. We have hundreds of uniforms done. We are simply reworking them to fit our new quality and historical standards. We addressed this in one our previous blogs. For example here is how the gear used to look like:
Spoiler
(https://www.fsegames.eu/images/vincerequest1.jpg)
[close]

And here is how the gear now looks like, after we have reworked it:

Spoiler
(https://www.fsegames.eu/images/vincerequest2.jpg)
[close]

From the blog here: https://www.fsegames.eu/forum/index.php?topic=40157.0

Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Colonel Francis on December 17, 2018, 09:34:01 pm
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Norwegian13 on December 17, 2018, 09:42:22 pm
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?

Yes, face customization should be in the game. They were talking about it some years ago in an old dev blog. UI should probably get a facelift though! :P (doubt the UI is more than a placeholder)

Here's the dev blog (25) talking about that - https://www.fsegames.eu/forum/index.php?topic=18135.0
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Hess on December 17, 2018, 10:07:41 pm
Looks fun!
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Colonel Francis on December 17, 2018, 10:16:59 pm
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?

Yes, face customization should be in the game. They were talking about it some years ago in an old dev blog. UI should probably get a facelift though! :P (doubt the UI is more than a placeholder)

Here's the dev blog (25) talking about that - https://www.fsegames.eu/forum/index.php?topic=18135.0

Ooooo yes baby.I like how the UI look. You guys did a great job with Lawrence in the 20th Maine
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Saga on December 18, 2018, 09:28:44 am
Whats the planned multiplayer scale?
100 vs 100?


Never mind I found it
Quote
Define “huge multiplayer battles”?
We have created our own new and original network engine using the latest technology, and we are using it in combination with the latest Unity game engine. This means we have what we think is very probably the most efficient multiplayer support ever seen. This means our game will be able to support over 500 players battling on 5 X 5 KM maps. Five hundred is our pre-alpha number, and is what we aim our game will support at the very least, really the number is dictated by what a server can handle and we will try to push it as high as possible.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Coconut on December 19, 2018, 05:11:41 am
Whats the planned multiplayer scale?
100 vs 100?


Never mind I found it
Quote
Define “huge multiplayer battles”?
We have created our own new and original network engine using the latest technology, and we are using it in combination with the latest Unity game engine. This means we have what we think is very probably the most efficient multiplayer support ever seen. This means our game will be able to support over 500 players battling on 5 X 5 KM maps. Five hundred is our pre-alpha number, and is what we aim our game will support at the very least, really the number is dictated by what a server can handle and we will try to push it as high as possible.
mount & musket was 250 player servers... NW was planned to be 300 players but was released to be 200..

I would be pleasantly surprised of they released BCoF with 400 players with the servers running without crazy lag.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 19, 2018, 09:13:26 am
Yeah, that was Taleworlds decision though. We originally planned to do 300, and taleworlds was fine with that.
But they later decided to officially cap it to 200, because they wanted a higher playercount per server at release of Bannerlord. Obviously that was still much higher than the 64 players that Warband supported officially.
You can still run NW servers with a 250 player cap.


We will see how it goes with our 500 Player idea. There is a lot of work left, but most of the systems have been build ground up to support up to 500 Players. The biggest issue is currently the client side performance. We will have to test this a lot and work on it until it runs smooth. We can not promise 500 players, but we can promise that we will do our best to reach that target as closely as possible.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Freestyler on December 19, 2018, 09:30:47 am

You can still run NW servers with a 250 player cap.


And how (offical)
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 19, 2018, 09:58:31 am
Official support is up to 200. But just like Warbands official support until NW release was 64 , you can change it on your server to run higher.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: John Price on December 19, 2018, 10:11:12 am
77y used to run their siege event with 250 slots way back when. Laggy as shit and everyone hated it but there wasn't much choice out there.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Olafson on December 19, 2018, 10:54:54 am
Siege is probably the worst gamemode to run a 250 sever on in NW, because of the dozens of cannons and destructible objects.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Freestyler on December 19, 2018, 11:28:15 am
Official support is up to 200. But just like Warbands official support until NW release was 64 , you can change it on your server to run higher.
And how? Serverconfig only dont Work?
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Vincenzo on December 19, 2018, 11:47:05 am
And how? Serverconfig only dont Work?
You can easily hack the binary to support more slots,its one checkline in the .exe file.

you can also run the server with WSE. it will do it for you.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Aztir on December 19, 2018, 08:56:07 pm
77y used to run their siege event with 250 slots way back when. Laggy as shit and everyone hated it but there wasn't much choice out there.

wow
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: HaroldW on December 20, 2018, 01:32:15 am
NRP always ran rather smoothly at 250 players in Battle mode, back when the server could pull those numbers.
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Vincenzo on December 20, 2018, 10:41:07 am
Yeah its possible if you have a very beefy server (single thread performance) and battle mode helps because by the time people get into melee engagement half of the people are dead already and the server only has to process 100 players. :)


In BCOF however things are build much better and more clever to provide a smooth experience
Title: Re: Developer Blog 36 - Battle Cry of Freedom Part 7
Post by: Thunderstormer on December 20, 2018, 10:52:36 am
yep, and you don't have to worry about all the things when it comes to respawning players, or checks for capture points as an example.  there is also less items lying around.


one of the CB servers i played on a while back made it so every bot switched to their fists before they died, which cut down on the hundreds of items being spawned.   was a nice way to save performance, with only the downside of you cant pick any weapons up.