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Topics - Vincenzo

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News & Announcements / Developer Blog 13 - Artillery!
« on: March 17, 2013, 04:27:37 pm »
Developer Blog 13 - Artillery!

Welcome back to our 13th Developer Blog. This week we are going to show you some of the artillery pieces we have been working on.



The 3-Inch Ordnance Rifle was a reliable, accurate and fast firing gun, which could shoot all kinds of ammunition, from normal roundshot to shells and canister. Even though the Confederate version of the gun was not as good as the Federal, it was still the second most common artillery piece throughout the war. With an effective range of 1830 yards, it can hit almost anything on the map, without the need to reposition itself. It will be available for both USA and CSA.




The 10-Inch Seacoast Mortar was one of the most widely used guns during the American Civil War. Due to its rather large size and heavy barrel, it was not used as field gun but as stationary heavy artillery piece in forts. The 10-Inch Seacoast Mortar fired 98 pound mortar shells over a range of 4500 yards. This made the gun a very effective weapon against enemy positions.





Thanks for reading!
Flying Squirrel Entertainment

47
Community / MOVED: No Homework in Finnland?
« on: March 02, 2013, 01:49:37 pm »

49
General Discussion / MOVED: Why tacos are so delicious?
« on: February 26, 2013, 04:05:11 pm »

50
Community / MOVED: 3 word story
« on: January 25, 2013, 04:46:18 pm »

51
Community / MOVED: Favourite Military Marching tune
« on: January 25, 2013, 04:46:05 pm »

52
News & Announcements / Developer Blog 7 - We’re Back!
« on: January 13, 2013, 10:18:41 pm »
Developer Blog 7 - We’re Back!

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!

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News & Announcements / Developer Blog 4 - Motion Capture Animations
« on: December 09, 2012, 11:08:07 pm »
Developer Blog 4 - Motion Capture Animations

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!

54
News & Announcements / Developer Blog 1 - All about Networking
« on: November 17, 2012, 06:05:14 pm »
Developer Blog 1 -  All about Networking

Well, that has been one hell of an exciting announcement! The feedback and excitement we have received this week has been overwhelming, and we are proud to say that in just one week we have raised enough to hire our musician to start recording! So be ready for some awesome Drum/Fife/Trumpet and Fiddle tunes coming your way!

Starting today, there will be a weekly dev blog that will keep you up to date with the production of the game.

Next is the Developer's shack. In some developer blogs one of our team members will write a little piece about some of the work they are doing, to give you some more detailed information on Battle Cry of Freedom. This week our main programmer Maxim “Vincenzo” stepped up to explain a little about how we are providing the huge amount of players we have promised!



Networking
I know it, we are insane!, 500 players... It seems impossible right? Well In our first dev blog we will explain some concepts on how we will get this to work.

When designing this network engine we had the following requirements:
  • Normal clans should be able to run servers, on average server hardware and connections.
  • At least double the player count that we could support in M&B: Warband - Napoleonic Wars.
  • It should support Melee/Ranged combat.
  • It must be cheat protected.
  • Environment such as buildings, fences and other scenery must be destructible.
  • Voice chat with other players should be possible.
  • Supporting physics with carts and other moving objects.

With these ideas in mind we went to the drawing board.
The big bottleneck for any multiplayer game with a lot of players, is the server. Figuring the average server would have an Intel Quadcore, and a 100 mbit uplink, we put the requirements for our server to half of these specifications, so a host could run two fully crowded servers on one server box.

First of all we should understand why high player counts are such a challenge, the reason behind it is the exponential amount of data.
In the average FPS game, one player generates about 0.5 Kilobytes of data per second while he is playing the game, this information has to be sent from the server to all other players.

Imagine a 100 player server, that would mean the server receives 0.5 Kilobytes of data from each player, but is sending out 50 Kilobytes per second (0.5 * 100) towards each player..., which would mean the total upstream of the server would be 5000 Kilobytes per second (50 KB/s * 100 players), which is already about 40 megabits total upstream!

Now, imagine a 200 player server, that would come down to (200 * 0.5) = 100 KB/s * 200 players = 20000 Kilobytes per second total upstream which is more than 156 megabit!, which is far more than the average server upstream link... 500 players would even come down to more than 976 megabit upstream which is virtually impossible.

So... how do we do it then?


Only send data when it is actually changed.
A player basically runs a simulation of the world. He gives input such as movement, attacks and other interactions. This input is sent directly towards the server, which processes the input and applies it to the game. These changes are then further sent to the other clients.

Most network engines simply send a constant stream of the latest state-data such as buttons being pressed, directions players are looking at and movement data to all players, for each player, as you might have guessed this creates a lot of redundant data.

In our design we only send changes, for instance if a player turns around, only his turning is sent, and once he stops looking around no further messages are sent for that player, at least until he interacts with the game world again. Same goes for movement, as soon as a player holds forward, only that is sent, as soon as he lets go of the button, that is sent.
This can save enormous amounts of data, because most players are usually not constantly moving/attacking/looking around or interacting with the game world.


Compress data, lossy, to acceptable values.
As you saw before, the amount of data sent is important, saving a single byte per player per network message could come down to 500 bytes already which is half a kilobyte! As such we apply heavy compression on data send from the server towards the clients.
For instance, a player looking around with his mouse moves around 360 degrees. Normally storing the rotation takes a floating point value of 4 bytes...

A single byte can store up to 256 unique values, as such if we map 360 degrees towards 256 values, we might lose precision of the exact rotation, for instance a player might be 1 or two degrees off than what he is looking at in reality, but this is neglectable and virtually impossible to detect for a player looking at another player. Thus we have just saved 75% of the data!

These kinds of compressions are done over the whole engine, voice is also heavily compressed down with the latest voice compression tech.
Most of these kinds of compression techniques have rarely if ever been done to this level of efficiency in other network engines. This is one of the main factors making these insane player counts possible.


Headers are costly, don’t send data too often.
Sending a single network message from the server towards the client takes headers, headers are simply information that routers use to know where a packet comes from and where it should go to.

A average UDP header comes down to about 58 bytes of data, on top of that we add our own 10 bytes header which tells us exactly when a packet was sent and where in the game it should go. As such, sending a message without any data at all already takes 68 bytes of data... thus its very important to send as few messages as possible.
In our design, we basically save up all the data that needs to be sent out to clients, and send it out at a steady 10 times per-second rate, this way we use the headers as efficiently as possible without creating too much delay.


Results.
So, that is well and dandy, but... how does that end up then?
Well, basically a player data packet is between 0 and 7 bytes, depending on the player giving none till all kinds of input. the average during my testing, with an extreme amount of movement changes/strafing and turning around a lot, is around 3 bytes which can be seen as the worst case scenario, as I don't expect all players to move like that all the time..

So in worst case we end up with (500 players * 3 bytes) + 65 bytes header * 10 updates per second = 15680 Bytes per second, or, about 15.3 Kilobytes per second... Times 500 players, it comes down to 7650 Kilobytes per second, or about 59.7 Megabit per second. which is well under 100 megabit upstream of the average server!

We plotted our engine upstream with different player counts in comparison to the average network engine in the following graph:


In Conclusion.
In theory, we could reach much greater player counts, so long as one uses a very good server, with for instance, a 1000 mbit uplink! We announced a player count of 500, as this is what we are confident we can provide, given the current design and previously implemented network engine tests. Progress on the network engine has been great, most of it is working and implemented, We have the confidence to start the live tests soon. For now, using random generated player data yields great results.

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!

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Archiv / MOVED: Meme Thread
« on: November 13, 2012, 01:56:53 am »

57
Off Topic / MOVED: Moving thread
« on: November 11, 2012, 06:01:26 pm »

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Technical Support / Common problems and Solutions! (READ BEFORE POSTING!)
« on: November 11, 2012, 01:05:43 pm »
We will try to keep a somewhat updated list of frequent problems and solutions here. please check the soltutions here before posting your question.

I have Warband on Steam, and the DLC from Gamersgate/Amazon/Taleworlds, What do I do?
Go to your steam library, rightmousebutton on Mount & Blade: Warband and select “View CD Key” Write down the cd key for warband, you will need it later for the installation.

Download and install the non-steam version of warband:
https://www.taleworlds.com/en/Download?file=Warband&fileName=mb_warband_setup_1173.exe

Then install the non-steam version of the DLC here:
http://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe


That didn't work! I have some weird 5x5 serial key warband does not accept it!, what do I do?
Look here to convert your serial: http://forums.taleworlds.com/index.php/topic,155134.0.html


I have a non-steam version of warband, how do I register it with steam?
Find your warband CD key and enter it in steam, it should register the game to your steam account.


I get a error when starting the game: “Missing  xinput3_1.dll” What do I do ?
This is because you are missing the latest DirectX 9 Redistributable, get it here:
http://www.microsoft.com/download/en/details.aspx?id=35


I have the steam version of the DLC and when I try to join a server I get a “Invalid CD Key” error message.
Restart steam and it should work.


I accidentally entered a wrong character when trying to join a server for the first time, Now I can’t join a server! I just get a “Invalid CD Key” error message.
  • Click Start > Run
  • Enter regedit
  • A new window will open, browse to HKEY_CURRENT_USER > Software > MountAndBladeWarbandKeys
  • Search the entry, serial_key_nw, make sure that the value is the same as your CD key. Also make sure that the key is separated correctly. Double click the entry and modify it until it is correct. Watch out for invisible spaces in the CD key.
  • If you are done with that, close the Registry Window and start the game, connect to the server and have fun playing!


How do I host a server?
Look here:
http://forums.taleworlds.com/index.php/topic,227828.0.html


Manual
You can find the full game manual here:
www.flyingsquirrelent.eu/PDX_M&B%20Warband%20DLC_Onlinemanual_.pdf


If your problem is not listed here, feel free to start a new topic.

Cheers,

The devs.

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