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RE: Progress - 10/29/2009 5:36:38 PM   
freeboy

 

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do we have a date you are realisticaly looking at for  release?

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RE: Progress - 10/30/2009 2:14:53 AM   
Llyranor


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quote:

ORIGINAL: Arjuna

Well allowing free form coop play where any player could issue orders to any force would detract from the realism aspects and also nullify the value of segregating into different comamnds so that each could be managed in its own thread. I would prefer to have a system where a player has control of one or more commands and can only issue orders to forces within those commands. We could allow for the transfer of units between commands, albeit with some orders delay built in. This would allow for load sharing if all the action is occuring in one sector but also allow us to speed the game up by isolating commands and threading them separately.

Definitely agree. Co-op should really integrate elements of cooperation between players/commands. Furthermore (and this is potentially a critical point to consider re: investment/pay-off), this feature should be pretty important for military training should some militaries have a license of this engine.

However, from what I understand from the previous posts, this would be a substantial investment in terms of development. In that case, free-form co-op *would* be better than no co-op. I have no idea how much investment this would require, but since there is already the netcode available for 2p, and it wouldn't require the implementation of multiple commands/threads (since both players would just have 'full' control), would there be much extra coding required for implementing this? I think it'd be pretty neat, since players (fans of this series should be mature enough for it) could pretty much just arrange amongst themselves which units each should be commanding. Paradox games do something like this. You can co-op as multiple nations, but you can also co-op as a single nation and each player can control everything about it; they just delegate different areas amongst themselves. It'd be a pretty cool bone for co-op fans.

On a sidenote, HistWar (Napoleonic era) is doing this in a very interesting way. In addition to what seem to be order delays for commands and such, it goes a step further. Even communication between players takes time, and players have to send out couriers to carry out messages (including orders/intel and such). Even more cool is that the enemy can intercept them and thus obtain the message content (and the initial recipient never gets the message). Pretty awesome!

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RE: Progress - 10/30/2009 3:46:30 AM   
Arjuna


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Llyanor,

In our system a Player must belong to a Command and a command can only have one Player. To allow multiple Players to a Command would of itself be a big job.

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RE: Progress - 10/31/2009 5:56:20 AM   
Arjuna


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quote:

ORIGINAL: bink

Arjuna,

Here is a list of the common 16:9 resolutions:

1366x768
1600x900
1920x1080

From the most recent publicly available research I have seen, these resolutions now comprise the majority of shipping desktop and notebook LCD panels.

Bink


And here is the new Startup Options screen with support for 16 x 9 wide screens.




Attachment (1)

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Post #: 364
RE: Progress - 10/31/2009 6:02:44 AM   
Arjuna


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quote:

ORIGINAL: freeboy

do we have a date you are realisticaly looking at for  release?



Well we were aiming for just before Thanksgiving, but I'm not sure we'll make that. We have two outstanding issues with the game itself. First we have a grid lock issue with large force formations in road column. I've been overhauling this code all week. I hope to resolve this on Monday - fingers crossed. Paul is working his way to solving an out of sync bug in the UI. Apart from these we have only a few very minor issues with the game. If all goes well I'll be able to start work on the tutorial movies next week. But I said that last week. So I am reluctant to make any firm prediction right now. I'll be better placed once the out of sync and grid lock issues are solved.

< Message edited by Arjuna -- 10/31/2009 6:03:27 AM >


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RE: Progress - 10/31/2009 7:25:17 AM   
BigDuke66


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No problem, the important date is the 45th anniversary, as long as you make it to that I don't see a problem.
For my taste it would fit perfectly.

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RE: Progress - 10/31/2009 8:06:52 AM   
goodwoodrw


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quote:

ORIGINAL: Arjuna

quote:

ORIGINAL: freeboy

do we have a date you are realisticaly looking at for  release?



Well we were aiming for just before Thanksgiving, but I'm not sure we'll make that. We have two outstanding issues with the game itself. First we have a grid lock issue with large force formations in road column. I've been overhauling this code all week. I hope to resolve this on Monday - fingers crossed. Paul is working his way to solving an out of sync bug in the UI. Apart from these we have only a few very minor issues with the game. If all goes well I'll be able to start work on the tutorial movies next week. But I said that last week. So I am reluctant to make any firm prediction right now. I'll be better placed once the out of sync and grid lock issues are solved.


Excuse my ignorance, but when is/was Thanksgiving?
Ron


< Message edited by BASB -- 10/31/2009 8:07:17 AM >


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RE: Progress - 10/31/2009 9:20:34 AM   
Arjuna


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Ron,

You need to get out a bit more, mate! Thanksgiving is held in the fourth week of November. See: http://en.wikipedia.org/wiki/Thanksgiving


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RE: Progress - 10/31/2009 10:11:00 AM   
CriticalMass


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And you missed Dwali 

http://en.wikipedia.org/wiki/Dawali



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Post #: 369
RE: Progress - 10/31/2009 11:01:28 PM   
goodwoodrw


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Why, I know the dates of ANZAC, Remembrance Cup Day and the Sale Cup, what more does a country lad need to know other than spelling Harbour colour and centre correctly even if the my spell checker doesn't, and I know 9/11 is a date in November!

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RE: Progress - 11/1/2009 12:07:37 AM   
Arjuna


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Andrew,

I think it a stretch to expect a "country lad" like BASB to know when the festival of light is. But I must confess my own ignorance as to when the Sale Cup is.

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Post #: 371
RE: Progress - 11/1/2009 1:11:36 AM   
simovitch


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quote:

ORIGINAL: BigDuke66

No problem, the important date is the 45th anniversary, as long as you make it to that I don't see a problem.
For my taste it would fit perfectly.

BigDuke66, that would be December 16, 1989.

It better be out Dave, before I leave for the Ardennes on December 11 for the 65th anniversary.

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RE: Progress - 11/1/2009 2:18:32 AM   
GoodGuy

 

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quote:

ORIGINAL: Arjuna

Llyanor,

In our system a Player must belong to a Command and a command can only have one Player. To allow multiple Players to a Command would of itself be a big job.

For a co-op mode, would it really be a big job to assign let's say player 1 to command the map-boss (say XVII. Army) and allow player 2 to command a Kampfgruppe or even a Corps as a subordinated class, and then give the enemy map-boss to the AI?

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Post #: 373
RE: Progress - 11/1/2009 3:25:02 AM   
Arjuna


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Yes it would. To add more than one command per side would require a lot of changes. Essentially, we need to replicate a lot of the code within the Side class and apply it to Command class. Everywhere we have checks to see if the force is human controlled or not we would need to revise to handle cases for a specific human player. Everywhere we apply processing to an entire side, we need to revise so it can handle just a portion of the side. etc

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Post #: 374
RE: Progress - 11/1/2009 3:48:11 AM   
goodwoodrw


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last Sunday Dave, a nice country meet. About 10,000 locals dressed to the nines, including the teenagers, great to see young kids dressing up in suits and ties and the young fillies dressed to kill. In today's age nice to see the young ones looking good, it's rarity these days. good on country youth I say there hope yet!

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RE: Progress - 11/13/2009 10:40:12 PM   
Arjuna


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Hi all,

I have been wrestling with the formation movement code for over a fortnight now. The reason for doing so was that we were getting significant gridlocking, where none of the units in the formation move. I thought I had licked it yesterday evening, but awoke to observe an autotest game with a formation gridlock - ie no one moving. This is a very complex issue with so many factors bearing on the outcome. We have implemented sorted event sequencing - ie where the events of the units in the formation are sorted by order of march. This helped significantly. Since implementing this I have been overhauling and ripping out a lot of the old code that managed the formation movement. Obviously I have ripped out too much or not enough! Well hopefully it's just in need of another tweak.

The upshot of all this is that the release date is getting pushed back further. We're aiming for Dec 9. But that depends greatly on resolving this and a couple of other outstanding issues in record time.

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Post #: 376
RE: Progress - 11/13/2009 11:41:37 PM   
Llyranor


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Aim for Dec 16!

(I remember asking whether the game would possibly be released by Dec 16.... last year )

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RE: Progress - 11/14/2009 1:01:45 AM   
Lieste

 

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Hell, no!

Aim for the 9th... gives you a week to miss by and still hit the 16th target ;)

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Post #: 378
RE: Progress - 11/14/2009 3:55:50 AM   
planetbrain


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Doesn't really matter exactly when release is. I shall get this game (simulation?) regardless of release date!
Does appear to be getting close, though.

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RE: Progress - 11/14/2009 6:14:01 AM   
Arjuna


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Matrix can't do the 16th due to all the scheduling constraints around Xmas. If we don't make the 9th it will slip to the new year.

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RE: Progress - 11/14/2009 12:39:34 PM   
vj531


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quote:

ORIGINAL: Arjuna

Matrix can't do the 16th due to all the scheduling constraints around Xmas. If we don't make the 9th it will slip to the new year.


A shame but, rushing will only bite you on the backside later. Get it right and then get it out.

I go back to days of Fire Brigade so keep up the good work.






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RE: Progress - 11/14/2009 4:07:56 PM   
freeboy

 

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It would be nice to see perhaps a demo to wet our voracious apitite, BUT please do not delay the release for something this trivial... Looks like this may b a spring 10 game, no worries.. thanks for keeping us informed

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Post #: 382
RE: Progress - 11/14/2009 5:18:03 PM   
Greup

 

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I agree. Most people in here are sold anyway so skip the demo until later if that's a delaying factor, otherwise we might drown by drooling from anticipation. Besides my old Fire Brigade won't help me much because there isn't a computer old enough that can run it.

Now... back to COTA!

(BTW, Thanks for the progress report )

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RE: Progress - 11/14/2009 8:21:11 PM   
slybelle

 

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I agree too...everyone is already sold based on past track record, no need for demo out of the gate.

Heck, I would even pay for this game now in current state and help test out the final things....worst scenerio is everything would be fixed in the first patch:)

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Post #: 384
RE: Progress - 11/15/2009 6:29:28 PM   
Zenra


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quote:

ORIGINAL: slybelle

I agree too...everyone is already sold based on past track record, no need for demo out of the gate.

Heck, I would even pay for this game now in current state and help test out the final things....worst scenerio is everything would be fixed in the first patch:)


+1

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RE: Progress - 11/15/2009 9:06:17 PM   
freeboy

 

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yep me 2

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RE: Progress - 11/16/2009 12:46:38 AM   
slybelle

 

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Too bad it won't be a realistic option though:)

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RE: Progress - 11/16/2009 1:08:50 AM   
freeboy

 

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we can hope
I actually thought this was an 08 release, and having been off the forums for a couple of years was surprised to c it not out! but very very glad it did not get SC

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RE: Progress - 11/16/2009 1:16:19 AM   
Arjuna


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Our plan is still to put out a demo. Paul has done the preliminary work for generating the demo. We're just waiting on the game engine to be stabilised before we test that.

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RE: Progress - 11/16/2009 5:34:07 PM   
GShock


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I think the demo is a good idea. I can play it while the game is downloading from the matrix 

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