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Very cool guys! I remember playing one of the more recent releases, very solid engine. Good luck with continuing development :)
I absolutely love seeing projects develop from the ground, thanks for constantly updating your development posts, the game is really looking nice!
Very cool! You don't see many people writing their own engines anymore, let alone their own physics library :)
Awesome update guys! Extremely glad I bought this it's a blast, out of curiosity, what physics library do you guys use? If you don't mind me asking.
This looks absolutely awesome, I was a huge fan Rainbow 6 when it came out. Looking forward to it!
Looks cool, really enjoyed the HL2 mod. I hope the same elements are present, the mace combat was really fun. Best of luck.
Wow, very nicely done.
Oh okay cool. After playing it I'm not surprised why everyone likes it so much! :) Well worth it, best of luck with continued development.
I love seeing a well built interesting game, and then seeing it's made with Ogre, been using it for 2 and a half years and absolutely love it. Definitely picking this up for the weekend :)
Out of curiosity what do you guys use for UI? CEGUI?
Must be exciting and a little daunting at the same time :) Best of luck with it!
Very impressive guys! I always thought that the game was more of a series of interesting tech-demos but it really does seem to be shaping up.
The feel of it is absolutely astounding with all of the systems in play. Once a little more game play comes out I think I'll finally have to get a copy :)
Great read! Although I'm not an artist myself, I really like the art style of Dead Man Zand. Reminds me a bit of a Tim Burton movie I just realized :) I really cannot wait to try out the demo that was mentioned a while back, best of luck!
Guns look like they handle really well and seem to have a great feel to them, can't wait to see more!
This is looking really nice guys! I remember using Game Maker forever ago when it was relatively new and it looks like it's come a long way. The game looks fantastic and the material idea sounds awesome. Best of luck on development.
I think some of the maps look better than others and the lighting conditions I find change things a ton. Played on one of them maps during dusk and it looked absolutely amazing. I think they did a fantastic job considering the scale of the maps. Hardly would compare them to ps2 graphics, textures/explosions/models look beautiful imo.
They do mostly chronological to who signed up first, but they also throw in a few random and they've started asking for clan signups for alpha keys.
Been waiting since Oct 12th and I haven't seen a key yet, which is depressing because on the forums you see people who signed up much later with keys playing :(
Great news! Been waiting since Oct 12th, and I think you guys are getting close so here's to hoping I snag a key!
Looking awesome as usual :) Any eta on multiplayer? It's great fun now, but with other people I think it would be fantastic.
Interesting read guys! I've been working with Ogre3D for quite a while now and recently implemented a Bullet Physics wrapper, I've kept it as a point to separate the graphics and physics code so that when I do start multithreading it will be a bit easier. Thanks for putting time into a technical post, I find they are just as awesome as media updates which always seem to dominate peoples interest :)
Hopefully get my game/engine looking decent enough to finally start some dev posting :)
Very awesome looking, can't wait to play the single player, it looks incredibly atmospheric. Hope we won't have to wait too long for the multiplayer after :)
I rather like the smaller gun models, games these days seem to be really magnifying how they look, like you would run around with the gun right up to your face or when you use the iron-sights you use them as a scope putting them an inch from your eye, at least with pistols.
Anyway, it looks great, can't wait to see more!
These updates are really cool, in-game shots look really nice. Can't wait to see more updates you guys seem like you are powering through content!
Great work guys, will this story telling be included in the game itself? If so I might have to avoid reading these! :)
Looks fantastic guys. I always loved Chivalry mod, this expands on the gameplay mechanics and looks absolutely gorgeous, can't wait for beta and the inevitable purchase :) Keep up the great work!
Well if the quality of the game play is anything like the media releases you guys have shown off between the graphics and audio, I really can't wait :)
Really cool premise, is there an ETA on the demo that was announced a while back? I'm not a huge fan of single player games but this sounds really interesting. Best of luck guys!
Yeah I think we are interpreting the article in two different perspectives :) I see what you are saying with the first part, I agree, ALL information including non-privileged should NOT be sent for the client to self-regulate. It was my understanding that the data in question was just extremely large amounts of situation report data that was static and could be seen by anyone.
When they say server should just handle logins, I was thinking they were talking about the Campaign server itself (since from what I know about the game, each battle is instanced separately (so collision/physics would not apply to this server/article and instead to a separate set of servers)
I don't believe this article includes anything secretive, the flow diagram seems to show more situation report based objects (like locations of battlefields/factories).
Since they said it was mostly static, it won't be data manipulation as much as data storage and cache accessing that will need to be updated when information is stale.
"- lagging: to counter this the client should forecast" I don't think network interpolation applies here either, I don't think this type of data needs sub-second response. Unless I missed something too! :)
Interesting stuff, I always liked the idea of caching time based deltas of the database image, then, when people connect you only have to check their 'sequence number' and apply the deltas since then (kind of like patching). Not sure how well it would work but indexing based on sequence values would make it fast, and it would not have to send updates on every entity.
Keep up the great work guys! Can't wait for an alpha key :)