HistWar
HistWar (English zone) => General discussions => Discussion démarrée par: JCM101 le 09 mai 2016, 14:49:26 pm
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I've been checking at least monthly. but according to the depot -
May 04, 2015 - HistWar Les Grognards : patch 03p in progress
Just over a year has passed since that message.
Any news? :|
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It's on the burner. No definite date as the team is concentrating on HW2.
I don't have any more information then you just giving a courteous reply.
Best Regards
zuPferd
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Thanks for the replies.
Disappointing to wait for more than 12 months whether one is prepared to do so or not.
It is also very disappointing to see other Devs taking JMMs conceptual approach & pushing out rival products faster than I can get a patch.
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I get your frustration JCM 101
JMM team is very small in number and when the game engine was being tested (Ldgn) there were lots of patches on a regular basis a little less with HWN and HW2: Refining things for the most part.
A whole new and detailed graphic approach its in the making, is what is being developed right now JMM already set out a list.
From my own observation there are areas that are still not being talked about or no announcement has been made:
Simulated Unit behavior ie light infantry (all nations) none will at the moment develop
into skirmish order manually for delay, pinning, general malaise toward an opposing unit and that includes light cavalry: hussars and the like who provided some skirmishing duties.
The game AI will throw a skirmish line in front of its parent Foot unit (observed)but in a Light Infantry unit it won't send the whole unit in skirmish formation (observed)
Groupings say of 150 men 4 in a 600 men strength unit. (The reason they can't individually is that only a finite amount of units can be created on the battlefield : 100 units)
Graphically representing this behavior with would in my view enhance the simulation.
Physicality: a wall (building )cannot be walked through.
A steep rocky incline can't be climbed at the same rate as flat ground.
(lots of this type of ground in Portugal and Spain as well as the rest of Europe)
Path finding : Complete AI control and manual override.
Topography as in reverse slope.
Hard going areas (and Woods) which affect movement of large body of troops who are forced to maintain cohesion by drilling discipline are excluded from crossing unless there is a path/road and then only in march column. Cavalry may hide in but not move around.
No charges across marshes or wooded areas by any on 'four legs', skirmish units only (150 on 2 legs)
A actual tool to build elevation in the Map editor by increments.
(Would be great to have a TIFF imaging detection to render elevation from the real world
but may not be practical; however a discussion of possibility was announced)
Missile trajectory and true physics as in : no missile may penetrate a hill and hit a unit
on the opposite side, (opposite to a unit behind another unit will suffer casualties from the same missile) a missile might penetrate a fortification eventually.
Destructible buildings
Missiles shot in a/through a forested area.
Gunners firing by hearing movement but not seeing the target (fog, black powder smoke).
Forest Fire sparked by shell explosion.
Watery impediments
Marsh, Lake, River, Brook this is all that can be simulated ?
Canals, small river branches with lots of vegetation : ideal defensive positions.
Steady as she goes Lads.
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I can understand your frustration...
That said, I continue to work on the game.. a lot.. maybe not enough but I can't.
During the last months, I modified around 100 files in the internal engine in order to delete the last bugs about the collisions of entities.
This problem was critical and it is not possible to get a good game with these issues. That said, it's a huge work to rewrite the functions in charge of the collision... and also to get a function who finds a good place for avoiding the collision. I believe the new procedure is right.
Yes.. one year... sorry for that : just I stopped during 3 months because I was a bit tired... and one month for defining/modifying the editor of figurines for the new 3D models.
I hope the final result will be fine in order to forget your present frustration...
JMM
PS : to zu Pferd : The priority is to delete the bugs for pathfinding before implementing the new 3D models. I have also to improve the Great Tactic AI.
I hope I can quickly implement the new GUI.
The new Division/Brigade AI will implemented after the new 3D Models.
After that, my activity will be on the improvement of the internal engine, not before releasing the New 3D Models.
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Thank you, JMM, for these news.
Théo
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Hello JMM, thanks for this update, could you confirm this applies to LG, or does it refer to N, or both ?.
I never knew you were building new 3D models for LG.
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Hello JMM, thanks for this update, could you confirm this applies to LG, or does it refer to N, or both ?.
The modified internal engine will be released for both...
If that is possible, all improvements in the internal engine will released for HW:LG and HW:N
I never knew you were building new 3D models for LG.
Maybe I was not precise but the new 3D models are only for HW:N
JMM
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Thanks, I understand now.
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It is also very disappointing to see other Devs taking JMMs conceptual approach & pushing out rival products faster than I can get a patch.
Who?
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Who?
... and what?
If you are talking about SoW Waterloo, I want to mention, that this developer started about 2004 to release games based on this engine. He finally modified it to also offer a napoleonic theme besides american civil war subjects. So I wouldnt agree, that anyone seized the conceptional approach of HW series. It also differs enough from HW.
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Thanks for the update JMM, I am trying to be patient. :roll:
I realize it is a lot of code to restructure/rewrite/debug.
I have no desire that you kill yourself for a game. ;)
Whilst I may have exaggerated rival products speedy development time, it remains true, I believe, that HWLG had a unique approach on its release.
Now there are several titles in various historical periods that leverage the idea of player/commander 'only' vs the formally endemic micro-management approach, where every soldier can/must be individually controlled. [I am not referring to the codebases, just the specifics of the idea/approach.]
This I find disappointing because whilst it is probably good for wargamers, it does not appear so good for the pioneer, JMM.
Where are the comments about JMM & Histwar in the 'mainstream' when talking of revolutions in gaming technology?
It seems to me he is not given enough recognition.
To me, this seems like the fact that there would be no 'Windows' without the then rival Apples vision. There are differences but ...
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to JMM reply # 5
I am glad to hear that the game is on the mend and receiving further attention.
I agree in principle to mend the bugs this is very important.
I welcome the new 3d graphic models.
I wait for further developments ,and in principle will return to an MP community.
As for development time, three developers in the Napoleonic period stand out each
with its own development curve all appear to be incomplete in specific areas.
I have participated briefly in all three, everywhere and here some individuals are to be
commended for their managerial skills and for infecting the rest with a fever, all every
where are keen for the period because it generated a lot of skill set and innovation.
The specifics you all know to well. I enjoyed NTW III because it came close to a
Napoleonic miniature feeling where all pieces are stationary until you start moving
them. The plan is in the head of the senior player, I command a division and obey orders
which may not develop as intended because -in the learning curve- mistakes are the teacher.
I found the same learning curve in LG and HWN as well what NTWIII lacks is an AI , as a
real opponent so its strictly player vs player (human players) It lacks a general set of rules
for conduct as to what is allowed and not allowed so Clubs have developed them...but nothing
in the code.
SOW and Histwar are the only two developers who have gone into the 'twilight zone' and I call
it so to describe the real challenge these developers are facing .JMM and Histwar is a hinge on which
this door works, He's been at it the longest with its specific vision.
I have had hours of enjoyment setting to Histwar vs the AI specific scenarios (small) that came from
boardgame developers...I ran into specifics and detail headlong; no matter these have been pointed
out even awkwardly I might add and I apologize, there are ways to enjoy the game and after all the
community is important to any and all developers to ...assist, to point out discrepancies to absorb
critique in return.
Best Regards
zu
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Hello JMM
During the last months, I modified around 100 files in the internal engine in order to delete the last bugs about the collisions of entities.
This problem was critical and it is not possible to get a good game with these issues. That said, it's a huge work to rewrite the functions in charge of the collision... and also to get a function who finds a good place for avoiding the collision. I believe the new procedure is right.
May I ask, is the above something that was found to be very, very old bugs, from the early days of LG, or is it to correct something more recent that "went wrong" during the updates. It sounds like very good news that you have now fixed what sounds like a serious problem. I assume this refers to BOTH the LG and N internal engine.
I now plan to buy a new DT PC later this year, and all being well I should be back in HW action by the end of the year, hopefully, ready for the finished game. Looking forward to that.
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Another year (almost) has passed.
News of 03p?
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Les clients, membres, sympathisants.....ne parlant pas anglais pourraient t'ils être informés s'il vous plait.?
Certains ce plaignent de la prépotence de l'anglais , mais ils en sont souvent les artisans.
Bonne journée à tous
Have a good day
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Bonjour à Tous,
Petites nouvelles du front...
1/ comme je l'ai déjà évoqué, les nouvelles procédures de gestion de l'environnement des unités fonctionnent très bien; mais l'impact sur le programme est immense et il est nécessaire de passer par l'ensemble du code pour vérifier que les informations calculées par la procédure sont bien traitées,
2/ en conséquence, je suis en train de revoir absolument tout le code de gestion de la trajectoire; un vrai labyrinthe dans lequel j'avance avec méthode, trouvant par çi par là des incongruités que je corrige,
3) comme je l'ai déjà indiqué, je suis maintenant à la retraite.. et c'est bon! je consacre beaucoup de temps à HistWar avec envie, envie qui m'avait quitté il y a quelques temps; bref, je prends du plaisir à être devant le clavier et à travailler sur HistWar
4) toutefois, je viens de vendre ma maison.. et je suis à la recherche d'un nouveau toit; cela est un peu chronophage et je pense devoir m'arrêter deux, voire trois, semaines pleines pour déménager/aménager le nouvel espace de vie... donc petit délai supplémentaire.
5) la béta partira dès que j'aurais des résultats satisfaisants, c'est à dire que les bugs seront traités en grande partie; toutefois, je laisserai l'équipe de tests explorer beaucoup de cas d'utilisation que je fournirai afin d'être le plus exhaustif possible...
6) en conclusion, je ne peux que dire que HistWar suit son chemin... mais à pas lent. Une fois n'est plus coutume, j'espère une version opérationnelle vers fin septembre... mais vous connaissez mon incapacité à être précis. Seule certitude, c'est que je continue à travailler à temps plein... c'est à dire surement plus de quarante heures par semaine... afin qu'enfin sorte ce produit.
Encore de la patience...
Have a nice day ;)
JMM
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Merci pour cette réponse aussi rapide que consistante .Ce n'est pas l’ampleur de la tâche, ni le dévouement de l'équipe qui m'a fait réagir mais la communication dans le monde moderne qui exclut de plus en plus les non anglophones. Tout en ayant conscience que je n’étais introduit dans la partie anglaise du forum (pour plus d'efficacité).
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It is the English Zone but I can certainly be polite to the French speakers ;)
Je n'ai pas parlé français depuis longtemps. Mais je connais encore un peu la langue.
Merci JMM pour la mise à jour. Je vais continuer à attendre.
Bonne chance avec la chasse à la maison :smile:
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Hello! merci beaucoup pour ces explications relatives à l'évolution du "Jeu".....Attendons donc , avec patience et intérêt.
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Ok, 12 months on & 3P still in progress..............!? :(
Should I be thinking about moving to Elba?
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Hi
A lot of new implementations... Always in progress.
The new GUI is almost finished...
Yes... 12 months... just alone on the dev...
Patience... yet... sorry for the delay...
JMM
PS : one of Grognards on this forum wishes to help me.. very good news but I have to build a special version for him... he'll work on the display of new 3D models...
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Merci pour les nouvelles JMM
I know it is lot of work for you, so I shall continue to wait/hope. ;)
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JMM
PS : one of Grognards on this forum wishes to help me.. very good news but I have to build a special version for him... he'll work on the display of new 3D models...
Would you mind to precise that?
I am not sure, if I remember correctly, but I thought I read in your postings in the forum that the models and animations were fully or mostly completed. There was an info that theres still left a lot of work on the uniforms, I guess.
So what exactly means "display of new models"? What about the guy who did the graphics before (Romain?). Is his work still implemented?
And one thing, that I didnt hear about for a long time is the substitude AIs of Divisions and Brigades. Is this still on the roadmap or has it been canceled?
Thank you! Best wishes for the ongoing work and of course personally too.
BTW: isnt this subject we are currently talking about in the wrong thread (Les Grognards, 3D models)?
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Would you mind to precise that?
I am not sure, if I remember correctly, but I thought I read in your postings in the forum that the models and animations were fully or mostly completed. There was an info that theres still left a lot of work on the uniforms, I guess.
I am always working on the new GUI... This part needs a lot of work.. a lot, and I didn't think to spend all this time...
That said, I am beginning to run the program again in order to check all functions of this new GUI.
I try to do very simple... howeverI try to keep all informations of the old ones.
Take a look at the new icons and textures for the new GUI
(http://screen.victwar.com/IHM_HWN32.jpg)
So what exactly means "display of new models"? What about the guy who did the graphics before (Romain?). Is his work still implemented?
We can share the display in 2 parts:
1/ design of uniforms and 3D models + animation
2/ implementation in the game.
The first step (1) is almost finished but we have to build the animations of CAV and ART...
We keep the Romain works about the 3D models and animations of INF...
The second step (2) isn't begun : I would like to redefine the different algorithems for the management of 3D Models.
One old grognards was asking if he can help me.. and after meeting, talking about the differents activities, we have found he can work on the implementation of the new 3D models.
And one thing, that I didnt hear about for a long time is the substitude AIs of Divisions and Brigades. Is this still on the roadmap or has it been canceled?
No canceled... the algorithems for managing the Division and Brigade are written. I have to modifiy the algorithms for managing the avance of the troups in ordre to have the same system for Corps, Division and Brigade. This new system will allow to have a better control on the units.
Thank you! Best wishes for the ongoing work and of course personally too.
Thank you a lot... I am always working a lot on the game... but all advance very slowly
And I hope it is clear...
JMM
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Thanks a lot, JMM, for those informations.
Sure it's a very difficult task for only two guys to work on this 'Huge Machine' !
It seems that Romain, Elie and Alban have disappeared...?
Fortunately we must thank this old Grognards who can help you to work on the implementation of the new 3D models.
Théo
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I add my name to Theo's to the congratulations JMM I wish you good speed and
success. Waiting for further developments.
Best Regards
zu Pferd
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@ Theodoricus
All I can say is JMM is getting a fine example of a gentleman and a connoisseur
of the 3D engine. Congratulations Theo !
:)
Best Regards
zu Pferd
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@ zu Pferd,
Yes, I agree.
Fortunately, JMM can count on 'Vieux Grognards' like you !
:)
Best regards,
Théo
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Another year has passed.... how is 03p looking?
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Another year has passed.... how is 03p looking?
Yet some days before launching a recruiting for a new beta test team...
During this last yera, I have rewrtitten a big part of the GUI, a new method of visibility to improve the precision, checked a big part of internal engine for avoiding some several major bugs...
Too the life with some familial issues.. the life...
It is difficult to say the time for checking the new version...
Patience yet... and lot thanks for your support.
JMM
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Thanks for the feedback JMM
You & your work are not forgotten ;)
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Coming up to the 5 year mark.
Has the Old Guard broken? ;)
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Thank You JMM for the feedback
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Any news on 3p (or higher)? :?
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Hi,
Not yet... always developping the internal engine...
JMM
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Any news for the troops?
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Hi,
I am working on a new release for HW:N
The internal engine needs several modifications in the GUI. These ones are implemented in HW:N
So, a new patch for HW:LGdN will be built after a delay because I have to modify the GUI of LGdN... heavy task.
Probably, the new versions (LGdN,N) will be not compatible with the present versions.
Sorry for the delay... I know I am not precise on the date :? I try to do the best.
JMM
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Dead? :roll:
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Not yet :lol:
Quelques semaines avant la V6.0
JMM