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HATCH last won the day on December 18 2018

HATCH had the most liked content!

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    DFW, Texas
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    Air Force
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  1. This is currently on hold. Markec made several test patches, but in too many instances, the resolution of existing texture maps were too low for the program to efficiently "upgrade" them without a lot of errors involved. Markec was working on running some more textures through the process to "train" the program, but ran out of free time so we had to shelve it for a bit.
  2. @david06I convince them to give it a try and make that happen, you and @major0noobsign back up? JK! I'll see what what they say...
  3. So besides the obvious default of population, what ARE those and how do we implement them? Can it be done with current game mechanics so it doesn't have to wait six months or more? Again, besides defaulting to population (which will take care of itself if we can remedy the other), what is now missing that wasn't before, that can be re-introduced to bring back those ground support ops? I'm sorry, but this is just a ridiculous statement. We are listening, meeting about suggestions, making polls, sharing planned responses, the reasoning behind, posting roadmaps, etc, etc, trying our damnedest to listen and accommodate everyone possible. Seems we just haven't found the right combination yet. Ears are wide open, but it does not really help us simply complaining without providing workable suggestions/options we (and all the other players) can work with. You think we wouldn't snap our fingers and fix it all instantly if we could? Obviously unless some rich benefactor intercedes, were gonna have to continue to work out of the slump ourselves. 1.36, 64 bit, and a new Terrain Editor are getting close to nearing completion. First real terrain expansion in 10 years in QA right now. New bunkers, and buildings, AC damage modelling, along with a huge list of bug fixes right behind, and small arms audit scheduled to follow that... What else can we do short term with the tools at hand while these are nearing completion?
  4. Sorry Major0noob, just me un-hijacking Potthead's thread...
  5. Appreciate that Potthead! Regardless of what some seem to think, we really do try, and will continue to do the best we can with your positive support and appreciated civill vocal involvement.. As for the hi-jack, I think @Minky and I have both made our thoughts clear and there's probably not much else left to say. That being said, I'll be happy to stop and even hide all the non OP conversation to prevent any tailgaters from h-jacking it further... I sorta do feel guilty for not taking it private and messin up your rhythm...
  6. Totally agree with this. Can't change soon enough1
  7. No difference then than now, I mean we did it right up to Steam release. It simply failed. Wishful thinking will not change that fact. Yes there IS a "free play" formula that can work as I suggested above. You figure out how to monetize them somehow so that that "free play" supports itself. Figure out a way we can do that other than the proven fallacy of "make it all free and things will be so awesome that enough will pay to make it great for us all". Simply not true because it goes against human nature. No. Not true. Otherwise why would we have even bothered with it for all those years before at all? YOU guys simply refuse to accept the FACT that the entire time we did it before, the gain in "giving the subs more stuff to shoot at" NEVER offset the incentive to just forgo a sub and play for free. Simple fact driven by human nature and made worse by current entitlement culture.
  8. It's already been tried for years in this game. It failed and cost more subscribers than it brought in. That is fact. While some of my CRS compatriots might have a differing opinion on trying it again, mine is that until there is an alternate way to monetize those unwilling to support a game they obviously enjoy by evidence of their time and presence taking advantage of the company and those that DO support the ongoing effort, there is no logical reason to go down that road again. Ad's, short time unit or "pack" leases, some sort of external marketing "duty" that can be redeemed for free time/equipment, whatever... Something that turns that sucking black hole drain of non-supportive players into something that benefits the project rather than taking advantage of it and those that do siphoning away resources "for free". Figure out how to do that, and we have something to work towards that hasn't already proven to be in-effective in the context of our current game and billing systems.
  9. I thought we killed suicide bombing with the 2 second bomb arming patch. I think just upping the amount of damage it takes would be sufficient and maintain the bomb vs satchel joules difference. Just like it should be able to absorb more than a few bomb hits, just a couple engineers shouldn't be able to affect it either. It should take a pretty substantial demo team.
  10. I loaded z34 destroyer updates but first pass was a mixed bag, Some things looked really good, others not so much, over processed and somewhat jumbled. Will try again after this last pack.
  11. Yup. Consoles aren't just for kids anymore. That's for sure. My nephew is full time Army, in his early 30's, and plays the heck out of his console (can't remember which one). Doesn't even own a PC, only a cell and notebook/tablet. Our demographic is in the console market just as much as any other game playing market. Just hard to know the percentage until you get in there and do it. But just as our long term exposure to the PC market and our short exposure to Steam has shown, to do it right, you really need to have a polished product.
  12. WORD! Bottom line is that with the inclusion of keyboard and mouse making consoles a viable option from a control/input standpoint, this game very well could possibly be ported to run on the latest Xbox One or Sony PS4 with a minimal amount of work. Both Xbox and Sony PS4's basically ARE PC's wrapped in cute little boxes. The Xbox One is running a version of Windows 10 as its OS core (initially launched with Windows 8 core). The Xbox One is running an AMD "jaguar" APU consisting of dual x86-64bit puma based quad core CPUs running at 1.75 ghz, an 853MHz AMD GCN based GPU (found in all AMD video cards from the HD 7000 series through at least the RX400/500 series), and the memory controllers, all squished into the same chip and supported by 8 gigs of DDR3 RAM, 3 gig for system, 5 for the games, supported by a 500GB HD. Sony PS4 uses Orbis OS which is a branch from FreeBSD Unix. What other PC has always run WWIIOL, and has had a NextSTEP Unix based OS since the OS X "Cheetah" release in 2001? Yup you guessed it, Macintosh. It also uses an AMD "Jaguar" based APU but was developed with Sony in the mix, so no telling what they changed in the instruction sets. It's two x86-64bit quad core CPU's are clocked at 1.6GHz for PS4 and 2.13GHz for the PS4 Pro, with the AMD GCN GPUs running at 800MHz and 911MHz respectively. It uses 8 gigs of GDDR5 RAM and is also supported by a 500GB HD. Speaking of OS'a, I also noticed a fresh post from late November this year stating that for the first time, WWIIOL now runs flawlessly on Linux. WOOT! http://forums.wwiionline.com/forums/topic/420484-for-the-first-time-in-years-the-game-works-flawlessly-in-linux/#comment-6363673 So the only real hardware limitation we might currently face from my understanding of the specs above is that since we are not multi-threaded and rely on a single core, the 1.6-2.13GHz CPU clock speeds could potentially hurt us. My main PC is a 3.5GHz 64bit 8 core, but since WWIIOL is only running in single thread 32bit mode and is leaving 7 of the 8 CPU cores idle, it needs that extra clock speed to keep up with everything. Though with the APU's CPU's puma design being capable of both Out-of-order execution and Speculative execution, it might make up some for the lack of clock speed brute force that most PC's depend on to run the game. As for the rest, being that both units are basically using AMD based PC CPU/GPU/Mem controller architecture, and the rest is common "off the shelf" hardware, the only other unknown limitations would be proprietary stuff they plug into instructions sets for the above mentioned "standard" hardware. Digressing just a little bit, wouldn't even think about it from a spec standpoint until 64 bit and multi-threading was done. As for the market viability? I agree with the sentiments of several posted above. I think it could work with existing graphics, but only after the addition of voice comms and substantial work in UI and game play dynamics (team work oriented,). But once we get those sorted out, we should definitely look at making ourselves available for that market. Just my $.02 (TL:DR Nothing stopping it but full time dedicated programming resources.)
  13. Regardless, I'm going to throw some textures together for a couple of models to see if Markec might be interested in passing them through at 4X current res and then post some before after screenies... None of us have had the extra time to get the thing working yet with all the python/VS ,etc. dependencies. But that would tell the tale. Markec, you game?