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Author Topic: Waterloo 3D  (Read 26444 times)

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Offline Zarco

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Re: Waterloo 3D
« Reply #15 on: January 29, 2019, 01:57:29 AM »
Its looking great!
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Offline KlausVarna

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Re: Waterloo 3D
« Reply #16 on: January 30, 2019, 02:27:00 AM »
How many troops can be on field at one moment?
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Offline Asid

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Re: Waterloo 3D
« Reply #17 on: January 30, 2019, 02:34:03 AM »
How many troops can be on field at one moment?

more than 30,000 animated characters in game.
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Offline Asid

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Re: Waterloo 3D
« Reply #18 on: February 01, 2019, 01:18:44 PM »
Interesting video. I would like to see some more in-depth video/commentary please.

Thanks for posting the video  :thumbsup
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Offline Waterloo3D

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Re: Waterloo 3D
« Reply #19 on: February 06, 2019, 08:40:25 PM »
Hello fellow gamers!

The first mini demo of Waterloo 3D is finally here!

We are so thankful for all of your feedback that helped us publish the first mini demo!

This is the first of 2 or 3 more mini demos before we go live on Kickstarter for crowdfunding.

For the first time in the history of Napoleonic wargaming, this release vividly demonstrates the proper modelling of the black powder, smooth bore era battle psychology. You can fight a brigade of four infantry battalions against four enemy battalions.

The demo showcases the terrain, the lighting, grass and environmental effects. Plus, it gently introduces players to authentic Napoleonic tactics.

If you have signed up to be one of the first to test it out, we once again encourage your feedback. There’s still time to sign up, visit www.waterloo3d.com

Cheers!

Fred the Coder
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Offline zakblood

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Re: Waterloo 3D
« Reply #20 on: February 06, 2019, 09:00:23 PM »
thanks, some great speeds and downloading now at around 2 mins on my connection so very good thanks, just grab it from the first one in the list

will post impressions asap
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Offline Asid

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Offline zakblood

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Re: Waterloo 3D
« Reply #22 on: February 07, 2019, 10:54:19 AM »
well i said i would post a opinion and here it is,

early it is and still work to do, so taking all this in, it's somewhat jerky atm with only 8 lines in play,

the colours are washed out and somewhat bleached looking and the animation is quite jerky to say the least, not fluid and sounds and looks are very basic i'm sorry to say, smokes ok but with being all white, it looks samey, no flashes of red from the musket fire, not black smoke which filters to grey before becoming white
« Last Edit: February 07, 2019, 11:09:23 AM by zakblood »
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Offline zakblood

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Re: Waterloo 3D
« Reply #23 on: February 07, 2019, 10:59:14 AM »
noises in game, chat and general battle sounds, repetitive and soon i would have muted it, as no options to make louder or less and tbh didn't sound quite right either, as the chat, the repetitive nature of the commands given were as loud as the musket firing, the voices felt forced and not at all like the units or nations of the time, for me, being the french etc, i would have liked to hear french and something different, even if it was 2 voices and not just one it would have been something, but no all the same, change sides, and it's the same, so yes that still is WIP
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Offline zakblood

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Re: Waterloo 3D
« Reply #24 on: February 07, 2019, 11:04:59 AM »
the smoke look like small circles which while it masks the other side, the colours all wrong imo

the whole colours used from grass to the uniforms seems to vibrant and gory in nature and not natural at all, comparing these to the films of the battles, the other games of the type and paintings from the day, it looks like a computer game, too unreal but looks, to bright by nature and just not right at all for me.

the tree's are too still and not so well done, eg i've seen better, which is about the same for everything, WIP and early, so plenty of room for improvements, which will come with time, so not a negative post or comment for the sake of it, just a honest opinion from one users and tester.

no ability to move the map or zoom in or out once paused, which is something which everyone would want, RTS, hate the word tbh, but RTS without an ability to pause and give commands, alter zooms and places on the map, are just that, a second rate and none war game RTS, and for me, unplayable, uncontrollable and something i'd not buy, which matters little on the grand scale of things, as i buy little now days and play even less and just test, but if a honest opinion of one who did play matters, this is something i'd like to see alter and the direction moved to, movable maps once paused, minor is nature, but regarding command and control wise, and major point imo.

map delay after unpaused, too long, far too long, with no ability to pause and jump straight back into play, the amount of time the game is and will be paused, the time and delay is for me too long as it is, eg to test, pause the game, and then un pause and press at the same time, any key to move the map in any direction and count how long it takes for the map to then move once un paused, it should be instant, not after a second or 2 or longer.

zooming in and out is worse, the time it takes to do it, is like in slowmode, again, it should be instant.

while on the subject of maps, it only moves in 4 directions, not 8 and will no ability to do top down view? aerial view? or spin the map completely? hope these are coming in a later version, or again lack of control, will mean a poorer UI not a better one.

loading time, quiting time, atm it's not optimized and takes far too long, on a SDD with a good pc, this again should be instant, something to aim for, hope it all helps and wasn't too negative, as positive negativity is something i am for in my replies and testing.

clicking on a given unit and then moving the mouse wheel backwards and forwards alters the angle on which is displays the unit selected, but the speed it does it at and the FPS is so low it makes you feel somewhat sick looking at it after a few times, this is with 4 units on both sides, on a larger battlefield it would be anyone's guess how the engine would work, as it is atm, it seems to really struggle with the limited amounts of units in play, which begs me to understand how the game engine will do a larger battle, so not so confidant as i was before seeing this, for me this is a poor demonstration of what if could be like and not a good one or advert either and imo should have been done behind closed doors and not open to the public if your looking for support from them.
« Last Edit: February 07, 2019, 11:23:33 AM by zakblood »
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Offline zakblood

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Re: Waterloo 3D
« Reply #25 on: February 07, 2019, 11:33:53 AM »
on the part of the UI, the screen layout and buttons used seem good and everything you wish for is there, just some also will wish for the screen to be sizable and also hidden if possible if that users wishes it etc.

it's not too small to be unusable on higher DPI users with higher than my default 1920x1080 test pc used, but needs also to be scale-able for those with higher from day one, not a after thought once released, again imo.

my test pc spec, one of a few i own, with different parts in them for different setups are as follows,

Windows 10 Home 64-bit (10.0, Build 17763) (17763.rs5_release.180914-1434) (clean install, not an upgrade from previous windows 10 or older versions)
Processor: Intel(R) Core(TM) i7-2700K CPU @ 4.50GHz (8 CPUs), ~ 4.5GHz
                   Memory: 16384MB RAM
User DPI Setting: 120 DPI (125 percent)
       System DPI Setting: 144 DPI (150 percent)

none standard DPI used to suit my 32" LED TV - monitor

Card name: NVIDIA GeForce GTX 960
Display Memory: 12221 MB
    Dedicated Memory: 4053 MB
       Shared Memory: 8168 MB
        Current Mode: 1920 x 1080 (32 bit) (60Hz)

driver version 418.81-desktop-win10-64bit-international-whql dated 4th of Feb 2019

Model: ADATA SP900 SDD and a combo drive for data

2 TB FireCuda Gaming SSHD 2.5 Inch Internal Solid State Hybrid Drive

Realtek High Definition Audio onboard, with latest windows 10 drivers 2018 etc
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Offline zakblood

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Re: Waterloo 3D
« Reply #26 on: February 07, 2019, 11:40:44 AM »
log file is rather large as well, so feedback and data from it will have to be compressed and zipped as it's 7.6mb

looking at the logs, may give you some reasons to why it was so jerky on my pc, as tbh it's full of errors in the code for one reason or notm


LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogPlatformFile: Not using cached read wrapper


[2019.02.07-10.50.12:065][ 29]LogAnimation: Warning: Currently in Animation Blueprint mode. Please change AnimationMode to Use Animation Asset

to load just a few
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Offline zakblood

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Re: Waterloo 3D
« Reply #27 on: February 07, 2019, 11:48:38 AM »
with timing and loading issues also pointed out in there

LogLoad: Took 12.879192 seconds to LoadMap

it's the shut down and after pause one that imo needs looking into, as that takes for ever
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Offline zakblood

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Re: Waterloo 3D
« Reply #28 on: February 07, 2019, 12:31:18 PM »
altering the stance of any units, makes the game crawl to a halt and then afterwards any command given, is on a time delay, eg no matter what you press, it doesn't happen, move map right or left, nope

alter stance, nope, pause or exit, again nope, it seems any single command done, reflects in a time delay of any kind of key board or mouse input after the event making it unplayable, unusable and tbh not a demo i'd say is of much use to shine the merits of a new and up coming game and or engine
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Offline zakblood

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Re: Waterloo 3D
« Reply #29 on: February 07, 2019, 12:37:54 PM »
which makes me wonder if you have a rather large memory leak in the GPU side of things, as i can and have tested much more higher end games and done much more at the same time than i can on this, which makes me wonder, so i dug a bit deeper and found it using 100% GPU almost 99% of the time, so know where the keyboard and mouse delays come from, so hope the next demo, is somewhat better, but if it helps in the overall testing on it, then hopefully it has done some good for you, but from a end user point, i wouldn't make this sort of stuff to the public domain, as most have no idea and tbh will be a lot more negative than me, i'd put in on my high end gaming rig, but atm don't think there's any FPS stops on this and is maybe one reason why or memory leaks etc and don't wish to find out on a card which cost 6 times more than the one in my test pc's.

ran it on test pc 2 and 1, only difference is makes of GPU with same hardware elsewhere other than makes of combo hard drive etc

even paused it uses too high a % of GPU tbh

as the screenshots shows, nowhere near my full amount of GPU ram, but all or almost all of the CPU on the GPU, paused, once un paused it's 100% 24/7 so isn't any good for long term testing unless you wish to burn our cards sooner rather than later
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