Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 07, 2019, 05:29:10 PM

Title: Waterloo 3D
Post by: Asid on January 07, 2019, 05:29:10 PM
(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/45474726_2172291446355548_5418557025833451520_n.jpg?_nc_cat=110&_nc_ht=scontent.flhr4-2.fna&oh=ea1ad8fdbef75e75e6290266da53594e&oe=5CD6D417)

Relive the battle through the eyes of Napoleon, who, despite fighting against two
armies, came within a whisker of victory several times during the battle...



Homepage: Here (https://waterloo3d.com/)
Steam: N/A
Official forum: N/A
YouTube: Here (https://www.youtube.com/channel/UCrNMe9MAWSudZZs5TVsLOew/videos)

Single-player, Multiplayer


Waterloo3D Announcement Trailer



About

The time is 7 PM, June 18, 1815. Emperor Napoleon has given the final attack orders to his vaunted
Imperial Guard, his final reserves, in a desperate lunge to break open the Anglo-Allied line.

On the other side of the ridge, the Duke of Wellington has positioned his Guards Brigade of
Redcoats, as only he can, behind the reverse slope. The Thin Red Line must hold, for one last time.

On the open French flank, Prince Blucher has given the order to “Fix bayonets and take no
prisoners!” to his Prussians. Quarter will be neither given nor asked. Jena will be avenged at
last!

The Battle of Waterloo, the dramatic 100 days campaign and indeed the whole of Napoleon’s empire
trembles at this cataclysmic moment to the drumbeat of the Imperial Guard advancing.

Waterloo 3D takes you, the player, to that historic moment.

You can play as Napoleon, Wellington or Blucher. The Battle of Waterloo can be played as a single
battle or as a sequence of mini battles each marking the turning points on that fateful day. In
addition, the twin battles of Quatre Bras and Ligny fought 2 days prior to the main battle, are
also available.

Players can either follow the historical arc or explore “what-if” scenarios that try to answer the
great imponderables of that iconic battle. And yes, you can play as Grouchy and choose either to
attack Wav e or rush to Napoleon’s open flank and
thus to the salvation of the French Army.


(https://waterloo3d.com/uploads/cms/Screen_171.jpg)


FEATURES

•    The main battles of Waterloo, Quatre Bras and Ligny.

•    Several dozen mini battles and skirmish scenarios.

•    Very extensive tutorial system to guide novice Napoleonic players.

•    Authentic Napoleonic tactics to keep hard core wargamers engaged.

•    Using Unreal’s UE4 with custom developed rendering code to handle more than 30,000 animated
characters in game.
•    Both single player and multiplayer modes available.


(https://waterloo3d.com/uploads/cms/Screen_041.jpg)


Waterloo 3D FAQs

What is Waterloo 3D?
Waterloo 3D is a real time strategy / wargame that recreates the Battle of Waterloo in unprecedented 3D detail.

When is Waterloo 3D going to be released?
Waterloo 3D will be released during the middle of 2019. A demo will be released early2019.

What platforms are being targeted?
PC platform first. Linux and iOs next.

What’s with the 3D part in the game title?
No hex tiles, no restricted camera angles. Fully modelled 3D terrain with gorgeously rendered in-game 3D units in colourful Napoleonic uniforms.

Apart from Waterloo, are any other battles available in-game?
Yes, apart from the main battle of Waterloo, the battles of Quatre Bras and Ligny will be offered with meticulously
recreated battlefield terrains. We are considering adding the battle of Wavre and the action at Gilly ( French
vanguard vs the Prus- sian rearguard, June 15th) and the action at Genappe (Wellington’s rearguard vs
Napoleon’s vanguard, June 17th) to the package.

Is Waterloo 3D a single, long continuous game?
It could be if the user wants to play the whole Battle of Waterloo in one go. But there are several dozens of
smaller sized battle chunks available in-game.

Are mini-battles available in-game?
Very much so, yes. The player can play several critical events and turning points in the main battle as separate mini-battles.

Can I design my own custom battles?
Yes and yes. The players can design their own mini-armies, tweak the start condi- tions and create their own scenarios.

Will the AI ever cheat?
Never. The player can set 4 levels of AI difficulty: Grouchy mode, Ney mode, Davout mode and Emperor mode.
With each of these modes the AI will get progressively more aggressive and more cunning but will never cheat.

Does the gameplay closely follow the historical sequence of events?
In the historical mode, yes. The players can choose “what-if” scenarios that would diverge from historical arcs to explore several possible alternative outcomes.

What exactly are the WHAT-IF scenarios?
In these scenarios, we explore the great imponderables of this iconic battle. What if the ground had been dry at 6 AM?

What if Count d’Erlon had adopted a less unwieldy formation? What if the reserve cavalry had not been committed too soon?

So many more “what-if ’s.”

Do I have to have a PhD in History to understand the Battle of Waterloo?
No, absolutely not! The game comes with several short and informative guides on the background for and the strategic situation before the Battle of Waterloo. These will be accessible in-game.

Do I have to have plough through drill manuals from 1790s to get the tactics?
The game will come with richly illustrated short guides on Napoleonic tactics and gameplay tips.Also please refer to the TUTORIALS section in the game.

I have never played a Napololeonic game before? Will the tactics be too bewil- dering?
We have an RTS mode setting for aspiring Napoleonic tacticians that offers a fast and fun-filled battle experience.
You just have to remember three formations : Line for firing volleys, column for moving on the battlefield quickly and square as a protection against cavalry. That’s it.

I am a seasoned Napoleonic player? Anything in the game that will keep me engaged?
Yes, absolutely. In the advanced mode, the game gets real hardcore. Whether you form columns right in front or left in front matter.

You must use the passage of lines evolution to pass one battalion through another ( both forward and rearward passages).

Infantry, if shrouded in smoke or after excessive officer loss will take longer time to form square.

Battalions at close proximity to the enemy might fire without orders if under too much stress.

Cavalry regiments might get uncontrollable after a charge.

If you play as French you get the chance to execute an artillery charge a la Senar- mont at
Friedland.

And a host of other features.

So, will Grouchy ever make an appearance?
Yes. In the WHAT-IF scenarios, the player can play as Grouchy and get a chance to save the battle for the Emperor.
Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 05:34:07 PM
TUTORIALS

A bit rusty on Napoleonic tactics?

Not to worry. There are several tutorials that guide you through the game.

Start as a novice colonel, learn to move and fight a battalion….

Advance to brigade level command, learn to fight with 4 or more battalions as a unit…

Learn divisional level command, where you can combine infantry and artillery to smash through enemy lines…

Finally, learn the nuances of army level command….

Understand the unique fighting styles of the French, British and the Prussian armies...



SAMPLES FROM THE TUTORIALS SECTION:  here (https://waterloo3d.com/#tutorial)
Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 05:39:23 PM
Units


Infantry
(https://waterloo3d.com/uploads/cms/game55.jpg)

•   French Grenadiers a Pied
•   French Young Guard
•   British Foot Guards
•   French Line Infantry
•   French Light Infantry
•   British Line Infantry
•   95th Rifles
•   Scottish Line Infantry
•   Prussian Line Infantry
•   Prussian Landwehr
•   Dutch Line Infantry
•   Dutch Light Infantry
•   Belgian Line Infantry
•   Belgian Light Infantry
•   Brunswick Line Infantry


Cavalry
(https://waterloo3d.com/uploads/cms/game63.jpg)

•   British Life Guards
•   Scots Greys
•   British Heavy Dragoons
•   British Hussars
•   British Light Dragoons
•   Guard Grenadiers a Cheval
•   Guard Chasseurs a Cheval
•   Guard Lanciers
•   Guard Empress Dragoons
•   French Carabiniers
•   French Cuirassiers
•   French Hussars
•   French Chasseurs a Cheval
•   Prussian Uhlans
•   Prussian Dragoons
•   Prussian Landwehr
•   Dutch Carabiniers
•   Belgian Light Dragoons
•   Dutch Hussars
•   Brunswick Death’s Head Hussars
•   Brunswick Uhlans


Artillery
(https://waterloo3d.com/uploads/cms/game73.jpg)

•   French Guard Foot Artillery
•   French Guard Horse Artillery
•   British Royal Foot Artillery
•   British Royal Horse Artillery
•   Prussian Foot Artillery
•   Prussian Horse Artillery
•   Dutch-Belgian Foot Artillery
•   Dutch-Belgian Horse Artillery
•   French Foot Artillery
•   French Horse Artillery
•   Brunswick Foot Artillery
•   Brunswick Horse Artillery


Buildings
(https://waterloo3d.com/uploads/cms/game82.jpg)

•   La Haye Sainte
•   Hougoumont
•   Placenoit Church
•   Frichermont
•   Smohain
•   Papelotte
•   La Belle Alliance
•   La Haie
•   Gemioncourt
•   Piramount
•   Ferme des Quatre Bras
•   Pierrepont

Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 05:44:17 PM
Press release

Plus Infinity Studios to Make History with Release of Waterloo 3D
Fight the Historic Battle of Waterloo from Your PC with Never Before Seen Technology


In 2019 Plus Infinity Studios will release Waterloo 3D for PC using Unreal’s UE4 platform. The game
will be released in English, French and German. Players are tasked with leading their army to
victory, while being given the opportunity to change history. Advanced AI in Waterloo 3D born out
of thorough research of first person battle accounts rewards players for period accurate tactics
during the gameplay. With meticulously recreated battlefield terrains coupled with the game
incentives for authentic Napoleonic tactics, players will be immersed in those fateful 100 days of
1815. Plus Infinity Studios’ new proprietary technology will forever change the wargaming and RTS
genre.

“We are super excited to announce this PC game Waterloo 3D!” said chief de- signer Sivakumar
Kanakraj. “We have developed custom IP in our studio on top of Unreal’s stock UE4 code to animate
and move more than 30,000 skeletal meshes in-game!”

Players can dive right into the Battle of Waterloo in historical mode to experi- ence the actual
sequence of events. Plus users can choose to explore additional outcomes with AI that allows for
various what-if scenarios. There are no artifi- cial view angle restrictions and the camera is
fully 3D. The lighting and the level assets are state of the art. The terrain and the Belgian
farmhouses in Waterloo 3D are historically accurate and play a crucial role in battle. Various game
mode difficulty settings accommodate both seasoned historians and those new to the battlefield.

“We have been meticulous in our creation of art assets, using satellite data to recreate the
terrain of Waterloo, Quatre Bras and Ligny,while not forgetting to remove the Lion Mound !”
Kanakraj added. “We have consulted experts, inter- viewed re-enactors and have gone through the
drill manuals from the 1790s to 1812 for bringing out the nuances of the fighting styles of the
French, the An- glo-Allied and the Prussian armies.”

We are aiming to accommodate even lower end PCs for Waterloo 3D at the low- est graphic settings. With a powerful rig, of course, the full visual splendour of the game will shine

Typical system specs:
Processor      : Intel i5 or equivalent
System RAM  : 16 GB
GPU               : GTX 1060

Minimum specs will be released later.
Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 05:51:21 PM

(https://waterloo3d.com/uploads/cms/Screen_031.jpg)

(https://waterloo3d.com/uploads/cms/Screen_041.jpg)

(https://waterloo3d.com/uploads/cms/Screen_051.jpg)

(https://waterloo3d.com/uploads/cms/Screen_061.jpg)

(https://waterloo3d.com/uploads/cms/Screen_071.jpg)

(https://waterloo3d.com/uploads/cms/Screen_081.jpg)

(https://waterloo3d.com/uploads/cms/Screen_091.jpg)

(https://waterloo3d.com/uploads/cms/Screen_101.jpg)

(https://waterloo3d.com/uploads/cms/Screen_111.jpg)

(https://waterloo3d.com/uploads/cms/Screen_121.jpg)

(https://waterloo3d.com/uploads/cms/Screen_131.jpg)

(https://waterloo3d.com/uploads/cms/Screen_1411.jpg)

(https://waterloo3d.com/uploads/cms/Screen_151.jpg)

(https://waterloo3d.com/uploads/cms/Screen_161.jpg)

(https://waterloo3d.com/uploads/cms/Screen_171.jpg)

(https://waterloo3d.com/uploads/cms/Screen_181.jpg)

(https://waterloo3d.com/uploads/cms/A_battalion_of_red_coats_in_front_of_La_Haye_Sainte12.jpg)

(https://waterloo3d.com/uploads/cms/Screen_0111.jpg)

(https://waterloo3d.com/uploads/cms/Screen_021.jpg)

Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 06:33:27 PM
30K Units Animated on Waterloo3D


Published on 5 Nov 2018
We periodically stress test our animation system, level lighting and our proprietary rendering code. Shown today is a screenshot of thirty thousand units animating in the game at the same time.




Brigade Continuous Volley Fire


Published on 8 Nov 2018
Player brigade moving forward, halting at around 50 yards and engaging the enemy with continuous volley fire. We are still working on fixing the sound.




Brigade Single Volley and Charge


Published on 8 Nov 2018
Player brigade moving forward, halting at around 30 yards, firing a single volley and charging the enemy with the bayonet. We are still working on fixing the sound.




Brigade Continuous Volley Fire with Sounds


Published on 9 Nov 2018
Player brigade moving forward, halting at around 50 yards and engaging the enemy with continuous volley fire. This time we have the music, sound and voice commands integrated.




Brigade Single Volley and Charge with Sounds


Published on 9 Nov 2018
Player brigade moving forward, halting at around 30 yards, firing a single volley and charging the enemy with the cold steel. Sounds, music and voice commands integrated.


Title: Re: Waterloo 3D
Post by: zakblood on January 07, 2019, 07:12:42 PM
sounds good to you mention the RTS part, one of the largest and biggest put off in pure war gaming, yes some are now pause able, but playable is another thing altogether i'm sorry to say and as of yet, none have lived long or stayed long in playing in the main stream war gaming circles, so another one for the masses and rush fest which happens with too much going off and not enough time or fingers to control

 :'(

shame really as we could do with another good one
 :-[
Title: Re: Waterloo 3D
Post by: Asid on January 07, 2019, 07:22:50 PM
Hi Zak

Napoleonic warfare moves at a slow pace  :oldman2

But I know what you mean
Title: Re: Waterloo 3D
Post by: zakblood on January 08, 2019, 06:46:09 AM
tbh i have a good idea on why it went the way it has, pure war means less sales, RTS means more, it's simple math's i know, but shame all the same as looks good and like the engine, but no would need a demo first for me or i'd move away at the speed of light and wouldn't go near it with a barge pole i'm sorry to say
Title: Re: Waterloo 3D
Post by: Asid on January 08, 2019, 12:44:27 PM
but no would need a demo first for me or i'd move away at the speed of light and wouldn't go near it with a barge pole i'm sorry to say

Hi Zak

There is a demo being released. It was meant to come out in December 2018 but was delayed.

Regards
Title: Re: Waterloo 3D
Post by: KlausVarna on January 08, 2019, 05:52:39 PM
What about HITS system?
Title: Re: Waterloo 3D
Post by: zakblood on January 08, 2019, 06:07:31 PM
demo's are always welcome, as no matter what i've said, a demo can change it or prove it just as quick :thumbsup
Title: Re: Waterloo 3D
Post by: Asid on January 11, 2019, 05:50:52 PM
What about HITS system?

That's a possibility but that's an advanced feature that is yet to be implemented.
Title: Re: Waterloo 3D
Post by: Asid on January 15, 2019, 11:53:37 PM
The first mini demo of Waterloo 3D is coming this month!

Sign up today:  https://goo.gl/gfWndb


Waterloo 3D Trailer 2

Title: Re: Waterloo 3D
Post by: Waterloo3D on January 28, 2019, 11:51:36 PM
Hey everyone, we are super excited to show you our first gameplay video!!

Please check it out ->
We appreciate any feedback!

Thanks!

Fred
Title: Re: Waterloo 3D
Post by: Zarco on January 29, 2019, 01:57:29 AM
Its looking great!
Title: Re: Waterloo 3D
Post by: KlausVarna on January 30, 2019, 02:27:00 AM
How many troops can be on field at one moment?
Title: Re: Waterloo 3D
Post by: Asid 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.
Title: Re: Waterloo 3D
Post by: Asid 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
Title: Re: Waterloo 3D
Post by: Waterloo3D 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 (http://www.waterloo3d.com)

Cheers!

Fred the Coder
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: Asid on February 07, 2019, 12:00:30 AM
Video Tutorials


How to Install the Demo


Minimum PC Specs for Mini Demo 1


Gameplay Video Two
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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.
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood 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
Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 12:45:56 PM
no difference on my other ATI based hardware, so either a windows 10 issue, which is unlikely and tbh is more likely to be a memory leak

looking into the folders and even installing the pre requsites etc, made no difference on GPU usage

as i always install and run as admin anyway

Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 12:47:03 PM
and run with a almost clean profile, so nothing hardly else running, standard windows 10 home and pro setups, with default apps and programs, eg default firewall and AV etc
Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 12:50:35 PM
why i'd say and not even have to guess it's a program error and not a user one, is based on the fact that the demo uses 100% GPU to load the menu
Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 12:53:42 PM
which even will my limited programming ability points to a memory leak of somewhat epic proportions which didn't get testing too well pre release, these sort of minor errors given out to a wider audience may lead to some one getting a high end card burnt out without first knowing about it, as most don't have the knowledge and ability to understand or react to it, and close the process down, before a melt down :howdy

look forward to hearing your feedback and the next build
Title: Re: Waterloo 3D
Post by: Asid on February 07, 2019, 01:57:45 PM
Thirty Thousand Units on the Screen at the Same Time

(https://waterloo3d.com/assets/front/images/Thirty_Thousand_Units_on_the_Screen_at_the_Same_Time.png)
Title: Re: Waterloo 3D
Post by: General Sandman on February 07, 2019, 03:11:00 PM
Thirty Thousand Units on the Screen at the Same Time

(https://waterloo3d.com/assets/front/images/Thirty_Thousand_Units_on_the_Screen_at_the_Same_Time.png)


Units or troops (single models)?
Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 03:18:12 PM
in the demo i had, you would be lucky if you got 5 fps with cray computer and X numbers of RTX 2080 Ti setup, so yes the game engine may cope with X amount of units, but on the spec they give, no way is it playable atm

grass looks painted

tree's are cardboard

smokes well white only balls of fluff, no musket fire, no black flash, no colour what so ever and if it moved away so quick, that would mean wind, which doesn't make the tree's move, so hardly an epic start

early days, pre alpha i'd say it's ok, but a long way to go, hopefully :howdy
Title: Re: Waterloo 3D
Post by: Asid on February 07, 2019, 03:20:36 PM
Thank you for your feedback Zak  :thumbsup

Very much appreciated.

Regards
Title: Re: Waterloo 3D
Post by: General Sandman on February 07, 2019, 03:27:04 PM
Thirty Thousand Units on the Screen at the Same Time

(https://waterloo3d.com/assets/front/images/Thirty_Thousand_Units_on_the_Screen_at_the_Same_Time.png)



Units or troops (single models)?



Title: Re: Waterloo 3D
Post by: zakblood on February 07, 2019, 03:29:55 PM
it's nothing like the ones in the video, so yes some minor points,

the highend GPU use is something no I5 and low end card is going to handle atm, so not very optimized as it is, and defiantly not ready for general public release on kick starter in this state i'm sorry to say, needs more work to be playable and or usable as a demo on it's best form, atm it shows what doesn't work well, so not so good, i would have maybe waited a bit until one worked a tad better i'm sorry to say.

the colours used are so washed out, to be very poor compared to the other videos shown, seems the buildings, the tree's and grass in this one have been turned down so low to even work, it still maxes out the GPU and looks very low end and poor.

if it wasn't for the fact of seeing better versions in the video's, i'd be well put off, but i see it can be done, but this version and demo isn't it, and posted it to the developers and said as much, early days, so plenty of time to improve, so not a terrible start, but not the best one either, but seen better and longer enough in it to have also seen worse, much much more, so fingers crossed they sort out the memory leak, optimize the code somewhat a bit better for the next one, and then will have something to compare, look forward for others views on it and see if it's just me :thumbsup as i'm used to being on my own, in the corner, and no worries, enjoyed it all the same and past an hour, and not so much on atm, waiting for more than a few builds to come online atm, seems everyone on a go slow atm
Title: Re: Waterloo 3D
Post by: zakblood on February 08, 2019, 08:08:48 AM
sent by email the feedback, and as of yet, none, so either time issues, or i'm the only one it effected, ah well i'll leave it a few days and see if anyone replies, as it's posted now :-*
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 09, 2019, 12:46:26 AM
Zak, hi!

Fred here. I just got time to take a peek at your comments.

First of all, thank you very much for taking the time to do such a detailed and honest to goodness review of mini demo 1.

We will address all the points that you have raised one by one. Give us some time.

Meanwhile, as you mentioned, yes, this is the very first mini demo and we have quite a ways to go.

Our design philosophy is rather to release several mini demos and keep making incremental improvements rather than throwing out one huge demo.

We will keep talking. And thanks once again.

-Fred
Title: Re: Waterloo 3D
Post by: zakblood on February 09, 2019, 09:11:44 AM
no problem, hope it was something easy to fix, as my 2 base pc test machines both handle almost everything i throw at them game wise and have served me well over the last 5 or 6 years from getting relegated from gaming rigs to just test rigs, with only 4gb GPU installed in both, there no way mainstream or far from high end either, but normally work fine with anything from the past and present in the items i'm normally testing on and off steam, 400+ items on my steam list, mostly from tested games, show they do work and work well on almost all settings, even if some times the FPS aren't highend but playable, the demo tried on both, got the same results even on the menus, so knew from the start, something was a miss, so once fixed and sorted, the next one should work better for everyone, so fingers crossed and look forward to the next one asap :thumbsup
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 09, 2019, 04:44:10 PM
zak, pls ping us at design.team@plusinfinitystudios.com and we can take this offline.

I will work with you and try to fix the issues. I am having a meeting today with special focus on your issues.

Thanks
Fred
Title: Re: Waterloo 3D
Post by: zakblood on February 09, 2019, 05:53:42 PM
sent
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:46:08 PM
Zak and others, I thank you again for the detailed review and your continued support.

I am talking to Zakblood through other channels and will try to fix the specific issues that he might be experiencing. I am also posting my response to the points that he raised in the detailed review above.

Text in italics are Zakblood's comments. My response is in normal text.

So here it goes:

********
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,


We had two choices : work on a large demo and release before Kickstarter or release several mini demos and work towards a much refined final demo before Kickstarter. We chose the second route because we follow the Lean SW model at Plus Infinity Studios. This means design a small prototype that works and present to the players and keep improving using the feedback. Yes, there are only 8 battalions in mini demo 1. And we will have several more units in the next mini demo, hopefully cavalry and artillery units too




 
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:46:48 PM
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

The musket flames are definitely there. See below. We will perhaps tune it better so that flames become a bit more prominent. And yes, smoke is still WIP.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:47:19 PM
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


In the next mini demo we will provide options for lowering the game music and the voice commands. BTW in this mini demo we deliberately let the multiple voice commands play simultaneously to simulate the chaotic nature of 8 battalions engaging each other. But if it too intrusive we can code it such that voice commands will be played only for the selected battalion.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:48:08 PM
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.


This is a deliberate decision we took on the art direction. It is certainly a matter of taste. We can provide a setting where the shaders are toned down a bit for a more “realistic” lighting and colouring.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:48:40 PM
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.

Trees are very WIP. We haven’t paid much attention to them but will incorporate better quality models soon.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:50:40 PM
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.

In this mini demo the players do not have the ability to give commands once paused. We are talking about just 4 battalions Vs 4 enemy battalions. Upcoming mini demos will have the ability to pause the game, move the camera around and certainly give orders. This control mode in mini demo 1 is definitely not the final one. 
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:51:13 PM
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.


I did not quite understand this part. Let us take this offline through Discord or Skype.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:51:51 PM
zooming in and out is worse, the time it takes to do it, is like in slowmode, again, it should be instant.

Zoom in and zoom out speed is programmable but as yet not controllable by the player. I thought the zoom in / zoom out speed was OK on my test PC. But if it is too sluggish on yours we need to dig deeper. Again a case for offline discussion.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:52:23 PM
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.


In mini demo 1, camera angles are restricted. But the TOP DOWN camera mode is a definite yes in later mini demos.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:52:56 PM
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.

The game is far, far from being optimised as of now. But we will keep an eye on the loading and closing times.
Title: Re: Waterloo 3D
Post by: Asid on February 11, 2019, 05:54:15 PM
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.


This is a deliberate decision we took on the art direction. It is certainly a matter of taste. We can provide a setting where the shaders are toned down a bit for a more “realistic” lighting and colouring.

I understand that this is a wip and it is important and beneficial to get feedback early on

Smoke is very important to a game like this so getting it correct should be high on the list.


As for colours. Allowing the option for colour adjustment is a good idea. That period is well known for its divers and richly coloured uniforms.

As for trees...Static trees are fine in my opinion. Most games that have moving trees look odd as the trees and grass are always moving too fast

Regards
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:57:31 PM
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.

Hmmm.. I don’t have any speed issues while going back and forth after clicking a unit. But let us sort this out offline.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 05:58:35 PM
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.


Yes, definitely. But there are several other high priority issues.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:18:22 PM
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


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

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


This is good info about a potentially serious issue. We are looking into this.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:28:15 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


When you say “altering the stance” do you mean change the formation from the default to something else? Mini demo 1 supports only LINE formation which is the default formation that the units are being spawned in. The other formation buttons should not even work. If they do on your PC that is an issue and we need to fix it. We will discuss this offline.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:35:29 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

no difference on my other ATI based hardware, so either a windows 10 issue, which is unlikely and tbh is more likely to be a memory leak

looking into the folders and even installing the pre requsites etc, made no difference on GPU usage

as i always install and run as admin anyway

and run with a almost clean profile, so nothing hardly else running, standard windows 10 home and pro setups, with default apps and programs, eg default firewall and AV etc

which even will my limited programming ability points to a memory leak of somewhat epic proportions which didn't get testing too well pre release, these sort of minor errors given out to a wider audience may lead to some one getting a high end card burnt out without first knowing about it, as most don't have the knowledge and ability to understand or react to it, and close the process down, before a melt down 

look forward to hearing your feedback and the next build


We have  identified the problem and working on a solution. A patch will be released as soon as we have something workable. Thanks.

Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:36:13 PM
in the demo i had, you would be lucky if you got 5 fps with cray computer and X numbers of RTX 2080 Ti setup, so yes the game engine may cope with X amount of units, but on the spec they give, no way is it playable atm

On my test PC with GTX 1060, 3 GB video RAM, I am getting 23 FPS when all battalions are moving. See pic below. 
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:36:50 PM
grass looks painted

At some point grass has to be switched off so that we can blend with the textures. This is as yet not optimised.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:37:40 PM
smokes well white only balls of fluff, no musket fire, no black flash, no colour what so ever and if it moved away so quick, that would mean wind, which doesn't make the tree's move, so hardly an epic start

Wind is not enabled for the trees. That one slipped through the cracks. We will fix it in the next mini demo.

Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:39:56 PM
early days, pre alpha i'd say it's ok, but a long way to go, hopefully 


it's nothing like the ones in the video, so yes some minor points,

the highend GPU use is something no I5 and low end card is going to handle atm, so not very optimized as it is, and defiantly not ready for general public release on kick starter in this state i'm sorry to say, needs more work to be playable and or usable as a demo on it's best form, atm it shows what doesn't work well, so not so good, i would have maybe waited a bit until one worked a tad better i'm sorry to say.

the colours used are so washed out, to be very poor compared to the other videos shown, seems the buildings, the tree's and grass in this one have been turned down so low to even work, it still maxes out the GPU and looks very low end and poor.

if it wasn't for the fact of seeing better versions in the video's, i'd be well put off, but i see it can be done, but this version and demo isn't it, and posted it to the developers and said as much, early days, so plenty of time to improve, so not a terrible start, but not the best one either, but seen better and longer enough in it to have also seen worse, much much more, so fingers crossed they sort out the memory leak, optimize the code somewhat a bit better for the next one, and then will have something to compare, look forward for others views on it and see if it's just me   as i'm used to being on my own, in the corner, and no worries, enjoyed it all the same and past an hour, and not so much on atm, waiting for more than a few builds to come online atm, seems everyone on a go slow atm

no problem, hope it was something easy to fix, as my 2 base pc test machines both handle almost everything i throw at them game wise and have served me well over the last 5 or 6 years from getting relegated from gaming rigs to just test rigs, with only 4gb GPU installed in both, there no way mainstream or far from high end either, but normally work fine with anything from the past and present in the items i'm normally testing on and off steam, 400+ items on my steam list, mostly from tested games, show they do work and work well on almost all settings, even if some times the FPS aren't highend but playable, the demo tried on both, got the same results even on the menus, so knew from the start, something was a miss, so once fixed and sorted, the next one should work better for everyone, so fingers crossed and look forward to the next one asap 


We would rather release a playable demo that is not perfect and get the feedback from users ( however harsh it is) than wait until the last moment to release the final demo. Thus we will release several mini demos, each building on the previous one, each better than the last before we release a final demo before Kickstarter.  Thanks for all the comments.
Title: Re: Waterloo 3D
Post by: Waterloo3D on February 11, 2019, 06:44:49 PM
Image showing FPS when all 4 battalions are moving towards the enemy:
Title: Re: Waterloo 3D
Post by: zakblood on February 11, 2019, 07:03:44 PM
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.


This is a deliberate decision we took on the art direction. It is certainly a matter of taste. We can provide a setting where the shaders are toned down a bit for a more “realistic” lighting and colouring.

I understand that this is a wip and it is important and beneficial to get feedback early on

Smoke is very important to a game like this so getting it correct should be high on the list.


As for colours. Allowing the option for colour adjustment is a good idea. That period is well known for its divers and richly coloured uniforms.

As for trees...Static trees are fine in my opinion. Most games that have moving trees look odd as the trees and grass are always moving too fast

Regards

Static trees are no big deal to me tbh either, but like smoke blowing in one direction, does indicate wind, if smoke clears to fast, eg when the wind blows harder, or less and stays around the floor, when less wind, or earlier in the day, say morning time etc, so smoke and the ability to stay or move is a bigger point of most sims, but no tree's and grass moving to me aren't so important either, just eye candy tbh
Title: Re: Waterloo 3D
Post by: zakblood on February 11, 2019, 07:04:40 PM
Image showing FPS when all 4 battalions are moving towards the enemy:

whats the keys to show fps in game? (never mind) found them
Title: Re: Waterloo 3D
Post by: zakblood on February 11, 2019, 08:27:11 PM
been on this now for more than a few hours and what iv'e found and seen, the depth, the scale and the different light and dark makes, makes me look forward to this now even more, shadows and i could go on, but i won't, as at the end of the day, this is the developers baby and not mine, so look forward to more of the same, and thanks for the replies so far, from the developer, but for now thanks everyone   :howdy

Title: Re: Waterloo 3D
Post by: Asid on February 12, 2019, 12:27:02 AM
Thanks for your continued feedback Zak  :thumbsup
Title: Re: Waterloo 3D
Post by: zakblood on February 12, 2019, 07:52:53 AM
not a problem, that's for bringing all these new and great stuff to everyone, as without, i wouldn't have found it either, not until too late to do much about it :howdy

you get  :winner
Title: Re: Waterloo 3D
Post by: Waterloo3D on March 01, 2019, 11:16:05 PM
Greetings, fellow Napoleonic gamers!

Dear Fellow Gamers,

After the release of the first mini demo, we had some significant negative feedback from players.

We always take player feedback to heart and it is indeed the reason for us releasing several mini demos so that keep improving continually.

One of the chief gripes was that on mid powered PCs the game was hogging too much of the GPU resources.

I am happy to report that we have found a solution for this GPU overload issue and we are in the final stages of testing the GPU performance improvements.

Also in the next release, we will give the players options for choosing the graphics settings.

In addition, several small but important changes like the ability to completely turn off the voice commands, etc. are being provided.

Another major change is that we have completely revamped the in-game UI. Players might have seen screenshots of the revamped UI in previous posts.

I apologize for this slight pause in the updates but the whole team has been working hard on the above set of changes.

Within a matter of days we will have a revamped mini demo 1. We will call it mini demo 2 to keep the naming system easy.

Stay tuned.

Fred the Coder
Chief Designer
Title: Re: Waterloo 3D
Post by: Asid on March 02, 2019, 12:06:04 AM
Thank you for the update Fred  :thumbsup