Progress

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Panther Paul, Arjuna

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freeboy
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RE: Progress

Post by freeboy »

do we have a date you are realisticaly looking at for  release?
 
"Tanks forward"
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Llyranor
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RE: Progress

Post by Llyranor »

ORIGINAL: Arjuna

Well allowing free form coop play where any player could issue orders to any force would detract from the realism aspects and also nullify the value of segregating into different comamnds so that each could be managed in its own thread. I would prefer to have a system where a player has control of one or more commands and can only issue orders to forces within those commands. We could allow for the transfer of units between commands, albeit with some orders delay built in. This would allow for load sharing if all the action is occuring in one sector but also allow us to speed the game up by isolating commands and threading them separately.
Definitely agree. Co-op should really integrate elements of cooperation between players/commands. Furthermore (and this is potentially a critical point to consider re: investment/pay-off), this feature should be pretty important for military training should some militaries have a license of this engine.

However, from what I understand from the previous posts, this would be a substantial investment in terms of development. In that case, free-form co-op *would* be better than no co-op. I have no idea how much investment this would require, but since there is already the netcode available for 2p, and it wouldn't require the implementation of multiple commands/threads (since both players would just have 'full' control), would there be much extra coding required for implementing this? I think it'd be pretty neat, since players (fans of this series should be mature enough for it) could pretty much just arrange amongst themselves which units each should be commanding. Paradox games do something like this. You can co-op as multiple nations, but you can also co-op as a single nation and each player can control everything about it; they just delegate different areas amongst themselves. It'd be a pretty cool bone for co-op fans.

On a sidenote, HistWar (Napoleonic era) is doing this in a very interesting way. In addition to what seem to be order delays for commands and such, it goes a step further. Even communication between players takes time, and players have to send out couriers to carry out messages (including orders/intel and such). Even more cool is that the enemy can intercept them and thus obtain the message content (and the initial recipient never gets the message). Pretty awesome!
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Arjuna
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RE: Progress

Post by Arjuna »

Llyanor,

In our system a Player must belong to a Command and a command can only have one Player. To allow multiple Players to a Command would of itself be a big job.
Dave "Arjuna" O'Connor
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Arjuna
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RE: Progress

Post by Arjuna »

ORIGINAL: bink

Arjuna,

Here is a list of the common 16:9 resolutions:

1366x768
1600x900
1920x1080

From the most recent publicly available research I have seen, these resolutions now comprise the majority of shipping desktop and notebook LCD panels.

Bink

And here is the new Startup Options screen with support for 16 x 9 wide screens.

Image
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Dave "Arjuna" O'Connor
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Arjuna
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RE: Progress

Post by Arjuna »

ORIGINAL: freeboy

do we have a date you are realisticaly looking at for  release?

Well we were aiming for just before Thanksgiving, but I'm not sure we'll make that. We have two outstanding issues with the game itself. First we have a grid lock issue with large force formations in road column. I've been overhauling this code all week. I hope to resolve this on Monday - fingers crossed. Paul is working his way to solving an out of sync bug in the UI. Apart from these we have only a few very minor issues with the game. If all goes well I'll be able to start work on the tutorial movies next week. But I said that last week. So I am reluctant to make any firm prediction right now. I'll be better placed once the out of sync and grid lock issues are solved.
Dave "Arjuna" O'Connor
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BigDuke66
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RE: Progress

Post by BigDuke66 »

No problem, the important date is the 45th anniversary, as long as you make it to that I don't see a problem.
For my taste it would fit perfectly.
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goodwoodrw
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RE: Progress

Post by goodwoodrw »

ORIGINAL: Arjuna
ORIGINAL: freeboy

do we have a date you are realisticaly looking at for  release?

Well we were aiming for just before Thanksgiving, but I'm not sure we'll make that. We have two outstanding issues with the game itself. First we have a grid lock issue with large force formations in road column. I've been overhauling this code all week. I hope to resolve this on Monday - fingers crossed. Paul is working his way to solving an out of sync bug in the UI. Apart from these we have only a few very minor issues with the game. If all goes well I'll be able to start work on the tutorial movies next week. But I said that last week. So I am reluctant to make any firm prediction right now. I'll be better placed once the out of sync and grid lock issues are solved.

Excuse my ignorance, but when is/was Thanksgiving?
Ron
Formerly Goodwood

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Arjuna
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RE: Progress

Post by Arjuna »

Ron,

You need to get out a bit more, mate! Thanksgiving is held in the fourth week of November. See: http://en.wikipedia.org/wiki/Thanksgiving
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CriticalMass
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RE: Progress

Post by CriticalMass »

And you missed Dwali 

http://en.wikipedia.org/wiki/Dawali

[:D]
I decided to ignore my orders and to take command at the front with my own hands as soon as possible
- Lieutenant General Erwin Rommel
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goodwoodrw
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RE: Progress

Post by goodwoodrw »

Why, I know the dates of ANZAC, Remembrance Cup Day and the Sale Cup, what more does a country lad need to know other than spelling Harbour colour and centre correctly even if the my spell checker doesn't, and I know 9/11 is a date in November![;)][;)]
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Arjuna
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RE: Progress

Post by Arjuna »

Andrew,

I think it a stretch to expect a "country lad" like BASB to know when the festival of light is. But I must confess my own ignorance as to when the Sale Cup is. [:)]
Dave "Arjuna" O'Connor
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simovitch
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RE: Progress

Post by simovitch »

ORIGINAL: BigDuke66

No problem, the important date is the 45th anniversary, as long as you make it to that I don't see a problem.
For my taste it would fit perfectly.
BigDuke66, that would be December 16, 1989.[:D]

It better be out Dave, before I leave for the Ardennes on December 11 for the 65th anniversary.[8D]
simovitch

GoodGuy
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RE: Progress

Post by GoodGuy »

ORIGINAL: Arjuna

Llyanor,

In our system a Player must belong to a Command and a command can only have one Player. To allow multiple Players to a Command would of itself be a big job.
For a co-op mode, would it really be a big job to assign let's say player 1 to command the map-boss (say XVII. Army) and allow player 2 to command a Kampfgruppe or even a Corps as a subordinated class, and then give the enemy map-boss to the AI?
"Aw Nuts"
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December 22nd, 1944
Bastogne

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"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
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Arjuna
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RE: Progress

Post by Arjuna »

Yes it would. To add more than one command per side would require a lot of changes. Essentially, we need to replicate a lot of the code within the Side class and apply it to Command class. Everywhere we have checks to see if the force is human controlled or not we would need to revise to handle cases for a specific human player. Everywhere we apply processing to an entire side, we need to revise so it can handle just a portion of the side. etc
Dave "Arjuna" O'Connor
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goodwoodrw
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RE: Progress

Post by goodwoodrw »

last Sunday Dave, a nice country meet. About 10,000 locals dressed to the nines, including the teenagers, great to see young kids dressing up in suits and ties and the young fillies dressed to kill. In today's age nice to see the young ones looking good, it's rarity these days. good on country youth I say there hope yet![:D]
Formerly Goodwood

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Arjuna
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RE: Progress

Post by Arjuna »

Hi all,

I have been wrestling with the formation movement code for over a fortnight now. The reason for doing so was that we were getting significant gridlocking, where none of the units in the formation move. I thought I had licked it yesterday evening, but awoke to observe an autotest game with a formation gridlock - ie no one moving. This is a very complex issue with so many factors bearing on the outcome. We have implemented sorted event sequencing - ie where the events of the units in the formation are sorted by order of march. This helped significantly. Since implementing this I have been overhauling and ripping out a lot of the old code that managed the formation movement. Obviously I have ripped out too much or not enough! [;)] Well hopefully it's just in need of another tweak.

The upshot of all this is that the release date is getting pushed back further. We're aiming for Dec 9. But that depends greatly on resolving this and a couple of other outstanding issues in record time.
Dave "Arjuna" O'Connor
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Llyranor
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RE: Progress

Post by Llyranor »

Aim for Dec 16!

(I remember asking whether the game would possibly be released by Dec 16.... last year [:D])
Lieste
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RE: Progress

Post by Lieste »

Hell, no!

Aim for the 9th... gives you a week to miss by and still hit the 16th target ;)
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planetbrain
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RE: Progress

Post by planetbrain »

Doesn't really matter exactly when release is. I shall get this game (simulation?) regardless of release date!
Does appear to be getting close, though.
'Mostly harmless'
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Arjuna
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RE: Progress

Post by Arjuna »

Matrix can't do the 16th due to all the scheduling constraints around Xmas. If we don't make the 9th it will slip to the new year.
Dave "Arjuna" O'Connor
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