- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
We have just uploaded the first hotfix of the Oster build. This new hotfix addresses both a handful of bugs that we’ve found over the last couple of days as well as a few tweaks.
- Machine guns (M1918, MG34, M1919 & MG42): Range increased, and “far Damage” lowered
- this has the effect that the weapons will damage enemies further away.
- Sub-machine guns (MP40 & Thompson): Near damage buffed, range increased
- this makes the SMGs a bit more effective
- Semi-Auto rifles (M1 and G43): Range increased
- this makes the weapons a bit more effective at range
- Head damage multiplier upped from 3 to 4
Other Tweaks & Fixes
We are looking for a programmer to join the Heroes & Generals team (http://www.heroesandgenerals.com).
Your focus will be developing and maintaining existing frameworks used on the server back end. The frameworks run the game logic and handle most of the resource management; parallelization and data serialization, synchronization and caching. The frameworks are written in C#/.NET
We are offering a full-time position in our office in central Copenhagen, where you will be part of a team of highly experienced developers.
- Develop and maintain the server software
- Monitor and improve server performance and scalability
- Work with the other programmers to improve the frameworks
- Master’s degree in software engineering or similar background
- Good English skills (written and spoken)
- Must have relevant work permit
- Strong skills in C# is a must.
- Experience with multithreaded/distributed programming
- Experience with client/server programming.
- Experience with SQL and DB performance tuning
Pretty soon we’re going to be getting underway with a mammoth undertaking, as we prepare to push the big red button on a range of operations designed to drive greater interest in our special little home we like to call Heroes & Generals.
Which means you lot are going to have lots more people to shoot at.
It involves a big server migration, as we first mentioned earlier this month – but now all the plans are locked down we wanted to share more details, so you can see the scale of the project at hand.
Here’s what we’re improving:
- Server stability – better hardware means fewer crashes and a smoother experience
- Security – further safeguards to personal information
- Performance – particularly on the campaign map… which we’re very happy about
- Overall scalability – so moah players doesn’t mean moah laaaaaaaaaaaaaaaaaag
The server migration will now be taking place on Monday 27th January 2014. During this migration, the servers will be down for approximately 10-12 hours, starting at around 0900 CET (click here to see when this is in your time zone), so you’ll be unable to play the game during this time.
Looking slightly further ahead, we’ve got a shiny new website waiting in the wings – we’re expecting deployment on Friday 31st and we’re looking forward to bringing everything together in a way that makes it easier to navigate. Here’s a sneak peek to give you an idea of the look and feel of things ahead of the switch:
Following the new site launch, the next part of the plan is a big change to our customer support structure on March 5th, better enabling us to look after soldiers who run into trouble in the line of duty.
So thanks for your ongoing support – there are big, big days ahead for Heroes & Generals, and we’re very glad to have you along for the ride.
We’ve had to postpone the server move, sorry for the confusion!
UPDATE: We’ve had to postpone the server move, sorry for the confusion!
We’ll be migrating our servers
Thursday 9th Jan 2014, so there will be significant downtime whilst this takes place.
The servers will be down for approximately 10-12 hours, starting at around 0900 CET (click here to see when this is in your timezone)
Behind every action game bullet and every strategic movement a server is using electrial power. In this post I will tell you a bit about the use of power switching on the backbone network.
Here is the picture of the power used by the backbone network. All servers is connected to dual power supplies in the servers. This is for safety use, if the normal powers drops it will switch over to the backup power. We have two power feeds.
This is the power consumption in the morning Central European Time. In the morning there are lots of players and more players give more power use by the servers.
As some of you already noticed, we got some new servers up in Australia and Japan, with two more in Texas and Brazil on the way.
We do our best to keep an eye on where servers are needed and put servers there. If you feel that we missed a spot, please let us know in the forum.
The Squad Leader commands are coming along nicely, we have locked down the features for the first iteration and we are talking about and designing the next iteration. Today Reto.Hr.Wille discovered that the Squad Leader binocular had a cone fire setup that resulted in soldiers often being told to attack and destroy the grass right next to the enemy tank :-) Killing an enemy Squad Leader has also made his way into the First Blood level as an objective.
If you haven’t seen the December issue of ‘News from the front’ we have a small Christmas present for you: Download the two new tracks by Jesper Kyd in mp3 here.
There will not be an Intelligence Briefing next week as most of us will be recuperating from the orgy of food that is a traditional Danish Yule, while preparing to set off enough fireworks to to make night into day on New Year’s Eve :-)
From all of us here at Reto-Moto, it has been a pleasure to work so close to a so dedicated community for all of 2012 and we hope that you will continue to help us make the game YOU want to play in 2013 :-)
‘Tiny’ is the name of the sheep.
No, but seriously. It is not often that the backend tyrannosaur feels tiny, insignificant and overwhelmed by the scale of things. Usually it’s the rest of the world bowing before the unstoppable, world shaking, hamburger powered, sex machine might of the tyrannosaur.
But it does happen.