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Everhart – Update rolls in Trucks for the US Faction!

The Everhart update introduces the CCKW Truck for the US Faction. Take all your friends on a road trip to the battlegrounds!

Just as the Gaz-AAA, the CCKW can fit nine soldiers, two supply crates and a driver.
As the enemy will expect a full load of soldiers, why not use it as a bluff? When their attention is fully on the truck, run your offensive in this moment of confusion!

The CCKW is unlocked on Chauffeur Ribbon Rank 2 and can be used by Infantry soldiers.

Historical Facts

The truck is lovingly called Jimmy or Deuce and a half within the US Army.
In 1940 the US Army needed a 2 1/2 ton truck with a big cargo space. So the 1939 ACKWX, which was built for the French Army, was converted into the CCKW.
The name CCKW is part of a specfic nomenclatur:

  • C – designed in 1941
  • C – conventional cab
  • K – all wheel drive
  • W – dual rear axis

Everything one needs to know about a truck.

Soviet Infantry Truck incoming with Everhart – Knights of the Road Update

In the upcoming Everhart update (named after the American soldier Forrest Eugene Everhart) we are introducing a new Infantry vehicles. The GAZ AAA Cargo Truck! This vehicle takes you and all your comrades right to the action.

This truck will fit a driver and nine extra soldiers, which are covered by tarp. A Trojan horse on wheels, which will leave your enemies wondering how many forces they have to expect.
However, beware of enemy fire, the truck is not armored like other Infantry vehicles.

The GAZ AAA Cargo unlocks at Chauffeur Ribbon Rank 2, can equip two supply crates and is available for Infantry Soldiers.

Historical Facts

The GAZ-AAA Cargo Truck is the three axle version of the GAZ-AA, which corresponds to the Ford Model AA. The Soviet Union signed an agreement with the Ford Motor Company in 1929 to purchase automobiles and parts from Ford, while Ford agreed to give technical assistance. With the experience the engineers gathered from Ford’s help and vehicles they later built their own models, which were only loosely based on Ford’s former models.

Game Director’s Squad wrap up

Since the Squad System was introduced at the end of May we have been hard at work tweaking it and making optimizations to the games Render Engine.

We got hold of our Game Director Reto.RedBjarne and asked him to tell us a bit about the current state of Squad and the DirectX 12 update.

During the last few weeks we have received a lot of valuable feedback from you and we have implemented a series of improvement and tweaks to squad.

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Recent Squad Tweaks In Details!

In the last weeks we have kept working on tweaking and polishing the Squad system based on player feedback and gathered data on how it performs in the live game environment.

With these updates (already on the live servers) we think it works really well and we have only a few extra tweaks and polished coming in the next update called Everhart! More about those in a future update!

Recent Squad Tweaks!

These tweaks all focus on making it easier for you to manage your squad and to help avoid leaderless squads getting stuck.

  • Orders can now be given from all characters that have the squad leader unlock (rank 6).
  • Ability to switch access-point is also available for squad leader cadets.
  • If the squad leader/cadet has been missing from the squad for more than four minutes squad command is assigned to a new squad member.
  • Added ready countdown.
  • “Launch” button is briefly shown while 30 seconds timer ticks down.
  • Even if a squad is not ready, the squad leader can select ‘enter combat’ and the squad will enter combat after 15 seconds

Switch to previous Render Engine complete!

We know that it has been a big wish from all of you for us to optimize the game and make it run faster and better and with the recently released update to the game’s render engine we aimed to do just that. This update brought ao. support for DirectX 12 / Temporal Anti-Aliasing / Render Resolution separate from screen resolution and a number of other updates, optimizations and improvements to how the game engine runs.

Our extensive internal testing showed performance increases on all CPU/GPU combinations able to run the game, however the real world results did not live up to this.

For those players where it works as expected it runs really well and boosts performance, but for a large number of you it did not perform as well as we wanted. And we have identified a number of more complex bugs that would require multiple hotfixes over a long period of time to get stable and fast for everybody. We don’t think this is fair for those of you, for whom the game runs poorly at the moment, so we’ve decided to switch the render engine back to the previous version and postpone the render engine update.

As the render engine is an isolated component in our game engine, we’re fortunate that we DO have the option to switch to an earlier version. We want to deliver a better playing experience for all so when we have an updated version of the render engine ready we might ask you to help us test it on a separate server.

So tomorrow (21JUN16) morning we’re switching the Render Engine version.
UPDATE: The render engine has now been switched.

Render Update

UPDATE Friday June 17 1300 CEST

We have just rolled out a set of hotfixes to improve the game performance. These are a fix for a memory leak in render engine (that lead to out of memory crashes). We have optmized the the DirectX 11 render to use a bit less memory in total. We have added an updated fix for render threading to reduce micro-stuttering and freezes AND a fix for the action game not closing properly if mission ends during loading.

Yesterday we rolled out a brand new update to the render engine, a core component of the game, with the purpose of making the game run faster and smoother. Before releasing it we did an extensive internal test and following release we asked you for feedback and started closely monitoring how it performed out in the “real world”.

It is clear that there are still a number of different issues with the DirectX 12 render causing problems for you out there. Instead of hotfixing these a handful at a time, we have decided to disable DirectX 12 support, for now, in the new render engine.

Alongside this we are also adding a fix for micro-stuttering that has affected players regardless of DirectX version.

We are extremely thankful for all the good and detailed feedback you, have given us and this information is solid ammunition for continued optimization!

We’re sorry that the render update caused issues for you and we would like to give you all a voucher for 24hr FREE VETERAN MEMBERSHIP that can be activated until Thursday June 23rd 2016, Noon CEST (click to see when this is in your timezone). So make sure you use the voucher BEFORE this time to activate your Free Veteran Membership.

The voucher code is

RENDERJUNE16

HOW DO I USE THIS VOUCHER?

  1. Go to http://game.heroesandgenerals.com/ or launch the game on Steam.
  2. Log in
  3. Click the Menu button (cog wheel) in the top right corner
  4. Click on the “Redeem Voucher” button
  5. Paste or type in the voucher code “RENDERJUNE16” and click “OK”

Perfomance Optimizations and introducing Microsoft DirectX 12

UPDATE

Thanks to the precise feedback from the players we have been able to quickly identify a number of bugs and we are working as fast as we can on a fix. If you have more feedback please use this forum thread: DirectX 12 Feedback Thread.

In today’s update to the game we are adding a number of optimizations to help you run the game faster and smoother while at the same time making it look better!

Better Performance Across The Board

We’ve updated the game’s render and with these optimizations we are seeing an average of 5-15 percent framerate increase across all machines. And even bigger increase on machines running DirectX 12 (10-15 percent increase), and we have even tested a few setups with up to 40 percent increase in framerate!

Resolution and Render resolution

If you still want more after these optimizations we have introduced a new feature in the render where resolution and render resolution are split into two! This means that you can lower the render resolution while still keeping the user interface and overlays in your monitor’s native resolution. This is a way to get a better framerate without hurting the graphics card too much. The game then scales the 3D render to fit the screen resolution. You find this in the settings in the action game, and you can always press F7 (default key) to see the current FPS and Ping in the action game. But wont lowering the render resolution make the game look horrible and jagged? Read on for more info on how this is handled!

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Squad Update Incoming Today!

The new Squad System was introduced to support teamplay and for a lot of players this works really well. As our Game Director, Reto.RedBjarne, mentioned in the video we released on Friday, there are a number of improvements to the squads that a LOT of, especially veteran, players have requested! Today we roll out a number of hotfixes addressing a good selection of these!

Personal Squad Setup

You can now create your own squad and add that to the matchmaker, without adding a friend. The matchmaker will then try to fill open seats with other players. How do I do that I hear you ask?

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