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Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Development Shortcuts!

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meta brawler
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Development Shortcuts!

Hello Titans!

I came across this today. It is an MMO starter kit that I found on the Unreal Engine 4 Forums.

https://forums.unrealengine.com/showthread.php?53208-MMO-Starter-Kit

From what I have read on it its pretty cheap around $90 and comes prebuilt with almost everything (Chat, combat, UI, quest system, log in, inventory, patcher, etc.) and can all be customized. I just want to be clear, I'm not trying to advertise them. I just figured this would be a great starting point to build on with a lot of the back end stuff taken care of. There is even a game that is using this starter kit that was just recently greenlit by Steam called Project Genom. There are a bunch of other modules and items for sale there too like a character creator with built in body sliders. Lot's of cool and interesting things that we might be able to use to speed up development and free up resources to focus our attention on the things that will set our game apart.

Looking forward to logging in Soon(TM)!

These are my bases:

CoH Base
https://imgur.com/a/HbskR

Citadel Forged With Fire
https://imgur.com/a/9okUuf1

islandtrevor72
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Wow, nice find.

Wow, nice find.

Doctor Tyche
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We mentioned that a few

We mentioned that a few months ago. The problem is that it is pretty much hard-wired to being an Everquest/WoW-clone. But, we did purchase it for doing testing against, implementing our combat system, testing powers, etc, against a known-good setup. Huge leap forward in development time because we did not have to wait for every underlying system to be working before we could test out systems.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

islandtrevor72
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So this is the system you

So this is the system you spoke about in the state of the game address? Cool.

Doctor Tyche
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Yes it is. Very good system

Yes it is. Very good system overall, honestly. It does not fit what is needed for our finished game, but for making sure things work ahead of time, huge help.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

meta brawler
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Very kool. It does have a

Very kool. It does have a wowish theme to it. But I figured it would be a good spring board for development of new systems. I just started to look into the user generated stuff in the marketplace and was pleasantly surprised. There was even on building set called the urban, that the preview video looked liked Kings Row.

These are my bases:

CoH Base
https://imgur.com/a/HbskR

Citadel Forged With Fire
https://imgur.com/a/9okUuf1

Izzy
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Also, i'm very curious as to

Also, i'm very curious as to the virtualization strategy for that one Mega Server. ;)
Will it be Linux based?

Will it use already developed/existing virtualization technologies similar to https://en.wikipedia.org/wiki/OpenVZ
or will it be more akin to FreeBSD jails for each logged in player? or perhaps just for Instanced zones/missions. :)

And to make it simple to manage, might MWM look to 3rd party solutions like: http://www.webmin.com/cloudmin.html

Side Note:

How/Will MWM reduce the bandwidth sent about the location of nearby players?
Will a zone be fragmented into smaller pieces, and if players reside in the same fragment, like (1) and (2), keep sending the location of those players only to each other, and let the client keep polling to see if the other player is in range (radius) and only then will they be made visible to each other? :{

Of course, there's a potential issue with this:

When players are near a Zone fragment edge. :/

What then? Does the zone fragment need to be segmented further?
ex:

So when player (1) moves about, the segments change to based on the radius?
ex: (1) now falls under 3.16, 3.17, 3.21, 3.22, 7.1, 7.2
and (2) falls under 7.1, 7.2, 7.6, 7.7.

Well, both of them share 7.1, 7.2. Sooooo, broadcast world locations to each other?
And still let the client decide if they are in range (radius)? :]

of course this is just a Top down approach... will you put into place a vertical solution too, and make it look like a Rubix cube? ;)
and instead of a round radius, could be a square, or cube in this case... making it much faster/easier to subtract vector positions. ;)

MWM can manually change the size of the range (radius), or have it decrease automatically based on server resource load minimums.

Shard (not verified)
Izzy]<p>Also, i'm very
Izzy]Also, i'm very curious as to the virtualization strategy for that one Mega Server. ;)
Will it be Linux based?
Quote:

We have about a half dozen different layers of plans depending on what the footprint finally looks like. GIven the plan at the moment is aimed at "No regional zoning, only instance zoning and sharding" the plan is aiming at Docker or perhaps what comes out of the new Open Container type ultra-thin containers and an orchastration system such as CoreOS fleetd. We're not so infatuated with any one solution that we will force ourselves down a particular path if it proves a poor decision. About the only thing I can promise is it won't be ZeroVM. :)

[quote=Izzy wrote:

How/Will MWM reduce the bandwidth sent about the location of nearby players?

The server itself handles that to some degree already but it's plausible we'll need to tweak that. That'll have to bear itself out in load test. But do keep in mind, we are going to almost definitely be sharded in some way - it's very unlikely that between the server load and the client loads it will be practical for every active player at any one time ( not to mention every other Actor on the map ) to all be in the same UE4 server instance ( man what an overloaded term. )

Izzy
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I see. :)

I see. :)

Well, i bet Valve will make the UE4 Server instance more configurable as time progresses... at least i hope. :)

On another note for using Development shortcuts...
..has MWM considered using Xamarin.iOS?

screenshot:

I dont know much about it.. but I saw one statement that caught my eye:
"Call existing Objective-C code from C#". Is that like using Assembly inside C/C++? ;)

Shard (not verified)
Izzy wrote:
Izzy wrote:

I see. :)
Well, i bet Valve will make the UE4 Server instance more configurable as time progresses... at least i hope. :)
On another note for using Development shortcuts...
..has MWM considered using Xamarin.iOS?

Yes and no.