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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.

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Discuss: Building the Backbone

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Shadow Elusive
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Discuss: Building the Backbone

We meet again. This one was pretty technical but it's good to do that every once in a while, if only to remind you guys we can :D

Read the update here: http://cityoftitans.com/content/building-backbone

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Foradain
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Three cheers for wiggle room!

Three cheers for wiggle room!

[I]Hip, hip, hooray![/i]

[I]Hip, hip, hooray![/i]

[I]Hip, hip, hooray![/i]

All hail Eris!

Foradain, Mage of Phoenix Rising.
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Like i always do, you always

Like i always do, you always FORGET to mention an extra Firewall! ;D

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There it is. The engine of an

There it is. The engine of an alternate reality. The corporeal hub that will bear the essence of a future soon to be born. The physical link between the City of Titans universe and our own.

Blinking. Buzzing. Alive. It's...beautiful.

BraveStar
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Awesome! But as a hardware

Awesome! But as a hardware tech just let me remind you - cable management is your friend!

doctor tyche
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BraveStar wrote:
BraveStar wrote:

Awesome! But as a hardware tech just let me remind you - cable management is your friend!

Don't remind me. I had to re-sort the entire thing last week.

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

Empyrean
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Plexius wrote:
Plexius wrote:

There it is. The engine of an alternate reality. The corporeal hub that will bear the essence of a future soon to be born. The physical link between the City of Titans universe and our own.
Blinking. Buzzing. Alive. It's...beautiful.

Is it sad that I'm so clueless about real-world tech and so much more knowledgeable about comic book SCIENCE that Plexius' quote made more sense to me than the tech update?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

DesViper
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Plexius wrote:
Plexius wrote:

There it is. The engine of an alternate reality. The corporeal hub that will bear the essence of a future soon to be born. The physical link between the City of Titans universe and our own.
Blinking. Buzzing. Alive. It's...beautiful.

That was beautiful!

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I don't want to be a glass is

I don't want to be a glass is half empty guy.
But, advertising your server and security specs may not necessary be the best policy.
It's good to know the project is still going on.

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BraveStar wrote:
BraveStar wrote:

But as a hardware tech just let me remind you - cable management is your friend!

Lol, I was thinking the same thing.

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Jolly Roger
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Godling wrote:
Godling wrote:

I don't want to be a glass is half empty guy.
But, advertising your server and security specs may not necessary be the best policy.

True, revealing [i]any[/i] information can give a potential adversary an advantage. However, they only listed the hardware make and model, and not actual hardware specs, OSes, or applications. Giving out information about your software is where you can really start to get into trouble, as that's where most vulnerabilities lie.

That said, it's neat to get a glimpse "behind the curtain" on the tech side of a game world!

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Shadow Elusive
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Also note the line where we

Also note the line where we say that our particular choice of security hardware could be running just about any kind of software. So it's more like we've informed any would be hackers that whatever clue they think they've got, they don't.

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Shard (not verified)
To be clear, this is largely

To be clear, this is largely development and business infrastructure and not reflective of the end envrionment the game and support pieces will run on.

KenS
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Shard wrote:
Shard wrote:

To be clear, this is largely development and business infrastructure and not reflective of the end envrionment the game and support pieces will run on.

It's reassuring to hear that. I was beginning to wonder if someone there thought that was really the server set up you guys would have when you deployed the beta.

doctor tyche
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KenS wrote:
KenS wrote:

Shard wrote:
To be clear, this is largely development and business infrastructure and not reflective of the end envrionment the game and support pieces will run on.

It's reassuring to hear that. I was beginning to wonder if someone there thought that was really the server set up you guys would have when you deployed the beta.

Heck no. Very different needs for beta.

We simply have no idea what we will *need* for Beta. We can guess, but guessing wrong will either a) have us overspend on machinery which is not being used, or b) not have enough machinery to handle the load. For beta we are planning on using leased space, allowing us to rapidly scale up or down to meet demand. This way we can see how much is actually being used over a period of time, then buy accordingly.

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

Rampage
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This is probably more a UE4

This is probably more a UE4 question than CityOF, but are the game VMs going be running Linux or Windows?

With your own Linux background and the vastly reduced overhead of OS footprint, I would expect Linux, as you'd get more performance-vs-overhead as VMs are added. However, as I read through UE4 docs, they seem to support Linux but lean more Windows. UE4 can be cross-compiled to other platforms, but they lean towards Windows for development; Linux tools were just released in 4.5 and labelled by Epic as "not production worthy."

Granted, I'm assuming that the server game engine is just a UE4 client running headless, based on a post I read somewhere, and I could be mistaken with that assumption.

DeathSheepFromHell
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Rampage wrote:
Rampage wrote:

This is probably more a UE4 question than CityOF, but are the game VMs going be running Linux or Windows?
With your own Linux background and the vastly reduced overhead of OS footprint, I would expect Linux, as you'd get more performance-vs-overhead as VMs are added. However, as I read through UE4 docs, they seem to support Linux but lean more Windows. UE4 can be cross-compiled to other platforms, but they lean towards Windows for development; Linux tools were just released in 4.5 and labelled by Epic as "not production worthy."
Granted, I'm assuming that the server game engine is just a UE4 client running headless, based on a post I read somewhere, and I could be mistaken with that assumption.

Linux support by Epic is most definitely a work in progress, but they do actually have some public information about the current state of it on their wiki. A brief summary of it the last time I looked:
[list]
[*]UE4 Server: Most developed of the three "parts", also the one that doesn't require fancy things graphics-wise (basically, "all the stuff that makes it look more recent than the late 1990s") -- this is also the one that matters for deployments and such.
[*]UE4 Client: Probably next-best-developed, this is the part that they *have* to get working in order to support the Steambox, so you can probably expect to see it progressing pretty rapidly.
[*]IUE4 Editor/Tools: This is what they were discussing in 4.5, and is basically a superset of both client and server *plus* a non-trivial amount of extra stuff, such as all of the code to bake raw assets down to something shippable.
[/list]

It shouldn't be much of a surprise that this is the least well-supported yet, but since only a couple of us are at all likely to be running the *editor* on Linux with any regularity, and all of those who might *also* have Windows machines (still currently necessary for doing source code level changes, unless you want a *lot* of extra pain and overhead in the build), this limited support for the editor/tools under Linux isn't really a blocker at the moment. And they're likely to get it improved before it would be at all likely to be an issue.

I can't comment on the current state of a server build under Linux, but mostly because I've got my head buried inside the guts of a major system and the build stuff is mostly on someone else's plate. But I do know it is on the list of things being poked at with a pointy stick every so often to see what has gotten better (... or broken worse, though that one is thankfully fairly rare).

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Though I'm mostly clueless

Though I'm mostly clueless about such things, details like this are still appreciated. It's additional confirmation of the project's progress and the team's professionalism. Thanks for the tour.

You say nice things about me: I admire that in a person.

Nina Guardian
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ANOTHER tech update?? *yawn*

ANOTHER tech update?? *yawn* ;P

Seriously tho, even if I only have a vague idea what you are talking about here it's good to see updates like this.

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It's alive! It's alive! IT'S

It's alive! It's alive! IT'S ALIVE!

I remember when Star Wars was cool...a long, long time ago...

Shard (not verified)
Rampage wrote:
Rampage wrote:

This is probably more a UE4 question than CityOF, but are the game VMs going be running Linux or Windows?

Plans are plans. Implimentatio might not reflect the plans in the slightest.

Battleplans and enemy.

Shard (not verified)
DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

I can't comment on the current state of a server build under Linux, but mostly because I've got my head buried inside the guts of a major system and the build stuff is mostly on someone else's plate. But I do know it is on the list of things being poked at with a pointy stick every so often to see what has gotten better (... or broken worse, though that one is thankfully fairly rare).

I can. I haven't rebuilt for a couple of iterations ( UE4 is moving way faster than I expected ) but I have run both server and client in linuxes ( for bother the Shooter Demo and one in house test map ) and it's getting there. The issues with the inhouse map were as likely builder error ( that being me ) as anything else.

Right now, the Linux build seems to depend very heavily on running on an environment that is very close to SteamOS. It failed utterly, for example, on my F20 Image.