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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: The Machine Makes The Video

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warcabbit
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Discuss: The Machine Makes The Video

Discuss the KS Update here!

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Kiyori Anoyui
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Nice update, really cool to

Nice update, really cool to see the same video with a better computer. Was there an example of TP in the video? If so I cannot find it for the life of me. I watched it over and over at .25 speed and I just don.t see it.

Also, in the last update warcabbit, you had said wait til the next update to see something about if the characters were in a sequence or being controlled, was that addressed or will that be in a later update? Just wondering

What is the building at the bottom of the update, I fell like I should probably know what it is

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I'm fairly sure it's the

I'm fairly sure it's the Empire State Building; the proportions look right for looking at it from north or south...

Also, I think it was just the last part of the [url=http://cityoftitans.com/forum/run-jump-fly-port-cling-tech]10-09-2015 update[/url] video, I think the only examples of teleporting were from earlier in that video.

I watched the video during my last break of the shift, on my Kindle Fire, routed through my smart phone as a Wi-Fi hot spot. I could still tell the difference between the "takes". Now that I'm at home, I watched it again... I'm glad we'll be able to step down the details so my old desktop will be able to run it. ^_^

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Ah, now that you say that I

Ah, now that you say that I feel really dumb lol

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That is impressive if that's

That is impressive if that's the worst that the game should perform on such an old, inexpensive machine. It's definitely nice to be able to see it without all that choppiness. The travel powers look a lot better.

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This is much better! You can

This is much better! You can't possibly go back to recording off the Mac mini now :P

Much appreciated that you made the effort to scale up the quality.

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Everything is going in such a

Everything is going in such a good direction with the game. The lore, the mechanics, the engine...

Want... game... NAOWUH!!!

Must... be... patient...

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I would just like to say that

I would just like to say that I love the design of buildings within the game, they look like they were taken straight out the comic books.

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I know an Opteron is an AMD

I know an Opteron is an AMD chip but are you guys also testing on any mainstream(ie consumer) AMD parts such as their HD 5000 and up series of video cards as well some Phenom or FX CPUs?

And the higher end machines made it look much more alive. Can't wait to see when animations are nearly finalized to a point where the art team can overlay the shinies so we can get a more fully realized look at our new home.

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I liked this. I'm planning to

I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

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Cyclops wrote:
Cyclops wrote:

I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

I *believe* that this is because it is an unstable build of the UnrealEngine for Linux... think "bleeding edge" version, where there WILL be bugs that crop up...

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Gangrel wrote:
Gangrel wrote:

Cyclops wrote:
I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

I *believe* that this is because it is an unstable build of the UnrealEngine for Linux... think "bleeding edge" version, where there WILL be bugs that crop up...

Surprisingly few. The shadows are more to not having configured it as of yet. Not a high priority at this time, since the main focus of the Linux build is for server work.

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SavageFist wrote:
SavageFist wrote:

I know an Opteron is an AMD chip but are you guys also testing on any mainstream(ie consumer) AMD parts such as their HD 5000 and up series of video cards as well some Phenom or FX CPUs?
And the higher end machines made it look much more alive. Can't wait to see when animations are nearly finalized to a point where the art team can overlay the shinies so we can get a more fully realized look at our new home.

Every person has their own machines they work with. We have Athlons, Phenoms. i3 5 & 7's,, nVidia and AMD graphics cards, SSD and HDD's. Huge variety, which is the point.

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SavageFist wrote:
SavageFist wrote:

I know an Opteron is an AMD chip but are you guys also testing on any mainstream(ie consumer) AMD parts such as their HD 5000 and up series of video cards as well some Phenom or FX CPUs?
And the higher end machines made it look much more alive. Can't wait to see when animations are nearly finalized to a point where the art team can overlay the shinies so we can get a more fully realized look at our new home.

Every person has their own machines they work with. We have Athlons, Phenoms. i3 5 & 7's,, nVidia and AMD graphics cards, SSD and HDD's. Huge variety, which is the point.

Technical Director

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Phenom II x 6, 3.2 Gig, 12 gb

Phenom II x 6, 3.2 Gig, 12 gb Ram, 64 bit OS Win 10, Radeon 5870 DDR5 can't wait to test drive the game !

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Gangrel wrote:
Gangrel wrote:

Cyclops wrote:
I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

I *believe* that this is because it is an unstable build of the UnrealEngine for Linux... think "bleeding edge" version, where there WILL be bugs that crop up...

More like "bloody edge". Perhaps not quite "Bloody Card", at least... but yeah, it was mentioned in the update that there are some known issues with the shaders on Linux. Frankly, that it was anywhere near that smooth, or that robust, says that Epic has done a stellar job of working on the Linux port. The technical details would bore most folks to tears, but the early revisions of stuff on a new platform tend to look worse than the Mac Mini here, when running on top-end machines.

So whatever else it does, the video serves as a *very* nice confidence builder for those of us who contributed in part for the Linux port that it isn't going to get lost in the shuffle the way UE3's port did. And yes, I have the original "release tin" of the Linux port back when they tried that on retail shelves. :)

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Overall analysis: actually a

Overall analysis: actually a pretty good demonstration of the system managing to scale across a pretty damn wide set of sampling points. And that is not only "prior to optimization", but unless they've shifted approach drastically, prior to any serious work being put into LODs for better scaling, or adjusting most of the options people are used to tweaking to find their preferred balance of details vs. performance.

It is also clear that even the last sample starts to hitch when it has a sightline to a huge chunk of world terrain, but that is basically throwing a *ridiculous* amount of load at the system, without doing anything but the most basic (built-in) adjustment for distance, and... yeah, frankly, I'm not too terribly worried about stuff being able to handle the map, as long as they don't try to actually treat it as a single giant map when doing it "for reals" (that would have much more severe problems for other reasons, anyway).

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Seahawk25 wrote:
Seahawk25 wrote:

I would just like to say that I love the design of buildings within the game, they look like they were taken straight out the comic books.

I love how the buildings look as well and the animations aren't looking to bad either for a early build. Looking pretty good so far

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Gangrel wrote:
Cyclops wrote:
I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

I *believe* that this is because it is an unstable build of the UnrealEngine for Linux... think "bleeding edge" version, where there WILL be bugs that crop up...

More like "bloody edge". Perhaps not quite "Bloody Card", at least... but yeah, it was mentioned in the update that there are some known issues with the shaders on Linux. Frankly, that it was anywhere near that smooth, or that robust, says that Epic has done a stellar job of working on the Linux port. The technical details would bore most folks to tears, but the early revisions of stuff on a new platform tend to look worse than the Mac Mini here, when running on top-end machines.
So whatever else it does, the video serves as a *very* nice confidence builder for those of us who contributed in part for the Linux port that it isn't going to get lost in the shuffle the way UE3's port did. And yes, I have the original "release tin" of the Linux port back when they tried that on retail shelves. :)

Me too!

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Gangrel wrote:
Cyclops wrote:
I liked this. I'm planning to get a new machine myself soon. The last one...marked "unstable build" had the shadows so dark I could not see the wall climber.
All said, this is really fun...I can't wait.

I *believe* that this is because it is an unstable build of the UnrealEngine for Linux... think "bleeding edge" version, where there WILL be bugs that crop up...

More like "bloody edge". Perhaps not quite "Bloody Card", at least... but yeah, it was mentioned in the update that there are some known issues with the shaders on Linux. Frankly, that it was anywhere near that smooth, or that robust, says that Epic has done a stellar job of working on the Linux port. The technical details would bore most folks to tears, but the early revisions of stuff on a new platform tend to look worse than the Mac Mini here, when running on top-end machines.
So whatever else it does, the video serves as a *very* nice confidence builder for those of us who contributed in part for the Linux port that it isn't going to get lost in the shuffle the way UE3's port did. And yes, I have the original "release tin" of the Linux port back when they tried that on retail shelves. :)

Me too!

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Is Valve the one thats

Is Valve the one thats developing the Steam Controller, and is managing the Unreal Engine development tools?

I wonder, have they pushed the Steam Controllers onto UE4 developers yet?

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Izzy wrote:
Izzy wrote:

Is Valve the one thats developing the Steam Controller, and is managing the Unreal Engine development tools?
I wonder, have they pushed the Steam Controllers onto UE4 developers yet?

Epic is the company behind the Unreal Engine (also known for Unreal Tournament series of games, Gears of War for the Xbox platform).

Valve desgin/manufacture the Steam Controller. I am *intrigued* by it, however the small size of the buttons (XYAB), their strange placement compared to other console/pc game pads (going back MANY years) and the lack of proper Dpad make me wary. On the plus side you can reprogram it [1]...

[1] Which I can do with my Logitech controller anyway, or use Xpadder if I was using a PS3/Xbox controller

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I have a very nice keyboard,

I have a very nice keyboard, thanks. A console controller is worthless to me. You can't even chat with it.

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Fireheart wrote:
Fireheart wrote:

I have a very nice keyboard, thanks. A console controller is worthless to me. You can't even chat with it.
Be Well!
Fireheart

Although you cannot type on the basic Playstation/Xbox controller, both Sony and Microsoft have released Keyboard attachments for their controllers. And that has been the case since the PS3/Xbox 360 days (2008 for the PS3 keyboard, 2007 for the xbox 360 one)

Side note: I only use my keyboard for talking in MMO's (and the odd interface interaction). Apart from that, my hands do not touch my keyboard... and I do not use a gamepad to play my MMO's ;)

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Izzy wrote:
Izzy wrote:

Is Valve the one thats developing the Steam Controller, and is managing the Unreal Engine development tools?
I wonder, have they pushed the Steam Controllers onto UE4 developers yet?

Valve are the folks behind the Half-Life and Left 4 Dead franchises, as well as the Steam platform, and now the Steam controller. And SteamOS. And most other things "Steam", although I can't recall offhand if they bothered to ship a SteamBox themselves, or they are relying entirely on third-party vendors to supply them.

Epic are behind the Unreal and Gears of War franchises, and the Unreal engine. Which is, well, "what it says on the tin" -- the engine was developed as part of the first Unreal game, and only relatively recently became a "stand alone" thing for anyone smaller than "shops large enough to do business deals with Epic". And only *very* recently (for some scale of "recent") brought it out for us small fry to work with, first as UDK and then as UE4. Supposedly we were one of the first "indie scale" groups to start using UE4, in fact.

As for supporting the controllers, I have trouble imagining *anyone* putting out a controller at this point that doesn't support DirectInput in some reasonable fashion. So Windows is covered. And since SteamOS is built on Linux, I'm fairly sure there will be drivers for it as well. :)

I don't recall what they've said about OSX, but I'm sure someone around knows.

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

It is also clear that even the last sample starts to hitch when it has a sightline to a huge chunk of world terrain, but that is basically throwing a *ridiculous* amount of load at the system, without doing anything but the most basic (built-in) adjustment for distance, and... yeah, frankly, I'm not too terribly worried about stuff being able to handle the map, as long as they don't try to actually treat it as a single giant map when doing it "for reals" (that would have much more severe problems for other reasons, anyway).

Tangential question to the point raised ...

For the City Maps ... are they going to include anything akin to "curvature of the Earth" in their underpinnings?

Most game maps out there are just flat plane constructions, because that's easy to do, and because when you can't fly it isn't something to observe. But City of Titans is going to have Flight, and camera viewpoints are going to be able to reach some appreciable altitudes (even if there isn't all that much "up there" to get at). Heck, just being able to go up to 2000 ft AGL will do appreciable things for how far away you ought to be able to see things due to curvature of the Earth.

Mainly this is a request to not set all of the elevations such that everything begins with an assumption of flatness. If you haven't built up your city yet, this ought to be a relatively simple thing to incorporate into the structure of the world environment. Gets a lot harder to incorporate AFTER you've placed all your buildings though.

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Holy crap that makes a lot of

Holy crap that makes a lot of math harder for very little benefit. The whole map is only eight kilometers on a side, and given the rendering difficulty exhibited already of drawing all that, the distance fog is still gonna kick in long before you notice planetary curvature.

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Seriously? Planetary

Seriously? Planetary Curvature? Really guys? Wow. Even IF the devs were going to go THAT deep into sim territory, there is no way you would notice it with the size of the maps ANYWAY - so the point is completely and utterly moot.

Edit: or wait - are you talking about distance to the horizon and not the curvature of the horizon? Even still - the effect would be relatively tiny given the distances involved. The payoff would be irrelevant (especially if there will be "fog of war").

Now if we were on the body the size of Pluto - this might be worth considering - but as it is it's not worth the effort.

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Interdictor wrote:
Interdictor wrote:

Seriously? Planetary Curvature? Really guys? Wow. Even IF the devs were going to go THAT deep into sim territory, there is no way you would notice it with the size of the maps ANYWAY - so the point is completely and utterly moot.
Edit: or wait - are you talking about distance to the horizon and not the curvature of the horizon? Even still - the effect would be relatively tiny given the distances involved. The payoff would be irrelevant (especially if there will be "fog of war").
Now if we were on the body the size of Pluto - this might be worth considering - but as it is it's not worth the effort.

Yea, if the Unreal Engine doesn't natively do it already, don't bother. :/
Feature Creep and all. :)

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Not so hard that I can't

Not so hard that I can't calculate the difference. ^_^

Let's take as our worst case scenario a player with a bespoke gaming rig that can render the whole sixty-four square kilometers well enough to spot another PC at the opposite corner, call it 10,000 meters along the great circle. Yes, I'm rounding down to make the math easier ^_^

Now, the metre as originally defined was one ten-millionth of the distance from the north pole to the equator, or one forty-millionth of a great circle. We'll ignore the difference between that distance through Paris and that distance through Titan City. If we put both observer and observed at about 6,366,400 meters from the center of the game world, simple trig* gives us a straight line distance of 10,000.318 meters (again, rounded, this time to the nearest millimeter). We can also find the vertical distance** between that straight line and the great circle, 1.964 meters.

So, over most of the map, the difference between curved and flat is only two meters. And if we just tilted adjacent sections when they get added, by about 4.32 minutes of arc, we won't ever see more than that.

*sin(360/8000)*6366400

**6366400-((sin(360/8000)*6366400)/tan(360/8000))

[I]edited tilt of adjacent sections error[/i]

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Fun fact: there were people

Fun fact: there were people who tried to determine the size of the Death Star based on the curvature of the visible bits of the Death Star from the attack at the end of [i]A New Hope[/i]. Unfortunately for them, the model used for filming was completely flat.

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Hmmmm.... its like asking

Hmmmm.... its like asking someone, Would you rather have Quantity over Quality?
I rather prefer Quality. Less is More! ;)

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Izzy wrote:
Is Valve the one thats developing the Steam Controller, and is managing the Unreal Engine development tools?
I wonder, have they pushed the Steam Controllers onto UE4 developers yet?

Valve are the folks behind the Half-Life and Left 4 Dead franchises, as well as the Steam platform, and now the Steam controller. And SteamOS. And most other things "Steam", although I can't recall offhand if they bothered to ship a SteamBox themselves, or they are relying entirely on third-party vendors to supply them.

Don't forget the Source engine and related tools.

Not sure about Steam Boxes, don't remember Valve saying they'd put out one of their own.

Quote:

As for supporting the controllers, I have trouble imagining *anyone* putting out a controller at this point that doesn't support DirectInput in some reasonable fashion. So Windows is covered. And since SteamOS is built on Linux, I'm fairly sure there will be drivers for it as well. :)
I don't recall what they've said about OSX, but I'm sure someone around knows.

Linux has a unified input system under X called Xinput and if I read if correctly it can handle mice keyboards and game controllers. OS X also has an Xinput system but not sure if it's the only one and/or default one.

Wouldn't surprise me at all if Xinput is the Open Source version/equivalent of DirectInput.

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Xinput is also used for the

Xinput is also used for the newer Xbox/Microsoft game controllers as well under windows. So I am not sure if this is the same as the Linux version or not, or if it is just in name only.

I know this as my controller has a switch to flick between Xinput and DirectInput modes for windows (Not all games work with XInput, but those that do are pretty much "Just plug in and play")

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+100 to Foradain for actually

+100 to Foradain for actually busting out the math.

As for [url=https://en.wikipedia.org/wiki/DirectInput]DirectInput[/url] and Xinput, Wikipedia says DirectInput is deprecated and Xinput is its replacement, which was introduced with the Xbox 360... but XInput only supports controllers designed to use it, and not mice, keyboards, etc. so you still need DirectInput for legacy devices. There appears to be no support outside Windows and derivatives.

There's an [url=http://sourceforge.net/projects/xinput/]xinput[/url] project on SourceForge, but it's for Indian language input support.

In the current Xorg, used by Linux, BSD, and other derivatives, input devices are handled by the [url=http://www.x.org/releases/X11R7.6/doc/man/man4/evdev.4.xhtml]evdev[/url] driver, which supports as many keyboards and mice as desired. Devices that don't look like keyboards and/or mice need drivers installed in the Linux kernel (dunno about the BSDs). If it identifies as a [url=https://en.wikipedia.org/wiki/USB_human_interface_device_class#Game_controllers]USB HID Game Controller class[/url], the drivers are probably already installed.

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Redlynne wrote:
Redlynne wrote:

DeathSheepFromHell wrote:
It is also clear that even the last sample starts to hitch when it has a sightline to a huge chunk of world terrain, but that is basically throwing a *ridiculous* amount of load at the system, without doing anything but the most basic (built-in) adjustment for distance, and... yeah, frankly, I'm not too terribly worried about stuff being able to handle the map, as long as they don't try to actually treat it as a single giant map when doing it "for reals" (that would have much more severe problems for other reasons, anyway).
Tangential question to the point raised ...
For the City Maps ... are they going to include anything akin to "curvature of the Earth" in their underpinnings?
Most game maps out there are just flat plane constructions, because that's easy to do, and because when you can't fly it isn't something to observe. But City of Titans is going to have Flight, and camera viewpoints are going to be able to reach some appreciable altitudes (even if there isn't all that much "up there" to get at). Heck, just being able to go up to 2000 ft AGL will do appreciable things for how far away you ought to be able to see things due to curvature of the Earth.
Mainly this is a request to not set all of the elevations such that everything begins with an assumption of flatness. If you haven't built up your city yet, this ought to be a relatively simple thing to incorporate into the structure of the world environment. Gets a lot harder to incorporate AFTER you've placed all your buildings though.

While I cannot speak to what may or may not eventually happen, I can certainly speak to where and how the data originated, and what state it was in when I was last involved with it.

WARNING: The following is almost certainly not of interest to anyone who isn't a "map geek". For everyone else, just contemplate the amount said here, and my typical penchant for perfectionism, and draw your own conclusions. :)

-----

The simplest answer is "it has a complete and formally defined CRS" (Coordinate Reference System). Said reference system uses the WGS-84 base, with its origin at a specific point that is relevant to the data in question (and is reasonably "close-ish" to the center of the city map), plus sufficient false easting and northing (~200k each, IIRC) to accomodate future expansion without needing to get into negative coordinates.

Horizontal scaling is set to 1m because that's what the various data sources had and because it makes it trivial to get correct scaling within the engine (just set the X/Y scaling factor to 100). Vertical scaling is set to 1cm so that it can represent a sufficiently accurate level of detail that it should exceed the accuracy of the source data in more or less all cases, and retain detail sufficient to preserve any "hand-sculpted' work, even prior to smoothing in the engine.

However, I will also note that there were some unresolved technical concerns about the vertical resolution and possible impacts on playable space, so I definitely would *not* assume that one will necessarily stay as it was -- I would expect the question to be decided by play testing and some experimentation.

Due to the nature of the engine, the data has to be stored as a simple 2D grid; however, these were generated as equirectangular projections of the source data, which came in a variety of projections and resolutions; as such, there are definitely some portions of the map where values are not-necessarily-trivial interpolation from the input data due to the mathematics of reprojection.

While I was working with it, the "midpoint" of the Unreal data (16-bit unsigned integer, so 32767) was mapped to the mean sea level (MSL) recorded for the origin data sets. This, like the vertical resolution, may be subject to change (in fact, if it is, it will probably be for the exact same reasons).

While it is not my place to discuss where the original data came from (and it may well change, if other data sources are hybridized in), the information I did my work from covered both high-resolution LIDAR scans (for onshore elevations) and multiple resolutions of sonar-derived bathymetry for the offshore depths.

Due to a combination of gaps in the data and the fact that LIDAR data treats "water surface" as if it were a land elevation, a non-trivial amount of masking and layer selection was done, based on both data evaluation and visual referencing against high-resolution digital orthography.

-----

So is it curved? Sort of yes, sort of no. The original data is curved, and the results are stored in a projection which could be reversed into curve-relative data, but since the engine needs a flat data set the actual *terrain* data is stored in that format. But all of the relevant information to convert between the two was stored, and the handling of it was specifically done with an awareness of distortion concerns, and all of the practical measures I am aware of were taken to minimize the effects of distortion.

That answer the question sufficiently? :)

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Regarding DirectInput, XInput

Regarding DirectInput, XInput, et al:

[list]
[*] "XInput" as a term is incredibly overloaded, unfortunately. Others have documented it pretty well already.
[*] Given that in order to work on a SteamBox, the Steam Controller *has* to have Linux drivers, I am reasonably certain that it will end up having support for it ending up in the X event drivers at some point, if it does not already. However, I have not been involved in X development in any serious way in well over a decade now, so I can't speak to details.
[*] I do know that Unreal Engine 4 supports currently "game and related controller" input drivers on Windows, with no extra effort. Among other things because we ran into a bug related to this in one of the earlier Unreal versions, where there was a conflict between the version Unreal shipped in their pre-built library set, and the version that shipped in Windows 8 development environments (long since resolved, but it means I have firsthand knowledge).
[/list]

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It answers the question well

It answers the question well enough to confirm that curvature of the Earth is an option, even if it doesn't get (or need to be, at first) used.

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Foradain wrote:
Foradain wrote:

Not so hard that I can't calculate the difference. ^_^
Let's take as our worst case scenario a player with a bespoke gaming rig that can render the whole sixty-four square kilometers well enough to spot another PC at the opposite corner, call it 10,000 meters along the great circle. Yes, I'm rounding down to make the math easier ^_^
Now, the metre as originally defined was one ten-millionth of the distance from the north pole to the equator, or one forty-millionth of a great circle. We'll ignore the difference between that distance through Paris and that distance through Titan City. If we put both observer and observed at about 6,366,400 meters from the center of the game world, simple trig* gives us a straight line distance of 10,000.318 meters (again, rounded, this time to the nearest millimeter). We can also find the vertical distance** between that straight line and the great circle, 1.964 meters.
So, over most of the map, the difference between curved and flat is only two meters. And if we just tilted adjacent sections when they get added, by about 4.32 minutes of arc, we won't ever see more than that.
*sin(360/8000)*6366400
**6366400-((sin(360/8000)*6366400)/tan(360/8000))
edited tilt of adjacent sections error

For the purpose of calculations, you may safely assume that the origin point for the projection (which is, by definition, "precisely correct" and has no distortion) is no more than 200km from any point that can be expressed in the coordinate system, and is within no more than 15km from any point that the game is likely to ever see exist, realistically.

Seriously, if there were actually a "flat spheroid" I might well have used it for the reference system, just to be Absolutely Correct, but any coordinate system that GIS information is capable of understanding assumes that the "core shape" is some relatively straightforward distortion of a sphere.

So I told it to convert, instead, and pick for minimum distortion. I would give the coordinate details of the system, but for various reasons that isn't mine to give out. Suffice to say that they were selected after careful consideration of all the original data sources, and of the potential concerns. I'd have to go back and check my math, but I *think* the distortion should be well under the Nyquist limit for the coordinate resolution, and that's without accounting for IEEE float error once you start doing the actual calculations.

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

...and multiple resolutions of sonar-derived bathymetry for the offshore depths...

That certainly sounds better than the waist-deep-at-most oceans that we found in a (relatively) recent MMORPG set a (really) long time ago in a galaxy far away. It always annoyed me that a game from 2004* could do proper oceans but one released seven years later couldn't...

But it sounds great for crashed space ships, evil villains' yachts, fish men who won't return their library books...

*[I]I was thinking about WoW. Did CoX have proper oceans?[/I]

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Foradain wrote:
Foradain wrote:

DeathSheepFromHell wrote:
...and multiple resolutions of sonar-derived bathymetry for the offshore depths...
That certainly sounds better than the waist-deep-at-most oceans that we found in a (relatively) recent MMORPG set a (really) long time ago in a galaxy far away. It always annoyed me that a game from 2004* could do proper oceans but one released seven years later couldn't...
But it sounds great for crashed space ships, evil villains' yachts, fish men who won't return their library books...
*I was thinking about WoW. Did CoX have proper oceans?

Something I want to be extra-clear about: I cannot speak as to whether the data will be *used* -- there are non-trivial technical hurdles, potentially multiple ones. Even if using it may be "in the cards", it may or may not happen on any particular schedule. All I can say is that the data *exists* and was one of the sources integrated into the map data files I built.

I can, however, *also* say that due to the resolution and a handful of related issues, it is of a much lower overall quality than the onshore data -- many more gaps or "weird readings" that would need to be reconciled and most likely retouched by hand, before it could be used. Due to how landscapes are represented, and the dynamic LOD for landscapes is done, having a single bad value tends to mean you *always* have a bad value at that spot. Even when it gets "rolled together" with valid values nearby. This is a great way to cause really nasty "seams" if you don't find and clean up all of the relevant ones, as we found out at least once before I stopped working with it...

I can't speak to WoW, but I can say that CoX did not have "proper" oceans, although it *did* have a much better imitation than you describe. Or at least, they did a better job of hiding it. I actually used to take the "shortcut" from southwest Cap Au to the market, and experimented out of boredom to see if I could get "jet trails" on my flier, how it worked for super-speeders, and a couple of other things I can't recall. It did work reasonably, but you were limited to "float or swim" as best I recall -- either animated as swimming, from about the chest down underwater and fairly generic (I think it was, at least, not a doggie paddle...) or you were above the water. Transition was very limited, unless my memory has completely fritzed out, but it was a decent enough thing that it never "jarred" me.

For any modern game, what I would *hope* for would be something on the scale of what RIFT has had for a few years now -- a fully defined and exploration-capable ocean that is integrated directly with the rest of the landscape system (for whatever that means in the game in question).

Run out into shallow water, and you're in it up to your knees. Run back to shore, you're out. Run out at least waist deep and the mobs big enough to hurt you *may* be able to reach you. But then, some of them can come up onto land anyway, so just leaving the water isn't necessarily enough. But barring bugs you don't get things like Great White-type mobs in six inches of water. It was only the land-sharks that you had to worry about chasing you past the shoreline...

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I would LOVE well done and

I would LOVE well done and well utilized bodies of water in CoT too. Always really wished we had them in CoH

Is this something that has to be present in the game from the get-go, or is it feasible for it to be on the "eventually" list?

It IS something I would love to have in the game. It's NOT something I'd want to delay launch specifically for--unless it's an all-or-nothing "there from the start or it's to difficult to work in later" type of thing.

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Again ... Swimming is just

Again ... Swimming is just Flying with different animations and friction/acceleration/max speed settings and is limited to underwater environments. After that, it's just a matter of coming up with a "breath mechanic" to deal with the fact that most people can't "breathe" underwater, barring use of Temp Powers (i.e. SCUBA gear, magic, "oxy pills" and other excuses, etc.).

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I think temp powers are the

I think temp powers are the way to go for a swimming mechanic. Unless it got to be that there was such a vast majority of under water material that warranted a fully permanent travel power or something of the like

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More like "everybody can swim

More like "everybody can swim" just like "everybody can run" ... but then put the breath limiter onto it for how long someone can "stay down" WITHOUT using a Temp Power. If you want a faster swim speed, use a Temp Power. If you want to go longer before needing to surface for air, use a Temp Power. If you want either of those things without relying on a Temp Power to get it, spend actual Power Pick(s) to permanently gain access to those features.

The real problem though is that any environment you can Get To needs to have a reason to Go There. That's the major reason why the original (pre-Issue 8) [url=http://paragonwiki.com/wiki/Faultline_%28Pre-Issue_8%29]Faultline[/url] was a "failure" as a Zone. There was hardly any reason to go there, the place a PAIN to move around in and the place was eminently skippable ... so it usually got skipped over. It took the revamp of [url=http://paragonwiki.com/wiki/Faultline]Faultline[/url] and a nearly complete overhaul of the storyline taking place there to generate any interest in even entering the Zone for a reason beyond hitting a Mission Door or street sweeping.

Likewise, there wasn't a whole lot of reason to "go swimming" around any of the islands in City of Heroes, except for Badge Hunting. There just [i]wasn't anything out there[/i] to engage a Player's interest, which meant that all of that territory could be safely IGNORED.

Same deal with putting an underwater environment into City of Titans to explore. There has to be a reason to GO THERE in order for anyone to actually want to go out there in the first place. That means an underwater environment needs to have [b]Underwater Content[/b] to draw interest and attention, and to motivate Players to go visit the area, barriers to travel notwithstanding. Big empty spaces devoid of content are BORING to Players in need of almost constant stimulation and prone to [url=http://paragonwiki.com/wiki/Scrapperlock]Scrapperlock[/url].

Asking to "fill in" the underwater areas of the map with content is a pretty major Feature Request™, since you won't exactly be able to recycle content from elsewhere in order to fill up the void.

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As to whether it has to be

As to whether it has to be there at launch or can be added later: the conceptual support has to be there at launch, but that is almost trivial to ensure; all you have to do is *not* make glaringly unwarranted assumptions such as "the lowest possible elevation that can be represented is sea level". Since there are a wide variety of reasons that things might dip below that, the first pass used "the middle elevation" as sea level. By way of comparison, sea level on Minecraft is, unless I mis-remember, at either 60 or 64 "units" high, out of an original 128 total vertical capacity. Or to put it another way: "half way up", exactly the same as the first pass at map terrain.

One of the known-and-not-yet-really-addressed concerns is that it might end up needing to shift or rescale in order to have enough above-ground vertical. However, this was left unaddressed primarily because A) it really is something that warrants playtesting to decide if it is even an issue, and B) using the proper tools makes it simple to adjust how things are "translated", relative to Mean Sea Level (MSL). This is one of those cases where the tools for CoT (or at least the ones I did) were built specifically to take advantage of the fact that there are existing suites with literally *decades* of development done on them, which specialize in exactly this kind of task. I can't speak to anything that may have happened since my stint, but I absolutely planned for my plans to plan against me. Former mastermind, and all. :)

-----

Redlynne makes an excellent point regarding "if you don't build it *interestingly*, they won't bother to come". All I can say here is that my focus was strictly on making sure that the tools and data didn't specifically "lock out" the possibility. I know that the lore folks were aware of the potential for "offshore" content, in a general sense, but any details I might happen to know aren't mine to give out -- and frankly, there simply couldn't be that many of them in the first place, as I doubt that Lore would focus heavily on it unless and until they had a green light saying "assume we can make this work in a technical sense".

------

Honestly, I have to mostly disagree regarding "swimming" as a separate travel power. Unless it is truly as much of the game as "onshore" is, which would be difficult to do simply given the relative surface areas involved, it isn't really viable to "charge" the same cost. And speaking from experience as a user (on RIFT most recently, but also elsewhere), if you have a breath mechanic, the only thing it will cause players to do is desperately hound you for some form of permanent device or other goodie that lets you ignore the *censored* thing. It is hard enough to get folks out to explore an underwater area in the first place, in most cases; doing *anything* to discourage them is usually a guarantee of failure. It only worked on RIFT because it tied into a timed challenge for a perk / badge, but I think all of maybe 5% of the players who ever bothered to go underwater (which was already a tiny fraction) ever bothered. I did it because I'm an obsessive completionist, and had finished all the land-based exploration badges. And then never went back until they offered a permanent device.

Champions frankly handled this fairly cleanly: in a mechanical sense, you can swim anywhere, and they simply leave it up to the player's imagination to explain how their character is doing it. The main exception to "you explain it" is that the very first mission in the *zone* that is entirely underwater and which they expected lots of folks to go to amounts to "here's a MacGuffin of Water Breathing; go fetch replacement materials so the next poor sod can have one too". Clean, elegant, gives you a milk run to get used to the fact that water environments tend to be 3d in significant ways that even most aerial environments aren't (did you remember to look up before rising, or are you heading straight up into a mob?), and gives all the excuse one could reasonably need for suspension of disbelief (I mean, c'mon, we're talking about supers in the first place, here).

-----

As for "swimming is just flying", well, just, but by the same token "flying is just jumping" (and then failing to hit the ground). CO really mostly got this one, too, although for a while they had a serious partial failure. If your travel power causes you to go from point A to point B by crossing the intervening space, just turn it into a swim mechanic at the engine level. If you don't cross the intervening space, then don't do it underwater either. Although it does remove the question of falling after your teleport. :)

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I had gone back into CoH the

I had gone back into CoH the other day and I forgot how players moved through water, It's pretty funny to see the character run in the water as if nothing was there.

Another alternative to breathing underwater, is to just have Lung Capacity as a skill, an innate ability that can be improved with practice. Similar to GTA V

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

If you don't cross the intervening space, then don't do it underwater either. Although it does remove the question of falling after your teleport. :)

In my humblest opinion, after a Teleport, the player shouldn't fall for a few seconds, 2 to 3. If you TP onto a platform, the game should realize it doesnt need to do a TP Hover. And yes, i'm saying a TP Hover for 2 to 3 seconds Should have been there in CoH/V all along. >:(

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

Another alternative to breathing underwater, is to just have Lung Capacity as a skill, an innate ability that can be improved with practice.

Requires a Skills System ... which City of Heroes (and by extension of expectation, City of Titans) did not have. The closest analog you could get to this using the City of Heroes precedent would be ... Day Jobs ... of all things. Essentially, you'd be using your Day Job to "charge up" a SCUBA gear Temp Power to allow you to breathe underwater. Such a thing could even be rigged as having expendable charges which last until reaching air again (so no time limit, but a limited number of uses). That way, with the Temp Power, you aren't "racing against the clock" to get everything done.

And as mentioned, there could even be a "pizza run" Mission which allows PCs to collect charges for this Temp Power *actively*, by doing a (repeatable?) Mission, rather than just *passively* by doing a Day Job.

Of course, such a thing would then bring in Lore implications, in which there'd be a SCUBA Shop somewhere in town, that also has a "tourist boat" that people can rent "rides" on out to "see the underwater sights" and so on. Whole thing would be a Tourist Attraction to perhaps go off the coast and dive some shipwrecks or some sunken ruins (or whatever) that's offshore out in the ocean. That sort of thing, in turn, could then be used as a Proving Ground to test mechanics and environments in preparation for adding Serious Underwater Content at some later date post-launch.

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I'm not surprised the sonar

I'm not surprised the sonar data was a lot messier than LIDAR. Light goes in pretty much straight lines through a constant-consistency medium, which makes the angle-and-time-to-spatial-coordinates conversion rather straightforward; the biggest errors are usually in platform position data.

Sound in water, on the other hand, has to deal with much slower wave speeds (1500 m/s in sea water), leading to much less angular resolution (beam width) for a given aperture because the wavelengths are so much larger. And that's only the start of it; the speed of sound changes significantly with temperature, and temperatures are all over the map, so sound waves generally don't travel in straight lines. Standard sonars usually discard vertical-angle information, and either don't ray-trace or assume the sound came from the angle where the system responds the strongest, which is rarely the case. Which is plenty good if you're trying to map out shipping channels or find the Titanic, but lousy if you're trying to make a meter-horizontal-centimeter-vertical accurate map of the seafloor. And this is ignoring the multipath interference, where the sound waves bounce off the not-flat surface and/or the seafloor and present false returns, a bigger problem when that multipath gives you a stronger signal because it involved a reflection off a bright target...

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Champions frankly handled this fairly cleanly: in a mechanical sense, you can swim anywhere, and they simply leave it up to the player's imagination to explain how their character is doing it.

Agreed. In a game where freedom, customization, and your own story are emphasized, just let people swim.

It's up to the individual player whether they just ignore the whole "how" issue (lazy, but their dime), make it part of their hero's bio/powers that they have that ability, or address it with a costume piece/change.

Easy peasy AND free and individual customization. Complex solutions are clever and interesting, simple solutions are elegant and powerful.

This would by far be the best way IMHO.

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

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Empyrean wrote:
Empyrean wrote:

DeathSheepFromHell wrote:
Champions frankly handled this fairly cleanly: in a mechanical sense, you can swim anywhere, and they simply leave it up to the player's imagination to explain how their character is doing it.

Agreed. In a game where freedom, customization, and your own story are emphasized, just let people swim.
It's up to the individual player whether they just ignore the whole "how" issue (lazy, but their dime), make it part of their hero's bio/powers that they have that ability, or address it with a costume piece/change.
Easy peasy AND free and individual customization. Complex solutions are clever and interesting, simple solutions are elegant and powerful.
This would by far be the best way IMHO.

I don't recall how far back I had multiple costume slots for even new characters in CO, but once I did have a second slot, unless the first slot had it covered already (powered armor, for example) or the character concept didn't require it (like [url=http://cityoftitans.com/comment/49480#comment-49480][font=lucida bright]AIko[/font][/url] who is a robot), I'd make an underwater version of the costume, usually with scuba mask and fins and often an air tank, and used it whenever the story brought the character underwater.

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We have oceans with real

We have oceans with real depth. And since the above ocean data is from natural, real-world sources it has curvature already inherent. The flight issue won't figure into underwater settings. Above water the ocean's homogeneous appearance eliminates the visual cues needed to see the curvature effect there. Simply having a horizon takes care of the "standing on land" curvature. This is why we have striven to work with real world data. I started the development of our first maps and had to "pass the torch" to work on other things and then had some issues in my personal life that made me have to take a lengthy leave-of-absences (I hadn't quit though). Death Sheep From Hell took over and followed the same strategy I did with using real-world sources. I have since taken back over from him. He's from a maps background and I'm from a general image processing background - we have different viewpoints as a consequence. Both of us have extensive math and analysis training. And we aren't the only ones with such background on the team. Things are looking good!. :D

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

I'm not surprised the sonar data was a lot messier than LIDAR. Light goes in pretty much straight lines through a constant-consistency medium, which makes the angle-and-time-to-spatial-coordinates conversion rather straightforward; the biggest errors are usually in platform position data.
Sound in water, on the other hand, has to deal with much slower wave speeds (1500 m/s in sea water), leading to much less angular resolution (beam width) for a given aperture because the wavelengths are so much larger. And that's only the start of it; the speed of sound changes significantly with temperature, and temperatures are all over the map, so sound waves generally don't travel in straight lines. Standard sonars usually discard vertical-angle information, and either don't ray-trace or assume the sound came from the angle where the system responds the strongest, which is rarely the case. Which is plenty good if you're trying to map out shipping channels or find the Titanic, but lousy if you're trying to make a meter-horizontal-centimeter-vertical accurate map of the seafloor. And this is ignoring the multipath interference, where the sound waves bounce off the not-flat surface and/or the seafloor and present false returns, a bigger problem when that multipath gives you a stronger signal because it involved a reflection off a bright target...

"Ayup"

The "generic" sonar data (broad-scan and covers basically everything) is at 30m horizontal resolution, and I don't recall the details of the vertical resolution except "if you have to ask, you're expecting way too much". Which is pretty much your utterly generic "standard sample for being able to see mountains and cities but not necessarily buildings". By comparison, SRTM data for more or less the entire earth provides this for anywhere onshore, and is nearing... 20 years old, now?

There *is* a subset of much more accurate data, sampled using multi-beam sonar. Which, done right, allows for all sorts of neat tricks in terms of detecting and reducing the influence of many of the factored named, without necessarily even having to know the exact nature. But even that is definitely and distinctly "not especially perfect". Most of the significant gaps are places where, looking at the overlays and patterns (and sometimes the overflight photos), there was something that prevented getting reasonable readings.

Getting those things blended well and turned into a sufficiently complete topographical surface to be usable is definitely a larger task for the underwater part. The good news, on the other hand, is that the Unreal editor just so happens to have tools in it specifically for "sculpting" terrain using a wide variety of approaches, and when I went to patch over a few holes in one of the sample maps to see what it would take, it wasn't particularly onerous.

Which doesn't mean *I* did a great job with them (I honestly can't tell beyond 'seems reasonable to me'), but I would expect someone with any degree of actual artistic talent to not have too much trouble. :)

Also, should there turn out to be any truly huge gaps, it would be relatively straightforward to adapt the current tool chain to take additional inputs, and then feed in data generated from any of a variety of world-building tools or fractal terrain generators.

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DeathSheepFromHell
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Foradain wrote:
Foradain wrote:

I don't recall how far back I had multiple costume slots for even new characters in CO, but once I did have a second slot, unless the first slot had it covered already (powered armor, for example) or the character concept didn't require it (like AIko who is a robot), I'd make an underwater version of the costume, usually with scuba mask and fins and often an air tank, and used it whenever the story brought the character underwater.

Indeed. To this day I have one of my build slots (not just a costume slot, but a quick-change build slot) dedicated to having an underwater costume, for the toons that spend any real time there. I get a perverse and possibly unnatural amount of glee out of switching to it before diving into the water. And then switching back once into "open air" again (there is some darned impressive air retention and refreshment going on down at the bottom of the ocean, it would seem). Although I really need to add the summer waist-floater to the costume at some point...

Okay, drifting way off topic there. Back to your regularly scheduled oddities. :)

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After reaching Level 30 and

After reaching Level 30 and seeing the Crey agents for the first time, I did something similar. I made a Crey costume for Redlynne as an alternate slot, and just never got rid of it.

[img]http://i.imgur.com/MuyZguW.jpg[/img]

So naturally on any Mission that took us up against Crey, I'd switch to my "undercover" Crey costume ... or as I preferred to think of it, as my "Evil Executive Secretary" costume. Made a nice change from my more typical Tights, Stripes & Sneakers look.

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You guys have been doing

You guys have been doing great. I just haven't been commenting to avoid stressing from anticipation haha.

Puny Heroes.

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Brutum wrote:
Brutum wrote:

You guys have been doing great. I just haven't been commenting to avoid stressing from anticipation haha.

Entirely understandable. It's a potentially long wait, don't make it harder. That won't make it come faster and you'll know when it's ready.

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