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World War II Online FAQ: Technical Details

Will there be a Mac version?
Yes.

Will there be any differences in the Mac version?
Yes, it will suck. No, really, there shouldn't be any major differences in how things appear.

What will the scale be like?
One kilometer in real life will be represented by 0.5 kilometers in game.

Why the metric system?
Who knows...

What kinds of 3D cards will you support?
They are planning to support both Direct3D and OpenGL for the PC and just OpenGL for the Mac.

How long will my in-game handle be able to be?
Right now it is set at 8 characters, but it may change after the beta.

Is there going to be sound?
Nope, it's a silent game. Actually, the architecture is totally new, they will be supporting stereo and Doppler effects, and they're looking into proximity, time-delay over distance, and environmental audio effects as well. The aircraft engines respond to changes in manifold pressure, and prop load already, and it sounds fantastic.

Will there be custom skins?
We have talked about supporting "squad level" custom skins for vehicles. Right now we've left it at probably one vehicle type per squad, and only "historical" type markings. We'll see how much we can support. We still need to design a standard, but it's something that we all want to see make the final release. We still have bigger fish to fry right now until the open beta is rolling along.
UPDATE: "We want to offer squad-level custom paint. This will probably take the form of a patch or area of the vehicle that a squad can custom-color, or display a small low-res bitmap. Still to be determined."

Will identical-model aircraft belonging to different countries have proper paint schemes?
Yes. A Mustang that belongs to the RAF will be painted in the proper RAF paint scheme.

Will there be paint schemes for vehicles depending on theater?
Different vehicles will have different paint schemes, and we will try for different skins for different seasons too. Units liket he P-40 and Spitfire will probably have "theater" skins. So when you fly a P-40 in the Med/Africa terrain, it'll be sandy brown, and in the PTO it'll be OD, etc.

What resolutions will the game support?
The alpha is currently running in: 640X480, 800X600, 1024X768, 1280X1024, 1600X1200. Note: this is not final.

Will the game support 3D sound?
Yes.

What will World War Two Online's sound system be like?
The Rats are planning on doing a 'layered' engine sound for all the vehicles. You will be able to hear your prop load up when it's getting a good bite, hear your engine 'load up' while trying to scale a hill with your Panzer. Sounds will not be 'back burner' this time around, you can expect a lot of immersion throughout all aspects of World War Two Online. Corn is building the sounds with you subwoofer junkies in mind; nothing like being able to rattle your neighboors teeth from 3 blocks away. Corn is also trying to make sure the sounds still sound good on 'low end' speakers, but the better your speakers are, the better the sound will be.

Will the sounds have a proper Doppler effect?
Yes, they sure will.

Will the engine support shadows?
Yes, the Unity engine supports shadows, but they are not optimized yet and should be in place by beta.
UPDATE: Shadows are going in and will be 'real shadows,' meaning that they will stretch from the sun's position.

Will the engine have deformable terrain?
The terrain will be dynamically deformable, but Killer doubts we'll see much of it used in World War Two Online. What they are doing is storing a DEM map of the majority of Europe locally on the player's hard drives, with changes to it downloaded as needed (such as craters, burned buildings, etc).

To what scale is the terrain and vehicle systems modeled?
All ships/airplanes/vehicles/men will be 1:1 scale, as weill everything else except the data points of the terrain, which will be 2:1 scale. An an example, the size of the city of Paris might be 1/2 all ground dimensions but all buildings will be 1:1 scale.

What about the network?
In the words of Killer:

We will be using three backbones for triple redundancy, we will also have symmetrical routing through each so that you have three distinct and seperate paths to choose from to get to us.

We are working on automatic selection so that even mid game the game can open a new route if the current connection path you are using is causing problems, and a dual protocol system to allow a protocol fallback if needed to provide a stable connection.

We will document protocol to the point that will allow people to configure proxies, NAT's, and firewalls to allow people to play from behind them.

We will not rebate downtimes unless they are severe. We cannot guarantee a good connection path for everyone. With the state of the internet that is impossible.

I do expect a better connection to us for more people than any other online game in existence and will personally work to ensure that. Folks who know me from the "other" company can vouch for my ability to do so, so long as our programmers do their part with reliable protocols, and I am putting together our initial network with several times the capacity.

What kind of modem speed will I need to play this game?
28.8 kpbs is minimum and should work fine, but 56 kbps and above is recommended. It's not the modem speed that counts, but a constant and clean connections to the server.

Where will the servers be located?
Physically, they'll be located in Texas.

How big will the game download be?
This is undetermined at this time. The Rats are working on compression techniques and will let us know when something develops. UPDATE: The download will be about 50-100 Megabytes (MB).

Will destroyed vehicles/objects stay on the landscape?
Wrecked and broken vehicles will stay in the "world" for a limited time. There are some issues that we need to keep in mind like...

1) Vehicle hulks cannot vanish when players are near.

2) Vehicle hulks need to vanish eventually.

3) Vehicle hulk "info" takes up very very valuable space on players' update packets.

But if all the technology allows us to get burned out hulks to stand where they died for others to take cover behind, then we will go for it.

Buildings and facilities will follow a different standard for re-building that relies on the strategic system's ability to send resources for repair. Indeed, buildings may remain down or damaged for weeks and weeks.

Will voice communication be built from scratch, in house, or are you incorporating another tool?
"We are looking into a proprietary system, but not sure about dev cycle time. RW and the standards will always work when in doubt. More news on this at beta time."
UPDATE: "There will be some kind of voice support. Clearly RW and BFC will work peer to peer, but we are looking into the possibility of a proprietary system as well. More on this as it develops."

Will there be a visible limit on players?
"There has to be, but we are planning to raise the bar in a big way." UPDATE: Currently the visibility is 64 vehicles. Vehicles include tanks, planes, ships, and troops (crew in a vehicle are not counted). This number will increase with time.

I've seen the screenshots and the terrain looks pretty devoid; what's up with that?
Fret not, young fan of World War Two Online, foliage and other objects are being added to the terrain to liven it up. What you saw was a very, very early picture set. "There will be plenty of cover. We have trees and shrubs as well as man-made objects that all supply cover for troops, and we plan to have lots of them."

How will the penetration system work?
World War Two Online will feature a very high fidelity penetration standard, the physics loop and weapons/damage system track projectiles and object hardnesses, and results are very realistic. You will be able to shoot through objects if the caliber is high enough, down range distance short enough, and obliquity steep enough to allow penetration. World War Two Online's ballistic model supports ricochet as well. And "objects" refers to just about everything in World War Two Online... players, vehicles, buildings, trees, etc.

How will the damage system work?
To quote: "The WWIIOL damage system uses a full "polygon collider" to detect and apply damage to vehicles. These shots are from MultiGen Creator (one of our 3D dev software programs) and show the damage objects for the Pz 38(t) and the PzKpfw III Ausf F. We've separated the internal objects from the external shape in the 38(t) to show the various components that we are modeling to take damage. While the PzKpfw III Ausf F object shows all components at once to give an idea of penetration routes to various internal components. All of the vehicles in WWIIOL will have a damage object similar to these with all major components modeled. These are the initial objects and represent a peek into what we are going for in the finished standard. Note the various components inside these objects...engine, transmission, ammo stores, crew (yes, legs, arms, torso, and heads), guns, wheels, etc.

Imagine damage or penetration along any "ray", from any direction in these shots, and you can see just how wide the range and complexity of return information on "damage applied" can be. We tossed out the "box maps" and the "hit bubbles" for WWIIOL, they just didn't have the detail we need for this sim. With the polygon collider we can get a much finer resolution of damage detection than with previous systems. The other big advantage over other damage detection systems is that we can finally add components that were previously to small, or shaped too oddly to fit into a "box" or for a bubble to accurately account for...like wing spars, control and fluid lines, ammo belts, etc.
"

How will the collision system work?
This is too big to paraphrase, so here's the entire quote: "Our plan is to utilize the polygon collider to "detect" collisions. While this will give us accurate collision effects and results, there is no way to really overcome lag completely in a collision of two player controlled vehicles. There is always going to be the chance of some weird things happening. This will be much less noticeable in slower vehicles…tanks etc.

There is no way around the following paradigm in an online game: I get a packet from the host telling me where you are. I see you. The next packet I get tells me where your new location is. By the time I get that info, you will be in a new location again (if you're moving fast)...I am always a packet behind. Well, lets say I have a 1/2 second update rate (current online standard). This can be both a very short delay, and then at times, eons of delay . A forward predictor needs to be in place to smooth out the movement of objects within this example, so that I don't see you zap to your new location after receiving every new packet. This will "guess" my new position before I get the info and base that guess on stuff like speed and vector velocity etc... It's also known as a "smoothing algorithm" and is used all over the place in internet gaming.

Ok, let's get to the crash...I'm flying along and I find that I'm on a collision course with another aircraft (yipes!), head on, 700MPH closure (each of us going 350MPH). At this speed we are each going 5.8 miles per minute, hich divides down to 475.2 ft per second. At that "standard" 1/2 second update rate, we each cover 237.6 feet for each packet!! That's going to probably cause some visual weirdness at the moment of the crash, even WITH the forward predictor running. Now then, at a slower closure rate (like a tail chase collision) this won't be so strange...you'll "get what you see" more than the fast closure example.

Our plan is to utilize an extreme LOD (level of detail) packet transfer-sorting standard, so that we give players more vital info faster, and less vital info at a slower rate. All online games do a variation of this. What we are planning is a higher resolution of packet transfer rates. So that the 1/2 second fast update can be made quicker in trade for delaying other packets of less important info. So that a standard of say 1/2 second, can be sidestepped, or improved on, and perhaps dynamically. We are going to have very very fast comm code folks…very very fast.

Ultimately we want it to be perfect but until then, our plan is to make it better than it's been in games up to this point. We'll improve the standard where we can, and do what we can to improve the standards that are stubborn."

Will hearing distance be simulated for voice communication?
There are a couple of problems/complications with hearing distance, mainly:

1) Online, in order to support a hearing distance, range checks would need to be made whenever ANY player typed a message. That would eat up a lot of bandwidth.

2) If comms depended on carrying a radio, new players in FPS mode would end up very frustrated when simply asking for help while outside of "hearing" range...bigtime hole for new players to fall through.

3) A comm system that had to support cross-side comms "sometimes" and not others would be an order of magnitude more complex to code.

"Once we get the beta running we will be getting feedback from the testers on what the radio needs and doesn't need. There have been a lot of good ideas on the boards and we will implement some of them for sure. Ultimately the comm system is yours, the players. And we will get the system in place that does what it needs to without closing any doors on new guys or being so complex that it takes us a year to get it done. Somewhere in the middle lies World War Two Online's communications system."

Will vehicles have a custom identification system (squad logo, etc)?
"We are looking into a custom ID system for all vehicles, can't get too detailed right now, we want to make sure it'll work before we start yappin'. Each theater will support a skin set for all the vehicles, so there will be a decent amount of variety there. Fly a P40 in the MED and get the two tone desert scheme, fly the -40 in the PAC and get the OD job, and in CBI get the FT camo etc."
UPDATE: "We'll get some level of it in there by open beta. Bandwidth and CPU issues are never that black and white, if they were online games would have TONS of custom stuff already eh? We'll be limiting custom stuff to historical applications only, and beyond unit and rank markings it will be very slim. Probably some limited persona editing, and vehicle ID editing. I wish we could do it all, nose art, custom photos for getting a pic of your honey in the cockpit (could save some marriages), and all the other stuff, but we'll start with what we've planned and go from there."

If disconnected, will you be able to log back in quickly and resume from where you were?
Yes, but not quite. If you are a co-pilot in an aircraft you could take control of the plane in the case of the pilot disconnecting, but upon logging off your character is done for that session.

What happens upon disconnection?
After staying in the world for a little while, your character vanishes. This prevents people from disconnecting in the middle of a firefight to prevent dying. They will still get killed because their persona sticks around for some time after they dsiconnect.

Will I be able to remap my keys/joystick buttons?
Certainly.

Will each vehicle have its own configuration (keyboard/joystick layout) file?
Only if the player chooses to do it that way, yes. You could have a custom configuration for each vehicle (Bf109.cfg, PzKpfwIV.cfg, etc) or each vehicle type (tank.cfg, fighter.cfg, etc).

Will on-board transform and lighting (T&L, for GeForce and GeForce 2 GTS cards) be supported?
Eventually, yes, but not in the first open beta release.

Will fortifications have the same damage system/penetration system as vehicles?
All ground-based objects use the same model, as well as defensive guns such as AAA.

Can buildings/terrain be damaged?
"All buildings will have various damage levels and that will be effected dynamicaly by combat damage and the re-supply/convoy system. As far as shells and bombs hitting, they will leave crates for sure, but there will be a limit to how many we can display for all the players. They will "go away" if no players are within range."

Will explosions kick up dust and debris?
Yes, but for a much shorter period than in reality.

Will mountains be sharp-edged, or will they smooth out?
"That is soley determined by the size of the individual terrain squares. The "smoother" the mountains, the shorter the vis distance, the smaller the terrain, and the lower the frame rate. We're pretty happy with this compromise, you may not be."

Will rivers have a certain depth?
Yes.

Will bridges be present?
Yes, with different sizes, types, and structural strengths.

Will fires spread?
Yes, from building to building and other significant structures (and vehicles).

Will there be tread and tire marks on roads/grass/dirt?
Yes, but only temporarily (the time of existence has not been set yet, perhaps a player-set amount).

Can vehicles be used to ram the enemy in desperate situations?
Yes.

Will a ricochet system be in place?
Yes, it's a part of the extensive ballistics system.

Do all vehicles exist at the same time on the fields, or do they spawn when selected?
The vehicles are spawned when selected (unlike capital ships, however, which are persistant and at sea at all times). There will also be some aircraft in "repair hangars" that can be destroyed, but more importantly, it lets the enemy know exactly what your side is flying in terms of new technology.

Will the enemy find out immediately when new technology is developed, or do they have to find out for themselves?
They'll have to find out on their own... the British won't know about new German aircraft until they encounter them in the skies.

Why do the models seem to have such low polygon counts?
"In regards to tank wheels, etc., note how MANY wheels the PzIII has... now think how many triangles are needed to do a 3D 24 sided wheel (about the minimum to look fully round)... it's 96. Now multiply that by 7 (number of road wheels)... that's 672. The average airplane in Warbirds has only about 700 triangles in it TOTAL... so we chose not to spend a WB plane worth of our polygon budget on just the wheels. (grin)

One of the best things about working on an online game is that as the minimum system creeps upwards, we can easily redo the objects to be more detailed. I redid the planes in WB 3 times over the years, each time adding about 50 to 100 triangles. I see no reason why that won't happen here too."

Will ambient or environmental sounds be featured?
Yes, both. "Ambient sounds are planned as well as combat sounds. We have a proximity/vector algorithm in place that allows for Doppler, time delay, and volume fade for distance in our sound module. When in FPS POV you will hear ambient environmental sounds as well."

Since the terrain is half-size, will cities be half-size as well?
Yes, city size will be halved to better framerates and visual capacity. "We are taking the liberty of halving the size of the cities as well...first off, they fit the DEM terrain better, and they will tax frame rates much less. We are testing city objects right now in fact and they are looking great.

Hamlets and villages will be as detailed as we can get them, but with objects covering the vastness of a major city we have to make some sacrifices in level of detail. Buildings will all have damage models that will show multiple levels of damage, not just destroyed. And the ones that can be entered will be obvious."

Will the cities be design in true European fascion (no repetitive block-after-block)?
"We are designing a road grid that is based on the "center of town" format. Where roads fan out from the center. It's very Euro but still allows for great flexibility with minimum repetition. It's looking great and is not a square grid at all. City/town fighting is going to be quite a challenge."

Will there be a third-person view?
No, World War Two Online is strictly first-person in all aspects.

Is there any way that players can know how much lag they're currently having in the game?
There'll be some sort of indication of latency built into the game.

What is the current visible range?
Right now it is set to 8-9 kilometers (for those that don't know, that's a lot). It might end up being shorter for ground troops, since they don't get to see much over the horizon.

Will multiple monitors be supported?
No, they will not be.

Will troops always look the same?
No, real-time shading will be in use for the models and they will look differently under different lighting. This helps immensely with camouflage.

Can damaged vehicles be recovered?
As it stands now, this is not possible, but they are working on a way to allow this.

 

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Copyright 2000 Mike DelPrete
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