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Dennis S.

Nanos Team
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About Dennis S.

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    PR/Community Management/Marketing
  • Birthday 08/01/96

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  1. How do i make a new server in **November 2017**

    This is some basic knowledge and there are plenty of videos out there. We definitely wont make such a video. Nitrado.net is for example a good hoster you could use.
  2. JC3:MP - 1.1 Development Blog #6

    We're aiming for a 2017 release :)
  3. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main topic: Tethering round #4 More on dual tethers today. Last week we told you we had the network code in place and were working on making it work better than it did, well, we did just that. As a matter of fact, dual tethers have now been completely implemented! We are now working on getting the pull mechanic implemented. So as you can see above, the pull mechanic sync needs some work. But rest assured, we are giving this a lot of attention! Changes, new features and fixes: Fixed several vehicle spawn related bugs (https://www.youtube.com/watch?v=fYJqZsCebC8&feature=youtu.be). There is still one outstanding bug in our new interp implementation, we added a workaround for now. This was holding some dual tether bug fixing back, but now we are able to go full force on that We worked on the disaster Fixed a performance issue when loading the server list for the first time in the UI Continued UI work. This includes first steps to getting the key binding working with mouse 3 and mouse 4 etc. We'll show the new UI design in the next development blog This was the development blog for this week. See you guys again next week, stay fresh!
  4. JC3:MP - 1.1 Development Blog #5

    I am sure you gonna like nanos world, so make some room for it ;) The release of it is far, far in the future anyway lol
  5. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main Topic: tethers, tethers and tethers! First off, we have working network code for our tethers now, it's not perfect though yet, the wire isn't in the correct position. Not to worry though, we know what is causing this and are already working on a fix which should actually be ready later today. Also, there are some issues with vehicles, where the wire attaches to the wrong part of the vehicle, we are working on trying this fixed. As for the physics involved in tethering, tether pull isn't working yet on remote machines and we are looking into this, we can make the pull visual but this doesn't have an effect on the physics. We have prepared a video for you showing the sync in its current state. In the video you can also see a problem when resizing the windows and this is caused by a mistake when cleaning up the graphics code, this has been resolved. Changes, new features and fixes: We worked on some UI improvements/changes (we will also make it work better on 4k displays) Fixing issues where the camera is affected by other players, work is ongoing here, but all the things you experienced in 1.0 should be fixed in 1.1 unless we missed something We are currently working on adding additional functions to our scripting API We worked on the disaster Fixing some debug asserts that triggered in some situations We made the decision to switch all of our infrastructure to a cloud provider this year, to ensure all our services remain available nanos world Btw we published the name of our upcoming game last week. If you're interested in that: - we're going to drop some proper information about it this month, so make sure you're following the game's social media channels: https://twitter.com/nanos_world https://www.instagram.com/nanosworld/ https://www.facebook.com/nanosworld/ This was the development blog for this week. See you guys again next sunday, 7pm UTC!
  6. How do i make a new server in **November 2017**

    Gameserver hosters do have such tools. We just deliver the server technology, mostly for people with extended server knowledge and of course commercial gameserver hosters. If you don‘t have any knowledge in setting up servers in general you should clearly consider learning it or use gameserver hosters which are meant for people without extended knowledge.
  7. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main topic: more tethers So last week we talked about getting the sync for the dual tethers working, sadly we had some technical difficulties (not worth mentioning what happened exactly). Fixing these issue took quite some time so we couldn't do as much as we had hoped. We also ran into some issues regarding vehicles and their sync. However we have made some progress and we also have some more testing footage to show you. This footage has no sync but we still wanted to show you what we have right now. Expect some awesome footage next week! Changes, new features and fixes Some MainUI fixes (we noticed that the last dev blog breaks the layout a bit, that will be fixed in 1.1) We worked on the disaster Further performance fixes We spent way too much time getting our CI stuff running again (microsoft bugs, yay) This was the development blog for this week. See you guys again next week!
  8. JC3:MP - 1.1 Development Blog #3

    u w0t m8 Definitely - further improvements are incoming though (Y)
  9. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main Topic: news on tethers One of the most requested things on Discord is of course the ability to use dual tethers. Well guess what? We made a big leap towards actually getting dual tethers in the game, we haven't finished the network code but that will be done within the next 1-2 days. What is working is that we can create a tether between two points using nothing more than a piece of code, looking forward to see what use you're going to come up with for this. Changes, new features and fixes We dramatically increased performance when the main menu is open (On Alex' test machine (i7 5960x, 64GB RAM, GTX 1080 FE) we see improvements of up to 70%. Low/Medium graphics settings FPS increased from ~130 to ~210. Highest settings fps increased from ~80 to ~120) We continue to work on performance improvements for our cef implementation, which should fix bad performance that was reported in 1.0 by some people who observed high cpu usage and low gpu usage, stay tuned. We worked on the disaster. We changed our mouse implementation to use the normal single player mouse, yay for being able to move the mouse out of the window when the main menu or other menus are open. The development blog for next week gonna be delayed to monday, as we are going to visit our friends over at Square Enix in London. If you're interested in what's going on there make sure to follow us on instagram, I'm going to make an instagram story about our meetup with the Just Cause team: https://instagram.com/nanosframework That was the development blog for this week, stay tuned for the next update on our 1.1 progress!
  10. JC3:MP - 1.1 Development Blog #2

    True that. Code cleanups are always good (Y)
  11. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main Topic: new characters To get custom skins working we had to reverse engineer some stuff to find the functions we can use to swap out the models, we also had to find a way of remapping the skeleton to the new skin, this is the part we weren't able to figure out entirely so far. We showed some stuff regarding custom characters in last week's devblog (https://imgur.com/a/ZAeIe), we were able to fix some stuff you saw there as you can see here: We want custom characters to be able to use all of Rico's abilities (wingsuit, parachute, future tethers, etc.) and as you can see in the video the wingsuit looks a lot better than the stuff we showed in last week's screenshots, even though it isn't perfect. We will work on getting all of Rico's abilities working properly, this is essential to us. Changes, new features and fixes This week's progress: 92 files changed, 6409 insertions(+), 6898 deletions(-) We worked on the disaster We made some code cleanups to improve the mod's performance, solve several bugs and letting the code look more shiny We went over all objects and identified them, which enables us to remove or replace them for future purposes: This was the development blog for this week. See you again next sunday, 7pm UTC! By the way... There is a unofficial Just Cause Discord server, made by the people who run the Just Cause reddit. If you are interested in joining general Just Cause related discussions about the current and previous parts or even discussions about future Just Cause games, join their Discord! https://discord.gg/MgrnK82
  12. JC3:MP - 1.1 Development Blog #1

    I'll forward this to the devs, but I do not promise that to come in the first version of 1.1.
  13. JC3:MP - 1.1 Development Blog #1

    As we work on the skin characters you could actually be a stripper if you want to *inserts kappa face*
  14. Just Cause - Roleplay

    Actually one of the best servers I've already played on. I am really looking forward for the further progress, especially with the upcoming features which could come with the 1.1 version.
  15. JC3:MP - 1.1 Development Blog #1

    I had hopes you'd come along with a new, fancy joke :( Community content can be found and added btw on our package page (packages are the main content as they are the gamemodes you're playing on). New models, mods and stuff are not implemented yet, but that's planned for a future update (not in the near future though). Eventually including Steam workshop.