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Dennis S.

Nanos Team
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About Dennis S.

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    PR/Community Management/Marketing
  • Birthday 08/01/1996

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  1. JC3:MP - 1.1 Development Blog #13

    No ETA yet.
  2. This week we added a lot of additional TRACE debug messages to enable us to track down bugs easier and more efficiently. We also added more debug code to track the performance for specific parts of our code, this way we have an easier way to see what needs improvement. We have also been working on updating CEF to the latest version based on Chrome Stable 64. Finally we worked on further improving our internal dump analyzing tools.
  3. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Current changes We have improved massively on the way logging is done. We now have much more control over what is logged, and we now write to a single log file instead of a separate one for each component. This way we can send the log with a crash dump. We will be changing our internal tools to utilize this change so during dump analysis we can easily spot the action that caused the crash. This will help us in the future with tracking down issues quicker, fixing the bugs that cause them and making internal testing more efficient. We want to improve further upon this, but these changes already improve upon our previous system immensely. This whole system is something that we could, and probably will, utilize for future projects as well. We are also still tracking down some CEF issues which for some people causes the mouse wheel to stop working in the latest beta build. The problem we are having with this is that none of our team members have succeeded in reproducing the issue locally, which makes it quite hard to figure out what is causing the issue. Finally, we worked on adding a couple of missing pieces in functionality that we missed during the re-implementation of the client, we estimate this will be finished sometime during the following week. This was the development blog for this week. See you guys again next week, stay fresh!
  4. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main topic: Internal stuff This week we spent most of our time on creating internal tools to help prevent issues, like the ones we’ve been having with the handling system, from happening in the future. It will also help us implement new features much faster, going forward. We continued the work on our new HTTP code which will fix all those annoying file transfer issues. And finally, we did a lot of stuff behind the scenes, which we can't share right now. Changes, new features and fixes (1.1): Continued work on improving performance related to web windows This time we started implementing culling for stuff that is currently not in view or required for the final image. PERFORMANCE HYPE. Currently trying to investigate slightly inconsistent frame times coming out of the compositor, hopefully gonna submit a PR to upstream, so everyone can enjoy this This was the development blog for this week. See you guys again next week, stay fresh!
  5. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! Main topic: Investigate Reported Issues from 1.0.6 Beta We start today with a couple of reported issues from 1.0.6 beta. First up, there still was a critical issue in the handling implementation. We were able to fix this eventually, but it did take a bit longer than expected. We added a ‘.enabled’ property to checkpoints which restores the behavior from 1.0.5 and before for the ‘.visible’ property. This means that a ‘.visible’ doesn’t disable a checkpoint it just renders it invisible. We have also fixed a couple of issues relating to the internal message handling that arrived on the client for entities that hadn’t finished creating yet on the client. Some critical issues were fixed in the changed code for file transfers, we still see more errors coming in though and we are still investigating these issues. We are also currently working on a completely new implementation for all file transfer related code for 1.1. Lastly we fixed some bugs in the changed mouse implementation and are porting this over to 1.1. Changes, new features and fixes (1.1): We continued implementing small missing things for full feature parity with 1.0, except the new features already in there We're currently working on further performance improvements in render code CEF now renders into a shared handle. This still requires some investigation of other chromium internals and is not considered stable yet. As we always have to use pixel data, because of the multi layered nature and mouse events we changed quite a bit on how we are doing this. The GPU Readbacks are not triple buffered and happen in the background unrelated to other render code, this avoids possible Pipeline stalls. The actual render to the texture is double buffered to avoid pipeline stalls in the chromium implementation Several other CEF fixes are are submitted to upstream, but not yet merged, to fix issues with changed chromium implementation This was the development blog for this week. See you guys again next week, stay fresh!
  6. Just Cause 3 Multiplayer Mod Client Crash

    Are you the guy from the Steam forums who already got support from @Lord Farquaad?
  7. Can't download JC3 Multiplayer

    Do you have Just Cause 3 installed?
  8. nanos - the year 2017

    The year 2017 was a very special year for us. This year we have successfully released our first Steam App, namely Just Cause 3 Multiplayer, together with our partners at Square Enix. Since then we have reached over 170.000 downloads and have announced our very first game. Let's recap everything which has happened last year and afterwards let's look into the future: To make it clear, we are definitely not finished with what we're doing. JC3:MP - Beta Release After our "administrative issues" of the 20th December 2016 (about which we still can't talk, sorry pals) we were finally able to release our first Just Cause 3 Multiplayer beta on the 6th of January 2017. Despite initial performance issues we were initially able to maintain a high player- and download count, which resulted at the end of our Beta at around 160.000 unique downloads. Overall we are happy about the success of the Beta: Thanks to the great amount of crash dumps, which we could gather with your help, we were able to polish the modification, improve performance by a lot and make it overall more stable. Also, thanks to the many suggestions we received from you, we were not only able to add a lot of new features but also learned a lot for future projects. For us as the team behind nanos the 6th January was a really important day. It was one of the biggest milestones in our recent history, which we celebrated after a year of hard work. nanos team party After the first public beta and about a year of hard work we decided to celebrate together: More precisely, we did that between the 20th and 22nd January at our lead developers, Alex 'meow' Güttler, home in Norther Germany. This was the very first meeting of our whole team, which meant people from all around Europe (Wales, England, Austria and Germany) came together and met for the first time in reality. This weekend was of course not only used for partying, but also for planning our next steps and improving parts of our code base. It was also used for a bit of live-communication with the community. For me this was one of the highlights of the past year, because I could meet many of my team colleagues in private for the very first time - and of course also for the great memories of our launch party We are planning another meeting this March, hopefully again with all team members (including the many new ones). Some impressions right from Alex's place: London This year Malte and me went to London for 3 times to visit our friends at Square Enix and the Just Cause team to talk about potential plans, discuss about problems and to socialize together. The visit of the Square Enix office and the meetings held there was really special for us as "beginners" in the gaming-business. We want to thank all of the great people there for their hospitality and certainly hope to see you guys again soon! Despite product meetings, smaller live streams and gaming sessions, we were also enjoying some visits to restaurants and bars with our friends from Square Enix. We could also use our time in London to meet some of you guys from the community, namely YouTuber Superrebel and the creator of our Trailer, Mp3Charlie. Below you can find some impressions: JC3:MP - Steam release After about one and a half years of work something happened on the 20th July 2017: Square Enix made it possible to release our very first app on Steam, which was one of the biggest milestones on our way to make multiplayer development and development of the technologies behind them to our real job. After working on 4 different modifications within 6 years the Steam release of JC3:MP was THE highlight for us all in the year of 2017. This was a big step, which really meant a lot to us. Now, about 5 months later, we can already thank you for about 170.000 downloads over Steam. We were also able to get a lot of feedback from you guys to further improve our modification. Of course, we are not finished with the development of JC3:MP. We are aiming to treat you with great things in the year 2018 - starting with our 1.1 release, which will include the long awaited tethering. The future Let's focus on what's coming up next: This November we gave you a sneak peak on our very own game -nanos world- which is a project we will continue to work on in 2018. Besides the nanos world developments blogs, which will start very soon, we will most likely release our very first version of the technology behind our projects: the nanos multiplayer framework. In addition to that we have already planned some community related events and ways on how the community can work together with us on what's coming next. So stay tuned. To conclude: 2017 was a very great and exciting year for us, despite some ups and downs. We have achieved quite a lot and experienced many things, which is why I want to thank all of you for your support, for your criticism, your honest opinion and all the moments we shared together: You helped us to push Nanos forward, regardless whether you were a fanboy or a harsh critic. You kept us motivated to keep pursuing what we do. To sum it up: A big thank you to all of you. We hope we can share a lot of moments with you together next year. We wish you and your families a wonderful Christmas, a great start into the new year and overall a lot of luck for 2018. Let's rock the next year, together!
  9. JC3:MP - 1.1 Development Blog #9

    That's already possible and up to the server owners. yes, at some point
  10. Make Server Public

    Click on the link I sent you in my last post, the tutorial you've seen is kinda outdated.
  11. Make Server Public

    Read the full guide please: http://steamcommunity.com/sharedfiles/filedetails/?id=1094953641 It explains everything you need to know.
  12. Hello!

    Hello, welcome in our community, fam!(Y)
  13. JC3:MP - 1.1 Development Blog #9

    We appreciate the kind words, guys! You guys are straight fire
  14. Vote for us - Mod Of The Year Awards 2017

    Now we need all your votes, we made it into the top 100!: http://www.moddb.com/groups/2017-mod-of-the-year-awards/top100
  15. Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog! So, about that 1.1 release... So it's time we talk about 1.1. We always said we wanted to get it done this year (2017). Unfortunately this is not happening. Let me explain why and what is going to happen now: Alex 'meow', our lead developer, had less time to work on the mod recently due to his day job, this was somewhat unexpected so our planning was slightly off. Additionally some features took a bit longer than we expected to implement properly (which is of course not the main reason for the delay). While most things are in a somewhat usable state now, we don't feel it is good enough to push for a release this year. Due to the amount of changes and new features coming in 1.1 we also want to have more in depth testing to ensure that the final public release has the best possible quality. So here is what we are going to do, we will very soon start testing a version internally which will at the beginning of 2018 go into a public beta stage. To give you guys at least something, we'll drop an update for the current JC3MP version including one or two planned features from 1.1 this year. I hope you guys can understand the struggle we're dealing with. We will drop the public beta of 1.1 as soon as possible, that's for sure, so I hope you guys stay tuned about the update's progress. If you have any questions feel free to get in touch with me. Greets, Dennis and the whole team