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Old 11-11-07, 05:37 PM   #1
Dust
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Global Conflict Blue 2 (GCB2)

I'm pleased to announce development for a new version of the game. See the gcblue.com wiki for screenshots and more info: http://www.gcblue.com/wiki/index.php/GCB2

Text from the wiki:

Global Conflict Blue 2 (GCB2) is the next version of GCB, the open source real-time naval and air war game. GCB2 development started in January 2007 as a port of GCB using the Truevison3D graphics engine. Continuing work has advanced game capabilities, leveraging the TV3D engine to provide high quality graphics while allowing game development to focus on game play.
  • Truevision3D DirectX graphics - Graphics handled by Truevision3D engine using DirectX for better compatibility with Windows systems and faster frame rates
    Open database and art - Database, scenario files, AI scripts, and 3D models will remain in an open format. Players can study and modify game files with commonly available editing tools. Game engine code is not available for distribution. GCB2 engine code may be available as GPL open source in the future. The Truevision3D library is commercial software.
    Global bathymetry data - Ocean depth data has been added to maps
    Improved GUI - Improved start screen and multiplayer lobby GUI screens
    Game loading and saving - Game can be saved to a file and loaded later to resume play
    Customizable air loadouts - Air loadouts can be customized in the database and are automatically linked to game controls
    Naval formations - Surface ships can grouped into formations and dynamically repositioned during game
    Bug fixes - Many small bug fixes
    More - Much more to come!
Beta release

A closed beta release of the game will follow soon. Please email beta2@gcblue.com if you are interested in participating in early testing.

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Old 11-11-07, 06:43 PM   #2
XabbaRus
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Looks a lot better thatn original GCB which I did get running in the end.

Do you still use .3ds as teh model format? If so I have a bunch of textured models from SCX and DW which I made and could offer.
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Old 11-12-07, 09:01 PM   #3
Dust
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Quote:
Originally Posted by XabbaRus
Looks a lot better thatn original GCB which I did get running in the end.

Do you still use .3ds as teh model format? If so I have a bunch of textured models from SCX and DW which I made and could offer.
we can import it, thanks for the offer.
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Old 02-11-08, 07:40 AM   #4
Amiral Crapaud
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It looks very nice Dust. One should really keep an eye on your nice work guys, looks like it may really become da reference
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Old 02-11-08, 08:18 AM   #5
Dust
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http://www.gcblue.com/files/install_gcb2_102.exe

a newer testversion

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Old 02-11-08, 09:32 AM   #6
Amiral Crapaud
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I just installed it and played it for the first time - it rocks!
Very intuitive interface, fluidity, quick reaction time, stability... Well I can feel the change over my good old lagging Fleet Command, which wouldn't let me play more than half an hour before another CTD...

Really that's a great job. Anyone who played Harpoon and FC will not feel lost at all (didn't even check the manual for my first try) and, still, the qualitative and interface leap forward is huge. Can't wait to see accurate models for the plate-formes, engine sounds, ship wakes and all
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Old 11-12-07, 05:36 PM   #7
Seeadler
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Quote:
Originally Posted by Dust
GCB2 development started in January 2007 as a port of GCB using the Truevison3D graphics engine.
A neat 3D Engine for the price, I own a 6.5 license for a private project.
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Old 03-08-08, 08:03 PM   #8
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Default Installing

I have tried to install twice & each time the install crashes.
Is there something extra that needs to be done for this to work?

DCOg
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Old 03-08-08, 08:22 PM   #9
Dust
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Quote:
Originally Posted by DCOg
I have tried to install twice & each time the install crashes.
Is there something extra that needs to be done for this to work?

DCOg
no, should install without problems, more details please.
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Old 03-09-08, 04:37 AM   #10
XabbaRus
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I like the new interface and it is a lot smoother. I havea new GFX card anyway but I do think this has a lot of potential though.

The only minor thing I have is that some of the ship models need updating but I can help with that. Also watching the missiles fly they seem to be a bit odd. Is it real world physics? I don't know if you plan it but it would be good to see the guns firing.

Good work though.
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Old 03-09-08, 10:59 PM   #11
Reaper51
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Ah how nice it is to see GCB running on my computer. The original just wouldn't run, but GCB 2 seems to run just fine.

Just one thing, while surfaced in the kilo, I didn't see an option to use my masts?
I was playing the sub tutorial, by the way.
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Old 03-14-08, 07:08 AM   #12
Delareon
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looks like a very cool project, but the linked wiki page is down,
or the wiki isnt configured.
Are the link no longer correct or do some other sites exist?
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Old 05-28-08, 01:34 PM   #13
Frosttty
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Default Error Opening...

Error 85D03. Game frame failed to initialize. That's the error I get when I try to run the program. I'm running XP. Any advice?
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Old 05-28-08, 02:13 PM   #14
Dust
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Quote:
Originally Posted by Frosttty
Error 85D03. Game frame failed to initialize. That's the error I get when I try to run the program. I'm running XP. Any advice?
http://www.gcblue2.com/phpBB3/viewto...p?p=1814#p1814
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Old 09-21-08, 01:37 AM   #15
Dust
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Version 1.0.6

http://www.gcblue2.com/files/install_gcb2_106.exe

This version has a lot of updates, new features and likely new bugs. Coming soon, I'm also working on a couple of new scenarios and updating the manual.

Simulation improvements
- Improved damage model -- Added more general damage model with physical effects like blast, fragmentation, kinetic energy, etc.
- Larger damage footprints -- Support for area effects of single warhead nuclear missiles, bombs, torpedoes
- Air-to-air guns -- Improved the sim to handle air-to-air guns and also better model for ship point defense guns
- Smart bombs -- Sim models for GPS and laser guided bombs and wing kits, previously the sim would only handle unguided gravity bombs
- Aerial refueling -- In-flight refueling with tankers
- Air formations -- Basic air formations now possible (mainly to support refueling)
- Chaff/flare countermeasures
- Approximate ranging for passive detections
- Radar Warning Receiver (RWR) ESM model for rapid alerts vs threat radars
- Line of sight/terrain masking calculation for sensors

Interface updates
- More group commands in popup menu, some new group hotkeys
- When group is selected, can cycle through group in PlatformControl window
- Tactical view area shown in world map. Can click world map to recenter tactical view
- Added a third map layer for zooming out even more
- "Minimal 3D" option to shut off 3D model rendering
- Velocity leader option for heading vectors (vector length proportional to speed)

Multiplayer
- Upgraded server with more automation
- Players can start another game after one finishes while remaining logged in to server
- Players can surrender and mutually agree to end game (/surrender and /endgame commands)
- Players can change scenario on server (via selecting scenario in normal scenario window)
- Added compression for some multiplayer data. Less bandwidth needed for unit state updates in multiplayer
- Fixed bug that caused some platforms to jump backwards after each update at client
- New server at gcblue.servegame.com (still working some availability and DNS issues). Can get basic server status at
http://gcblue.servegame.com/index.html If time is incrementing then server is up.

Other
- Added "sleep" to game loop to reduce CPU load when the game doesn't need it
- Added some neutrals (oil tanker) to some scenarios
- Added Ohio SSGN model from Gabriel, FFG-7 model from Guido, other misc 3D model cleanup

Miscellaneous bug fixes
- Bug fix with sound. Game could crash if too many sounds occured simultaneously (e.g. synchronous bomb release)
- Bug fix where air bases at 1000 m elevation or higher would not accept landing aircraft
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