Archive for the 'Official' Category

2nd Official Mod Day - This Friday, February 29th - DCPro

Monday, February 25th, 2008

Relic and the DoWPro Team is proud to announce the 2nd Official Relic Mod Day, featuring the mod: DCPro. This event will take place on Friday, February 29th 2008 at Noon PST (8:00 PM GMT). Many Dark Crusade players enjoy the balance and features of DCPro. For those of you who have already tried the mod, the team would like to remind you that there are tons of new features in this release. This mod can be played and enjoyed by players of all skill levels. Join myself, Buggo, a couple Relic Developers, and the DoWPro team this Friday in the Eye of Terror lobby…
Prizes include: T-shirts, Relic shotglasses, and posters.

Screenshot 1

Screenshot 2

Screenshot 3

Flash Tech Trees: Space Marine and Chaos Space Marine!

Instructions:

1. Download full version 3.0 (here)
2. Run the 3.0 installer package. It should auto-detect the location of your DC installation.
3. Carefully look at a couple features during the installation process. Carefully look at the Camera Mod, grid hotkeys (several types selectable at install!), with the option for an expanded soundtrack featuring additional voices, etc.
4. Download patch for version 3.2 (here)
5. Run the 3.2 installer package.
6. Start DC Pro. (Tip: Use the handy shortcut which will skip the intro movie and take you straight to the “Eye of Terror” lobby.)
If you are new to DCPro, the team recommends you read some articles which document the fundamentals of the gameplay changes to help you make the most of Mod Day.

Wargear in Multiplayer

Line of Sight, Models, and FX

Squad Scaling and Multi HQ System

If any of these pages don’t load up fully the first time, just click refresh a few times.

Get practicing! :)

If you are looking to get some practice vs. players online, you can find details of their xfire group here. You can also view a selection of replays here. Any replays from the Mod Day can be posted here. There will be a prize up for grabs for the best/most entertaining replay of the day (team excluded). All prizes and contests will be announced in the Eye of Terror channel at exactly 12:00 PST on the Mod Day.

See you there!

2nd Annual Relic Community Appreciation Day 2008

Tuesday, February 19th, 2008

Click here for larger poster

“The Community Appreciation Day at Relic on Friday, March 9th, 2007 attracted over 65 fans from all over the world. Fans from Korea, Austria, Germany, Mexico, England, Australia, Yellowknife, and fans from all over the USA and Canada explored a full day of events at the Relic offices from 10 am to 6 pm…” — From last year’s event.

For those of you who haven’t heard about this event already, here are some videos worth checking out :)

Video Compilation of Last Year’s Community Appreciation Day 2007

Photo Recap of last year’s event

Last Year’s Biggest Fan Winning Entry by Goldo_O (100 MB video) AMAZING (Use VLC Player if you can’t get it to play. It’s worth noting that goldo_O got hired for being Relic’s Biggest Fan!)

Goldo_O’s recap of the event last year

See you there!

Patch 2.200 Issue

Tuesday, November 27th, 2007

Hi everyone,

We are working diligently on resolving newly found issues with the 2.200 patch. For the individuals who manually applied the 2.200 patch while it was available; we recommend that you re-install the game and patches. We are sorry for any inconvenience and we thank you for your patience during this matter.

Relic Online server issues

Thursday, October 11th, 2007

Hi everyone,

Just wanted to let you know we have been experiencing a potential database corruption issue which has manifested into an unstable connection rate for many players. We are aware of this issue and are actively working on resolving it. We apologize for any inconveniences and we thank you for your patience with this matter.

Thank you,

The Relic Team

A new game announcement! With Podcast #4…

Wednesday, September 26th, 2007

Well, it has been a while since I’ve done a podcast… but I think this is a pretty good excuse to get one out!

Click here for the official THQ press release!

In this Podcast #4… a new game announcement from Relic! I also interview Serena Whitters from Relic, the Producer on this project.

Serena

Right-Click Save As to Download Podcast (~10 MB) MP3

Sorry for the bad quality, phones ringing in the background, etc. I didn’t have much time to put this together but I wanted to make sure I got this to you guys. Posting at 2:35 am in the morning… phew! :)

And just in case you can’t wait to see what content is in the podcast… (I suggest you do!)… check out these community exclusive screens from the upcoming game!

Screen 1
Screen 2
Screen 3

Hope you enjoy it! :)


A change with how Product Keys are handled for Opposing Fronts

Tuesday, September 11th, 2007

Please note that in Company of Heroes: Opposing Fronts we are making some changes to the way CD keys are handled from the original Company of Heroes. We are allowing users to reclaim a previously used Product Key to make a new account.

However there are some limitations:

- A Key can only be transferred 3 times, on the 3rd time the key is banned. (exact # subject to change without notice)

- If your account has no key, (ie someone took it form you) you are banned, if you take it back you become unbanned, but the person you took it from is banned, note limitation above however.

- In the retail product you will need to insert the DVD in the drive in order to transfer the key. (But you don’t need the DVD in the drive in order to play as long as you have an internet connection)

- There is a warning on the screen that transferring a key might result in you being banned before you click accept on the transfer operation.

(Also note that in the beta since there is no DVD provided, this will not be a requirement – however it will be for the retail version of the game).

Thanks!

Solving Connectivity Problems

Wednesday, August 29th, 2007

On our side, we’re working on patching Company of Heroes and Company of Heroes: Opposing Fronts to improve connectivity.

But you can do some things as well to increase your chances of connecting to other players. Remember, Company of Heroes is a peer to peer game!

Some solutions:

1. Ensure that your anti-virus/security programs allow Company of Heroes to pass through the firewall.

2. Go to http://www.portforward.com and make sure that you have the port 6112 open. This is the port that allows you to connect to other players. Pick the guide that is specific to your router for instructions.

Thanks! In the meantime, we are incorporating your suggestions and working hard to improve connectivity from our end.

Relic.com news tab, and Fileplanet open beta!

Tuesday, August 28th, 2007

It’s been a while! I’m excited to tell everyone that the Opposing Fronts open beta will begin August 30th. Anyone with a Fileplanet account can download and play the beta. Keys will be released twice a week through till the end of the beta.

You can find this info and more news on our new website’s news page here: http://www.relic.com/news/

:)

Updated August 29th: Please note that the date has been pushed to August 30th to fix some installer issues.

All beta keys have been e-mailed out!

Friday, July 27th, 2007

Hi everyone,

All beta keys for all forum contests and tournaments etc have been sent out now through e-mail.

If you have not received yours, please check your spam mail folders. If it isn’t there, please e-mail me at ahenze@relic.com and we’ll sort out what happened. :)

Thanks!

P.S. In celebration of this momentous event… I present to you, a few of the guys working on CoH. They had a moustache growing thing going on right up until “Content Complete” for Opposing Fronts. They then shaved it off afterwards, but it makes for a pretty hilarious photo.

It might only be funny because I see these guys on a regular basis so cleancut without a moustache, but they just look full on dirrrrrrrrty ;)

Click here for bigger link

Opposing Fronts Min Spec (Tentative)

Thursday, July 26th, 2007

Hey guys, a lot of people have asked about the minimum system requirements for the Opposing Fronts BETA, and I’ve got some rough estimates for you here. But keep in mind that for Opposing Fronts itself, the min spec will be a LOT lower after all the tweaking we do :)

Here’s a screenshot from a programmer’s computer who is working on the build :)

If you can’t see the above very well, click here for just the image.

Servers back up!

Thursday, July 26th, 2007

Hi everyone,

There was a power outage in Montreal this morning, where Quazal is hosting Relic Online’s servers. We’re not sure how long it is going to take them to get power back, but we hope it is soon!

Sorry for any inconvenience!

Edit: Servers are back up!

Patch 1.71 Patch Notes

Tuesday, July 24th, 2007

Hi everyone, Patch 1.71 is set to be released today at 11 AM PST on Relic Online (at which time the servers will go down for approximately 30 minutes to an hour). Here are the release notes :)

v1.71 07/24/2007

General Fixes and Features
- Warning on option screen for excessive memory usage
- Crash fix on entity spawn (occurs with several mods)
- Various other crash fixes.
- Various memory leak fixes.
- Window maximize button switches windowed mode back to full screen.
- D3D10 sky shader fixed.
- D3D10 stippled scarring fix.
- Better colour for HTML news links.

Gameplay
- Allied War Machine has had its duration reduced to 25 seconds, cost increased to 250 munitions and cool down increased to 150 seconds.

***************
You will need to reconfigure your options from the default settings after this patch is applied.
***************

Opposing Fronts Beta Postponed

Friday, July 20th, 2007

Hi everyone,

I just wanted to let you know the Opposing Fronts beta is going to be postponed slightly, by a few days.

The date for the official Fileplanet subscribers to get into the Opposing Fronts beta will be pushed back as well. Don’t worry, anyone who got a community beta key through contests or the tournament will still get into the beta before Fileplanet subs or Relic friends and family. It’s just being moved back a couple days.

I will be sending out the beta keys early next week, probably starting Tuesday with more information on where to download it and when the beta starts exactly. So stay tuned!

There are a few beta keys still floating around, you can get a couple from the amazing guys Bridger and Vitensby’s show Tales of Heroes this coming week. I may be able to get my hands on a couple more… I’ll let you know! :)

Thanks for your patience.

A couple more notes about the tournament/beta…

Thursday, June 28th, 2007

Please please DO NOT E-MAIL ME UNTIL AFTER THE TOURNAMENT IS FINISHED! This is very important.

Yes there is a chance you can get into the beta a few weeks later, through Fileplanet.

And if any of your profiles on your CoH account is above Level 7 (including 1v1, 2v2 etc etc) you MUST play in the pro tournament. Smurfing will not be tolerated and anyone found out to be smurfing will be disqualified from the tournament and the beta.

Official Relic CoH 1v1 Tournament… and announcing the Opposing Fronts BETA!

Wednesday, June 27th, 2007

Yes folks, you heard it here first. We are having a closed and open beta for Opposing Fronts!

Even though there will be other ways to get keys in the future… if you’d like to be among the FIRST players in the world to experience Opposing Fronts, I suggest you read on!

The Opposing Fronts beta will be available to the community FIRST. Before Relic friends and family, before Fileplanet subscribers. If you are eligible for a key, you will have access to the game on the first day the beta is available.

BTGN has kindly hosted our tournament again… we are having a “Novice” tournament and a “Pro” tournament. Although I like to call it the “noob” tournament :) And yes, ANYONE WHO PARTICIPATES IN THE TOURNAMENT (if you show up for all your scheduled matches) WILL RECEIVE A BETA KEY FOR OPPOSING FRONTS.

Novice Tournament (Level 7 and Under)

All player accounts will be checked by Relic for level stats. You must register with a valid CoH username to properly enter this tournament. If your account is over Level 7 you will be removed from the tournament. Only Level 7 and under are welcome. Smurfing will not be tolerated and all profiles will be checked.

To qualify for a beta key you must:
a) Attended all scheduled matches of your tournament (missing any game will disqualify you from receiving a key)
b) E-Mail ahenze@relic.com with your username, full name, and e-mail address in the SUBJECT of the e-mail after the tournament is over. If you do not send an e-mail you will not receive a key. All beta keys are NON-TRANSFERABLE and may not be sold. It will be for you and you alone.

Start Date: July 7th, 2007 and will last 2 weekends
Where to sign up: SIGN UP HERE
Prizes: 1st Place: $100 CAD cash prize, 2nd Place: $50 CAD cash prize, 3rd Place: Signed copy of CoH or Dark Crusade + Relic swag. To claim your prize you must send an e-mail to ahenze@relic.com with your tournament placing, full name, username, mailing address, and phone number once the tournament is over.

Click this link for more information such as schedule, maps, and rules

Pro Tournament (Above Level 7, or whoever wants to participate)

Players of any level may play in the Pro Tournament.

To qualify for a beta key you must:
a) Attended all scheduled matches of your tournament (missing any game will disqualify you from receiving a key)
b) E-Mail ahenze@relic.com with your username, full name, and e-mail address in the SUBJECT of the e-mail after the tournament is over. If you do not send an e-mail you will not receive a key. All beta keys are NON-TRANSFERABLE and may not be sold. It will be for you and you alone.

Start Date: July 7th, 2007 and will last 2 weekends
Where to sign up: SIGN UP HERE
Prizes: 1st Place: $300 CAD cash prize, 2nd Place: $200 CAD cash prize, 3rd Place: $100 CAD cash prize. To claim your prize you must send an e-mail to ahenze@relic.com with your tournament placing, full name, username, mailing address, and phone number once the tournament is over.

Click this link for more information such as schedule, maps, and rules

For further information, please visit http://www.CoHtournaments.com.

The start date of the Opposing Fronts beta is still to be announced. We are expecting it will be in late July or early August. Players will get to play both new races (British and Panzer Elite) and try out new features like Team Automatch.

Another note on the nVidia drivers…

Monday, June 4th, 2007

Please note that the nVidia 158.24 WHQL drivers (released June 1st) are NOT compatible with the DX10 1.7 patch. You must still use the 158.45 beta drivers.

Thanks!

Company of Heroes DX10 (”d3d10″) FAQ and Benchmarking Guide

Friday, June 1st, 2007

Q. Why don’t I see muzzle flashes or explosions on my nVidia 8×00?
A. You must be using 158.45 or newer drivers. These can be found following the BETA Drivers link from http://www.nvidia.com/content/drivers/drivers.asp

Q. Which of nVidia’s CSAA modes are most similar to ATI’s?
A. nVidia’s 8xQ CSAA mode and ATI’s 8x AA mode should be visually equivalent. For more information on CSAA please see nVidia’s paper at http://developer.nvidia.com/object/coverage-sampled-aa.html

Q. My frame rate is locked at 60fps, how can I unlock it?
A. Use the -novsync command line parameter by creating a shortcut to RelicCoH.exe with -novsync in the target.

e.g.

“C:\Program Files\THQ\Company of Heroes\RelicCOH.exe” -novsync

Q. Can I do anything to prevent CoH from running out of memory when playing certain maps at very high resolutions and anti-aliasing settings?
A. No, you must lower your display settings. By default Vista 32 gives each application two gigabytes of virtual address space. You can look up how to change this to three gigabytes, use Vista 64, try the -notriplebuffer or -novsync command line parameters, or try newer display drivers when they are available.

Q. Why does CoH run slower with shader quality set to Direct3D 10 instead of High?
A. CoH is not simple port to the Direct3D 10 API from the Direct3D 9 API, it was planned from the start to add many significant new features and improvements. Just as the additional calculations required by the features enabled in high shader quality mode (Pixel Shader 2.0/3.0) make CoH run slower than in low shader quality (Pixel Shader 1.1) the additional calculations of all new advanced Direct3D 10 features cause each frame to take slightly longer to render. Keep an eye on your favourite graphic card vendor’s web site for new driver releases offering improved performance.

Q. Are others experiencing subsequent runs of the game being slower than the previous run and eventually running out of memory in Direct3D 10?
A. Yes, however this is limited to certain drivers. Please keep checking your graphic chip manufacturer’s web site for improved drivers. If you are affected by this you can exit and restart CoH to work around this problem.

Q. Why am I having problems with my SLI/Crossfire system?
A. At the time the patch was released there are known driver issues with multi-GPU systems. Check your vendor’s website for updates.

Benchmarking Company of Heroes

With Relic’s release of the Direct3D 10 patch, many new features were added that push the limit of what current hardware can do and what end users can expect from a game.

As many new features have been added exclusively for Direct3D 10, you will find the CoH Direct3D 10 renderer runs slower than Direct3D 9 due to the additional work load. For this reason we recommend using High shader quality (Direct3D 9) instead of Direct3D 10 shader quality when running on low end hardware that is Direct3D 10 compatible.


As Direct3D 10 is so new and Company of Heroes is the first full commercial game to use this API, using the latest drivers for your video card is absolutely necessary. nVidia users must use the 158.45 or newer drivers. These are currently found by following the BETA drivers link at http://www.nvidia.com/content/drivers/drivers.asp


The night missions are the best show cases for image quality in Direct3D 10 due to the additional shadows.

Explanation of the new features:

Soft FX Blending

In previous generation games, 2D sprites are often used for explosions. Where these intersect the ground or other objects it becomes apparent these are simple 2D cards, not real 3d objects. CoH uses multiple render targets to store the depth information to a 2nd texture before rendering our FX. Using this depth information we can properly blend as the intersection approaches to maintain the 3D illusion.

These are always enabled, unless the video card runs out of memory. When doing comparison benchmarking at high resolutions and anti-aliasing settings it is important to check the warnings.log for texture creation failures due to running out of memory to see if this feature was silently disabled which will result in a small performance gain for cards that run out of memory.

Litter Objects

Previous generation games generally have flat terrain with a few objects such as trees or barrels placed on them for variety. CoH advances this by adding small procedurally generated ‘litter’ objects. These are added to all existing levels without requiring any work from map artists by adding objects based on the material type of the terrain. With the Direct3D 10 renderer users get to have real 3d models of small plants growing in the fields or real 3d models of rocks on the roads instead of just paintings of rocks on flat terrain.

The number of objects is tied to the model quality slider in the graphics options menu and uses the Draw Instanced API.

Short Grass

In addition to having litter objects areas of the maps where grass is growing will have 3D grass in Direct3D 10. Grass ’shells’ are drawn over the terrain using the Draw Instanced API so that soldiers will be able to walk on real grass instead of a flat painting of grass.

This is enabled in the options menu by selecting the Ultra detail terrain setting.

Point light shadows

In Direct3D 10 mode all lights can be shadowed. Whether it is a huge explosion, a street light, or even a match lighting a cigarette, the light has the potential to be shadowed.

This is implemented by rendering the entire scene is to all six faces of a cube map for each shadowing light using a combination of the Draw Instanced API and the Geometry shader. As long as shadows are enabled this feature is enabled.

General Improvements

As all the lighting in Direct3D 10 is 100% per pixel, the shadows are more softened, the lighting is more detailed, and there are more shadows the pixel shaders are up to five times longer than they were in Direct3D 9 mode. Many of these instructions can be skipped in typical day missions with only a few point lights, but night missions will tend to have more point lights which will require more work to draw the shadow maps and then more work to render the world scene with more active shadow maps.

In Direct3D 9 only the main sun/moon light was normal mapped; the ambient light and other lights were calculated per vertex. This is most noticeable when the object you’re looking at is in a shadow and only ambient light is on it.

-novsync, triple buffering, and perftest

vsync is now enabled by default in both 9 and 10, although the -novsync command can be used to disable it. In Direct3D 10 (not d3d9) triple buffering is enabled if the -novsync or -notriplebuffer command line parameters are not used. Triple buffering will make the in game frame rate more consistent, but will use addition video memory and consume more virtual address space.

To make CoH more friendly to incorporating in benchmark suites we’ve adding the -perftest command line parameter (be sure to use -novsync with it!) which will save a performance report text file with average/min/max frame rates in the %user%/documents/my games/company of heroes/log files folder.

Running at very high resolutions and anti aliasing settings

Due to the limited address space of Vista 32 if trying to run at very high resolutions and/or anti aliasing settings the driver may consume so much virtual address space the application crashes. Running with -novsync for performance testing will disable triple buffering to recover a tiny bit of memory, but the best solution is to run Vista 32 set to give applications three gigabytes of virtual address space or to just run Vista 64 which gives all 32bit applications a full four gigabytes.

Subsequent runs

At the time the patch was released there was a known issue that made subsequent runs slower with certain cards. To work around this and ensure benchmarks are consistent and representative please exit CoH completely before re-running a performance test.

Screen shot comparisons

To save a screenshot as a lossless .tga instead of a small jpeg bring down the console by pressing SHIFT+CTRL+~ and type app_screenshotext(”.tga”)


CoH Patch 1.7 Live Today + Changelog

Thursday, May 31st, 2007

Please note that Patch 1.7 will go live today. It will likely happen at 11 AM PST, at which time the servers will be down to deploy the patch. This may take anywhere from 15 minutes to an hour.

In order to ensure this patch works correctly, please make sure your video card is updated to the LATEST DRIVERS.
Here is the changelog:

==================================

Company of Heroes Release Notes

==================================

v1.70 05/29/2007

DX10 Features

- Edges of particles are softened where intersecting 3D objects.

- Thousands of additional ‘litter’ objects in the world.

- Improved user control over anti aliasing settings.

- Alpha to coverage anti aliasing to improve quality of alpha test objects such as shrubs.

- Lighting quality has improved by moving all calculations per pixel.

- More precise point light calculations.

- Point lights can now cast shadows.

- 3D short grass on the terrain.

- Vertical refresh synchronization is enabled by default to improve visual quality by preventing tearing of the display image, use ‘-novsync’ to disable.

- Hardware PCF for improved shadow quality.

Other Fixes

- Various crash fixes.

- Improved hack detection.

Gameplay

- Axis Pak38 50mm accuracy modifiers vs infantry target types have been reduced.

- Allied M1 57mm AT gun accuracy modifiers vs infantry target types have been reduced.

- Certain Infantry Antitank weapons (bazookas, panzerschrecks, recoilless rifles) accuracy modifiers vs infantry target types have been reduced.

- Attack ground functionality was removed from the 234 Armored Car to fix issues enabling it to fire through shot-blocking objects.

- Tank and armoured car weapon types can no longer one-shot kill 234/Puma Armoured car and M8 Armoured Cars.

Thanks and enjoy the patch!

Company of Heroes Hotfix out today!

Tuesday, May 8th, 2007

=============================

Company of Heroes Release Notes for Patch 1.61 (Hotfix)

=============================

 

v1.61   05/08/2007

 

Hotfix

- Fixed a bug where Allied Halftracks were resistant to some forms of damage.

You can expect this hotfix out at approximately 11:00 AM PST.

Company of Heroes Patch 1.6 Out Tomorrow

Monday, April 30th, 2007

Yep, the patch will be out tomorrow, assuming everything goes smoothly with Quazal and the servers.

Some things to remember:

- Please remember that patch notes are never as good as playing the actual patch. Please reserve your judgement until you play the patch.

- All CoH ranks will be reset down to Level 10 tomorrow. All players will be given the point ratings of Level 10s (690). If you are below Level 10, you will not be affected. Wins and losses stats will not be touched.

- Any modifications made to Company of Heroes may result in the inability to patch successfully. Before applying any modifications (mods), we suggest backing up the affected files and replacing them before applying any patch. Not doing so may result in the need to re-install the game.

Patch notes for 1.6 are listed below:

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