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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sat Jan 31, 2015 4:44 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
Important: Now released on Steam Workshop!

Changelog:

Spoiler:
[2.02]
-fix for Mac users!

[2.01]
-fixed issue where picking germans in campaign spawned as italians, and vice-versa
-optimized sounds, resulting in fewer audio drop-outs
-fix for final mission of campaign not allowing a victory

[2.0]
-new Sniper Suit, Heavy infantry Suit
-new Armoured Plate functions as Riot Shield, can be defeated with explosives or Anti-Tank Rifles
-you can now construct 'basecamps' as respawn points
-you can now construct 'armouries' in new locations
-Bunkers now also get an Anti-Tank Rifle alongside the MG
-Bunkers no longer act as respawn points
-fixed issue where AI was not manning bunkers
-cargo truck and armoury truck now have different appearance
-radar truck is now available as 'carrier pigeon bus'
-new decoy vehicle models credits to Master Blaster
-new sandbag cover model credits to Master Blaster
-you can now carry 4 sandbags once you reach a high enough rank
-some invasion items now spawn in quick-match; rare weapons crates, destroyable objectives etc.. however cargo vehicles do not.
-Veteran and Officer armour now provides more bonus + cost more. Officer now also has no speed penalty.
-lots of balance and cost changes to various weapons and tiering.
-gunboat now functions more akin to the patrol ship (spawn point, high health etc)
-vehicle system heavily updated to give more rewards for spotting / destroying similar to regular RWR
-gas artillery has been optimized and is slightly more powerful.

[1.9]
-Fixed an issue where carry items were not working in campaign; such as vests and uniforms.
-changed pistol animation set to use new running anims added in RWR. Firing anims are still two-handed, out of personal preference.
-adjusted explosive damages to utilize new mechanics added to RWR; for example Anti-Tank Rifles can now defeat body armour soldiers.
-added binoculars, since they were added to Running with Rifles. With changes to other weapons' sight ranges in Trench Foot kept in mind, Binoculars offer the most.

[1.85]
-fixed firing problem with one of the campaign-only 'secret' weapons
-added another campaign-only 'secret' weapon
-fixed a bug where some 'secret' weapons required a rank of 10,000xp

[1.83]
-added some animations by Master Blaster (rifle grenade reloading, SMLE reloading, better bolt-action animations in general)
-removed decoration cars (they not look like WW1 cars!)
-removed Cargo Truck (wasn't working properly anyways)
-the destroyed jeep meshes on maps have been replaced with destroyed staff cars
-fixed up a tiny bit of dialogue regarding some vehicles in Campaign which aren't available any more (radar truck, cargo truck)
-rifle grenades now deal more damage to vehicles and buildings
-tank cannon AoE reduced and gravity reduced (so they don't suicide as much.)
-added a missing weapon file which caused some users to crash on Black Gold

[1.82]
-reduced delay time of Gas Artillery before it hits (by ~2.0s), improving it's utility
-reduced the number of instances of "gas" clouds by 25%, hopefully will improve performance by similar margin
-slightly reduced recoil on every Pistol except Carbines (i.e. Artillery Luger and Webley Carbine unaffected)
-increased RoF of SMLE Rifles, Ross Rifles, Kar98AZ, Carcano91TS (carbine) - they now bolt faster.

[1.81]
-Fixed issue with faction-specific armoured cars

[1.8]
-fixed missing vehicles in Campaign
-enabled Special Cargo Vehicles and Special Crates (There are 4 new weapons too! Only available in Campaign. Not telling what they are though! It's a secret.)
-fixed bug with AI soldiers using pistols dropping the wrong weapon
-maxim guns on the map now have proper height like other HMGs
-removed Italian weapons from UK Veteran Infantry
-fixed some Tank accuracy so they don't shoot themselves too often
-fixed on-map buildings preventing players from finishing Final Mission I
-helicopter mesh replaced with truck
-reverted change in 1.7 where bleed out time was reduced; now set back to normal.

[1.7]
-added campaign support (WIP!)
-added new dying sounds (some doom-style death grunts of myself and a friend)
-fixed general rank requirements to match newest RWR patch
-all HMGs now are now situated higher, allowing them to shoot over low brick walls, cover deploy etc.
-AI soldiers now use Pistols and Rifle Grenades
-wounded soldiers now bleed out faster (no more annoying 60s wait times..)
-changed pistol accuracy to better reflect the crosshairs
-fixed the bunker's texture
-tweaked the deployable cover's texture to look more like a trench wall (not perfect but it's better.)
-anti-tank rifle reliability against vehicles improved (before this it would sometimes hit and deal no damage)
-tank cannon reliability against vehicles improved (^)
-tank cannon area of effect raised
-lewis, villar perosa, and madsen now have same movement speed penalty as other LMGs
-fixed the mortar's firing arc
-fixed MP18s spread range to match other SMG / Carbines
-ai use vehicles and hmgs / mortars more often
-similar to default RWR, when you rank up, you can now carry 2 MGs or 2 Cover Deploys
-MG bunkers now give your faction an additional group of defenders which stick around it
-ambient buildings (such as the Water Tower) are now re-enabled, and provide +20 additional soldiers to your faction if you own a sector with them

[1.6]
-Bergmann MG15na now replaces the MG18 TuF. It functions as a very late unlock (same tier as the Villar-Perosa and Lewis MMG.)
-Tweaked some hud textures and some soldier models.
-Carcano and Bodeo volume levels made more consistent with other weapons.
-FT-17 cannon now reloads faster
-All Tank Cannons are more accurate
-Ross Sniper cost raised to 100rp
-All Semi-Automatic Rifles reduced in cost by -50RP
-Villar Perosa recoil lowered, cost raised to 150rp
-Lewis MMG cost raised to 150rp
-Satchel Charges now stay on the map longer and have a larger blast radius
-AI Officers / Veterans are more accurate

[1.5]
-added the Italian faction. Historically they were first allied with the Central Powers and then, well after the war had began, betrayed them and fought with the Entente.
Though technically they did not fight the British, they are the best choice for an interesting 3rd faction of the mod.
-changed some weapon 'accuracy' stats. Pistols are no longer more accurate than rifles when standing still, and most Light and Heavy machine guns are less accurate overall.
-changed some vehicle stats (speed, armour) to be more realistic.
-double-action revolvers (Webley & new Italian revolvers) now fire slightly faster.

[1.16]
-each faction can now unlock and buy Veteran and Officer uniforms (which come with Body Armour underneath)
-each faction can now buy Satchel Charges (which work like C4)
-the British now have their own Grenade icons and artwork (Mills Bomb as Hand Grenade, No.1 Grenade as Impact)
-the German grenades have been changed for more realistic appearance (now are the M15 for Hand Grenade, and the 'Discus' for Impact)
-flamethrower now reloads *slightly* faster
-fixed up a couple basic Infantry uniforms

[1.15]
-new icons for artillery callins
-slight AI tweaks which boost the effectiveness of Officers
-some of the extremely rare weapons (like Flamethrowers, Auto Rifles) can now be used by officers and infantry, on very rare occasions
-railway artillery fixed and now defeats body armour
-rifle grenade performance and cost tweaked
-smle cut-down / p08 artillery luger performance and costs tweaked
-fixed some inconsistencies with mortar damage
-lewis lmg and mmg can now be fired from hip
-lewis lmg and mmg now use different reload (still faster than MG08/15, but slower than SMG)
-cleaned up issue where you couldn't respawn with Ross Sniper Rifle

[1.11 Hotfix:]
-Fixed Bunker MG's firing arc so that it fires properly.
-Enabled Bunker MGs to act as respawn points.
-Mauser M1916 now replaces the Mondragon (Mondragon may be used if I add in Austrians.)

[1.1]
-Both sides can now build BUNKERS! :D They work pretty well, even on slopes and stuff. They're a bit large but pretty awesome.
-British can now purchase a Norris-Menschen Flamethrower.
-SMLE Cut-Down (sawed off) is now available to British as a secondary.
-P08 Artillery Luger is now available to Germans as a secondary.
-SMLE Rifle Grenade moved to secondary.
-G98 Rifle Grenade is now available to Germans as a secondary.
-Changed some costs of weapons which were over/under-performing for their value.
-Tweaked a few soldier models for both sides.


First up: big credits to Master Blaster for his Vehicle and Weapon models, many of which are used in this mod.
Be sure to check out Running in the Trenches if you're looking for a more casual WW1 experience! This mod would not have been possible without their help.

Video demonstrating content (somewhat old):

https://vimeo.com/118308514

Overview of content:
Spoiler:
-Factions are the Germans, British, and Italians (for now) - if Team Gameplay is added to RWR I will add in Austria and France.

-Each Faction has tons of new Soldier models - 4+ variations for Regulars, 1 for 'Heavy Infantry', 'Sniper', 'Body Armour', 'Veteran', 'Officer', and also 'Flamethrower.'

-Vehicles have models made by Master Blaster.

-Every weapon, explosion, and artillery has ALL NEW SOUNDS produced by me, developed from real weapon recordings.

-All weapon stats are changed to be much more realistic - Light and Heavy Machine Guns will kill in one shot, and are pretty darn accurate... heck, even Pistols have a high probability to kill in a single shot. The damage values are actually modeled off of "One Shot Stop" tables (9mm FMJ has 65%, Rifle bullets are 98%, .32 ACP FMJ is 50% etc..)

-Many weapons have vastly increased range (Mortars, HMGs, Sniper Rifles) to allow them to function with much greater defensive capability.

-All new weapons for each faction, including some extremely rare guns and prototypes.

-All new Artillery Strikes with awesome sounds and improved Explosion effects:
Light Mortars (8 rounds)
Heavy Mortars (6 rounds)
Light Field Guns (8 rounds x 2 volleys)
Heavy Field Guns (4 rounds)
Gas Artillery (2 rounds Light Field Gun followed by Gas)
Railway Artillery (1 round)

-Extended defensive arsenal, allowing you to carry extra sandbags, set up Bunkers, build Basecamps, and even deploy new Armouries.


Full weapons list:
Spoiler:
British:
-SMLE Mk III (basic bolt-action Rifle, .303, 10 rounds)
-Ross Rifle (straight-pull bolt-action Rifle, .303, 5 rounds)
-Elephant Gun (single-shot Rifle capable of defeating vehicles)
-Lewis Gun (light MG, .303, 47 rounds)
-Lewis MMG (medium MG, .303, 97 rounds)
-Scoped SMLE Mk III (sniper variant)
-Scoped Ross (sniper variant)
-Norris-Menschen Flamethrower (burn things till dead)
-Farquhar-Hill Rifle (full-auto, .303, 20 rounds)
-Webley Mk VI (basic side-arm, .455, 6 rounds)
-Webley Mk I Pistol (self-loading, .455, 7 rounds)
-Webley Mk VI Carbine (high accuracy, .455, 6 rounds)
-SMLE Cut-Down (sawn-off rifle, .303, 10 rounds)
-SMLE Grenade Launcher (fires rifle grenades)
-Vickers HMG (heavy MG, .303, slightly higher rate of fire than counterparts)

German:
-Gew98 (basic bolt-action Rifle, 7.92x57mm, 5 rounds)
-Kar98AZ (carbine variant, 7.92x57mm, 5 rounds)
-Mauser T-Gewehr (single-shot Rifle capable of defeating vehicles, 13.2mm TuF)
-MG08/15 (medium MG, 7.92x57mm, 100 rounds)
-MG15nA (medium MG, 7.92x57mm, 200 rounds)
-Scoped Gew98 (sniper variant, reloads with single rounds only)
-MP18 (full-auto, 9x19mm, 32 rounds)
-'Wex' Flamethrower (burn things till dead)
-Mauser M1916 (semi-auto Rifle, 7.92x57mm, 25 rounds)
-Beholla (basic side-arm, 7.65x17mm, 7 rounds)
-Luger P08 (pistol, 9x19mm, 8 rounds)
-Mauser C96 (the "trench mauser", 7.63x25mm, 10 rounds)
-P08 Artillery Luger (carbine pistol, 9x19mm, 32 rounds)
-Gew98 Grenade Launcher (fires rifle grenade)
-MG08 HMG (heavy MG, 7.92x57mm)

Italian:
-Carcano 91 (basic bolt-action Rifle, 6.5x52mm, 6 rounds)
-Carcano 91TS (carbine variant, 6.5x52mm, 6 rounds)
-Elephant Gun (single-shot Rifle capable of defeating vehicles)
-Madsen LMG (light MG, 6.5x55mm, 40 rounds)
-Scoped Carcano 91 (sniper variant)
-Beretta M1918 (full-auto, 9x19mm, 25 rounds)
-"Apparato Tipo Italiano" Flamethrower (burn things till dead)
-Cei-Rigotti (carbine-sized semi-auto Rifle, 6.5x52mm, 20 rounds)
-Bodeo M1889 (basic side-arm, 10.4x22mm, 6 rounds)
-Glisenti M1910 (pistol, 9x19mm, 7 rounds)
-Beretta M1915 (pistol, 7.65x17mm, 8 rounds)
-Colt M1892 (revolver, .41 Long Colt, 6 rounds)
-Carcano 91 Grenade Launcher (fires rifle grenade)
-Fiat-Revelli HMG (heavy MG, 6.5x52mm)
-Villar-Perosa SMG (unique twin-barrel SMG, 9x19mm, 50 rounds)


Last edited by Tremozl on Tue May 24, 2016 1:14 pm, edited 37 times in total.

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PostPosted: Sat Jan 31, 2015 7:57 pm 
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Joined: Sun Dec 21, 2014 3:35 pm
Posts: 7
Getting "INVALID VECTOR <T> SUBSCRIPT" error for 99.4


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PostPosted: Sat Jan 31, 2015 8:39 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
Yep there was a patch today I'll take a look at this tonight


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PostPosted: Sat Jan 31, 2015 8:41 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Teddy Hunt Moorland Trenches is accidentally also shown in the quick match menu, don't use that one, that'll give you the vector subscript error in quick match. The mod works just fine in other maps.


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PostPosted: Sat Jan 31, 2015 9:01 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
Ok, good to know :)


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PostPosted: Sun Feb 01, 2015 12:16 am 
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Joined: Sun Dec 21, 2014 3:35 pm
Posts: 7
@pasik that seems to be what had been the problem, thanks!


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PostPosted: Mon Feb 02, 2015 2:14 pm 
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Joined: Tue Jan 27, 2015 5:36 pm
Posts: 5
Hey, your gun sounds are AMAZING!!! Thank you for making this!! My friend and i wanted to play a ww1 mod for awhilr but the other one needs an update And uours came at the right time!awesome job!


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PostPosted: Mon Feb 02, 2015 4:11 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
Awesome, I'm glad you like the sounds :)


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PostPosted: Mon Feb 02, 2015 5:29 pm 
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Joined: Tue Jan 27, 2015 5:36 pm
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Will you have any other factions coming or is it only 2?


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PostPosted: Mon Feb 02, 2015 7:46 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
I didn't want to add any additional factions as then the British would be fighting the French etc...

I would reconsider if there was a way to make "teams" in RWR between multiple factions.


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