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PostPosted: Mon May 20, 2013 7:31 pm 
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Hope we are now done with the critical issues.

Beta 0.88.2 change log:
crash: fixed a bug with ai clean up when changing a map, happens especially if an AI is on the driver seat when the map changes (think about it)
vehicles: it was possible for tracks to remain shown after the tank had been destroyed and cleaned up
vehicles: some glueing issue fix attempts made
commands: XML chat bug fixed
inventory: RP fractions no longer displayed

0.88.1 change log
fixing map4 launch issues and adding proper hitboxes for map1 cargo truck delivery in Invasion

Here comes the change log for beta 0.88:

vehicles: physics configurations tweaked, steering improved
vehicles: hits between vehicles distribute slide and spin reduction based on their relative masses
tank: huge mass increase, can easily push other vehicles aside
hitboxes: automatically created logical hitboxes for armories enlargened
gameplay: ability to become wounded, can drag oneself on the ground and call for medic
gameplay: squad loadout configs added, shortcut keys to browse them, for now
items: equipment slot added for vests
items: vest type I found in classic, turns a lethal bullet hit into a wounding hit, alters general movement speed by -15%
items: vest type II found in invasion, turns a lethal bullet hit or blast into a wounding hit, no speed penalty
items: medikit "secondary weapon" added, can be used to unwound soldiers
items: a crash case fixed with carry items, thanks to Brad for the crash dump!
calls: 8 call equipping keys added
calls: new mortar strike call (3x8) added
weapons: fixed a crash with off-sync shooter
rewards: base capture is now rewarded with RP for those who contribute to the force inside the capture region
ai: behavior to heal wounded soldiers and react on request
ai: tracked vehicle steering adjusted
ai: awareness of vehicle masses to avoid vehicles or not
ai: foot squad command position handling adjusted
commands: XML chat command added, possibility to send messages from server globally, per-faction, or per-player
commands: update_player XML command now supports player color property
modding: weapon-specific animations can now be referred to with textual keys
modding: close range action class added for weapons, useful in altering other soldier's state, currently
modding: weapon and carry item call drops now supported
modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too
modding: variable map size, height map resolution and height scale supported; see terrain.cfg
modding: reward config externalized, to be extended
modding: calls support multiple rounds now


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PostPosted: Mon May 20, 2013 8:18 pm 
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Where's the fecking like button :D

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PostPosted: Mon May 20, 2013 9:44 pm 
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{SAS}DocStone wrote:
Where's the fecking like button :D

Here, use this: :mrgreen:
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This is looking good as always. :)
Anyone up for having a little get-together with TS in the weekend to test this out in mp?


Last edited by DoomMetal on Mon May 20, 2013 10:01 pm, edited 1 time in total.

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PostPosted: Mon May 20, 2013 9:54 pm 
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DoomMetal wrote:
{SAS}DocStone wrote:
Where's the fecking like button :D

Here, use this: :mrgreen:
Image

This is looking good as always. :)
Anyone up for having a little get-together with TS in the weekend to test this out in mp?


I'm pressing it, but nothing's happening?

:D

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PostPosted: Mon May 20, 2013 10:01 pm 
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{SAS}DocStone wrote:
I'm pressing it, but nothing's happening?

:D

Sorry bout that, try now. :lol:


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PostPosted: Mon May 20, 2013 10:06 pm 
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http://www.youtube.com/watch?feature=player_embedded&v=siwpn14IE7E#!

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PostPosted: Tue May 21, 2013 3:58 am 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
pasik wrote:
Uploading 0.88 to Desura now, hope they'll approve it soon!

Here comes the change log for beta 0.88:

vehicles: physics configurations tweaked, steering improved
vehicles: hits between vehicles distribute slide and spin reduction based on their relative masses
tank: huge mass increase, can easily push other vehicles aside
hitboxes: automatically created logical hitboxes for armories enlargened
gameplay: ability to become wounded, can drag oneself on the ground and call for medic
gameplay: squad loadout configs added, shortcut keys to browse them, for now
items: equipment slot added for vests
items: vest type I found in classic, turns a lethal bullet hit into a wounding hit, alters general movement speed by -15%
items: vest type II found in invasion, turns a lethal bullet hit or blast into a wounding hit, no speed penalty
items: medikit "secondary weapon" added, can be used to unwound soldiers
items: a crash case fixed with carry items, thanks to Brad for the crash dump!
calls: 8 call equipping keys added
calls: new mortar strike call (3x8) added
weapons: fixed a crash with off-sync shooter
rewards: base capture is now rewarded with RP for those who contribute to the force inside the capture region
ai: behavior to heal wounded soldiers and react on request
ai: tracked vehicle steering adjusted
ai: awareness of vehicle masses to avoid vehicles or not
ai: foot squad command position handling adjusted
commands: XML chat command added, possibility to send messages from server globally, per-faction, or per-player
commands: update_player XML command now supports player color property
modding: weapon-specific animations can now be referred to with textual keys
modding: close range action class added for weapons, useful in altering other soldier's state, currently
modding: weapon and carry item call drops now supported
modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too
modding: variable map size, height map resolution and height scale supported; see terrain.cfg
modding: reward config externalized, to be extended
modding: calls support multiple rounds now


pasik, what are the command lines for::: modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too ???

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PostPosted: Tue May 21, 2013 8:45 am 
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joneau wrote:
pasik, what are the command lines for::: modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too ???


See medikit.weapon:
Quote:
<specification magazine_size="1" can_shoot_standing="0" can_shoot_crouching="1" carry_in_two_hands="0" name="Medikit" class="5" character_state="unwound" sight_range_modifier="1" slot="1" />


carry_in_two_hands="0" means the model gets only rotated according to right hand, carry_in_two_hands="1" means it gets rotated between right and left hand, which is the default if carry_in_two_hands is left undefined.


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PostPosted: Tue May 21, 2013 8:52 am 
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Location: finland
pasik wrote:
joneau wrote:
pasik, what are the command lines for::: modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too ???


See medikit.weapon:
Quote:
<specification magazine_size="1" can_shoot_standing="0" can_shoot_crouching="1" carry_in_two_hands="0" name="Medikit" class="5" character_state="unwound" sight_range_modifier="1" slot="1" />


carry_in_two_hands="0" means the model gets only rotated according to right hand, carry_in_two_hands="1" means it gets rotated between right and left hand, which is the default if carry_in_two_hands is left undefined.


so basically there are animations for pistol?

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PostPosted: Tue May 21, 2013 9:49 am 
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joneau wrote:
pasik wrote:
joneau wrote:
pasik, what are the command lines for::: modding: carry_in_two_hands property added for weapons, meaning single hand carry config is supported now too ???


See medikit.weapon:
Quote:
<specification magazine_size="1" can_shoot_standing="0" can_shoot_crouching="1" carry_in_two_hands="0" name="Medikit" class="5" character_state="unwound" sight_range_modifier="1" slot="1" />


carry_in_two_hands="0" means the model gets only rotated according to right hand, carry_in_two_hands="1" means it gets rotated between right and left hand, which is the default if carry_in_two_hands is left undefined.


so basically there are animations for pistol?


The medikit or weaponless running animation might fit a pistol fine, same for crouched movement although probably not ideal, and you might or might not find some leftover pistol testing recoil and shooting poses in the animation set file, been there since last year. Probably you'd want to make a new walking animation where the pistol would be held ready for shooting, rather than carrying it down like medikit.


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