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Beta 0.88.2 Windows / Linux http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=4&t=1197 |
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Author: | pasik [ Mon May 20, 2013 7:31 pm ] |
Post subject: | Beta 0.88.2 Windows / Linux |
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 |
Author: | {SAS}DocStone [ Mon May 20, 2013 8:18 pm ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
Where's the fecking like button ![]() |
Author: | {SAS}DocStone [ Mon May 20, 2013 9:54 pm ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
DoomMetal wrote: {SAS}DocStone wrote: Where's the fecking like button ![]() Here, use this: ![]() ![]() 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? ![]() |
Author: | DoomMetal [ Mon May 20, 2013 10:01 pm ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
{SAS}DocStone wrote: I'm pressing it, but nothing's happening? ![]() Sorry bout that, try now. ![]() |
Author: | {SAS}DocStone [ Mon May 20, 2013 10:06 pm ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
http://www.youtube.com/watch?feature=player_embedded&v=siwpn14IE7E#! |
Author: | joneau [ Tue May 21, 2013 3:58 am ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
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 ??? |
Author: | pasik [ Tue May 21, 2013 8:45 am ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
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. |
Author: | joneau [ Tue May 21, 2013 8:52 am ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
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? |
Author: | pasik [ Tue May 21, 2013 9:49 am ] |
Post subject: | Re: Beta 0.88 Windows / Linux, out in a day or so |
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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