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Beta 0.90 Windows / Linux http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=4&t=1296 |
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Author: | pasik [ Mon Jul 15, 2013 11:55 pm ] |
Post subject: | Beta 0.90 Windows / Linux |
Ok it's finally out, here's the change log for beta 0.90: crash: wounding/stunning in water could cause a crash, fixed crash: fixed another division by zero crash on linux vests: vest II modified to have three stages, first lethal hit is deflected, second stuns, third wounds and consumes the vest worldmap: worldmap added items: state modifiers now have input states for filtering weapons: pepperdust no longer wounds vested soldiers gameplay: diving from roof no longer lets soldier go into ground vehicles: spawning height handling adjusted, vehicles spawn on platforms properly now; helps specifically with TOWs in Al-Tabul resources: support for faction specific weapons, grenades, items and vehicles added weapons: stance-specific accuracy factors weapons: ballistics math tweaked weapons: speed modifiers supported invasion: invasion uses faction specific weapon sets now, rank requirements tweaked spotting: repeated spotting reward triggering when own comms are disabled fixed bases: bases can now be declared non-capturable commands: start_game now accepts defense_win_time, triggers game over if faction holds all capturable bases in a map for the set time shield: shield now gets detected as proper cover object for assisted shooting over shield: kills made by others while protected by another soldier's shield earn rewards for shield carrier gameplay: shooting in cover now ensures correct stance before shooting; previously all shotgun projectiles ended up in the cover obstacle unless manually stood up first gameplay: character leaving ladder no longer immediately falls down if there's someone else on the ladder too mapview: visual frame added visuals: single story buildings now generate backlines too ai: ai now sometimes gets and uses paratrooper calls names: Russian names fixed, thanks to Uncle Dec for the corrections gameplay: faction lost radio messages added, mainly for multi-faction battles gameplay: in multi-faction battle, the faction that loses before the match ends, now sees the defeat image; similarly alive troops now surrender properly after losing their last base in multifaction battles events: faction_lost event added invasion: if greens lose in a multifaction battle, the map restarts as it should before it is completely over commands: set_match_status added, possibility to declare a faction lost or won cargo-truck: intel of whereabouts is now announced occasionally; reward logic now based on tracking character time near the truck weapons: law shooting tweaked calls: paratroopers appearing instantly on roofs fixed comms: fixed issue with comms being disabled when game was saved, then, when it was loaded again, comms stayed disabled even if comms truck got spawned gameplay: leaning to a crate when the crate breaks apart now allows moving where the crate used to be weapons: free rare weapons stay in world for 60 seconds instead of 30 now menu: resource config menu bug fixed which could result in incorrect terrain heightmap loaded for a map ai: soldiers not fit in the leader's vehicle know to fight when appropriate rather than just follow the vehicle aiming: penetrable & see through walls no longer stop aim helper visuals and color indicator mapview: no longer shows through compositor outlines gameplay: crates popping out stuff for any xp level fixed map: new map Wake Island added map: old-new map Insular Complex added I'll post stuff about servers after a good night's sleep! |
Author: | {SAS}DocStone [ Tue Jul 16, 2013 7:41 am ] |
Post subject: | Re: Beta 0.90 Windows / Linux |
Excellent pasik, have a good sleep! |
Author: | Rendered [ Tue Jul 16, 2013 12:03 pm ] |
Post subject: | Re: Beta 0.90 Windows / Linux |
Awesome! I wanted to try to get a nice peaceful lookover of Wake Island but the darned AI will never go to 0. It always has AI. ![]() Also, I found a few minors bugs that don't need their own thread; Running against a wall with a loaded inventory (10.00000...01 +) makes you walk normal speed. Wake Island doesn't seem to be able to have no AI. I don't know about the others, though, because I just wanted to check out Wake. |
Author: | pasik [ Tue Jul 16, 2013 12:38 pm ] |
Post subject: | Re: Beta 0.90 Windows / Linux |
Rendered wrote: I wanted to try to get a nice peaceful lookover of Wake Island but the darned AI will never go to 0. It always has AI. Probably related to this, in map8\init_match.xml: Code: <faction initial_over_capacity="0" ai_accuracy="0.94" /> <faction initial_over_capacity="0" ai_accuracy="0.94" /> <faction initial_over_capacity="30" ai_accuracy="0.94" /> The menu doesn't seem to know to clear initial capacity boosts if soldier count is set to 0. |
Author: | pasik [ Tue Jul 16, 2013 12:43 pm ] |
Post subject: | Re: Beta 0.90 Windows / Linux |
Rendered wrote: I honestly thing the other maps should get some sort of overhaul to accommodate the increasing detail in the newer maps. Obviously. I think map2 and map3 already have been pimped enough, but map1 is still looking mostly same as it did 2 years ago, the hotel doesn't look anything like a hotel, nor does airport, academy, hospital or town area ![]() Rendered wrote: IRunning against a wall with a loaded inventory (10.00000...01 +) makes you walk normal speed. This has been mentioned before somewhere, and I actually think it won't be fixed.
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Author: | RX Shorty [ Wed Jul 17, 2013 9:49 pm ] |
Post subject: | Re: Beta 0.90 Windows / Linux |
Thanks for this update! ![]() |
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