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 Post subject: Beta 0.98
PostPosted: Sat Sep 13, 2014 11:08 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Beta 0.98 is about to be released, here's the change log:

gameplay: in-air spawn height adjusted
gameplay: fixed enemy weapon deliveries not working after being removed from stock until map change
gameplay: fixed some online bugs with vehicles that utilize locking, like cargo truck
gameplay: remote detonable grenades near a respawning vehicle now get removed
gameplay: enemy anti-air emplacement not prohibiting usage of air drops in fixed
gameplay: added short celebration time after winning a map, AI shoots in air
gameplay: wounded soldiers no longer contribute to capture force
gameplay: fixed squad size not reaching maximum value when capped
gameplay: last base capture timer restart bug fixed
maps: 1st final battle map added
maps: racing mod map and assets added
items: new valuable items added
items: riot shield can now block one blast, only second blast will cause the stun
items: support for resolving the origin item from transform chain in order to attempt respawn with the original item
weapons: 2 new weapons added, thanks to warbrand for the models!
vehicles: vehicle-vehicle collision handling improved
general: pause functionality (SP only) added
general: campaign and quick matches save with different names by default
general: squad chat key added
general: savegame loading handles vehicles properly now
general: saving without weapon made the previous weapon put back to hands when loading; could be used to duplicate rares - fixed
general: surrendered enemies show no longer as battle alert in map view
general: removed neutral faction reports
online: server mode tag field added
online: player squads added, the tag input field is in profile settings in menu; set squad tags same to form a squad; syncs marker color with small variations
online: potential fix for a delivered cargo truck continuously being reported as delivered again, when the cargo truck can no longer respawn
online: fixed online profiles not saved at map change
visuals: squad player and Steam friend player markers added
visuals: improved arm orientation handling in animations
visuals: player markers redesigned
visuals: valuable item icon style matched with rest of items
visuals: soldier/commander head icons for radio bubbles
AI: AI can now attempt to dive to safety from grenades
AI: some bots not alerting the area when shot at with a suppressed weapon fixed
AI: bots not remembering where they were shot at from when shooter is beyond sight range fixed
AI: when fighting, bot turns no longer face to last known enemy when not seeing the enemy
AI: fixed the occasional guarding ai duck dance bug
chatlog: squad chat filter option added
chatlog: radio chat messages no longer popup at left top when in chatlog/statsview
statsview: sorting functionality added
campaign: final battle unlocking support
campaign: first maps in campaign are a little less friendly-boosted
campaign: last maps in campaign are a little less friendly-nerfed
campaign: the enemy faction indices are no longer randomized on each savegame load
quickmatch: new settings added
quickmatch: possibility to pick initial commands from a user defined file; no range checks, start that 10k AI match if you want
usability: ladders now have backside visuals
rewards: base capture gives also XP reward now
rewards: side base capture gives slightly bigger XP and RP rewards
rewards: promotion gives slightly bigger RP reward
achievements: tracker ranks now require delivering hidden cargo pickups
performance: non-nvidia + opengl character rendering optimized
menu: host/join server error message event bubbles show in menu now
menu: menu music and ambient sound fx volume controls added
linux: fixed some black decals on opengl
compatibility: mac stuff added
usability: unaffordable items in armory are no longer draggable
usability: added a different cursor in inventory for hovering over draggable items
usability: option to fade out speech bubbles when hovered over with mouse
modding: quick matches can now be made to start a script at match start, could be used to enable things like cargo truck deliveries and whatnot in quick matches
modding: added active property for commander ai command
modding: added attack_target_base_id property for commander ai command
modding: added backpack_weight_capacity modifier for vests; could have a rare vest that enables arsenal mode
modding: calls are now reported to script, making a variety of call->action bindings possible
modding: detectability factors added in character specification
modding: detectability modifier added for vests
modding: exposed fire_open_min_time, using_cover_min_time and using_cover_max_time AI parameters
modding: update_base XML command added, can be used to control base ownership from script
modding: default squad config parameter added for character
modding: drop_count_factor_on_death parameter added for weapons, projectiles and carry items
modding: time_to_live_out_in_the_open added for weapons, projectiles and carry items
modding: bases now have a new field "key", gets name assigned to it if left empty; can be used when defining starting bases for factions with start_game
modding: camera fov field added
packaging: rwr_server is now included in game releases; SteamCMD could be used to keep the files updated


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 Post subject: Re: Beta 0.98
PostPosted: Wed Oct 01, 2014 9:29 am 
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Joined: Fri Jun 14, 2013 6:38 pm
Posts: 51
Quote:
modding: detectability modifier added for vests
How do you use this? I tried to add it to a vest, but it didn't really work out. Thanks in advance.

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 Post subject: Re: Beta 0.98
PostPosted: Wed Oct 01, 2014 10:40 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The detectability values from the character class specific to stances are these by default:
Code:
   <parameter class="detectability_prone" value="0.6" />
   <parameter class="detectability_wounded" value="0.6" />
   <parameter class="detectability_crouching" value="0.72" />
   <parameter class="detectability_crouch_moving" value="0.8" />
   <parameter class="detectability_walking" value="0.88" />
   <parameter class="detectability_still" value="1.0" />
   <parameter class="detectability_running" value="1.0" />

Why standing still is more detectable than walking, beats me.

The modifier works as an offset to the value currently active in the case.

Code:
<modifier class="detectability" value="-1.0" />


Before the actual resulting value gets used, it's clamped between 0.0 and 1.0.

0.0 result detectability of a target in eyes of AI should basically make them not see the target ever.

Can't remember if the modifier was tested, it at least isn't in use in vanilla currently, but looking at the code I can't see why it wouldn't work.


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 Post subject: Re: Beta 0.98
PostPosted: Wed Oct 01, 2014 1:03 pm 
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Joined: Fri Jun 14, 2013 6:38 pm
Posts: 51
I found these detectability values (and I also wondered why detectability_still is so high :) ), but I never knew how to use modifier class and tried it so many times without success, although it's so easy to use... Anyways, finally I can make a ghillie suit! Thank you again for you help.

Edit: Ok, it works just fine, but is it also possible to modify only a specific detectability value, like detectability_prone?

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 Post subject: Re: Beta 0.98
PostPosted: Wed Oct 01, 2014 2:06 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Tummerhore wrote:
I found these detectability values (and I also wondered why detectability_still is so high :) ), but I never knew how to use modifier class and tried it so many times without success, although it's so easy to use... Anyways, finally I can make a ghillie suit! Thank you again for you help.

Edit: Ok, it works just fine, but is it also possible to modify only a specific detectability value, like detectability_prone?

No, unfortunately, it's just that one "post processor" that modifies the resulting detectability.

A generic modifier system would be neat which would allow equipment specific character property modifiers to be applied right after obtaining values from the character specification, but there's no such thing in the game as vanilla has never needed one.


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 Post subject: Re: Beta 0.98
PostPosted: Wed Oct 01, 2014 6:59 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Why did I not figure out that vest detectability modifier earlier?

:shock:

Time for some ghillie suits. 8-)


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