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Beta 0.98 http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=4&t=1821 |
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Author: | pasik [ Sat Sep 13, 2014 11:08 am ] |
Post subject: | Beta 0.98 |
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 |
Author: | Tummerhore [ Wed Oct 01, 2014 9:29 am ] |
Post subject: | Re: Beta 0.98 |
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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Author: | pasik [ Wed Oct 01, 2014 10:40 am ] |
Post subject: | Re: Beta 0.98 |
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. |
Author: | Tummerhore [ Wed Oct 01, 2014 1:03 pm ] |
Post subject: | Re: Beta 0.98 |
I found these detectability values (and I also wondered why detectability_still is so high ![]() Edit: Ok, it works just fine, but is it also possible to modify only a specific detectability value, like detectability_prone? |
Author: | pasik [ Wed Oct 01, 2014 2:06 pm ] |
Post subject: | Re: Beta 0.98 |
Tummerhore wrote: I found these detectability values (and I also wondered why detectability_still is so high ![]() 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. |
Author: | The Soldier [ Wed Oct 01, 2014 6:59 pm ] |
Post subject: | Re: Beta 0.98 |
Why did I not figure out that vest detectability modifier earlier? ![]() Time for some ghillie suits. ![]() |
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