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 Post subject: Beta 0.67!
PostPosted: Sun Jun 10, 2012 5:49 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Beta 0.67 is out and available to pre-purchasers starting now!

In online, the server can now spawn two jeeps by pressing F8 and F9. This is considered a cheat and a hack but it's there for experimentation before there will be proper vehicle spawn points. Also it might not be very stable quite yet; anyhow, have fun with it! :)

Here's the change log for beta 0.67:
- appearance: grass blade went missing in 0.66 accidentally, back now
- appearance: adjusted fence rendering to avoid artifacts
- map3: new dirt, sand and asphalt textures generously provided by Monsteri
- vehicle: vehicle in network is now basically functional
- vehicle: physics improved, still wip and buggy
- vehicle: added possibility to destroy crates by driving through them
- vehicle: passenger shooting sector handling improved
- vehicle: it's no longer possible to enter a vehicle on a slot that's in use by another soldier
- ai: "sniper" added to vocabulary
- weapons: weapon-specific projectile muzzle velocity support added
- weapons: support for weapons that can't be shot standing but can be shot crouched or on prone
- weapons: PKM added, voxel model created by ComJak, HUD icon by JackMayol
- online: server can now set a max initial rank, clients set preferred rank when joining
- online: notifications about clients joining/leaving are now shown on clients as well
- online: version mismatch notification shown properly on client now
- online: "time played" had a bug that it could stay 0 for a long time before it actually started to count
- online: seemingly random server crash on client connecting fixed
- map editing: customizable wall templates, added hedge, city fence in map3, also usable on platforms
- map editing: added terrain material support for platforms
- gameplay: penetrable walls/fences no longer shield from explosions

Special thanks to Monsteri, ComJak and JackMayol for providing the new assets!


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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 10, 2012 5:52 pm 
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Joined: Sun Jun 10, 2012 5:47 pm
Posts: 4
Thank for the update :) and btw i love the pkm :D and im sorry i couldnt finish the game my computer crashed but was fun playing with you :)


Last edited by bloodfuneral on Sun Jun 10, 2012 7:37 pm, edited 1 time in total.

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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 10, 2012 7:25 pm 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
I want to contribute one day- I just can't figure what. :3

I guess I'll stick to moderating and spreading the word to famous YouTubers. :P

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As you may not know yet, your soldier is in a block which is active, everything is rendered.
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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 10, 2012 7:26 pm 
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Joined: Sat Apr 28, 2012 9:51 am
Posts: 6
Who's ready now for a short game?


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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 10, 2012 9:03 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
bloodfuneral wrote:
Thank for the update :) and btw i love the pkm :D and im sorry i couldnt finish the game my computer crashed but was fun playing with you :)


Noticed that the vehicle online support has a couple of serious bugs that can crash the server too! Well, glad I'm not claiming it to be a core feature yet :)

PKM is pretty fun alright, it might be a little overpowered though.


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 Post subject: Re: Beta 0.67!
PostPosted: Mon Jun 11, 2012 12:22 pm 
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Joined: Sun Jun 03, 2012 9:02 am
Posts: 14
pasik wrote:
bloodfuneral wrote:
Thank for the update :) and btw i love the pkm :D and im sorry i couldnt finish the game my computer crashed but was fun playing with you :)


Noticed that the vehicle online support has a couple of serious bugs that can crash the server too! Well, glad I'm not claiming it to be a core feature yet :)

PKM is pretty fun alright, it might be a little overpowered though.

A bit OP, yep. But also not very accurate. But there are probably some change to balance it.


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 Post subject: Re: Beta 0.67!
PostPosted: Tue Jun 12, 2012 9:01 am 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Hi there,

how do the wall templates work?

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 Post subject: Re: Beta 0.67!
PostPosted: Tue Jun 12, 2012 9:26 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Petrenko wrote:
Hi there,

how do the wall templates work?


In materials layer, create a rect with label "wall_template", and set the description to something like

name = GardenWall1;
color = fill;
depth = 0.7;
height = 1.2;
side_texture = garden_bw.png;
side_texture_scale = 2.0 2.0;
top_texture = garden_bw.png;
top_texture_scale = 2.0 2.0;
separator_side_texture = garden_bw.png;
separator_top_texture = garden_bw.png;
separator_color = fill;
separator_over_height = 0.4;
separator_depth = 0.8;
penetrability = 1.0;

In objects layer, create a wall path, add "wall" keyword to its id (or you can still use the deprecated way of having "trench" keyword in the label, both work the same way), and set the description to
template = GardenWall1;

Take a look at map3 objects.svg for more examples.


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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 17, 2012 9:24 am 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Thanks for explaining this.

Have you a solution for my problem with making the capture-radius of bases smaller?

Also can i have textures for roofs ? xD

Thanks in advance,

Erast P.

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 Post subject: Re: Beta 0.67!
PostPosted: Sun Jun 17, 2012 4:58 pm 
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Joined: Mon Jun 27, 2011 6:41 pm
Posts: 192
A flag or something in the center of the cap zone would be nice as well, or just something visible so you can tell what the radius of the cap zone is.

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