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 Post subject: Beta 0.70
PostPosted: Mon Jul 30, 2012 10:17 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Beta 0.70 is at least by now available in both Desura and BMTMicro!

Here's the change log for 0.70:

- vehicles: armored truck added
-- works as a mobile spawn point
-- can't spawn soldiers if enemies are nearby, keep a solid distance from the battle to keep it functional
-- if you steal an enemy truck by taking it into safety to your own territory, it won't spawn soldiers even if you leave it alone, until the enemy steals it back by reaching to the vehicle
- vehicles: fixed a collision bug with soldiers and vehicles, sometimes allowing a soldier to go through a vehicle
- vehicles: significant physics optimization
- savegames: fixed a bug with the first time launch (or before switching map the first time) that saved games would be stored in wrong location, and savegames-subfolder is now properly handled
- gameplay: fixed an aiming issue, especially when trying to throw grenades / issue squad commands from ground to roof
- gameplay: when the match ends, the losing faction soldiers surrender now, unable to move
- mapview: base center and +-1 blocks visualized with less transparency
- mapview: base names offset from each other to avoid overlapping text
- mapview: spawn points visualized with yellow point markers
- mapview: mobile spawn points visualized with a bigger yellow marker
-- if the spawn point can't be used, the marker is not shown
- mapview: vehicles owned by player's faction visualized with white markers
- mapview: changed player triangle markers to circles
- mapview: in pvp, enemy's attack target is shown as well, i.e. local defense base marker, with blue
- mapview: marker movement smoothened to look linear
- hud: attack target marker direction shown at the edges of the screen
- hud: in pvp, defense base marker direction shown at the edges of the screen
- maps editing: avoid -object support added, can be used to create regions which the ai will try to circle around when attempting to move across them; can be used with bridges
-- map makers, see map3 for an example near east bridge as water area being marked as an avoid area
- map editing: mesh collision models extent and offset can now be defined with collision_model_size and collision_model_offset
- appearance: fixed platform normals being incorrectly always straight up
- appearance: static decal support added, manhole cover, clover and flower patches
- appearance: totally new rock models provided by JackMayol! no more ufos, eh? Thanks, Jack, you really nailed the RWR look with the rocks :)
- m72: now pops out from crates less commonly, reduced rocket speed, reduced effects of gravity
- online: pvp capture logic improved, capture timer should no longer be buggy as hell
- maps: last but definitely not least, Tuttu's PvP map contest winning map "Insular Complex" makes its debut appearance!


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 Post subject: Re: Beta 0.70
PostPosted: Tue Jul 31, 2012 12:57 am 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
pasik wrote:
Beta 0.70 is at least by now available in both Desura and BMTMicro!

Here's the change log for 0.70:

- vehicles: armored truck added
-- works as a mobile spawn point
- appearance: static decal support added, manhole cover, clover and flower patches
- appearance: totally new rock models provided by JackMayol! no more ufos, eh? Thanks, Jack, you really nailed the RWR look with the rocks :)
- maps: last but definitely not least, Tuttu's PvP map contest winning map "Insular Complex" makes its debut appearance!


My favorite updates this update! I was a tie between all of them. :D

I love aesthetic updates.

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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
Image
Proud to be a RwR forum moderator!


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 Post subject: Re: Beta 0.70
PostPosted: Sat Aug 04, 2012 1:50 am 
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Joined: Sun Jun 10, 2012 5:47 pm
Posts: 4
awsome update i now understand why it took a while but there is so much new content its amazing but could you make the armored truck faster off road cause it take a long time to u turn and to back off other than that im an happy man :) thx in advance


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 Post subject: Re: Beta 0.70
PostPosted: Sat Aug 04, 2012 6:44 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
bloodfuneral wrote:
could you make the armored truck faster off road cause it take a long time to u turn and to back off other than that im an happy man :) thx in advance


Hi, consider this as a bug and fixed in the next version.


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 Post subject: Re: Beta 0.70
PostPosted: Sat Aug 04, 2012 8:32 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
JackMayol wrote:
bloodfuneral wrote:
could you make the armored truck faster off road cause it take a long time to u turn and to back off other than that im an happy man :) thx in advance


Hi, consider this as a bug and fixed in the next version.


Ya, it's a bit too slow now and too awkward to steer with extremely low speeds.


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 Post subject: Re: Beta 0.70
PostPosted: Sun Aug 05, 2012 10:53 am 
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Joined: Thu Mar 01, 2012 7:58 am
Posts: 62
It would be a great loss if you didn't allow the AI to drive the truck. :|


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 Post subject: Re: Beta 0.70
PostPosted: Sun Aug 05, 2012 10:56 pm 
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Joined: Sat Dec 17, 2011 12:11 am
Posts: 46
Lusketrollet wrote:
It would be a great loss if you didn't allow the AI to drive the truck. :|


I think it's been stated that they will definitely drive the jeeps (and probably some other vehicles if they are added) and that the truck is a possibility but will be a bit harder to execute.


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 Post subject: Re: Beta 0.70
PostPosted: Mon Aug 06, 2012 10:43 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
General Chaos wrote:
Lusketrollet wrote:
It would be a great loss if you didn't allow the AI to drive the truck. :|


I think it's been stated that they will definitely drive the jeeps (and probably some other vehicles if they are added) and that the truck is a possibility but will be a bit harder to execute.


Yeah, the AI will drive, but it's not certain if there's much point in them driving the mobile spawn point truck. The thing is that AI always spawns randomly in all of the spawn points owned by the faction, but players spawn at the closest one to their death. This leads to the fact that players are more able to use mobile spawn points than the AI.

Because of this, the mobile spawn truck is more a player-specific element than AI, so it might also be annoying to the players if the AI would drive the truck somewhere the players didn't want it to end up at. Also, taking the truck to a place where it makes most sense usually requires driving off-road, and that might be quite a task for the AI to handle well enough.

For these reasons, it has been thought that there would be another type of truck, logically similar to a jeep that can take in more soldiers, which the AI would then use to transport a bigger group of soldiers, and the AI would not use the mobile spawn truck at all.

Having said all that, it still isn't exactly clear if this is the way to go. If the AI logic of spawning would be changed, then there might be more sense in them driving the mobile spawn trucks as well.


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 Post subject: Re: Beta 0.70
PostPosted: Wed Aug 08, 2012 5:01 am 
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Joined: Sun Jun 10, 2012 5:47 pm
Posts: 4
thx for repairing online server


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 Post subject: Re: Beta 0.70
PostPosted: Wed Aug 22, 2012 12:29 am 
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Joined: Mon Jun 18, 2012 3:09 am
Posts: 8
Where can I find the armored truck?


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