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PostPosted: Mon Jul 15, 2013 11:55 pm 
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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!


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PostPosted: Tue Jul 16, 2013 7:41 am 
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Excellent pasik, have a good sleep!

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PostPosted: Tue Jul 16, 2013 12:03 pm 
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Location: Somewhere among the fog, watching you kill the AI.
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. :( Though, from what I saw, it looks amazing! I honestly thing the other maps should get some sort of overhaul to accommodate the increasing detail in the newer maps.

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.

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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
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PostPosted: Tue Jul 16, 2013 12:38 pm 
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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.


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PostPosted: Tue Jul 16, 2013 12:43 pm 
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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 :) I'm sure JackMayol will find himself working on it once we've finished with the few smaller maps for 1.0.

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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PostPosted: Wed Jul 17, 2013 9:49 pm 
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Thanks for this update!
:)

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