RWR 1.1 released

Hey there!

Now that 1.0 and the few maintenance updates are behind us and the launch smoke has cleared, we’re ready to introduce some actual new stuff for RWR!

  • German, French and Spanish translations
  • loading screen hints
  • minor weapon tweaks, new machine pistols, a new rare weapon
  • new items: binoculars, ghillie suits, new Dominance specific vest type
  • some new character models
  • minor gameplay bug fixes and map changes
  • Copehill Down map (Final Mission I) is now included in Dominance
  • Greycollars-era has begun in Official Invasion!

See the full change log on the forum.

Big thanks to warbrand2, The_Soldier, MasterBlaster, Thrillseeker and Testpilot14 for various contributions!

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  1. Adrian Guerrero
    Posted June 11, 2015 at 20:17 | Permalink

    Gracias por añadir Español al juego.

    Thanks You! :D

  2. Hayek Sowell
    Posted August 3, 2015 at 08:44 | Permalink

    Aesthetics usually matter the least, accept when they can be used as finer details that tie into how the game works. Things that should go hand in hand with the rest of the game but can’t be added by modders without later conflicting with updates or other mods.

    That is a fundamental issue that most developers don’t grasp and instead waste time adding in frivolous aspects that anyone can add in later. (GOD DAMN IT MINECRAFT! >.<)

  3. Hayek Sowell
    Posted August 4, 2015 at 17:57 | Permalink

    For some reason it cutoff the top of my comment:
    Excellent work.
    However, two main aesthetic issues remain in dire need of polish:

    1. Jerky (or nonexistent) transitional animations for going in or out of a crouch position, or from cover to shooting.
    Hide or crouch behind cover then fire a single shot and you’ll notice there isn’t an animation between the two.
    This occurs while shooting a pistol as well. It would be good to add some subtle inertia to targeting and readying the weapon, instead of the immediate snap to crosshair. What is the parameter used to give heavy machine guns their rotation delay? You could add a slight version of that, so a little spin to target is required.

    2. Backpack encumbrance on accuracy is too sudden and too drastic(which editable settings address this?). Should be more gradual and hopefully with different visual milestones instead of what looks like a sudden miniature bus appearing on your back. (I’ve seen soldiers carry even bigger packs for several miles, but didn’t expect it in a game. )

    I DO very much like backpacks on combatants, always. I am particularly bias against their barebacked counterparts.
    Adding a range of sling packs and satchels leading up to the encumbering ones would be a nice touch. I hope the concept entices your creativity. After typing that I saw this:

    So it is useful to know what is already being advanced upon before adding features that deconstruct other progress. (i.e Minecraft! >.<)

    • Posted August 11, 2015 at 19:41 | Permalink

      In regards to transition animations, we’ve tried to keep the number down to minimum to avoid unresponsive character control; a project I worked in before RWR had transition-mania going on after which I promised to myself the next game shall have as few transition animations as possible. Based on that, we’re lucky there are transitions when going/leaving prone or switching weapons :)

      The backpack only serves as a visual indicator that you’re over-encumbered, and your accuracy is going to be off badly. To keep the indication clear, we decided not to include backpacks on the models when you’re below 100% encumbrance level.

      • Hayek Sowell
        Posted August 11, 2015 at 22:01 | Permalink

        Just to clairify what I meant:

        1. Surely a modest happy middle ground could be achieved at some point.
        The two that need it most are the transitions between firing where ever the mouse is aimed* and firing from cover/BackToWall. A quick spin to target animation would be preferable than immediate 180snap.
        I didn’t mean to suggest making the game clunky, like the slow turrets**. Maybe a setting to alter the inertia perhaps? Or does one exist? I was only referring to prone as a frame of reference.

        Other transitional animations that I can think of would be a couple frames to ready the aim and crouching.
        None of these should hurt but rather add to gameplay. Even rudimentary additions would suffice, if you have to maintain your point.

        *[currently, aiming near your feet will make your guy spin like a top.]
        **[I removed weapon recoil from deployable_minig.vehicle btw, fixed it from pulling back into the gunner.]

        I find the 180degree aiming from prone to be slow. I’ve found a fix*** for that where players could briefly switch to a crouch, then turn and prone again.No need for new animation.

        ***(i.e tapping crouch toggle then aiming,then prone toggle key again works well).
        Someone should add that to the gameplay tips ;J

        2. In that case, what specific parameter handles vertical spread? I notice that shots hit close to the ground even while still. I was hoping to dampen that somewhat.

  4. Hayek Sowell
    Posted August 4, 2015 at 18:05 | Permalink

    Sorry for the double post, keep the most recent addition if you remove one.
    It loaded the page showing only 2 comments. With only my 2nd post of the two i added.

  5. Asad
    Posted August 11, 2015 at 10:58 | Permalink

    I love this game.
    Why, when our temperature rises, our clothing does not change? For example, when our XP 7000, it does not change our clothes? Please allow both available now, thank you.
    I never had access to AT mine. How is it accessed?
    I think it is better to put the vest type 3 in both the stock game.
    Thank you, and thank you for your excellent game.