RWR 1.2 released

Hey Runners!

Woohoo a new patch! RWR has just been updated to version 1.2!

Besides an all new map, we added 2 new vehicles, a few new weapons and added the Final Mission II campaign map to the online cooperative Invasion. The much requested Steam Achievements and Trading cards are also in now.

For a more detailed changelog, continue to the forum post.

Happy running!

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8 Comments

  1. Casimir
    Posted October 16, 2015 at 23:06 | Permalink

    Sweet! Can’t wait to give the new version a whirl.

    I really hope you’ll upload v1.2 to Desura as well.

  2. necrOxD
    Posted October 23, 2015 at 23:09 | Permalink

    Les gars franchement chapeau pour ce jeu !!! Continuez les mise à jour, ce jeu est une tuerie !!! Limite vous pourriez aussi faire des mappes plus grande et une sorte de mappe à la dayZ avec des zombie qui attaquent au corp à corp !!! Avec ce jeu ya énormément de possibilités !!! Ce qui surprenant aussi c’est que graphisme est peut être simpliste mais vachement beau au final, le rendu est génial !!! Bref, vivement les majs !!!!

  3. Hayek Sowell
    Posted November 4, 2015 at 18:35 | Permalink

    “misc: you can now blow the horn as a driver of some vehicles”

    I thought of doing that myself but as a three way push “shot” that invisibly forces units and some vehicles out of the way. potentially triggering a dodge/dive/roll animation if warranted. The weakest one nudging from the front and stronger ones angled to force pedestrians into the direction they are coming from. A forth with the shortest distance but widest coverage around the vehicle to avoid those side kills. I didn’t get around to it.
    Alternatively, you could give ground troops a wide view trigger that detects approaching vehicles for collision course, that incrementally alters their path while its in that trigger. But that would only prevent them from colliding from whats in front of them.
    Perhaps soldiers need a shout that works similar to the above horn? That should help with getting other AI out of the way at choke points.

    Is there a way for AI to alter their path if its obstructed for too long, so they can’t get stuck or caught walking endlessly into a wall. I’m pretty sure vehicles have something akin to this.

    I’ve made it much easier to deploy emplacements by allowing them to clip into each other. They don’t snag AI as badly either. I do wish for a visual preview as someone had suggested in the forums.

    • Hayek Sowell
      Posted November 8, 2015 at 22:47 | Permalink

      Troops deploying objects need other AI to steer clear of the deployment area. So a field of some sort should keep them out of the way. With an initial delay to keep players for abusing it or have it only affect AI.

      You can also add a dampening field that would passively keep friendly AI from colliding to their death.
      One that increasing slows their speed within a foot or three of distance from the danger.

      Give AI drivers one or two that helps them to slow or come to a near stop a few meters before running into them. That way they can then use the front horn “gun” to nudge them out of the away if the driver detects that there is enough room for them to move out of the way. Reason for that would be to prevent knocking them off a bridge or platform.

      This should be descriptive enough to not require a simple diagram.

    • Posted December 8, 2015 at 22:40 | Permalink

      The horn was added just for funsies for multiplayer, so AI isn’t aware of it at all. It would be possible to work on that detail, it would be fun too, but it does sound like one of those lots-of-work-for-something-that-doesn’t-really-change-anything -things. Certainly something to keep in mind for any next project that might build up from where RWR was left.

      Regarding bots getting stuck, the intent has been that all those cases would be fixed instead of making workarounds but surely some cases still exist. The tools to debug the AI are lousy at best, so it’s time consuming to wait around for a case to emerge and then study it unless there’s reliable way to reproduce it easily. For the same reason, it would be hard to verify if a stuck detection and resolving logic would work as it’s too rare to find a bot with the issue. Tools development would need to happen next, which again sounds like a task for The Next Project.

      • Hayek Sowell
        Posted December 20, 2015 at 02:57 | Permalink

        Maybe a simple: moving_direction_obstructed_time

        So if an ai has a switch to know when it is animating a movement, and for heading in a direction, yet hasn’t move any or sufficient distance, or time has lapsed; it can alter it’s course if under orders or do something else if not.
        Deployed objects, vehicles, and troops could have their own general timings.

        So you can add those into the default ai list.

        This would improve path finding without adding any strain, if at all, since its mostly just replacing or canceling the current path.
        Should lead to better ai driving through forests.

        With something like move_direction_obstacle_spacing, you could define an invisible rectangle/cone the width of the vehicle.
        So if two obstacles fit within that space, it may cancel out that path or alter course before resuming objective.

        You could extend that functionality to include avoid traffic incidents. So friendlies aren’t running each other down all the time. A wider radius around units may compel them to avoid traffic too.

  4. Hayek Sowell
    Posted November 4, 2015 at 19:04 | Permalink

    I forgot to elaborate on what I meant by “push shot[gun]“. I meant to explain that the horn would worked like a set of stationary gun mounts and “force push” with various strengths, angles and radius’s for each fixed turret.

    This would be quite a lot of trial and error for a modder to get right since I don’t have the extensive knowledge of a dev who worked on it internally. It still theoretically work though. Modders could always tweak for balance but the deeper workings are up to the devs to carve out.

    I’ve declared that a “universal design principle” to keep devs from getting bogged down with features that modders can add or perfect later. Saves on costs, maximizes future potential. So much can be outsourced to willing hobbyists for free. I’ll upload my own work in a month or two after I resettle. It’s on a packed computer that I use for offline work. It’s an old bull but it still kicks good. It’s a time capsule from a decade past. Too old to bother upgrading the cpu or ram, but is still great for playing old gems with sweetfx & reshade, and RWR.

    • Hayek Sowell
      Posted November 4, 2015 at 23:10 | Permalink

      I spell check my work, but forget to proof read my comments. :S