Production Update 1.16

Discussion in 'WWII Online' started by Igor, Aug 27, 2004.

  1. Igor

    Igor Well-Known Member

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    Пара скриншотов (танки):
    http://gophur.playnet.com/gophur/gophpics/screenshots/tttank1.jpg
    http://gophur.playnet.com/gophur/gophpics/screenshots/tttank2.jpg

    В производстве разрушимых мостов быстро движимся вперёд. Следующий шаг ? сделать так, чтобы сапёры могли их чинить. В настоящий момент потребуется около 10 сапёров чтобы сломать или починить мост, но это может поменяться. Также решено сделать атаку мостов ? первым из атакующих приказов (attack objectives). Мосты будут показаны на карте и ХЦ смогут помечать их на атаку или оборону, соответственно на слом и восстановление. Каждый мост будет иметь три иконы: Мост, Атаковать Мост, Защищать Мост. Они так же будут показываться на карте в игре (on the in game map).
    Следующий абзац про «In Game Map» не осилил... :(

    Некоторые В&О:

    В: Как насчёт добавить немецких городов на востоке карты?
    О: Мы бы хотели увеличить количество СР в точке высадки англичан (кажется так...), но не раньше чем сделаем Terrain II, который сдорово ускорит процесс создания городов.

    В: Есть ли примерный срок появления Жу-88?
    О: Нет

    В: В последнее время появилось много ФБ-призраков
    О: Хост-команда в курсе.

    В: Есть планы добавить на севере бОльшие неровности (berms), дабы можно было спрятать танк?
    О: Нет. Северный ландшафт и так здорово искорёжен относительно реальности.

    В: Есть планы дать союзникам аналог немецкой 88мм?
    О: Думаю, что скоро появится 17pdr.
     
  2. Bobby

    Bobby Well-Known Member

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    Я просто не верю, немецкий танк и в камуфляже :)
     
  3. Vitali

    Vitali Well-Known Member

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    Да собака:(красиво смотрится ,как Тигер блин:)мне понравилось что у пушки эта ерунда с дырками,не знаю как называется не силен:)Вообщем смотрится здорово.
     
  4. Bobby

    Bobby Well-Known Member

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    Дульный тормоз? :)
     
  5. Vitali

    Vitali Well-Known Member

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    Это и есть дульный тормоз?:)Терь ясно:)
     
  6. dement

    dement Well-Known Member

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    17pdr
    /me падает в обморок
     
  7. aash29

    aash29 Member

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    ага, рановато что-то
     
  8. SerWolf

    SerWolf Well-Known Member

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    союзника аналог 88мм
    даешь аксисам аналог матильды и чара! :D
     
  9. Vitali

    Vitali Well-Known Member

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    у вас уже 3х есть,хватит:)
     
  10. SerWolf

    SerWolf Well-Known Member

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    не сравнивай :)
    а у вас есть амд :)
    вот уж действительно убер..
     
  11. Vitali

    Vitali Well-Known Member

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    ну амд могет и убер,а вот 3х в бок с 5 метров я 9 раз выстрелил в бак.
     
  12. Bobby

    Bobby Well-Known Member

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    у 3х борт 30мм пробивается всем, что есть в игре калибром больше 13мм. Сравни это бортом матильды 40+25+13 под углом 45гр.
     
  13. Vitali

    Vitali Well-Known Member

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    Ну прекращаем сразу споры,а то все сведется кто типа сильнее и прочее.Реальность в игре не всегда соблюдена,это оспаривать не будешь?а следовательно и нечего исторические данные брать.Я говорю из опыта.Меня очень прекраснно защибают в Матти,если видят.К примеру сегодня мне вышибли гусеницу и меня как закрутило волчком,потому что на 6 скорости несся.Находился он за холмом в 300-400 метров,после непродолжительной перестрелки он меня вынес,я стоял к нему,когда меня перестало вращать,примерно на 15 градусов повернутый.

    Ну и оптика у немцев получше будет.В обратном меня никто не переубедит:)В любом случае оптика лучше у командиров в плане обзора,а в плане приближения ничего сказать не могу.
     
  14. Bobby

    Bobby Well-Known Member

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    Оптика действительно лучше, по всем параметрам. А в лоб мати то же убить можно, даже из 37мм, если в смотровой глазок наводчика попать, вероятность небольшая, но не нулевая.
     
  15. tipsy

    tipsy Well-Known Member

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    Спасибо за перевод!

    Если не трудно, оставляй ссылку на оригинал... Будем штурмовать коллективным разумом :)
     
  16. Valentin74

    Valentin74 Well-Known Member

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    =====================
    World War Two Online
    =====================
    Version 1.16.0.255 09-07-04

    CTD Fixes:
    -Fixed the "long ranger" CTD (affecting air and naval sorties travelling long distances)
    -Fixed the "supercell hash adjust" CTD
    -Fixed several other player-reported CTDs and stability issues

    Infantry:
    -Infantry satchels can now be used to destroy bridges (see bridge objectives for conditions)
    -Added 4 bridge repair kits to all sapper loadouts
    -Added a structural modifier to infantry satchel weapons vs bridges to increase their effectivness
    -Adjusted infantry collider to reduce clipping in new buildings
    -Adjusted infantry collider to improve slope interactions
    -Troopers standing on a bridge as it is destroyed will be killed
    -Troopers standing on a brdige as it rebuilds will be reasonably placed upon the bridge
    -Deploying an infantry weapon now makes sure to turn off autorun

    Vehicles:
    -Added missing recoil effects to Hispano 20mm cannon in Bell14A
    -Fixed MkIV Vickers engine sound location
    -Adjusted MkIV Vickers weights and inertias for more correct handling
    -Added MkIV Vickers missing oil and coolant systems that activate gauges and fire/smoke emmiters when damaged
    -Adjusted ballistics on 5 inch Naval guns to match historical weight

    Terrain:
    -Added new office buliding (capture building for non military facilities)
    -Added new Belgian village building
    -Added new cloister building (small church)
    -Added new anti shipping weir to river mouths
    -Added new small church building
    -Added destroyable bridges
    -Destroyed bridges will auto across 36 hours
    -All bridges renamed where required to create consistency in naming conventions throughout the project
    -Fixed many terrain anomalies
    -Fixed the Seclin/Douai/Lens "bermuda triangle" link/FB snafus
    -Fixed all reported Depot/FB/Spawn-Ownership bugs
    -Fixed a bug where boats could not cross cell lines
    -Added a new supply link between Bievre and Bertrix
    -Removed ground clutter from some river tiles
    -Added some missing multi textures

    Bridges:
    -Use ".objectives" (or ".ob" for short) to list your sides' current objectives.
    (<+> = defend objective, >< = attack objective, [...] = cancelled objective)
    -Added .attack to high commanders
    -Selecting a bridge and typing .attack will place an attack objective on the bridge
    -Selecting a bridge and typing .defend will place a defense objective on the bridge
    -Any non-chat mouse-click will cancel the current .attack command target
    -One request per CP/bridge per player
    -Requests announced on HQ channel
    -Approval requires X requests inside Y minutes (See "Bridge Objectives" for X and Y)
    -Approval announced on 'SIDE:' channel
    -Objectives do not automatically expire
    -Use ".clear" command to request objective cancellation
    -Once confirmed, ".clear" includes a grace timer to allow people on-mission to know
    -Bridges with attack objectives will have a unique icon
    -Bridges with a defend objective will have a unique icon
    -Auto rebuild should now be set to 36 hours
    * SEE "Bridge Objectives" FOR FULL DETAILS OF BRIDGES.

    In-Game Modal Cursor:
    -Cursor is off by default
    -Ctrl+C will activate and deactivate the cursor
    -While the cursor is active, mouse input focus will be given to UI elements
    -While the cursor is active mouse input will not control the avatar
    -This change will be expanded upon as we introduce more UI elements

    In Game Map:
    -Added new In game map
    -Added CP name filter
    -Added Facilitiy filters by type
    -Added map legend
    -Added compass rosetta for map scrolling
    -Added "center" toggle for centering on avatar
    -Added new direction indication arrow
    -Added new 1km radius directional indicator around indicator arrow
    -Added bridge icons (considered as 'CIVILIAN' objects)
    -Added bridge objective icons
    -Added ability to select a CP (town) (stickies the name)
    -Added a bility to select a facility (stickies the name)
    -Added mouse over names for CPs and Facilities
    -Added lat long indicators
    -Added ability to click drag the map
    -Added zoom in and out
    -Added remember zoom level
    -Addd visible waypoints for mission origin and objective
    -Added EWS to in game map
    -In game map has limited area strat update information

    EWS:
    -Replaced server side EWS tracking subsystem.
    -EWS alerts now time out after 8 minutes.
    -EWS alerts for despawned players time out after 2-4 minutes.
    -EWS alerts limited to one per player per town rather than per facility.
    -Added capability for multiple levels of EWS (no client support yet).
    -Reduced the amount of "noise" generated by EWS.

    Global:
    -Added initial implementation of in game map
    -Fixed several multi crew bugs
    -Implemented more efficient cache retrieval of sounds
    -Changed ".m" to work across sides on Training
    -Changed ".who" to be more flexible on Training
    -Major internal optimization of GM player lookups
    -Major internal optimization of strat-to-player text messages passing thru chat
    -Fixed a bug in ".who" that could cause a server crash
    -Fixed f4 fog draw distance to improve framerates when pulled in (ground units can benfit from pulling fog in in many cases)
    -Fixed a bug where HE would detonate inside instead of outside a building
    -Strat updates were adjusted to better display visual damage states at range ... ie: if you can see to hit it you should see any damage state rendered
    -Bridges turn on/off with use of CIVILIAN button on theater/mission/ingame maps
    -Cursor by default is off when spawning
    -'ctrl+c' is now a modal key that switches focus from the game control to UI control while in game
    -When in UI control Mode the cursor will be visible
    -Removed "Disable cursor at spawn" from settings.exe
    -Fix for Supercell Hash Adjust Failure (CTD)
    -Updated clutter and tree shaders.
    -Localized many more text messages.
    -Fixed a bug where ww2exit.log files were not being generated.
    -Clicking a CP on either map system and typing ".own" or ".fbs" will show the information for that CP.

    General Host:
    -Cleaned up the transmission of CP ownerships, states and status flag.
    -Improved transmission of damage data.
    -Fixed small issue causing delays in automated RDP.
    -Fixed locking issue surrounding near-simultaneous RDP for different countries.
    -Fixed issue with host restart causing newly captured towns to have default spawn lists.
    -Fixed a bug that could result in multi-crew vehicles not receiving updates for their own vehicle.
    -Fixed a bug that could cause a rider to lose sight (and thus fall off) of their ride.
    -Fixed a bug that could cause .who to cause a chat host restart.
    -Added biasing so that a transport vehicle will tend to see people not riding their vehicle.
    -Added biasing so that people approaching a transport vehicle to ride will tend to see the vehicle and not the riders.



    Bridge Objectives
    =================

    Variables:
    -The minimum number of requests required for an objective placement is 2
    -The time window for requests to accumulate = 12 minutes
    -The base number of bridge objectives per side is 6
    -The time delay before a cleared objective is removed is 15 minutes
    -The time for a bridge to auto repair is 36

    Rules:
    -You must be a high commander to place an attack or defend objective request on a bridge
    -Each side is limited to 6 simultaneous objectives
    -The number of available objectives will increase as server population increases
    -The peak number of available objectives for bridges is approximately 8 to 10
    -Objective requests are remembered for 12 minutes
    -2 requests must be placed within the above window to obtain placement
    -Use ".clear" to request removal of an attack or defend objective (e.g. to place a new one)
    -Once confirmed a "clear" is announced to your side
    -After confirmation, a "clear" takes 15 minutes to execute
    -All players can use ".objectives" (.ob for short) to list your sides current objectives
    -All bridge attack and defend icons show up on th theater map
    -All bridge attack and defend icons show up on the in game map
    -All bridges now display an icon on the in game and theater maps

    Placing a bridge attack or defend objective (for HC):
    -Go to the theatre map.
    -Ensure "CIVILIAN" icons are showing.
    -Single left click on any bridge CP icon.
    -Hit the enter key to open your message buffer and enter the .command you wish to issue
    -This same mechanism can be used for ".own" and ".fbs" (for all players)
    -Left clicking (outside the chat buffer) or sending a chat message/command will clear your current target

    Operation:
    -Bridges cannot be damaged unless your side has an attack objective placed on it
    -Bridges auto-repair over 36 hours
    -Bridges cannot be manually repaired unless your side has a defend objective placed on it
     
  17. CAT:

    CAT: Well-Known Member

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    И сколько же это чудо 1.16 весит?
     
  18. Bobby

    Bobby Well-Known Member

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    примерно 3Mb.
    Поглядел я Pak38 в оффлайне. Прицел как в танке, угол обзора на весь экран. Но моделька сделана криво. Точнее сама пушка нормальная, если не считать кислотножелтый "камуфляж", а вот солдаты с нестыкующимися полигонами выглядят убого. При движении они стоят на сошках, для движения за грузовиком это еще понятно, но при движении в ручном режиме выглядит смешно. Не говоря уж о том, что высота этой "пирамиды" полностью исключает скрытое развертование. Ну и на последок в разложеном состоянии оба солдата по пояс возвышаются над щитком. Видимо доблесные арийские воины не привыкли боятся свиста пуль.
     
    Last edited: Sep 8, 2004
  19. SerWolf

    SerWolf Well-Known Member

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    там 2 файла - на 8 и на 2 мб помоему
     
  20. Bobby

    Bobby Well-Known Member

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    Да я ошибся 8Мб первый и 2Мб второй, оперативно баг исправили :)