1.10 что нас ждет

Discussion in 'WWII Online' started by Vitali, Oct 20, 2003.

  1. Bobby

    Bobby Well-Known Member

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    Re: 1.10 что нас ждет

    Надо сказать, что улутшать в игре можно еще очень многое, не считая новой техники.
    Лично я хотел бы видеть некотрые эффекты, такие как рекошет снарядов и пуль. Пробитие преград(непробиваемый кустарник типа забор это весело). Дымы сигнальные и маскировочные (ну хотя бы сигнальные). Хачу гаубицы :) да калибром побольше. Хочу противотанковые гранаты, или связку обычных. Что б подбитая техника оставалась после диспауна, ну хотя бы минут 5.
     
  2. Sea

    Sea Well-Known Member

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    Re: 1.10 что нас ждет

    Кустарник очень даже пробивной, про весь не скажу, но тот что низенький пробивается на ура. Во всяком случае, меня если заметили - то все, никакие листики не спасут.
    Я вот хочу санитаров (лучше санитарок :) ), 4-х местные авто :) очень хочу возможность вылазить/залазить из/в технику. Что бы "брошенная" техника минут пять оставалась на поле боя (и за захват вражеской техники и доставку ее домой давали медальку) :) Ну что бы оставалась тоже хочу, буду тогда мосты блокировать ;)
    Еще хочу возможность окопатся, а двое-десятеро окопавшихся рядом образовывали окоп. (ну это наверное уже слишком).
    Что бы взрывной волной разбрасывало всех в разные стороны в зависимости от веса и калибра. Что бы стрелок мог перелезть за водилу и уехать домой, а то и вообще выйти из танка и побежать с пистолетиком в руках.
    Еще что-то хотел, только забыл :)
     
  3. -rust-

    -rust- Well-Known Member

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    Re: 1.10 что нас ждет

    Дымовые гранаты в бета-тестировании
     
  4. Count

    Count Well-Known Member

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    Re: 1.10 что нас ждет

    Стенки домов пробиваются бронебойными, на своей шкуре почувствовал :)
     
  5. Bobby

    Bobby Well-Known Member

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    Re: 1.10 что нас ждет

    wow здорого. Будем авиации цели подсвечивать, и себя маскировать :)
    Я те кустики имел в виду, что непроходимой стеной являются и деревья. Они бронибойными не пробиваются, вроде.
     
  6. Valentin74

    Valentin74 Well-Known Member

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    Re: 1.10 что нас ждет

    v1.10 Pre-Release Read Me
    Version 1.10 of WWIIOL is now in beta for release candidate testing. This means that the feature set is complete and we are doing final QA as well as adding any remaining art resources necessary to release. Over the past 6 weeks we?ve briefed you on many of the new features that will be coming with the release but as you will see from reading the list below, not all features have been discussed at length. Today?s Production Note gives a mostly complete list of the features you?ll see when we release v1.10. That release is scheduled for next week. Here then is the list of deliverable features for v1.10. We?ve compiled this list from almost 20 beta read files. That means that a lot of minor changes or beta only changes aren?t listed here but this should serve as a fairly comprehensive guide for what?s to come. In some places I will take space to discuss or explain items that might not have been mentioned before. Information on the majority of these features can be found in our previous updates for v1.10.
    Vehicles
    Ships
    The biggest news for the naval element of WWIIOL is the ability to moves troops and vehicles by ship. The intricacy of hoisting vehicles has taken us some time to iron out but the results are simply fantastic. The game will now have the opportunity to adapt to these new systems and we look forward to advancing the supply systems in game to accommodate these new features. There are other tangible results of these features including more accurate riding and biasing that will help laden vehicles avoids some of the vis limit issues trucks can currently experience in game. We?ve also added a much-requested indicator of who is riding on a particular vehicle. We?ve also spent considerable effort on getting the destroyer kinks that are plaguing the live server, worked out.
    -Added French Freighter
    -Added German Freighter
    -Added British Freighter
    -Hoists can lift vehicles onto/off of another ship
    -Max hoisting speed of ship is now 5 m/s, any vehicle on hoist above this speed drops off
    -Added hoist collider and also use the line collider of vehicle that is being hoisted
    -Weapons and deploy command are disabled when hoisting and riding
    -Added check so you won't unhoist from the freighter unless you're within a meter of the ground or over a stowage slot
    -Added collision check to vehicles that will cause the winch to automatically rise up if it is below the height of the vehicle (Note: Once a vehicle is hoisted this line will extend to the lowest point of the hoisted vehicle and start colliding with other things, if it encounters a collision it will raise the winch the until collision does not occur. This should prevent the winch from getting stuck during hoist transitions and make it so vehicles can't be lowered below the terrain or ship deck. Also adding terrain collision checks to hoist collider.)
    -Riding code is now fixed for functionality; vehicles should not loose the vehicle they are riding (test for trucks and ships)
    -Changed the ride radius for troopers relative to ride point (3 m) instead of vehicle radius so they can't teleport up to lifeboats
    -Changed ride code so you join the closest ride point
    -Added list of visible riders to info readout (~)
    -Cannot hoist or ride to a position that you see is occupied
    -Added riding support to keep your ride from disappearing
    -Added 3d crewmen to ships in closest LOD
    -Added engine smoke to running ship engines
    -Added ability for infantry to walk upon ships and boats
    -Added code to make ground vehicles and airplanes on water sink
    -Adjusted crew positions for the destroyer
    -Fixed the destroyer so that it will now sink correctly
    -Increased fidelity of Z34 flotation model
    -Increased resiliency of Z34 fuel tanks
    -Destroyer damage model tweaked
    -Destroyer guns can now be damaged
    -Fixed the torpedo tubes not being damageable on the Destroyer
    -Fixed an issue with the destroyer being able to increase its speed by 20kts by using the 5in guns
    -Fixed ships so that players will now auto despawn on vehicle death
    Ground Vehicles
    -Added SdKfz 251C (German)
    -Added Stuart M3A3 (French)
    -Removed hatch control from Panhard
    -Fixed a bug with the Vickers suspension and drive train
    -Ported new MG34 gun sound to all external MG34 gun sounds on German tanks and 251c (Also the
    AI-MG34)
    -Changed biasing for trucks to see more trucks and tanks
    -Added dust emitters to every vehicle
    -Added dust to main gun firing
    Planes
    -Completed damage model audit of all planes
    -Completed flight model audit with intro of He111
    -Added finalized BlenI and BlenIV audits
    -Fixed flat shading in virtual chicken
    -Added new muzzle flash to airplanes
    -Added new and improved wingtip vortices to aircraft.
    -Fixed the fuel tank burn and feed orders in the following several planes for more consistent fire reportage
    Audited fuel tanks so that every fuel tank that is on fire will add additional damage to itself in addition to the damage objects around it.
    Infantry
    The other big change for this version is with the infantry. Not only are LMGs in but we have revisited the load outs of all our infantry choices to be more in line with what we believe to be the optimal load outs that our players will choose when we introduce a personal load out system. Both player feed back and the introduction of the Infantry Resupply ability have triggered these changes. This gives an infantryman carrying the Ammo Resupply Pack the ability to top off the ammunition for another players primary weapon. These new load outs represent a first look at the values that we will be setting for personal load outs. Many will undoubtedly still think that some of the ammunition loads are too high, and we will be watching these for future changes. We?ve also revisited the pistol dispersion method we were using and compensated for the fact that our weapons are not fired from a vise on a range but by real combat troops.
    -Added French LMG
    -Added German LMG
    -Added British LMG
    -Doubled all ATP costs for assault troops
    -Added sprint to assault troops
    -Added manual resupply pack
    Note: Use on infantry of same Country to max ammo of primary weapon)
    -LMG bore sight range set to 200m
    -Corrected dispersion errors in pistols (less accurate at range)
    -LMG can no longer deploy in trees
    -Fixed issue with the FPS interaction with the collider (no longer pop through barracks floor)
    -Added unique sound files for all LMG
    -Added gun sway to trooper models based on ATP and aim time
    -New load outs for all infantry:
    Rifleman (Grunt load out):
    Rifle 100 rounds
    3 grenades
    1 ammo resupply pack
    SMG (Assault load out):
    SMG 300 rounds
    Pistol 24 rounds
    4 grenades
    LMG (Heavy Weapons load out):
    LMG 300 rounds
    Pistol 24 rounds
    Sapper (Demolitions load out):
    Rifle 30 rounds
    4 satchel charges
    8 grenades
    Terrain
    The big news for terrain is additional work in the Zeeland islands. This will be the area that we are watching to determine where we go next with supply mechanisms as they relate to player run supply, namely freighter. We?ve also adjusted the map icons to help new players spawn on the front, in groups where they will have a better chance of hooking up with the vets in game. We?ve also changed the infantry spawn buildings to be more inaccessible to enemy forces.
    -Added new map functionality: Front line CPs are normal color all others are dark gray
    -Damaged Barracks object now has no holes
    -Changed A51 to be Chinese by default
    -Adjusted AI-Flak (20,25 and 40mm) for increased accuracy at low altitudes.
    -Added more links between France and England along channel coast.
    -Changed all spawning facilities for DD's to NAVAL BASES.
    -Added NAVAL BASE to Vlissengen. (French)
    -Returned NAVAL BASE at Antwerp to British.
    -Fixed a spawnner issue at Oostende
    -Fixed a terrain gap related to the coastal town replacement tile
    -Updated memorials
    -Reduced max damage for Factories from 15000000000 joules to 10000000000 joules (reduces required damage to destroy)
    -Reduced rps level from 200000 joules to 150000 joules (reduces rebuild time)
    -Removed portion of stairs from destroyed depot spawn building
    -Removed holes in floor of destroyed barracks
    -Increased the max damage on barracks building to match other buildings
    -Added Zeeland Island CP's to terrain database:
    Westkapelle (French)
    Veere (French)
    Kamperland (Axis)
    Kats (Axis)
    Stavenisse (Axis)
    -Added mainland CP's to terrain database:
    Moerdijk (Axis)
    -Added English CP's to terrain database (for upcoming scenario):
    Brighton (British)
    Ipswich (British)
    Martlesham Airfield (British)
    Coltishall Airfield (British)
    Global
    The biggest global change for the players will be the addition of rank icons. This is actually a feature that we have been setting on for some time. We have held off on introducing this because we have a plan for deployment that includes an all new rank structure including enlisted, NCO, officer and command ranks, each with a separate part to play in the hierarchy of a country?s force. With that change will come the addition of several new ranks and most players will find that they will receive a new rank name. The level of rank will be the same but the name will change. For instance a current general may find that he is now a Major, though he is still rank number 12. Generals under deployment will be Generals in command positions and not infantry with lots of kills. Despite this future change, we think now is a good time to bring these icons in. They show a tangible reward for players that have earned them under the current system, even if that system is intended to change in the future. We have also done this to facilitate making new players to the game more visible. Many of our new players find a group to play with easily, since most brigades and squads are actively recruiting. By distinguishing out new players, we hope that the vets out there will more easily find new players to welcome into their ranks.
    -Changed private icon color to green
    -Added rank icons
    -Removed OpenAL from PC and replaced with DirectSound
    -Added deployments web management for fleets and bomber groups (internal)
    -Added code to display deployed spawn icons on the map
    -Added new friendly biasing to all vehicles (see what I'm riding)
    -Fixed an issue with non mission lists not resupplying correctly
    -Fixed an issue with out of supply towns incorrectly resupplying
    -Added new explosion effects
    -Added wind ambient sound to sea vehicles
    -Added German translation
    -Added German as a selection on the Settings App
    There?s a lot of stuff in here this week and I?m sure that there will be lots of things to discuss. I?ve started a thread for you to comment on things in these notes in our new discussion thread for development. You can find that thread here.
    _________________
    Gophur
    Producer
    WWIIOL
     
  7. dement

    dement Well-Known Member

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    Re: 1.10 что нас ждет

    -Added sprint to assault troops - если прально понял, то теперь бегом будет быстрее

    -New load outs for all infantry:
    Rifleman (Grunt load out):
    Rifle 100 rounds - и прально, всё равно не расстреляешь весь БК.
    3 grenades
    1 ammo resupply pack
    SMG (Assault load out):
    SMG 300 rounds
    Pistol 24 rounds
    4 grenades - дали больше гранат. Это есть гут.
    Sapper (Demolitions load out):
    Rifle 30 rounds - уффф... наконец то. А то пистолетик ужо замонал.
    4 satchel charges
    8 grenades

    -Damaged Barracks object now has no holes - прально. Нефих этим читом пользоваться.
    -Changed A51 to be Chinese by default - это что за нафих такой? Откуда тут Китайцы?
    -Adjusted AI-Flak (20,25 and 40mm) for increased accuracy at low altitudes. - ой мама...
    -Updated memorials - гыыы... очень важное дело, однако! Видимо кто-то проплатил таки 1000 баксов
    -Reduced max damage for Factories from 15000000000 joules to 10000000000 joules (reduces required damage to destroy) - вот теперь повоюем!
    -Reduced rps level from 200000 joules to 150000 joules (reduces rebuild time) - но не долго.

    -Added Zeeland Island CP's to terrain database: - это, как я понял, новые города. Это просто замечательно!!!

    -Removed OpenAL from PC and replaced with DirectSound - Вот им больше нчем заниматься?

    Вроде ничего так патчик получается. Весить он должен тоже ничего, по идее. Ожидаю с нетерпением.
     
  8. gunn-r

    gunn-r Well-Known Member

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    Re: 1.10 что нас ждет

    :super: :super: :super:
    Для 1.10?
     
  9. Count

    Count Well-Known Member

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    Re: 1.10 что нас ждет

    -Fixed flat shading in virtual chicken
    :kruto:
     
  10. Bobby

    Bobby Well-Known Member

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    Re: 1.10 что нас ждет

    Что есть "1 ammo resupply pack "?
     
  11. -rust-

    -rust- Well-Known Member

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    Re: 1.10 что нас ждет

    А это патроны, которые можно отдать другому.
    Например пулеметчику. Чтобы яростнее строчил ;)
     
  12. hamstr

    hamstr Well-Known Member

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    Re: 1.10 что нас ждет

    А самолеты они править не собираются?
    Пребываю под впечатлением от хурра сделавшего петлю в моем прицеле, и как ни в чем ни бывало, ушедшего на вторую настолько интенсивно, что я на 109 не смог за ним вытянуть.

    Странное ощущение от полетов, вокруг тебя одни уфо, никого дожать не можешь, но и тебя практически не сбивают :)
     
  13. gunn-r

    gunn-r Well-Known Member

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    Re: 1.10 что нас ждет

    На 109м только БумЗум, сейчас даже девку (д.520) не перекрутишь. В принципе он ещё нормально держит Е в вираже до того, как выскочат предкрылки, но вот когда они выскочат... :turret:
     
  14. Vitali

    Vitali Well-Known Member

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    Re: 1.10 что нас ждет

    Скрестите пальцы на удачу.Если бетатестеры сейчас никаких проблем не найдут,то 1.10 выйдет уже сегодня
     
  15. -rust-

    -rust- Well-Known Member

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    Re: 1.10 что нас ждет

    Наивный...
    Они очередную бету вылоджили ;)
     
  16. Vitali

    Vitali Well-Known Member

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    Re: 1.10 что нас ждет

    Я же говорил,а кто не верил!тот не прав:)У немцев с ними контакты ого-го
    плюс они игру на немецкий переводят,так что источники надежные

    Да здраствует 1.10!
     
  17. SerWolf

    SerWolf Well-Known Member

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    Re: 1.10 что нас ждет

    Только что отрубили сервер для перехода на 1.10
     
  18. VadVB

    VadVB Well-Known Member

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    Re: 1.10 что нас ждет

    бдим - в курсе!
     
  19. Vitali

    Vitali Well-Known Member

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    Re: 1.10 что нас ждет

    Да я жду жду,а эти товариши сидят и без меня воюют,а я балда вырубил игру:)
     
  20. SerWolf

    SerWolf Well-Known Member

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    Re: 1.10 что нас ждет

    патча для скачивания вроде пока не выложили