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PostPosted: Thu Aug 29, 2013 2:42 pm 
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Awesome, beta 0.92 just in time out to celebrate RWR getting a greenlit status. I hope it won't take too long to see RWR in Early Access now!

Anyway, here's that change log you came for:

post-processing: pp does overall darkening no more
post-processing: pp no longer goes through grass and other foliage
weapons: modding fun! bots with melee weapons now charge
vehicles: should_be_destroyed flag added -- used to make AI buddies not destroy the enemy cargo truck
events: item_drop_event added
gameplay: when faction loses and surrenders, they no longer alert about things
gameplay: a faction no longer can capture a base with having more force in a capture zone if they've already lost
menu: setting no ai in quick match menu now clears potential initial soldier boosts set up for the map
menu: quick match now features XP, RP and soldier count settings as sliders
commands: command execution rate increased
map-editing: it is now possible to join different types of walls together by marking them for merging
gameplay: it is now possible to takeover a vehicle from a friendly soldier by attempting to jump on the occupied seat -- if the soldier is of lower authority (rank, xp), he'll jump out first
gameplay: it is no longer possible to use stab to takeover enemy vehicle seat, rather you hit jump to get the seat occupier out from the vehicle; remember to stab him after he's out
appearance: building roofs now support walls at contours
map-editing: mesh offset now works properly with y coordinate
general: loading time optimizations, map5 went from 48s to 17s here
appearance: most of the trees are again unique, with no apparent extra expense on loading time
gameplay: grenade throwing tweaking yet again, behaves better, more like it used to be
faction-resources: enemy resources can no longer be spawned with, by default, something needs to happen for the resource to become added as your faction's resource
gameplay: shooting at a friendly occupied vehicle requests a ride: driver waits for requester to enter the vehicle and then squad commands can be used to request a target to drive to
gameplay: dying dropping only some of backpack items fixed
rewards: single event can be set to reward for both xp and rp -- new settings: causing fellows to die reduces RP, killing enemy players gives RP
invasion: online Invasion again set to loop
menu: quick match and Invasion now ask for profile name -- mostly it's relevant only if you intend to serve the game -- server name can be given separately; fixes the profile persistency issues with served campaign
ai: several critical commander ai bugs related to starting attacks fixed
gameplay: vehicle spawning by weapon now checks the area if there's enough room to spawn one
gameplay: when encumbered by having too high-encumberance items in backpack, a backpack visual is now shown and shooting accuracy is greatly reduced
calls: projectile drops now give rewards and penalties properly to caller
general: quick match + custom map config + saves didn't work right, now they do
appearance: terrain surface supports a new effects layer designed to visualize skidmarks, blood, foot prints and explosion decals
appearance: weapon voxel models are no longer outlined, but are shaded and bigger
menu: quick match and campaign menu stores settings now
menu: visual quality options now feature a toggle for surface effects
metagame: Windows game build now uses anonymous pipes by default rather than named pipes with communicating with the metagame component -- some people had issues with named pipes and so campaign didn't work
gameplay: sandbag secondary item added - use it to create barriers; can be destroyed with blasts
vehicles: MG enabled Humvee added, set up as drop-only via calls
calls: artillery strikes, tank and rubber boat drops added
calls: calls are no longer purchased at armories, rather you access call dialogue by holding Show calls -key and choose one, or use the shortcuts

+ plenty of minor tweaks and changes in the maps


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PostPosted: Fri Aug 30, 2013 2:22 pm 
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Joined: Fri Jun 29, 2012 12:20 am
Posts: 18
I love you and Jack, keep up the good work. :mrgreen:


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PostPosted: Sat Aug 31, 2013 9:59 am 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 68
"weapons: modding fun! bots with melee weapons now charge"

can you explain this please? i dont understand :D


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PostPosted: Sat Aug 31, 2013 10:08 am 
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Joined: Mon Jun 27, 2011 11:59 am
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theonesun wrote:
"weapons: modding fun! bots with melee weapons now charge"

can you explain this please? i dont understand :D


If you create a primary melee weapon (e.g. let's say.. medikit that kills instead of heals), the bots which have such a weapon attempt to use it by charging towards a seen enemy and "hit" (play the action animation) with it.

Use your imagination what that could be used for :D

In 0.90 they would've tried to use the melee weapon from a distance as if it was a projectile weapon.


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PostPosted: Thu Sep 05, 2013 5:33 am 
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Joined: Thu Sep 27, 2012 4:41 pm
Posts: 385
Location: finland
althought you cant overtake vehicles by stabbing, bots still attempt to do that :D

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PostPosted: Fri Sep 20, 2013 3:30 am 
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So where will we get steam keys if we have already purchased it off desura?


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PostPosted: Fri Sep 20, 2013 5:07 am 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
probably some sort of script thing where you write your desura code and it gets the steam key, this was just a guess because i have no idea but ive seen few doing this kind of trick when released on steam after desura release

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