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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

1.31 Current Version Read Me


GOPHUR
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================================

World War Two Online - Open Test

================================

Version 1.31.0.43 (05-25-2010)

Infantry:

- Fixed a trooper collider issue with train station flat car

- Adjusted INF collider

- moved the infantry cage collider back out to prevent trip clipping

- moved the infantry fall collider out to help with climbing slopes

- fixed a bug where 3rd person troops were getting the interior flag reset

- Fixed some pinwheel issues on corpse rifles

Vehicles:

- Fixed sorting error on Stuart MG muzzle flash

Navy:

- Fixed deep-water spawns offline

Weather:

- Fixed rain visibility at night

Terrain:

- Improved forest ground cover

- Improved forest deciduous trees

- Grass fields now draw correctly for aircraft

PlayGATE:

- removed version number from PlayGATE dialogs (again)

- Made PlayGATE download a little faster

- Beta should now install without errors even is Live game not installed

Preferences:

- Preferences now default to the Balanced settings

Vehicles Caching (Internal):

- changed /vcache to take arguments 0 = disabled, 1 = troops, 2 = troops and vehicles

- vcache defaults to troops only

- made sure STO's aren't vcached (will be at a later date)

- added /vcount command for listing the number of visible vehicles in your vis list

Manuals:

- Updated images for new vehicles and modified vehicles

spit1a

bf109e4

charb1

bedford

spitvb

Misc:

- Added new ww2.ico file

- fixed a client vehicle invisibility bug

Edited by GOPHUR
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================================

World War Two Online - Open Test

================================

Version 1.31.0.23 (12-19-2009)

System Specs:

- Shader Model 2.0 is now the minimum requirement to play (older graphics cards may no longer be

supported)

- SSE2 is now the minimum requirement to plat (older CPUs may no longer be supported)

Game Engine:

- Added new ODE physics engine for infantry and trees

- Added new effects engine

Benchmark Tools:

- Added .benchantwerp

- Added .benchremagen

- Added .benchvehicles

- To use these tools, type the command at the UI and spawn

- You will spawn as a non moving floater at a specific location

- Use bench vehicles only once you are in the game world

Testing Parameters:

Note: See Bloo's thread for testing and reporting

- Launch offline

- Set preferences to "best performance"

- Exit game

- Launch offline

- At vehicle select type .benchantwerp

- Spawn in

- Record frame rate

- Despawn

- Type .benchremagen

- Spawn in

- Record frame rate

- while in game type .benchvehicles

- Record frame rate

- Despawn

- Complete

Capture (Online):

- All new capture mechanism (WIP)

- Infantry now capture buildings by standing in them

- There are no longer any tables to hump

- Attacking players contribute to capture by standing in the capture building

- The capture timer will slowly revert to the owner over time

- Defenders can help "un-cap" by being in a partially captured building

- Killing a player immediately after they submit a capture contribution will prevent them counting towards the current 'tick'

- History of people capping the current facility is maintained, currently credit goes to the player present with the most contributions or - In the event of a tie - who started capping first

No Fire (Online):

Infantry spawn points now contain a no fire zone. These zones are limited to the immediate area where players spawn. For instance the garage area of the depot spawn building and the roof are not no fore zones, neither is the vehicle garage.

This zone prevents other players from killing enemies as they spawn in. In the past we have chosen not to manually police these areas however, in the course of normal play it should be difficult (read on purpose) for players to find themselves in a no fire zone. If you enter a no fire zone you will receive an alert. If you attempt to fire in a no fire zone you will receive an additional alert and a head shake instead of firing your weapon. These zones only apply to infantry and infantry spawn points.

- All spawnables should now have no fire for enemy infantry

- This is usually limited to the areas where spawn happens not the entire building

- Players should receive an Alert when entering a spawnable held by the enemy

- Players should receive an Alert and a head shake when attempting to fire in a no fire zone

Rank:

- Fixed a rank sharing bug with lower ranks

CSR:

- These changes are sometimes made live before the patch is released

- Added paras and mortars

- Added top 100 grenadiers

- Hits are now shown

- Mortar and Paratrooper now listed under infantry

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Infantry:

- Modified SMG recoil

- Updated animation blending for smoother third-person movement

- Ragdoll physics applied to infantry death animations

- Added new idle animations

- Infantry now create more gruesome blood splats

- Can now use the map while auto running

- Infantry are now personalized offline

- You now pop to a kneeling stance if the terrain you are on is too steep

Infantry Combat Stance:

- Infantry recently in combat will now hunker down in to a combat stance

- Combat stance does not affect aiming

Infantry Stamina:

- Quick pose changes are now limited over time

- Breathing kicks in at about 70% of total stamina

- Heartbeat kicks in at about 55% of total stamina

- Sprint ends at about 50%

- While heartbeat is playing you are fatigued and regen at the old recovery rate until heartbeat doesn't play (55% of total stamina)

Deployed Infantry Weapons:

- Weapons now undeploy when you move

- The undeploy animation no longer stops movement

- Weapons may now be deployed on a wider range of objects

Infantry Eye-points:

- Infantry eye points adjusted to match first person

- Aim will now raise the eye-point of the trooper

- Combat stance slightly higher first person to make "peeking over the wall" a bit more effective

Infantry Corpses:

- Corpses now remain in the position they dies

- Corpses dropped weapons expire after 30 seconds (no you can't pick them up)

- Corpses have shadows

- Corpses do not timeout offline

- No corpses are created if in contact with a vehicle or under water

Paratroopers:

- Chute opening should be fixed

- Fixed a bug where the FPS para model would be twisted

- Fixed a bug where TPS para and jump models would be twisted

Vehicles:

- Upgraded the Char model

- Upgraded the Spitfire 1a model

- Upgraded the Spitfire Vb model

- Upgraded the Bf109 E4 model

- PzIIIH replaced APHE with APHEC (Capped)

- Crusader II replaced AP with APCBC

- H39 coax has been realigned

- Blenheim IV now carries gp500 bombs

- Hurricane IIc now carries mc500 bombs

- Ju52 now has ammo counter for tail gunner

- P38 fix to rear amour

- Adjusted bomb penetration on sc250he, f200, gp500 and mc500 for improved direct hit kills on heavy tanks

- Reduced over-penetration against amour plate of 75mm, 76mm and 88 mm HE rounds

- Invalid crew positions are no longer available

- Weapons will no longer fire after switching positions

- Audited all trucks

* Laffly S-20

* Opel

* Bedford OY

Navy:

- EA detection now plays a ping

- updated flag on German freighter

- updated French naval flags

- Updated German Fairmile flag

Clones:

- Offline players can drop clones in the world using the space bar

- Clones can be infantry or vehicles

- Clones retain the state information from their creation point

- Clones are not real enemies and do not have proper physics for ballistics testing

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Terrain:

- Added new terrain instancing to aid performance

- Buildings have new multi-texture and specular effects

- Updated ground textures

- Roads, tracks, and bridges have been updated

- All AI and Facility markers have been upgraded

- New infantry and ATG revetments

- New army base walls

- New bunkers and capture buildings

- New urban building sets

- New castles and windmills

- New airfield tower

- New fuel tanks

- Many more new buildings

- Added several new posters

Game World:

- The Funny Farm is running at Eersel

- Fixed a ground tile elevation issue at Chauny

- Altered Chauny town layout

- Fixed a berm error near Vireaux

- Improved Vireaux town layout

- Fixed some tree/berm issues in Schilde

- Altered some surrounding depot buildings in Schilde

- Fixed some FBs around Soignes/Enghien

- Fixed some berm/treeline errors around Enghien

- Fixed some elevation issues in the Enghien/Soignes region

- Fixed some anomalies around Sedan

- Fixed some anomalies around Prum

- Fixed some anomalies around Densborn

- Fixed some berm anomalies around Verdun

- Fixed a bunch of berm/tree/grass problems around Vervins

- Fixed some berm/FB issues around Brakel

- Rebuilt Brakel township

- Fixed some berm/FB issues around Maubeauge

- Fixed the FB to Berlaimont

- Fixed the Koln AF/AB infantry spawner issue

- Fixed the Stadkyll-Nettersheim FB

- Replaced the St.Vith AB infantry spawn

- Fixed the La Roche-Manhay FB

- Reworked (filled in) some of the open areas of Aachen (large urban)

- Reworked (filled in) some of the open areas of Liege (large urban)

- Fixed some of strat related issues (orphaned buildings) in Antwerp

- Fixed some elevation issues in Charleroi

- moved Charleroi city capture to it's own building

- Created Cherleroi Railway Station as capturable facility on it's own

- Rebuilt some of Cherleroi City to better use new urban footprints (large urban)

- Fixed the Eersel-Arendonk FB

- Fixed the Eersel-Lommel FB

- Rearraneged Arendonk town a little

- Improved the layout of the Arendonk AB

- Improved the layout of the Eersel AB

- Examined some issues in Antwerp (too open) and swapped in some different building groups

- Fixed some clipping issues in Steenbergen township, some remodeling of layout

- Fixed some terrain anomalies around Lueven, remodeled the town adding a capturable facility

- Fixed some clipping issue in Turnout, filled in a lot of the empty space in town, some new layout

- Added 2 new facilities to Turnout

- Fixed several clipped (berm) FB spawnners

- Fixed the Esch-Luxembourg FB

- Rebuilt parts of Luxembourg (large urban)

- Fixed some berm issues around Arlon

- Fixed the Luxembourg-Arlon FB

- Fixed some anomalies around Gent

- Fixed some northern FBs (around Eindhoven forgot to write down which ones)

- Filled in some of Eindhoven city space (large urban)

- Fixed an anomaly near Roosendaal

- updated Steenburgen town layout

- Fixed the Roosendaal/BOZ FB's

- Fixed the Steenburgen-BOZ FB

- Fixed some elevation anomalies around Ath

- Rebuilt Ath township because it was too openly spread out

- Fixed some elevation issues around Jurbise

- Expanded Jurbise township which was a little too small

- Replaced the Bohain-Caudry FB

- Replaced the Solesmes-Landrecies FB

- Fixed an elevation issue at Vireaux

- Fixed an elevation issue at Montherme

- Fixed an elevation issue near Revin

- Fixed a bunch of issues in and around Trier

- Filled in some gaps in Trier city (large urban)

- Fixed the FBs between Liart and Aubenton

- Filled in some gaps in Tourcoing, Roubaix and Lille cities (large urbans)

- Finished filling in Luxembourg

- Fixed some elevation issues around Metz

- Remodeled parts of Metz (large urban)

- Remodeled parts of Monchen Gladbach (large urban)

- Fixed some elevation issues around Bitburg

- Remodeled parts of Bitburg

- Remodeled parts of Maastricht (large urban)

- Fixed some erroneous ob3's around St.Omer

- Remodeled parts of St.Omer city (large urban)

- Remodeled parts of Dunkerque (large urban)

- Fixed some bitmap issues around Montreuil

- Remodeled parts of Montreuil city (large urban)

- Fixed 2 FBs around Oostende

- Remodeled some of Oostende city (large urban)

- Remodeled parts of Brugge city (large urban)

- Fixed a few terrain anomalies around Brugge

- Remodeled Cambrai city (large urban)

- Fixed 2 FBs around Cambrai

- Fixed a link issue between Ostende/Zeebrugge

- Fixed some berm issues in and around Zeebrugge

- Remodeled parts of Arras city (large urban)

- Remodeled parts of Laon (large urban)

- Remodeled parts of Valencienes (large urban)

- Remodeled parts of Hermeskeil (large urban)

- Remodeled parts of St.Quentin (large urban)

- Remodeled parts of Duisburg (large urban)

- Fixed a depot issue in Dinant

- Fixed a floating building issue in Aubigny

- Finished mainland large urban footprint pass

- Fixed a ton of small errors and anomalies from .reports

Foliage:

- SpeedTree has been upgraded with new models (over 1 million trees currently in game)

- Trees now have normal maps

- Trees will cast shadows

- Radial clutter has been upgraded

- Added new fields of grass as clutter objects

- Bushes have been redone

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Effects:

- New infantry shadows

- New vehicle shadows

- New fire and explosions

- New hit effects

- New muzzle flashes

- New wake effects

- New explosions

- New Tracers

- Infantry shadows will not show on buildings

- Cockpits are affected by terrain shadows

- Adjusted tracer rounds to all non infantry automatic weapons

- Added tracer to all infantry LMG

Weather:

- Added a new weather system

- Some days will be cloudy

- On cloudy days it may rain

- Weather effects will have a ceiling (planes can climb above it)

- Players can use the ".rain" command to cycle the weather

- On rainy days there are several separate rain patterns

- Rain should generally last no more than 30 minutes (game time)

- It will rain several times throughout the game day

- Rain slants with speed

UI/HUD:

- Updated mini-map

- Added new world info element

- Players may need to reset HUD using 'shift-y'

- Fixed a bug where players with the same name or similar would cause issues

- The readout view now shows more player information (online only)

- Updated some launch tips

World Info HUD Explained (Online):

- When you are not around a town, the capture bar is gray and "no towns near" is displayed along with your lat/long.

- When you are in town, but not in a capture building, the town name, your lat/long and the current ownership state of the town is displayed in the progress bar using your UI friendly and enemy colors.

- When you are in a capture building, the facility name that building is displayed along with the current capture state text and the progress towards capturing by either you or the enemy depending on current ownership. The text is some state like, capturing, not capturable, etc... etc...

Chat:

- Revised language filter so that players can say "pizza"

- Updated bad words list so that muffin, Saturday and document do not trigger the filter

Camera:

- Modified death cam to circle target on death (old style WWIIOL)

- Improved camera key movements in external views

Settings:

- Defaults to desktop resolution

Preferences:

- Several new preferences for clutter, shadows and infantry hit effects

- Now support ultra wide-screen for Matrox Triple Head and ATI Eyefinity resolutions greater than 16:9

Keymapper:

- Offline external view defaults to "ctrl-x"

Input:

- The input controller has been upgraded

- Mouse now stays fixed to the game window when running multiple monitors

- This should fix the need to change compatibility mode to get the mouse to work in Vista and Windows 7

PlayGATE:

- Added population levels and colors based on the server population percentage the host sends down

- Labels and colors were based on what Peter's team suggested on the Blitz forums

- This is WIP and will not correctly reflect Live online status

- Added title link to original story

- Added read more to original story

- Removed feedburner added social networking site links

- Removed feedburner add

- Fixed up some HTML formatting

- Links now open a new browser window

Pre-Launch Check:

- Machines who do not meet minimum RAM amounts and shader version will receive a warning at launch

NetCode2 Beta:

- New version

- Should fix reported issues with out of memory errors

- Fixed packet loss issues

Net Connections:

- We no longer support dial up connections

Vis Limits:

- All visible player limits have been increased

Vehicle Caching:

- Added a new system to improve loading and unloading players from the vis list

- Should reduce stutters

- Test at Eersel

Crash Reporting:

- Added updated crash reporting

- Automated crash reports are in the errorinfo.dmp file

- All logs SHOULD write to the WW2_Log.txt file

Memorial:

- Added Russell "Easy45" Freeman

- Adam "Retnuh" Hunter added to in-game Memorial

Builders:

- Added new builders decal

- Plaques will no longer pop up within 30 seconds of combat

Mac:

- Fixed several 10 character issues

Manuals:

- French Pistol text revised to display correct model number (1935 A) and cartridge size (7.65 mm)

- Updated char pictures

- Removed mortar rounds counts so they won;t be wrong (well that's one way to skin a cat!)

Translation:

- Updated all translations

- Added engine numbers to multi engine feedback

- Localized crew damage feedback

- Made dot command confirmations wide string aware

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================================

World War Two Online - Open Test

================================

Version 1.31.0.24 (12-23-2009)

Effects:

- Fixed a muzzle flash CTD

Inf:

- Ragdolls no longer shear to infinity

- Prone infantry no longer clipsheared berms on hills

Vehicles:

- Fixed a sight error on the Churchill III

Chat:

- Removed "slut" from badwords list so that Swedes can say "stop, done, over, finished" etc

Terrain:

- Fixed several capture buildings that would cause a CTD

- Tree billboards have improved lighting for less popping of the LOD

Ranks:

- Cross country rank adancement is fixed

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================================

World War Two Online - Open Test

================================

Version 1.31.0.25 (2-24-2010)

- Removed ragdoll physics chat spam

- Fixed invisible infantry issue with vehicle caching

- Added /vcache toggle to turn off vehicle caching for testing

Note: Vehicle caching toggle should work on the fly but may require a restart. Vehicle caching is intended to reduce stutters.

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================================

World War Two Online - Open Test

================================

Version 1.31.0.26 (2-25-2010)

- Fixed several issues with vehicle caching

- Players should not turn off vcache unless they are experiencing errors

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================================

World War Two Online - Open Test

================================

Version 1.31.0.27 (03-01-2010)

Vehicles:

- Fixed speedos on Laffly

- Muzzle flashes resized

- Destroyers do not sink on spawn

Command:

- Use CP Names instead of generated IDs for hold/fall

Vehicle Caching:

- is now off by default

Weather:

- Thuder is more rare with less rumble

Builders:

- Statue added near Rocroi

Edited by SOLOJE
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================================

World War Two Online - Open Test

================================

Version 1.31.0.29 (03-09-2010)

Infantry:

- Removed odd bit from German LMG reload

Vehicles:

- Fixed Char Muzzle flash offset (why did we change the name of that tank anyway)

Death:

- rag dolls now use the LOD of the source trooper

- corpses now use LOD 3

- couple of rag doll tweaks

- possible fix for the crab guy when vcache is turned on

- minor performance improvements when updating troopers

- no longer get heartbeat, breathing and earring in deathcam

Terrain:

- Removed remaining power lines until they can be redone

- Fixed floating roof in urban building

- Removed dead looking tree that was sometimes in roads

- Remade entrance to bunker for easier access when butted against walls

Map:

- Now with buildings! (maybe)

Host:

- Improved cross host efficiency

- Funny farm now disabled by default

Known Issue:

- Clutter bushes and grass may act weird and draw in odd places or cause out of memory errors on really long sorties

OIC:

- Added error message for players that cannot OIC (future dev)

mac:

- Reminder that we no longer support PPC

ATI:

- Fixed an issue with shaders causing performance and graphics oddities

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================================

World War Two Online - Open Test

================================

Version 1.31.0.30 (03-16-2010)

Ground Vehicles:

- Fixed B1 bis turret muzzle flashes being offset

- Flak 20 rain hood removed

Aircraft:

- fixed gear jam shudders and sounds

Navy:

- Main guns no longer light the whole ocean

Terrain:

- Fixed some trees blinking out when turning

Manuals:

- Updated bomb descriptions for changes already in beta

Memorial:

- Jerry "TexFritz" Baugh has been added to the memorial of the fallen.

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  • 2 weeks later...

================================

World War Two Online - Open Test

================================

Version 1.31.0.31 (03-24-2010)

Installer:

- The game now uses an all new archive system

- The following files are no longer used by the game

playarc.w2a

playarc.w2d

playarc.w2m

playarc.w2s

playarc.w2t

playarc.w2v

Infantry:

- Boyes ATR now cycles bolt after reload

- Fixed error in resupply messages

- Paratroopers can now look left and right after spawning

Vehicles:

- M1a1-M5 ATG round changed from M79 solid shot to M62 APHE

- Dust clouds reduced in opacity and size

- Muzzle flashes scaled down a bit

Corpses:

- Fixed slanting corpses

Terrain:

- Fixed colliders on new pine trees

playGATE:

- killed playgate versioning displays

China:

- put in a fix for missing ime punctuation

- uncommented Zhineng ABC CTD fix

Mac:

- Rosetta no longer required to run installer

- cmd-tab and cmd-h now correctly hide the app and move to the desktop

Decals:

- Added the builders and 1.31 patch decals to the available decal list

Settings:

- Fixed shadows off when selecting best performance

Edited by frantish
fixed version to .31, and check to make sure too
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  • 2 weeks later...

================================

World War Two Online - Open Test

================================

Version 1.31.0.32 (04-05-2010)

Vehicles:

- Crew unable to work control inputs after death

- Gauges are fixed

Planes:

- Fixed a sorting error on the H-87 cockpit

Navy:

- Fixed deep water spawns

Terrain:

- Fixed floating objects

- Fixed mem leak (long flights should no longer crash)

- Still issues with object on object (AI on docks, builder's statues)

- Fixed docks capture in damage state

- Docks can now be captured anywhere on the dock

- Removed remaining power lines

- Fixed floating CP marker in Ciney

- Fixed massive floating issues in Havelange

- Fixed floating berms near Schilde

- Fixed funky barracks rotation issue

- Fixed an issue where some of the clutter fields (waist high permanent grass) were not drawing in the right place for all players

- Fixed an issue where some of the clutter bushes (permanent) were not drawing in the right place for all players

Capture:

- More attackers capture faster

- Having more than 12 players reduces capture time to 60 seconds

- Having one attacker takes 8 minutes 20 seconds

- Contested buildings will revert to the owner in 12 minutes or less depending on how much capture has been achieved

Training:

- Fixed hits not being recorded on targets

Misc:

- .vcache added for infantry only (toggle)

Keymapper:

- Fiddled with the keymapper to see if we can fix some JS detection issues

- Also might want to check the other JS threads and see if we fixed any of that up

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================================

World War Two Online - Open Test

================================

Version 1.31.0.33 (04-08-2010)

Infantry:

- Paratroopers should have a new place to spawn

Planes:

- Fixed a spawn crash

Effects:

- Muzzle flashes should be stuck to the barrel when moving

Capture:

If attackers are present in a capture building then the number of attackers will affect how fast the facility is captured.

A partially captured facility will automatically return to an uncaptured state after a few minutes.

If defenders are in a partially captured facility with no attackers then they will contribute to returning the facility to uncaptured at a speed based on the number of defenders.

One player can accomplish this alone in about 8 minutes 30 seconds. 12 players can accomplish this in 1 minute. Partially captured facilities that are un attended will return to the uncapped state within 12 minutes based on how far along the capture progress was.

China:

- Brigade max increased

- Unsupported pop up now pushes to the foreground

- strat display name is now used for brigade control notice feedback

Terrain:

- Sheep don't freak on corpses

- Tents don't freak on corpse

- Fixed lighting on the haystack in the barn

- New cobblestones texture

- Fixed floating AB bunker

- Fixed floating gas station

- Fixed some flags showing wrong country

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================================

World War Two Online - Open Test

================================

Version 1.31.0.33 (04-08-2010)

Infantry:

- Fixed paratroopers spawn in open

Misc:

- Fixed wrong version of executable (oops!!)

UI/HUD:

- Hopefully brigades are showing now

Terrain:

- Fixed sheared placed buildings (test Leuven)

Effects:

- Fixed vertical line on muzzle flashes

- Fixed shadows

- Muzzle flashes should show through glass

- Fixed sun goes missing error on some AAA gunsights

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================================

World War Two Online - Open Test

================================

Version 1.31.0.35 (04-13-2010)

Misc:

- Fixed hideous download speed in Playgate

- Fixed aqn issue where the capture message chat said one too many players had participated

- Adjusted heartbeat and breathing when dying

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================================

World War Two Online - Open Test

================================

Version 1.31.0.36 (04-21-2010)

Capture:

- Reduced the time between contributions from 5 seconds to 1 second

Effects:

- Adjusted tracer size down on rounds bigger than 50mm

Inf:

- Fixed running with map up animations missing

- Fixed several riding issues

Terrain:

- Fixed missing colliders on sand bags in the ATG revetment

- Fixed flickering on dock stairs

- Fixed missing walls when normal maps turned on

- Fixed flickering on MG Tower base

Weather:

- Adjusted light values up slightly for overcast and rainy nights

Core Changes:

- moved ODE colliders out to 1100 meters from your position

- added new transform and sheared colliders for static and sheared objects

- airplanes still don't get any ode colliders (for stutters)

- moving while in super float doesn't add new colliders (to help reduce stutters) (just stop and they will get added)

What too look for:

- grass on roads

- grass in buildings

- missing grassing

- physical objects behaving incorrectly like settling or colliding with invisible surfaces or not colliding with visual surfaces

- CTDs timed with physical events like a physical object impacting at a high speed or grenade throw start

- capture zones not working

- no fire zones not working

- prone terrainizing being funky (more than normal)

Physical Objects are:

- clutter

- rag dolls

- grenades

- visual damage from vehicles

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================================

World War Two Online - Open Test

================================

Version 1.31.0.37 (04-26-2010)

Chat:

- Improved font rendering (might help the pause on orders updates)

Terrain:

- Dramatically reduced tree textures

Weather:

- new rain sound

- modified texture for rain

Misc:

- made floating controls as a trooper the same as vehicles (not reversed)

- fixed a build terrain crash where the object on object collide geom was null

- fixed objects on objects (like the cart or barrels)

- adjustments made to binoc view (please rerun your tests)

Vehicles:

- despawned vehicles that are severly damaged will result in hulks

China:

- ime control now tells the wrapped textview that it is in control

- ime wrapped textviews no longer process key events

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  • 2 weeks later...

================================

World War Two Online - Open Test

================================

Version 1.31.0.38 (05-03-2010)

Infantry:

- eyeopints adjusted to remove pop up

- trooper: changing from binocs to something else is now faster

- trooper: changing from binocs to something else now comes up right away

- trooper: changing from binocs to something else and sprinting starts right away

- trooper: autorun now smart undeploys as needed

- trooper: lowered weapons no longer need an initial mouse click (fire) to clear the lowered flag when the weapon is lowered (would prevent the weapon from firing until the next click)

- decreased prone turn speed

- increased weapon change speed time slightly

- fixed a bug where you could move your corpse after dropping the map

- removed force crouch from prone on steep surfaces

- can no longer bring up the map if you are dead

Terrain:

- Urban buildings no longer LOD at 300m

- Fixed urban buildings lod issues with ranged combat

- Urban buildings can no longer be destroyed (future work)

- Adjusted night time to have better visibility

Effects:

- Adjusted tracers

- Visible damage objects correctly positioned

- Turrets now fly of in random directions

- added high velocity impact effect for damage objects

- ocean textures no longer checkerboard

Chat:

- ".hc +" no longer changes the HC MotD

Mac:

- Saitek X-52 support

Settings:

- Specular checkbox now working

Manuals:

- several vehicles update to describe towing capacity and resupply ability, as well as accuracy

Training:

- Fixed a persona select/training screen error

Internal testing:

- added new beta release slash command /decal

- unit decal is optional

- use it to test decals with /vspawn or cloning offline

- made vehicle sto's decal aware

Objectives:

- system will now attempt to ensure that there is always an AO placed

- System will try and place this AO as a counter attack obejective near a defensive objective if there is one

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================================

World War Two Online - Open Test

================================

Version 1.31.0.39 (05-11-2010)

Infantry:

- greatly increased turret resolution for all turrets (vehicles and troops)

- fixed an issue where sight adjusts would occur with external cam controls

- prone turn in place speed reduced by 25%

- prone deployed troopers no longer terrainize

- firepoints for most troopers are now decoupled from the fire bone for better consistency with real fire angles

- turrets for non automatic infantry weapons are now only updated after the fire message for the frame that the weapon was fired goes out (recoil for the ATR would cause the round to be way off)

- recoil effects for ATRs are now applied to the deploy angle, not the eye angle (means firing no longer changes your deploy position)

Vehicles:

- Vehicles that deswpawn while critically damaged may now explode and hulk

- removed dispersion from ghost rounds (they still have enough dispersion from lag and recoil effects but remain close enough to the hit point to convey you are being shot at)

- completed bomb audit (200+ kg class) versus vehicles

- Fixed a ton of place modes

Capture:

- disabled capture area chat debug

Terrain:

- Fixed tree performance issues (binos, bushes, etc.)

- Should be able to capture docks

Network:

- Enable netcode2 by default

Tutorial:

- German Tank tutorial commander instructions revised.

- adjusted external view of Fighter Pre-Flight Tutorial

Decals:

- Added beta slash command to test decals on clones

- .decal

Misc:

- added new TerrainSTO type for future use

- added new MobileSpawnSTO for future use

- added hooks for damaging terrain stos

- Builder icons work in beta

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================================

World War Two Online - Open Test

================================

Version 1.31.0.40 (05-17-2010)

Testing Needed:

- look for infantry collider anomalies like being able to "dig" your way into unexpected areas, corners, vehicles, etc

- look for infantry lighting anomalies when you should be lit with the interior material, as a vehicle or troop

Infantry

- Audited crouch eye-heights

- Fixed the fall collider (has several effects including sinking into some floors and the "Lille death bug")

- Removed tracer from ATR rounds

- Sniper rifle no longer has muzzle flash in the middle of the scope

- Vcache is now on by default

- Prone infantry can no longer climb vertical surfaces

Corpses:

- Trooper corpses now only update the mesh on the first render pass (should be a performance increase)

- Decreased weapon corpse lifetimes to 30 seconds (from 2 mins)

Vehicles:

- Fixed muzzle flashes on Pz.IIIH and Pz.IIC

- client now skips the first turret update for 3rd person vehicles (seems to have bad data in it; can't see where the bad data comes from)

Planes:

- No longer CTD when hitting tree

Ships:

- Fixed muzzle flash on destroyer main guns

Hulks:

- no longer set hulk on despawn with visual engine damage (not the same as burning engines)

- the engine fire state no longer causes a hulk on despawn for planes (it's not a fire for planes)

- high speed plane augers (ground impacts) are now better handled by the visual damage system (accounts for lag)

Vcache:

- added code to vcache vehicles on the same sortie, but it's currently disabled

- hulked vehicles will not vcache when vehicle vcaching gets turned on

- fixed an issue where sea vehicles couldn't exit right away (related to hulk on despawn)

Brigades:

- Unique brigade markings added for 20th Infanterie Division (DE) and 3rd Infantry Division (UK)

Terrain:

- Can no longer clip into ceiling of Capture Office using the sandbags

- Docks now show capture bar (can't believe this has never been reported!)

- Fixed some docks LOD issues (missing roof etc)

- Fixed missing bridge icons in Antwerp

- fixed floating AB fences (three models total)

- Fixed LOD on sand bags

- Fixed missing end caps on bridge LOD

- Farm ruin has new place mode (looks mo bettah)

- Church LODs matched so it doesn't disappear damaged at range

- Gussied up the barracks so Rafter doesn't get vertigo (still needs a redo)

Manuals:

- Updated Pz.III

Preferences:

- Software sounds are now the default for all (don't worry about the fubar naming, software sounds better)

- Some default changes will cause some preferences to be reset

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================================

World War Two Online - Open Test

================================

Version 1.31.0.42 (05-21-2010)

- Fixed the drive by's 9and fly by's)

- Fixed A cause of invisible inf 9probably not the big one)

- Holes in the cloud should be better

- Gonna try bittorrent DNA downloader

(some other stuff too but it needs DATA and this is just an exe release)

================================

World War Two Online - Open Test

================================

Version 1.31.0.41 (05-19-2010)

- Fixed vcache CTD

- Fixed clone trooper against tree CTD

- /vcache no longer works the way you think it does

- New host with some KFSONE junk in it (check for anomalies all over)

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================================

World War Two Online - Open Test

================================

Version 1.31.0.43 (05-25-2010)

Infantry:

- Fixed a trooper collider issue with train station flat car

- Adjusted INF collider

- moved the infantry cage collider back out to prevent trip clipping

- moved the infantry fall collider out to help with climbing slopes

- fixed a bug where 3rd person troops were getting the interior flag reset

- Fixed some pinwheel issues on corpse rifles

Vehicles:

- Fixed sorting error on Stuart MG muzzle flash

Navy:

- Fixed deep-water spawns offline

Weather:

- Fixed rain visibility at night

Terrain:

- Improved forest ground cover

- Improved forest deciduous trees

- Grass fields now draw correctly for aircraft

PlayGATE:

- removed version number from PlayGATE dialogs (again)

- Made PlayGATE download a little faster

- Beta should now install without errors even is Live game not installed

Preferences:

- Preferences now default to the Balanced settings

Vehicles Caching (Internal):

- changed /vcache to take arguments 0 = disabled, 1 = troops, 2 = troops and vehicles

- vcache defaults to troops only

- made sure STO's aren't vcached (will be at a later date)

- added /vcount command for listing the number of visible vehicles in your vis list

Manuals:

- Updated images for new vehicles and modified vehicles

spit1a

bf109e4

charb1

bedford

spitvb

Misc:

- Added new ww2.ico file

- fixed a client vehicle invisibility bug

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