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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.

v1.31.0.18 README


GOPHUR
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Prior to downloading and testing v1.31.0.18, please read the introduction carefully.

All testers should familiarize themselves with this thread before attempting any testing. Testers should note that this is a pre-release build and is not a release candidate. There are bugs and performance issues that still remain to be addressed. Some of these are listed in the KNOWN ISSUES thread on this forum.

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World War Two Online - Open Test

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Version 1.31.0.18 (12-15-2009)

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

- Not available for offline testing

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

Training (Online):

- Tutorials added: ATR, Grenadier, Mortar, Sniper

Infantry:

- 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 Eyepoints:

- Infantry eye points adjusted to match first person

- Aim will now raise the eyepoint of the trooper

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

Infantry Corpses:

- Corpses now mirror the ragdoll death

- 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 art of the Char model

- Upgraded art of the Spitfire 1a model

- Upgraded art of the Spitfire Vb model

- Upgraded art of the Bf109 E4 model

- PzIIIH replaced APHE with APHEC (Capped)

- Crusader II replaced AP with APCBC

- H39 coax MG has been realigned

- Blenheim IV now carries gp500 bombs

- Hurricane IIc now carries mc500 bombs

- Ju52 now has ammo counter for tail gunner

- Pz.38t 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

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

Edited by GOPHUR
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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:

- 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 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 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

- 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

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

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 gore will now 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 badwords 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

- 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

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

Memorial:

- Added Russell "Easy45" Freeman

Builders:

- Added new builders decal

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

Mac:

- Fixed several 10 character issues

Edited by GOPHUR
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