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1.31.2.3 Read Me Testing


GOPHUR
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Please use this thread for feedback on read me testing. The beta will be available in the near future.

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World War Two Online - Open Test

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Version 1.31.2.3 (07-09-2010)

Infantry:

- Infantry can be run over again

- Infantry no longer "hop" over low flying planes

- Ragdoll effects from blasts are no longer multiplied by multiple explosions

- Improved head bounce when ascending/descending

Vehicles:

- Char riders no longer floating in the air

Aircraft:

- Bf109 F2 added to replace Bf109 F1

Capture:

- Arena lock now halts capture (and auto-un-cap) states

Map:

- Fixed Mac ML contact reports

- Contact reports are now auto approved (need to check for spamming)

World Objects:

- Fixed some clipping issues on the AT revetment

- AI ATG should no longer kill themselves

- Fixed radial clutter in buildings like the hangar

- Fixed some foliage seed issues with the Mac

Terrain:

- Reconfigured all redundant depot facilities along eastern edge of map -> Frankfurt into capturable city facilities

- Renamed all redundant depots to clarify them not being spawnable depots

- Added city facilities to Beauvais and Clermont to enable AO’s to be placed

- Added new depot facilities to enable links from Beauvais and Clermont to southern map edge towns

- Installed links between Clermont and Beauvais and the southern edge map towns (Poix-de-Picardie, Essertaux and Moreuil)

- Fixed a bunch of FB’s with berm issues

- Fixed a bunch of AB’s with slope issues

- Fixed a number of depots with slope issues

- Fixed the torn supercell vertices near Schlieden

- Fixed several misspelled facilities

No Fire Zone:

- Only active if enemy owned facility is open for business

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World War Two Online - Open Test

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Version 1.31.2.2 (07-02-2010)

- Friendly INF now react when hit

- Capture assist removed from AAR

- Large and Small towns now show their facility markers on the map at the same zoom level

- Corpses now adjust properly to performance, balanced and quality default preferences

- Vehicle shadows should now be off in performance default preferences

- Netcode2 is now the default (and no longer an option in settings)

- Fixed an urban RR station whose stairs were not colliding

- Fixed the damage bug in the Spitfire Mk.Ia

- Fixed OIC nominate and volunteer

- Updated Stug IIIG drivers viewport to work better on super wide screen resolutions

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World War Two Online - Release Candidate

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Version 1.31.2.1 (06-24-2010)

Infantry:

- Added blood effects to knife hits

- Fixed a satchel placement issue

- Fixed floating corpses when building destroyed

- Added high detail corpse option

- Infantry shadows removed from several objects due to incorrect rendering

Vehicles:

- Fixed driver zoom view on Stug IIIG

- Killed Sarlacc

- Fixed some bad vehicle states (fireball bug)

Capture:

- Arena lock now stops capture

Misc:

- Fixed trainers having builders icons

- Fixed a mission results pending issue

Map:

- Adjusted ship EWS to 1km

- Map now correctly focuses on selected facilities

- HAAC icon now shows on map

Terrain:

- Fixed placement on Urban RR Station

- Fixed some Russian flags

- Fixed floating trees in forest

Manual:

- added new $town, $here, and $hcid shortcuts to Commands page.

Added to Memorial:

- Graham "sesh609" Cowell

Edited by GOPHUR
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1.31.2.3 Downloads

There is currently no Mac install available.

Players are encouraged to get the patches automatically by selecting the Beta server in PlayGATE.

PC Full Installer v1.31.2.3:

http://installers.wwiionline.com/wwiiol000013123.exe

PC Patch v1.31.2.2 to v1.31.2.3:

http://installers.wwiionline.com/wwiiol1312213123.exe

Mac Full Installer v1.31.2.3:

http://installers.wwiionline.com/wwiiol000013123.dmg

Mac Patch v1.31.2.2 to v1.31.2.3:

http://installers.wwiionline.com/wwiiol1312213123.dmg

-MOD Edited correct version in title

Edited by hchris
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================================

World War Two Online - Release Candidate

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

Version 1.31.2.1 (06-24-2010)

Infantry:

- Added blood effects to knife hits *Yep works as intended*

- Fixed a satchel placement issue *NOT fixed, when vehicle is standing still, everything works as intended, but if you place a satchel on a moving vehicle, which is very hard btw, it disappears*

- Added high detail corpse option *works excellent, great options, thanks!!*

Vehicles:

- Fixed driver zoom view on Stug IIIG *nothing strange found so I call this fixed*

- Killed Sarlacc *not sure what this is, will check tomorrow if I can find info*

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

World War Two Online - Release Candidate

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

Version 1.31.2.1 (06-24-2010)

Terrain:

- Fixed floating trees in forest*checked woods E of Givet and nothing strange found so I guess this is fixed*

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

World War Two Online - Release Candidate

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

Version 1.31.2.1 (06-24-2010)

Vehicles:

- Fixed some bad vehicle states (fireball bug) *please see comments here*

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Ship EWS changed to 1km? I take it that is a typo and it should be 10km?

Isnt the effective range of destroyer main guns like 5+ km? With 1km EWS the camping of navy, coastal AFs and whitstable factories will increase a lot. Why do we want that?

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The ship EWS is already down to 1K in the live 1.31, and yes Lure, it means a EDD can camp a docks from 1.1K away without there being any warning!

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Yeah we proabably need to change that back for ship ews. Looking for some comments on that. I;m sure Icetwp will give me some feedback on the changes from you harbor fellas.

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Thanks HC. Reticketed satchels on moving targets.

The fireball bug is hard to reproduce. We'll probably just have to wait until it goes live and hope there are no more reports.

Sarlacc is the bug where planes nose over and fall through the earth. 109's mostly.

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Some readme testing 1.31.2.2 Beta

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

World War Two Online - Open Test

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

Version 1.31.2.2 (07-02-2010)

- Friendly INF now react when hit *Works as intended, they show a hit animation, and a blood puff is visible*

- Corpses now adjust properly to performance, balanced and quality default preferences Works as intended, was tested very thoroughly, great job!

- Fixed OIC nominate and volunteer *should work, but need somebody to double check please"

- Updated Stug IIIG drivers viewport to work better on super wide screen resolutions *sorry cannot test, don't have a super wide screen"

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

World War Two Online - Open Test

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

Version 1.31.2.2 (07-02-2010)

- Netcode2 is now the default (and no longer an option in settings) *cannot comment if netcode2 is chosen as default as I don't have an option to check that, do i? But in the settings menu the text about Netcode was deleted, but the checkboxes are still visible in ALL languages

Also noticed when you change the language in the settings the Chat Window moves position automatically to the left, also visible for ALL languages*

settingsnetcode.jpg

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

World War Two Online - Open Test

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

Version 1.31.2.2 (07-02-2010)

- Vehicle shadows should now be off in performance default preferences*works as intended, Vehicle Shadows are ON at "High Quality" and "Balanced" settings, OFF at "Performance" settings*

- Large and Small towns now show their facility markers on the map at the same zoom level *I guess this is OK, but would need a bit more info to be 100% sure*

- Capture assist removed from AAR *Nope, still there*

assists.jpg

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Ship EWS changed to 1km? I take it that is a typo and it should be 10km?

Isnt the effective range of destroyer main guns like 5+ km? With 1km EWS the camping of navy, coastal AFs and whitstable factories will increase a lot. Why do we want that?

Nope, this is correct. It was changed for 1.31 to make naval assaults more viable as to allow TTs and such to have a higher chance of survivability. With the current map state there hasn't been nearly enough opportunity to properly assess the effects of this change. In my opinion, DD camping won't be any more prevalent with this because it's hard to be effective unless you're right up in the docks, a place where you're not going to go unnoticed even by the newbiest of newbs. Once the DD gets a kill, or even fires a salvo at an enemy, everyone knows he's there and the only thing that can be truly camped is the FMB spawn, or some of the depots that are exposed. Point being, it's not hard to detect them sans EWS and it's not hard to avoid being killed by them most of the time because it's exceedingly difficult to thread those 5in guns through breaks in buildings and such (not that it should be easy). Add to that the fact that DD shells aren't STOs and so if it doesn't render it doesn't kill. The idea that a DD is going to sit at 6km and hammer a town to smithereens is false due to this. The role DDs excel at in terms of camping is securing the docks area, and like I said you have to be sub-1km to be effective anyway, at which point EWS isn't really a factor. A DD at 1.1km will still be formidable, but in my experience EI can still make it into the docks and a DD at 1.1km is still very easy to spot, mark or call out and so I doubt the effects of him not showing up on EWS will be significant.

The one area where this may pose a problem is with airfield camping along the coasts. When feedback was first requested on making the change to 1km I thought it best to, if possible, retain the 10km EWS rating for airfield towns only. If that's possible, that would be best to ensure it is still difficult to camp airfields. If it is not, the anti-shipping AI is still quite devastating and should still serve well as an effective deterrent.

Before any changes are made we need to see how it plays out under normal circumstances when the map is going Westward so that we can see what the effects are on the Zeelands and coastal towns. If it turns out that DDs are able to 'game the game' and camp more effectively sitting at 1.1km, then we need to consider changing it back. TTs, however, should remain at 1km to make naval attacks more viable.

Edited by oo6oo7
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Had an issue of "Sarlacc" in a Ju-52 a few days ago leaving a hanger. Wondered what happened! Now we know. Sorry, I don't recall where.. :confused:

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do not mess with the 1k ship ews.

there has not been enough of a navy game to assess the current change

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Has anybody anything to add to the readme testing of 1.31.2.2 above?

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DD:

My concern is factory camping with this range. How's that going to play out?

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DD:

My concern is factory camping with this range. How's that going to play out?

The AI you put in at Whistable pritty much killed off the KM DD factory runs years ago.

Even with 10K EWS if there was no Allied naval or air unit in England you didn't get any opposition, and even if there was you still often got no opposition.

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