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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.

v1.32.0.13 Open Test Read Me, Schedule and Downloads


GOPHUR
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v1.32 Downloads

PC Full Installer v1.32.0.13:

http://installers.wwiionline.com/wwiiol0000132013.exe

MacFull Installer v1.32.0.12:

http://installers.wwiionline.com/wwiiol0000132012.dmg

1.32.0.13 is PC Only.

Patches will auto-update through PlayGATE.

v1.32 Open Test Schedule

Current testing is open full time.

v1.32 Open Test Read Me

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

World War Two Online Open Test Candidate

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

Version 1.32.0.6 (09-23-2010)

Bailout:

Bailout is the new despawn mechanism for airplanes. The goals are twofold. Give pilots a reward for returning their plane and also give them a better chance at getting the kill before a target blinks out. Planes that are on the ground (or near) will despawn as usual. Pilots that are in flight will need to bail out, if they can, before being killed or running into the ground.

Added bailout despawn for planes

This allows pilots to escape a damaged aircraft without getting a KIA

This allows attacking planes to continue to try and get a kill scored

Planes will no longer blink out

Bailout Despawn:

  • Despawning in a moving plane above ~180 meters will result in a bailout despawn
  • Bailout despawns end when the plane crashes or the pilot touches down or 30 seconds goes by
  • Planes with multiple positions will show parachuting crewmen for each position living at the time
  • of the bail out
  • During a bailout despawn the despawning plane can still fly and take damage and crash
  • Pilots who have bailed have no control of their plane
  • Pilots who successfully bailout will receive either a Rescued or an MIA
  • Canopies will come off when a bailout is initiated

Normal Despawn:

  • Occurs if the plane is crashed
  • Occurs if the pilot is dead
  • Occurs if you are the crew in a MC aircraft

Unable to Despawn:

  • Planes not on the ground and not above 180meters will not be able to despawn
  • Players must climb to 180 meters to bailout despawn
  • Players must be on the ground to regular despawn

Bailout Scoring Changes for Planes:

  • Bailing out pilots will be scored at the time of bailout
  • Pilots who bailout can only receive an MIA or a Rescued status
  • Kills will now be awarded for any damaged plane that does not RTB even if that damage is not critical as long as that damage was recent (maneuver or ditch kills)
  • Plane RTB is defined as being on the ground close to a friendly airfield
  • Planes that RTB will deny a kill score to the enemy even if critical damage was achieved
  • RTB planes will no longer explode on despawn due to critical damage

Multi-Crew Bailout and Despawn:

  • Crew despawns when commander despawns
  • Crew can now bypass despawn timer and despawn at anytime

Player Placed Objects:

We've added a new type of Server Tracked Object to this release, the Player Placed Object (PPO). These objects are only the first in a series of objects we hope to allow players to use to impact the battle they are in by affecting the world around them.

  • Infantry players may now place certain objects in the world
  • Sappers can place a gun emplacement
  • All other infantry/paratroopers can place an infantry fighting position
  • These objects cannot be destroyed
  • Infantry units have a new entrenching or build tool
  • When using this tool you will have visible feedback if you can place an object
  • Infantry go to kneeling while placing the object
  • There is a build timer to place the object
  • There is a cool down timer on the entrenchment tool once it has been used before it can be used again
  • These can be placed online or offline
  • There is a limit on how many can be placed in an area by each side *
  • There are no map icons because these objects are not part of strat
  • There is a buffer around each object so that they may not be placed too close together or too close to other objects
  • These objects cannot be placed on cobblestones or airfield or roads etc.
  • These objects cannot be placed if another player is intersecting their placement position

(*) Note: The placement rules are fairly complex to explain but in practice are easily observed. These are still being worked on in Beta.

Forward Resupply units:

The Forward Resupply Unit is a special type of PPO that can be placed bu a truck or the Mission Leader. This objects replaces the Mobile Spawn Point and Unmanned Mobile Spawn features in the current game with one that can be more easily placed by the mission leader. This is a first step in expanding the ways and means of entering the world and interacting with your group.

  • Trucks can no longer become MSPs
  • Instead a truck will place an object in the world that acts as Forward Resupply Unit
  • The truck may then continue on the mission or despawn leaving the object in the world
  • FRUs act as both an infantry spawn point and as a resupply point
  • All other rules associated with the placement of an MSP are still in effect including the one per mission limit
  • These objects may not be placed intersecting with other objects
  • They may be placed on cobblestone but not on airfields
  • Mission leaders can delete these from the map the same as an MSP now
  • When a Mission Leader places an FRU, any previous FRU for that mission is automatically deleted
  • Paratrooper Mission leaders do not get the FRU
  • Trucks place this object by using the deploy key to turn on the placement “ghost” and then again to place the object
  • Trucks must be stopped to place the object
  • The FRU can act as an RTB spot for infantry and paratroopers

HQ Alerts:

We've enabled a system developed some time ago that allows for players to receive Action Alerts

from the HQ. These chat based alerts can notify a player of nearby action when spawned in to help

mission members coordinate intel to receive a better picture of the battlefield. These alerts can be

used to compliment the contact report and way-point system, to give a mission leader more tools to

organize his tasks.

This system is experimental and we plan to deploy it for an upcoming intermission to see how it plays large scale. We've been playing with it for many months internally and really like it.

Infantry:

  • Paras with a chute open now cull at 2000 meters

Tables of Equipment:

  • Div HQ now have a spawn list more suited to resupply

Resupply:

  • Resupply is now side based not country based

RDP:

  • Factory rebuild times reverted to correct 1.30 values (longer)(live)

Squad:

  • Squad invites should show the recruiter name and squad name associated with the squad invite

Client:

  • Added performance improvement for troops (~10% increase in fps for infantry critical scenes)
  • SpeedTrees are now Open GL 3.2 compliant
  • OpenGL 3.2+ path for multitextures

Terrain:

  • Bushes are now per-calculated instead of at run-time
  • Adjusted fade in of radial clutter groups
  • Fixed some trees that could be driven through

Sounds:

  • Added a new naval alert ping

Alerts are now all controlled by the alerts setting in the Preferences Tab

  • Fixed several sound attenuation issues when software sounds are selected

Effects:

  • Increased bloom effects to match 1.30 effects
  • Windmills and towers don't show trooper shadows on the bottom
  • Flak effects darkened for more realistic and visible hits
  • Vehicle dust does not display in the rain

Map:

  • Added ability for ML to delete all WPs (similar to contact reports)

Chat:

  • orders are not set to the newly created mission's description
  • chat increase is now

AAR:

  • Capture assist removed

Translations:

  • Added several new translations to support Bailout and PPOs.
  • Updated several languages

Manuals:

  • Added Bf109 F2 manual

Concussion Bug:

  • Various potential shake cam fixes
  • Modified how the shake cam report is done
  • Added /concussionbug slash command which sends out a shake cam /report if it thinks you have the bug

Preferences:

  • Added color selection to PPO placement colors

PlayGATE:

  • Reintroduced the Hardware Survey features of PlayGATE

Mac:

  • Added pref for low resolution OpenAL sound

Platinum Builders:

  • Added Stang's picture to the capture building
  • Added Chiefwo's picture to the capture building
  • Added Fredrik1's picture to the capture building
  • Added Xl2dylar's picture to the capture building
Edited by GOPHUR
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World War Two Online - Beta Test

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

Version 1.32.0.8 (09-30-2010)

Vehicles:

- Updated the effects on some flak rounds

PPOs:

- Fixed a problem causing mobile spawning to persist after the FRU was destroyed

- Changed IFP placement border to 2m from 4m

- The GE has a placement border of 10m

- FRU has placement border of 1m

- Changed placement ghost to be closer to the player placing the object

- FRU can now be placed 3km from target but 400m from enemy facility

- Fixed odd IFP shadows

Misc:

- Splash screen now works with ultra wide screens

- Fixed excessive CPU loads due to hyper active culling routines

- cloudy days reduced in frequency

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World War Two Online - Beta Test

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

Version 1.32.0.9 (10-04-2010)

PPOs:

- Now timeout after five minutes of non use

Bailout:

- Scoring now works (will post rules and sticky for feedback)

- Despawn should now work correctly (spawn list issues)

Brigades:

- Increase movement delay for out-of-supply units from 10% to 25%

- Units that are moving FROM, TO or BOTH front line towns have a 1 hour move timer. A move where neither the FROM or TO is front line has a 30 minute move timer.

Weather:

- Cloud layer raised during overcast days

Terrain

- Several floating or stretched or off axis buildings should be resolved

GMs:

- .move works again

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

World War Two Online - open Test

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

Version 1.32.0.10 (10-06-2010)

Infantry:

- Massaged the collider a bit to deal with some stair clipping issues (NEEDS MAJOR TESTING!!!!)

- Grenades no longer stick to ceilings

Bailout:

- Added a small delay to the bailout procedure

- Fixed a bug where spawn lists were not available after bailing

- Fixed a bug where the AAR might not show after bailing

- Fixed an issue where non-bailout kills were not being awarded

- Hitting escape no longer causes a hulk when you have bailed

- Maximum parachutes set to 3

* This is an easy fix to deal with the discrepancy between crew positions and actual numbers of crew

PPOs:

- The FRU now acts as a resupply point

- FRUs can now be built on concrete surfaces (including cobblestone)

- Added a new IFP (NEEDS FEEDBACK IN STICKY!!!!)

- Adjusted PPO placement tool cooldown

* IFP can be placed every 60 seconds

* FRU can be placed every 60 seconds

* GE can be placed every 300 seconds

- Fixed some missing text

- Improved build failure feedback and function when another player is blocking your build

- The placement ghost is now lit the same night and day

- Added a new build tool

Theater:

- Added some initial code for dealing with pockets of out of supply towns (internal only)

Terrain:

- Reduced cloud texture by half

- Added new terrain 10-10-06

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

World War Two Online - Release Candidate

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

Version 1.32.0.11 (10-07-2010)

PPO:

- GE and IFP objects now have bottoms to prevent clipping issues

- New IFP object

- Added tank traps to GE

- FRU cannot be placed on trees

- Fixed FRU placement distances

* 3000m to target

* 400m from any enemy facility

- FRU and GE don't timeout is in use

- Cleaned up feedback for player blocking placement

- Cool down timer mow reset on despawn

- Despawning or dying stops current PPO build

Chat:

- removed all old truck based msp range messages from chat

Infantry:

- Adjusted collider so you can;t climb up stairs that are blocked (maybe)

Capture:

- White flags should be fixed

- Can now capture on first floor

- This also fixed sticky grenades on ceilings

Mac:

- Check boxes now work

Misc:

- Added a portrait to the office bunker (they didn't tell me who!)

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

World War Two Online - Release Candidate

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

Version 1.32.0.12 (10-08-2010)

Infantry:

- Fixed an issue that was probably causing you to fall thru the earth after jumping off a truck

- Corpses on an STO will time out very fast

Effects:

- Fixed crazy smoke

- Fixed white flags

- Fixed crazy flags

- Fixed some missing grass instances

Bailout:

- Improved the bailout process: show plane, canopy drops, bailout, no flop back to vehicle at exit

- plink kills now have a window of 30 seconds

PPO:

- Disabled the cool down timer when offline

- Disabled the old truck mobile spawn chat messages

- Added initial PPO sink code (not turned on though)

- Canceling a PPO like when you hit escape will now switch you back to your primary weapon

- Fixed an FRU translation key when building an FRU from a truck

- Updated Field Resupply Unit messages

- GE timeout set to 15 minutes from 5

Mr. P:

- Fixed a vehicle indexing issue on the mission screen AAR init that could cause the pending mission results bug (probably not the sole cause but we'll see!)

Builders:

DOH it was Tzulscha! Dude he's got one sweet vintage racer there.

last minutes Fixes Trying To Squeeze In:

- Fix killed by dash

- Fix FB No-Fire Zone

- Adjust prone deploy animation

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