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1.32.5 Open Test General Q&A


GOPHUR
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Today we are putting 1.32.5 into open testing. We've got several good bug fixes and some polish items we want to get live before the holidays as well as some new minor features. We're asking that if you have the time to take a look at the new beta and help us ensure we've gotten everything battened down and ready to go.

Here's a quick run down of the read me.

Forward Resupply Unit

- Added a global cooldown

- Cooldown is 5 minutes

- If destroyed then cooldown is reset to 10 minutes

- These are shorter in beta for testing

- There is still a bug in test when placing these on an incline

- Now check for FB's when placing

Player Placed objects:

- PPO placement is now canceled when you lose mission leader status

- Added but commented out ppo access checking

- Fixed various issues with ppo placement facility and target ranges

- Fixed ?PPOS>BADTARGETRANGE.TOOFAR?

Surrender

- Frontline out of supply towns will now surrender

- If a town gets back in supply or off the frontline then surrender will stop

- Units in a surrendering town will fallback

- Surrender flags appear after 2 minutes of out of supply

- Towns surrender after 5 minutes

- These times are only for testing, not release

- Units in an out of supply town will move slower

Death icons

- when a friendly player near you dies a contact report will appear on the map

Planes

- Improved stick input for planes with especially large control surface throw

- 109 landing gear can be damaged again

- Fixed some issues with plink kill scoring

- Planes crash landed on buildings should now be able to despawn

Vehicles:

- Fixed spawning in upside down at some locations with certain vehicles

- Fixed the black out bug for trucks

Terrain:

- Fixed some floating AI

- Fixed a gajillion reported issue

Training:

- Disabled tutorials requirement at persona screen

- Brigade HQ screen still allows tutorial access

- Clarified some instructions in the HUD tutorial

Graphics:

- Fixed the missing bush bug

- Reduced memory load on GPU by several MB

- This should result in fewer CTD for those of you afflicted with out of memory issues

UI/HUD

- Alerts that show when a facility is captured now display correctly

- The mission select screen will show if an MSP is available

- The mission select screen will show if a mission can never have an MSP

Concussion Bug:

- Disabled camera shake

Rank:

- Players at max rank will no longer receive messages at despawn

Sounds:

- Fixed laser sound

Installers

1.32.5.6 PC Full Installer

1.32.5.6 Mac Full Installer

Edited by GOPHUR
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What does this mean?

Player Placed objects:

- PPO placement is now canceled when you lose mission leader status

Thanks

____________________

motormouth:

Much as Romzy's posting style can give me headaches (and the fact that he's "NEVAR WRONG!!"), that post pretty much nails it on the head.

sgtchief:

romz you['re] my damn hero

sydney:

Ya know, at first Romsburg, you rubbed me the wrong way and I wasn't a fan. But over the past 12 months, you have really grown on me. You're precise, well spoken and although you are sometimes a little harsh, you are most often correct and in proper context with your responses.

irelandeb:

indeed he's one of the few voices of common sense on these forums

jw:

If you're going to argue with Romz, do your homework before you post. He gets it, and you can't teach common sense, you have to be born with it.

pete, linc & julie:

I can't say [any]thing else [than] that the ban was justified considering that you have an 'impressive' TOS history....

owilde:

The only thing worse than being talked about is *not* being talked about.

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@romz

That means if you are placing an FRU and someone takelead's from you you'll stop placing the FRU and switch to your rifle.

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Tested out the 109F4 elevator, felt pretty good in my limited test.

Then i tried the 109G6, and immediately i noticed something was wrong. The elevator trim is out of whack. On a nuetral setting it feels like it has alot of "nose up" trim dialed in.

300kph

nose level

trim neutral

hands off...

nose climbs to 45 degrees.

Almost flopped the thing on takeoff when i gave it my normal "takeoff pressure" the first time LOL. I have to dial in a good amount of nose down trim just to keep it level at 350kph.. that cant be right, its supposed to be the other way around.

p.s. Framerate in the open beta was abysmal for me. 15-20 fps?

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@romz

That means if you are placing an FRU and someone takelead's from you you'll stop placing the FRU and switch to your rifle.

Ok.

I'm trying to think of when that would be good, or even possible,...if I am in the process of making a FRU, I am not an inactive ML (by definition) so someone should not even be *able* to "takelead", should they?

Unless it is the ML trying to take back lead that was usurped.

So if the usurper takes lead, and deletes the FRU so he can place it elsewhere, there is a 5 minute timer before he can place it anyway, and by then it is too late for the first ML to "takelead" back....

So the only time this will come into play is when a usurper takes lead of a mission without a FRU, and immediately starts to place one, and the original ML does a "takelead" to get ML back within his allotted time limit while the usurper is simultaneously setting a FRU?

But if the usurper gets the FRU set before the original ML takes lead back, the original ML now has a 5 minute delay to put the FRU where he wanted to in the first place, because of the cool-down timer.

I really think *voluntary* movement of the FRU should not have a 5 minute delay, just a "distance-from-the-current-FRU" limit.

____________________

motormouth:

Much as Romzy's posting style can give me headaches (and the fact that he's "NEVAR WRONG!!"), that post pretty much nails it on the head.

sgtchief:

romz you['re] my damn hero

sydney:

Ya know, at first Romsburg, you rubbed me the wrong way and I wasn't a fan. But over the past 12 months, you have really grown on me. You're precise, well spoken and although you are sometimes a little harsh, you are most often correct and in proper context with your responses.

irelandeb:

indeed he's one of the few voices of common sense on these forums

jw:

If you're going to argue with Romz, do your homework before you post. He gets it, and you can't teach common sense, you have to be born with it.

pete, linc & julie:

I can't say [any]thing else [than] that the ban was justified considering that you have an 'impressive' TOS history....

owilde:

The only thing worse than being talked about is *not* being talked about.

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Tried the beta version offline and my fps seemed normal.. guess the Test server doesn't like me.

Same, online beta server=bad fps

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Same' date=' online beta server=bad fps[/quote']

Same here - was today alone at Schilde for 2 hours (only one other player was for short time at beta - asked why no AO) got ~ 11 fps, while on live-server (with medium ppl in town) ~ 30 - 35 fps in town(s).

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Please add the old Hit effect when hitting tank with shells, very hard to know when you hit a target in 1.32.. and add option to remove smoke from tracers please.

Infantry need to get back the blood splash effect too when hit by shells.

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" Waypoints:

We're working on adding waypoint markers to the in game HUD apart from the mini-map. This project is in its initial stages and expected to iterate before release. Feedback thread will be posted once we go into open test.

This feature also includes some new markers on the map and in game for recent near by friendly deaths. This feature is still in development.

- added in-game waypoints

- in-game waypoints display not finalized

- added part of the in-game death icons"

Is this like: i place a waypoint on the map and then everyone will see that waypoint in-game(so not on map but actually like floating/on the ground) ?

This doesn't seem to work currently though.

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- Cooldown is 5 minutes

- If destroyed then cooldown is reset to 10 minutes

- These are shorter in beta for testing

Not for me, i have to wait full 5 mins to move FRU. I havent had 1 killed yet so unable to check the 10 min timer.

I have so far been unable to deploy within 300m of an enemy facility, no matter what i set the mission target to. Looking good on that front :)

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Vehicles:

- Fixed spawning in upside down at some locations with certain vehicles

I have only had this a few times on live server, more often i would wobble a bit on spawn in, ie nearly roll over but not quite.

I'm still getting this in beta, will test some more to see if i can replicate. It will usually happen when spawning into a new area for me.

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Like others i'm getting really bad FPS too. Less than half of live server FPS.

e7400

8800gt

xp

Edited by bigrow
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Gutted, please re-examine your settings/cfml in case it is different, or look for other causes first, as we cannot replicate what you are seeing by default. Please note the G6 has ALWAYS had more of an up nose state to it than the E's and F's, it has a different CG/ballast configuration. Fly the current live version and this should be noticable. We did not change the flight models of any of the aircraft although they will feel like we did in many cases, due to a fairly dramatic change in elevator authority as a function of joystick input.

The test version planes should all fly at neutral stick input (hands off) like the live versions do, it's your stick input we changed, not the flight model.

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Tried to connect to beta but said error while downloading from the launcher.

This forums is the only way to download?

Edited by fiambre
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  • 2 weeks later...

MAP IN GAME

Now when i float my cursor over any town on the map i do not get any information about brigades anymore Why ?

This was an important feature for squad leaders made it easier to see what should be capped first AF, AB, Docks for instance.

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MAP IN GAME

Now when i float my cursor over any town on the map i do not get any information about brigades anymore Why ?

This was an important feature for squad leaders made it easier to see what should be capped first AF, AB, Docks for instance.

Have you tried enabling tooltips in preferences?

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