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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.

1.34.8.7 - Read Me Testing


GOPHUR
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Read Me

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World War Two Online - Release Candidate

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Version 1.34.8.7 (1-31-2012)

Infsntry:

- Adjustments to correct values for PIAT HEAT round

- visible ammo objects now use the ammo's lifetime and not the tracer time for display purposes

- Added HUD icon for PIAT

- PIAT uses muzzle smoke instead of rocket effect when fired

- Corrected sight on FR Bazooka

China:

- Fixed US facilities flag

Testing

- Need final RPAT testing

- Need pilots who get the CTD on respawn to replicate on beta

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Posted my first flight test here already. Have a question.

With no population on the beta server, is there a way you guys could put in units to simulate a heavily populated area? Like the offline test where you can .benchinfantry, .bench

Just thinking that being able to simulate a heavily populated area might give a better feel for testing. I remember way back in the 1.8-1.9x beta era there was a way to slave multiple units together. ?

This might be asking for a lot but, it may be a specific unit causing the problem(s)? Put 100inf at Schidle, 100 tanks in Sedan, 100 planes in Monchen, then come into the area and see if it's one unit causing the issues?

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How about as many as possible try to show up on BETA server with this new beta version at noon 1st of february CST and try to rally around one town, both air and ground?

It is directly after end of first bloody battle reset, so all should be free to test.

Timezone convert:

1800 ZULU

noon CST

6pm GMT / UMT

1900 CET (european time)

I have been one of the ones nagging about the bugs, but unless we can help. Lot of the current bugs are network based, when network is under stress.

Also think all need to set visible limit to low, then network code is more likely to being under stress.

And of course bring the piats to try them out too.. oh well, try anything.. but just download this client and show up. If I will have time I will put up a torrent for quick download of beta client.

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I'll see what I can do coda.
I don't think it would help. Wouldn't be much different than testing offline.

My guess, without all of the fidelity, movement/position/firing etc. all of the things that make it "live" it wouldn't be a valid test anyway. Wouldn't want you to waste any time on it.

Only suggestion I'd have.... the free accounts. After the two weeks are up, give them another two weeks but make them play on the beta server only against each other. At least you'd get something out of them.

Edited by coda
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Actually the "funny farm" is a full host recording of player actions so on your front end it would be no different than a live exercise. They aren't clones per se.

But I can't get it right now for some reason so we'll just have to test live.

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