Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WW2OL receives a graphics update

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [General] >> General Discussion >> RE: WW2OL receives a graphics update Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: WW2OL receives a graphics update - 4/3/2004 10:42:17 PM   
überrobin

 

Posts: 7
Joined: 9/8/2003
From: MN, USA
Status: offline
Really its the big things combined with the small things.

quote:

Brigade spawning is coming very soon

No less than 3 years after it was suggested in the (insert Greek word here) forums.

quote:

which is suppose to concentrate fighting so fights will be bigger. Have you played since depot spawning was implemented?

Yes, I returned for a day for a free trial session. Still the same old game as far as I'm concerned. Lack of fighting was just one problem. I remember playing many nights in order to secure a town with random attacks peering out of here and there with no general direction. Lack of cohesive cooperation and direction was the biggest problem for me. You could be very organized during the initial spawn and travel to a particular town, but once you got there it become a complete .....fest. The reasons for fighting shouldn't be flag-cap spawn based imho.

In the end, there is only so much you can do by upping numbers here and there, whether it be time or limits. What ww2online really needs is a complete redesign of the so called "strat" system. Mo has already stated that the game will not change so much as to be unrecognisable according to the original plans.

< Message edited by überrobin -- 4/3/2004 4:04:24 PM >

(in reply to hardcase)
Post #: 31
RE: WW2OL receives a graphics update - 4/3/2004 10:55:19 PM   
überrobin

 

Posts: 7
Joined: 9/8/2003
From: MN, USA
Status: offline
Alot of things contributed to a non-immersive infantry experience; such as the lack of infantry friendly or allied, unrecognisable and constant noise, too much close range combat, not enough cover...etc.

(in reply to überrobin)
Post #: 32
RE: WW2OL receives a graphics update - 4/4/2004 12:03:37 AM   
Zakhal


Posts: 2494
Joined: 1/4/2001
From: Jyväskylä, Finland
Status: offline
quote:

ORIGINAL: überrobin
In the end, there is only so much you can do by upping numbers here and there, whether it be time or limits. What ww2online really needs is a complete redesign of the so called "strat" system. Mo has already stated that the game will not change so much as to be unrecognisable according to the original plans.


Deployment and UI redesign is coming. Even the ranks will be re-utilized.

_____________________________

"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to überrobin)
Post #: 33
RE: WW2OL receives a graphics update - 4/10/2004 3:49:48 PM   
Zakhal


Posts: 2494
Joined: 1/4/2001
From: Jyväskylä, Finland
Status: offline
V1.13 Pre Release Read Me

=====================
World War Two Online
=====================
version 1.13.0.15 (Pre-Release Read Me)

Vehicles:
-Added visible damage to Laffly
-Added visible damage to Lafflyw15
-Added visible damage to Morris
-Added visible damage to Bedford
-Added visible damage to Sdkfz232
-Added visible damage to Sdkfz251c
-Added visible damage to Sdkfz7
-Added visible damage to Opel Blitz
-Added visible damage to PzIIIF
-Added visible damage to PzIIIH
-Added visible damage to P38t
-Added visible damage to Daimler Mk1
-Added visible damage to Panhard 178
-Added visible damage to Vickers MkIV
-Added visible damage to R35
-Added visible damage to A13
-Added visible damage to A15 (crusader2)
-Added visible damage to Stug3b
-Added visible damage to Matilda2
-Added visible damage to PZIVD
-Added visible damage to Charb1
-Added visible damage to H39
-Added visible damage to S35
-Added visible damage to PZIIC
-Added new visual effects for VDM on ground vehicle ammo explosions, if ammo explodes tank blows up, otherwise, tank will burn
-Added visual fuel fires to tanks
-Fixed bug with Matilda fuel tanks sticking out beyond the outside armor
-Fixed bug with crew not all dying in armored cars in fires
-Fixed Pziiif, PziiiH, 251C, Stuart and sdkfz7 could be tracked with sub-20mm ammo
-Fixed incorrect armor values on Crusader
-Fixed incorrect armor value on Driver Shutter on Stug
-Fixed double sided armor bug on 232
-Fixed bug with 38T where external toolboxes weren't modeled as hit objects
-Fixed bug where it appeared a tank would burn if you tracked it
-Fixed armor overlap bug on charb1 front hull
-Fixed reload sound not playing on Stug3b main gun
-Fixed tires on trucks, now takes the equivalent of 20mmHE to blow off a wheel
-Fixed tire thickness on 251c
-Fixed bug with Morris where right front wheel would not take damage
-Fixed damage component zero bug in Bedford and Daimler
-Fixed incorrect armor value on Matilda coupla
-Removed ability of Brit RG to sink DD's
-Completed critical damage audit cycle for kill reporting on ground vehicles and aircraft
-Increased functionality of VDM when tracking a tank. You will now have to destroy the "tension" points to track a tank, e.g. drive wheel, return wheel etc.
-Fixed front armor values on Stuart
-Fixed drivers slit armor on PZIII
-Fixed bug with Stuart that rendered its tracks invulnerable to damage
-Raised the volume of 3rd person sounds in aircraft with canopy closed
-Removed ammo from turret in PZIIIF and PZIIIH
-Adjusted the reverse gear on the Laffly W15

Infantry:
-Added initial implementation of texture based infantry movement sounds (note: sounds are not currently different, will still be same sounds, just back end support is added, sounds coming soon)

Terrain:
-Replaced all foliage with new 3d objects
-Replaced all non enterable forests with new 3d trees and berms
-Added frond and leaf sway to all foliage (vertex shaders)
-Added berms to many new objects
-Added builders statue
-Adjusted AI flak to help FPS performance around heavy flak
-Changed lighting to just use sun direction only (instead of position)
-Changed for near future implementation of multiple light sources
-Changed near/far lod limit constants
-Fixed fov culling

Global:
-Added new splash screens
-Added new Settings.exe
-Updated Settings Help file
-Added vertex buffering (still in developement)
-Added new Settings.exe
-Added new PlayGATE
-Fixed a CTD on loading with cards that don't support vertex shading
-Added .friends (see OGM for more detail)w
-Added .hc
HCStaff: ".hc" sends them the HC roster
HCStaff: ".hc my messsage" sends "my message" on HC channel
Player: ".hc" sends them the HC roster too
Player: ".hc my message" sends them the HC roster

Kill Scoring:
Kill Scoring post v1.13
_______________________

In order to "kill" a vehicle now, you need to prevent it from completing
it's mission objective, defined according to it's intended mission intentions.

Single Engined Aircraft:
-------------------------

Pilot dead = kill
Engine dead = kill
Wing catastrophic damage = kill
All guns damaged to point of not working = kill
Both horizontal stabilizers catastrophic damage = kill
Vertical stabilizer + one horizontal stabilizer catastrophic damge = kill


Twin Engined Aircraft:
------------------------

Pilot dead = kill
Both engines dead = kill
Wing catastrophic damage = kill
Both horizontal stabilizers catastrophic damage = kill
Vertical stabilizer + one horizontal stabilizer catastrophic damge = kill

Tanks:
--------

Driver dead = kill
Gunner dead = kill
Engine dead = kill
Ammo storage brew up = kill
Both tracks destroyed damage = kill
Main gun damaged to point of not working = kill

Armoured Cars:
----------------

Driver dead = kill
Gunner dead = kill
Engine dead = kill
Ammo storage brew up = kill
Both wheels (all 4 in case of SdKfZ232) on one side destroyed = kill

Trucks:
---------

Driver dead = kill
Engine dead = kill
Both wheels on one side destroyed = kill
Fuel tank brew up = kill (because this will blow the truck up)
Laffly W15TCC is officially a truck but is gunned, same deal as an AT gun (below)

AT and AA guns:
-----------------

Both crew (commander and gunner) dead = kill
Main gun damaged to point of not working = kill

Fairmiles:
------------

Engine dead = kill
Fueltank brew up = kill
All gunners (crew) dead = kill
Any flotation tanks destroyed = kill
All guns destroyed (20mm's and 2 pounder and MG's) = kill

Destroyers:
-------------

Engine dead = kill
Fueltank brew up = kill
All main (5") guns destroyed = kill
Any flotation tanks destroyed = kill
All AA guns destroyed (20mm and 37mm) = kill
(there are no crew deaths on DD's only gun destructions)

Freighter:
------------

Engine dead = kill
Fueltank brew up = kill
All AA guns destroyed (20mm) = kill
Any flotation tanks destroyed = kill
(there are no crew deaths on Freighters only gun destructions)











_____________________________

"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to Zakhal)
Post #: 34
RE: WW2OL receives a graphics update - 5/3/2004 5:01:48 AM   
Egbert

 

Posts: 5
Joined: 11/8/2003
From: Los Angeles
Status: offline
The new trees and bushes are in the game and infantry play is completely different. Plenty of concealment but no more bulletproof leaves.

(in reply to Zakhal)
Post #: 35
Page:   <<   < prev  1 [2]
All Forums >> [General] >> General Discussion >> RE: WW2OL receives a graphics update Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.094