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Version 1.16

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Version 1.16.3.255 (09-29-04)

Vehicles:

  • -Adjusted Vickers to eliminate "shake bug"
  • -Remodelled top hatch on StuGIIIb gunner position
  • -Added some interior modelling on the SdKfz232
  • -Corrected bomb displays (HUD) for some bombers
  • -Fixed wheel VDM on Daimler Armoured Car
  • -Adjusted fuel tank restriction (wing tank sequence) in Bell-14a to account for inability to switch tanks

ATG:

  • -Added Pak38 AT gun (German)
  • -Added 6pdr. AT gun (British)
  • -Added M1-M1a3 AT gun (French)
  • -Standardized AP/HE loadouts on AT guns (55 total rounds)
  • -Added new "spike" technology to the new AT Gun "shovels" or "spades" to help stability during firing and to reduce recoil skidding
  • -Moved point colliders in "spades" higher to let spades sink into ground when gun is deployed
  • -Added new sounds to Pak38, M1, and QF6Pdr
  • -Added new higher poly crews to new ATGs
  • -Added minor animation to new ATG gun crews

Vehicle Rank Limits:

All

  • -Made minor adjustments to rank limits on vehicles to accomodate increased RDP choices
  • -All ATG’s were reduced to L1 with the exception of the FlaK36 (88mm) which is L2 (reduced from L3)

L1 (Private) AFV’s are now:

  • -PzKwIIc
  • -Pz38(t)
  • -SdKfz232
  • -A13
  • -Vickers
  • -R-35
  • -Panhard 178

L2 (Corporal) AFV’s are now:

  • -PzIIIf
  • -PzKwIVb
  • -Daimler
  • -S-35
  • -H-39
  • -W15TCC

L3 (Lieutenant) AFV’s are now:

  • -StuGIIIb
  • -PzKwIIIh
  • -Matilda
  • -Crusader II
  • -CharB1bis
  • -Stuart M3a3

Terrain:

  • -Replaced factory building with new model
  • -Replaced Belgian village building with new model
  • -Fixed collider issue with new buildings on the Mac

Version 1.16.2.255 (NA)

  • -Not Available

Version 1.16.1.255 (09-07-04)

Fixes:

  • -Fixed CTD related to in game map
  • -Removed translations from in game map

Version 1.16.0.255 (09-07-04)

CTD Fixes:

  • -Fixed the "long ranger" CTD (affecting air and naval sorties travelling long distances)
  • -Fixed the "supercell hash adjust" CTD
  • -Fixed several other player-reported CTDs and stability issues

Infantry:

  • -Infantry satchels can now be used to destroy bridges (see bridge objectives for conditions)
  • -Added 4 bridge repair kits to all sapper loadouts
  • -Added a structural modifier to infantry satchel weapons vs bridges to increase their effectivness
  • -Adjusted infantry collider to reduce clipping in new buildings
  • -Adjusted infantry collider to improve slope interactions
  • -Troopers standing on a bridge as it is destroyed will be killed
  • -Troopers standing on a brdige as it rebuilds will be reasonably placed upon the bridge
  • -Deploying an infantry weapon now makes sure to turn off autorun

Vehicles:

  • -Added missing recoil effects to Hispano 20mm cannon in Bell14A
  • -Fixed MkIV Vickers engine sound location
  • -Adjusted MkIV Vickers weights and inertias for more correct handling
  • -Added MkIV Vickers missing oil and coolant systems that activate gauges and fire/smoke emmiters when damaged
  • -Adjusted ballistics on 5 inch Naval guns to match historical weight

Terrain:

  • -Added new office building (capture building for non military facilities)
  • -Added new Belgian village building
  • -Added new cloister building (small church)
  • -Added new anti shipping weir to river mouths
  • -Added new small church building
  • -Added destroyable bridges
  • -Destroyed bridges will auto across 36 hours
  • -All bridges renamed where required to create consistency in naming conventions throughout the project
  • -Fixed many terrain anomalies
  • -Fixed the Seclin/Douai/Lens "bermuda triangle" link/FB snafus
  • -Fixed all reported Depot/FB/Spawn-Ownership bugs
  • -Fixed a bug where boats could not cross cell lines
  • -Added a new supply link between Bievre and Bertrix
  • -Removed ground clutter from some river tiles
  • -Added some missing multi textures

Bridges:

  • -Use ".objectives" (or ".ob" for short) to list your sides' current objectives.
    • - <+> = defend objective
    • - >< = attack objective
    • - [...] = cancelled objective)
  • -Added .attack to high commanders
  • -Selecting a bridge and typing .attack will place an attack objective on the bridge
  • -Selecting a bridge and typing .defend will place a defense objective on the bridge
  • -Any non-chat mouse-click will cancel the current .attack command target
  • -One request per CP/bridge per player
  • -Requests announced on HQ channel
  • -Approval requires X requests inside Y minutes (See "Bridge Objectives" for X and Y)
  • -Approval announced on 'SIDE:==' channel
  • -Objectives do not automatically expire
  • -Use ".clear" command to request objective cancellation
  • -Once confirmed, ".clear" includes a grace timer to allow people on*mission to know
  • -Bridges with attack objectives will have a unique icon
  • -Bridges with a defend objective will have a unique icon
  • -Auto rebuild should now be set to 36 hours
  • -SEE "Bridge Objectives" FOR FULL DETAILS OF BRIDGES.

In Game Modal Cursor:

  • -Cursor is off by default
  • -Ctrl+C will activate and deactivate the cursor
  • -While the cursor is active, mouse input focus will be given to UI elements
  • -While the cursor is active mouse input will not control the avatar
  • -This change will be expanded upon as we introduce more UI elements

In Game Map:

  • -Added new In game map
  • -Added CP name filter
  • -Added Facility filters by type
  • -Added map legend
  • -Added compass rosetta for map scrolling
  • -Added "center" toggle for centering on avatar
  • -Added new direction indication arrow
  • -Added new 1km radius directional indicator around indicator arrow
  • -Added bridge icons (considered as 'CIVILIAN' objects)
  • -Added bridge objective icons
  • -Added ability to select a CP (town) (stickies the name)
  • -Added an ability to select a facility (stickies the name)
  • -Added mouse over names for CPs and Facilities
  • -Added lat long indicators
  • -Added ability to click drag the map
  • -Added zoom in and out
  • -Added remember zoom level
  • -Addd visible waypoints for mission origin and objective
  • -Added EWS to in game map
  • -In game map has limited area strat update information

EWS:

  • -Replaced server side EWS tracking subsystem.
  • -EWS alerts now time out after 8 minutes.
  • -EWS alerts for despawned players time out after 2-4 minutes.
  • -EWS alerts limited to one per player per town rather than per facility.
  • -Added capability for multiple levels of EWS (no client support yet).
  • -Reduced the amount of "noise" generated by EWS.

Global:

  • -Added initial implementation of in game map
  • -Fixed several multi crew bugs
  • -Implemented more efficient cache retrieval of sounds
  • -Changed ".m" to work across sides on Training
  • -Changed ".who" to be more flexible on Training
  • -Fixed a bug in ".who" that could cause a server crash
  • -Added ".nowho" toggle to hide yourself from ".who" queries
  • -Major internal optimization of GM player lookups
  • -Major internal optimization of strat-to-player text messages passing thru chat
  • -Fixed f4 fog draw distance to improve framerates when pulled in (ground units can benfit from pulling fog in in many cases)
  • -Fixed a bug where HE would detonate inside instead of outside a building
  • -Strat updates were adjusted to better display visual damage states at range ... ie: if you can see to hit it you should see any damage state rendered
  • -Bridges turn on/off with use of CIVILIAN button on theater/mission/ingame maps
  • -Cursor by default is off when spawning
  • -'ctrl+c' is now a modal key that switches focus from the game control to UI control while in game
  • -When in UI control Mode the cursor will be visible
  • -Removed "Disable cursor at spawn" from settings.exe
  • -Fix for Supercell Hash Adjust Failure (CTD)
  • -Updated clutter and tree shaders.
  • -Localized many more text messages.
  • -Fixed a bug where ww2exit.log files were not being generated.
  • -Clicking a CP on either map system and typing ".own" or ".fbs" will show the information for that CP.

General Host:

  • -Cleaned up the transmission of CP ownerships, states and status flag.
  • -Improved transmission of damage data.
  • -Fixed small issue causing delays in automated RDP.
  • -Fixed locking issue surrounding near-simultaneous RDP for different countries.
  • -Fixed issue with host restart causing newly captured towns to have default spawn lists.
  • -Fixed a bug that could result in multi-crew vehicles not receiving updates for their own vehicle.
  • -Fixed a bug that could cause a rider to lose sight (and thus fall off) of their ride.
  • -Fixed a bug that could cause .who to cause a chat host restart.
  • -Added biasing so that a transport vehicle will tend to see people not riding their vehicle.
  • -Added biasing so that people approaching a transport vehicle to ride will tend to see the vehicle and not the riders.

Bridge Objectives:

Variables:

  • -The minimum number of requests required for an objective placement is 2
  • -The time window for requests to accumulate = 12 minutes
  • -The base number of bridge objectives per side is 6
  • -The time delay before a cleared objective is removed is 15 minutes
  • -The time for a bridge to auto repair is 36

Rules:

  • -You must be a high commander to place an attack or defend objective request on a bridge
  • -Each side is limited to 6 simultaneous objectives
  • -The number of available objectives will increase as server population increases
  • -The peak number of available objectives for bridges is approximately 8 to 10
  • -Objective requests are remembered for 12 minutes
  • -2 requests must be placed within the above window to obtain placement
  • -Use ".clear" to request removal of an attack or defend objective (e.g. to place a new one)
  • -Once confirmed a "clear" is announced to your side
  • -After confirmation, a "clear" takes 15 minutes to execute
  • -All players can use ".objectives" (.ob for short) to list your sides current objectives
  • -All bridge attack and defend icons show up on th theater map
  • -All bridge attack and defend icons show up on the in game map
  • -All bridges now display an icon on the in game and theater maps

Placing a bridge attack or defend objective (for HC):

  • -Go to the theatre map.
  • -Ensure "CIVILIAN" icons are showing.
  • -Single left click on any bridge CP icon.
  • -Hit the enter key to open your message buffer and enter the .command you wish to issue
  • -This same mechanism can be used for ".own" and ".fbs" (for all players)
  • -Left clicking (outside the chat buffer) or sending a chat message/command will clear your current target

Operation:

  • -Bridges cannot be damaged unless your side has an attack objective placed on it
  • -Bridges auto-repair over 36 hours
  • -Bridges cannot be manually repaired unless your side has a defend objective placed on it



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