Readme 116
From Battleground Europe Wiki
Contents |
[edit]
Version 1.16
[edit]
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
[edit]
Version 1.16.2.255 (NA)
- -Not Available
[edit]
Version 1.16.1.255 (09-07-04)
Fixes:
- -Fixed CTD related to in game map
- -Removed translations from in game map
[edit]
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
