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	<title>Readme 0.x - Revision history</title>
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	<updated>2026-06-18T21:27:28Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>Sniper62: Created page with &quot;=ver# 0150=  Features * Added a vehicle component damage parser to more accurately track kill reports * Added 10 second time* out on dead connect for alt* tab use.This will bu...&quot;</title>
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		<updated>2026-06-17T14:15:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=ver# 0150=  Features * Added a vehicle component damage parser to more accurately track kill reports * Added 10 second time* out on dead connect for alt* tab use.This will bu...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=ver# 0150=&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
* Added a vehicle component damage parser to more accurately track kill reports&lt;br /&gt;
* Added 10 second time* out on dead connect for alt* tab use.This will bump you back to the map if your connect goes stale for 10 seconds&lt;br /&gt;
* Added no capture with no links to strat system&lt;br /&gt;
* Added spawn timers to strat system&lt;br /&gt;
* Added link verification to strat system&lt;br /&gt;
* Added contended spawn limits tied to link status to strat system&lt;br /&gt;
* Added new in* game map icons for direction finding to origin and target&lt;br /&gt;
* Added new capture bunker objects&lt;br /&gt;
* Added new armybase fence object&lt;br /&gt;
&lt;br /&gt;
Changes&lt;br /&gt;
* Added trucks to general spawn lists&lt;br /&gt;
* Audited all building and autogun hardness and rebuild values&lt;br /&gt;
* Changed 3rd person tank sounds&lt;br /&gt;
* Changed the radio table object to show multiple states (uncaptured/not in supply/captured)&lt;br /&gt;
&lt;br /&gt;
Vehicles/Weapons&lt;br /&gt;
* Added Blenhiem MkI&lt;br /&gt;
* Added Somua S* 35&lt;br /&gt;
* Added FlaK30&lt;br /&gt;
* Edited alpha textures on FlaK36&lt;br /&gt;
* Re* textured all German armored vehicles&lt;br /&gt;
&lt;br /&gt;
Misc&lt;br /&gt;
* Updated terrain files with new CPs and audited all army bases with new objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland &lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0140=&lt;br /&gt;
&lt;br /&gt;
Fixes&lt;br /&gt;
* Fixed a CTD when troops collided with objects returning bad data&lt;br /&gt;
* Fixed a CTD in vehicle management&lt;br /&gt;
* Fixed mouse cursor disabled on death bug&lt;br /&gt;
* Fixed a hit sound loop on trooper death&lt;br /&gt;
* Fixed the bomb collider to detect high altitude drops more effectively&lt;br /&gt;
* Fixed troops colliding with vehicles (troops can be run over again)&lt;br /&gt;
* Fixed a bug that allowed infantry to bypass tank armor when shooting under certain circumstances&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
* Added new terrain&lt;br /&gt;
* Added new terrain buildings&lt;br /&gt;
* Added debug statements for bad data return&lt;br /&gt;
* Added new sounds for FPS hits&lt;br /&gt;
* Added in* game clock, tied to the game time of day (use &amp;quot;numlock&amp;quot; to view)&lt;br /&gt;
* Added separate color for squad* member icons&lt;br /&gt;
* Added a feature in the &amp;quot;settings.exe&amp;quot; app that allows a player to select mouse pointer to be &amp;quot;off at spawn&amp;quot;&lt;br /&gt;
* Added transparency to the in* flight map (this will be variable in settings.exe for next release)&lt;br /&gt;
* Added a &amp;quot;forced exit&amp;quot; on death, the app will &amp;quot;shift esc&amp;quot; after you are dead if you stay in the world too long&lt;br /&gt;
* Added a new settings app tab that allows for in* game functions to be set&lt;br /&gt;
&lt;br /&gt;
Changes &lt;br /&gt;
* Redid all map icons&lt;br /&gt;
* Redid all in* vehicle screen display text&lt;br /&gt;
* Icon revamp is finished; they should look sharper and function better&lt;br /&gt;
* Crashing a vehicle at speed should cause riding infantry to fall off (and be potentially damaged)&lt;br /&gt;
* Riders of vehicles can now jump off at any time, with damage if the vehicle is going too fast&lt;br /&gt;
* Crewmembers on multicrewed planes can now red/black out&lt;br /&gt;
&lt;br /&gt;
Vehicles/Weapons&lt;br /&gt;
* Tweaked new tank main gun reload sounds&lt;br /&gt;
* Automatic weapons should now behave correctly for other players in view when you see them fire&lt;br /&gt;
* French tanks' machineguns now use 149 round drums&lt;br /&gt;
* Changed satchel charge damage values&lt;br /&gt;
* Bf109/Bf110 elevator trim changes now visible in 3d model, also aileron droop on flap deployment&lt;br /&gt;
* Ju87b pilot armor reduced from 15mm to 8mm based on further research&lt;br /&gt;
* 47mm AT gun should be movable over most terrain now&lt;br /&gt;
* P38(t)'s machinegun now aligned with gunsight&lt;br /&gt;
* P38(t) and PzIIIf's ammo loads revised to match historical loads&lt;br /&gt;
* Char B1's hull machinegun has been realigned&lt;br /&gt;
* New interior main gun sounds for the tanks&lt;br /&gt;
&lt;br /&gt;
Misc&lt;br /&gt;
* Changed the red* out at wounding effect to be less opaque&lt;br /&gt;
* Enhanced &amp;quot;Death Cam&amp;quot; feature&lt;br /&gt;
* Icons now do not display type or name until color fade* in is at least 50% complete&lt;br /&gt;
* Found some map (In game and UI) memory savings&lt;br /&gt;
* Yellow flags should be fixed. &lt;br /&gt;
* Worked on the strat updater. This will give us more debug information on the bad flags that appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland &lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0131=&lt;br /&gt;
&lt;br /&gt;
* Fixed a low level memory stomp that caused random CTDs&lt;br /&gt;
* Fixed a bug in DX compatability that caused render instability&lt;br /&gt;
* Changed the text display on the mission and keymap screens due to a texture problem that was causing a CTD&lt;br /&gt;
* Changed the color of the HQ channel output for color* blind customers (We will make this a user* setable color in the future)&lt;br /&gt;
* Fixed a bug that denied in* flight map use when wounded&lt;br /&gt;
* Fixed a mouse input bug that could stick the &amp;quot;fire&amp;quot; key down when shifting focus to the chat buffer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0130=&lt;br /&gt;
&lt;br /&gt;
* Added Blenheim&lt;br /&gt;
* Added Bf110&lt;br /&gt;
* Added new scoring paradigms for missions&lt;br /&gt;
* New trooper sounds/commands&lt;br /&gt;
* New trooper collider fixes&lt;br /&gt;
* Reviewed offroad truck performance figures&lt;br /&gt;
* Added more cover over most of the terrain&lt;br /&gt;
* Added some new CPs&lt;br /&gt;
* Fixed a cause of the &amp;quot;false dawn&amp;quot; bug&lt;br /&gt;
* Increased speed on all AT weapons&lt;br /&gt;
* Revisited AI targeting of trucks&lt;br /&gt;
* Fixed the &amp;quot;up right&amp;quot; view command&lt;br /&gt;
* Added scoring output from Database to player services&lt;br /&gt;
* Optimized terrain loading, should reduce stutters&lt;br /&gt;
* Optimized render routines, should improve frame rate&lt;br /&gt;
* Altered the way kills were being tallied vs RTB/KIA codes&lt;br /&gt;
* Altered the rev* limiter behavior on the trucks/halftrack&lt;br /&gt;
* Added wing bombs for the Stuka&lt;br /&gt;
* Added bomb select system for bombers (use &amp;quot;cycle ammo&amp;quot;/backspace)&lt;br /&gt;
* Added HQ channel (broadcasts facility captures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0126=&lt;br /&gt;
&lt;br /&gt;
* Added new sounds to some trooper functions&lt;br /&gt;
* Changed speed values on some trooper functions&lt;br /&gt;
* Enhanced collider for troopers&lt;br /&gt;
* Fixed a vehicle bug where invalid positions were allowed&lt;br /&gt;
* Added 6 new functions to &amp;quot;setting.exe&amp;quot; for more performance gains&lt;br /&gt;
	a: Suppress Muzzle Smoke = hides smoke sprite when your guns fire&lt;br /&gt;
	b: Suppress Tracer Smoke = hides smoke sprites that trail on tracer rounds&lt;br /&gt;
	c: LOD Field Of View = LOD shifts only occur at objects you are looking at. This helps mag views.&lt;br /&gt;
	d: LOD Limit Per Frame = limits the LOD shifts per frame that are displayed. This is a general render enhancement.&lt;br /&gt;
	NOTES: &amp;quot;Smoke&amp;quot; sprites are not the muzzle flash, but the smokey puffs.&lt;br /&gt;
	       &amp;quot;LOD&amp;quot; stands for &amp;quot;Level of Detail&amp;quot;.&lt;br /&gt;
* Added some loading and display optimizations to increase client performance&lt;br /&gt;
* Audited some vehicle hit files to fix incorrect funtionality&lt;br /&gt;
* Added an online connectivity ticker under the FPS indicator (num lock)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0125=&lt;br /&gt;
&lt;br /&gt;
* Added river/coastal patrol boats&lt;br /&gt;
* Added Naval facilities&lt;br /&gt;
* Added Naval persona tracking &lt;br /&gt;
* Added the PzIIc&lt;br /&gt;
* Added new gunsights for all tanks and AT weapons&lt;br /&gt;
* Added code that allows the troop weapons to be bore sighted &lt;br /&gt;
* Bore sighted all current troop weapons&lt;br /&gt;
* Added AA autogunners to all current CPs and airfields&lt;br /&gt;
* Added a &amp;quot;bunch&amp;quot; of new CPs&lt;br /&gt;
* Added preliminary rank advancement through mission completion&lt;br /&gt;
* Added mission scoring primitives&lt;br /&gt;
* Added UI support for naval bases and CP markers&lt;br /&gt;
* Added an easter egg&lt;br /&gt;
* Added a feature that slows down vehicles and troops when they are in the water&lt;br /&gt;
* Added a feature that limits troops mobility in the water, and &amp;quot;sinks&amp;quot; them to shoulder deep&lt;br /&gt;
* Fixed a dump to desktop at initial game load&lt;br /&gt;
* Fixed a chat mouse focus issue in the channel select field post spawn&lt;br /&gt;
* Fixed the flying troop bug&lt;br /&gt;
* Fixed a load stutter on the in* game map&lt;br /&gt;
* Fixed red* black out bug on VooDoo cards. VooDoo card users will now see correct feature functionality&lt;br /&gt;
* Fixed a bug that allowed some tank commander positions to use binos when still buttoned&lt;br /&gt;
* Audited the ammunition for the tanks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0122=&lt;br /&gt;
&lt;br /&gt;
* Fixed the 9mm parabellum ammunition ballistic coefficient. This has been hard coded until a data release.&lt;br /&gt;
* Fixed a candidate for the blue sky bug within the UI callback from shift esc.&lt;br /&gt;
* Fixed a path error in the Settings.exe installer. This app will now run off of the Start menu correctly.&lt;br /&gt;
* Fixed a bug where terrain collision was misscalculated and vehicles were falling through the terrain.&lt;br /&gt;
* Added a redirect to return the player to the theatermap if the facility screen init fails. This is another blue sky bug source.&lt;br /&gt;
* Added code to disable ALT+TAB, ALT+ESC and CTRL+ESC keys in release mode. Depending upon OS, this forces the WWIIOL re* activate.&lt;br /&gt;
* Fixed an &amp;quot;off* by* one&amp;quot; bug that was causing the wrong parts of vehicles to take damage due to concussion hits. &lt;br /&gt;
* Fixed CTD when loading the cp list file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0121=&lt;br /&gt;
&lt;br /&gt;
* Fixed a &amp;quot;side* switch at despawn&amp;quot; bug that allowed you spawn as a French soldier, for example, at a facility that changes to German ownership before you despawn. You were able to select a German vehicle as a French soldier when you respawn in this example, and also chat to the Germans while you were French. &lt;br /&gt;
* Added a pop* up message to inform players when their base has been captured. This message displays when you shift esc back to your spawn origin IF that facility has been captured. &lt;br /&gt;
* Added code to prevent infantry from riding enemy vehicles. &lt;br /&gt;
* Added firebases to the list of facility objects that count towards calculating the RTB code. &lt;br /&gt;
These affect only ground vehicles/infantry, and only if the firebase is &amp;quot;visible&amp;quot; (as in open). &lt;br /&gt;
* Improved the RTB calculations for RTB code. There were instances where exiting at your base would return a &amp;quot;Rescued&amp;quot; rather than a &amp;quot;RTB&amp;quot;. &lt;br /&gt;
* Fixed a CTD in the particle system.&lt;br /&gt;
* Fixed a cause of the Blue Sky bug.&lt;br /&gt;
* Fixed a cause of the Purple Sky bug.&lt;br /&gt;
* Strengthened code that places a rider of a &amp;quot;discoed&amp;quot; truck/tank to be placed on the ground.&lt;br /&gt;
* Fixed a bug in the keymapper where an axis was not saving if change per second info was not filled out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland &lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0120=&lt;br /&gt;
&lt;br /&gt;
VEHICLES/WEAPONS&lt;br /&gt;
* Repainted the Hawk 75 with more accurate scheme.&lt;br /&gt;
* Added the Hawker Hurricane MkI.&lt;br /&gt;
* Added French 47mm AT gun.&lt;br /&gt;
* Added grenades for all troops.&lt;br /&gt;
* Added satchel charges to new troop type &amp;quot;sapper&amp;quot;.&lt;br /&gt;
* Improved the way induced drag was calculated on all airframes.&lt;br /&gt;
* Yaw stability has been adjusted for all airframes.  &lt;br /&gt;
* Added binocular views to all tanks and AT guns at the commander position, and &amp;quot;reverse views&amp;quot; in trucks to help facilitate towing.  AT guns must be deployed to use binoculars.&lt;br /&gt;
* Found the Bedford truck to be a bit overweight, put it on a diet.&lt;br /&gt;
* Gave the PaK 36 15 rounds of AP40 (High Velocity Tungsten Carbide round).&lt;br /&gt;
* Adjusted the weights of several of the tanks&lt;br /&gt;
* 88mm now has brakes&lt;br /&gt;
* Gauges on all the planes should be functional and accurate.  Please report any problems with the airplane gauges.&lt;br /&gt;
* All German AP rounds, with the exception of the Tungsten Carbide rounds, now have a small HE bursting charge.&lt;br /&gt;
* HE rounds have been removed from the A13's main gun.&lt;br /&gt;
* Fixed the &amp;quot;smoking&amp;quot; stuka bug.&lt;br /&gt;
&lt;br /&gt;
GENERAL CLIENT&lt;br /&gt;
* Fixed some keymapper issues and added a function that allows a player to map &amp;quot;% of effect&amp;quot; to a key hold* down at per second resolution.&lt;br /&gt;
* Streamlined some of the UI functionality, notably the world screen.&lt;br /&gt;
* Added CP names to a selectable list display with text edit input box. This makes it much easier to find a CP by name.&lt;br /&gt;
* Added aircraft icons to CPs with airbases to ease their ID and selection&lt;br /&gt;
* Added an icon to CPs that are in &amp;quot;contention&amp;quot;. This icon denotes that more than one side presently own facilities within the CP.&lt;br /&gt;
* Fixed a few strat issues, Russian flags and non capture* able facilities.&lt;br /&gt;
* Double checked rifle, SMG, and pistol weapon and ammo files to make sure they were correct.&lt;br /&gt;
* Did some optimizations on map loading and in* game map display, load times and general performance should be up in those areas.&lt;br /&gt;
* Fixed a bug that made troops invisible/invincible when riding vehicles.&lt;br /&gt;
* Fixed a bug that allowed troops to &amp;quot;run over&amp;quot; other troops and kill them :)&lt;br /&gt;
* Disabled friendly collisions for troops that are &amp;quot;jumping&amp;quot; off of vehicles.&lt;br /&gt;
* Fixed a bug that placed ground clutter (bushes etc) in different spots on various clients. All clutter should draw in the exact same place for all clients again.&lt;br /&gt;
* Added a feature where the HUD could be toggled on or off using the &amp;quot;y&amp;quot; key. &lt;br /&gt;
* Increased CPs by 22, more places to get killed!&lt;br /&gt;
* Added many new building types including quite a few &amp;quot;enterable&amp;quot;.&lt;br /&gt;
* Fixed a bunch of FB spawn errors that made these bases difficult to spawn vehicles.&lt;br /&gt;
* Added damage thresholds to buildings. This translates to an amount of damage in a single damage update that must be exceeded in order to damage any building.&lt;br /&gt;
* Optimized loading routines at spawn and &amp;quot;de* spawn&amp;quot;. Times should be shortest when re* spawning to the same area that the last sortie ended.&lt;br /&gt;
* Added functionality to the settings prog that allows a player to define the defaults for fog, HUD, and number of sounds played at a time.&lt;br /&gt;
* Fixed a bug that killed airplanes when dragging a wing at any speed faster than 60mph.  This should allow belly landings.&lt;br /&gt;
* Optimized spalling and shrapnel routines.&lt;br /&gt;
* Player can be hit by shrapnel from own weapons.&lt;br /&gt;
* Changed chat channel paradigms slightly to support &amp;quot;side&amp;quot; chat.&lt;br /&gt;
* Fixed a slight bug in Aircraft gun sights that distorted the rings.&lt;br /&gt;
* Added &amp;quot;contention&amp;quot; icons on map to ID CPs that are under multiple* side ownership. The flag shows who can spawn there.&lt;br /&gt;
&lt;br /&gt;
RPG LAYER&lt;br /&gt;
* Added an initial scoring UI and back* end support: This page displays a score tally after THE END of a sortie, no results are displayed on the way TO spawn. You will see which &amp;quot;persona&amp;quot; you are using at this screen as well. This is where we will support persona editing in the future. It clears each time you re* spawn. Score totals will be view* able on the web at player services shortly&lt;br /&gt;
&lt;br /&gt;
http://services.wwiionline.org/admin/services.pcp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland &lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0112=&lt;br /&gt;
&lt;br /&gt;
This version fixes a few problems.&lt;br /&gt;
&lt;br /&gt;
* Fixed the Win95 problem that denied users of that OS to play the game :)&lt;br /&gt;
* Fixed a problem in the in* game map where CP names were not always displaying&lt;br /&gt;
* Players riding vehicles are now limited to joining and jumping at low speeds (7mph or below)&lt;br /&gt;
&lt;br /&gt;
The newer version of teulKit.dll fixes a few comm problems that should stabilize connects to the game hosts considerably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland &lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ver# 0111=&lt;br /&gt;
&lt;br /&gt;
Thanks to all of you who have soldiered through this rough start we've had during the initial launch of WWIIOL. Your continued support during these times will insure that this game lives onto it's full potential.&lt;br /&gt;
&lt;br /&gt;
This version addresses a few issues brought to light during the initial release.&lt;br /&gt;
* Fixed a joystick error culling bug that cut input from a device that sent any errors through. We upped the amount of errors culled to shut down the device and this should fix folks that &amp;quot;lost JS input&amp;quot; after a bit of play.&lt;br /&gt;
* Fixed a shadow calculating bug that was drawing shadows for vehicles that were not within your visible range. This should help in increasing overall performance. Clearly this will not apply to a client with shadow size set to &amp;quot;0&amp;quot; from within &amp;quot;settings'exe&amp;quot;.&lt;br /&gt;
* Fixed a loading paradigm that held the connection validation segment until the end of the initial loading cycle, as well as displayed NO error message. This allowed a player to go through the lengthy loading cycle and then fail on connect attempt with no feedback. Now the connect will occur at the front of the cycle, and a player will know right away if the attempt was a success. &lt;br /&gt;
* Fixed a list error in the settings app that allowed a player to select invalid resolutions and experience severe UI anomalies that were destructive to basic functionality.&lt;br /&gt;
* Fixed an issue for Win95 users that failed to play the intro movies. Win95 users should experience identical functionality to other OS in that regard now.&lt;br /&gt;
* Enhanced the update ranges for various vehicle types (incl troops) so that you don't recieve updates on vehicles outside the range at which they become visible to you.&lt;br /&gt;
* Re* vamped settings.exe with 3 defaults. One for max performance, one for max visual, and one that is a &amp;quot;fence straddle&amp;quot; of the two giving decent performance as well as nicer graphic qualities. &lt;br /&gt;
&lt;br /&gt;
NOTE: Settings.exe is where you will gain the MOST PERFORMANCE INCREASES. SET IT TO PERFORMANCE FOR THE BEST FRAME RATES IN GAME. Although there are a lot of tweaks and changes in this version, your system specs and drivers may give you very different performance figures from others with the same settings.&lt;br /&gt;
&lt;br /&gt;
Again, your patience during the rocky rollout was instrumental in keeping the team motivated. Thank you for your support in making WWIIOL come to life!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=ver# 0110=&lt;br /&gt;
&lt;br /&gt;
Welcome to WWIIOL! &lt;br /&gt;
&lt;br /&gt;
This install represents the first of many upgrades for feature additions and functionality fixes to WWIIOL. These updates will serve as your ticket to new vehicles, theaters, and much more as we mature this title. An automatic patch server and installer will guide you through these updates as they become available. When you log onto play WWIIOL, your version will be checked and upgraded by this system.&lt;br /&gt;
&lt;br /&gt;
This version fixes some of the last performance issues we found in the closed beta and prepares WWIIOL for full public play. These are exciting times! WWIIOL will bring a whole new dimension to the MMOLG market, you are part of that revolution, the virtual battlefield does exist!&lt;br /&gt;
&lt;br /&gt;
WWIIOL is a lot more than just a game environment. There is a huge amount of info, both dynamic game* driven, as well as community* created on the web. Info about the course of the &amp;quot;War&amp;quot;, community squadron listings, forums, player services features, and much more can all be found easily. &lt;br /&gt;
&lt;br /&gt;
Visit these sites on the web for all the info you need on WWIIOL and its community:&lt;br /&gt;
&lt;br /&gt;
http://www.wwiionline.com&lt;br /&gt;
http://www.playnet.com/ogm&lt;br /&gt;
http://services.wwiionline.org&lt;br /&gt;
http://okw.wwiionline.com&lt;br /&gt;
http://hq.wwiionline&lt;br /&gt;
http://soe.wwiionline.com&lt;br /&gt;
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Semi* Technical notes:&lt;br /&gt;
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Swap file size:&lt;br /&gt;
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WWIIOL requires a large swap file cache. A swap file is a space used on your hard drive as temporary storage for fast access to read only files. Windows manages this memory very well by itself, but advanced users may have more detailed setups. The more memory the merrier, but 512 megs of available swap space is recommended. Depending on the size of your hard drive(s) and the free space available, you may want to alter where Windows looks for swap space. It's more about available space then it is about changing settings. Any changes beyond Windows' default settings should only be attempted by advanced users. &lt;br /&gt;
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RAM&lt;br /&gt;
* * * * * * * &lt;br /&gt;
As with many game titles, the more RAM a system has, the faster many in* game functions may run. Adding more RAM to a system with 256mb or less, will pay off in huge performance dividends for WWIIOL. There is a lot of texture and model loading that goes on prior to entering the game world(s) in WWIIOL. More RAM will only speed things up on that front.&lt;br /&gt;
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There are big plans for WWIIOL's future. Keep in mind that this first upgrade is only the initial step in a living application. &lt;br /&gt;
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Hang on folks!&lt;br /&gt;
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Chris &amp;quot;Mo&amp;quot; Sherland&lt;br /&gt;
WWIIOL's Producer&lt;/div&gt;</summary>
		<author><name>Sniper62</name></author>
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