Readme 1.18
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Version 1.18.2.255 (12-23-2004)
Vehicles:
- -Minor flight profile adjustments for new fighters, windtunnel complete
- -Fixed missing fuel tank in Fw190
- -Adjusted roll rate of P38
- -Adjusted rudder speed of P38
- -Adjusted horizontal stabilizer compression of P38
- -Adjusted load out on SpitIX
- -Adjusted manifold pressure on P38 and Fw190
Global:
- -Fixed oject related CTD
- -Fixed sound CTD
Version 1.18.1.255 (12-22-2004)
Vehicles:
- -Completed flight modelling for new fighters
- -Fixed flaps on P38
- -Fixed missing exhust emitter on Fw190
Global:
- -Fixed CTDs
Version 1.18.0.255 (12-21-2004)
Vehicles:
- -Added Fw190 A/4 (Offline only ready for RDP)
- -Added Lockheed 322-15/P-38F (Offline only ready for RDP)
- -Added Spitfire Mk IX (Offline only ready for RDP)
- -Added Ju52 3m
- -Added auto pilot to planes by pressing the <A> key, the plane must be in level flight to activate and will deactivate if the flight profile cannot be maintained
- -Added ability to deploy as mobile spawn point for infantry to trucks by pressing <D>
- -Added mobile spawning deploy to Bedford OY
- -Added mobile spawning deploy to Laffly S20
- -Added mobile spawning deploy to SdKfz 251c
- -Added mobile spawning deploy to Opel Blitz
- -Updated sounds for 251c
- -Updated sounds for Sdkfz7
- -Updated sounds for P38t
- -Updated sounds for PzIV D and G
- -Fixed fuel tanks on PzIVG
- -Fixed LOD issue on Sherman
- -Fixed mirrored flags on Sherman
- -Fixed crew clipping views on Sherman
- -Fixed a couple of state issues with the Sherman
- -Fixed driver/gunner damage models not deploying
- -Fixed a bug with towing
- -Fixed bug causing some ground vehicles to have blackouts
- -Fixed Stug3g art issue
Ju52 3m:
- -Added Axis and Allied placeholder variants
- --Allied Variants will be replaced with new aircraft in an upcoming release
- -Added binocular view to copilot (. key)
- -Pilot has ability to open cabin door and turn jump light from red to green (O key)
- -Infantry may join the plane and exit by using the (J key)
- -Added code to prevent infantry exiting plane in flight and falling to their death
- -It can be noisy back there, use .Y (short for .yell) to area chat to your fellow passengers
Autopilot:
- -Hitting 'a' in an aircraft will attempt to engage the autopilot
- -Must be straight and level at constant speed to engage autopilot
- -Autopilot will attempt to hold heading and altitude within some limits
- -Autopilot will disengage if the envelope is broached for instance, you can adjust your speed but too great an adjustment will cause autopilot to disengage
Infantry:
- -Added several new contextual death animations
- -Fixed a bug where weapons could be reloaded while cycling
- -Disabled the scream sound for troopers falling
- -Added paratroop deployments
- -Added French Paratroops
- -Added British Paratroops
- -Added German Paratroops
- -Added the "JUMP" combat emote ctrl + 6 though paratroopers should wait for the green light before jumping as the emote may not be heard by everyone in the plane
- -Changed Commander avatar loadouts to reflect SMG loadouts
Paratroopers:
- -Paratroopers are deployed units and can be moved as all deployed units
- -Paratroopers have the following load out
- --SMG
- --Pistol
- --Grenades
- --Smoke grenades
- --combat knife
- --Satchel charge
- --Ammo can
- --Binoculars
- -Paratroopers spawn with a loaded parachute and have increased stamina costs
- -Paratroopers lose their chute after jumping from a transport plane and landing
- -Paratroopers are highly trained and have better ATP (stamina) once they are free of their chutes
- -Paratroopers can rotate during descent using the Q and E keys
- -Paratroops cannot move, fire or reload during descent
- -Paratroops only have one chute deploy per spawn
- -Paratroops will die if they drop from less than 200m, watch for the pilots signal before jumping
- -The minimum safe jump height for paratroopers is 200m
- -Merry Xmas and Happy New Year from all at Cornered Rat Software ==)
Jump procedure:
- -Paratroopers should wait for the green light from the pilot before jumping
- -Once this green light is lit, the cabin door will open
- -Paratroopers should then fire off the "JUMP" emote ctrl+6 and jump J key.
Mobile Spawning:
- -Infantry movers can now become the mobile spawn point for their mission by pressing the <d> key
- -Infantry can now deploy to a mobile spawn point on their mission
- -Added a mobile spawn available icon to the mission select screen
- -Added a new Mobile Spawn launch button to the mission briefing room
- -Bridges are not a valid target for a mobile spawn
- -Vehicles will not move once deployed
- -If the vehicle is deployed, "Vehicle Deployed" appears with the other readouts on upper left screen
- -Once a vehicle is deployed, there can be no undeploy for 60 seconds
- -Cannot redeploy a vehicle for 60 seconds after undeploying
Infantry:
- -select a mission with a green truck icon
- -when spawning select mobile spawn launch button if it is available
Defensive Mobile Spawning Rules for Deploying the Truck:
- -The mission target and origin are (or are in) the same Choke Point (town) or the target is an open enemy FB inbound to the origin CP
- -You must own the facility from which the mission originates
- -You must be within 1300m of the target facility
- -You must be 300m or more away from any enemy facility
- -Each mission can only have one deployed mobile spawn at a time
Offensive Mobile Spawning Rules for Deploying the Truck:
- -In addition to the rules above, these rules must be met when the target CP and origin CP are not the same
- -Mission target Choke Point is enemy owned, controlled or both
- -There must be a depot*to*depot link between the origin and target CP
- -The enemy does not have an open firebase on the link
Mobile Spawn Deployment with Trucks:
- -Area Attack== Must be within 1300m of a facility in the target CP
- -Point Attack== Must be within 1300m of your target facility
- -Must be 300m or more away from any enemy held facility
Despawn Timer:
- -Added despawn timer to disallow players from escaping a killing shot
- -Dead infantry are immune to the despawn timer
- -Multi crew joiners are immune to the despawn timer
Terrain:
- -Updated airport barracks to new model to stop spawning in roof
- -Added smoke emitters to firebases
- -Added smoke emitters to depot army base garages
- -Added smoke emitters to new churches
- -Added smoke emitters to new cloisters
- -Added smoke emitters to new office (flag) buildings
- -Added new city building (long with courtyard)
- -Added statistical HE model to all AA AI
Effects:
- -Added debris smoke
- -Debris smoke fades over time as building is rebuilt
Chat:
- -Added .R as a "command" to chat
- -Typing .R followed by a space auto fills the chat buffer with ".r <handle>" where <handle> is the chat handle of the last person (not yourself) to send you a .m message
- -/r now works like .r
Squads:
- -Host now sends notice of squad mates tuning in to the squad channel
- --You only see logins for your current side
Global:
- -Adjusted sound volume on AA AI
- -Updated translations for German and Spanish
- -Fixed problem that could cause vehicle reservations to be unexpectedly lost
- -Added builders icon
- -Added paratrooper deployment icon
- -Updated translations
- -Added code to reduce "#####" messages
- -If a string in a foreign language is not found, it will attempt to find it with the English language
Special thanks to Keyler and Arggh for life-saving pizza while we were in the deepest, darkest point of 1.18 development.