Readme 1.28
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Jump to navigationJump to searchVersion 1.28.0.255 (01-22-08)
Graphics Engine Update:
- Frame rate and stutter performance are dramatically improved in this release.
- Improved terrain loading
- Reduced memory footprint
- Improved collision code
- Improved OpenGL state handling
- Vehicle hulks now queue for loading
Vehicle Markings
- All ground and air vehicles now have historical looking markings
- These markings are per brigade
- Each player will also have an identifying mark based on their game name (these are not globally unique)
- For a complete list see the WWIIOL Wiki
Types of Marking:
- Unit markings are based on which brigade the vehicle is spawned from and will be the same for all vehicles from that brigade
- Support units, such as tanks in a navy brigade or planes in an army brigade will receive that countries support marking
- Individual markings are based on the player's handle and will be the same for that player whenever he spawns that vehicle class
- Personal markings are used for con badges, B1 badges, etc.
German Armor Marking:
- Unit marking * based on German divisional markings, hull front and rear
- Individual marking * based on German three digit tank numbers (red with white stroke), turret both sides
- Personal marking * located on the hull side
French Armor Marking:
- Unit marking * based on French regimental markings, hull sides.
- Individual marking * based on "Aces" company markings (clubs, spades, diamonds, hearts * red, white and blue version of each), turret sides
- Personal marking * located on the hull, front or side
British Armor Marking:
- Unit marking is based off of British brigade markings (red/green square with white number), hull front
- Individual marking is based off of British squadron markings, turret sides and front
- three colors (red, yellow, blue)
- three shapes (triangle, square, circle)
- number (1-4) inside
- Personal marking is located on the hull sides
Truck Marking:
- All Trucks/Pullers have the same markings as the armor for their country
- Markings are smaller and placed on bumpers/number plates where applicable
Gun Marking:
- ATG/AAA: (all countries will be the same)
- Personal marking only, located on the gun shield
German Plane Marking:
- Unit marking * based on German squadron emblems, nose both sides
- Individual marking * based on German flight numbers (numbers 1-14 in various colors), rear fuselage both sides
- Personal marking * under canopy both sides
French Plane Marking:
- Unit marking * based on French squadron emblems, rear fuselage both sides
- Individual marking * based on French flight numbers (numbers 1-14 in various colors), tail both sides
- Personal marking * nose both sides
British Plane Marking:
- Unit marking * based on British squadron lettering (two letters), left of fuselage roundel
- Individual marking * based on British flight lettering (single letter), right of fuselage roundel
- Personal marking * nose
- No changes from existing decals
Air Warning System (Radar):
- Added a new Air Warning System to the map
- AWS is designed to simulate the various forms of intelligence one might receive over the radio while in flight
- AWS primary goal is to increase the air players ability to find and engage the enemy
- There is a toggle on the map pane to turn on or off the AWS
- On the map you will see a grid
- The grid is labeled AA-DW horizontally and 0-60 vertically
- The grid size is 16km square
- The grid updates in cycles over 60 to 120 seconds
- The grid covers the whole theater
- Red grids indicate heavy enemy air presence reported
- Yellow grids indicate light enemy air presence reported
- These colors may be adjusted in settings
- EWS will still show bombers that have been reported as sighted near towns
- EWS does not show fighters
- AWS may not be interdicted, it is the culmination of several types of signals and intelligence
- AWS mat not be avoided though the system is not 100% accurate
- AWS does not differentiate between types of aircraft
- AWS only shows enemies
AWS Reporting:
- When an aircraft begins to accelerate it becomes AWS enabled
- AWS enabled aircraft that exceed taxi speeds will begin to trigger AWS
- Once AWS is triggered the plane has 90 seconds before its position may begin being reported
- Slowing down and landing will remove a plane from reporting
Show Friendlies:
- Friendlies on your mission are now indicated on your map
- Friendlies not on your mission are also now indicated on your map if they are closer than 1000m and on your visual update list
Airborne Infantry:
- Paratroopers now have several loadouts available to them
- These loadouts are similar to their regular infantry counterparts with some exceptions:
- Airborne Rifleman: +1 Satchel, +1 Ammo can (total of two)
- Airborne SMG: as existing "Paratrooper" unit.
- Airborne LMG: +2 Smoke Grenades
- Airborne Sniper: +20 rifle rounds, + Pistol with 24 rounds
- Airborne ATR: +2 HE grenades
- Airborne Mortar: +5 HE mortars, +10 Smoke mortars
- There are no Airborne counterparts for the Grenadier or Sapper units
- Paratroopers who get resupplied in the field may receive some grenades
Airborne Brigades:
- Paratroopers now spawn from missions that origin at airfields
- Transport planes will now be on the same mission as the paratroopers they are transporting
- Paratroopers may only create missions from airfields
New Hangar:
- Added a new hangar structure
- The hangar is invulnerable
- Planes now spawn in the hangar
- Paratroopers now spawn in the hangar
Depot Spawning:
- Trucks may now spawn from depots
- Limited guns may now spawn from depots
- The throttles for depot spawning have been adjusted to include more infantry
- Remember that depot spawning is time based and only so many of a vehicle will be available in a given window of time
Resupply:
- Naval units may be resupplied when stationary within 1000m of a friendly naval facility
- Air units may be resupplied when stationary within 500m of a friendly air field
- Planes will now fully resupply after several seconds
Ammo Request
- Added /ammo request functionality
- Any ground or troop vehicle type can now do a "/ammo" in chat to request ammo from nearby players
- units will now blink on the map if the map was open when ammo was requested
- The requesting players name tag will blink in the game world
- Infantry can also perform the "I need ammo" emote which can be assigned to a key
- Players can only request ammo every 30 seconds
- All vehicle types see the player icon blink on the map
- Relevant resupply vehicle types get additional notification about ammo requesters
- This additional notification is in the form of a game alert in the HUD with the ammo requester's name, along with a sound effect
- The player's game icon out in the world pulses from normal size to a little larger and they get a chat message saying the user needs ammo
- Trucks see this extra feedback if they are within 1000 meters of the requesting ground unit
- Rifleman see this extra feedback if they are within 200 meters of the requesting trooper
- Rifleman don't see extra feedback if its a ground vehicle since they can't do anything about it anyway
Infantry:
- Paratroopers now have correct uniform in first person
Vehicles:
- Fixed several Vehicle Shadows
- Renamed He111 in manuals
- Fixed TG effects sorting behind tail
- Fixed several external glass sorting errors
- Fixed oxygen gauge on the Hurricanes
- Ships now have a greater RTB range that to reflect their home waters
- All vehicles will have had LOD adjustments made for performance improvements
- Trucks and guns can now RTB at friendly depots
- Re-textured Shermans for mis-matched colors
- He111 now has side windows (we mean it this time)
- Fixed missing poly in the rear of the DB7 and Havoc
Sounds/Effects:
- Added new bomb bay sound
- Adjusted "slo-mo" HE explosion
- Canopy sounds no longer queue
- Fixed gear sound repeating
- Fixed smoke and other particle effects being invisible behind transparent objects
- Added several new sounds (thanks Mike and Georgh!)
- Added new engine sounds for Hawk 75
- Added new engine sounds for Stuart
- Added new engine sounds for Spitfires
- Added new engine sounds for 109
- Added new engine sounds for A13 and Matilda
Terrain:
- Added Frankfurt to German territory
- Relocated German Production Facility 9 to Frankfurt
- Added supply links along eastern edge of map to embed Frankfurt into supply network
- Remodeled Monchen-Gladbach
- Fixed a spawn point issue at Goersboek
- Fixed castle door that was impenetrable
- Fixed stairway in berm at Ardres-St.Omer Depot
- Fixed Dussen Bridge
- Fixed numerous FB spawn issues (collider problems with berms)
- Fixed numerous bush/tree line anomalies
- Fixed numerous forest tile anomalies
- Removed some bad AI
- Blended the eastern areas of the game world around Frankfurt
- Flattened all air fields for smooth hangar exiting
UI/HUD:
- The Bomber category of the spawn lists changed to Bomber/Transport
- Fixed an error message when a manual was not available
- ML colored icon now trumps squad color
Chat:
- Added simple obscenity filter
- Added lots of stuff to the filter (if you find something missing please don't try and report it on the forums, do a .report in game)
- Several internal performance improvements
- /rdp now includes more information
CSR:
- P39 now listed as fighter
Scoring:
- Capture assists will now be scored
- To assist in a capture you must be in the building at the time of the capture
- You can loose an assist if you are in a building that the enemy captures
- Several internal changes for scoring records
- Vehicles that are destroyed (KIA/MIA) but have not been hit by an enemy player will cycle back as rescued but the player will still be credited with destroying the vehicle
Global:
- Fixed a bug where you could spawn from a FB that was destroyed after you had selected a unit to spawn
- Air brigades can no longer be placed on front line towns
Memorial Additions:
- John "Aesis" Lee
- Alex "Medievil" Clark