================================ World War Two Online - Open Test ================================ Version 1.28.0.15 (01-16-08) Settings: - Fixed odd characters in French Radar: - removed sweep animation - changed colors to yellow for low and red for high enemy activity - added color pickers in settings - really this time Vehicles: - Fixed C47 roll back on spawn in (improved flight a wee bit as well) - He111 now has side windows (we mean it this time) - Fixed missing poly in the rear of the DB7 and Havoc - Reloaded bombs should now drop and show explosion even though third person observer sees no bomb on the rack Note: What's going on with bomb reloads is that when you see a plane drop all his bombs and reload then drop them again you weren't seeing bombs or explosions because you didn't see any new bombs on his belly. You still won;t see them on the belly but you should see them drop and explode. This is a weird one as whenever a bomber comes on to your vis list, you will see it with a full bomb load no matter how many he has. That data isn't transmitted across the network. However, if you see him drop them all and reload while he is on your vis list, the bombs will not reappear for you as again, this is not sent across the network. This would only ever be an issue if you watched a player drop all his bombs, reload and drop more bombs without him ever leaving your vis list. Not bloody likely. Sounds: - A13 and Matilda got some love - fixed grass sound in hangar Infantry: - Removed infantry shadows until we can do them really nice Terrain Changes (08-01-17ax): 1. Fixed another ob3 issue at Zelzate 2. Fixed a torn terrain vertice seam at Bernkastel-Keus 3. Reviewed several airfields for flatness 4. replaced several bad vegetation/berm meshes ================================ World War Two Online - Open Test ================================ Version 1.28.0.15 (01-16-08) Terrain: - Added new terrain build (08-01-15ax) 1. Optimized terrainizing for FPS pass through gameworld 2. Fixed 2 forest tiles that were missing ob3's 3. Fixed a spawn point issue at Goersboek 4. Fixed a terrain seam issue at Amiens Airfield 5. Removed northern depot links to Frankfurt to fix unit warping 6. Corrected a terrain issue causing a building at Tienen to not map normals correctly 7. Fixed an ob3 road issue at Zelzate 8. Fixed some incorrectly configured AI emplacements 9. Reblended numerous bad tile rotations Manuals: - Fixed an error message when a manual was not available /ammo: - units will now blink on the map if the map was open when ammo was requested Radar: - removed sweep animation - changed colors to yellow for low and red for high enemy activity - added color pickers in settings Show Friendlies: - Adjusted default colors - Set maximum visual range for non-mission friendlies to 1000m Paratroopers: - Fixed white patches on German paratrooeprs after loosing the chute Global: - Fixed the firewall check Vehicles: - Added side windows to He111 ================================ World War Two Online - Open Test ================================ Version 1.28.0.14 (01-14-08) Chat: - Several internal performance improvements - TESTING: Report any oddities - /rdp now includes more information Global: - Fixed an error when selecting a persona for the first time Manuals: - Fixed discrepancy in the number of smoke grenades on some paratrooper units Vehicles: - Fixed an altimeter gauge in the Ju-52 Terrain: - Fixed reported plexi doors in Antwerp Frankfurt: - New factory reports damage correct and impedes RDP progress correctly Scoring: - Several internal changes for scoring records, please keep an eye out for new issues Sounds: - Audited several airplane engine sounds ================================ World War Two Online - Open Test ================================ Version 1.28.0.13 (01-09-08) Global: - Fixed depot spawning - Fixed (hopefully) firewall error at login - Fixed CTD when crashing into trees - Updated copyright notice AWS: - Fixed missing reports - Fixed displaced reports - Fixed trigger speed error (now ~70mph) Sounds: - hangar now has hit sounds - Fixed fairmile 20's having different sounds - Fixed Stuka engine sounds having environment noise - Added new engine sounds for Hawk 75 - Added new engine sounds for Stuart - Added new engine sounds for Spitfires Terrain: ALL BUILDINGS NOW READY TO TEST FOR HEIGHT ISSUES - Fixed several building anomalies - Hangars boarding ramps are now roped off for your protection Vehicles: - Ships now have shadows ================================ World War Two Online - Open Test ================================ Version 1.28.0.12 (01-04-08) Vehicle Markings: - Fixed inverted British plane markings - Support forces will now have markings 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 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 Vehicles: - Fixed several odd tinting issues in cockpits including blackouts /ammo: - Now display a flashing icon in the players name tag Resupply: - Planes will now fully resupply after several seconds UI/HUD: - Fixed the mini map flashing in some cockpits - Hulks no longer show up as friendlies - paratroopers now have a picture in the ready room Terrain: - Fixed a bug where planes spawn at the wrong spawner - Optimized urban tiles for terrain collision FPS gains in top 1/3rd of gameworld - Fixed 5 forests that were missing tree/berm tiles - Blended the Empel/Heesch area which had bad tile rotations - Fixed several broken AI emplacements Depot Spawning: - New throttles are in and ready for testing and feedback Keymapper: - Fixed infantry naming in the keymapper Griefing Fix (or new player help): - 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 Testing: Test#1 . Spawn vehicle, . Drive/float out to MIA range, . Hit ESC to despawn, . Type /du (for dumpresupply) and locate your vehicle's return entry, . Despawn, . Note any BETA messages in chat buffer, . At the map screen type /du again and look for a new instance of your vehicle at 15minutes Test#2 . Spawn vehicle, . Have a second account fire a rifle or stab the vehicle with a knife - minimum 1j damage packet required, does not need to physically damage the vehicle, . Repeat test #1, final step should not change the resupply time of your vehicle Sounds: - Fixed several sounds Translations: - Fixed several icon errors onthe map legend Host: - Fixed an issue causing strat's attempt to save damage to bridges to cause a crash. - Fixed an issue causing the chat host to update its snapshot of the AWS grid less often than it should. - Fixed an issue causing the 1.28 map host to crash if someone tried to access a new persona twice during a lag spike. - Fixed an issue causing the strat host, chat or cell hosts to crash if KFS1 typed "omg". - Removed some chat spam from the cell hosts. - Removed some chat spam from the cell hosts. - Removed some chat spam from the cell hosts. - omg. ================================ World War Two Online - Open Test ================================ Version 1.28.0.11 (12-18-07) Unity 1.5 Graphics Engine Update: - Frame rate and stutter performance are dramatically improved in this release. - Improved terrain loading - Reduced memory footprint (check virtual memory usage) - Improved collision code - Improved OpenGL state handling - Vehicle hulks now queue for loading Vehicle Marking: - 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) - See: http://gophur.playnet.com/gallery/album03 for examples 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 - Individual markings are based on the player's handle and will be the same for that player whenever he spawns that vehicle class (armor, plane, navy, etc.) - 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, turret left side - Individual marking - based on "Aces" company markings (clubs, spades, diamonds, hearts - red, white and blue version of each), turret right side - 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 - white/red), left of fuselage roundel - Individual marking - based on British flight lettering (single letter - white/red matches unit color), right of fuselage roundel - Personal marking - nose Infantry and Navy markings: - 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 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 currently 16km - The grid updates in cycles over 60 seconds - The grid covers the whole theater - Red grids indicate heavy enemy air presence reported - Green grids indicate light enemy air presence reported - The reporting is not 100% accurate - Friendlies on your mission are now indicated on your map - Friendlies not on your mission are also now indicated on your map - 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: - AWS is triggered after take off based on a variety of factors - When an aircraft begins to climb it becomes radar enabled - radar enabled aircraft that exceed taxi speeds will begin to trigger radar - Once radar is triggered the plane has 90 seconds before its position may begin being reported - Slowing down and landing will remove a plane from reporting 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 throttle system for depot spawning is currently being rewritten - Known Issue: There is armor in the Zeelands 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 Requesting Ammo: - Added /ammo request functionality - Any ground or troop vehicle type can now do a "/ammo" in chat to request ammo from nearby players - Infantry can also perform the "I need ammo" emote which can be assigned to a key - Players can only request ammo every 30 seconds - Added more feedback for players around the ammo requester - 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 or trooper - 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 - Fixed grenades being thrown through floor - Paratroopers now have pictures in their manuals page Vehicles: - Fixed several Vehicle Shadows - Fixed alt gauge on Ju52 - 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 - Fixed Ju52 altimeter gauge 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!) 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 castle door that was impenetrable - Fixed stairway in berm at Ardres-St.Omer Depot - Fixed Dussen Bridge - Fixed 4 FB spawn issues (collider problems with berms) - Fixed numerous bush/tree line anomalies - Fixed 3 forest tile anomalies - Removed some bad AI - Blended the eastern areas of the game world around Frankfurt Terrain: - Hangars now invulnerable - Airfield bunker now invulnerable - Added 07-12-17bx terrain - Flattened all air fields for smooth hangar exiting - Fixed shadows not showing on textures Terrain: - Fixed floating buildings (PLEASE LOOK FOR THESE WHEN TESTING AND .report THEM) - Fixed hangars that were steep on exit and causing props to drag UI/HUD: - The Bomber category of the spawn lists changed to Bomber/Transport Map: - Friendly players who are not on your mission but are on your vis list will now be shown on the map - Air units will now see mission mates for a greater distance on the map Chat: - Added base obscenity filter (incomplete) - 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) 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 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 ===================== World War Two Online Beta ===================== Version 1.28.0.11 (12-18-07) Radar: - Testing needed for initial contact on radar after spawn and take off Terrain: - Hangars now invulnerable - Airfield bunker now invulnerable - Added 07-12-17bx terrain - Flattened all airfiles for smooth hangar exiting - Fixed shadows not showing on textures Spawning: - Fixed teleporting when inf spawning at depots Chat: - 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) NetCode2: - CTD at spawn is fixed ===================== World War Two Online Beta ===================== Version 1.28.0.10 (12-15-07) NetCode2 - Expected fix for CTD when using NetCode2 AWS: - removed gap on edge of legend Infantry: - Paratroopers now have correct uniform in first person - Fixed mortar standing when switching weapons - Fixed german throwing grenade throgh floor Spawning; - Fixed air brigades not being able to post support missions at ABs Chat: - Fixed some of the resuply feedback Terrain: - Fixed floating buildings (PLEASE LOOK FOR THESE WHEN TESTING AND .report THEM) - Fixed hangars that were steep on exit and causing props to drag Resupply: - reduced radius for naval and air resupply to 1000 and 500m respectively Vehicles: - Fixed French Blen cockpit - Fixed alt gauge on ju52 - Adde dshadows to churchills Infantry: - Fixed shadows Sounds: - Fixed MG34 sound CSR: - P39 now listed as fighter ===================== World War Two Online Beta ===================== Version 1.28.0.9 (12-13-07) Spawning: - Really, it should be fixed now, honestly, no really this time, we promise, sort of... - Para brigades may now only create missions at airfields AWS: - Actually labeled 0-60 vertically and AA-DW horizontally Infantry: - Fixed Brit ATR loadout - Fixed grenades being thrown through floor when prone and looking down - Paratroopers now have pictures in their manuals page Vehicles: - removed bomb bay command from JU87 and C47 - Renamed He111 in manuals - Fixed CTD spawning planes - Resupplied bombs will now appear Global: - Air brigades can no longer be placed on front line towns Beta Tools: - Betas can now use .time, really Memorial Additions: John "Aesis" Lee Alex "Medievil" Clark ===================== World War Two Online Beta ===================== Version 1.28.0.8 (12-11-07) NOTE: if you have a sounds directory in your data folder please delete it before installing this patch. Only Mike and Georgh should use these directories for anything other than one time testing. Air Warning System (Radar): - There is toggle on the map pane to turn on or off the AWS - On the map you will see a grid - The grid is labeled A-ZZ horizontally and 0-999 vertically - The grid size is currently 16km - The grid updates in cycles over 60 seconds - The grid covers the whole theater - Red grids indicate heavy enemy air presence reported - Green grids indicate light enemy air presence reported - The reporting is not 100% accurate - Friendlies on your mission are now indicated on your map - Friendlies not on your mission are also now indicated on your map - 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 Vehicles: - Fixed Wonder Woman's 109g - Fixed Havoc and Blen spawn CTD - Fixed TG effects sorting behind tail - Fixed several external glass sorting errors Sounds/Effects: - Fixed specular lighting on infantry arms - Fixed particle lighting issue on muzzle flashes - Adjusted "slo-mo" HE explosion - Canopy sounds no longer queue - Fixed smoke and other particle effects being invisible behind transparent objects - Fixed redout and blackout Vehicle Marking; - Complete and ready for testing - Fixed missing British decals - Fixed wrong French plane markings Resupply: - Feedback mostly complete and ready for testing Spawning: - Fixed a crash when spawning at a depot - You can now spawn paras at airfield hangars as intended - Para brigades probably need to lose the ability to post missions at army bases, fbs and depots since they can't spawn there - You can spawn infantry and trucks etc at some depots; some others seemed to still result in a CTD (FIXED) - You can now spawn trucks, atgs etc at depots in the Zeelands, but you can only spawn inf at the army bases... Terrain: - Fixed Dussen Bridge - 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 4 FB spawn issues (collider problems with berms) - Fixed numerous bush/tree line anomalies - Fixed 3 forest tile anomalies - Removed some bad AI - Blended the eastern areas of the game world around Frankfurt Sounds: - New Sounds k98bolt.wav mgreload.wav troop/cupattach.wav troop/cupremove.wav troop/masrgreload.wav troop/millscupattach.wav troop/millscupremove.wav troop/millsrgreload.wav troop/rgreload.wav troop/vbcupattach.wav troop/vbcupremove.wav - The following sounds were replaced as having the wrong bit-rate. This should reduce stutters when encountering these sounds. 50cal600rpm.wav 50cal600rpm_trail.wav bof.wav boforsxgun.wav bombbaydoor.wav bulletby.wav crashexp.wav destroy.wav enginedamage1.wav exp1.wav grenadesplash.wav hulksink2.wav hulksink3.wav lrgcloseexp.wav lrgfarexp.wav masmodel38.wav medcloseexp.wav pzb39reload.wav smlcloseexp.wav squeek.wav torp_fire.wav a13/coax.wav a13/xgun2.wav ambience/gust2.wav bf109e3/horn.wav bf109e3/xgun1.wav bf109e3/xgun2.wav crusader3/57mmtgun.wav fairmileb/20mm.wav fairmileb/20mmx2l.wav fairmileb/20mmx2r.wav fairmileb/xgun1.wav fairmileb/xgun2.wav fairmileb/xgun3.wav ju87b/xsiren1.wav m10/3inchm7.wav m10/xgun.wav m4a2/75mm.wav m4a2/engine.wav m4a2/idle.wav m4a2/mg.wav m4a2/mg_trail.wav m4a2/xeng.wav m4a2/xgun.wav m4a2/xgun2.wav m4a2/xgun2_trail.wav matilda2/coax.wav matilda2/engine.wav matilda2/idle.wav matilda2/xeng.wav matilda2/xgun2.wav p38t/engine.wav p38t/idle.wav p38t/xeng.wav pziic/20mm.wav pziic/20mm_trail.wav pziic/xgun1.wav pziic/xgun2.wav pziiif/engine.wav pziiif/idle.wav pziiif/mg34_1.wav pziiif/mg34_2.wav pziiif/xeng.wav pziiif/xgun2.wav pziiif/xgun3.wav pzivd/engine.wav pzivd/idle.wav pzivd/xeng.wav pzivg/75mmkwk40.wav pzivg/xgun.wav pzivg/xgun_distant.wav pzvie/88mml56tgun.wav pzvie/engine.wav pzvie/idle.wav pzvie/starter.wav pzvie/xeng.wav qf6pdr/57mm.wav qf6pdr/57mmxgun.wav stuart/idle.wav troop/boys55atr.wav troop/bren.wav troop/bren_trail.wav troop/chuteopen.wav troop/enfieldmk2no1.wav troop/grenade.wav troop/k98.wav troop/lebel.wav troop/luger.wav troop/m1935s.wav troop/mas.wav troop/mas_trail.wav troop/mg34.wav troop/mg34_trail.wav troop/mg42_trail.wav troop/mk4no1.wav troop/mp40.wav troop/mp40_trail.wav troop/parachutewind.wav troop/pzb39atr.wav troop/satchel-place.wav troop/thompson1928.wav troop/thompson1928_trail.wav troop/gear_loop/jog.wav troop/gear_loop/sprint.wav w154/idle.wav w154/starter.wav w154/xeng.wav Beta Tools: - /settime /settime 12 - Sets time to 12 noon /settime 1330 or /settime 13:30 - Sets time to 1.30pm /settime @12 - Sets the time to 12 noon and freezes the clock. - /time now tells the time - /all - Send named message to all players - /buzzardspawn - Spawns the issuer as a buzzard in the area of a named player - /pwncp - Change ownership of a CP (town) - /rebuildcp - Force rebuild of objects within a CP (town) - /redeploy - Forcibly redeploy a brigade without checking movement rules or affecting resupply ===================== World War Two Online Beta ===================== Version 1.28.0.7 (12-05-07) Unity Graphics Engine: - Fixed floating terrain objects - Fixed several alpha sorting issues Spawning: - Depot spawning should be finalized - hangar spawning should be finalized Revised Airborne Infantry Unit Types and Loadouts: - Finalized load outs for paratroopers - Airborne Engineer and Grenadier now have No Weapons (will remove para-versions of these units once finalized) - Enabled partial resupply for grenades carried by airborne infantry. When resupplied, they will get their full allotment of ammo for their primary weapon now, and half their initial loadout of each type of grenade. - The Loadout changes: 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 - Removed some maxresupply settings on german and french rifleman he grenades See notes in Beta forum thread for additional info. - Manuals not complete Vehicles: - Trucks and guns can now RTB at friendly depots - Shermans now have shadows - Retextured Shermans for mis-matched colors - Fixed gear sound repeating - Fixed (?) Ju52 altimiter gauge UI/HUD: - The Bomber catagory of the spawn lists changed to Bomber/Transport Terrain: - Fixed castle door that was impenetrable Mac: - Fixed a spawn in crash ===================== World War Two Online Beta ===================== Version 1.28.0.6 (11-29-07) Unity Gtaphics Engine: - improved collision code - improved OpenGL state handling - Buildings that have the same damage state as the non damage state will perform better by not using the extra information. All buildings like this should be bombed to death if possible. Audited Buildings types need testing: - all hangars - all docks - all urban rail stations Terrain: - Fixed damage states on hangars Vehicles: - All cockpits upfdated to fix gunsight graphics bug - Fixed brown windows on hurricane - Fixed a bug with non unique unit decals Sounds: - Added new bombay sound Effects: - Reduced muzzle smoke opacity by 33% (there is still a bug here we think) Spawning: - Fixed a bug where you could spawn frmo a FB that was destroyed after you had selected a unit to spawn - Need depots, paras and plane spawning tested thoroughly Chat: - Fixed a chat cbug that caused 100% CPU usage when numbers were typed Beta testing: - Testers can now do the '/redeploy' command to redeploy their brigade to the selected town - Testers may also use the command '/redeploy unitname' (i.e. 1pzdkg1) to redeploy a named unit to the selected town - Please use this with caution and dont screw up the map for others mac: - Fixed a crash on spawn Terrain: -Removed all AI gunpits that would clip the new hanger model footprint at all airfields Lympne Folkstone Ramsgate Eastchurch Le Touquet Calais St.Omer Abbeville Amiens Beauvais Clermont Reims Berry-au-Bac Maubeauge Knokke Vlissingen Seclin Lille Vitry-en-Artois Montfaucon Brussels Antwerp Gilze S-Hertogenbosch Eindhoven Aachen Verviers Bertrix Witlz Bitburg Halleschlag Etain Metz Hahn Mendig Bad Soberheim Koblenz Kerpen Dusseldorf Koln Monchen Gladbach -Replaced those AI gunpits in a different location -Edited a spurious (editor fubar?) building at Bertrix Airfield (needs checking for anomalies) ===================== World War Two Online Beta ===================== Version 1.28.0.5 (11-21-07) Spawning: - paras now spawn only at airfields (still in center...) - planes in the garage? - depots have trucks and guns - para brigades have no ground missions (airfield origins only) Vehicles: - lots of cockpit adjusted, check for anomalies - already know about gunsights on planes - already know about some inviso planes (see threads) - Fixed oxgen gauge on the Hurricanes GeForce 8000 owners: - check for normal map glare issues Terrain: - Fixed (again) the multi tex on the big bunker ===================== World War Two Online Beta ===================== Version 1.28.0.4 (11-16-07) Infantry: - Added multiclass paratroopers - paratroopers are now available on missions that originate at air fields Vehicles: - Fixed crash when spawning Havoc and Blenheim - Ships now haev a greater RTB range that to reflect their home waters - Shadows are fixed - All vehicles will have had LOD adjustments made for performanec improvements. These need to be tested thoroughly for any issues such as disappearing vehicles or popping as the LOD changes. This is a look and feel issue. Completed: * pak36.flt * pak38.flt * pak40.flt * panhard.flt * pnzr2c.flt * pnzr3f.flt * pnzr3h.flt * pnzr4d.flt * qf2pounder.flt * qf17pdr.flt * !r35.flt * s35.flt * sdkfz7.flt * sdkfz232.flt * sdkfz251c.flt * stuartm3a3.flt * stug3b.flt * stug3g.flt * tiger1e.flt * type1934.flt * type1934-b.flt * type1934-f.flt * vickersMkVI.flt * z34.flt Decals: - Decals should be complete - Each brigade has a unique decal - Each player will also have an identifier number based on their game name (these are not globally unique) Depots: - Guns and trucks can now spawn from depots Hangars: - Planes now spawn in hangars - Paratroopers now spawn in hangars - Paratroopers will now be available on army missions that originate at an airfield UI/HUD: - Added new radar toggle button - radar incomplete pending host work - HC names in the UI are now updated daily from the HC tools Map: - Friendly players who are not on your mission but are on your vis list will now be shown on the map - Air units will now see mission mates for a greater distance on the map Resupply: - added /ammo request functionality - Any ground or troop vehicle type can now do a "/ammo" in chat to request ammo from nearby players - Infantry can also perform the "I need ammo" emote which can be assigned to a key - Players can only request ammo every 30 seconds - added more feedback for players around the ammo requestor - All vehicle types see the player icon blink on the map - Relevant resupply vehicle types get additional notification about ammo requestors - This additional notification is in the form of a game alert in the hud with the ammo requestor'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 or trooper - 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 Naval and Air resupply: - Planes and ships can now resupply from their spawn points in the same way that ground vehicles resupply from trucks. - This needs a lot of testing. we need to see if there are any weapons that resupply really slowly and also to make sure that no ground vehicles are broken. Scoring: - Capture assists wil now be scored Terrain: - Added 07-10-23ax terrain - Fixed stairway wneing in berm at Ardres-St.Omer Depot - Fixed missing multi-texture on large earthen bunker - Fixed floating barrels - Vehicle hulks are now qued up for loading which shoul dreduce stutter associated when travelling into a battle field Gameplay (already live): - Added additional rules to ground brigade movement ( #1326 ) -- Cannot move along a link with an enemy depot at either end, -- Cannot move along a link with an enemy firebase open on it, - Changes to firebase system ( #1317 ) -- Opens firebase between a garrisoned town and an undefended frontline town --- "garrisoned" town = town with 1 or more army brigades --- "undefended" town = town with 0 brigades or divisions of any kind --- "frontline" = one or more direct links to an enemy town -- Brigade FB can be destroyed by the enemy resulting in an enemy owned FB from the undefended town to the garrisoned town. --- Enemy cannot spawn from this FB unless they take ownership and control of the undefended town -- Firebase situation is adjusted as brigades are moved - Added "engagement" statistic to objectives tracker: -- "engagement" = an AO placed on an enemy town with one or more brigades/divisions -- logged to objective_counts database table -- exposed in "/objective info" (/ob i) -- modified "/objective list" (/ob l) to list non-engagement objectives with a "/no bde" suffix and list the attacks on a separate line ("Maneuver:") -- modified "/objective citys" (/ob c) to list only engagement objectives - Added code to restrict placement of non-engagement attacks ## Added "engagementObjectivesPercentage" to stratlib.lua (set to 50) ## Added "engagementObjectivesQuota(maxAOs)" function to stratlib.lua - returns a percentage of the current max AOs which must be placed before a softcap AO can be placed -- No restriction on AOs placed on enemy garrisoned towns and factory towns(*) -- Cannot place an AO on an undefended enemy town unless 1/2 available AOs are on garrisoned towns (rounded up, e.g. 2 of 3) -- If an OIC or HC officer attempts to attack an empty town when insufficient engagements are in effect, they receive the error "There are too many maneuver objectives in progress, you must place more engagements before you can proceed with your fucking softcapping." ## I would welcome alternative wordings :) (* Factory towns are of such value that we do not want to want to create a situation in which a critical advance is prevented by the withdrawal of units) Beta Tools: - Beta testers can now use the /redeploy command to move a brigade, please put things back when you are dnoe and leave the server in a playabale state for other testers. - To use the command, select a town and type "/redeply ", where id is the brigade id such as "1pzdkg2", er whatever. - Also you can join a brigade and select a toewn and just type /redep[loy to move there. Thanks Oli. ===================== World War Two Online Beta ===================== Version 1.28.0.3 (10-23-07) Mac: - Fixed visual wierdness Decals: - Started implementation of decal system for vehicles (incomplete) -- a13 -- fw190a4 -- hawk75 -- pnzr4g -- s35 ===================== World War Two Online Beta ===================== Version 1.28.0.2 (10-17-07) Unity 1.5: - Fixed a bug where buildings would not draw on the mac - Fixed map going black - Fixed some trees missing trunks Chat: - Added base obscenity filter (incomplete) ===================== World War Two Online Beta ===================== Version 1.28.0.1 (10-12-07) Graphics Engine: - Improved terrain loading - Reduced memory footprint (check virtual memory usage) - fixed crash with shadows enabled - re-enabled the mistakenly disabled updating of light positions EWS: - Modified beta and dev cluster to watch the velocity of an aircraft -- When an aircraft begins to climb at > 0.1m/s it is flagged as "radar enabled" -- Once a radar enabled aircraft exceeds 75mph it triggers radar -- Once triggered, it has 90 seconds before it is finally flagged to appear on radar -- If a triggered a/c falls below 25 mph it returns to "radar enabled" -- If an "enabled" a/c reaches 0 mph the whole process starts over -- "radar status" is checked every 5 seconds -- Nothing uses this status, currently Host (internal): - Reduced the frequency of vehicle level saves from 5 seconds to 60 seconds - Improved logging of brigade movement attempts - Added a table to record brigade movement attempts/results (incase the HCs find they can't move something) Translators: - Added missing builders files to source - Updated source on ftp - \DATA\languages\english\manuals\commands\ -- Added: strat_chat.xml -- Added: /RDP to strat_chat.xml -- Added: /LASTMOVES to hc_chat.xml - Revised: index.xml to link to strat_chat.xml - Revised: mission_chat.xml removing strategic section - Revised: hc_chat.xml removing strategic section - Revised: action_chat.xml, basic_chat.xml, squad_chat.xml to remove an empty line at the top. ===================== World War Two Online Beta ===================== Version 1.27.1.3 (09-21-07) Effects: - Reduced the water spray from explosions - Reduced the size of the explosion effect on 5 inch guns Terrain: - Fixed the Montherme - Revin link Host: - Fixed a netcode2 connection error ===================== World War Two Online Release Candidate ===================== Version 1.27.1.2 (09-12-07) Brigades: - Towns with no links should now be accessible to movement Terrain: - Added terrain 07-08-14ax - Minor fixes Chat: - Added "/obj c" to list city objectives - Added /rdp command - Fixed /lastcap (gm only) CSR: - Mortarmen now have own class ===================== World War Two Online Release Candidate ===================== Version 1.27.1.1 (09-12-07) UI/HUD: - When a player despawns and his mission is no longer valid he gets a popup saying so - " is under attack" and "Enemy forces have captured " messages updated - Added /obj c -- The "/obj list" command lists all AOs - including bridges - in one jumble. -- Makes for hard reading. Players regularly ask for a simpler command. -- Added command, went live, did not make readme. Please validate output on beta. - Added /rdp command to report on current RDP Cycle, Progress and Factory status for all countries. Went live without reaching the readme. - Fixed OIC names appearing as garble - Fixed next available supply mouse over always saying 1 minute - Fixed mission members with no vehicle showing as Opel Map: - Fixed port and NB icons being reversed in the legend ===================== World War Two Online Release Candidate ===================== Version 1.27.0.19 (08-24-07) Vehicles: - Fixed French tank mg belt reloading Manuals: - Updated several manuals Host: - Added code to remove "overrun" votes that fail during final execution instead of continuing to report them as standing for 42710 days - Possible fix for rifleman spawn at depots reducing sniper numbers. ===================== World War Two Online Open Test ===================== Version 1.27.0.17 (08-22-07) Notes on Infantry Resupply Scoring: Infantry resupply actions are signaled by the host. You are given 1 point for *attempting* to resupply another infantry. I provided Ramp with a mechanism he could use to tell me to award a point for resupply / partial resupply. Resupply Score: . When a rifleman gives an ammo pack to another infantry, he receives 1 point of score (1/10th of a kill). . Limit of 1 point per person resupplied per 3 minutes. Changes to mouse wheel infantry weapon switching: - you can again cycle through weapons/items with the mouse wheel - you only get the binoculars if you are not moving and have rank - if you are deployed with any weapon except the rifle grenade rifles; you only get the weapon and the binoculars (if above criteria met) - if you are a deployed rifle grenade rifle, you can't switch to any other weapon/item if you have an RG round loaded - improved weapon iteration sound logic - improved the head shake logic (you get it when trying to switch from some weapons like the RG rifles) ToEs: - Vehicles that are RTB or Rescued will return to their point of origin - Vehicles that cannot be delivered as resupply because the maximum number of vehicles has already been reached will return to their point of origin - These vehicle returns take about 5 minutes to complete - This is the same amount of time that it takes after a brigade's movement for supply to begin arriving Fallback: - fallback uses the overrun system, you must capture a facility (as the enemy) in a town and type /overrun (beta server only requires one overrun report and no EWS) - The overrun system only checks for activity every 30 seconds so it can take a while to do its stuff - this system is unmodified from 1.26 Area 51: - Area 51 should now supply brigades stationed there. This is not part of our release candidate testing. Sounds: - The .message alert sound should now function properly Supply: - Moving an overstocked brigade should know retain its overstock ===================== World War Two Online Open Test ===================== Version 1.27.0.17 (08-16-07) Note: Technically this can be considered a release candidate. We have no major features or bugs left however we have a LOT of testing to do with regards to the ToE changes. All aspects of brigades, movement, AOs, supply, oversupply etc. need to be tested. We're also looking for you to bump any bugs at this time that you feel need our attention for this release. This means release critical bugs only. Hurricane IIB: - adjusted the gun positions - added marks for the eight recessed wing guns on the wing texture - adjusted the texture on the spinner so it would stay the same color at all LODs - deleted the Hurri IIc cannons off of LOD3. - Needs test to make sure nothing broke. Check especially the wing guns and their damage objects. Vehicles: - Fixed coax ammo counter on Panzer III H - UMS are now visible in the death cam Chat: - Added login announcements for HC officers - Infantry range changes are no longer displayed in chat - the chat box no longer goes for a walkabout when you select a mission Map: - CPs that have a Naval Base (deep water port) now get a special icon on the map. This mimics the airfield and docks icons that appear when those facilities are present Brigade Screen: - Naval brigades at a CP with a deep water port will show the Naval Base icon manuals: - Naming conventions standardized and several updates made - standardized unit designations based on best available research, beta testers and previous work done by techpubs(See http://bloo.playnet.com/unit_names.htm) - standardized unit briefs template by unit type - complete proofreading and editing (grammar, spelling, punctuation, syntax, etc.) performed) - but another set of eyes is always good. - Index files (unit lists) cleaned up For Test: In next build (1.27.0.17), please check all manual pages for obvious problems. Host: - RDP templates are now active on the host - We will be adding release templates for all brigades starting today - RDP cycles will be run through on the beta server - The map will be reset to represent the start of a campaign for testing - Completing the RDP cycles code will take a few more days Fallback: - Need re-testing of /fallback. * Start with a simple, single town fallback and allow it to proceed to completion. * Experiment with aborting fallback by uncontesting * Once the fallback has been accepted but not executed, defender should not be able to recap * Please note timings between /fallback order, /fallback issue and - /fallback execution * Attempting to fallback a town with a DivHQ should give better feedback * Pocket a town full of bdes and attempt to fallback, you should receive feedback for each of them. Takelead Update: /takelead - Players can now take the leadership of a mission away from an inactive mission leader. - To take leadership of a mission, enter the chat command "/takelead". - The current mission leader has 6 minutes in which to retake control of the mission by entering the same command. Grace Time - A mission leader cannot be removed after certain circumstances for a 6 minute of "grace" period. This is an approximate measure of the mission leader's activity level. * Posting or approving a contact or way point * Deploying a mobile spawn * setting a back up leader with "/backuplead " * changing mission orders AFK Time Deducted - However, AFK time is deducted from the above periods. So if a mission leader types "/afk" and then "/orders I am AFK", and does nothing else, his grace time will expire in 3 minutes because every minute of /afk time also counts as a minute of his grace time. - If the leader has been /afk for 8 minutes, anyone can take leadership. Rank Effects - Your rank level deducts one second per rank level from the 6 minute period before leadership can be taken. So, if a Army Major (Rank 12) attempts to take the lead, it will take effect in 5 minutes and 48 seconds. ===================== World War Two Online Open Test ===================== Version 1.27.0.16 (08-09-07) Infantry: - You will now die correctly when a building you are in is destroyed takelead: - Simplified /takelead -- 6 minute grace period on: --- Mission creation, --- /orders --- Adding/approving contact reports/waypoints --- Assigning /backupleader -- Allowed /backupleader to /takelead early - Added notices to defacto/usurper leaders when a mission is taken from a player UI/HUD: - All weapon huds that use reloads now have descriptive names (reload, clip, magazine(mag), belt, drum) - Alerts are now restricted to the target and origin towns Host; - Fixed problems with resupply capacity - Fixed problems with overstock and oversupply - Fixed problems with CP updates not being forwarded - Fixed /obj i, /report and /pinfo locations reporting - Fixed problems with RTBing to same-side, different country facility Fallback: - Fixed several problems with /fallback - Added feedback to /fallback: . Divisions cannot fallback, the host will tell you which divisions are preventing the fallback . Any brigades that cannot find a fallback destination will tell you which units are preventing the fallback Factory Link changes: - Out os Supply is now solely determined on a factory link - Towns that are in pockets with no factory link are OoS Scoring: - You will now recieve some score for resupplying other players - You can only recieve score for the same player once every few minutes ===================== World War Two Online Open Test ===================== Version 1.27.0.15 (08-06-07) Infantry: - Sniper now acts same as riflman when aiming and moving - Mortars now ride in the right direction - Smoothed out the inertia on arm movements Vehicles: - Added more debris to plane hits Ammo stockpile: - increased the oversupply radius from 3 to 5 meters - safe radius is 20% of the oversupply radius or 1 meter in this case - if you in the safe oversupply area, your ammo no longer blinks and stays the normal color - if you are in the warning area, your ammo blinks and is red manuals: - Mortarman corrected to list rifle, not pistol, as secondary weapon Sounds/Effects: - All hit effects should be right - note that weapons that fire both HE and AP will always show HE in the third person view - Fixed missing water spout on the 5 inch guns Missions: - RTB is now country based - Missions will now show an origin icon to denote what type they are - This is primarily to destinguish ground verse air/sea missions in some brigades that can have both types of vehicles on their ToE - Mission details now show on the squad tab Paratroop Brigades: - Paratrooper brigades have been added - Paratroop Brigades can have missions from airfields to access the transport planes on their ToEs as well as missions from army facilities for their paratroopers - paratrooper Brigades move in the same manner as air brigades, from airfield to airfield Defensive Garrisons: - Air and Naval brigades can now create missions frmo army bases where they are locatted to access ground units for defense from their ToE CSR: - Snipers now show in all the right places Settings: - removed gamma sliders - fixed a bug with mapping aim to the x key Translators: - new hud.alerts.* - manuals/mortarman switched pistol to rifle ===================== World War Two Online Open Test ===================== Version 1.27.0.14 (08-02-07) Infantry: - Modified the idle animations, should be more manly! - Riding a truck now gets you resupplied - You can even switch weapons while riding on a truck (well not your binos) - Should no longer get stuck in binos when a deployed weapon runs out of ammo - Added new HUD icons for mortars Ammo Stockpile: - Fixed the indicator not turning back to yellow (from red) when you move closer to your stockpile Vehicels: - The 109G6 30mm sounds now match the fire rate more correctly - H87 decals should now show up - H87 now has red nose at all LODs - Fixed black truck windows in the garage - Fixed ranges being off on sights, need all weapons tested (offline firing range testing) - H87 has modified (not new) cockpit UI/HUD: - Fixed long time bug where you'd still show as having your vehicle reserved but there were none so you spawned as a rifleman. Note that you will have whichever weapon is most abundant preselected for you if your reservation is lost. We'll tidy that up in a future release. Chat: - Fixed a cycle issue - There are now only 2 states for chat, off and on - You can customize the HUD by dragging elements on the screen or by using the settings pane in the UI ===================== World War Two Online Open Test ===================== Version 1.27.0.13 (07-31-07) Needs testing: - Reports of being able to clip into friendly vehicles, unable to replicate. Note that immediately following spawn in you can do this and that is expected functionality. Please report any issues in the forums. Infantry: - Webley bore sighted - New reload sounds for Rifle Grenade animations - Mortars all have deploy sounds (old) - Mortars all have fire sounds (old) Vehicles: - Fixed white boxes on vehicles at spawn in Terrain: - Fixed the town tile at Remscheid UI/HUD: - Fixed vehicle select problem Sounds and Effects: - Building explosions have been updated ToE: - Tier Templates for ToEs are complete - Supply should be ready for testing Multi-Crew: - Fixed a scoring issue for kills - Fixed He111 TG hatch not opening Host: - Fixed a CTHL in new infantry resupplying code, - Fixed a problem causing infantry resupply not to produce score (who think there'd be a spare copy of the mission packet?) - Fixed a problem causing NetCode1 connections not to receive resupply. ===================== World War Two Online Open Test ===================== Version 1.27.0.12 (07-27-07) Stutters: - The last stutter issue is addressed (it was mortarmen) - Please evaluate performance in comparison with 1.26 live and report issues Infantry Ammo Stockpile: - Last of the bugs squashed here, you can now stockpile ammo to your favorite deployed unit - We'd like some feedback on the feedback in the UI (see forums) Infantry: - Deployed weapons willow show the map in third person when they switch to it Mortar fire animations should work better in third person when firing at maximum RoF (hand on ear bug) Vehicles: - Dust emitters for moving and firing have been increased - Fixed shading issues on Fairmile decks - New planes should now have correct LODs - Mac users will no longer see funky colors on some vehicles Sounds and Effects: - Fixed several HE hits showing as AP in third person ToEs: - Mission origins at the end of links should now work correctly UI/HUD: - The mission briefing screen now shows more info about your Brigade's supply status when you have no vehicles available - No longer show players with no reserved weapon as being Opels Terrain: - Fixed up the alpha issues on the MG Tower ===================== World War Two Online Open Test ===================== Version 1.27.0.11 (07-25-07) Infantry: - Fixed several remaining state bugs with mortarmen - Binos now visible in third person for deployed weapons - Range adjustment keys now act as a hold down - Fixed some clip names - Fixed French RG shooting in odd angles - Improved the smoothing when going from prone to stand and initiating a weapon aim during the transition - Fixed switching to a weapon when it is out of ammo, no more empty hands and such Vehicles: - Added missing gear sound for H87B-3 Sounds and Effects: - Fixed missing HE hit sounds - Fixed missing hit effects and bullet holes Orders: - If your HUD is set to custom, you will need to reposition orders manually (see Settings) UI/HUD: - improved mini map buttons on wide screen resolutions - Added Division IDs to Brigade selection list - Added new map icons in the legend - Shadow settings have returned to the Settings tab Squads: - Fixed a bug where you could get stuck when using the recruit function to join a squad Terrain: - Fixed several reported issues Supply: - Fixed some supply issues with Chinese/Neutral towns. (Note: This functionality is for intermission/scenario play and we are merely using country codes from the "top end" of our enumeration list) - Minor changes to the supply link detection/propagation code. BETA: You can determine the supply link status of a town with the "/cpinfo" command. Note: It is intentional that supply not propagate instantly to all CPs in a recently opened pocket. It can take several minutes to propagate fully. - Moving a brigade off-map now clears its resupply queue and sets all its vehicles to capacity. - Changing the out-of-supply status of a brigade no-longer affects its resupply tickets. - Resupply tickets that come due while the brigade is out of supply are silently discarded leaving a shortfall. - While an HC Unit is in an out-of-supply town, it consumes pending re/supply tickets 10% more slowly than normal for the period that the unit is out of supply. (See 10% resupply penalty example below) - After moving between towns all equipment on the spawn list is "convoyed" to the new destination meaning there will be no equipment available to spawn immediately on arrival. -- Equipment is delivered on a trickle (N minute initial delay, full delivery over W minutes afterwards) -- Outstanding resupply tickets are left in the queue but have their execution time delayed by the same N minutes 10% resupply penalty Example: bde1 schedules a ticket to resupply 1 x Matilda in 3 hours. 1 hour after the ticket is scheduled with 2 hours remaining, the bde goes out of supply. After another hour, the brigade goes back into and remains in supply. Ticket has 1 hour and 6 minutes remaining. Chat: - Reduce the amount of traffic on the client<->chat connection -- Area chat and needs testing ===================== World War Two Online Open Test ===================== Version 1.27.0.10 (07-21-07) Stutter: - We removed the "funny farm" please report issues with stutters that may be persisting - Still an issue with mortarmen causing stutter Infantry: - Fixed a bug where mortarmen would jump up in third person when going to binos - Fixed all "floating rounds" when looking around at weird angles in first person - Grenadiers now get RGs and rifle ammo when they recieev an ammo can from a rifleman - Moved the Enfield in first person to better match other rifles - Fixed walking on water - Fixed a prone sprint resupply bug Mortars: - Ranges are pretty spot on, needs the mortar freaks to see how dispersion and kill zones are working (this is for the pros guys, don't need any speculation, you know who you are...) Vehicles: - Audited trim states on the H87B3 - MINE and HE-T rounds for the Mk108 30mm cannon in the Bf109G-6 now correctly air burst at 3 seconds - Removed naval spawning invulnerability as it is horribly broken Resupply: - Air and Sea vehicles no longer get resupply from trucks - These weapons will be getting their own versions of this feature in upcoming releases Effects: - Audited all hit effets for all weapons - Please report any oddities in the sticky thread - Fixed muzzle flashes in smoke - Fixed some missing muzzle flashes HUD Alerts System: * recycling the HUD no longer produces unwanted alerts * spawning in no longer produces unwanted alerts * mission leader changes no longer produces multiple alerts * added more supported alert types (available next patch) * alerts now honor the ui sound alert preferences option Terrain: - Fixed the castle glass doors Keymapper: - Fixed rt-mouse aiming/deploy Global: - Fixed a major CTD Manuals: - Updated several manuals Translators: - New source up (see forum for all details) - Also, fixed source errors with number of grenades on some units, these all need reviewed as all units have been updated with standardized names ===================== World War Two Online Open Test ===================== Version 1.27.0.9 (07-18-07) Infantry: - Fixed a CTD with French RG (and other bouncing grenades) - Mousewheel disabled when deployed Infantry Stockpile: - added blinking and colored ammo/clip text for oversupplied weapons - added sound effects for oversupply events - added new alert system that lets the user know about oversupply events Vehicles: - Fixed the H87B-3 default trim tabs and mass placements - Fixed H87B-3 engineto have correct Merlin sounds Resupply: - hulks no longer resupply players Takelead: - Added /takelead command for missions (explanation needs rewrite for release) - Allows you to take leadership of a mission over from an inactive mission leader; - Allows new mission leaders a grace period after getting leadership before they can be usurped; - Allows displaced leaders a window of opportunity to recover leadership (overriding grace periods) - Rules for regaining control of your mission: -- When the authoritative leader of a mission is usurped with /takelead, they are given 6 minutes in which to retake control of their mission. -- During this time they can /takelead from any subsequent mission leader. -- After 6 minutes authoritative leadership is given to the *current* mission leader -- After posting a new mission, you are automatically considered the "authoritative" leader. - Rules for takelead: -- Various mission activities provide a short, protected period of time in which a mission leader cannot be removed with /takelead; -- Posting/Approving contact report or waypoint (5 minutes) -- Deploying a mobile spawn (5 minutes) -- Setting a backup leader (/backuplead: 2 minutes) -- Changing mission orders (/orders: 8 minutes) -- If the leader goes AFK, their total AFK time is deducted from any grace time -- e.g. if leader types /afk and then "/orders I am afk" their grace period (8 minutes) will expire after 4 minutes (4 minutes grace remaining - 4 minutes afk time = 0 minutes). -- if you have been marked as /afk for more than 8 minutes, you can be usurped by anyone at any time