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Thread: War of Rights - Patch Notes

  1. #1721
    Rbater's Avatar
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    Quote Originally Posted by 72ndPA View Post
    Rework the 72ndPA next please the uniforms are still incorrect.Kyle the mod has pictures of the original uniform and everything you need to get it 100% correct.
    And fix the 2nd MD flag to its proper design pretty please. I had made a decent version with instructions on the relatively minor things that needed to be added/done to it. https://www.warofrightsforum.com/sho...tle-Flag/page2

  2. #1722
    Quote Originally Posted by Poorlaggedman View Post
    One issue with the yells.... they continue even after the player is dead. In some staged charges for footage tonight there were several cases where one team was basically annihilated on the field yet you still heard a cacophony of victory cheers from where they laid dead on the field as they had reduced the enemy team. I think there's a high possibility of that happening a lot as the immediate local successes and failures aren't always correlating to the team morale statuses.
    If the player is dead. He should not trigger the huzzah or rebel yell sound, though if the player is alive and the sound is then triggered and the player then dies immediately after, then the sound will continue to play from the now dead player until the sound is finished. We might look into stopping the sound if this happens.

    Quote Originally Posted by Lord Drax View Post
    I may be mistaken but I believe the yells are ambient audio broadcast throughout the playing area and arent centered on players...
    Currently each player within 30 meters of the camera will trigger a local version of the sound where its just this player alone that is shouting. Then for long distance shouts. Normally its just the server that is calculating the formations and it then tells the clients whether they are InFormation, Skirmishing or OutOfLine. Though when these shouts are triggered, the client also calculates where the centers of the various formations are and it then proceeds to play a long distance group shout from these various formations. That will typically be 1-4 long distance sounds playing. But this means that the sounds are always coming from the direction where the players are.

  3. #1723
    [17thMI] J.Connelly's Avatar
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    Quote Originally Posted by Fancy Sweetroll View Post
    If the player is dead. He should not trigger the huzzah or rebel yell sound, though if the player is alive and the sound is then triggered and the player then dies immediately after, then the sound will continue to play from the now dead player until the sound is finished. We might look into stopping the sound if this happens.



    Currently each player within 30 meters of the camera will trigger a local version of the sound where its just this player alone that is shouting. Then for long distance shouts. Normally its just the server that is calculating the formations and it then tells the clients whether they are InFormation, Skirmishing or OutOfLine. Though when these shouts are triggered, the client also calculates where the centers of the various formations are and it then proceeds to play a long distance group shout from these various formations. That will typically be 1-4 long distance sounds playing. But this means that the sounds are always coming from the direction where the players are.
    That's a mighty ingenious way of implementing the group shout! Hats off to you all!

  4. #1724
    tyty, heres a little teaser

    It will have some issues in the first implementation though. If you type in the wrong password, the game will just say the server is full and you will have to restart the game in order to try joining again on this particular server.

    These are issues (among many others) that will be fixed when the new lobby system is ready which one of our main programmers have been working on for the past 6 months.

    Once connected to the passworded server, the server owner can change the password or choose to remove it and the players already connected will remain connected. The server owner can also choose to put a password onto a server that does not have a password and again, the players already connected will remain connected until they leave or are kicked.


  5. #1725
    Quote Originally Posted by Fancy Sweetroll View Post
    tyty, heres a little teaser

    It will have some issues in the first implementation though. If you type in the wrong password, the game will just say the server is full and you will have to restart the game in order to try joining again on this particular server.

    These are issues (among many others) that will be fixed when the new lobby system is ready which one of our main programmers have been working on for the past 6 months.

    Once connected to the passworded server, the server owner can change the password or choose to remove it and the players already connected will remain connected. The server owner can also choose to put a password onto a server that does not have a password and again, the players already connected will remain connected until they leave or are kicked.

    I saw that server before, now I know the password muahahahaha

  6. #1726

    CSA Major General

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    Quote Originally Posted by Fancy Sweetroll View Post
    Once connected to the passworded server, the server owner can change the password or choose to remove it and the players already connected will remain connected. The server owner can also choose to put a password onto a server that does not have a password and again, the players already connected will remain connected until they leave or are kicked.
    A very useful feature ! Excellent work !
    I write for my personal account and from personal experience, unless stated otherwise.

  7. #1727
    I also hope to eventually be able to change the server name without requiring a server restart. Also the time of the round. And preferably a round_restart function that puts everyone back at the start area and sets everything back together.
    Last edited by Poorlaggedman; 05-21-2019 at 01:07 AM.
    Suggestion: Formations, Suppression, Spawning, Leadership https://www.youtube.com/watch?v=cZqPsbvyD8s


    Old Pennsylvania Discord: https://discord.gg/MjxfZ5n

  8. #1728

    USA Major

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    Quote Originally Posted by Poorlaggedman View Post
    I also hope to eventually be able to change the server name without requiring a server restart. Also the time of the round. And preferably a round_restart function that puts everyone back at the start area and sets everything back together.
    Did you try changing the sv_servername variable using RCON while in-game?

  9. #1729
    There should probably exist a thread where this stuff is explained. I've spent enough hours of my life sifting through text files and there wasn't any glory at the end of it to justify the time involved. ja.gif
    Suggestion: Formations, Suppression, Spawning, Leadership https://www.youtube.com/watch?v=cZqPsbvyD8s


    Old Pennsylvania Discord: https://discord.gg/MjxfZ5n

  10. #1730
    WoR-Dev TrustyJam's Avatar
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    May 31st - Update 153 Released!

    - Released South Mountain, featuring 3 new skirmish areas.

    Garland's Stand

    September 14th – 10:00 close to Fox’s Gap



    CSA Brig. General Samuel Garland having been ordered by Maj. Gen. D.H. Hill to defend Fox’s Gap and its road – directly exposing the wagon trains of the Confederate army should it fall, is now deploying his brigade next to the Wise Farm. To his immediate front Union Colonel Scammon’s brigade consisting of the 30th and 12th Ohio is advancing and engaging with the 13th and 20th North Carolina while the 23rd Ohio is putting pressure on his far too drawn-out line’s right flank.


    Hatch's Attack

    September 14th - 18:30 close to Turner’s Gap



    In an effort to secure the southern part of South Mountain itself and thus open up the flank of Confederate Major General D.H. Hill situated at the strong defensive positions at Mountain House and on the Dahlgren Road at Turner’s Gap, Union Brig. Gen. John Hatch’s 3500-man division pushes onwards and upwards through some of the most difficult and rocky terrain of the battlefield. On top of the crest CSA General Garnett’s 400-man division is rushing forwards to safeguard the flank of the mountain gap.


    Colquitt's Defence

    September 14th – 19:00 Turner’s Gap



    Positioned behind a stonewall at the base of Turner’s Gap and on the fenced-in Dahlgren Road running above the gap, overlooking the National Road headed into Turner’s Gap, CSA Colonel Colquitt’s brigade readies itself for the attack it knows is coming after having witnessed Union Gen. Hatch’s attack on Garnett to the left of Colquitt’s brigade an hour earlier. On the National Road in front of them, Union Gen. Gibbon’s brigade begins its slow but steady push with an iron-like determination.


    - Added a new WIP officer order system implemented via a radial menu that can be activated by pressing Q. Currently it will write the order in the chat to the players of the same regiment as the officer who are within 30 meters of the officer. The intent later is then to tie this into the bugler who will than be able to bugle that particular order, making all players of the same regiment as the officer receive the given order in the chat as well as give a small appropriate buff to the players in the vicinity of the officer and the bugler. The radial menu contains a huge variety of new orders, including Form Column, intended for marching as well as Fall In, which will spawn an icon on top of the officer giving the order. All the specific orders can also be bound to specific keys via the options menu if you find yourself very often drawing line or column formations.



    - Made all orders given by the officer only appear to the players of the same regiment as the officer.
    - Added support for passworded servers. Support for setting the password via G-Portals website will be added very soon, otherwise you can add sv_password=MyPassword to the dedicated.cfg file either via FTP or via the G-Portal website. The password can also be added, changed or removed while ingame via the ingame admin panel which can be activated, by pressing E. Adding changing or removing the password will not affect the players already connected to the server. Currently when attempting to join a passworded server, if the password is typed incorrectly once, you will unfortunately have to restart the game in order to try and type the password again.
    - Added 56th VA, 18th VA, 89th NY, 23rd OH, 2nd OH, 4th OH, 5th OH, 13th OH, 12th OH, 20th OH, 30th OH, 36th OH, 51st PA, 2nd USSS, 13th AL, 23rd NC, 19th IN, 23rd NY and 18th GA regiments for use on South Mountain and in the drill camps.



    - Updated several uniforms of the 72nd PA, 69th NY, 9th NY, 13th GA and quite a few more.
    - Added class names to text messages from NCOs and Officers.
    - The player name in text messages from officers are now colored light green.
    - Updated several dirt textures throughout the game.
    - Updated the staircases of several buildings to allow for better traversal.
    - Fly tent model updated - more tents will be updated in the future.
    - The West Woods Evening Skirmish now starts 30 minutes earlier in the day.
    - Minor vegetation updates, Antietam.

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