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Thread: War of Rights - Patch Notes

  1. #1161
    WoR-Dev TrustyJam's Avatar
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    July 3rd – Update 114 Released!


    - Added the 7th skirmish area of Harpers Ferry: Maryland Heights. The fighting on the overlooking Maryland Heights of Harpers Ferry on the 12th and 13th of September 1862 was a key part of the siege of Harpers Ferry. Union commander Miles had posted 1500 soldiers near the crest of the heights to defend them in order to safeguard the town itself. The fighting on Maryland Heights would result in most of the Confederates casualties of the entire siege and would eventually end with a Union withdrawal into the town using the pontoon bridge after having first spiked the guns at the naval battery halfway up the heights, leaving the Confederates in command of the heights.

    Attachment 8943 Attachment 8944 Attachment 8945 Attachment 8946 Attachment 8947 Attachment 8948


    - Added possible fix for the servers crashing regularly - thanks to all of you who have been submitting error reports! If you'd wish to help us out by submitting one, please head over to: https://warofrights.com/ErrorReporter
    - Added particle effects when bullets impact with various materials (dirt, wood, metal, rock, grass).
    - Added a very transparent small dust cloud particle effect when playing are walking on dirt.
    - Added a water splash particle effect when players are running through water.
    - Updated all the melee mode animations while using the rifle as a club (Quicktime, Doublequick, Charge, attack, look and turn).
    - Added a breathing idle loop to the recently updated ready pose.
    - Improved the sprinting animation in 1st person.
    - Made players very slowly recover after having been hit by the club or stabbed by the bayonet, resulting in the screen slowly becoming clearer. If the player has been hit by the club twice or stabbed by the bayonet, it will take about 15 minutes for the player to fully recover. No longer will you have to sacrifice yourself after an engagement if you survived but got injured in the process.

    - Trusty

  2. #1162

    CSA Captain

    Saris's Avatar
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    Nice! Glad to see maryland heights finally out!
    Texas Poppin B
    My Youtube:https://www.youtube.com/c/SarisTX

  3. #1163
    Awesome job! Looking forward to exploring Maryland Heights!

  4. #1164

    USA Major

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    Wow... looks great!

    Edit: Crashed about 4 times running around the map but everything looks great. I'm uploading my error reports now.
    Last edited by Shiloh; 07-03-2018 at 09:22 PM.

  5. #1165
    July 7th - Hotfix Released!

    - Possible fix for the server crashes.
    - New collision models for all fences. Due to performance reasons, its always best to keep the collision models as simple as possible. This means that for fences in the past, their collision model has been a large box as that was all that was needed, with the physics engine still allowing bullets to pass through the gaps of the render model. We have however recently discovered that this was only true for a shooting distance of up to about 15 meters. If a player was shooting at a fence farther away than 15 meters, the bullet would always collide with the large box resulting in only the occasional headshot being possible, while shooting at players behind a fence at a distance. The new collision models, model the shape of the fence much more closely and will thus be super reliable at all distance, this does however theoretically come with a small performance cost. We have made the collision models slightly thinner than their rendermodel, to simulate bullets being able to pass through the thinner parts of the fence, typically near an edge. The following screenshot shows the new collision models compared with the old collision models.

    NewProxies.jpg

  6. #1166

    CSA Major General

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    Quote Originally Posted by Fancy Sweetroll View Post
    July 7th - Hotfix Released!
    The new collision models, model the shape of the fence much more closely and will thus be super reliable at all distance, this does however theoretically come with a small performance cost. We have made the collision models slightly thinner than their rendermodel, to simulate bullets being able to pass through the thinner parts of the fence, typically near an edge.
    Part of the community was unhappy in how fences made 'good' cover, this should make a lot of them happy without the need to ditch the fences.

    The 'zigzag' fences would work the same way ? We will definitely test this

  7. #1167
    Yeah the collision models of the snakerail fences also represent their rendermodel quite closely, so you will be able to shoot through the gaps at a distance

  8. #1168

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    Excellent news.
    Your Captain calls me Onii-chan.

  9. #1169

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    Wonderful! Thanx for the highly appreciated Hotfix and Info! Well Done!

  10. #1170

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    Quote Originally Posted by Fancy Sweetroll View Post
    July 7th - Hotfix Released!

    - Possible fix for the server crashes.
    - New collision models for all fences. Due to performance reasons, its always best to keep the collision models as simple as possible. This means that for fences in the past, their collision model has been a large box as that was all that was needed, with the physics engine still allowing bullets to pass through the gaps of the render model. We have however recently discovered that this was only true for a shooting distance of up to about 15 meters. If a player was shooting at a fence farther away than 15 meters, the bullet would always collide with the large box resulting in only the occasional headshot being possible, while shooting at players behind a fence at a distance. The new collision models, model the shape of the fence much more closely and will thus be super reliable at all distance, this does however theoretically come with a small performance cost. We have made the collision models slightly thinner than their rendermodel, to simulate bullets being able to pass through the thinner parts of the fence, typically near an edge. The following screenshot shows the new collision models compared with the old collision models.

    NewProxies.jpg
    I will get the 9th online for the NA skirmish at 8 pm to try this out!

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