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Mod
The Omniscient
/ Moderator

Jun 4, 2005, 3:58 AM
Post #1 of 1
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UT2004 Mod Red Orchestra Patch Info
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From the Developers at Tripwire: 'we are gearing up for the "next thing" that can't officially be discussed publicly yet. We have however found the time to put together a small patch for Red Orchestra. Since we don't have a lot of time to dedicate to patching the mod right now, the patch will be targeted at a few key issues. First the patch will deal with some of the top bugs and balance issues that many in the community have been vocal about. Additionally, we have made a few optimizations that we hope will help both clients and servers perform better. Finally, we have added some nice tweaks that really enhance the player movement and other areas of the mod. Now it is usually our process to keep our changelists internal until a few days before the release. But, since it has been a while since we have been able to give out any information, we're going to show the work-in-progress changelist now. Bear in mind, this is only the first IR, and there will be a lot of testing to be done before its ready for public release. But, this will give you all a good idea of what you can expect from 3.3. RO Beta 3.3 IR1 Changelog **Additions** - Added new player momentum system. Players take a little time to accellerate to full speed and a little time to slow down. This is especially apparant when strafing as the player can no longer instantly change strafing directions. - Added new system for directional movement speed. The player will move slower while strafing and will move very slow while walking backwards. - Bots will now listen to vehicle voice commands in a very rudimentary fashion. Bots will actually stop the vehicle when ordered to stop. They will then continue on thier way if given any other movement command. They do not follow direct movement commands however. - Bots can now be ordered to get out of a vehicle and they will leave. **Changes** - Rendering optimizations. Optimizations were made that can speed up rendering from 15-40% depending upon the users machine. These optimizations should be particularly helpful for users with lower end CPUs. There were general optimizations and specific optimizations for when lots of players or vehicles are on the screen. - Optimized StalingradKessel and Kharkov for better server- side performance. Need to test both maps to see how much better they run on servers. - Made tweaks to the SMGs. Recoil was not working properly on the MP40, and this has been fixed. Additionally, the recoil values for all SMGs have been tweaked to more accurately represent thier real world recoil. - Made some minor tweaks that will cause the player to move more smoothly online during laggy conditions. - Greatly increased the radius that footsteps can be heard. Players will now have to be more tactful when trying to sneak up on poeple. - Decreased the volume of the player's breathing and the distance it can be heard. - Players will now make quiet footstepping sounds when crouched or walking slowly. - Made changes to the motion blur system. The blur effect duration and the distance at which it effects players has been reduced. Additionally, cover (such as walls) will now reduce the blur effect much more than before. - Reduced the amount of SMG roles on StalingradKessel **Fixes** - Fixed a map exploit on the map Danzig. - Fixed a bug where a grenade that appeared to be thrown would actually blow up the player throwing it a few moments after they threw the grenade. - Fixed a bug where in rare instances ( < 10% of the time ) rifles and semi-automatic rifles would fire where the rifle
recoiled, not where it was aimed.' Join DVG Forums 4 FREE! Only takes 5 seconds to join!
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