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24 Mai 2012 - 22:51:20 *
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tanaka
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« le: 30 Septembre 2010 - 09:59:28 »

Suite à la news de cette nuit, nous apprenons qu'il est possible de télécharger la prochaine version du jeu à cette adresse :
http://forums.battlegroundeurope.com/showthread.php?t=340464

Ou plus rapidement : http://installers.wwiionline.com/wwiiol000013207.exe

c'est d'ailleurs là qu'on apprends que les camions ne peuvent plus etre des MSP a partir du moment ou il y a un FRU (Forward Resupply Unit)

Bailout:
Bailout is the new despawn mechanism for airplanes. The goals are twofold. Give pilots a reward for returning their plane and also give them a better chance at getting the kill before a target blinks out. Planes that are on the ground (or near) will despawn as usual. Pilots that are in flight will need to bail out, if they can, before being killed or running into the ground.


Added bailout despawn for planes
    * This allows pilots to escape a damaged aircraft without getting a KIA
    * This allows attacking planes to continue to try and get a kill scored
    * Planes will no longer blink out


Bailout Despawn:
    * Despawning in a moving plane above ~180 meters will result in a bailout despawn
    * Bailout despawns end when the plane crashes or the pilot touches down or 30 seconds goes by
    * Planes with multiple positions will show parachuting crewmen for each position living at the time
    * of the bail out
    * During a bailout despawn the despawning plane can still fly and take damage and crash
    * Pilots who have bailed have no control of their plane
    * Pilots who successfully bailout will receive either a Rescued or an MIA
    * Canopies will come off when a bailout is initiated

Normal Despawn:
    * Occurs if the plane is crashed
    * Occurs if the pilot is dead
    * Occurs if you are the crew in a MC aircraft

Unable to Despawn:
    * Planes not on the ground and not above 180meters will not be able to despawn
    * Players must climb to 180 meters to bailout despawn
    * Players must be on the ground to regular despawn

Bailout Scoring Changes for Planes:
    * Bailing out pilots will be scored at the time of bailout
    * Pilots who bailout can only receive an MIA or a Rescued status
    * Kills will now be awarded for any damaged plane that does not RTB even if that damage is not critical as long as that damage was recent (maneuver or ditch kills)
    * Plane RTB is defined as being on the ground close to a friendly airfield
    * Planes that RTB will deny a kill score to the enemy even if critical damage was achieved
    * RTB planes will no longer explode on despawn due to critical damage

Multi-Crew Bailout and Despawn:
    * Crew despawns when commander despawns
    * Crew can now bypass despawn timer and despawn at anytime

Player Placed Objects:
We've added a new type of Server Tracked Object to this release, the Player Placed Object (PPO). These objects are only the first in a series of objects we hope to allow players to use to impact the battle they are in by affecting the world around them.
    * Infantry players may now place certain objects in the world
    * Sappers can place a gun emplacement
    * All other infantry/paratroopers can place an infantry fighting position
    * These objects cannot be destroyed
    * Infantry units have a new entrenching or build tool
    * When using this tool you will have visible feedback if you can place an object
    * Infantry go to kneeling while placing the object
    * There is a build timer to place the object
    * There is a cool down timer on the entrenchment tool once it has been used before it can be used again
    * These can be placed online or offline
    * There is a limit on how many can be placed in an area by each side *
    * There are no map icons because these objects are not part of strat
    * There is a buffer around each object so that they may not be placed too close together or too close to other objects
    * These objects cannot be placed on cobblestones or airfield or roads etc.
    * These objects cannot be placed if another player is intersecting their placement position
(*) Note: The placement rules are fairly complex to explain but in practice are easily observed. These are still being worked on in Beta.

Forward Resupply units:
The Forward Resupply Unit is a special type of PPO that can be placed bu a truck or the Mission Leader. This objects replaces the Mobile Spawn Point and Unmanned Mobile Spawn features in the current game with one that can be more easily placed by the mission leader. This is a first step in expanding the ways and means of entering the world and interacting with your group.
    * Trucks can no longer become MSPs
    * Instead a truck will place an object in the world that acts as Forward Resupply Unit
    * The truck may then continue on the mission or despawn leaving the object in the world
    * FRUs act as both an infantry spawn point and as a resupply point
    * All other rules associated with the placement of an MSP are still in effect including the one per mission limit
    * These objects may not be placed intersecting with other objects
    * They may be placed on cobblestone but not on airfields
    * Mission leaders can delete these from the map the same as an MSP now
    * When a Mission Leader places an FRU, any previous FRU for that mission is automatically deleted
    * Paratrooper Mission leaders do not get the FRU
    * Trucks place this object by using the deploy key to turn on the placement “ghost” and then again to place the object
    * Trucks must be stopped to place the object
    * The FRU can act as an RTB spot for infantry and paratroopers

HQ Alerts:
We've enabled a system developed some time ago that allows for players to receive Action Alerts from the HQ. These chat based alerts can notify a player of nearby action when spawned in to help mission members coordinate intel to receive a better picture of the battlefield. These alerts can be used to compliment the contact report and way-point system, to give a mission leader more tools to organize his tasks.

This system is experimental and we plan to deploy it for an upcoming intermission to see how it plays large scale. We've been playing with it for many months internally and really like it.


Infantry:
    * Paras with a chute open now cull at 2000 meters

Tables of Equipment:
    * Div HQ now have a spawn list more suited to resupply

Resupply:
    * Resupply is now side based not country based

RDP:
    * Factory rebuild times reverted to correct 1.30 values (longer)(live)

Squad:
    * Squad invites should show the recruiter name and squad name associated with the squad invite

Client:
    * Added performance improvement for troops (~10% increase in fps for infantry critical scenes)
    * SpeedTrees are now Open GL 3.2 compliant
    * OpenGL 3.2+ path for multitextures

Terrain:
    * Bushes are now per-calculated instead of at run-time
    * Adjusted fade in of radial clutter groups
    * Fixed some trees that could be driven through

Sounds:
    * Added a new naval alert ping
    * Alerts are now all controlled by the alerts setting in the Preferences Tab
    * Fixed several sound attenuation issues when software sounds are selected

Effects:
    * Increased bloom effects to match 1.30 effects
    * Windmills and towers don't show trooper shadows on the bottom
    * Flak effects darkened for more realistic and visible hits
    * Vehicle dust does not display in the rain

Map:
    * Added ability for ML to delete all WPs (similar to contact reports)

Chat:
    * orders are not set to the newly created mission's description
    * chat increase is now <right control + backspace>

AAR:
    * Capture assist removed

Translations:
    * Added several new translations to support Bailout and PPOs.
    * Updated several languages

Manuals:
    * Added Bf109 F2 manual

Concussion Bug:
    * Various potential shake cam fixes
    * Modified how the shake cam report is done
    * Added /concussionbug slash command which sends out a shake cam /report if it thinks you have the bug

Preferences:
    * Added color selection to PPO placement colors

Mac:
    * Added pref for low resolution OpenAL sound

Platinum Builders:
    * Added Stang's picture to the capture building
    * Added Chiefwo's picture to the capture building
    * Added Fredrik1's picture to the capture building
    * Added Xl2dylar's picture to the capture building
« Dernière édition: 30 Septembre 2010 - 10:09:15 par tanaka » Journalisée

Mort aux c**s

 
ThomasP
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« Répondre #1 le: 30 Septembre 2010 - 18:48:03 »

J'adore les PPOS  arms336

On va pouvoir construire la cabane de Tanaka & managu, puis tout plein de petits trous pour nous autour  Mr. Green

Franchement ca va changer la défense, une bonne ligne avec une base arriere, des atgs etc le tout bien en équipe ya un gros potientiel  arms336

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managu
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« Répondre #2 le: 01 Octobre 2010 - 12:29:04 »

mouais  !!

s'ejecter en vol je croyais que se verrait comme un para mais on se voit de l'extérieur donc cela ne leur a pas demandé beaucoup de boulot
 quand on faisait "ESC" en vol pour sortir on voyait l'avion continuer à voler ben ici c'est le para qui tombe .

les petit parapets infanterie et les parapets atg  je pas testé trop mais c'est bien fait sans plus ( les parapets atg sont les mêms qui ceux qui existent déjà)
Le nouveau modèle de MSP  .. ha ça  il est bien pour les caisses et la radio par conter le drapeau c'est voyant un beau bleau petant pour les franco un beau rouge pour les axis , un mixte pour les anglos.
un prob, je prends un laff je veux faire mon msp bien planqué dansun un buisson .. ha merte il me fait mon msp un 5 m plus loin donc faudra bien se positionner pour ne le faire  trop visible.

Un patch vite fait pour rameuter des joueurs qui délaissent le jeu de plus en plus , avec ce patch de nouveau bug apparaissent

j'aurai préféré un nouvelle classe inf comme l'infirmier ou le réparateur de blindès dommage


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La critique est aisée mais l’art est difficile
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« Répondre #3 le: 01 Octobre 2010 - 19:56:09 »

moi j'aurais préféré un BMC Mr. Green
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