Post officiel beta 1.19

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c est un peu tot non??
ils avaient dit semaine prochaine.
Dans le langage RATS c est fin de semaine voir début de l autre....

Si je comprend bien ce qu' a ecrit gophur

c est en beta test "privé" cette semaine (qd il parle on est le 6) donc du 09/05 au 14 puis en beta test "public" .La nous pourrons jouer.

Mais bon j ai peut etre pas tout compris.
Si elle sort aujourd'hui ce qui n'est pas sur ce sera pas avoir Minuit heure Française. De plus le serveur ne sera pas ouvert constamment mais à certaines horaires afin de ne pas perturber trop le serveur publique.
Testing Schedule:

Mon: none
Tue: 12pm to 2pm
Wed: 12pm to 2pm
Thu: 12pm to 2pm
Fri: 12pm to 2pm
Sat: TBA
Sun: TBA

Pour nous cela devrait être 19-21H tous les jours
Citation :
Publié par kreatchek
c est un peu tot non??
ils avaient dit semaine prochaine.
Dans le langage RATS c est fin de semaine voir début de l autre....

Si je comprend bien ce qu' a ecrit gophur

c est en beta test "privé" cette semaine (qd il parle on est le 6) donc du 09/05 au 14 puis en beta test "public" .La nous pourrons jouer.

Mais bon j ai peut etre pas tout compris.
Ils avaient dit beta test privé ce weekend et public la semaine.
Citation :
Publié par Carbo
Testing Schedule:

Mon: none
Tue: 12pm to 2pm
Wed: 12pm to 2pm
Thu: 12pm to 2pm
Fri: 12pm to 2pm
Sat: TBA
Sun: TBA

Pour nous cela devrait être 19-21H tous les jours
on devrait pouvoir la telecharger ce soir normalement
moi je comprend pas 12pm to 2pm ????? il veut dire 14pm ou 02am et il s est trompé ??


sinon dans l espace temps continumm de l avenir de l europe de la france , c'est 20h00 à 22h00 ou 08h00 du matin suivant.

reprenez moi si je ma trompé. Et vu le nombre de fois ou lindir le dit "c est une beta". Moi je vais pas l' instaler le premier soir.

Ayons une pensé emu pour les OS formatés prématurément pendant une instal foireuse de beta.....( le répertoire c:/planyet n est pas vide. voulez vous l' effacer ? oui-> go to effacement de c:/) Je m en souviend encore tellement j avais rigolé...
Pff je suis bloqué à 98% :/ (server busy)

Ahhh... enfin. Si quelqun veut tester le nouveau D520 avec moi, je suis sur TS Cigognes.

Voici le ReadMe :


Infantry:
-Added new infantry FPS arms and retextured hands
-Added Officer (Mission Leader) avatars for Britain, France and Germany
-Command avatars will now show regardless of infantry loadout chosen
-Officer (Mission Leader) avatars will now show regardless of infantry loadout chosen
-Added decals for "Day 1" support
-Added collar tabs on German infantry tunic
-Replaced old idle animation with 3 randoming animations
-Added new weapon meshfor MAS38
-Added new weapon mesh for g30
-Added new weapon mesh for k98k
-Added new weapon mesh for enfield
-Added new weapon mesh for vb
-Added new third person german grenade model
-Added new infantry death sounds
-Added third person map reading animation
-Added new map object in third person
-Added new infantry death sounds
-Added new detailed footfall sounds
-Added new strafing animations
-Added new crouching animations
-Added crouch sprint
-Added animations to swimming backwards
-Added new loop timing to reduce skating
-Added new smoothing code to infantry animations based on velocity
-Added fire-button-holdown for atr so you can delay recycle
-Added mousewheel up/down as alternates for next/prev weapon to the default infantry.cfml file
-Audited all grenades for explosive energy, shrapnel dispersion, and shrapnel range with stat HE as the base
-Added new Axis knife
-Changed ATR ATP behavior match that of the LMG, Sprint allowed, at double cost
-Troopers will now stop moving when the map is up
-Third person infantry now face the direction of their velocity
-Fixed a bug where infantry could walk on water
-Fixed long standing bugs with ATR walk/move states
-Fixed crouch/model rotate issue that was making the feet float off the ground
-Fixed a bug that could cause infantry units to delay being drawn
-Fixed a long standing bug where infantry eyepoints would stutter when no moving north or south

Vehicles:
-Added decal support to all veicles except AT/AA guns
-Added historical sights to Stug commander and gunner
-Added armored glass to Daimler
-Added GP500 bombs to Hurricane II
-Added synched rate of fire to H81 and Bell14A machine guns
-Added HE to 2Pdr ATG
-Added HE to all 6pdr guns
-Added concussive resistance to all airplanes
-Added statistical shrapnel model to bombs
-Added oil pressure guage to SpitI, SpitV and SpitIX
-Added some missing oil, radiator or transmission components to Crusader II
-Added some missing oil, radiator or transmission components PzIV
-Added some missing oil, radiator or transmission components Stug
-Added some missing oil, radiator or transmission components Sdkfz 232
-Added fuselage blanking for guns to Bf110c
-Added fuselage blanking for guns to BF110c4
-Added fuselage blanking for guns to Ju87b2
-Added fuselage blanking for guns to He111
-Added fuselage blanking for guns to Blen Mk I
-Audited component mass and inertia for Crusader II
-Audited component mass and inertia for PzIV
-Audited component mass and inertia for Stug
-Audited all turret traverse rates for historical records and consistency
-Audited Qf2pdr rate of fire to match historical record
-Audited roll rate for Db7 to match historical record
-Audited roll rate for Havoc to match historical record
-Audited D520 flight model
-Audited cowl gun loadout and ballast weight on Fw190 (now 9oo rpg)
-Audited all .50cal MGs
-Audited down angle of rear gun in the BF110 series as gun was mounted on vert adjustable coaming
-Audited firewall in PzIV
-Audited firewall in Stug
-Audited firewall in Sdkfz 232
-Audited firewall in Char
-Audited firewall in PzIV
-Audited firewall in Sherman
-Audited firewall in Vickers
-Audited firewall in Crusader
-Audited firewall in A13
-Audited firewall in Char
-Audited firewall in S35
-Audited firewall in R35
-Audited firewall in Stuart
-Audited firewall in H39
-Audited armor values in P38
-Audited PzIV floor armor values
-Audited armor values for Sherman driver hatches
-Audited armor value for Matilda front drivers slit
-Audited Flak 30 fuse timing to match other A guns
-Audited crew damage objects in 6pdr
-Audited crew damage objects in Bofors
-Audited crew damage objects in Qf2pdr
-Audited crew damage objects in M157
-Audited crew damage objects in Mle25
-Audited crew damage objects in Mle38
-Audited crew damage objects in Mle47
-Audited crew damage objects in Flak 30
-Audited crew damage objects in Flak 36
-Audited crew damage objects in Pak 36
-Audited crew damage objects in Pak 38
-Fixed oil and temperature gauges in Crusader II
-Fixed oil, fuel and temperature gauges in PzIV
-Fixed oil, fuel and temperature gauges in Stug
-Fixed oil, fuel and temperature gauges in Sdkfz 232
-Fixed oil, fuel and temperature gauges in Vickers
-Fixed engine sound location bug for Crusader II
-Fixed engine sound location bug for PzIV
-Fixed engine sound location bug for StugIII
-Fixed engine sound location bug for Sdkfz 232
-Fixed a leak display bug in Crusader I and II
-Fixed a leak display bug in Stug III B & G
-Fixed a leak display bug in PzIV F & H
-Fixed a leak display bug in PzIIc
-Fixed a leak display bug in Pz38t
-Fixed guages on PzIIIF
-Fixed guages on PzIIIH
-Fixed PzIVg target reticule display bug
-Fixed PzIVg turret "bustle" not showing hit effects
-Fixed PzIVg interior art (hand cranks) anomaly
-Fixed StuGIIIg commander’s periscope view anomaly/bug
-Fixed Vickers turret crew not rotating with turret bug
-Fixed SdKfz 232 crew clipping outside bug
-Fixed R35 control pedals (driver) reversed
-Fixed Crusader II art "flicker" interior textur
-Fixed armor leak on hull top for Stug III
-Fixed handling errors in Bedford OY
-Fixed track errors on Stuart
-Fixed LOD range problem on all Ju-52 models
-Fixed P-38 damage error in left radiator
-Fixed long standing multicrew bug where joiner would warp to the center of the earth
-Fixed DDE EWS bug
-Fixed Stuka tailgunner tracer
-Stug gunsight is now controlled completely with the deploy command ('d' key)
-Removed "backspace", hatch and canopy controls from position 2 of He111
-Removed French Flags from Sherman
-Removed texture reduction for virtual cockpits
-Increased bomber EWS range
-Increased tank EWS range
-Increase truck EWS range
-Decreased AT/AA gun EWS range

Rank:
-Added new rank structure
-Added new rank names for each country and branch
-Increased the total number of available ranks to allow for enlisted, officer and command tiers
-All players will retain the current rank level though the name of the rank may change
-Binocular and vehicle access rank *levels* have not changed so you will not lose your binos

Brigades:
-All personas will now be able to select a brigade from which to post or take missions
-Players can transfer between brigades easily

Missions:
-Missions now require the poster to lead the mission (Officer)
-Officers can exit the mission but it will not be available to join to other players
-Officers returning to the mission will reacitvate the mission
-Officers can only post and lead one mission at a time
-Missions will no-longer be deleted when their origin is captured
-Removed Priority from missions
- Missions can be Active, Inactive or Closed.
- Mission is active whenever the poster is on it.
- Mission becomes active if the poster leaves it without requesting to close it.
- Players cannot join someone else's mission unless it is active (officer present).
- If the mission leader exits his mission he is given the option to close it.
- If the mission leader exits his mission and does not return in 5 minutes, it will be closed automatically.
- Once a mission has been closed it remains in the system until the last player exits.
- Players (including the leader) cannot join or respawn on a closed mission.

Mobile Spawning:
-Increased minimum distance from enemy facility to 400m

Supply:
-Isolated CPs (no friendly links) will have no resupply
-Pockets of CPs (friendly linked but cut off) with no link back to a friendly factory receive a much slower resupply rate

User Intface (UI):
-Added new offline UI
-Added ability to spawn at various locations while offline
-Added new loading screen and progress bar
-Added persona based UI
-Added brigade selection and transfer tool
-Added brigade hq
-Added new mission briefing room
-Added capacity and available information to vehicle selectors
-Added new streamlined multi crew functionality (further work pending)
-Added new game time format (Campaign #, Day #, Time ##:##)
-Added new chat window
-Added new list of all players on a mission
-Added new rank icons to mission player list
-Added new launch screen with random tips
-Added new keymapper
-Added new aar (after-action report) functionality to review recent sorties
-Added promotion feedback to aar
-Added ability to double click many items for faster navigation
-Removed the "mission success" feedback as it has no bearing on score

Heads Up Display (HUD):
-Added new health and ATP indicators
-Added state indicator for infantry
-Added new weapon indicators for infantry and crew
-Added new mini map
-Replaced cursor activation with a hold down ('alt')

Map:
-Added new unified map to all game maps
-Added click zoom/center to map icons
-Added city finder to all maps
-Added close in zoom with buildings
-Using the map now enters modal cursor mode where cursor is focused on the HUD and not on the persona

Chat:
-Added 2 new slots for a total of 6 channels
-Radio slots will stay tuned to a particular channel type until a player manually detunes them
-When no channel is available for a particular radio, instead of detuning it will turn off receive
-Changed the default order of radio channels to be: 1. Mission, 2. Brigade, 3. Objective, 4. [Squad] (if you have one)
-Added ".5" and ".6" channel shortcuts
-Added "Side" channel
-Added "Help!" channel in place of "99"
-Added "Brigade" channel
-Removed theatre and world lobby channels
-Can tune to channel types by entering type "brigade", "mission", "origin", etc.
-Added scroll bar to chat
-Chat now only auto scrolls if the chat was already scrolled to the end.
-Chat now scrolls for 256 lines of history

Terrain:
-Added new CP: Remagen (Germany
-Added new CP: Unkel (Germany)
-Added new CP: Velbert (Germany)
-Added new CP: Vohwinkel (Germany)
-Added new CP: Kurten (Germany)
-Added new CP: Overath (Germany)
-Added new CP: Lohmar (Germany)
-Added new CP: Cayeux (France)
-Added new CP: Essertaux (France)
-Added new CP: Picquigny (France)
-Added new CP: Poix-de-Picardie (France)
-Added new CP: Airaines (France)
-Added new CP: Oisemont (France)
-Added new CP: Fressenneville (France)
-Added new CP: Moreuil (France)
-Added new CP: Bouchoir (France)
-Added new CP: Chaulnes (France)
-Added new CP: Roye (France)
-Added new CP: Avricourt (France)
-Added new CP: Ham (France)
-Added new CP: Noyon (France)
-Added new CP: Chauny (France)
-Added new roof to barracks building
-Added new skins for urban buildings
-Added new shader based water
-Added setting to support shader for new water
-Audited AI damage values to reflect changes to grenades
-Audited AI FlaK (20mm, 40mm and especially 75 and 88mm) to be effective at higher altitudes and longer ranges
-Fixed missing multi texture on foret road tiles
-Fixed coasts showing blue banks
-Fixed error for trees when using system ram setting
-Adjusted ambient lighting values
-Adjusted colors on trees
-Adjusted colors on grass
-Adjusted colors on roadside brush
-Adjusted colors on airfield
-Reduced brightness of daytime sky color and deepened blue/gray tones
-Reduced brightness of horizon colors and deepened blue/gray tomes
-Increased Daytime Ambient light values
-Improved terrain rendering routines
-Replaced remaining old trees with Speedtrees
-All rural river railings have been removed and replaced with Berm-Curb
-Updated the depot shack
-Disabled shader based water when multi-texture is disabled in settings
-Updated builders statue
-Updated 2 city buildings (hotels)
-Updated memorial

Sounds:
-Added hand cranked gear for elevate (all geared gun elevate/depress)
-Added hand cranked gear for traverse (all hand cranked AFV turret’s and all ATG/AAA, deck gun on Fairmile and torpedo tubes on DD’s)
-Added hydraulic powered traverse (all hydraulic power traverse AFV turrets and 5” guns on DD’s)
-Added electric powered traverse (all electric power traverse AFV turret’s)
-Added turret ring gear rumble (all turreted tanks and armoured cars only)
-Fixed doppler bug with trooper sounds for 2d/3d.
-Added new infantry death sounds
-Added new detailed footfall sounds
-Added new detailed sounds for numerous weapons
-Added new sounds for various explosions
-Added new hit and ricochet sounds

Cannon Sounds:
-New German 75mm L48 / L43
-New US M3 75mm
-New UK Qf6pdr
-New 20mm for all units.
-Adjusted 40mm Bofors
-New Distant Firing sounds for: Char 75mm, PzIVD, Pz4G, Stug3B, Stug3G, M4A2, Flak36
-Removed engine volume factor in calculating external effect sounds, external explosions/hits should be more pronounced

MG sounds:
-Adjusted H81 .50
-Adjusted Hispano
-Adjusted Mg17
-Adjusted .50 caliber
-Added torpedo sounds
-Adjusted .303 Besa (sync'd 1st and 3rd person - adjusted quality)
-New .30 M1919A4
-Adjusted Mg34 for all units.

Small Arms Sounds:
-New Mas36
-New Mas38
-Adjusted Bren
-New K98
-New Mle24
-Adjusted Mp40
-New Lee Enfield
-Adjusted Thompson
-New Thompson/Mp40 reloads
-Adjusted Rifle reloads

Misc Sounds:
-Added Dyanmic Trooper Footsteps
-New Turret Sounds - Hydrolic, Hand Crank, Electric
-New Footsteps - Concrete, Wood, Metal, Dirt, Dirt Road, Sand
-Added sound for smoke grenades
-Added Air Raid siren for multiple bomber EWS
-Added Radio ambiance
-Added trail sounds for ALL automatic weapons
-New first person hits
-New Opel engine
-New 232 engine
-Added 3rd person death screams
-New ricochet sounds for concrete
-New fabric hit sounds
-New wood hit sounds
-New AT push sounds (first person only)
-New knife sounds
-Added burning sounds for tanks
-Added starter sound for all trucks

Effects:
-Added new torpedo wake
-Added light distortion on glass, which now works in planes
-Sound volume attenuates if bloodlevel drops
-Removed smoke trail on thrown smoke grendades
-Made smoke more sporadic on detonation
-Added pop/fizz sounds to smoke grenades
-Added trailing sounds to several weapons (20mm, lmg, smg, etc.)
-Corrected which sound is playing for the sight adjust

Host:
-Added new vehicle info flags (for player icons)
--Added "in my brigade"
--Added "in my mission"
--Added "is my mission leader"
-Increased the client and host update rates
-Improved the terrain loading and distribution on the host
-Restructured the way the strat server tells the rest of the servers about the game world to minimize load spiking
-".attack", ".defend", ".clear" will now accept a facility and assume you mean the parent cp
-Replaced 80% of the map/mission system with entirely new code (watch this space -KFS1)
-Fixed some problems with manual resupply
-Fixed some problems with chat tuning
-Fixed a problem with the map host recovering players from the game world after a map crash
-Fixed a couple of strat update bugs
-Fixed a cause of lost sortie results on CTD
-Fixed some issues with mission scoring
-Fixed a cause for yellow flags
-Fixed an update issue with multi crew
-Fixed a major cause of multi-crew yellow flags
-Fixed a cause of missing kill recording
-Fixed a cause of incorrect multicrew recording (to CSR)
-Fixed a cause of lost kill recording (to CSR)
-Fixed a cause of incorrect kill recording (to CSR)
-Fixed several host performance issues which should improve overall game response to data
-Fixed a bug that could cause manual objective removal to apply its rules to the wrong objective
-Fixed a bug that could cause the chat server to cuss when sending an invalid time interval
-Fixed a bug that allowed any number of attack objectives to be placed
-Fixed a bug with mission info showing incorrectly post debrief
-Fixed a host stability bug causing crashes every 4-6 weeks
-Fixed a bug that could cause auto-despawns

Global:
-Added an extra level of EWS that indicates a heavy enemy presence
-Added new kill scoring system to give credit for kills caused by fires
-Added ability to disable rank limits on vehicles for scenarios
-Added performance improvments to texture handling
-Added new texture compression routines for decreased stutters
-Improved loading of non rotated terrain objects to reduce stutter
-Improved performance of lighting engine
-Changed methos of rendering trees for performance improvment
-Fixed an effects related cause for stutters
-Fixed a collision bug with trees

Settings:
-Added water enable/disable under the visual tab
-Fixed bug where selecting High Quality would set sounds to 2d instead of 3d
-Added selection for 2d sounds to aid performance an low end systems (Mac is 3d always)
-Removed option to disable shaders for trees (Windows only)

Mac:
-Fixed visual anomalie where vehicle components might appear blue
-Fixed possible icon and window rearrangement that can happen when playing the game
-Modernized cursor management to detach cursor movement tracking of mouse when it is hidden and centers mouse when shown so it is quick to find
-Added the ability to command-tab out of the game

Mac PlayGATE:
-Added new Mac PlayGATE
-Fixed download looping issues
-Added preference option to pause and unpause iTunes when playing the game
-Added preference option to quit or not the application that is used to launch PlayGate (i.e. web-browser)
-Added Menu option to trigger game update as needed without launching the game
-Added Automatic chaining of patch downloads and launching the game once patched as needed

Mac Config App:
-Added support for FSAA (full screen anti-aliasing), see display panel for options
-Added support for locking frame rate to screen refresh
-Added ability to disable the capturing of all displays for those with multiple monitors.
-Added sound quality settings for 3D sound render, see sound panel for options.
-Added the ability to force stereo output from the 3D sound render for those with multi-channel capable hardware but without the needed speakers, etc.
-Added the ability to convert sounds when loaded to a native format which can reduce CPU utilization when doing 3D sound rendering at the cost of higher memory usage.

We'd like to give special thanks to the following for their work on Beyond Blitzkrieg:
-Mike Patti for sounds support
-Snoop for video support
-Andrew Wulf for mac support
-Shawn Ericson for mac support
-Sebastian Till for OpenGl support
*lit la liste*

Message à la communauté :
je vous aime.
Je vous adore.
Vous êtes la meilleure communauté que j'aie jamais vue.
Mais allez tous crever en Enfer dans d'atroces souffrances et en visionnant tous les Derrick en chaîne pour que je traduise l'intégralité du truc ...
Aaargh
Citation :
Publié par Fernet
On pourrait essayer de traduire le changelog à plusieurs en utilisant ce thread ou un autre du forum, non ?
Ouiiiiiii !!!!

Non, je plaisante, ne vous embêtez pas, je vais le faire. Mais attendez juste demain, le temps que je finisse le truc
30kb/s
Vu la liste des bug sur les playskools n oubliez pas c est une beta......
En tout cas l instal fonctionne sans pb.


Bon courage pour ceux qui tourne sous windobe2000


[edit] ptn c'est beau les nouveaux sons sont très réaliste vivement demain pour les essai on line
Bon alors déjà moi quand je suis a l'ecran de selection du matos ... le curseur bouge pas. Pourtant j'ai la souris et tout et même qu'elle est branchée mais bon le curseur bouge.
Je suis sous win2000 et pourtant je suis tres courageux mais je crois que pour moi le beta test s'arrete la.

EDIT : j'ai recupere le curseurn selon l'astuce postee sur le forum officiel
Reportez vos bugs sur le forum approprié, de cette façon les Devs pourront utilisés ses informations pour corriger les bugs.
Et soyez précis avec un maximum de détail sur le bug et sur votre configuration sinon c'est inutile.
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