Author Topic: Garść informacji z TWI  (Read 216484 times)

Offline ufo_has_landed_!

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« Reply #225 on: 06 November 2012, 08:43:46 »
zjeść lizakowy las :D a potem trafią wszyscy do Ciebie z próchnica i będziesz bogaty !

Bohun

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« Reply #226 on: 12 November 2012, 20:09:11 »
Jak się używa tego workshopa do ściągania mapek?

Offline ShariK PL

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« Reply #227 on: 12 November 2012, 20:17:57 »
Wchodzisz do tego workshopa, w dziale gdzie są mapy klikasz na jedną z nich. Następnie zaznaczasz jakąś opcję, odpalasz ro2 i automatycznie mapa ci się pobiera.

Offline Pobor

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« Reply #228 on: 12 November 2012, 21:17:49 »
No właśnie,tylko jaką opcję,sam ostatnio to próbowałem rozkminić  :-\

Shock

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« Reply #229 on: 12 November 2012, 21:50:31 »
Trzeba suba dać autorowi, czyli "+" Wchodzisz do RO2 i ściąga samo.

Offline morticore

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« Reply #230 on: 16 November 2012, 20:35:44 »
Aby Workshop zapisywał pliki na partycji ze Steamem (zamiast domyślnie w Moich Dokumentach) należy dodać komendę -nohomedir  do ikony RO2 w Bibliotece (Właściwości > Parametry startowe)

marcinz

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« Reply #231 on: 17 November 2012, 13:59:51 »
Quote
The following is a NON FINAL changelog for the upcoming RO 2 patch. Everything on the list is subject to change as additions are made or items are removed as changes/fixes have not passed final QA.

New Content
Added Combined Arms Map TE-Barashka

Countdown Changes
Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat"
Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened.
New objective status HUD. Press tactical view to bring it up at any time
Added Total Round Points and Total Objective Captures to scoreboard
The defenders can no longer see the manpower of the attackers
Only the attacking team can see the message "Attackers Got Reinforced"
Increased the XP rewards for performing well in Countdown
Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players
Countdown matches are now 1 round
Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double)

Countdown Interface
Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster”
Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team
Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view

Gameplay
Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds
Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use
Players now walk while actively firing machine guns from the hip
Added water volume where players cannot prone
Increased stamina pool in Classic
Added the ability to use developer cheat codes in standalone games, except for during the single player campaign
Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting)

General Interface
Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky)
Increased tip cycle time on the loading screen from 5 to 10 seconds
The closest 2 ammo supply points are now displayed on the tactical view
VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won
The team select menu now indicates attackers/defenders and team ‘Full’ if no more players can join that team due to team balancing
Removed the joined/left message from the HUD for bots
Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read

Fixes
Fixed an excessive friendly fire infraction when shooting tanks. This was causing players to get kicked from the server for team killing when shooting a friendly tank
Servers with disabled weapon progression bonuses (e.g. Classic mode) are now properly getting disabled
Fixed a bug where not all players will respawn when the commander forces a respawn
Loading an outdated version of player created content now displays an error instead of crashing
Fixed a tank crew respawn bug when killed from the commander seat
Fixed objective capture and morale music playing simultaneously
Fixed the classic mode compass pointing in the wrong direction
Fixed the team leader not showing up in the squad member list when playing as a squad leader
Fixed bipod MGs not properly showing the direction they are aimed at
Fixed bipod MG’s deployed on slopes not having the player at the proper location
Fixed undesired menus popping up when trying to typing during the map vote
Fixed an ammo exploit with blind firing
The setting bDisableTeamMemberIcons will now properly hide team icons
Fixed Capture and Victory music playing at the same time in Countdown
Fixed satchel objectives giving points at the start of a Countdown match
Fixed team members not properly updating on the map in Countdown
AI will no longer use cover/mantle positions near or occupied by the player

SDK
Improvements to the workshop upload UI including multiple file selection
Added code to get the placeholder Universal carrier transport working. You can now use the cheat code "spawnucranged" to spawn a Universal Carrier which you can get in, drive around, and get out. This is just a basic implementation, the MG does not work, and the animations are not setup properly on the players, and the physics set up is just a quick placeholder. The functionality is very basic, and is meant to be used as a base for vehicle mod makers to extend

Web Admin
Added options under Countdown to adjust Countdown Objective Time and Reinforcement count (up to double)

edit:

TADAM!




Działa! Można wsiadać, wysiadać, przesiadać się i jeździć :) Nie działa tylko MG
« Last Edit: 17 November 2012, 22:12:39 by marcinz »

gustavo

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« Reply #232 on: 18 November 2012, 03:02:49 »
nie jestem pewien czy tylko widzenie po akademickim posiedzeniu czy na prawdę przełom, tak czy owak minibrawka   ;D

Offline ufo_has_landed_!

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« Reply #233 on: 18 November 2012, 09:43:23 »
Tak mała rzecz, a tak ważna :). B.Bob z Project Mobility potwierdził, że TWI podarowało im pełny kod carriera wraz z tym co do tej pory przy nim zrobili (to co na screenie) do dokończenia i budowy kolejnych wozów z jego wykorzystaniem. Tym samym wydaje się, że na pojazdy z TWI raczej nie ma już co liczyć i większość o ile nie wszystko co pojawi się w tym i przyszłym roku, będzie pochodziło od moderów.

MJ

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« Reply #234 on: 18 November 2012, 10:09:18 »
Poza transporterem same cuda wianki. A rusznic nie potrafią zrobić. Co druga strzela jakby ślepa amunicja- nadaje się do wyrzucenia i pozostaje wtedy pistolecik. Dodatkowo nawet jak się zrobi PZB powyżej 25 lvlu i ją wybierze to na mapie przydziela już PTRS. Można wybrać PZB ale tylko znów od 1 lvlu.

Offline ufo_has_landed_!

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« Reply #235 on: 18 November 2012, 15:55:11 »
ten bug ze ślepakami w rusznicy można obejść dość łatwo - wyrzuć i podnieś - będzie działać :)

MJ

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« Reply #236 on: 18 November 2012, 17:48:33 »
Dzięki. Sprawdzałem już wcześniej- niestety nie pomaga to u mnie. Zresztą nie tylko:

http://forums.tripwireinteractive.com/showthread.php?t=82373
« Last Edit: 18 November 2012, 17:54:54 by Janer »

agrypa0000

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« Reply #237 on: 18 November 2012, 19:03:19 »
@marcinz jaka to mapa tam z tyłu UC?

Offline Pobor

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Odp: Garść informacji z TWI
« Reply #238 on: 20 November 2012, 16:12:16 »

Czyżby to to co się teraz ściąga?

Offline ShariK PL

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« Reply #239 on: 20 November 2012, 20:51:31 »
Tak

Dla TWI gratulację za wydanie nowej mapy po ponad rok po premierze gry.