Author Topic: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]  (Read 10715 times)

Offline csMKJP

  • Towarzysz broni
  • Posts: 456
  • Honor: +14/-1
    • View Profile
Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« on: 17 December 2011, 10:24:49 »
Maps

Bois Jaques

    Amount of German Panzer V ‘Panther’ tanks reduced from 2 to 1.
    Amount of German Mortar Operator roles increased from 1 to 2.
    Lowered ambient temperature.


Brecourt

    Fixed issue where the 105mm guns did not change appearance when destroyed.


Bridgehead

    Both sides now have forward deployment instead of motor pool deployment.
    Deployment locations and system changed slightly for balance and to reduce spawn killing.
    Added one public Mobile Deploy Vehicle to both sides which does not require a Squad Leader to drive.
    German armor takes longer to re-spawn.
    Amount of time before Germans destroy the first bridge increased.
    Added an additional infantry crossing adjacent to both bridges.
    Destroying the Pak 40 over-watching the first bridge is now a secondary objective for the Canadians.
    Canadian armor bolstered.


Caen

    Germans and Canadians now have dedicated mortar positions.
    Added objectives:
        Les Pavillions
        Hotel Sohier
        Theatre de Caen
        Rue Gilbert
        Eglise des Carmes
        Avenue de Verdun
        Garage Citroen
    Removed objectives:
        Eglise St. Jean
        Place Foch
    Created a formidable German defense position at Les Abbatoirs:
        Pak 40
        Anti-tank obstacles
        Concertina wire
        Sandbag emplacements
    Artillery now constantly falls on Les Abbatoirs.


Cambes en Plaine

    Multiple fixes to German role equipment:
    Germans no longer equipped with Allied red signalling smoke.
    Germans no longer equipped with Fallschirmjagergewehr 42.
    Germans no longer equipped with Sturmgewehr 44.


Dog Green

    Enlarged Western Sandbank capture zone.
    Enlarged Eastern sandbank capture zone.


Foy

    German StuG III Ausf. G replaced with late model (with remote machine-gun).
    Re-added functional Flak 88 at the crossroads outside of the church.


Gran

    Added spawn protection to all spawn areas.


Hill 108

    First German spawn area now moved further back to prevent Germans from camping American spawn area.
    Second American spawn areas moved closer to the top of the hill.
    Removed Phase Line Two objective.


Hill 400

    Americans now have 1 Anti-tank Soldier role for bunker busting.
    Amount of German Machine-Gunner roles reduced from 4 to 3.


Hurtgenwald

    Americans now receive a M4A3(105) Sherman.


La Chapelle

    German Tank Hunters now receive a Panzerschreck instead of a Panzerfaust 60.
    Reduced tanks for both sides to 1.
    Final German tank is now a Stug III G.


Noville

    Fixed “hall-of-mirrors” render issue.
    Amount of German Machine-Gunner roles reduced from 4 to 2.
    German Rifleman roles adjusted so as not to have an excess of Gewehr 43s.
    Added 1 American Anti-tank Soldier role.
    Removed a fallen beam from the Noville church tower that rendered it an ineffective firing position.
    German reinforcements reduced to be 80% of the American reinforcements.


Raids

    German Tank Hunters now receive a Panzerschreck instead of a Panzerfaust 60.
    Reduced tank & assault gun to 1 per side.


Simonskall

    Americans and Germans now have dedicated mortar positions.
    Fixed objective names and added missing objective descriptions for both teams.


Stoumont

    Amount of American Mortar Operator roles increased from 1 to 2 for higher player counts.
    Americans recieve Sherman M4A3.
    Increased Sherman respawn by 1 vehicle.
    German vehicles now are “snow covered” variants.


Weapons

General

    All third person weapon meshes are now scaled correctly and attached to players’ hands in the proper place.
    Fixed weapons being shot out of hands excessively.
    Reduced size of first person muzzle flashes on the following weapons:
        Browning Automatic Rifle
        .30 Cal Browning LMG
        M1911 Colt .45 pistol
        C96 ‘Schnellfuer’ pistol
        M3 ‘Greasegun’
        Fallschirmjagergewehr 42
        Sten Mk.II
    New sound effects for certain infantry weapons.


Anti-Tank Weapons

    All anti-tank rocket weapons start with 2 rockets; resupplied with 1.
    Third person meshes for anti-tank rockets are now the correct size.
    American Bazooka now correctly identified as the M1A1 (not the M9).
    Rewrote anti-tank weapon descriptions with helpful information on effective range and penetration potential.
    Increased splash damage radius for all anti-tank rockets.
    PIAT must be either rested or in prone position to reload and/or fire.


Infantry Weapons

    Replaced old infantry .30 cal sounds with vehicle version, for consistency’s sake.
    Bren now uses tracer rounds.
    Machine-guns no longer have a more pronounced field-of-view focus than other weapons.
    Sub-machine guns and pistols now have a less pronounced field-of-view focus than rifles.
    Corrected M1 Grenade’s first person view offset.
    Fixed American and German infantry tracers - now using same defaults as vehicle versions.
    Adjusted infantry machine-gun tracers to proper frequencies.
    Corrected magnification levels on all sniper rifle scopes.
    Removed black “bars” that appeared at the side of sniper scope overlays.
    Revised reticule for German sniper scopes - reticule bars now slightly thinner and have transparency (in texture mode).
    Rewrote a number of descriptions including the correct rate of fire and effective ranges for each weapon.
    Corrected the Sturmgewehr 44’s automatic rate of fire, from 500 rpm to 550 rpm.
    Corrected the BAR’s slow mode rate of fire, from 250 rpm to 300 rpm.
    Increased recoil of BAR, Bren, and FG42 in hipped stance.
    Reduced recoil of BAR, Bren, and FG42 in bipod deployed mode.
    Corrected network variable truncation bug that caused machine-gun tracer trajectory to be incorrect by up 1.4 degrees. (variable now accurate to 0.005 degrees).


Mortars

    Spread for both mortars increased to provide greater area-of-effect suppression.
    High explosive mortar rounds will now ‘suppress’ nearby players’ view even if they are not within line-of-sight of the explosion.
    View suppression from explosive mortar rounds increased.
    Reduced amount of time it takes the operator to bring his hands up and down off of the traverse controls.
    Elevation adjustment is now client-side and should be much smoother.
    American 60mm Mortar M2 high-explosive round now has a 25% greater blast and kill radii.
    American 60mm Mortar M2 traverse speed dramatically increased.


Anti-Tank Guns

Changes

    Opposing forces can no longer “capture” and use abandoned enemy anti-tank guns (booby trap feature disabled as a result of this change).
    Replaced faulty message text “Cannot Use Enemy Vehicle” with “Cannot Use An Enemy AT-Gun”.
    All anti-tank guns can now take proximal HE splash damage.
    Dispersion toned down for all anti-tank shell types (except APDS, which was already adjusted in 5.0).


Vehicles

Additions

    Added M4A3(105) Sherman for American side.
    Added Cromwell Mk.I with 6Pdr for British/Commonwealth side.
    M304 HVAP shot returned to the late M36 Jackson model; early Jackson model retains the M77 AP shot.
    Added smoke shells to early Wolverine and Sherman 76 models.
    Marder III Ausf. M now carries a top mounted MG34 for anti-infantry defense.
    Added Browning .30 cal machine gun to the Higgins boat.
    Vehicles exceeding 110% of rated max road speed will be forced to throttle down below this threshold.
    Added 'FactoryDepletedEvent' to DH_VehicleFactory.


Fixes

    Vehicle engine on/off mode and turret traverse speeds now sync properly for all players on server.
    Fixed bug that prevented switching to last ammo type after primary and secondary ammo stores were depleted.
    Fixed bug that prevented vehicle mounted and infantry .30 Cal machine guns from damaging light vehicles.
    Allied halftrack driver no longer exits under map terrain.
    Improved vehicle geometry for M3A1 Halftrack. Player seating is now at the correct level in the back of the vehicle.
    M3A1 Halftrack driver’s armored view flap is now animated correctly.
    Dispersion toned down for all tank shell types (except APDS, which was already adjusted in 5.0).
    Revised AP shell damage versus armored transports and armored cars.
    Allied M3A1 Halftrack , Jeep Willys, and GMC 2.5 ton truck can now take proximity HE splash damage.
    Hellcat and Greyhound commanders can no longer be shot through turret armor by small arms.
    Fixed issue where certain tank HEAT rounds could automatically penetrate any other tank without running the penetration code.
    Fixed “dead” zone in Greyhound turret where a hit at this location would result in zero health damage to the vehicle.
    Fixed bug that allowed mobile resupply vehicles to resupply the opposing side.
    Fixed Higgins ramp glitch where the raise animation would play as soon as the driver entered the boat.
    Removed proximity shake from Higgins boat.
    Binoculars view for Higgins boat gunner now functions properly.
    Fixed field of view for Allied halftrack machine gun.
    Squad Leaders may now deploy to Mobile Deploy Vehicles despite there being enemies near the vehicle or the vehicle being in a capture zone.

http://forums.darkesthourgame.com/viewtopic.php?f=1&t=8773

Offline BartBear_[PL]

  • Sztab Generalny
  • Towarzysz broni
  • Posts: 3141
  • Honor: +34/-0
    • View Profile
Finalny update Darkest Hour!
« Reply #1 on: 18 December 2011, 15:45:06 »

W trakcie prac związanych z DH2 developerzy znaleźli jeszcze czas aby sprezentować nam ostatni patch DH pod RO 1.

Oprócz wielu poprawek map zmieniono również od strony „technicznej” kompresję niektórych pakietów, tekstur itp co jak twierdzą Autorzy te i inne zmiany mogą w pewnym stopniu usunąć błędy powodujące crashe do Pulpitu.

Dla wnikliwych oryginalny wątek na natywnym forum tutaj a poniżej krótko na temat zmian:

Dodano:

  • M4A3(105) Sherman
  • Cromwell Mk.I z 6Pdr
  • Pociski dymne dla Wolverine i Shermana76
  • MG34 na Marderze III Ausf. M
  • KM Browning .30 cal na łodziach Higgins’a

Naprawiono wiele bugów dotyczących pojazdów jak i broni ręcznej, co obszernie opisano w oryginalnym wątku.

W ramach promocji tytułu akurat nasz ziom  ÞØ£ÂkØ skończył (w końcu) kolejny swój filmik tym razem z Omaha Beach a wygląda on tak:



Offline BartBear_[PL]

  • Sztab Generalny
  • Towarzysz broni
  • Posts: 3141
  • Honor: +34/-0
    • View Profile
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #2 on: 18 December 2011, 19:59:43 »
Niestety podczas rozruchu serwera okazało się że od razu pada a spowodowane jest to skopanym patchem na Steamie...
Na forum dh próbują zaradzić problemowi poprzez wrzucanie na serwer plikiów klienta, z tym że ja posiadając wszystko nie wiem jakie pliki zostały błędnie zmienione albo nawet zmazane z serwera podczas update'u bo mając wszystkie pliki nie tylko "rdzenia" ale i customowe musiałbym wrzucić jakieś 2-2.5 GB a i tak nie byłoby gwarancji że zadziała (już próbowałem wrzucać te wyszczególnione na forum i gie to dało), tak więc do czasu NAPRAWY plików serwerowych nasz DH serwer się nie podniesie, szkoda bo chciałem wypróbować te wszystkie cuda z postu powyżej (dzisiejszy "fightnight"), oby uporali się z tym jak najszybciej.

EDIT

Jakbym czekał na tandem Valve/DH to następny FightNight odbyłby się chyba w lutym, tak więc sie poświęciłem i ręcznie zupdejtowałem pliki serwera. Zapraszamy w niedzielę  :)
« Last Edit: 21 December 2011, 20:21:54 by BartBear_[PL] »

Bohun

  • Guest
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #3 on: 12 February 2012, 11:25:21 »
Ile osób w to grywa, bo nie wiem czy warto ściągnąć?

Zaytsev

  • Guest
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #4 on: 12 February 2012, 12:44:38 »
Sporawo. Od czasu do czasu można spotkać około 60 osób na serwie.

Sojuz_PL

  • Guest
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #5 on: 12 February 2012, 13:10:07 »
http://www.gametracker.com/search/rordh/?
Czasem mozna trafic na pelny 50 slotowy europejski serwer. Niestey z reguly zapelniany jest 70 slotowy, a ten stoi w USA

Apos

  • Guest
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #6 on: 13 February 2012, 18:54:19 »
Quote
Heads up to RO 1 players. Opt into the latest Steam beta to download Darkest Hour and Mare Nostrum. The bug has been fixed there.
[

inekk

  • Guest
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #7 on: 17 February 2012, 23:30:00 »
W tego moda gra bardzo dużo osób ;)
Są servery z 29infdiv, głównie amerykańskie ale jest też europejski, na których w weekendowe wieczory ciężko jest znaleźć wolny slot, a są to servy na 70 osób, mówie tutaj głównie o amerykańskim, na którym o dziwo, są stosunkowo niskie pingi.
Do tego jest kilka innych serverów na których jest 20+ graczy, no i PL scena organizuje fight night w każdą niedzielę o 20 ;)

Tak z innej beczki, ja bym pograł jakąś większą ekipą w MN albo w czystego RO1, bo o ile na MN, jest organizowany FightNight, to na RO, za cholerę nie mogę znaleźć servera gdzie grało by 30+ ludzi.

Offline Pobor

  • Administrator serwera gry
  • Towarzysz broni
  • Posts: 1066
  • Honor: +30/-3
    • View Profile
  • Gadu-Gadu:
Odp: Darkest Hour: Europe '44-'45 5.1 [16DEC2011]
« Reply #8 on: 20 February 2012, 21:24:06 »
FN w Ro jest w każdy piątek o 20,a więc jest sporo luda :)