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 PR 0.6 et futures releases

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tomcat1511
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMar 22 Mai 2007, 20:03

Un bout de Basrah .6 :

PR 0.6 et futures releases - Page 3 Screen356xo4
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tomcat1511
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMar 22 Mai 2007, 22:27

bon apres dl et test , il y a des truc vraiment sympas mais encore pas mal de bug.


Dejà a la fin de chaque partie , quand les tickets tombent a zéro rien ne se passe et il faut faire un mapvote pour changer

la map mestia plante pour les joueurs en low (p-e le meme prob que ejod desert ac la topo pas encore test)

La map Basrah se joue avec les anglais et le warrior IFV est génial !!
autre modif sur basrah
The civilian is an unarmed combatant who is sympathetic to the insurgents cause. Their only offensive weapon is throwing stones they find off the ground. However they can aid the insurgents by providing medical aid, allowing them into their homes (grappling hook) and fixing their vehicles. Civilians do not affect the flag capture. USMC/British players cannot kill Civilians, however they can "capture" Civilians with their knife. 'Captured' Civilians will receive a longer respawn timer.
Mais pas encore test non plus


et la map qui fait 17km² oui oui elle existe bien et c'est l'opération tempete du désert en réel , géniale aussi !

J'ai aussi l'impression que le recul a été augmenté et il a aussi tout le nouvel attirail du commandant qui peut faire apparaiter genre bunker , sac de sable ou AAA


Ah oui encore , il n'y a plus que 4 classe par défaut : spé ops/rifleman/engineer/medic

en kit : grenadier, at léger et lourd , et tout le tralala habituel ah oui et mortier mais il bug



voici ce qu'est le warrior sur basrah

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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 23 Mai 2007, 08:36

Enorme Tom!

Autre truc énorme, un mec demande pourquoi son rally point disparait comme ça sans que rien ne se passe :

Citation :
Probably the enemy captured a CP. This is a new thing in 0.6. If you lose a CP, all rally points expire for your team. So make sure you have a good defense going

Citation :
This is an awesome game play change! It should definitely bring defense to the forefront of consideration.

It will also eliminate the need to hunt down enemy rally points right after securing a CP. Yes, you still need to clear the area, but you don't have to hunt down a pile of backpacks either! Well done!
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 23 Mai 2007, 12:21

le m16 n'a oas encore son acog mais il est encours de fabrication pour compenser le rifleman a un zoom de 4X en iron sight
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naash
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 23 Mai 2007, 17:34

ces changements concernant les rallye point vont forcer les teams à protéger les CP, tout en ayant un détachement d'assaut permettant de s'emparer du CP ennemi.
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 15:38

Encore un autre truc énorme c'est la map seven gates...
Je vais aller faire un screen.

PR 0.6 et futures releases - Page 3 1640dce0c4fcf7a6ceb0ff1a8b0ct2

PR 0.6 et futures releases - Page 3 520e6a318f98a2a605aa8a5684cdt2
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 16:18

Excellent teamplay tout à l'heure, rien a redire oliver.

Sinon, petit post que j'ai fait ailleurs mais qui aura aussi sa place ici :


Quelques screens des nouveautés de PR .6 :

ici

Bon ça clippe à mort, on retrouve pas mal de bugs dans la bêta (clipping, statics mal placés, impossible de requester kits sur APC parfois, etc...), mais alors certains trucs sont vraiment vraiment bien foutus amoureux :

-La distance de vue est améliorée sur pleins de maps

-al basrah est 100 fois plus belle et ne lag plus du tout chez moi

-Maintenant au lieu d'avoir un stupide point avec un drapeau il y a pleins de bases militaires (cf les screens)

-Le civil chez les insurgés est marrant, même si l'animation du lancer de cailloux est mal foutue (grenade)

-Beaucoup de nouvelles maps sont excellentes (je viens de tester 7 Gate amoureux amoureux amoureux )



Trucs à savoir :

-Les points de spawns sont détruits quand un point est cappé (plus de chasse au rally point après un cap amoureux ), donc le SL doit vraiment rester le plus souvent possible officier

-suicide = 1 min de spawn

-TK = Beaucoup de temps de spawn en plus Very Happy

-Si vous butez un civil c'est pareil, temps de spawn augmenté à fond
pour la prochaine fois que vous crevez.

-les civils peuvent être "capturés" avec le couteau, ils mourront et vous n'aurez pas un temps de spawn changé

-vous devez avoir votre squad au cul (au moins 3 ou 4 gars je crois) pour pouvoir mettre un rally point.

-le commandant doit avoir une kit d'officier pour placer les bunkers

-les bunkers que le commandant placent servent de spawn point, mais ils coutent chers en tickets, pareil pour la DCA qu'il peut ajouter

-on peut faire des sacrées ambusquades avec les civils, genre un qui attirent une squad ennemie et les autres qui attendent planqués [:ddr555]

-le civil possède 12 field dressing

-et tellement d'autres trucs :d
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 16:30

Et sinon, les bugs qu'ils connaissent et qu'ils vont fixer :

-clipping basrah
-kits impossibles a requester sur certains vehicules
-images de chargement pourries
-soldats transparents une fois morts
-le fait de voter une fois arrivé a 0 tickets
-le mortier que l'on peut requester mais qui ne sera pas dispo dans la .6
-le bunker du cmdr qui se dégrade tout seul
-l'animation de la pelle
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 16:34

Merci, je suis content d'être de retour. content2

PR 0.6 va dépotter...

Ah oui juste, à quoi sert la pelle ??!!
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 17:26

bon pour ceux qui ont encore de l'espoir et pensent voir de leur vivant du fastrope dans le jeu voila une citation trogdor un R-PUB : maybe those new triggerables that rhino is working on could enable by using the grappling hooks to..gasp!! Fastrope!!!!! d'un autre coté c'est trogdor qui le dit et il a jamais dit une chose a moitié intellignete alors ......


Dernière édition par le Jeu 24 Mai 2007, 20:17, édité 1 fois
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 18:38

la pelle sert a construire les batiments que le commander peut demander
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 24 Mai 2007, 19:17

kiffer > Des grappins on en a déjà sur certaines maps depuis la .5, et là les civils en ont aussi. (il y en aura aussi sur 7 gates pour la version finale)

Sinon pour le fast rope j'y crois plus perso...
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyLun 28 Mai 2007, 13:30

on peut avoir une pelle de combat?
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tomcat1511
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyLun 28 Mai 2007, 13:31

herrrmmmmm une pelle dans la gueule ouais plutot rire1
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 30 Mai 2007, 20:17

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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 30 Mai 2007, 20:18

Beta PR 605 out (1.37Go).

http://www.gloryhoundz.com/bt/pr_0605openbeta_setup.exe.torrent


Deux beta je conçois que ça emmerde les gens avec des connections pas énormes, mais pour ceux qui aiment c'est extra Very Happy

Changelog de cette version (je sais pas comment ils trouvent tous leurs bugs mais franchement c'est énorme [:ddr555]) :

Citation :
VEHICLES: Minor fix to Apache views, BUGGED Gun Camera and gun rotation is buggered up.
VEHICLES: added woodland texture for M35 and T62
VEHICLES: Fixed apache lag and lod1 issues.
VEHICLES: Updated Warrior exit points
VEHICLES: Added more torque to the dirtbike and atv
VEHICLES: attempt to fix issue with Warrior where players were not bleeding out
VEHICLES: minor tweak to Warrior water damage properties
VEHICLES: increased explosion damage and radius of bomb cars; significantly increased explosion damage of bomber truck (red semi) and significantly increased hitpoints of the semi.
VEHICLES: Added 1p view to warrior passengers, removed envmap reflections from warrior, updated the landrover max file.
VEHICLES: tweaked HP of RIBs down to make them slightly easier to destroy
VEHICLES: reduiced dirtbike hitpoints
VEHICLES: set flare launchers on helicopters to only be able to be used every 20 seconds
VEHICLES: tweaked view range of supply parachute
VEHICLES: added subdued Type 98 Tank texture from Geze
VEHICLES: warrior should be less shiny (particularly wheels)
VEHICLES: Removed the Warrior light and heavy damage effects because they were all weird.
VEHICLES: Increased the Tunguska forward entry point radius.


BUGFIX: added missing sky dependency for Bi Ming to avoid CTD
BUGFIX: Changed gui index for PPSh41 to add count/fire rate indicator.


WEAPONS: attempt to reduce time delay before secondary propellant kicks in for heavy AT projectiles
WEAPONS: tweaked medkit healing radius slightly larger again
WEAPONS: minor tweaks to Mosin
WEAPONS: increased most weapon damage versus light helicopters; increased some weapon damage versus armored helicopters
WEAPONS: set Crewman Wrench to not repair Commander Assets
WEAPONS: applied new material type for Crewman Repair to Crewman Wrench
WEAPONS: prevented shovels from disabling mines
WEAPONS: increased mag count on L86 (Brit Marksman Weapon) to make up for it being a shite marksman weapon
WEAPONS: set jet flare launchers to only be able to fire flares every 20 seconds
WEAPONS: minor tweak to PPSH recoil effects
WEAPONS: set hellfire missiles to 212 m/s velocity (from 125). This is 50% of their real world velocity. Set max range to approximately 1km. Needs play testing. Current 125 m/s velocity is too slow for long range engagements.
WEAPONS: increased Medikit healing radius
WEAPONS: disabled muzzle view in SUSAT
WEAPONS: improved effectiveness of AA missiles by lowering the detonation range, increasing the explosion radius and increasing the damage. also significantly increased the AIM120 damage.
WEAPONS: attempt to prevent molotovs from sticking to vehicles
WEAPONS: attempt to prevent molotovs from sticking to vehicles
WEAPONS: audited vBF2 SAM AA
WEAPONS: fixed dummy multiple fire rate issues with SKS / Simonov
WEAPONS: removed excessive force on shotgun rounds
WEAPONS: very slight increase to Medkit healing range
WEAPONS: first pass audit to dual Uzis and M82
WEAPONS: added dual micro UZIs for messing about
WEAPONS: added M82A1 Barrett Sniper Rifle and a M82 Pickup kit


MATERIALS: tweaks to razorwire resistance against grenades and 20mm+ shells
MATERIALS: set new material type for Crewman Repair
MATERIALS: attempt to prevent barbed wire from instant kill to vehicles


SOUNDS: Shovel synced perfectly with animation + volume boost
SOUNDS: Applied sofad's changes to the other faction's trucks. Fixed ustrk_m35 object prefixes.
SOUNDS: corrected typo in M1 sound volume half distance value (was 5200, should be 200)
SOUNDS: added backupbeep and horn to warrior, increased the engine halfvolumedistance to be equal with other apc´s
SOUNDS: trucks now have a truck horn and truck gear change sounds
SOUNDS: volume boost for M35/ural truck engine
SOUNDS: APC/MBT cannon boosts
SOUNDS: changed voice messages to be radio voices when played over radio with the 3 flag; deleted unneeded .wav file
SOUNDS: PPSH Bass/volume boost
SOUNDS: more ppsh fixes - Jaymz
SOUNDS: more ppsh fixes
SOUNDS: ppsh rof fixed - Jaymz
SOUNDS: Militia overhaul phase 1
SOUNDS: New Coaxial 3p sound + M16/M4 3db boost.
SOUNDS: G3A3 volume decrease - Jaymz
SOUNDS: reduced distances at which helicopters can be heard
SOUNDS: bullet and shell impact volumes increased; voice messages volume increased; voice messages that was played over the radio and are NOT radio messages deleted, you hear voice messages over radio now as radio filtered only, otherwise shouted only; added two new effects for 20mm shells and rockets explosions to give attack choppers the exploding projectiles sound back
SOUNDS: new G3 and AK47 sounds


README: Updated editor files


HUD: fixed floating mortar button
HUD: disabled the display of the weapon icon when selecting weapons in tanks and APCs
HUD: added minimap icons for Firebases and Bunkers, only displayed to friendlies on the map, looks like the Rally Point icons, but with a "C" for Commander instead of a squad number.
HUD: Removed mortar from kit req menu
HUD: fixed some minor errors in credits.con


GAMEMODE: Added specific ticket count for Insurgency.
GAMEMODE: Added an area attack marker that set a marker randomly close to the objective. Updated the team messages to help them understand that.
GAMEMODE: Updated Insurgency to have a min and a max number of objectives by map size (3/5, 5/7, 7/10). Updated the team messages to help the players understand what are the objectives.
GAMEMODE: Updated Insurgency to display instructions messages every 60 seconds. Updated the number of objectives by map size to 3, 5 and 7.


CONFIG: increased default number of Grenadiers, Support Gunners and Light AT by +1 for 24 and 32 configs


PYTHON: Code refactoring in the commander, kits and rally code so the methods that return the objects lists already check for validity and position.
PYTHON: Added addTickets method to realitycore.
PYTHON: Added ingame debug messages to realityevents so we can catch exceptions ingame without the debugger.
PYTHON: Little update when getting the player index in a vehicle to avoid possible bug.
PYTHON: Added the apache to the list of vehicles that don't do damage to the player when exiting at high speed.
PYTHON: Added points debug messages to CP capture, neutralize and defense.
PYTHON: Some fixes to the kill player code to avoid 0 seconds respawn.
PYTHON: Added points debug to help track the points system. Removed the courtmartial script as it is not needed anymore.
PYTHON: Added the bipods to the list of stationary weapons.
PYTHON: Fixed check for civilians inside stationary weapons.
PYTHON: Added light damage to militia and insurgents armed vehicles.
PYTHON: Added deployable AA as stationary guns.
PYTHON: Fixed spawners expiring. For some reason some properties were not being set.
PYTHON: Added some more checks to try to make the cmdr assets deploying more stable.
PYTHON: removed the spawning of uncappable AAS markers since it's not being used anymore.
PYTHON: spawners code cleanup and hopefully fixed expiring spawner objects.
PYTHON: Removed the mortar kit from kit request config so it doesn't spawn the white thing.
PYTHON: Fixed commander messages appearing for both teams.
PYTHON: Fixed rounds not ending by time limit or ticket limit.
PYTHON: Fixed a few code parts that couldn't handle kits with variants (nvg, para, mntn, etc).
PYTHON: Updated some code for the vehicles that may be causing the bugs with non limited kits driving/piloting limited vehicles.


RALLY POINTS: Removed the rally point expiration when losing a CP and the block when trying to create a new rally point when you already have one.
RALLY POINTS: Removed player collisions to prevent various exploits.


SCORING: Removed uneeded code from threatandworth
SCORING: Added the amount of points on the debug messages instead of just telling the percentages.
SCORING: Optimized the check for squad leader range bonus
SCORING: Increased the multiplier of sniper range bonus to count every 100m instead of 50m.
SCORING: Added a couple of debug messages to other bonuses in the code.
SCORING: Little fix to not count player kills as vehicle kills.
SCORING: Fixed threatandworth 25% points for squad members giving to the player that did the kill too.
SCORING: Updated the worth of destroying armor to 12 from 6
SCORING: Updated the worth of destroying airplanes to 24 from 8
SCORING: Updated the worth of destroying helicopters to 18 from 6
SCORING: Updated the worth of destroying transports to 8 from 3
SCORING: Fixed killing friendly soldier counting as team vehicle damage.
SCORING: 6 points for revive from 5
SCORING: 8 points for heal from 10
SCORING: 6 points for repair from 10
SCORING: 6 points for resupply from 10
SCORING: 8 points for destroying remote controlled from 12
SCORING: 1 point every 10 seconds to driver from 2 points every 10 seconds
SCORING: Added debug messages and fixed a double points issue.
SCORING: Updated revive points to be half of healing points, and tentative to not give teamdamage when destroying wrecks.


STATICS: added palm and olive trees to PR folder for view distance tweaking
STATICS: increased razor wire HP
STATICS: tweaked hedgehog disappear distance
STATICS: made woodsteel bridge non destroyable
STATICS: Made new woodsteel_bridge_segment_static indestructible.
STATICS: set Helmand style destroyable buildings to have same armor properties as the new ones. Set new walls to use custom pr_wall explosion effect.
STATICS: revised village wall samples from matt.b
STATICS: Updated lightmap samples to get rid of lightmaps for wreck models.


KITS: added dual micro UZIs to the M82 kit
KITS: added binocs to all conventional army Medic kits
KITS: added Binocs to Militia Sapper
KITS: set militant to use AK47


CIVILIANS: Moved some civilian config variables to the config files
CIVILIANS: 25 points to civilian killer
CIVILIANS: minus 1 to the number of kills
CIVILIANS: 10 min kit request block to killer
CIVILIANS: minus 1 to the number of deaths in the civilian score
CIVILIANS: no death attrition penalty for the civilian
CIVILIANS: 10s respawn to the civilian
CIVILIANS: Added code to kill civilians if they operate stationary weapons.


COMMANDER: Increased the number of sandbag walls in an area to 5 from 2.
COMMANDER: Lowered the number of CPs needed to build a bunker to 2 from 3.
COMMANDER: Better support for militia commander assets.
COMMANDER: Fixed some checks for tickets when deploying assets.
COMMANDER: allowed Command Posts to be destroyed, so they can be relocated; allowed AAA to be destroyed so they can be relocated.
COMMANDER: Fixed an issue with the check for support vehicle changing another assets lists.
COMMANDER ASSETS: Changed bunker, firebase, sandbags to have dynamic shadows to prevent player shadows being visible outside.
COMMANDER: reordered some rules to help with performance, updated code to help checking if an asset was really deployed and added feedback message to the commander when an asset is being deployed.
COMMANDER: Fixed messaging when deploying assets and one bunker requirement that was broken.


SOLDIERS: new v2 subdued PLA skins from Geze
SOLDIERS: revised US kits texture from Geze


Citation :
MAP UPDATES

MAPS: reverted Mestia lightmap changes to fix CTD error
MAPS: updated Al Kufrah from DarkOverlord; Audit tweaks applied by egg
MAPS: added 2 x transport helos to Kashan 64p only, spawn delayed with the rest of the heavy assets
MAPS: updated 7 Gates to v5 from Iron Taxi
MAPS: Al Basrah update, most issues fixed, needs lightmaps and afew small bug fixes.
MAPS: AoM slight tweak to Militia Main CP radius to prevent capture from outside the base.
MAPS: significantly increased the Kashan Desert CP capture timers to attempt to slow game play pace and account for travel times.
MAPS: added pickup kits to Mestia; tweaked for Game Play
MAPS: bleed tweaks to Bi Ming for game play tweaking purposes
MAPS: tweaks to Kashan for gameplay
MAPS: Hills of Hamgyong update 1.0 from Fuzz
MAPS: Gulf of Oman WAC update 1.2 from Fuzz
MAPS: updated Operation Phoenix from Taxi
MAPS: Qwai River update from Taxi.
MAPS: set AoM water anim speed to 1 to prevent crashing issue
MAPS: added vehicle drops to Kashan
MAPS: updated Bi Ming from Dr Rank
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 30 Mai 2007, 20:32

Grilled rire1 bon moi c'est un peu plus moche...
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 30 Mai 2007, 22:16

DL en cours ! Wink
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyMer 30 Mai 2007, 22:57

Ubber officier??

Militia Officer


Kit

Un sniper plus une arme de corp a corp plus grapin plus grenades

----------------------------------------------------------------


8 players or less on the team

  • 0 Sniper
  • 1 Marksman
  • 1 Support
  • 1 AA Rifleman
  • 1 Heavy AT
  • 2 Light AT
  • 2 Grenadier
16 players or less on the team

  • 1 Sniper
  • 1 Marksman
  • 2 Support
  • 1 AA Rifleman
  • 1 Heavy AT
  • 2 Light AT
  • 2 Grenadier
24 players or less on the team

  • 1 Sniper
  • 2 Marksman
  • 3 Support
  • 2 AA Rifleman
  • 2 Heavy AT
  • 3 Light AT
  • 3 Grenadier


  • 32 players or less on the team[/b]


  • 2 Sniper
  • 2 Marksman
  • 4 Support
  • 2 AA Rifleman
  • 2 Heavy AT
  • 4 Light AT
  • 4 Grenadier
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 31 Mai 2007, 07:15

Citation :
Today, I got to play on a server running Al Basrah in insurgency mode for a while now. After getting to play the mode extensively, I have to say that it is most definately awesome.

For those of you who don't know, Insurgency mode is a new game mode that will come with .6. During Insurgency games, the primary objective for the British is to find and eliminate all of the insurgent ammo caches on the map. There are several spots where the ammo caches can spawn, and at the beginning of the round the server randomly chooses ten of these spots, and spawns the objective ammo caches there. The Brits don't know where the ammo caches are, but insurgents, who are supposed to defend them, have them marked on their maps.

This makes for games that are quite different from what AAS/Conquest feels like. Instead of frontally assaulting insurgent positions, where they're well dug-in and ready for an extensive regular battle, you move through the city, searching sector after sector, moving from neighborhood to neighborhood and going house to house, checking for ammo dumps. Although there are two flags on the map that are cappable, capping them is not the priority. Insurgents can always spawn at the Mosque, and considering how vulnerable ammo dumps are to small arms fire, they're inclined to actually defend the individual caches, instead of getting into street battles with British infantry, supported my their IFVs. One guy can rush in and blow up an unguarded ammo dump, making defense that much more important.

C'était donc ça les markers! Vraiment intéressant ce mod de jeu alors!

Ca vient de làa :

http://realitymod.com/forum/showthread.php?p=378866&posted=1#post378866

Franchement si vous avez le temps lisez ça, c'est l'histoire d'un gars qui a joué au mode insurgency, et franchement c'est terrible !!!!

Ca donne vraiment envie de défendre un ammo dump ensemble par exemple

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Nombre de messages : 325
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Date d'inscription : 26/03/2007

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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 31 Mai 2007, 10:25

Rallypoints now have some additional rules to follow by. These are still work in progress and may be changed during the Open Beta period.

- To place a Rallypoint, a Squad Leader requires:

* Officer Kit
* 3 Squad Members in close Proximity
* Over 100 meters from any CP

- If your team loses a CP, your Rallypoint will expire after a couple minutes. At this time you must re-capture a CP in order to place another Rallypoint. If you die as the Squad Leader, you can place an RP again upon spawning back in.
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Nombre de messages : 2067
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyJeu 31 Mai 2007, 11:36

Citation :
If you die as the Squad Leader, you can place an RP again upon spawning back in.

C'est à dire ?

Sinon pour les RP qui pètent après un cap, je sais pas si c'est toujours d'actualité dans cette nouvelle version de la bêta, en tout cas je le souhaite vraiment (là chasse au RP y en a marre, et si on le fait pas on s'obstine sur un flag sans jamais le prendre à cause des renforts qui ne cesse d'arriver.)

Parce que dans le changelog de la 605 il y a ça :

Citation :

RALLY POINTS: Removed the rally point expiration when losing a CP and the block when trying to create a new rally point when you already have one.

Donc bon, je pense que ça a malheureusement été enlevé.
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Nombre de messages : 1020
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyDim 03 Juin 2007, 11:42

J'ai ouvert un topic identique a celui ci sur le forum de somua : >> ICI << .

Si vous vous sentez motiver, il serait forte aimable que vous y copiez collez ce que vous disez ici!


Ca fera de la pub pour la 301 !!! XD
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyLun 04 Juin 2007, 11:07

Une nouvelle version serveur (tweks du mode insurgency) PR va sortir cette semaine accompagnée d'une nouvelle bêta, la .606...

Ils veulent vraiment supprimer tous les bugs pour la .6, c'est énorme quand même rire1

http://realitymod.com/forum/t20961-open-beta-update-june-3rdspan.html

(j'en entend déjà beaucoup râler : "et c'est reparti pour 1.4Go lol")
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MessageSujet: Re: PR 0.6 et futures releases   PR 0.6 et futures releases - Page 3 EmptyLun 04 Juin 2007, 11:08

pas grave ça ne fait que 4,5 giga de pur bonheur de beta en tout lol


Dernière édition par le Lun 04 Juin 2007, 19:13, édité 1 fois
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