RUNNING WITH RIFLES - JackMayol
Changelog:

  • online: penalized player mode added, denies access to throwing grenades, using calls, using blast weapons, using vehicles
  • online: radar truck replaced with radar tank in the classic map rotator
  • online: master profile server support
  • menu: added delete savegame functionality back
  • menu: added manage in file browser -button in continue game -menu (disabled for Mac because of issues in fullscreen)
  • stats: some faction stats per match are now collected, shown at end when a map completes
  • general: cleaned up transition from loading screen to game
  • general: added script side logging levels, currently still defaults to verbose
  • vehicles: rotation range of the gunner in the brown/grey jeeps slightly increased
  • vehicles: vehicle properties slightly rebalanced
  • vehicles: some custom vehicle sounds added
  • vehicles: tracked vehicle steering tweaks
  • vehicles: changed water vehicles to not avoid avoidance regions
  • weapons: MG gunners protecting plates collision models added (tank mg, deployable mg, deployable minigun, humvee mg, patrol ship mg)
  • maps: initial effect splat for most maps added
  • maps: several navigation paths tweaked/roads made larger/distances from static objects to navigation pathes increase to reduce bottlenecks and AI in vehicle to get stuck
  • modding: added aim_shoot_threshold for vehicle weapons to improve multi-cannon shoot-or-aim handling

    PS: don't forget tonight's PVP event, during the event (around 90 minutes) SASinvasion will be shut down!

RUNNING WITH RIFLES - JackMayol
Changelog:

  • online: penalized player mode added, denies access to throwing grenades, using calls, using blast weapons, using vehicles
  • online: radar truck replaced with radar tank in the classic map rotator
  • online: master profile server support
  • menu: added delete savegame functionality back
  • menu: added manage in file browser -button in continue game -menu (disabled for Mac because of issues in fullscreen)
  • stats: some faction stats per match are now collected, shown at end when a map completes
  • general: cleaned up transition from loading screen to game
  • general: added script side logging levels, currently still defaults to verbose
  • vehicles: rotation range of the gunner in the brown/grey jeeps slightly increased
  • vehicles: vehicle properties slightly rebalanced
  • vehicles: some custom vehicle sounds added
  • vehicles: tracked vehicle steering tweaks
  • vehicles: changed water vehicles to not avoid avoidance regions
  • weapons: MG gunners protecting plates collision models added (tank mg, deployable mg, deployable minigun, humvee mg, patrol ship mg)
  • maps: initial effect splat for most maps added
  • maps: several navigation paths tweaked/roads made larger/distances from static objects to navigation pathes increase to reduce bottlenecks and AI in vehicle to get stuck
  • modding: added aim_shoot_threshold for vehicle weapons to improve multi-cannon shoot-or-aim handling

    PS: don't forget tonight's PVP event, during the event (around 90 minutes) SASinvasion will be shut down!

RUNNING WITH RIFLES - JackMayol
Changelog:

  • online: fixed a bug with throwing an impact grenade right after leaving a closed vehicle blasting instantly and harming the vehicle
  • online: fixed duplicated items on ground when disconnecting from server in an area becoming simulated after the player leaves
  • online: Invasion 1st final mission to feature less minibosses
  • online: Invasion completion based features disabled by default
  • online: KOTH maps added in Classic rotation
  • general: a shadow related crash happening for some potentially fixed
  • Windows: build linked with NVIDIA NVAPI to enable Optimus dual GPU systems to utilize the hiperf GPU
  • Mac: mouse input bug fixed
  • Mac: critical game <-> script comms issue fixed
  • usability: fixed a bug with key helpers not becoming cleaned up if character state changes to e.g. ladder climbing or entering vehicle
  • input: tweaked aiming at vehicles
  • maps: various 2nd final mission bugs fixed, AA made as optional target
  • maps: Vigil Island tweaked
  • maps: Old Fort Creek map view fixed
  • vehicles: texture changes
  • targets: AA emplacement map view icon added
  • calls: resources moved to their own folder
  • modding: resource configs can be also loaded from separate files now
  • modding: campaign/Invasion resource handling made to use files such as
  • invasion_all_*.xml; should help with adapting a resource mod for campaign/Invasion
  • config: now offers framerate limiting via vsync intervals
  • config: uses vsync to limit framerate
RUNNING WITH RIFLES - JackMayol
Changelog:

  • online: fixed a bug with throwing an impact grenade right after leaving a closed vehicle blasting instantly and harming the vehicle
  • online: fixed duplicated items on ground when disconnecting from server in an area becoming simulated after the player leaves
  • online: Invasion 1st final mission to feature less minibosses
  • online: Invasion completion based features disabled by default
  • online: KOTH maps added in Classic rotation
  • general: a shadow related crash happening for some potentially fixed
  • Windows: build linked with NVIDIA NVAPI to enable Optimus dual GPU systems to utilize the hiperf GPU
  • Mac: mouse input bug fixed
  • Mac: critical game <-> script comms issue fixed
  • usability: fixed a bug with key helpers not becoming cleaned up if character state changes to e.g. ladder climbing or entering vehicle
  • input: tweaked aiming at vehicles
  • maps: various 2nd final mission bugs fixed, AA made as optional target
  • maps: Vigil Island tweaked
  • maps: Old Fort Creek map view fixed
  • vehicles: texture changes
  • targets: AA emplacement map view icon added
  • calls: resources moved to their own folder
  • modding: resource configs can be also loaded from separate files now
  • modding: campaign/Invasion resource handling made to use files such as
  • invasion_all_*.xml; should help with adapting a resource mod for campaign/Invasion
  • config: now offers framerate limiting via vsync intervals
  • config: uses vsync to limit framerate
Dec 19, 2014
RUNNING WITH RIFLES - JackMayol
Hey runners!

0.99 is now available in Steam, also with Mac OSX support!
To celebrate the addition of a new platform support, we've also added RWR in the Steam Holiday Sale with 33% discount! Effectively this can get you RWR still with the in-dev phase price, go go go!





To us, 0.99 marks the spot when we consider feature development, and largely content too, complete for what comes to the single player/small scale coop campaign. From this point on, only minor changes will go through into that part of the game, some vehicle texture work, more AI dialogue, tweaking map and campaign win moments, things like that.That means that the campaign is becoming complete with 9 regular maps and 2 special maps for final missions, with the very final mission being introduced in this update. The other major addition this time is the faction specific vehicle models for APC, tank and jeep.





Other than those, there have been several fixes, some new support added for stuff specific to the new final mission, and new stuff for modding.

We're pretty new to Mac OSX, so the support shall begin with Mac OSX version 10.9 Mavericks, based on early tests 10.10 Yosemite works as well. We will be looking into options on how to get the earlier OSX versions supported in the near future.Talking about future, what's next then? Possibility for remote profiles / profile sharing and online Invasion teamkill penalty mode have been hot topics lately, which we will be working on for the next weeks targeting 0.99.1 update still on this year's side. Minimodes development continues as well, as does the usability tweaking.

Here the changelog for version 0.99:

  • vehicles: faction specific jeeps, apcs and tanks added
  • vehicles: added vehicle parameter designated_squad_as_driver_only, defaults to 1
  • ai: basic support for designated combat vehicle protector; uses normal combat driving logic vs the fleeing logic
  • maps: general fixes here and there
  • maps: final mission 2 map added for campaign, not for online invasion
  • sounds: promotion and achievement sounds added
  • achievements: updated tracking to include new vehicles
  • effects: tweaked how surface effect is saved/loaded in regards to loading screen alt-tabbing in fullscreen and default matches
  • campaign: '-character with campaign savegames no longer fail
  • campaign: if game is saved & quit after having lost a map, the match is now restarted when continuing
  • campaign: final mission extraction marker tweaked
  • input: being in vehicle without firing possibility no longer shows line of sight or aim helper, same for being weaponless
  • input: mouse sensitivity range increased
  • input: fixed not being able to shoot sometimes after dying with inventory open
  • hud: items on ground are no longer inspected when in vehicle, water, not ground, or dead
  • hotkeys: more hotkey slots added
  • Steam: join game issue fixed
  • Linux: changed a bit how the scripting component connects to RWR, making it more similar to Windows; should work better with closing itself if the game process ends abruptly
  • modding: added xml command to set soldier objective and move target
  • modding: character experience_blasts_multiplied to cause blast damage times blast results against characters
  • modding: push value added for blasts, defaults to same as damage
  • modding: added vehicle parameter allow_character_leave_request to deny pulling out soldiers from specific vehicles


    Here is a small reminder about the indieDB of the year 2014. There are around 36h left to vote so please help us to get some more votes and feel free to share the link, it just requires a single click on "VOTE" left to Running with Rifles and you don't even need a login!
    Let's win this! Because why not... ;)




    Link to VOTE:

    http://www.indiedb.com/events/2014-indie-of-the-year-awards/top100#vote16486
Dec 19, 2014
RUNNING WITH RIFLES - JackMayol
Hey runners!

0.99 is now available in Steam, also with Mac OSX support!
To celebrate the addition of a new platform support, we've also added RWR in the Steam Holiday Sale with 33% discount! Effectively this can get you RWR still with the in-dev phase price, go go go!





To us, 0.99 marks the spot when we consider feature development, and largely content too, complete for what comes to the single player/small scale coop campaign. From this point on, only minor changes will go through into that part of the game, some vehicle texture work, more AI dialogue, tweaking map and campaign win moments, things like that.That means that the campaign is becoming complete with 9 regular maps and 2 special maps for final missions, with the very final mission being introduced in this update. The other major addition this time is the faction specific vehicle models for APC, tank and jeep.





Other than those, there have been several fixes, some new support added for stuff specific to the new final mission, and new stuff for modding.

We're pretty new to Mac OSX, so the support shall begin with Mac OSX version 10.9 Mavericks, based on early tests 10.10 Yosemite works as well. We will be looking into options on how to get the earlier OSX versions supported in the near future.Talking about future, what's next then? Possibility for remote profiles / profile sharing and online Invasion teamkill penalty mode have been hot topics lately, which we will be working on for the next weeks targeting 0.99.1 update still on this year's side. Minimodes development continues as well, as does the usability tweaking.

Here the changelog for version 0.99:

  • vehicles: faction specific jeeps, apcs and tanks added
  • vehicles: added vehicle parameter designated_squad_as_driver_only, defaults to 1
  • ai: basic support for designated combat vehicle protector; uses normal combat driving logic vs the fleeing logic
  • maps: general fixes here and there
  • maps: final mission 2 map added for campaign, not for online invasion
  • sounds: promotion and achievement sounds added
  • achievements: updated tracking to include new vehicles
  • effects: tweaked how surface effect is saved/loaded in regards to loading screen alt-tabbing in fullscreen and default matches
  • campaign: '-character with campaign savegames no longer fail
  • campaign: if game is saved & quit after having lost a map, the match is now restarted when continuing
  • campaign: final mission extraction marker tweaked
  • input: being in vehicle without firing possibility no longer shows line of sight or aim helper, same for being weaponless
  • input: mouse sensitivity range increased
  • input: fixed not being able to shoot sometimes after dying with inventory open
  • hud: items on ground are no longer inspected when in vehicle, water, not ground, or dead
  • hotkeys: more hotkey slots added
  • Steam: join game issue fixed
  • Linux: changed a bit how the scripting component connects to RWR, making it more similar to Windows; should work better with closing itself if the game process ends abruptly
  • modding: added xml command to set soldier objective and move target
  • modding: character experience_blasts_multiplied to cause blast damage times blast results against characters
  • modding: push value added for blasts, defaults to same as damage
  • modding: added vehicle parameter allow_character_leave_request to deny pulling out soldiers from specific vehicles


    Here is a small reminder about the indieDB of the year 2014. There are around 36h left to vote so please help us to get some more votes and feel free to share the link, it just requires a single click on "VOTE" left to Running with Rifles and you don't even need a login!
    Let's win this! Because why not... ;)




    Link to VOTE:

    http://www.indiedb.com/events/2014-indie-of-the-year-awards/top100#vote16486
RUNNING WITH RIFLES - JackMayol
Changelog:

  • ai: vehicle navigation tweaks
  • ai: no longer throws grenades at enemies in water
  • ai: fixed preventing throwing grenades at skydiving enemies
  • ai: entering a vehicle with a large squad with no slots for everyone, the guys to be left without seats do not hump the vehicle anymore while others are entering the vehicle
  • ai: fixed some corner humping
  • ai: potential fix for a medic bug, the one where an lmg medic decides to dive over the wounded instead of saving him
  • items: TOW resource added
  • items: items now collide more accurately with vehicle collision boxes
  • items: increased space margin for deployment building
  • minimodes: teddy hunt crate is automatically spotted for both factions when the crate spawns, making it visible in map
  • minimodes: no more double countdown when a playlist comes to an end
  • minimodes: substage logic now switches off when the substage ends, avoiding after match score notifications
  • minimodes: team deathmatch scores now feature a scaling factor based on player count
  • minimodes: initial Rattlesnake Crescent adaptation for minimodes
  • invasion: completing the last map loops back to first with a countdown timer again
  • campaign: enemy weapon delivery counts now live over map changes
  • campaign: final map set to start at night time
  • campaign: final battle extraction helicopter now attracts some AI near the extraction area
  • online: fixed leaking backpack visual
  • maps: Keepsake Bay ladder fixes
  • maps: Moorland Trenches Suburbs spawn points had vanished, now back again
  • maps: Vigil Island tweaks
  • maps: loot crates placed here and there in most maps
  • mapview: click to respawn -hint now shows only when respawn timer has expired
  • spotting: friendly territory enemy vehicle spotting enabled
  • controls: crosshair hit detection improved; objects (including walls) behind platforms no longer capture aim target when standing on platform
  • characters: dropping or swapping a weapon now updates the underlying pose/animation
  • weapons: deployed weapons offset AI sight origin a bit to see over obstacles
  • vehicles: unified winter vehicle stuff, easier maintenance
  • effects: improved surface effect performance
  • effects: surface effect is now saved at alt-tab before the texture render target is lost, and loaded when returning to game
  • UI: fixed some 4:3 video mode menu layout issues
  • radio: changed using radio when in jamming conditions to something more sensible
  • objects: added static_object specs, basically allows creating different sorts of destructible objects, like crates
  • rewards: healing a wounded unit now gives a RP reward on top of the already existing XP reward
  • HUD: Major and Lieutenant Colonel images exchanged
  • audio: soundtrack now starts when reaching an extraction point in campaign, predicting loading screen
  • audio: smoother soundtrack fading when game updates are not even
  • audio: weapon shot sounds tweaked
  • Steam: Join friend's game support added
RUNNING WITH RIFLES - JackMayol
Changelog:

  • ai: vehicle navigation tweaks
  • ai: no longer throws grenades at enemies in water
  • ai: fixed preventing throwing grenades at skydiving enemies
  • ai: entering a vehicle with a large squad with no slots for everyone, the guys to be left without seats do not hump the vehicle anymore while others are entering the vehicle
  • ai: fixed some corner humping
  • ai: potential fix for a medic bug, the one where an lmg medic decides to dive over the wounded instead of saving him
  • items: TOW resource added
  • items: items now collide more accurately with vehicle collision boxes
  • items: increased space margin for deployment building
  • minimodes: teddy hunt crate is automatically spotted for both factions when the crate spawns, making it visible in map
  • minimodes: no more double countdown when a playlist comes to an end
  • minimodes: substage logic now switches off when the substage ends, avoiding after match score notifications
  • minimodes: team deathmatch scores now feature a scaling factor based on player count
  • minimodes: initial Rattlesnake Crescent adaptation for minimodes
  • invasion: completing the last map loops back to first with a countdown timer again
  • campaign: enemy weapon delivery counts now live over map changes
  • campaign: final map set to start at night time
  • campaign: final battle extraction helicopter now attracts some AI near the extraction area
  • online: fixed leaking backpack visual
  • maps: Keepsake Bay ladder fixes
  • maps: Moorland Trenches Suburbs spawn points had vanished, now back again
  • maps: Vigil Island tweaks
  • maps: loot crates placed here and there in most maps
  • mapview: click to respawn -hint now shows only when respawn timer has expired
  • spotting: friendly territory enemy vehicle spotting enabled
  • controls: crosshair hit detection improved; objects (including walls) behind platforms no longer capture aim target when standing on platform
  • characters: dropping or swapping a weapon now updates the underlying pose/animation
  • weapons: deployed weapons offset AI sight origin a bit to see over obstacles
  • vehicles: unified winter vehicle stuff, easier maintenance
  • effects: improved surface effect performance
  • effects: surface effect is now saved at alt-tab before the texture render target is lost, and loaded when returning to game
  • UI: fixed some 4:3 video mode menu layout issues
  • radio: changed using radio when in jamming conditions to something more sensible
  • objects: added static_object specs, basically allows creating different sorts of destructible objects, like crates
  • rewards: healing a wounded unit now gives a RP reward on top of the already existing XP reward
  • HUD: Major and Lieutenant Colonel images exchanged
  • audio: soundtrack now starts when reaching an extraction point in campaign, predicting loading screen
  • audio: smoother soundtrack fading when game updates are not even
  • audio: weapon shot sounds tweaked
  • Steam: Join friend's game support added
RUNNING WITH RIFLES - JackMayol
Changelog:

  • ai: commander does some proximity demand checking when assigning soldiers to defense; effectively, calling reinforcements in a poorly defended friendly base now assigns the new soldiers to defend in that base, unless a player takes control of the soldiers
  • maps: fixed several map bugs
  • general: fixed crash at exit
  • items: sandbags made less responsive to impacts
  • items: fixed C4 key helper shown for other people's C4 when hovering over a deployed C4
  • balancing: impact grenades now make 80 damage (before 100), and normal hand grenade 30 (before 40). The HP of a jeep lower from 100 to 80. Sandbags now have 165 HP to sustain 2 impact grenade hits.
RUNNING WITH RIFLES - JackMayol
Changelog:

  • ai: commander does some proximity demand checking when assigning soldiers to defense; effectively, calling reinforcements in a poorly defended friendly base now assigns the new soldiers to defend in that base, unless a player takes control of the soldiers
  • maps: fixed several map bugs
  • general: fixed crash at exit
  • items: sandbags made less responsive to impacts
  • items: fixed C4 key helper shown for other people's C4 when hovering over a deployed C4
  • balancing: impact grenades now make 80 damage (before 100), and normal hand grenade 30 (before 40). The HP of a jeep lower from 100 to 80. Sandbags now have 165 HP to sustain 2 impact grenade hits.
...