The idea for Pacific initially rose before the release of Running with Rifles on Steam, thus in the beta phase of the game. 3 modders and fans of military history games who all made solid mods for RWR (Overlord, Running with Trench Foot, Running in the Trenches...) decided around 2 years ago to work together to bundle their talents in a common project, that's when the Pacific project started. Some time later, after we at Osumia Games got informed about the ongoing project, we decided to develop it together to make it a DLC-worthy project.
The Pacific DLC has been translated to all the same languages as RWR except for Russian which is still under work at the moment. It should follow in the next few days!
Here's the changelog for RWR 1.60:
visuals: fixed flare particle offset
visuals: fixed looping particle effect lighting color handling
servers: penalty manager cleanup
character: fixed an issue with ending up between wall and ladder when climbing down ladders from a fence or wall
character: added a little bit of rounding when colliding with a box corner for easier steering (mainly for ai)
ai: fixed chat comments related to specific weapons and vehicles
ai: changed separation steering behavior when in ladders and very near to higher rank soldiers
ai: added optional method of steering suitable for tight spaces, only applied to specific areas like the ships in Pacific
ai: tweaked how simulated areas handle squads to preserve vehicle personnel
ai: fixed vehicle weapon "reset" handling
menu: changed load menu savegame sorting
modding: fixed an issue with handling material and shader script overloading
modding: added support for difficulty presets in package_config.xml
modding: fixed various issues with destructible fences
modding: added load=campaign3 style launch parameter for instant savegame loading
modding: added map_config=map_config_test1.xml style launch parameter for picking settings from a different map config file
modding: added update_camera XML command for doing camera runs like Pacific trailer, requires debugmode and free camera mode
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
The idea for Pacific initially rose before the release of Running with Rifles on Steam, thus in the beta phase of the game. 3 modders and fans of military history games who all made solid mods for RWR (Overlord, Running with Trench Foot, Running in the Trenches...) decided around 2 years ago to work together to bundle their talents in a common project, that's when the Pacific project started. Some time later, after we at Osumia Games got informed about the ongoing project, we decided to develop it together to make it a DLC-worthy project.
The Pacific DLC has been translated to all the same languages as RWR except for Russian which is still under work at the moment. It should follow in the next few days!
Here's the changelog for RWR 1.60:
visuals: fixed flare particle offset
visuals: fixed looping particle effect lighting color handling
servers: penalty manager cleanup
character: fixed an issue with ending up between wall and ladder when climbing down ladders from a fence or wall
character: added a little bit of rounding when colliding with a box corner for easier steering (mainly for ai)
ai: fixed chat comments related to specific weapons and vehicles
ai: changed separation steering behavior when in ladders and very near to higher rank soldiers
ai: added optional method of steering suitable for tight spaces, only applied to specific areas like the ships in Pacific
ai: tweaked how simulated areas handle squads to preserve vehicle personnel
ai: fixed vehicle weapon "reset" handling
menu: changed load menu savegame sorting
modding: fixed an issue with handling material and shader script overloading
modding: added support for difficulty presets in package_config.xml
modding: fixed various issues with destructible fences
modding: added load=campaign3 style launch parameter for instant savegame loading
modding: added map_config=map_config_test1.xml style launch parameter for picking settings from a different map config file
modding: added update_camera XML command for doing camera runs like Pacific trailer, requires debugmode and free camera mode
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
We've got some great news to share with you guys today! After having to postpone the release date of the DLC, we now have better news for you; the release of the PACIFIC DLC is right around the corner, just a bit more than a week to wait and you will be able to play as the United States Marine Corps or the Imperial Japanese Army in 2 brand new campaigns set in the WW2 Pacific theater.
We just finished a trailer that we will add to the medias of the Pacific Steam store page. You can also find a version on Youtube and for those who like the theme, we also provided a video of the official RWR:PACIFIC theme to please your ears!
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
We've got some great news to share with you guys today! After having to postpone the release date of the DLC, we now have better news for you; the release of the PACIFIC DLC is right around the corner, just a bit more than a week to wait and you will be able to play as the United States Marine Corps or the Imperial Japanese Army in 2 brand new campaigns set in the WW2 Pacific theater.
We just finished a trailer that we will add to the medias of the Pacific Steam store page. You can also find a version on Youtube and for those who like the theme, we also provided a video of the official RWR:PACIFIC theme to please your ears!
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
We have often been asked about the price tag; it will be around 66% of the price of RWR vanilla, which will be e.g. 9.99 USD for the US people.
In the two campaigns included in the DLC, you jump back in time to the Pacific theater of World War II, to witness the epic clash between the Imperial Japanese Army (IJA) and the United States Marine Corps (USMC).
The DLC features 7 brand new maps, tons of weapons and a number of unique vehicles all created based on actual WWII events and equipment.
The DLC will be released during September, safe to say we're on the finish line here with development now. The exact release date will be announced during the following weeks.
Today we also have a vanilla update coming out. The shadow rendering has been revamped for higher quality options, most other changes are various minor but nice tweaks here and there or added support for features required by Pacific which could also turn out useful for mods; see the changelog below.
Changelog v1.54:
maps: lowered RAM consumption in Moorland trenches
maps: the 2 radio jammers in the map "Misty Heights" (map14) have a significantly longer respawn time (60 instead of 6 minutes)
maps: some fixes here and there
menu: added Pacific link button in the lobby main menu
visuals: added shadow quality options
visuals: reduced character base voxel size a little bit
visuals: fixed destructible static object mesh material handling
visuals: fixed particle emitters starting emitting at an old position in certain case
visuals: added support to use particle emitter script position value as an offset
visuals: changed cord rendering to suit larger shadow texture sizes
visuals: fuel barrels are now destructible
vehicles: spawn point vehicles now show "spawn disabled" if spawning is disabled by movement, enemy proximity or theft
vehicles: fixed an issue with turret aiming when turret is not positioned at vehicle center
campaign: fixed an issue with map and campaign completion achievements for connected clients
campaign: added initial 50 RP to players
dominance: "islet of Eflen" map resources were missing, which caused server crash/restart when the script loaded the map
online: disabling Add to serverlist now also disables master server connection; useful especially for LAN
loading: map files are no longer parsed for header data when loading into a campaign, quickmatch or online, reducing some loading time
ai: a squad leader using a stationary weapon disbands the squad now
ai: fixed ai commander issue with organizing final attack when last base is uncapturable
character: character no longer dies when colliding with a moving vehicle he's entering into
character: character no longer goes prone if trying to shoot while reloading when carrying a weapon that requires prone to shoot
modding: changed how auto-spawning vehicles are removed before respawning to help with a case of having faction specific stationary weapons
modding: added show_target_marker option to calls
modding: added initiation_comment and radio_view_text to calls
modding: added support to tag a call to be used as reinforcements drop call by the bots, even if the call rounds do not spawn soldiers, with a tag named as reinforcements
modding: added support for vehicle health based particle effects with event_key="health" and value attributes
modding: added support to prevent vehicle driving based on health with min_health_to_steer in vehicle control tag
modding: added blast_damage modifier for vehicles, and blast_damage_threshold
modding: extended support for character-vehicle collision handling with vehicle attributes max_character_collision_speed and max_character_collision_speed_on_normal
modding: added ai parameters: force_as_leader, uses_vehicles, max_squad_size_to_pick_static_vehicles
modding: added support to reload particle scripts live with reload.txt method
modding: added make_vehicle_hit_sound keyword to projectile blast results
modding: match end view now adjusts table column size to fit faction names
modding: added support for dock platform walls to use can_go_around_start and can_go_around_end flags for ai navigation, useful when merging platform walls
We have often been asked about the price tag; it will be around 66% of the price of RWR vanilla, which will be e.g. 9.99 USD for the US people.
In the two campaigns included in the DLC, you jump back in time to the Pacific theater of World War II, to witness the epic clash between the Imperial Japanese Army (IJA) and the United States Marine Corps (USMC).
The DLC features 7 brand new maps, tons of weapons and a number of unique vehicles all created based on actual WWII events and equipment.
The DLC will be released during September, safe to say we're on the finish line here with development now. The exact release date will be announced during the following weeks.
Today we also have a vanilla update coming out. The shadow rendering has been revamped for higher quality options, most other changes are various minor but nice tweaks here and there or added support for features required by Pacific which could also turn out useful for mods; see the changelog below.
Changelog v1.54:
maps: lowered RAM consumption in Moorland trenches
maps: the 2 radio jammers in the map "Misty Heights" (map14) have a significantly longer respawn time (60 instead of 6 minutes)
maps: some fixes here and there
menu: added Pacific link button in the lobby main menu
visuals: added shadow quality options
visuals: reduced character base voxel size a little bit
visuals: fixed destructible static object mesh material handling
visuals: fixed particle emitters starting emitting at an old position in certain case
visuals: added support to use particle emitter script position value as an offset
visuals: changed cord rendering to suit larger shadow texture sizes
visuals: fuel barrels are now destructible
vehicles: spawn point vehicles now show "spawn disabled" if spawning is disabled by movement, enemy proximity or theft
vehicles: fixed an issue with turret aiming when turret is not positioned at vehicle center
campaign: fixed an issue with map and campaign completion achievements for connected clients
campaign: added initial 50 RP to players
dominance: "islet of Eflen" map resources were missing, which caused server crash/restart when the script loaded the map
online: disabling Add to serverlist now also disables master server connection; useful especially for LAN
loading: map files are no longer parsed for header data when loading into a campaign, quickmatch or online, reducing some loading time
ai: a squad leader using a stationary weapon disbands the squad now
ai: fixed ai commander issue with organizing final attack when last base is uncapturable
character: character no longer dies when colliding with a moving vehicle he's entering into
character: character no longer goes prone if trying to shoot while reloading when carrying a weapon that requires prone to shoot
modding: changed how auto-spawning vehicles are removed before respawning to help with a case of having faction specific stationary weapons
modding: added show_target_marker option to calls
modding: added initiation_comment and radio_view_text to calls
modding: added support to tag a call to be used as reinforcements drop call by the bots, even if the call rounds do not spawn soldiers, with a tag named as reinforcements
modding: added support for vehicle health based particle effects with event_key="health" and value attributes
modding: added support to prevent vehicle driving based on health with min_health_to_steer in vehicle control tag
modding: added blast_damage modifier for vehicles, and blast_damage_threshold
modding: extended support for character-vehicle collision handling with vehicle attributes max_character_collision_speed and max_character_collision_speed_on_normal
modding: added ai parameters: force_as_leader, uses_vehicles, max_squad_size_to_pick_static_vehicles
modding: added support to reload particle scripts live with reload.txt method
modding: added make_vehicle_hit_sound keyword to projectile blast results
modding: match end view now adjusts table column size to fit faction names
modding: added support for dock platform walls to use can_go_around_start and can_go_around_end flags for ai navigation, useful when merging platform walls
Here's a quick bug splat update! The new FoV visualization introduced two weeks ago had some occasional but drastic performance issues and random white blinking happening from time to time, those should be in a better shape now.
During the Summer Sales, plenty of new faces appeared on Discord (more than 200!). We got some great feedback and community interactions, keep 'em coming!
To celebrate the growth of our Discord channel, we’re organizing a PVP event this Thursday evening European time. The game mode will be announced later!
Here’s the change log for 1.53’s tweaks and fixes:
Changelog v1.53:
maps: minor changes here and there
invasion: player faction swapped to Greenbelts
dominance: "Islet of Eflen" (known from team elimination) map added to the map rotator as capture and king of the hill mode
dominance: default PLAYER_AI_REDUCTION changed from 2 to 3.
dominance: added mobile armory to the "Copehill Down" map
dominance: fixed the deploy_gl resource to not deploy anything
dominance: adding TOW in armory
dominance: adapting the price of deploy_gl, deploy_minig and TOW resources
deathmatch: FoV enabled on default
deathmatch: minor resources tweaks
fix: vulcan and mortar tank now don't spawn on a reserved slot anymore
fix: fixed several item specific backwards crouch and walk animations
fov: adjusted claymore detection offset in FoV mode
fov: optimized FoV visualization some bit
fov: fixed FoV visualization causing white blinking occasionally
AI: fixed regression with boats travelling on ground occasionally when simulated i.e. far away from players
HUD: changed how vehicle hover-over info works: now shows "stolen" when operated by other faction than owner, and spawnpoint vehicles show "disabled" when spawnpoint not usable
modding: added USABLE_FOR_COVER for vehicles
modding: added VISIBLE_HEIGHT for items, goes to the main tag weapon, carry_item, etc.
modding: added PLAYER_AIM_TO_CROSSHAIR character parameter, 0 or 1
Here's a quick bug splat update! The new FoV visualization introduced two weeks ago had some occasional but drastic performance issues and random white blinking happening from time to time, those should be in a better shape now.
During the Summer Sales, plenty of new faces appeared on Discord (more than 200!). We got some great feedback and community interactions, keep 'em coming!
To celebrate the growth of our Discord channel, we’re organizing a PVP event this Thursday evening European time. The game mode will be announced later!
Here’s the change log for 1.53’s tweaks and fixes:
Changelog v1.53:
maps: minor changes here and there
invasion: player faction swapped to Greenbelts
dominance: "Islet of Eflen" (known from team elimination) map added to the map rotator as capture and king of the hill mode
dominance: default PLAYER_AI_REDUCTION changed from 2 to 3.
dominance: added mobile armory to the "Copehill Down" map
dominance: fixed the deploy_gl resource to not deploy anything
dominance: adding TOW in armory
dominance: adapting the price of deploy_gl, deploy_minig and TOW resources
deathmatch: FoV enabled on default
deathmatch: minor resources tweaks
fix: vulcan and mortar tank now don't spawn on a reserved slot anymore
fix: fixed several item specific backwards crouch and walk animations
fov: adjusted claymore detection offset in FoV mode
fov: optimized FoV visualization some bit
fov: fixed FoV visualization causing white blinking occasionally
AI: fixed regression with boats travelling on ground occasionally when simulated i.e. far away from players
HUD: changed how vehicle hover-over info works: now shows "stolen" when operated by other faction than owner, and spawnpoint vehicles show "disabled" when spawnpoint not usable
modding: added USABLE_FOR_COVER for vehicles
modding: added VISIBLE_HEIGHT for items, goes to the main tag weapon, carry_item, etc.
modding: added PLAYER_AIM_TO_CROSSHAIR character parameter, 0 or 1
Good to see that you guys are still out there and running, and for those who aren't yet, make sure you grab the game while the price is hot. Right now, we indeed have the highest discount we've ever had on Steam!
Also right on time for the Summer Sale, we've got an exciting update for you guys.
First of all, we took another look at the field of view (FOV or line of sight, if you will) feature, and added a new field visualization aid for it as the PvP mode Dominance confused some players with its suddenly disappearing and reappearing enemies and items. It'll still do that, obviously, but now you'll have a much better idea where the seen and unseen regions are thanks to the visualization. You can enable/disable it in Options > Quality and performance options; by default it'll activate for Dominance only. The effect is rather taxing in terms of performance, so players with an older system might want to skip this one.
Speaking of Dominance PvP, we've updated the RWR Demo with the ability to play online by joining official Dominance servers! It's just like full version, apart from XP and RP limits.
With the FOV visualization in place, it made a lot of sense to also change the character behavior so that it'll turn to face the direction of aim and sight - previously you basically saw the character turn only when actively shooting or moving. It doesn't change gameplay too much in other modes but for Dominance it can help you understand where the enemy players are looking at and thus tell you if they see you or not - that's pretty important!
Hope you started well in the Summer, Keep running, Osumia Games
Changelog v1.52:
characters: added live aiming, changes character behavior in various ways
visuals: added optional FOV/LOS field visualization, by default on for gamemodes with fov rules, can also be useful in regular gameplay; not recommended for slower PC's
vehicles: mobile armory respawn time decreased from 5 to 3 minutes
weapons: ARES Shrike rate of fire increased by 6%
weapons: PAW-20 projectile blast radius increased by 20%
maps: minor fixes
dominance: modified version of Moorland Trenches added to the map rotator with 3 new sub-stages
dominance: some balancing tweaks
misc: social media buttons (Discord, Facebook, Twitter) added to the game menu
modding: fixed free cam in debugmode so that roll doesn't occur
modding: added a vehicle flag for non-destructible on collision with terrain (destroy_on_top_hit in physics tag, by default 1, destroy_on_top_hit_time in physics tag, by default -1.0 meaning insta, top_hit_tracking_time in physics tag, by default 2.0)
Good to see that you guys are still out there and running, and for those who aren't yet, make sure you grab the game while the price is hot. Right now, we indeed have the highest discount we've ever had on Steam!
Also right on time for the Summer Sale, we've got an exciting update for you guys.
First of all, we took another look at the field of view (FOV or line of sight, if you will) feature, and added a new field visualization aid for it as the PvP mode Dominance confused some players with its suddenly disappearing and reappearing enemies and items. It'll still do that, obviously, but now you'll have a much better idea where the seen and unseen regions are thanks to the visualization. You can enable/disable it in Options > Quality and performance options; by default it'll activate for Dominance only. The effect is rather taxing in terms of performance, so players with an older system might want to skip this one.
Speaking of Dominance PvP, we've updated the RWR Demo with the ability to play online by joining official Dominance servers! It's just like full version, apart from XP and RP limits.
With the FOV visualization in place, it made a lot of sense to also change the character behavior so that it'll turn to face the direction of aim and sight - previously you basically saw the character turn only when actively shooting or moving. It doesn't change gameplay too much in other modes but for Dominance it can help you understand where the enemy players are looking at and thus tell you if they see you or not - that's pretty important!
Hope you started well in the Summer, Keep running, Osumia Games
Changelog v1.52:
characters: added live aiming, changes character behavior in various ways
visuals: added optional FOV/LOS field visualization, by default on for gamemodes with fov rules, can also be useful in regular gameplay; not recommended for slower PC's
vehicles: mobile armory respawn time decreased from 5 to 3 minutes
weapons: ARES Shrike rate of fire increased by 6%
weapons: PAW-20 projectile blast radius increased by 20%
maps: minor fixes
dominance: modified version of Moorland Trenches added to the map rotator with 3 new sub-stages
dominance: some balancing tweaks
misc: social media buttons (Discord, Facebook, Twitter) added to the game menu
modding: fixed free cam in debugmode so that roll doesn't occur
modding: added a vehicle flag for non-destructible on collision with terrain (destroy_on_top_hit in physics tag, by default 1, destroy_on_top_hit_time in physics tag, by default -1.0 meaning insta, top_hit_tracking_time in physics tag, by default 2.0)