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Offline Asid

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Re: War of Rights
« Reply #60 on: September 30, 2022, 12:20:10 AM »
Update 184: Luminance - Released!
Thu, 29 September 2022



Hello everyone,


Today, we’re happy to release alpha update 184 for War of Rights! The primary feature of the update is the big lighting revamp, titled “Luminance”, which was announced as part of the 160th anniversary of the battle of Antietam/Sharpsburg 2 weeks ago (click HERE
to read it). The more accurate lighting that Luminance in itself brings to the table might seem like a relatively small step in increasing the visual fidelity of the game - a continuous process we’re committed to, but with the upgrade resulting in War of Rights entering the physically based rendering spectrum comes a much greater artistic freedom going forward (some of the assets that have already gained a great deal in their visuals from this in this update are: the sun throughout the time of day, internal space of structures and flags).

It is important to note that the Luminance upgrade comes at a technical cost; Starting over with the implementation of all of the textures within the game and thus also the materials of all assets within the game. Due to this, it is possible that a few textures/materials might not seem as refined as they used to be in their original form (thanks to many years of tweaking). It will be a gradual process to get to the same level of material refinement once again.

Update 184 Patch Notes

    Added the Luminance overhaul to the game.
    Fixed 4th Alabama Company B not being spawnable on East Woods skirmish area, Antietam.
    Cleaned up the revolver aimpose animation.
    Various corrections to the musket reload and turn animations.
    Updated the fire particle.
    Fixed up the A, B, C labeling of the Conquest capture points to adhere to a more natural match flow where possible.
    Added a batch of Zouave (zoo zoo!) regiments to the customizer:

    1st Louisiana




    9th New York

https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/69c672071d9cfd10b7bc9b4a5f6a3565f12d50d8.gif


    114th Pennsylvania




    Added a batch of non-Zouave regiments to the customizer:

    33rd Virginia




    14th Indiana




    17th Michigan




    Added navy-coloured trousers and Hardee hats to the 4th Pennsylvania dismounted cavalry in the customizer.
    Added 14th Brooklyn and 12th New York State Militia drums.
    Updated the Roulette barn model.
    Changed the shaders of the battle flags of the game to support a more realistic bright, saturated silken sheen while also maintaining the ability to cast shadows upon the flag.
    Improved the water shaders in the game.
    Added the National flag of the 6th Alabama.
    Added the 14th South Carolina National flag.
    Added the 20th Georgia Regimental flag.
    Fixed clipping on character heads.
    Made the flames from the burning mumma farm cast shadows.
    Enabled cornstalk billboard shadows at the high and very high graphical presets.
    Updated several buildings to allow proper light bounce now supported thanks to Luminance.
    Fixed several reload exploits.
    Fixed the anti respawn spam mechanic.


War of Rights Luminance Sale - Now 50% Off!

In celebration of the release of the Luminance update, War of Rights is 50% off for the next week!

-50%  £23.79  £11.89



That's all for now.

We look forward to be seeing you all in the servers, fresh recruits and hardened veterans alike!
 
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Offline Asid

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Re: War of Rights
« Reply #61 on: December 13, 2022, 12:01:03 AM »
Update 185: Traversal & Destruction - Released!
Mon, 12 December 2022



Hello everyone,
Today we’re pleased to be bringing you update 185: Traversal & Destruction for the War of Rights alpha!

We are going to outline the three new features that have been in development these past months. The following features are important stepping stones on the path towards the community level editor and the release of horses. With that said, let’s take a look at their specifics!

Destruction System
With Update 185 comes our new destruction system, focusing initially on fence destruction. Each object is configured with its structural integrity in mind. For example, each individual rail can be independently damaged and broken by small arms and artillery rounds alike, but if you target the posts, you cause a collapse of the entire segment.

Initially, we will only be rolling out post and rail fences as well as one type of stonewall while we gather network performance statistics and make balancing changes. More fence types and other objects are to be supported by the destruction system soon.


Artillery canister round versus a post & rail fence


Knockdowns
Another new feature with this update, designed to work in conjunction with the destruction system, are knockdowns. Artillery-round explosions now have a chance of knocking you off your feet, with the direction of the blast determining the direction you fall. In the future, we expect to expand knockdowns to other instances such as standing too close to a recoiling cannon, getting hit on the head by a musket butt, falling from a great height, and, eventually, getting hit by a horse at speed.


A knockdown caused by a nearby exploding shell



Artillery shell explosion versus a post & rail fence resulting in a knockdown


Vaulting and Climbing
Another big change in this update is the total overhaul of vaulting and the introduction of climbing.

The first thing you will notice with vaulting is that it will behave differently depending on the height of the obstacle; the taller it is, the longer it will take to clear it.

Secondly, you might notice that you can vault in a lot of locations you previously couldn’t. We have rewritten the obstacle detection to be more dynamic than before; vault areas that were previously hand-drawn in the editor are now calculated on the fly. This was an important pre-requisite for moving forward with the development of the Atlas level editor.

Finally, there is the addition of climbing. You can now clamber up obstacles that previously had to be navigated around. Climbing also lets you get on top of small objects such as barrels, rocks, and boxes, giving you access to new sightlines on some maps.


Vaulting a medium & a tall fence



Climbing the embankment


Now that we’ve gotten the major additions of Update 185 out of the way, let’s dive into the rest of the fixes and additions of today’s patch.

Update 185 Patch Notes

    Updated several environmental textures including leaves, plowed dirt fields, dry dirt, mud and dirt as well as MacAdam roads.
    Overhauled the Sherrick barn model.
    Updated the Roulette Farm scene to match the earliest known photograph (from the early 1900s) of its yard and stonewall entrance layout.
    Started the task of adding variations of flagstaff finials to the battle flags of the game. In this batch, we’ve added five finial models, including a common “acorn” style, three types of spades (decorative spears), and an eagle. More flags will get their historically correct finials as the amount of finial models is expanded.



Above is an Eagle finial, owned by Campfire Games Historical Artist and battle flag connoisseur, Bradley and the eagle’s digital self now featured in the game.

    Various character uniform and insignia tweaks in the wake of the visual changes of update 184: Luminance.
    Added Georgia State-issue (with cuff flashings) and Columbus Depot shell jackets to CS regiments and the character customizer.
    Fixed LD Moore House proxy.
    Changed the time of day of Colquitt’s Defence, South Mountain from 8.75 to 16.5 as was always the intended time of day.
    Updates to the materials of Dunker Church to better match its real life counterpart.
    Various model fixes for the structures featured in the game in order to better facilitate the lighting upgrades that update 184: Luminance brought to the table.
    Updates to the campfires for a more immersive drill camp.
    Battle flag materials are now either using cotton or silk presets based off of the historical artifact in an effort to showcase their digital counterparts as authentically as possible.
    Slight tweak to the spawn points of the Bloody Lane, Antietam skirmish area due to the updated Roulette Farm scene.
    Fixed the inverted artillery spawn points of the Framing Fencelines, Antietam conquest area.
    Updated the tree billboard textures for more dynamic and pretty visuals.
    Updated the visuals of the stone walls.
    The stacked bundles of wheat on the fields are now destructible.
    Updated the model of the larger bush in the game.
    Improved the proxies of a few environmental assets to better facilitate the requirements of the dynamic vaulting system.
    Fixed a few broken UI overview maps on South Mountain.
    Fixed the cloth of the battle flags sometimes vanishing.
    Fixed bayonets are no longer visually vanishing when cycling weapons (NCO sword/rifle).
    Various updates to the Christmas Event - you’ll have to join us in a few days to find out what exactly!


That's all for today - we look forward to be seeing you all vault, climb, destroy and get knocked off of your feet in the game!

- The Campfire Games Team


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Offline Asid

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Re: War of Rights
« Reply #62 on: August 09, 2023, 10:56:46 PM »
Update 192: Optimizations & Fixes - Released!
Wed, 9 August 2023



Hello everyone,

Today’s War of Rights alpha update is a relatively small one but we thought it best to get it to you all as soon as possible as it contains a few rather nice improvements, fixes and additions to the game.


Update 192 Patch Notes

    Further optimized the game code, this time focusing on instancing the character attachments such as hats and bayonets as well as improved the river renderer efficiency, resulting in upwards of 30% performance improvements at isolated moments in the game such as when looking at the Shenandoah and Potomac rivers of Harpers Ferry.
    Recapturing the point in skirmishes while overtime and counter attack is active should no longer result in a faulty end of the game round.
    Added 4 new customizable units to the game: 1st and 2nd US Sharpshooters, 1st North Carolina Sharpshooters and 1st Virginia Battalion. These will now also be available at random in the Conquest, Contention and Picket Patrol game modes.
    Fixed the artillery round smoke trails sometimes appearing to be wildly zig-zagging.
    Fixed the 1st person camera jolts when returning to shoulder arms.
    Tweaked the sunset lighting and sky colour for a more realistic look.
    Getting headshot before entering the spectating camera should no longer result in VoIP being muted until you spawn back into the game.
    Added the regimental flag of the 17th Michigan.
    Added the national flag of 1st North Carolina Sharpshooters.
    Updated the 14th North Carolina national flag, now matching surviving artifact.
    Added the national flag of the 39th New York.
    Added a regimental drum for the 39th New York.
    Added the regimental flag of the 1st Virginia Battalion.



    Fixed the flag snapping out of the hands of the flag bearer in 3rd person as he turns around.
    Fixed the bigger Pry Barn doors being locked.
    Fixed up all of the victory scenes of the Skirmishes game mode to once again include musicians.
    The Mumma graveyard stonewall is now vaultable.
    Added the flag of the selected flag bearer to the deployment screen.
    Fixed the wrong rank, weapon and secondary weapon sometimes being shown on the deployment screen.



That's all for today's update. See you on the fields of glory!

- The Campfire Games Team

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Offline Asid

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Re: War of Rights
« Reply #63 on: March 14, 2024, 12:12:19 AM »
Update 194: Networking Overhaul - Released!
Wed, 13 March 2024




Hello everyone,

We're thrilled to announce the release of the 194th update for War of Rights today, with a major focus on enhancing overall server performance to future-proof the game. Additionally, we aim to broaden the selection and scope of available game server hosting options. War of Rights truly shines when immersing you in massive battles with hundreds of players on-screen. Therefore, we consistently strive to push boundaries, improving both client and server performance to increase the server player cap. The networking overhaul in Update 194 is another crucial step in our ongoing quest to support even larger battles.


Traversal : Phase 2
Building upon the previous traversal update, which introduced climbing, knockdowns, and variable-height vaulting, the second phase of the traversal content brings two significant additions to the way your character moves through the world.

Deep Water Wading



With deep water wading, water areas are no longer restricted from play. As your character enters the water, your options become more limited. Once the water depth reaches knee height, it becomes impossible to load your musket, as attempting such an action would wet your powder and render your weapon useless. As you venture deeper, your character raises the weapon gradually, holding it above their head to keep it and the powder dry. Consequently, you'll eventually lose the ability to aim, fire, engage in melee, or kneel when deep enough in the water. If you persist further, your character will begin to flail their arms in a desperate attempt to stay afloat and will eventually drown if you do not turn back.

While this will open up new avenues of approach on many maps, your movement will be severely impacted, and your ability to defend yourself will be diminished. Therefore, you will have to pick your routes carefully, lest you become target practice for the opposing team.

Falling & Fall Damage



Another, and frankly overdue, addition with this update is falling and fall damage. Falling from a reasonable height will result in your character's death upon impact, and while falling, you will no longer be able to use your weapons or equipment. This also applies to hitting a surface of water at speed.

The traversal updates have been important milestones towards the community editor, eliminating some of the more burdensome aspects of level creation, such as placing vault areas, falling killzones or invisible walls to prevent water access. We want to ensure that when the editor goes live, the only limit is your creativity.

New Customizations
Players enjoying the ability to customize their favorite regiments and batteries are likely to have a good time with Update 194 as it includes customization for 19 additional units as we continue to chip away at our target of making each and every single unit in the game customizable:

2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.

Networking Improvements
The network compression and serialization code was entirely rewritten in an effort to minimize bandwidth and CPU time required, while also fixing some hazards inherited from the default CRYENGINE networking. For example, previously, if a client were to send a message for an entity that was already being destroyed on the server, the client would have been kicked with a RMI:Entity error.

Voice Chat
We've replaced the previous TeamSpeak voice chat integration with our own in-house system directly integrated into the game engine. This update offers several advantages: Player voices now seamlessly integrate with the game audio, subjecting voice chat to effects like interior reverb and suppression, resulting in a more immersive and consistent audio experience. Moreover, this update significantly reduces server and player bandwidth usage for voice chat. Additionally, the new system addresses some longstanding issues with most Bluetooth audio devices and also ensuring the correct detection and usage of audio devices.

Roadmap: Community Self-Hosted Servers
We've invested significant effort in optimizing server performance for various reasons, not just to approach the possibility of accommodating more players per game server. Enhanced server performance now enables the game to maintain a good tick-rate with a high player count on a broader range of hardware.

We're excited to announce the upcoming release of community self-hosted dedicated servers. With this upcoming release to War of Rights, we will provide server tools that allow anyone to host a War of Rights server on hardware of their choosing. While we have been proud to partner exclusively with G-Portal since the early days of the development of War of Rights, providing centralized access to all servers for analytics, crash reports, and bug fixing, we are now confident in the game's stability, making centralized access no longer necessary.

To preserve the highly tailored and deliberate gameplay of War of Rights within community self-hosted servers, we will be implementing a server token system. Server owners desiring to maintain traditional Campfire Games authored content and balancing can request a token. Servers which hold authorized tokens have access to veterancy, achievements,other progression systems and special events along with being an official server listing on the server browser. Those opting for modified content or balancing are welcome to do so, but it's important to note that these servers will not be authorized for progression and will not be filtered by default on the server browser. Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

We'll keep you updated on any new developments regarding community servers, and rest assured, those who prefer to continue using G-Portal or any other third party server host provider can continue as usual!

Retiring The Company Tool
A while back, we invited all of you to participate in a survey regarding the various features of “War of Rights” and your preferences towards them. We extend our gratitude to those who took part in the survey, as it greatly assisted us in restructuring tasks based on your likes and dislikes. The Company Tool, our antiquated and rudimentary attempt to effectively perform tasks now better handled by third-party web-based apps like Discord for player organizations such as clans/guilds/regiments, received significant negative feedback in the survey. Very few of you are utilizing it due to its extremely limited usability and lack of any connection to in-game mechanics. Therefore, we are announcing the shutting down of the Company Tool.

We have as of yet not set a final date for the closure of the Company Tool but it is likely to be closed without additional notice after the end of March. However, this does not mean that we have given up on integrating player organizations into the game. We are continually striving to improve and enhance organized play, and we will share more details about a successor to the Company Tool as development progresses.

Update 194 Patch Notes

    Rewrote the network compression and serialization code of the game in an effort to minimize bandwidth and maximize server hardware performance.
    Added deep water wading and drowning to the game.
    Implemented fall damage.
    Integrated voice chat directly into the game instead of relying on a TeamSpeak plugin.
    Added customization for 19 additional regiments: 2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.
    Updates to 72nd Pennsylvania uniforms to better match their real world counterpart.
    Added a gray Georgia Depot shell jacket to the game.
    Updated the M1832 artillery sword idle animations.
    Updates to the movement animations while aiming a rifle.
    Updated the farming wagon’s model and textures.
    Added destructible shutters and doors to most farm buildings in the game.
    Adjusted the walking animations while aiming with a bayoneted rifle while in melee mode.
    Updated the exterior of Pry House.
    Reworked the proxy of the stonewall model.
    Fixed a hole in the Henry Rohrback barn model.
    Fixed LOD popping on Dunker Church.
    Added a 2nd standing and kneeling reloading animation when using the short rifles (Mississippis and Whitworths).
    Fixed the missing textures of the rear doors of Otto Barn.
    Updated the kneeling revolver animations.
    Improved the end segment of the long and short rifle reload animations.
    Fixed the Y-axis offset for Kepi LODs.
    Bluetooth headsets when using VoIP should now be supported.
    Improved Kepi LOD mesh.
    Better facial hair LODs.
    Updates to NCO insignias.
    Various uniform details such as belts, sashes and insignias that have been invisible in the first person view are no longer hidden.
    Shell jacket improvements.
    Fixed R. Miller Spring House proxy.
    Added falling animations.
    Implemented various animations used when in water.
    Various minor level updates.
    Removed most of the invisible collision walls from the game now that deep water wading and falling damage are supported.
    Corrections to the sprinting animations while carrying a rifle.
    Updated the rifle melee club hit sounds.
    Reduced the percentage of downvotes in a server from 10% to 7.5% required to trigger a demotion.
    Reduced the percentage of mutes in a server from 10% to 7.5% required to trigger a global mute.
    Increased the experience level that is required to reach before the officer class unlocks from 4 to 10.
    Increased the experience level that is required to reach before the NCO class unlocks from 3 to 7.
    Increased the experience level that is required to reach before the artillery branch unlocks from 2 to 5.


That’s all for now. We look forward to playing in the shallow end of the pool with you all!

- The Campfire Games Team
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