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Yup, the demo should be still updated soon (even if it's not even close to "soon" anymore since the first time I said the same thing), just been having to postpone it too many times now.
There are external services that can do voice without our involvement, e.g. the guys playing on SAS servers have a teamspeak server up for general RWR use. Helps keeping us the devs focused on the gameplay matters.
Thanks! And yes, you will.
Indeed it will, we're doing some important rework for 0.93 which is going to work as a basis for the new demo. Obviously a lot has changed in the last 10 months since 0.76.
1. When the area is not under alert, the AI will basically detect you only if you approach him from front or from sides, so yes, you can sneak up and stab him from behind.
You also lower your detectability by walking, being still, crouching and going prone; the more you trade off agility and movement, the harder it is to detect you. This affects the AI's range and sector of sight in relation to you, which is also affected by the time of day.
2. While we had the server specifically configured for the mission you see in the video, it could've happened in the usual gameplay too. You can, and many times should, attack the other bases by yourself or with your coop buddies while your AI is fighting at the main attack target.
Also it's these non-alerted bases where you tend to find the comms truck or the cargo truck. Destroying the comms truck disables the enemy's commander AI and reduces soldier capacity temporarily, stealing the cargo truck and taking it safely to your armory gives you a hefty resource point reward.
Anyway, yes, it is possible to set it up so that you practically have no AI in your faction by a simple mod. There's also this game mod(e) discussion on the forum Modulaatio.com , shame no one has yet made an attempt to set it up.
Yea, all servers have plenty of AI as well unless configured otherwise. Invasion servers force players to play on the same faction, while other servers allow PvP.
We tried nearly botless PvP in a 20-player match, it's pretty tight stuff. Just a handful of bots were there to help with temporary unbalanced teams. Would be great to have these up constantly.
Mostly there are 10ish dedicated servers up, a few in US East Coast, UK, Germany, Finland, and from time to time unorganized 6-10-player matches tend to emerge, the much I've been following it with Serverlist.modulaatio.com
The organized get-together events usually reach about 20 simultaneous players for about 2 hours.
A handful of people seem to be using this tool Modulaatio.com to track these matches, so they know when to be there.
Is this in the demo? I could check what's going on if you'd send C:\ProgramData\RUNNING WITH RIFLES Demo\rwr_game.log, you can just copy & paste the contents on a site such as Pastebin.com.
If it's the game, you'd find the same file at C:\Users\pasik\AppData\Roaming\Running with rifles, just replace pasik with your Windows username.
Just hit space (or the key you set for jump) near the ladder, and while on it, move towards the wall to climb up and outwards to climb down.
I've noticed there are a few bugged ladders that don't seem to be accessible, but generally they should work fine.
The demo will be updated within a week or so after we're ready with version 0.90. The dependency bundle for RWR Linux will change as well, should work better then!
online: join crash fixed
map-loader: crash on Linux + Al-Tabul fixed
The engine RWR is based on actually does have support for iOS at least, so iPad could be a possibility in the future. I've got my eye on it too, but can't say when I'd be in a position to make the port and work with touchscreen input.
Just a heads up, RWR Linux appears to be unable to load Al-Tabul properly. A patch will be submitted tomorrow.
Are you sure that's not a rare weapon that changes to a stock weapon? Rare weapons don't carry over respawning as otherwise you'd duplicate them.
The stuck walking bug has been noted, sometimes it's stuck crouching too, but currently we don't know a sure way to reproduce it to get it fixed, it doesn't happen always. You can press walk key to resolve the stuck, but I'm with you on this, it is annoying.
Hi deltafight, I contacted Desura support about this, I'd expect them to contact you shortly about it. Hang in there! :)
Single player campaign is certainly being worked on, we've been testing the coop version of it on a few servers online. The single player variation will likely differ a bit from it eventually, allowing traveling between maps and having multiple maps under active battle.
Shouldn't take too long now to get the basic linear version of it included in the releases.
We've also been doing some preparations for game modes, soon mods and servers will be able to use a variety of tricks to make the game work under different rules than "capture the map to win".
All right, it's out.
Just to note, 0.88.2 should be out soon, should fix those map change/online join (which cause a map change) crashes
It's related to wearing a vest: vest transforms a killing hit into a wounding one.
Mostly the new features are optional for people who seek something more in-depth, you are still allowed and at times encouraged to just simply run & gun; the basic mechanism hasn't changed.
We're not wanting to make this another Axis & Allied war game so currently we are at Green vs Grey. It allows us to keep the setting open until we know what we want and can do with the background story for the final release.
There are already mods that take the other route by adding USMC, Russian OMON, Chinese PLA, British factions with skins and names, check it out here Modulaatio.com.
Visuals are cartoony for the reason that it allows more creative use with colors than "real life", and, you know, cartoony is light-hearted and fun. This isn't the serious war game.
[Oh well, I started to write another book here]
Part of the game idea is that there are no explicit objectives, other than "get all those bases captured one way or another".
On a strategic level, I could say attacking with the AI at the attack focus target would be one way, tracking down the comms truck and destroying it would be another, capturing less-defended side bases with your own squad or cooperative players would be one more.
On a tactical level, I personally see objectives everywhere, "help this squad push through here as they're obviously pinned down by the enemy -- do that as a sniper from the roof over there or lay down and keep providing suppressive fire down the road, destroy the enemy APC which is stopping us from advancing", and so forth. Maybe I tend to immerse myself in the game pretty well that I play it this way; as a dev, I could say that's the way it works :)
On yet another note, in Invasion online mode, we'll be adding new item based tasks once we get the item system and the items implemented. Doing these tasks don't directly help your faction in battle, but will provide more of personal progression and help you gain call services from the faction (like mortar strikes) and enable you to use the better weapons.
I'm not sure I follow you entirely on the feedback, but maybe it's just that I've been with the game for way too long by now :)
Base capture basically works on the principle of having more alive troops in the base center area and perimeter than the enemy. You can't really capture a base alone unless you attack a side base in which you can eliminate every enemy soldier fast enough before the enemy sends in the reinforcements there.
Also, the enemy might be attacking another base not near your location, which causes your faction to lose/win bases from time to time without your involvement, so you can't take every event happening in the game as a result of your actions, as in to determine if you're doing well or not.
In the map, and at the edge of the screen, you can see the primary target where your faction is focusing the attack, that's where the main battle is happening. Your faction keeps sending waves of troops there until you manage to capture the area.
Also, when you roam around the various bases, when you're in the territory, you can see the approximate force division between your faction and the enemy in the meter at the bottom of the screen beside the base name. When the meter goes about 70% green, that is if you're playing on Green faction, you're close to capturing the base and the timer starts to run. If you and your buddies can hold the meter that way for 10 seconds, that would happen by continuing to kill the enemy soldiers while staying alive or having more of your troops coming in there, the base is yours.
Check out the about page here Modulaatio.com
Also, this tutorial explains most of the features in the game right now Modulaatio.com
Haha ok, fair enough :D Thanks!
Hmm, the required version of Ogre is bundled in the RWR archive, in the lib-subfolder, it doesn't need to be installed.
Are you using launch_game -script to launch the game? The script makes the system able to find the bundled libraries.
I'm sure there will be a 64-bit build once the game hits 1.0. At this point, it would just be contributing unnecessarily to the headache also known as weekly/bi-weekly update releases :)
32-bit usually works fine in 64-bit Linux too, as long as the i386 dependencies are installed.
Currently, you do it the hard way. You hunt it behind the enemy lines staying unnoticed to not scare the comms truck away. You can also hear its engine on idle to a fair distance if the driver is in the truck.
We've thought about adding some recurrent radio noise sounds to indicate if you're getting closer to the truck or other not too obvious hints of the truck's whereabouts, we might add something a bit later.
0.83 should be out in a day, too.
Yay, changes and progress! Now who would've guessed something like that might happen in a product under heavy development? ;)
Too bad it sounds like we lost the odd factor, every game should definitely be a little odd. :P
Thanks :) I don't have savegames folder in my RWR installation folder, but the game is certainly saving ok.
Could you send me rwr_game.log (found in C:\ProgramData\Running with rifles\) from a run where the games are not properly saved? The address to send it to would be firstname.lastname@example.org.