WWI Source: Fight in the rain soaked trenches or charge over No Man’s Land to battle in the War to End All Wars. Use authentic weaponry to conquer the enemy, call in artillery strikes to take out enemies en masse, or use chemical warfare to disable your opponents! WWI Source is the first and only World War I game to be developed for Steam. All the current WWI mod teams (‘The Trenches 2’, ‘Fields of Horror’, ‘WWI Source’) have united to develop the best World War I game to the Steam community, using the latest Source engine. Please visit the official website for more information on WWI Source and the team.

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Blog RSS Feed Post news Report abuse Latest News: Christmas update - Going in-depth: Artillery in 2.0

17 comments by ashton93 on Dec 23rd, 2014

Artillery was the main cause of battlefield injuries and deaths during The First World War. In fact over half of the battlefield injuries on the frontlines happened because of shellfire, whether it was a stray round or a massive barrage before a large attack. Both the Germans and the British were known for using artillery to weaken up defenses in the enemy lines before a large-scale attack occurred; sometimes several million rounds of artillery-fire were fired in hope of softening up the enemy, with mixed results. Artillery was truly the weapon that the soldiers in the trenches feared the most, seeing as it could hit you at any given time without any warning.

As the war went on, scientists and arms-manufacturers looked at other ways in order to make artillery even more deadly. Experiences from the front in 1915 had shown that gas attacks were largely effective against massed enemy troops, but there were issues when it came to actually deploying the gas. Wind-direction would often cause the gas to drift in the wrong directions, and gas could very often be seen by the enemy before it hit them, making it easier for them to prepare for what was about to come. The solution to this “problem” was to pack gas inside artillery-shells. Gas could now hit the enemy right in their trenches without any warning, and the weapon got a whole lot deadlier.

Seeing as both artillery and artillery gas-attacks were very dangerous, feared and powerful weapons in the First World War, we want to portray them that way in WW1: Source too. This is how we have changed the actual artillery-mechanic from 1.13b.

Previously the officer had the opportunity to send 3 artillery strikes in a life, and whether he chose normal artillery or gas was his own choice. This mechanic made the artillery more of an annoyance than a fearful weapon seeing as it struck so often. To change this up in 2.0 we have reworked the system. The officer is still the one in charge of sending artillery-strikes with his trusty binoculars
or telescope, depending on what team you’re on.

Each team now has an “artillery-timer” (which can be changed via a console command) of a default of 5 minutes (meaning there is a cooldown of 5 minutes between each barrage). This means each team can send one barrage every 5 minutes, and you can still choose between normal artillery and gas. An artillery-strike is now marked with a small flare on the ground, giving both the sending team and “receiving” team an indication of where a strike will hit. The Germans have a red flare, while the British have a blue flare. As the flare dies down, you will hear the actual guns roar in the background, and then the barrage hits with large force. The barrage is mightier than it was in 1.13b. It is more concentrated, has a larger explosive force and with the addition of our ballistics, shrapnel now gets sent flying all over the map. Our particle effects makes the artillery an awesome but scary sight, they were produced by the kind contributor Valdis “Vman” Matas.

Gas attacks are now more dangerous, as it takes longer for you to get your mask on, and the hit detection for the actual gas has been improved from 1.13b. Fighting with your mask on is not something you want to do at all; it might actually be wiser to retreat. This makes artillery not only an offensive weapon, but also a defensive one. A team can block off an area for the map to prevent the enemy team from reaching it with full effect.

We mentioned ballistics, this changes our artillery drastically. The artillery is now a much more powerful weapon with much more reach, but seeing as it’s such a situational, powerful and random weapon (when it comes to the shrapnel) it should be used sparingly. Artillery and gas have their own unique shrapnel-trajectories too; normal artillery has a much more level trajectory, and the shrapnel reaches further. Gas however has a more vertical trajectory and a shorter one, making it harder to cut down infantry with it. You might find yourself unlucky, so it’s often better to take cover than to watch the strike happen. (The red lines show where the shrapnel is going in the following pictures)

Thank you for reading through this, and we hope you found it interesting! Until next time, take care, have a nice Christmas and a happy new year!

The WW1: Source Development team

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WWI Source 1.13b full Installer

WWI Source 1.13b full Installer

Sep 17, 2010 Full Version 69 comments

So here it is the next release of WWI Source First of all I would like to thanks all the players that have kept the WWI Source community alive over the...

WWI Source 1.12b Patch

WWI Source 1.12b Patch

Feb 28, 2010 Patch 7 comments

OK here is the first patch for WWI Source this is not meant to be a update but more a patch to address some of the issues people are experiencing. But...

WWI Source Beta 1

WWI Source Beta 1

Feb 12, 2010 Full Version 22 comments

Download for Beta 1 of WWI Source..........................................

Post comment Comments  (70 - 80 of 1,526)
HEVcrab
HEVcrab Aug 15 2014, 8:08am says:

Nice news, great work!
Will there be
1) leaning that also works as rolling aside when prone;
2) forward/backward roll when ducking on the run;
3) realistic aiming of deployed machineguns, when the viewmodel rotates around a true-static bipod, with free-look button to look around outside the aiming sector without turning the gun;
4) some detriment to accuracy/melee hit strength/moving speed if (an arrow to the knee) a hit to an arm/leg is taken?

The first three features are present in Resistance&Liberation and are a nice realistic touch to body awareness, making use of all combat movement possibilities.

+2 votes     reply to comment
HEVcrab
HEVcrab Aug 25 2014, 12:01pm replied:

to 4) also viewbob while walking should be increased in case of a wounded leg (to simulate lameness and stumbling).
And if bullet drop is considered, will the rifle sights be adjustable for different distances?

+2 votes     reply to comment
Guest
Guest Aug 11 2014, 6:52pm says:

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ashton93 Creator
ashton93 Aug 12 2014, 11:53am replied:

Yep, true.

+1 vote   reply to comment
Guest
Guest Aug 9 2014, 2:12pm says:

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ashton93 Creator
ashton93 Aug 12 2014, 11:54am replied:

See the latest news-post for information about weapons and such.

+1 vote   reply to comment
DukeOfJudea
DukeOfJudea Jul 28 2014, 6:37pm says:

Please add it on greenlight

+9 votes     reply to comment
Point.
Point. Jul 29 2014, 4:31pm replied:

Hope so.

+4 votes     reply to comment
PlanMan
PlanMan Jul 28 2014, 4:07pm says:

Looking forward to it.

+4 votes     reply to comment
Cybermaxrus
Cybermaxrus Jul 28 2014, 2:07pm says:

I install mod buy can't launch. Error: Failed to start game (missing executaby. Problem with steampie?

+1 vote     reply to comment
ashton93 Creator
ashton93 Jul 28 2014, 2:11pm replied:

Make sure you have Source SDK Base 2007 installed on Steam, and make sure that the installer put the WWI_Source folder into your 'sourcemods' folder on your harddrive. Then restart Steam.

+3 votes   reply to comment
Cybermaxrus
Cybermaxrus Jul 28 2014, 4:57pm replied:

Thanks it help.

+2 votes     reply to comment
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Released Feb 2010
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Highest Rated (9 agree) 7/10

no servers :/

Jun 27 2011, 11:48am by gamefreak42

Lowest Rated (3 agree) 5/10

I don't mean to bring you down, but I found this mod pretty dreadful in its current state. Your attempt at realism by forcing the player to "pull the bolt" every time you shoot is annoying but I guess some people will like it. The Officers' ability to drop toxic gas and artilery is terrible. It's very frustrating to get killed randomly, and it adds nothing of value to the gameplay. The biggest problem I had when playing was really the red effect when you get hit. It paints nearly your entire screen…

Dec 1 2010, 8:48am by Petzi

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