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Old 04-06-2012, 11:37 AM   #1
Dgreen02
 
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Gettysburg: Armored Warfare - v1.01 Patch is LIVE

Hey guys,

The latest patch [v1.01] for the game should be live on Steam [April 6, 2012]. I have 2 servers running for this version and will start more up later today. I just wanted to get the updated posted with all the changes for this week.

This was mostly an update to the control system. Adding configurable/re-mappable keys, sensitivity adjustment, and mouse Y-invert... I also made a few other changes.

Expect more changes in the next few weeks. I will make an update/patch every week ... or every two weeks if it's a lot of stuff.

Here is the full change-log for this week -

- Made it so spacebar doesn't go into freelook while chatting.
- Fixed Skirmish mode server crash.
- Removed cavalry from Deathmatch.
- Added a few extra tanks and zeppelins to 2060s Deathmatch.
- Added controls section to the options menu.
- Users can now change/view the controls from the options menu.
- Users can now adjust their mouse sensitivity.
- Users can invert the mouse Y-Axis.
- Added sniper scope effect to infantry sniper rifles, when aiming.
- Grenades, RPG, Landmines, Med-kit, etc. should now work in multiplayer.
- Made sniper rifles 3X more accurate.
- Removed network connection and netgraph display by default.
- Added imposter rendering distance adjustment slider bar in Video options menu.
- Added texture cache memory usage adjustment slider bar in Video options menu.
- Changed pop-up prompts for enter/exit APC, hop wall, and reload to reflect the custom mapped keys.
- Added a delay of 'X' seconds for the unit to pause before resuming AI, after a player exits 'control' of that unit. ( default is 4 seconds now )


And a few screenshots ....
Control Options Menu


Sniper scope...


The RPG working online...


- Dan

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Old 04-06-2012, 11:46 AM   #2
JoffL
 
 
 
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Awesome, can't wait to try it out.
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Old 04-06-2012, 11:48 AM   #3
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*code/

Last edited by Blufmacaroon: 06-05-2012 at 02:49 PM.
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Old 04-06-2012, 11:51 AM   #4
Dgreen02
 
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Quote:
Originally Posted by Blufmacaroon View Post
Nice, i might get this game but from what i´ve seen in videos you just put walls evrywhere like crazy. Is there a special reason for it? Becouse it looks verry annoying, especially when its buggy when people try to get over a wall.
Yea, those are procedurally placed, like 100,000 of them. They can be removed using the brush tools in the map editor. I'll be releasing the map editor along with other tools soon.

If you're just dying to play around with it, you can open the config.cfg file and change gv_enable_world_editor to 1.0 ( or do it from the in-game console ) and you can get early access to the world editor.

I'm sure people will have a lot more time to make maps/levels than I did ;-) Should make things more interesting.

- Dan

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Old 04-06-2012, 11:52 AM   #5
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- Made it so spacebar doesn't go into freelook while chatting.
yesssss
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Old 04-06-2012, 01:13 PM   #6
eeliuse
 
 
 
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Awesome update! I am running into problems with new keys for controls that i choose. When I change WASD to up,down,left,right there are no response in-game and I stand still. Restoring default makes my character movable again. I was able to successfully remap the forward to the plus key, the crouch to numpad 0, but that is all. I verified files a few times to see if I was missing any and ended up with some but none helped with the controls. any thoughts?
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Old 04-06-2012, 02:22 PM   #7
A88mph
 
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Cool So far so good.

So far so good, the game feels like it moves a little faster now. I definatly noticed that the zeplins seem to fire faster now, witch I like. and their is a bit more stability on the servers.

I did notice that when I'm on the ground, the union zeplins (not sure about the confederets) have some sort of blue box over then when a user is piloting them.

I uploaded some pics of it on my steam profile.

P.S. also, I hope the editor come on line (officaly) soon, I know the first Dethmatch map I'll make: All water, and both sides have ships and BAM, instant naval war on the atlantic

Last edited by A88mph: 04-06-2012 at 02:39 PM.
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Old 04-06-2012, 08:31 PM   #8
PassingStranger
 
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I'm experiencing the same thing with the arrow keys, the game doesn't seem to recognize them.
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Old 04-06-2012, 08:49 PM   #9
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Removed cavalry from Deathmatch.

can you explain why did you made that change?
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Old 04-06-2012, 08:56 PM   #10
Chubz123
 
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Quote:
Originally Posted by Pomornik View Post
Removed cavalry from Deathmatch.

can you explain why did you made that change?
From another thread:
Quote:
Originally Posted by Dgreen02
I've already added more vehicles and removed the horses, they will be better suited to the 1860s Deathmatch anyways ( new mode coming in this weeks patch ).
I'm assuming it was because they were so vulnerable and had such short range. They were almost 100% useless before. All I ever used them for was to get around the battlefield faster than if I was controlling a soldier to capture unguarded points.
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Old 04-07-2012, 04:35 AM   #11
FubyDoo
 
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Thanks for the update and looks to be headed in the right directions..
I still assume all shooting is a random thing? with little accuracy?

Some first impressions

1)Vehicles now mow down walls, fences from a far distance in full screen mode. still sliding sideways in many parts. Window mode they knock stuff down at normal distance but vehicles stop and go,stop and go.

2)Although the Sniper scope is a 100% improvement for the sniper.. I must say, the sniper and his scope..is not much for accuracy. Most likely the worse sniper I have ever shot with..he needs some sort of accuracy tweeking.. trying to hit a tree right in front of me shows the tracer far off to the left of aim..

3)Possible reddot FPS scope for assault zoom with no magnification? would look a bit better imho.

4)alt-tab out from full screen during multiplayer will reload map with no trees, walls, far players etc.. just the points to take and zepplins.. obviously don't alt-tab.. didn't notice this in first version. oh, and can crash out .

5) cannot alt-tab out window mode at all now, thought I use to in first version?.. just get a mouse cursor wigglin all over the place. Also, units and who they are labels disappear once alt-tab try,although trees etc stay.

6) Patiently waiting on server software.. or at the very least player server join by IP..so when the game goes belly up..we can continue to play.

(system: I5 2500k, 560 1gb nvidia card, 16 gig memory, Windows 7 64bit)

I have noticed servers empty when I do try online..
Look forward to next week..

Last edited by FubyDoo: 04-09-2012 at 04:06 AM.
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Old 04-12-2012, 11:27 AM   #12
NightStrider
 
 
 
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So Dan, Is there a patch coming tomorrow?
Looking forward to it if so?
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Old 04-12-2012, 01:09 PM   #13
Dgreen02
 
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Quote:
Originally Posted by NightStrider View Post
So Dan, Is there a patch coming tomorrow?
Looking forward to it if so?
Hey man, this next patch is a 2 week job, will be released next Friday.

- Dan

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Old 04-18-2012, 11:42 AM   #14
insanefred
 
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I just realized this patch is already out. D/L the game right now.

(Been busy playing Eschalon book 2)
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Old 04-18-2012, 08:31 PM   #15
Dgreen02
 
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New patch v1.02 is coming out Friday .... Dedicated server binaries will be released as well ago you can run your own servers.

- Dan

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