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Call of Combat Updates - Nov '05 | Call of Combat now has a brand new graphics engine, and a newly modified debreifing screen at the end of battles, showing who you killed, with what gun, percentage on the shot, and the distance of the shot since the last update. Screenshots will be provided soon. If you have any questions on how to run the game or if the game is having problems, feel free to shoot me an email at Anthony249@gmail.com
On November 6th, 2005, Kading released this: Sorry for the one week of beta-testing . I updated the lobby and game, I think it should be much better performance-wise.
Also the lobby has been updated to fix several minor bugs and circumvent a Java 1.5 bug that caused slowdowns.
Okay a quick overview of the changes in v0.99948. - Tackled some severe performance problems in the previous version. These were related to line of sight and the new trees. - Added several quality levels of textures to the game. You can select these in the game settings. To get the different textures without reloading the game do Tools -> Reinit 3D Graphics - Names of teammates should never be invisible - Subs will no longer 'blink', only soldiers spotted through the subs will fade in and out of view - Dead players will no longer automatically be removed from the chain of command
A rough overview of the changes compared to the old game (v0.99896) - Revamped graphics (Phase I) - Added open games (anyone can join up to 3 minutes before the game end) - Added timer and scorepanel if you are not playing. You can also keep your mouse over the scorepanel/player counts to get see how many soldiers are left - DZ time is now dependent on map size and player count
Furthermore since v0.999: - When changing chat mode (team/all/AG) it will now automatically select the chat box so you can type immediatly - Players will no longer have to ready-up again if the team count or map changes - You will no longer get an error while reconnecting if you have not yet 'ghosted'. So you will always be able to join rooms even if you are already in the room. The player already connected will always be kicked. - Fixed a bug which caused the join and player list window not to appear correctly while joining a room which is in debriefing - Fixed a bug which caused long walls to dissappear when looking at them from a certain angle and zoom - Fixed a bug which caused soldiers to not appear when on the edge of the screen - Improved the algorithm for fair teams, it will create more balanced teams and now also takes into account uneven teams - Fixed the CE statistic. It will be reset when this beta becomes the regular version.
- Added anti-aliasing options to the display settings. Enabling anti-aliasing will greatly improve the looks of the game, especially on lower resolutions, like 800x600 and 1024x768. - Anti-aliasing is not supported by all graphics cards and greatly increases the load on the graphics card. - If you have a newer generation nVidia or ATI card you should be okay though. Otherwise you can always disable it in the Game Settings through the File menu
- Bullet tracers now visibly miss when the shot is not a hit - Stress is now more accurately portrayed. If bullet pass nearby you will get stressed, even if these bullets are from your own team! Although friendly fire will have a less dramatic effect - Bullets now stop when hitting an object in the game, like a tree or wall
- When you are stunned your soldier will no longer have full LOS. They will only sporadically see enemy soldiers. - Punishment for teamkills has been drastically increased. One TK counts for -2 kills, two TKs for -4, three for -9, four for -16
- Soldiers spotted indirectly through the chain of command will not be visible all the time, they will fade in and out of view. - How long a spotted soldier will remain invisible/visible depends on how deep in the chain of command the sub is that spotted him - If a soldier is spotted by a direct sub he's visible 75% of the time - If a soldier is spotted by a sub two levels lower he's visible 50% of the time - If a soldier is spotted by a sub three levels lower he's visible 25% of the time - If a soldier is spotted by a sub four levels lower he's visible 5% of the time - If a soldier is spotted by a sub five levels lower he's visible 1% of the time
- Soldiers spotted but still far away (12+ tiles) will have no name tags. In other words, you cannot see who control them. - Soldiers from other players will no longer have 'spasms' after firing a shot. It used to be so there was a short gap after firing of about half a second in which a soldier returned to 'waiting' state before aiming again. This looked very unnatural.
On November 2005, he released this: The lobby has been updated to add serveral other small multiplayer boardgames. These are still beta, I am sure bugs will appear. If you notice a bug don't hesitate to file a bug report through 'Help -> Bug Report'.
Further several bugs were fixed in the lobby, most notably a bug that caused some players not to show up in the servers overview.
The game has also been updated. Snipes have been reduced slightly. Moreover the game should now work again on Macintosh computers and some ATI graphics adapters (like the onboard ATI Xpress chips)
Furthermore, Open games (games where you can join the axis and allied side when a game is in progress) now fully record stats! So kills will count, as long as the game is at least 2on2!    |
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