1.31 - More Than Just Eyecandy (New Feature Revealed!)
(68 votes, average 4.46 out of 5)
Written by MOTORMOUTH   
Wednesday, 21 October 2009 14:48

I like eye candy. It makes it easier to sink yourself into a game and for a few hours, transport you to a different place and time. Graphics, sounds and special effects are major contributors towards that "suspension of reality" feeling you get from good games. We have long been criticized for neglecting the look of the game in favour of mechanics and so, here comes v1.31 and now there are rumblings that this is nothing but a "lipstick" pass on WWII Online. New buildings, new trees, ragdoll effects, weather & rain... it's all just eye candy, isn't it? Nope.

It is so much more than that. Virtually every feature or upgrade in 1.31 will have some effect on game play. From the addition of more grass fields to rain and clouds, everything effects game play. It's part of the whole experience of playing WWIIOL. When you spawn into 1.31, you will be entering a game world that has more depth and richness than ever before. A world of 3D buildings that offer concealment, shelter, and possibly harbor enemies. A world of shadowy forests with thousands of new trees, grassy fields littered with stone fences, berms and rural buildings. Where rain sometimes falls and clouds cover the sky as your eyes struggle to spot your enemy. When you find him and fire the kill shot, new ragdoll effects kick in and you get a whole new level of feedback from your victory.

Here's review of some of the features coming in 1.31 and how they are expected to have an effect on the game;

Ragdoll, Blood Splatter, Muzzle Flashes

ODE physics will create a virtually endless variety of death animations for infantry. Combined with infantry smoothing, new muzzle flashes and blood splatters on walls and pools on the ground, the results will have you out hunting endlessly for more victims. Even the alterations to the Death Cam will leave you fascinated. In testing, we have found that rag doll is providing more and better feedback about the result of your weapons fire. Seeing your victim crumple to the ground from behind a tree you will no longer have to guess whether he has simply gone prone or has met his end. Game play changers? You bet.

New Infantry Eye Height

The initial infantry model (circa 1999) was created with the eyes closer to the top of the head. The eye height has now been moved to more accurate spot on the head of the character. The infantry model was also updated so that when you aim your weapon, it swings it up level with your eye point from the slightly crouched "combat stance" position. This provides more realistic movement in first person and gives a new level of feedback. Combined with the new combat ready stance, it's looking more natural and makes for a better combat experience.


Dynamic Weather

Beginning with 1.31, we introduce rain into the game world. Rather than impossibly sunny days all year long, a random "weather" cycle will run to add occasional rainfall, reduced lighting and lowered cloud ceiling. A new level of combat will now be played out with rain in your eyes and thunder booming through the sky. Aircraft will swoop in and out of cloud cover with tracer rounds lighting up enemies. New, lower clouds ceilings, reduced lighting and rain sprites are all elements that will change visibility, tactics and the outcome of combat- a major game changer in v1.31.

Upgraded Buildings and Terrain Objects

The last of the 2D (paper walled) terrain objects have been tackled. CRS artists have been chugging away replacing or updating original buildings as well as creating wonderful new ones to play in. Castles, windmills, farmhouses, capture buildings, vineyards, railroad stations, pillboxes, gas stations, petrol tanks, AI towers and pits... they all come together to give you the feel of fighting in a much more realistic and detailed environment. Some changes to buildings and objects should make a significant impact on game play. The new pill-box style infantry pit creates fortified firing positions for defense and berms surrounding towns and cities have been remodelled providing improved staging areas for attacks. New, bush-lined stone walls have replaced many of the generic bush lines providing improved cover for infantry. These are only a few of many changes to terrain objects that will change the way you play.

Persistent Fields, Radial Clutter & Shadows

Not only will persistent, grass fields make their introduction in v1.31, but a new radial clutter system also will be added. Grass fields provide infantry sought-after concealment and radial clutter will improve immersion. No longer will screenshots depict the landscape of WWIIOL as the final 3 holes of Augusta National Golf Course but instead a terrain with fields, short grasses, rocks, stumps and forests. Shadows will add to concealment by providing darker spots amongst berms and tree clumps... again changing tactics for players. While we are providing a way to reduce the impact of some of these features on system performance, some will not have the option to turn off completely. This will ensure a more level playing field for all.


New Capture Mechanics

1.31 will see the end of the infamous "Table Humping" in favor of a new system which transforms the entire building you occupy as the capture "object". We've freed you from having to maintain constant physical contact with a radio table so that infantry can move around inside the buildings designated as "Capture Points".  Infantry are also free to move and fire weapons during capture and re-capture, engaging enemies in a frantic battle to gain territory and control the map. New attack and defense tactics will no doubt be perfected as a result of this change.


"No Fire" Zones

In our continued effort to promote fun and fair gameplay, coders and artists at CRS have developed the new "No Fire" zone. This previously unannounced addition to 1.31 means that if a soldier finds himself in an enemy infantry spawn point (FB, Barracks, Spawn Depot) his weapons will be rendered useless. On the multi-story spawn buildings, this will only affect the upper floors where infantry enter the world.  Following a warning message on his HUD that he is in an enemy spawn zone, firing of any weapon will be disabled. At best he will have to resort to harsh language and rude hand gestures. Infantry can now feel safe from being ambushed when they spawn inside their own depots.

1.31 is big. Big changes, big gameplay improvements, big visual upgrade, big fun.  It also opens the door for a lot of new stuff that will be entering development after it's release. The game play changes highlighted above are only a few of the most obvious we've seen in limited testing. We expect many more to come as a result of one of the biggest upgrades to the game in its history. We also expect some fine tuning to features as more testing is completed. We're excited and we're hopeful that we continue to improve the game for you. We thank you for your continued support and enthusiasm, it's really unparalleled in the gaming world today.

S!

 

Add your comment

Your name:
Your email:
Comment (you may use HTML tags here):
  The word for verification. Lowercase letters only with no spaces.
Word verification:
Comments (59)
1 Thursday, 29 October 2009 13:49
zeb
Can the free fire zone be adapted to avoid cease coastal DD camping ? I suggested it 2 years ago. btw I reactivated account :)
2 Thursday, 29 October 2009 13:51
Gladio
WOOOOOOT !
3 Thursday, 29 October 2009 14:45
RangerD

Does this mean when in prone the first person eye sight will actually be at the head instead of the waist?
[The change effects the eye-point in the vertical plane only- both when the character is upright and prone. So, no it will not change the eyepoint in the horizontal plane from the torso location when prone. This is a core component of the infantry collider and is not addressed in 1.31 -Rafter]

4 Thursday, 29 October 2009 14:56
zeb
I always told you that infantries were too tall, or at least gave this impression. *looks at DOC...* ;)
5 Thursday, 29 October 2009 16:28
Spirou
MM, you didn't mention anything about that "new ums" ? Is it what I think it is ? That's impossible...
6 Thursday, 29 October 2009 16:32
ChiefTom
Thanks Motormouth! I really love the screen shots but have not seen the new ATG pits in any. Are there new ATG pits? Can we have a screenshot please?
7 Thursday, 29 October 2009 16:55
SGTChief
what about fox holes and trenches? the most basic infantry fighting position. after all every soldier is equipped with a shovel for good reason.
8 Thursday, 29 October 2009 17:00
Smythes
Excellant solution regarding spawn camping. Lots of gorgeous changes!!!!
9 Thursday, 29 October 2009 17:04
lockdown
Why waste time on radial clutter? Sure it may add to realism but all it does is take power from your PC and only hurts YOU by getting in your way.
10 Thursday, 29 October 2009 17:43
slugg
Been playing since day one. Now it looks like I will play till I leave the earth............lol........nice job,seriously looks awesome........
11 Thursday, 29 October 2009 18:17
jjb52
I'm all for making no-fire zones in enemy fb infantry spawns, but don't think it should be applied to spawn cps.
12 Thursday, 29 October 2009 19:19
Sylvain
Will this affect paratroopers landing on roofs or only the inside?
13 Thursday, 29 October 2009 19:32
Madlum
Some great changes in this release. As a long term player, looking forward to the upgrade. However, the sixty four million dollar question is when?
14 Thursday, 29 October 2009 19:59
LARRY "Lance" Dalton
You folks are really amazing. I remember when the nay sayers insisted it just couldn't done on the internet, and yet here we are.
15 Thursday, 29 October 2009 20:02
Lance
The "clutter" just enhances the fog of battle! Its all just organized confusion anyway.
16 Thursday, 29 October 2009 21:12
maglight
what about when you walk up to another inf and your gun looks the size of a gi joe toy gun compared to the persona you are looking at?
17 Thursday, 29 October 2009 21:22
HuskerGI
This is all cool info. A repeat, but cool. So when is it coming out. That would be the best info to post.
18 Thursday, 29 October 2009 22:26
ffff
That's all fine and dandy! ...but you still need to put SOUND to the AT Gun movement; it's been too long now! please!
19 Thursday, 29 October 2009 22:52
qusha
I think you guys are awesome.
20 Friday, 30 October 2009 01:10
Ngaga
Very nice written there, Motormouth!
It was an experiance itself just to read it, almost like a novel.
Good job!
21 Friday, 30 October 2009 02:05
Rav3n
Yesterday I resubbed and today I may read this.
While reading this my body is trampling.
I love you guys.
22 Friday, 30 October 2009 05:03
fatstan
this looks uber, will the field rations being getting updated also? had enough of sheep burgers.
23 Friday, 30 October 2009 06:24
ColRebel
How about some graveyards? Dead soldiers..hiding in crypts..blood spattered everywhere..DOC rising from the dead..Halloween is getting me in the mood!
24 Friday, 30 October 2009 06:31
Jatz
I like the no fire zone at infantry spawns. Can it be extended to include a rolling 500m zone around me (minus the spot in the middle of course):)
25 Friday, 30 October 2009 07:49
fiambre
wait wait... that "rural" object is a stone small wall that tanks/atgs cant cross? :-)
26 Friday, 30 October 2009 08:11
shane21
Wow! Can't wait for it to be released. Good work Rats :)
27 Friday, 30 October 2009 09:21
JazzGuru
So are soldiers able to climb over that stone wall? Or they will have to walk all the way round?
28 Friday, 30 October 2009 13:31
Christianr
Look at that water.
29 Friday, 30 October 2009 14:19
Sockeye
Wow! But... Will we still be able to climb the AI tower? I hope so.
30 Friday, 30 October 2009 15:16
Laur
So when the inf model is prone position on a sloped surface will we still look like an airport wind sock in a 20mph wind???
31 Friday, 30 October 2009 16:06
Alpha2518
I like it all except for the No Fire Zone. Are you giyus gonna make the AB a No Fire zone to so we can't camp it's spawns?
32 Friday, 30 October 2009 21:31
gabriel
Great update.
But will the player models (skins), be updated ? cause they dont combine with the whole visual upgrade.
33 Friday, 30 October 2009 23:52
zimmer
Will the new changes incorporate accurate viewing of where shells actually land and satchels no longer disappearing inside vehicles??
34 Saturday, 31 October 2009 00:13
Halface
Looks very good..been at this game since it come out in 1999
35 Saturday, 31 October 2009 06:19
Szyporyn
Well written and nice work MM - so happy to see stuff moving out from forum and to website.
S!
36 Saturday, 31 October 2009 10:48
Sirkkeli
About the "No fire zone". Does it include all the depots in town or just the ones that are spawnables for the attacker?
37 Saturday, 31 October 2009 20:11
Whacko
Sounds good, Perhaps strategy will once again be a focus of the game.
38 Sunday, 01 November 2009 02:01
dowiee
When will this be implemented? i will be resubing when it is
39 Sunday, 01 November 2009 14:44
berraco
Can sappers destroy/blow parts of those "rural" walls? or can inf climb/jump it?
40 Tuesday, 03 November 2009 12:31
Dave "Ash" Csonka
The reflections in the water look great, except for the explosions over the water not being reflected as well. They look like vampire explosions.
41 Tuesday, 03 November 2009 16:27
secks
Looks alright except the no fire zones...I think that's a horrible idea
42 Tuesday, 03 November 2009 16:54
quizno

Will we be able to shut the blood splatters off?

[I do believe that is one of the settings that can be toggled on or off. - MM]

43 Wednesday, 04 November 2009 14:50
adreev
will i be able to damage vehicle optics by getting a direct hit on it?
44 Wednesday, 04 November 2009 15:50
olmansam
How about new textures for the cornflakes? :) Heheh! Kidding! We all know cornflakes are the places where DOC divided a matrix by 0... ;)
45 Thursday, 05 November 2009 14:32
RiffRaff
"At best he will have to resort to harsh language and rude hand gestures" Love it! Maybe it could work to on DDs Harbour Campers.
46 Friday, 06 November 2009 10:25
dennisb
Please, also upgrade the human pilot models, as well as the human models on Flak / ATG / AI ATG & turret units.
47 Sunday, 08 November 2009 18:27
tribal556
=O
it s nice to see some people working intelligently on their MMO!
this is so rare.

when will it be released? 2009?
48 Monday, 09 November 2009 18:26
victor2422
by any chance will we be able to open doors in buildings?
49 Tuesday, 10 November 2009 12:40
omar67
how about disabling AC fighter guns when they are on fire. One of the most unrealistic things ingame is planes on fire still looping and fighting.
50 Thursday, 12 November 2009 09:51
monco
nice anti-spawn camp addition.

looking forward to 1.31
51 Thursday, 12 November 2009 11:26
volcol
Are there any current plans to remodel the character models? Think I will ressub when 1.31 is launched
52 Thursday, 12 November 2009 16:18
wiiguy
Do you think a Mac Mini will run 1.31?
53 Thursday, 26 November 2009 16:01
timbo69 tim bell
will there be any changes to trackir axis settings at moment only two axis used in game six axis now posible in head trackir,when will we get this updated as it enhances gameplay when flying ,new features look great cant wait regards timbo
54 Tuesday, 08 December 2009 08:24
toshi47
I think that I have to reactivate my account!
55 Tuesday, 08 December 2009 19:18
davesr
Woot think i'll have to come bk for this.Flyin ma H2c in the rain Yeass
hehe
56 Thursday, 10 December 2009 06:49
Poogie
Everything seems dandy now but, can we get some chitpaper in the bunkers?
57 Friday, 11 December 2009 22:29
onewar
sounds great, no fire zones sound like it will break immersion, its messed up holes like that that actually make the game feel real.
58 Tuesday, 23 February 2010 21:45
Stalg
I hope we can climb over those low walls along the side of the road!
If not they will act like funnels.. We should at least be able to go prone and climb over them.
59 Sunday, 16 May 2010 08:12
Steve Knyazhevsky (Steve501)
I was wondering if we can get an upgrade for the infantry units like Bazooka or Panzerfaust or if we can get more powerfull version of hand grenade like anti armor grenades.
Steve501