Hey guys! We're back! It's been a few months ever since the Alpha event and we sincerely hope that you had as much as fun as we did. The feedback was positive and it certainly helped us in establishing foundations to work with. We thank every single one that showed up in the Alpha release and made it a huge success. The team appreciates it more than you can imagine.
As for this month's update, we'll be showing you content that has been postponed for 2 months. We apologize for the long waiting but due to some obstacles we have been unable to do it sooner. For the past few months the team's activity have been kind of slow with the start of the new school semester but we are slowly picking it up again. We have more content in store and an update should be crafted in the following weeks. Stay tuned!
These buildings provide mappers the ability to create small dense urban areas composed of enterable buildings up to 3 floors and which some of them are partially destroyed. And to serve as a remainder, there are also building add-ons committed by Ratface that allow mappers to embellish some of the generic buildings. His great work certainly has an impact in the mod and adds more depth to something that we felt it was greatly lacking before. No longer the WW2 maps have to be dominated by disperse village houses, fields and hedgerows. The CQB action will be extended to an extra environment while also allowing a more dynamic approach in enemy sighting/targeting.
KaB is back with more animations and this time is to give life to a creation of his. The M7 Launcher is a 22mm rifle grenade launcher that can be attached to the M1 Garand, M1917 Enfield and the M1903 Springfield rifles. The M7 Launcher comes with the option for smoke rounds which will increase the value of grenadier kit users. As verified in the Alpha event, both factions have lesser smoke grenades than in modern warfare PR. The reason behind this decision has a lot to do with realism as well as gameplay. If you want to conceal movement then you are restricted to only a few kits that have smoke grenades/rounds. This will force more communication in the game when trying to search for specific kit users rather than taking this asset for granted. And this is where the grenadier kit will fulfill its purpose without only having individual skills in mind.
The long range capabilities of the M7 Launcher and its effectiveness in mid to long ranges will highly depend of its user. The lack of a very precise visual reference might prove to be a difficult step to overcome for some players. It might require a bit of practice before mastering it but we believe that this can be a good thing in the long run.
Like every other grenade launcher in PR, you have the choice to select different distance markers. The reload time is a bit cumbersome if you're in close quarters and therefore its use needs to be anticipated in such situations. The weapon selected to be attached (and that you can see in the video) is the M1 Garand. Again, KaB did a wonderful work with the natural looking animations and M42 Zwilling complemented them with his unknown talent in the sounds department. We are happy to see this new feature materialized in PR:WW2 and eager to balance the scale by providing the Wehrmacht their own version.
Weapon Models of Higher Quality
In the end his fruitful work granted us the enjoyment of replacing the MP40, Thompson and M1 Carbine with higher quality models. The animations fit well and the process to integrate them to PR went smooth. The differences are notorious in-game and adds that little bit of immersive power when firing a weapon. The little details always matter at the end and we are sure that players will thoroughly enjoy re-discovering them.
The videos you are about to see were purely for demonstration and any weird issues have been noted and will be fixed later (namely 3P animations and glitchy geoms).
Model, UVs & Textures: Mr Rifleman
Export: Mineral
Model & UVs: KnechtRuprecht
Textures: KnechtRuprecht & Bull
Export: Mineral
Model, UVs & Textures: Raynox3D
Export: Mineral
Uncredited Content
However, some players commented that the overall release felt more on the Beta side than Alpha. And the reason for this, beside the competence of developers from in and outside the team to work on it, was also the content that was added during this process. A surplus of content that it can really be considered a bonus and that wasn't expected by anyone when the goals were set in stone for this specific release. Which explains why some of these things weren't covered up properly in our previous update.
For this reason alone some of these extras deserve their own little space.
- Supply/Ammo Crates & Vehicle Repair
Mineral was one of the developers actively working on the Alpha release and decided to spend extra hours in creating the crates that the players found on their own in-game. And part of the reason why it was intuitive is due to the awesome job in the little details that it can be seen on them.
- M4 Sherman Retexture
We were gifted by MasterX's contribution on the model a couple of days after the announcement was posted. His work is certainly one of talent considering how the M4 Sherman got a nice looking new face with so many obstacles that model imposes.
- Paks HUD and Coding
Mats was the coder responsible for providing better firing angles for the Paks as well as adding a HUD.
Cheers!