Running with Rifles - an open world, top-down, tactical sandbox shooter
122 replies, posted
Just bought it and it seems like a cool game. I'll try to keep my eye out for the servers actually being populated.
The demo is based on a 6 months old release (0.76) and has some restrictions anyway and it's not playable in multiplayer. We will update the demo version soon.
Weapons have unlimited reloads, yes. Not sure if this should remain like this though.
[QUOTE=Giacomand;41005226]Oh I remember this. I bought it a year ago and I didn't keep track of the new things you added. I had a lot of fun with the multiplayer, but it was hard to get a good game going; though it was a year ago so maybe it's more popular now and there are more multiplayer games to play.
[b]Edit:[/b] Looks like you have 24/7 servers, can't wait to update my version and get back into this.[/QUOTE]
24/7 servers with persistence, at that.
A fun little time waster of a game, highly recommend giving the demo a shot at the very least. It sort of reminds me of the old Army Men game I played on a 233mhz way back
This looks pretty cool, i really like the artstyle.
Tried the demo, [I]very[/I] floaty aim, kinda annoying.
I played this like a year ago and it was ridiculously good fun, and now that you have added vehicles and such I am seriously considering buying this, and I really don't buy games often!
[QUOTE=Giraffen93;41017779]This looks pretty cool, i really like the artstyle.
Tried the demo, [I]very[/I] floaty aim, kinda annoying.[/QUOTE]
Hmm can you elaborate a bit more on this? I don't have the feeling that the aim is "floaty". The aiming helper (the small crosshair which stops on a collision model between your rifle and your main crosshair) feels a bit "laggy" but that's normal. The main crosshair *should* be fine though.
[QUOTE=JackMayol;41018187]Hmm can you elaborate a bit more on this? I don't have the feeling that the aim is "floaty". The aiming helper (the small crosshair which stops on a collision model between your rifle and your main crosshair) feels a bit "laggy" but that's normal. The main crosshair *should* be fine though.[/QUOTE]
no it's more the fact that the crosshair doesn't snap to the cursor directly, it always does this (lx-cx/2) motion
Very much enjoying the guerilla warfare you can do by infiltrating behind the enemies battle lines
Just beware of your squad xD They tend to be a bit loud :P It might be a good idea to send them to the other side of the map hehe
anyone else find that the AI, no matter how many fucking teammates are standing around you, targets you first every time? I can literally be behind a group of 30 teammates and the enemy starts shooting me and just ignores a majority of my teammates to do it
The multiplayer is broken for me, when I connect to a server it shows me a bit of the map, loads in the "capture" part of the hud (bottom right of screen), and then crashes. Am I doing osmething wrong or is that a bug
Edit:
It works if you direct ip connect, but not through the server browser
[QUOTE=Pandamox;41028004]anyone else find that the AI, no matter how many fucking teammates are standing around you, targets you first every time? I can literally be behind a group of 30 teammates and the enemy starts shooting me and just ignores a majority of my teammates to do it[/QUOTE]
Use the silenced weapons. They AI goes full retard then. "Who wha when oh nvm, just the usual bullets whizzing around my head from unknown direction."
[QUOTE=Derposaurus;41029323]The multiplayer is broken for me, when I connect to a server it shows me a bit of the map, loads in the "capture" part of the hud (bottom right of screen), and then crashes. Am I doing osmething wrong or is that a bug
Edit:
It works if you direct ip connect, but not through the server browser[/QUOTE]
Hmm never heard of that before. You might want to post this in the support section of the [URL="http://www.modulaatio.com/runningwithrifles/phpBB3"]official RWR forum[/URL] and we'll see what we can do about this.
[editline]14th June 2013[/editline]
[QUOTE=Pandamox;41028004]anyone else find that the AI, no matter how many fucking teammates are standing around you, targets you first every time? I can literally be behind a group of 30 teammates and the enemy starts shooting me and just ignores a majority of my teammates to do it[/QUOTE]
That's not the case :)
The AI will shoot the nearest soldier first. If you keep quiet (your squad also) and approach the enemy at night for example, if you shoot first but have a few squad mates a bit closer to the enemy they might aim at you first for a fraction of a second.
Anyone wanna play some Multiplayer on the servers already set up?
Sure Fussy!. I only play multiplayer even if no one's online. Someone will eventually join ;D
(I joined {SAS} Invasion. For some reason I can't connect to Beerdrinkers)
[QUOTE=egpheel;41032085]Sure Fussy!. I only play multiplayer even if no one's online. Someone will eventually join ;D[/QUOTE]
Get on the UK PVP server!
i swear whenever im looking for a sniper rifle the game tries its hardest to give me the middle finger, say UP YOURS and proceeds to just throw tons of shotguns at me
also the AI is [i]completely[/i] dreadful with vehicles dont even trust your life with them driving, every time that ive seen a tank roll into a battle, within 2 seconds there are about 20 grenades and bazookas flying at it, and within 5 seconds its just completely blasted out of the world
shit i can manage to survive driving a tank for a good amount of time (~10 minutes) by just being really cautious and not overextending myself
How do you find other weapons?
smash crates you find lying around with V
OP mentions 17 weapons but aside from the vehicles, I've only found the AK47, G36, M16, LAW, PKM, M240 and Mossberg. I found a benelli and F2000 once but they stopped appearing shortly after. Am I missing something?
[QUOTE=Citrus705;41033164]OP mentions 17 weapons but aside from the vehicles, I've only found the AK47, G36, M16, LAW, PKM, M240 and Mossberg. I found a benelli and F2000 once but they stopped appearing shortly after. Am I missing something?[/QUOTE]
-AK47
-G36
-PKM
-M240
-Mossberg500
-neostad NS2000
-M16A4
-FAMAS G1
-M24A2
-Dragunov SVD
-MP5SD
-M72 LAW (it's not a primary weapon but a "support item", like the medipacks, shields...)
-knife :)
and 5 rare weapons:
-Pepperdust Shotgun
-Benelli M4
-P90
-FN2000
-VSS Vintorez
It all makes sense now
How do I install the bolter mod?
[QUOTE=Sgt. Khorn;41042814]How do I install the bolter mod?[/QUOTE]
just check the thread about this mod on the [URL="http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=7&t=496&start=30"]official forum[/URL]?
[QUOTE=JackMayol;41044760]just check the thread about this mod on the [URL="http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=7&t=496&start=30"]official forum[/URL]?[/QUOTE]
I figured it out, but the mod only works on a certain map. I think.
I got it working, swapped to a new map, it was disabled.
[QUOTE=Sgt. Khorn;41049768]I figured it out, but the mod only works on a certain map. I think.
I got it working, swapped to a new map, it was disabled.[/QUOTE]
Yes you have to enable/disable the mods for every map, as for some map you might prefer another mod or no mod at all, etc.
Hey guys, 4 weeks without a new beta, that must be a record. Anyway that's for a good cause, we were working hard on bugfixes and new content. Beta 0.90 should be out in a few days with the first steps into the solo campaign, 2 new maps, new weapons, faction specific weapons and much more.
Here are 2 screenshots of the new maps, one should look familiar for some of your BF fans ;)
[img]https://dl.dropbox.com/s/9dku23mg631gvdm/Insular_complex_resized.png[/img]
[img]https://dl.dropbox.com/s/nydxi2u9tptmxqe/wake_island_resized.png[/img]
Beta 0.90 is out now!
Changelog:
crash: wounding/stunning in water could cause a crash, fixed
crash: fixed another division by zero crash on linux
vests: vest II modified to have three stages, first lethal hit is deflected, second stuns, third wounds and consumes the vest
worldmap: worldmap added
items: state modifiers now have input states for filtering
weapons: pepperdust no longer wounds vested soldiers
gameplay: diving from roof no longer lets soldier go into ground
vehicles: spawning height handling adjusted, vehicles spawn on platforms properly now; helps specifically with TOWs in Al-Tabul
resources: support for faction specific weapons, grenades, items and vehicles added
weapons: stance-specific accuracy factors
weapons: ballistics math tweaked
weapons: speed modifiers supported
invasion: invasion uses faction specific weapon sets now, rank requirements tweaked
spotting: repeated spotting reward triggering when own comms are disabled fixed
bases: bases can now be declared non-capturable
commands: start_game now accepts defense_win_time, triggers game over if faction holds all capturable bases in a map for the set time
shield: shield now gets detected as proper cover object for assisted shooting over
shield: kills made by others while protected by another soldier's shield earn rewards for shield carrier
gameplay: shooting in cover now ensures correct stance before shooting; previously all shotgun projectiles ended up in the cover obstacle unless manually stood up first
gameplay: character leaving ladder no longer immediately falls down if there's someone else on the ladder too
mapview: visual frame added
visuals: single story buildings now generate backlines too
ai: ai now sometimes gets and uses paratrooper calls
names: Russian names fixed, thanks to Uncle Dec for the corrections
gameplay: faction lost radio messages added, mainly for multi-faction battles
gameplay: in multi-faction battle, the faction that loses before the match ends, now sees the defeat image; similarly alive troops now surrender properly after losing their last base in multifaction battles
events: faction_lost event added
invasion: if greens lose in a multifaction battle, the map restarts as it should before it is completely over
commands: set_match_status added, possibility to declare a faction lost or won
cargo-truck: intel of whereabouts is now announced occasionally; reward logic now based on tracking character time near the truck
weapons: law shooting tweaked
calls: paratroopers appearing instantly on roofs fixed
comms: fixed issue with comms being disabled when game was saved, then, when it was loaded again, comms stayed disabled even if comms truck got spawned
gameplay: leaning to a crate when the crate breaks apart now allows moving where the crate used to be
weapons: free rare weapons stay in world for 60 seconds instead of 30 now
menu: resource config menu bug fixed which could result in incorrect terrain heightmap loaded for a map
ai: soldiers not fit in the leader's vehicle know to fight when appropriate rather than just follow the vehicle
aiming: penetrable & see through walls no longer stop aim helper visuals and color indicator
mapview: no longer shows through compositor outlines
gameplay: crates popping out stuff for any xp level fixed
map: new map Wake Island added
map: old-new map Insular Complex added
[IMG]https://dl.dropbox.com/s/jcffvd2tnvzqf7m/wake.png[/IMG]
wow this game has changed a lot
This game looks amazing; good job. I'll get it once I'm back from my holidays :P
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