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  • What is beta test? Here is a 1 0 test.

     What is beta test? Here is a 1 0 test.

    Techno is a new section of my guides covering the main questions and problems of the W.O.T game world

    Beta test W.o.t

    In terms of wikipedia-intensive use of an almost finished product version (usually software or hardware)

    Why the beta test was created - it was created to evaluate the players of this update and identify bugs and inaccuracies in the game.

    Test start

    Customer

    The test client is practically no different from the office client. You will notice the difference when you download the Beta test, the office client weighs less without updating. To take part in the test, you need to download (10.4 MB). Also, before you start play worth familiarizing yourself with.

    In Game

    In the game, at the entrance, we are given a technique test -

    20,000 in-game gold

    100,000,000 Free XP

    100,000,000 credits.

    This amount is quite enough to go through all the branches of technology 1-10 lvl.

    Players

    The test, as it were, is done one for all countries - people from

    America, Europe, China, Ukraine, Belarus, Turkey and Kazakhstan. Dialogues are not translated in the chat (everyone mutters in their own language), it is possible to understand each other either through a translator or built-in commands (Exactly! Help is needed! Etc.).

    The contingent of people from 9-45 years old and above is possible. There is a school in the test, there are frequent conflicts in the chat because of them. In addition to our Russian school student, there is also an American one who is trying to get upset. In the chat I saw how a Russian who knows English spoke fluently with his comrades from Europe, but I saw a foreigner writing in Russian only once and it's kind of sad.


    Reduced the loading time of the first battle after starting the game client.
    The hangar interface became available for interaction even before the download of all its elements was completed.

    Fixed issues
    Battle loading screen freezes.
    "Flickering" of shadows in the Garage on the player's car.
    Some tanks' chassis no longer bulge when hitting an obstacle.
    The icon for a gun with a magazine loading system is no longer displayed for regular cyclic guns.
    Spectator mode now displays a panel with information about the player's projectiles and equipment.
    Fixed a problem with displaying discount information when recruiting a crew member.
    Fixed a bug due to which it was possible to fire a shot on vehicles with a magazine loading system without using up the projectile.
    Fixed an issue where the "Activate Personal Reserves" button appeared to be active even though all Personal Reserves were enabled.
    Large fallen trees on the Live Oaks map now display correctly.
    The chassis of some cars with the minimum settings of the standard graphics no longer lifts when hitting an obstacle.
    When switching to full screen mode during the first boot, the entire Hangar no longer fills with green light.
    Fixed long loading of some maps and vehicle textures at the beginning of the battle.
    After loading the map, the black screen no longer appears.
    Fixed problem with highlighting the vehicle outline.
    Decals from shells hitting armor are now displayed correctly.
    Removed races to places that were not intended for this (for example, to the bunker on the map "Siegfried Line").
    Fixed a problem with the lack of sound of hitting the player's car.
    Adjusted the effect of a red flash when a projectile hits a player's car.
    Fixed display of target outlines when aiming over fences.
    Fixed a different shape of the landscape in the client and on the server on the map "Paris" in the square K3-4.
    The possibility of entering the castle on the Himmelsdorf map has been removed.
    Removed artifacts in the sky on the Ruinberg map.
    A piece of rock flying in the air in square B8 on the Redshire map has been replaced.
    The artifacts of the tessellation of the grating on the decals on the Himmelsdorf map have been removed.
    Fixed flickering of a wet car on the "Cliff" map at some camera positions.
    Fixed flickering of shadows on the player's car in the Hangar.
    Fixed invisible textures on the "Calm" map glacier.
    Fixed the position of some hanging and sunken objects on the Nebelburg map.
    The gamma setting now works correctly.
    Fixed some performance issues.
    Fixed black textures in the Garage.

    Known Issues
    Emblems are not displayed on vehicles.
    The armor penetration marker is always red on some vehicles.
    Full screen mode is not saved.
    The map "Calm" has problems with texture detail.
    On the “Calm” map, in square C2, there is a ship, into the texture of which the tank can fall without the ability to go back.
    On Ruinberg, the collapse model of the building does not match the actual model.
    On the map "Ensk" after the destruction of the building, a pipe hangs in the air.
    When the tracks are turned off, the rollers do not fully work out the tessellation.
    The game crashes when minimized and maximized in Windows XP.
    The game slows down / freezes in some cases during the destruction of equipment around the player's car.
    In sniper mode, FPS drops when observing through translucent bushes.
    The first few seconds after loading the card, performance is poor for the Ultra presets.
    In some cases, performance drops when switching to sniper mode.
    In some cases, performance drops when objects are destroyed using the HAVOK technology.
    Some graphical settings in the game have incorrect names.
    When you switch the game to full screen mode, the monitor refresh rate gets out of sync.
    Sound skips in one of the channels (left or right).
    The default settings for the red line on the map border do not always match the default state.

    Other changes
    Disabled CT3 server.
    Removed description about a clean and pleasant hangar.

    Updated (11-07-2019, 22:59): third test 1.6


    The test server in World of Tanks 1.6 is a regular server where new maps, features, tanks and other game innovations are tested. It is impossible to get to the WOT test server when the player wants it - it opens only at a certain time, when the game developers need it.

    The test is open!

    What is a test server and why is it needed?

    Test server - this is the repository where the copy is stored and reproduced, but with some changes. Of course, before you make any changes to the game, you first need to test them.
    The first to see changes in the WOT development staff, then give access to super-testers If there are flaws, then they are fixed and the version of the new client is tested already under load. They "upload" a test version of the client to the backup server and open access to everyone. Once again, the development staff is looking for bugs and shortcomings. After - fix and "roll out" a new version of the client.

    How to get to the WOT test server

    To get to the test server, you need to download a special installer 1.6 or install Wargaming Game Center. Then run it. He will offer to download a test client - download it and install it. Next, a folder will be created World_of_Tanks_CT (in the directory where the player specified during installation).

    Everything is ready to go! We click on the shortcut of the test client and get to the login and login page. We go under our nickname and password, and choose one of the two test servers.

    Features test. Server

    • Each player is credited with 20,000 gold, 100,000,000 free experience, 100,000,000 silver at a time.
    • Everything that you earn and buy on the test server will never go to the main one.

    What's new in 1.6?

    • High-tier British light tanks
    • Changing the conditions of personal combat missions;
    • Change in appearance;
    • Disable damage to allies.

    New British light tanks







    General test 1.6 video review


    When we started working on the new graphics engine, HD maps and new sounds, we set a goal for ourselves - to create such graphics and sound in the game so that when you enter the battle, you would just be stunned and say: this is incredible! This game can't be eight years old!

    Today this moment has come. You can literally immerse yourself in immersive battles in realistic terrain with updated HD maps, atmospheric sounds of the environment and original music themes. And that is not all. We not only bring you a new gaming experience in World of Tanks 1.0, but we also invite you to be a part of these grand changes.

    In this article, we will tell you what will be tested at this stage, what will be added in the near future, and what you can expect when the update is released to the main servers in March. Go!

    A new level of realism in the game

    Before exploring the update itself, let's take a little time to understand where the game we all love so much is now. More than seven years have passed since the release of "Tanks". The gameplay remains consistent (thanks largely to your ongoing support and feedback), with hundreds of battles taking place on the servers every second. But is the game's graphics up to date? Hardly. World of Tanks looks like a 2010 game. Unfortunately this is the case.

    Over the years we have worked hard to bring the graphics in line with modern standards. The development team has improved the look of the game several times, from switching to a new graphics rendering with realistic shading and lighting models to introducing the Audiokinetic Wwise sound engine. However, technology was evolving faster than we could accommodate it, and BigWorld's engine simply couldn't keep up. For this reason, we moved the development of the client's engine inside the company and created a solution that meets the needs of the game - the Core engine. It will change the look of the game using modern technologies for processing and rendering graphic content, and will provide a sufficient basis for further development of graphics to keep up with technology.

    It took us three years to develop and optimize Core. Another year was spent on reworking maps, recreating game content from scratch. And now we are finally ready to submit it for testing.

    Why are we focusing on graphics?

    In fact, work is in full swing on all fronts. We are working on a situation with low-cost premium vehicles, several new nations in the game and new modes. Not to mention a few maps that require a complete overhaul, and those awaiting HD translation.

    We also know how long you have been waiting for new cards, and we are actively working on expanding their list.

    A number of completely new game locations have gone through several stages of the supertest over the past year, and we are processing your feedback. We will move from "project design" to balancing and finalizing Minsk, Studzianka and the new Asian map, which were recently supertest. While these maps will not be released in Update 1.0, we will cover them in a series of overview articles.

    As you can see, we are moving forward in all directions, but it is the new graphics and sound that we are already ready to present to you. This does not mean that we have interrupted work on other key aspects or that we are stopping further work on graphics. Rather, on the contrary, they take the gaming experience to the next level and lay the technical foundation for further improvements.

    Graphics settings

    With the transition of the game to the new engine, the graphics settings will be reset to their default state. For this reason, you will probably notice the graphics and performance changes when you log into the game for the first time. Follow this guide to change settings and update the driver so that everything will be the same.

    Graphics settings interface may change by the time of 1.0 release

    If you play at medium settings, you may need to go to low or minimum settings. Don't worry, it won't affect your frame rate. When it comes to picture quality, you will notice how much more realism and detail increase even at low settings. We've worked hard to optimize stability and frame rates, reduce memory usage, and free up resources to enable additional effects. So you can enjoy new graphics and sound even on medium and low-end computers, and high-performance computers will allow you to experience all the innovations in full.

    Do you want to see everything yourself? You can do this with enCore. This program will allow you to test your system and see how the 1.0 update works on it.

    Attention to detail

    Re-creating the original World of Tanks game with improved graphics has been challenging and we have asked you for help on numerous occasions. The new graphics have gone through a series of iterations and focus tests. Thousands of players have helped with the final setup of HD maps in the Sandbox. And now we come to the final and most important stage of the game rework.

    Music, atmosphere, significant balancing edits to a number of maps, complete visual reworking of all game locations, destructible objects and effects - World of Tanks looks new. Basically, it's good old gameplay superimposed on a completely new game world. And like any other game ahead of such an important update, World of Tanks requires more than a series of regular supertests and general tests.

    For this reason, we are running a beta test:

    • It will allow us to test new content in chunks, keeping a close eye on performance and your perception of changes.
    • It is open to everyone, so we can collect enough feedback to make the necessary edits.
    Why add new content in stages, why not submit everything at once?

    The last thing we need is hasty and disordered testing, and a sequential scheme provides a more focused approach. By adding game content in stages, we can test it in a controlled environment, identify problems and fix them on the fly.

    Also, waiting for a regular update to download and install is not very convenient. Now imagine how long it will take to install almost three dozen HD cards, new music at a time.

    We will use a similar approach when we release Update 1.0. You can pre-download it and enter the game when the time comes, without delays or long hours of waiting.

    The first stage of the beta test

    Below is a summary of the graphical and audio enhancements you can start learning today:

    29 maps in HD-quality: The transition to the new Core engine led to a complete redesign of the graphics, in which every object was recreated using new technology. As you get closer to your subject, you can count the leaves on the trees and see how different they are in shade, size, and shape. The space outside the map now seems limitless. The technology of displaying the surfaces of land and water has changed, providing depth and atmosphere of the places where the battle takes place. You can control your car, victoriously destroying small objects thanks to the use of Havok technology (wait!). Photorealistic sky and moving clouds will create a dynamic feeling on the maps. And global illumination technology will add harmony to the picture, accurately simulating how light is reflected from different surfaces and refracted between them.

    All this needs to be seen with your own eyes, and right now we can take a look at the screenshots of HD maps in the gallery below. Enjoy, or better yet, log into the game to enjoy the new graphics, technologies and effects with your own eyes.

    Balance improvements for a number of cards: Most HD cards did not require major balance improvements and offered roughly the same gameplay, only with high quality graphics. However, "Erlenberg", "Kharkov", "Steppes", "Ruinberg" and "Fisherman's Bay" had a noticeable imbalance. We have made significant changes to them in order to avoid "stool", to ensure equal chances for teams to capture key areas and an interesting gameplay for all types of vehicles. Over the next few weeks, we will share the changes and how they should correct the imbalance that has arisen. Now it's your turn to test them again and tell us if the changes worked. If not, we will continue to make corrections until everything is fine.

    Four original musical themes: The first phase of the beta is mainly focused on graphics. However, we could not resist not giving you the opportunity to hear new music. In the future, each map will receive its own composition with a unique loading screen theme, a dynamic theme that will evolve and change depending on the events on the battlefield, as well as a final theme for the post-battle statistics screen. By the way, the latter will directly depend on the outcome of the battle with unique music for victory, draw and defeat.

    Environment Sounds: all environment sounds are reworked to make each map more realistic. Now you will literally hear the world around you, into which the sounds of battle burst. Shots and explosions will sound different in the forest, in the village and among city buildings. Sounds will echo off the mountains and echo through the fields. What you hear will depend on where you are, where the shot was fired from, and what obstacles the sound has in the way. Just like in life! Even shots will become more realistic: Listen, and you will notice that each projectile has its own sound.

    Changelog version 1.0
    Cards

    List of maps redesigned in HD quality due to the transition to the new graphics engine Core:

    New graphics engine Core
    • Globally improved image quality at any settings.
    • Completely redesigned and optimized lighting.
    • All buildings have been redrawn in a new quality.
    • The landscape, water and all vegetation have been redesigned in a new quality.
    • All objects have high resolution textures applied.
    • Reworked the destruction system using the Havok® Destruction technology (works only on the following graphics settings "High", "Maximum" and "Ultra").
    • Added the effects of vehicles getting wet when entering water (and drying in the sun), as well as pollution and dust.
    • Added a clearer display of the tank suspension operation when overcoming various obstacles.
    • On all maps, the display of the terrain behind the "red line" has been reworked: now the game location is visually perceived to be much more spacious and wider. In this case, the boundaries of the playing area remain the same.
    • The terrain tessellation function is connected (partly at the maximum settings and fully at the "Ultra" settings).
    • Reworked track marks on different surfaces. Also added realistic traces of skids and pushing through various types of soil.
    • Added procedural generation of grass and bushes, which reduces the load on the computer.
    • Now all vegetation reacts to the behavior of your car: grass and foliage sways when firing, grass is crushed from movement on it, etc. Please note: this innovation does not reveal your car in any way, since this animation is visible only to you.
    • Added a new water treatment system with geometric waves (tessellation) and SSR (Screen Space Reflection) to simulate water reflections.
    • The natural model of the behavior of water from contact with it: when crossing a water barrier, the car "drives a wave", the hit of shells in the water causes the circles on the water to diverge, ripples, etc.
    • For each map, a completely new sky has been created, animation of the movement of clouds has been added.
    • Added full support for DirectX® 11.
    • Performance and memory consumption have been significantly optimized.
    • Improved armor hit marks (decals).
    • Smoke and various effects now cast shadows.
    Optimization

    Optimized game performance, memory consumption, CPU and GPU load.

    New soundtrack for the game

    A conceptually new soundtrack for the game has been introduced. A total of more than 180 musical compositions have been created, which now have a clear regional affiliation to the map on which the battle is to be, is or has ended. Also, the music now interactively interacts with the player and develops based on the events on the battlefield.

    So far, in the general test, we use only 4 musical themes, multiplied for all cards. With the release of Update 1.0, each map will have its own unique music set, which includes:

    • main theme for the map loading screen;
    • two combat interactive tracks based on the main theme, capable of sounding almost endlessly and without repeating in the arrangement thanks to the capabilities of the sound engine;
    • three final themes for the battle results screen: victory, draw and defeat.

    Musical logic also changes depending on the type of battle, it differs in random battle, ranked battle and general battle. In clan or team battles, where voice communication is critical, the battle music does not play, so as not to create additional interference in the audio channel.

    Changes to ambient sounds
    • The sounds of the environment and nature have been completely redesigned individually for each map. Nature now sounds rich and natural, while the voiceovers have a unique character depending on the terrain on the map. The sounds emitted by your equipment (shots, explosions, clanking of trucks, etc.) now change depending on what kind of terrain the fighting is taking place on: in mountains, wooded areas, in rural or urban areas, in an open field etc., the same sounds will sound differently.
    • Run the installer, which will download and install the test version of the client 1.0 (___ GB for the SD version and ___ GB for the HD version). When you start the installer, it will automatically offer to install the test client in a separate folder on your computer; you can also specify the installation directory yourself.
    • If you have a previous test version (9.22_test2) installed, then when you start the shared test launcher, it will be updated: ___ MB for the SD version and ___ MB for the HD version.
    • Please note: Installing to a folder containing legacy test client files may cause technical problems.
    • Run the installed test version.
    • Only those players who registered in World of Tanks before 23:59 (MSK) on February 4, 2018 can take part in the test.