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#3563609 - 04/27/12 02:20 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I hope Comacho's fix worked for you Flogger... In other news, there is another update out for the RO2 beta today. It contains a long list of small but potentially important refinements. The most interesting changes are to the suppression and stamina systems and how they affect weapon sway and iron sights. Changelog: Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,569 April 27th Changelog
-------------------------------------------------------------------------------- Gameplay •Classic ◦Added the ability for MGs to use controlled breathing zoom when deployed to balance them out against rifles in Classic mode ◦Bullet hitting player sounds are no longer exaggerated ◦Fixed a bug where sometimes weapons could zoom in in classic mode when they shouldn't be able to •Realism ◦Can no longer use controlled breathing, or use focus zoom if under heavy suppression. •Realism/Classic ◦When suppressed the player will now experience increased weapon breathing/sway and screen/weapon buffeting effects that scale up with the current suppression level of the player. ◦Stamina now has an increased effect on weapon breathing/sway when stamina is below 80% and above 25% ◦Can no longer fire your weapon after going to iron sights while sprinting until the weapon gets back into the firing position •Suppression now effects the screen/weapon "buffeting" effect when bullets whiz by the player. When more suppressed the screen will buffet more when a bullet whizzes by. Additionally, suppression bonuses from player progression, proximity to a hero, or being in cover will now reduce this buffeting affect as well. •Bipod MGs have greatly increased accuracy and much less recoil when deployed. Tripod MGs have greatly increased accuracy •Getting a battlefield commission should no longer cause the player to miss the initial spawn. Also, players who get a battlefield commission in the second round should now have enough time to use it. •Can no longer use the quick grenade key during the round start countdown Gameplay Bug Fixes •Fixed bipod and tripod MG bullets from hitting the edges of an emplacement (window, sandbag, etc...) - This fixes an issue introduced in beta •Fixed dropped weapon pickups getting automatically picked up sometimes •Fixed bots sliding around the floor in the ref pose in Firefight •Fixed commander sometimes not respawning properly in Countdown •Fixed overtime not always ending after capping an objective in Territory •Fixed commander automatically selecting their own artillery location. It was showing in the menu as selected, but it would not work properly when trying to launch artillery. •Fixed squad leaders overriding each other's marked artillery targets •Fixed a way to avoid spawn protection •Fixed the allied smoke grenade not properly blocking vision (effects AI vision, enemy spotted, and peripheral indicators) •Fixed the Stonewall achievement •Fixed stamina not recovering when using a fixed MG •Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you UI •Refinements to peripheral indicators making it more difficult to pin-point enemy locations •Fixed remaining salvo text misplaced in the commander menu •(Work in Progress) Added menu options to disable HUD Tips and/or Menu tooltips •Fixed player names appearing outside the tooltip box in the team select menu •Fixed some server filters being turned on (and saved) after using instant match Audio •Created a new system for being able to adjust the sounds of bullets hitting players. By default, for relaxed realism mode it is just like it is now, for realism mode the sounds of bullets hitting players are toned down, and for classic mode the sounds of bullets hitting players are at realistic volume levels. This setting is also adjustable for custom mode in webadmin. •Adjusted the sound of the player breathing when in iron sights so that breathing out will more closely match the volume of breathing in (before breathing out was very quiet compared to breathing in). Also increased the volume of the iron sights breathing a little so that it is more obvious that the player is breathing. It should also now be more clear that the player is NOT holding their breath when controlled breathing is used, rather the player is breathing slowly and pausing between each breath. •Some voice chatter was repeating itself that shouldn't be while other chatter was not repeating itself when it should be. Both issues have been fixed. •Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you Performance •More client and server performance improvements Maps •Mamayev Kurgan ◦Updated Lighting •Apartments ◦Increased Allies reinforcements __________________
Pretty, what do we blow up first? - Myn Donos
Update release thread is here: http://forums.tripwireinteractive.com/showthread.php?t=78229Cheers, Fafnir_6 EDIT: Yoshiro posted in another thread that the big update for the full game should be out "in the next few weeks"
Edited by fafnir_6 (04/27/12 02:32 PM)
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#3563751 - 04/27/12 10:02 PM
Re: Red Orchestra II News Thread v2.0
[Re: Comacho]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. I will try this. As for the updates, they are taking far too long. If it takes another two months then it would've almost been a year since the game was released. And sadly the community seems to be dead already... I do hope they make an RO3 - essentially RO2 reworked with RO1 style game play from the start as well as more content.
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#3563911 - 04/28/12 08:40 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead.
_________________________
Windows 7 32 SP1 Gigabyte GA770 probably obsolete already AMD Phenom II X4 3.1Ghz really an X3 unlocked and overclocked ATI HD 5830 1Gb 256 bit it was cheap 4 x 1Gb GSkill 1333Mhz looks pretty on the MB X-Fi Xtreme Creative Soundcard - cheap pair of headphones
"She put carbolic in my coffee, turpentine in my tea, Strychnine in my biscuits, Lord but she didn't hurt me." Furry Lewis / Big Chief Blues
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#3564120 - 04/28/12 04:38 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead. A very ignorant post. It is hard to play when the game is dead; that tends to happen after it has been out for many years. When the second game came out it cut the player base down, and as a result, the combined player base of RO1 + RO2 is essentially lower than RO1 had prior to RO2's release. In addition the game has aged engine wise. A lot of people are looking for an RO1 sequel that wasn't broken and played like the previous game (as one would expect from a sequel). And as I said, RO1 style gameplay and attention to detail. That would require reworking the game considerably so it won't be like MW2 to ME3. It should play like RO1 because it offered a fun experience. RO2, at release, was CoD style in WWII with some characteristics of RO1 left over like the damage system and nice weapon modeling. The issue is that it played like a run and gun game with tiny CQC maps which does not work well with some of those RO1 mechanics. TWI seems to be improving the game with a Classic mode, but again, too little too late. The player base is so small that it will likely be entirely dead by the time the game is 1 year old. Which is why I would suggest releasing an RO3 with a defined gameplay style rather than foolishly trying to take on CoD/BF. [Admin Edit]Removed. Let's not do the personal attack thing please[/Admin Edit]
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#3564150 - 04/28/12 06:12 PM
Re: Red Orchestra II News Thread v2.0
[Re: Flogger23m]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. I will try this. As for the updates, they are taking far too long. If it takes another two months then it would've almost been a year since the game was released. And sadly the community seems to be dead already... I do hope they make an RO3 - essentially RO2 reworked with RO1 style game play from the start as well as more content. I hope the fix works for you  . Your request for RO1-style gameplay is not unique in the greater Red Orchestra fan community. In fact, the volume of requests for what you describe was so great that TWI has spent the last 3-4 months developing hundreds of gameplay tweaks for RO2 in general as well as a whole new game mode (RO-Classic) intended for people just like you (and me ). Most people have yet to try this because getting the RO2Beta required more work than most are willing to do for the purpose of trying out the new game enhancements on test servers. These developments have also required a long time to get tested and in-game, unfortunately (it was a considerable re-work, as you stated in the last post). In a few weeks time, there will be a HUGE update for (non-beta) RO2 that will bring all the enhancements (the vast majority of which have been developed in close co-operation with fans) that have been in development over the last quarter. That said, there is still room for improvement...the squad command system and tank simulation aspects of RO2 are slated to be the next focus of TWI's development so don't expect big improvements in those areas. The infantry game is epic with the changes. You will not be disappointed. I'll be sure to post about the patch release when it happens so stay tuned  . Additional content is also on the way. I have helped beta test the MamayevKurgan map (which caters to the bolt-action crowd) and at least 4 new vehicles are planned (Panzer III Aus J, sdkfz251, T-70 and Universal Carrier) with the PzIIIJ and T-70 coming out first. There are also rumors of up to 4 other official maps under development along with some new guns (Luger P08 & MG42 amoung others). These are rumors so take them with a grain (a cup?) of salt. Your idea about a re-launch or maybe an RO3 has definite merit when it comes to increasing player counts. Personally, I would like to see the tank simulator get fixed and then have Red Orchestra III: Battle of the Kursk come out. New vehicles, maps and weapons so we can play the 85mm Ivans vs. the big kitties  . The release of Rising Storm later this year and the upcoming free weekend TWI has planned for when the gameplay patch comes out should help with player counts as well. Hopefully they'll have a steam sale at the same time. Cheers, Fafnir_6
Edited by fafnir_6 (04/28/12 06:29 PM)
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#3564366 - 04/29/12 09:23 AM
Re: Red Orchestra II News Thread v2.0
[Re: Flogger23m]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead. A very ignorant post. It is hard to play when the game is dead; that tends to happen after it has been out for many years. When the second game came out it cut the player base down, and as a result, the combined player base of RO1 + RO2 is essentially lower than RO1 had prior to RO2's release. In addition the game has aged engine wise. A lot of people are looking for an RO1 sequel that wasn't broken and played like the previous game (as one would expect from a sequel). And as I said, RO1 style gameplay and attention to detail. That would require reworking the game considerably so it won't be like MW2 to ME3. It should play like RO1 because it offered a fun experience. RO2, at release, was CoD style in WWII with some characteristics of RO1 left over like the damage system and nice weapon modeling. The issue is that it played like a run and gun game with tiny CQC maps which does not work well with some of those RO1 mechanics. TWI seems to be improving the game with a Classic mode, but again, too little too late. The player base is so small that it will likely be entirely dead by the time the game is 1 year old. Which is why I would suggest releasing an RO3 with a defined gameplay style rather than foolishly trying to take on CoD/BF. [Admin Edit]Removed. Let's not do the personal attack thing please[/Admin Edit] You have misunderstood, there is nothing wrong with RO1, I wish RO2 had as much content (tanks and vehicles mainly) but to expect the developer to make the new and improved version just like the original would be like reissuing the Edsel. I don't want it to look like Battlefield or Modern Warfare of course, those games just suck (might be pretty but they still suck) and I agree with you on the playing style, I have been playing tactical shooters since Rainbow 6, it was cool in it's day and when Raven Shield came out it was just as cool but better graphics and we rejoiced, then R6 Vegas came out and it was even more cool with even better graphics and some of the gameplay mechanics we wanted, but it wasn't the same game anymore. Ubisoft and others have moved to a console type format. When Vegas 2 came out (which should've been DLC Map pack for Vegas 1 but I digress) they made it a separate game which to me is BS but that is the way game developers are going now. I said all that to illustrate that no matter how great the original was you can't really expect them to reinvent it as a new game all the time and insulting those who disagree with that is childish at best and a little condescending, I am playing the beta and very few are in there playing it with me. I play the regular build on the other servers and there are more people but changing the game isn't going to change server populations, I found out about RO1 by word of mouth, how many still play that? If you make RO2 just like RO1 it won't change the server population because those same vocal people who want it to be RO1 will complain that it doesn't have as many maps or vehicles or some other issue that they want to beat to death as an excuse to not play it. I like the classic mode but the more they tweak settings the more they make it less realistic IMO. I just feel that many of the people who complain about what the game is or isn't giving them aren't actually playing it to the same degree that they are complaining about it. There is a free weekend of Modern Warfare 3 this week and I downloaded it, it is nothing more than MW2 with new maps which is why I commented on it. At least TWI is giving us maps and content without sticking it to us as paid add-ons and creating different gameplay modes that will give servers more flexibility and gaming styles. Still I doubt that will make the most vocal proponents of RO1 to move to RO2. I'm in my 50's and I like realistic military games and this one is my most played game overall, I loved BF-1942 but the twitch shooter Xbox style MW/BF games today are not for me. However, I don't have a problem with some of the gameplay elements of those games being in some servers to siphon away players from those other titles, in fact I think TWI should do a free weekend as well with a price break to attract new players and some cashflow. Then people who have written it off because it's not Battlefield or CoD would get to see what it is all about. That would change the server populations I think.
_________________________
Windows 7 32 SP1 Gigabyte GA770 probably obsolete already AMD Phenom II X4 3.1Ghz really an X3 unlocked and overclocked ATI HD 5830 1Gb 256 bit it was cheap 4 x 1Gb GSkill 1333Mhz looks pretty on the MB X-Fi Xtreme Creative Soundcard - cheap pair of headphones
"She put carbolic in my coffee, turpentine in my tea, Strychnine in my biscuits, Lord but she didn't hurt me." Furry Lewis / Big Chief Blues
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#3570083 - 05/09/12 02:38 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There's a bit of news from the modders as we wait for the big patch for RO2 to drop. BOH-Rekrut of Darkest Hour fame has finally released a late Alpha or early beta of his new map TE-The_Univermag. This map is epic in its scope and will transform RO2 once the bugs get worked out. As I stated, this is still very much a WIP...Bugs should be expected. Player: http://www.mediafire.com/download.php?i7a6qnl6w3leqj8Server: http://www.mediafire.com/?v3eshlo7i3z28ajRelease thread: http://forums.tripwireinteractive.com/showthread.php?t=75260Modder Polshevik has also posted a new firefight map called FF-GlassesWarehouse but apparently some issues need to be worked out before that map will really work. I'll post links when the fixed version is released. Cheers, Fafnir_6
Edited by fafnir_6 (05/09/12 02:39 PM)
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#3570170 - 05/09/12 05:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted another status update about the final round of beta testing and the release date for the big RO2 gameplay patch. Apparently, community-requested items such as client-side hit detection and re-worked tank AI are in the final beta so that will be a big news for all RO2 players when the patch for the main game comes out. Unfortunately, it looks like the multiplayer campaign won't quite make it for the big update...due out before the end of May. Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,591 What We Are Up To - Community Requests and Patch Timing
-------------------------------------------------------------------------------- Once again welcome back to another edition of "What We Are Up To". As mentioned last time, we are drawing closer to the release of the RO 2 update. The timing of the release along with what should be last set of changes to be introduced to the beta are the topics of today's post. Starting off will be the changes coming to the beta this week: Client-side hit detection and changes to Tank AI.
One of the largest community requested items has been client-side hit detection. And that is exactly what you will be getting! Admins will now have the ability to chose what network model they want for their servers. Client-side hit detection takes the network out of the equation and gives the end users a more "what you see is what you get" experience. Leading your target will be more consistent across servers that have it enabled. It will now up to Players and Admins to decide which mode is right for them.
Next up, tanks. While we are planning more updates for down the road we do have several changes that will be hitting the beta (and this update), we have been working hard to address many of the issues. Bugs have been squashed, tank "warping" has stabilized, ai changes have been made, and ease of use functionality has been implemented. We hope you will enjoy the upcoming changes listed below.
One of the first things players will notice with tanks, after the next beta update, is that they won't fire at will. The new default mode for tank AI (in human controlled tanks) is "Player Ordered AI Gunnery" mode. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing.
In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system. Players will also find that AI gunners are no longer the crack sharpshooters they previously were, and will be even worse if the tank is in motion. Opening your tank to others is now a more viable option, [TT]'s unite!
We at Tripwire would like to highlight two community members who have inspired change through their work for the community. Mekhazzio (with his anti-lag mut) and Ducky (with his TankAI mut and many others). Some of the changes listed above are a direct response to the work they have done and the community's appreciation of it.
These will be the last major additions to the beta as we lock down functionality and move into the final QA and bug fixing process. Eagle-eyed readers will have noticed that I did not mention Multiplayer Campaign (MC), and there is a reason for that. It will not be making its debut in the next patch. As things have come together since the beta began, MC has always been just out of reach for inclusion with the "next beta patch". We feel that it needs more time in testing and balancing, and more importantly, more time with community feedback! So with that in mind, we will be adding MC to the beta so that players can get in there and let us know what they feel is working, and better still, what needs more work. We look forward to playing it with the beta community shortly.
Now for the question everybody wants answered. When will the patch be released? With content locked and the final QA process underway , I am happy to announce we are now looking at a date before the end of May for the update to roll out. This should be followed by a pre-load (Valve permitting) and free weekend approximately a week later. This is to make sure there will be ample time to prepare and your friends won't have the excuse of not being ready when it is time for the free weekend. We look forward to seeing you in a bigger, better RO 2! __________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78651Cheers, Fafnir_6
Edited by fafnir_6 (05/09/12 05:18 PM)
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#3570958 - 05/11/12 02:28 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, TWI has released what appears to be the last beta update prior to the big gameplay patch due out before month-end. Please note that there is a Steam error that has messed some people's downloads of this patch. Valve is working on the problem and it should be ironed out shortly. This update is a meaty one too with a ton of great additions...See here:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,596
May 10th Beta Changelog
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Gameplay - General•First pass client side hit detection system. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned on/off by server admins through the webadmin tool.
•New control options added for Crouch (Hold), Prone (Hold), Iron sights (Hold), and exclusive Focus / Breathing. •Added a new system which scales down the damage of bullets as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player. •The distance the player can fall before being damaged/killed has been increased. Falling damage now hurts the players legs and in Realism & Classic mode makes the player walk slowly for a short time. •Added suppression for melee •The F1 grenade damage has been increased to match it's axis counterpart •Smoke from smoke grenades now disappears between rounds •The map boundary effect has been brightened •Overtime timelimit has been increased to 3 minutes. Stalling an objective capture no longer ends overtime (the objective must be completely captured or lost) •Improvements to prone physics in tight spaces (e.g. trenches) Gameplay - Vehicle Functionality & AI•Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system. •Fixed bugs that were causing the vehicle AI to be 100% accurate with their aimed shots when a human player was in the tank. This was the root of most of the problems with tank AI being way too hardcore and good. •Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug. •Added some tank AI configuration elements based off of Ducky's Tank AI mutator •You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34) Gameplay - Action Mode•The crosshair size now scales with the base accuracy of the weapon. More accurate weapons have tighter crosshairs, less accurate weapons have looser crosshairs. • The crosshair now expands with the recoil of the gun to represent the shooting being less accurate for longer bursts. •Increased weapon spread when not aiming down sights. •Set up weapons to fire at the crosshair location for Action mode (including fixed MGs) when not using sights. •Removed "instant death" zones in Action mode. Damage to those zones is now just scaled up rather than instantly killing theplayer. Those zones are head, neck, heart, and acorns. •Added a system to scale the damage on a per weapon basis. Weapon damage is now more balanced for Action mode. In particular, rifles are much more effective, and the balance between weapons is much better. •Added a new system to scale the weapon spread of weapons when not aiming down sights. It is now considerably harder to hit players when hip shooting in Action mode, which puts more of an emphasis on using sights while still allow hip shooting to be a viable tactic. •Added a system to tweak weapon recoil for Action mode. Adjusted the recoil of the PPSH and AVT40 to be more controllable for action mode. Gameplay - Fixes•In Countdown, the commander is no longer able to waste a reinforcement wave if nobody is dead •Fixed an instance of getting stuck in suppression • Fixed a bug preventing players from deploying MGs in some areas • Fixed tank physics from 'popping' around online at close range - Still working on longer range • Fixed disappearing players when using or viewing someone on a tripod MGs • Fixed a rare situation where Countdown sudden death would not end • Fixed a bug where you could get suppressed multiple times from the same penetrating shot •Fixed a bug with melee that was causing it to not hit the body part you were aiming at • Fixed a bug where damage scaling was breaking being able to damage tank crew members • Fixed a bug where weapon rotation could get messed up when blind firing from cover in action mode • Fixed a bug where the AI would take over control of the tank's turret/hull MG even if you had ordered it not to fire. •Fixed a bug where the tank cannon would point off in random directions after the AI fired it round from it or moved it. •Fixed a bug where the AI would just fire at anything they saw when ordered to suppress infantry rather than actually firing at the infantry the commander ordered them to fire at. •Spectator/DemoRec no longer get stuck on the round end menu •Servers no longer crash when misspelling a map name using servertravel UI•On the loading screen the game mode setting is now always correct •Fixed incorrect server details icons in the server browser •Added popup dialog boxes to the server browser the first time you connect to action or realism servers •The territory spawn menu no longer displays if your team is out of reinforcements •Fixed the kill message icon for the allied AT grenade •Tweaks to the squad member list in tactical view •Added notification message for team kills that tell both players involved •Added notification message for MG barrel overheating •In Realism Mode the minimap is now displayed in tactical view •Refinements to role/kick voting menus •Added a tip dialog box to the weapon select menu the first time a weapon upgrade is available •Corrected battlefield commission text (Always said Axis team) •Adjustments to some HUD font, size, and positioning. •Players lists are now once again available in the server browser Graphics & Performance•Added a DOF graphics setting to the video options menu •Fixed a texture size constraint that was causing some 32bit machines to crash Audio•Added new audio for the native voices option •Refined and improved vehicle MG sounds •Panzer IV now uses a looped MG shooting sound •Tank AI Crew members will now respond verbally to the tank commander’s orders WebAdmin•Mutators now show up in the change map screen •Added more flexibility to a number server settings including: team death icons, allow killcam, kill message mode/delay, friendly player name mode. •Cleaned up some unused webadmin settings •Fixed killcam settings not working properly in webadmin Known Issues•There is currently a known crash when a server changes maps •Currently the map voting screen will not list maps, but the functionality still works (names are just invisible) •Server Browser may display incorrect information •Count Down ready up menus have some fake player placeholder names •Rare case of muzzle flash not showing •Weapon focus may get "funky" - We are trying to find a good reproduction.
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78680Cheers, Fafnir_6
Edited by fafnir_6 (05/11/12 02:31 AM)
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#3575748 - 05/19/12 06:17 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted an update in the TWI forums. Apparently, there is a new opt-in beta for the main RO2 build now available. My understanding is that this is a close-to-release test version of the patch they intend to apply over the main RO2 install...
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,660
Red Orchestra 2 Opt In Beta
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RO 2 owners will now find that they have the ability to opt into a Red Orchestra 2 beta (they can do this by right clicking on the game in Steam, choosing the properties option and then the beta tab to find the opt in drop down) . This beta will replace the current live build of the game (not the separate Red Orchestra 2 Beta). A brief summary of what this beta includes:•Maps◦New Map - Mamayev Kurgan - TE, CD, FF ◦Balance updates and bug fixes for all other maps •New Game Modes◦New Mode - Classic ◦New Mode - Action - This mode replaces relaxed realism. •Gameplay Refinements◦Lockdown ◦Overtime ◦Spawn Protection ◦Spawn on Squad Leader ◦Enemy Spotted ◦Player Damage Model ◦Suppression ◦T-34 armor has been modified •Community Requests◦Client side hit detection server option ◦Tank AI Changes and Additions ◦Greatly decreased deployed machine gun recoil ◦New input options for functions (toggle vs hold and more) •Performance and Bugs◦Over 50 major bugs fixed ◦Major performance increases for clients and servers ◦Improved particles from explosions and smoke
This is not the final build, but is a near release candidate. We will be monitoring it over the weekend for any major issues that arise. Have fun, and a great weekend! Of note, users may need to delete their mygames/ro2/rogame/config files. They need to be freshly made for this build of the game and it looks like the initial install did not do that properly. We have also heard reports that it doesn't start the update for some users unless they toggle the "always keep this game up to date" function off and then back on WARNING: Any users who are currently part of the Rising Storm beta team are advised NOT to opt in. The game will NOT work while the current build of Rising Storm is installed.
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Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78964Cheers, Fafnir_6
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