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#3602014 - 07/04/12 11:49 PM Re: Red Orchestra II News Thread v2.0 * [Re: fafnir_6]
fafnir_6 Offline
Member

Registered: 03/07/04
Posts: 310
Loc: Edmonton, AB
Hey guys,

I know I have been absent somewhat for the past little while. Today I bring news of some RO2 custom maps that are coming out. Modder Drecks continues to perfect his 1942 factory complex battlefield with the release of TE-/CD-/FF-Coldsteel Beta 8. You can read all about it here: http://forums.tripwireinteractive.com/showthread.php?t=76004

Coldsteel client files: https://dl.dropbox.com/u/17947857/CookedPC.7z

Coldsteel Server files: https://dl.dropbox.com/u/17947857/CookedPCServer.7z

Modder LordGleedo has also posted a new version of his map TE-DieBresche. You can read all about the Beta 5 version here: http://forums.tripwireinteractive.com/showthread.php?t=76417

DieBresche Client files: http://lordgleedo.gamingdeluxe.net/downloads/TE-DieBresche-B5-ClientFiles.7z

DieBresche Server Files: http://lordgleedo.gamingdeluxe.net/downloads/TE-DieBresche-B5-CookedPCServer.7z

Modder Wolverine has also released a re-make of the Shipment map from Call of Duty for RO2 called TE-Otrpy3ka_B1. It is a tiny map for $hits & giggles...pistols only, anyone?

DL here: http://www.wolvy.net/images/maps/otrpy3ka.zip

Cheers,

Fafnir_6


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#3605588 - 07/11/12 11:52 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]
fafnir_6 Offline
Member

Registered: 03/07/04
Posts: 310
Loc: Edmonton, AB
Hey guys,

There's a new dev update out concerning Killing Floor and RO2...

Quote:





Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,867









What We Are Up To - Map Balancing and More

--------------------------------------------------------------------------------

Welcome back to another What We Are Up To post that lets you, the fans, know what we here at Tripwire are working towards. Things have been busy here with the recent release of the Killing Floor Summer Sideshow





Killing Floor Summer Sideshow 2012 Trailer - YouTube








As well as our upcoming move to our new offices (to make room for all the new talented people who are joining our team here, and our continued search for more (http://www.tripwireinteractive.com/jobs/). We also have an upcoming patch for RO 2, for those not keeping track, we now have eight (8) fully playable custom maps (http://forums.tripwireinteractive.com/forumdisplay.php?f=135) available in RO 2, so be sure to check them out and provide feedback to the mappers as they get their maps ready for the Counterattack Mapping Contest. And if my eyes do not deceive me, I have spotted at least five more in development.

Speaking of the upcoming RO 2 patch, one of the least known features of the GOTY update for RO 2 was the implementation of the Steam stats tracking system. This is the same system used in games such as TF 2 to all the developers to find out how players are playing the game. Our goal with the system was to help us track map balance, and make changes to the maps based on that feedback, and I am happy to say that the first map updates based on the results of the feedback is ready with the updated maps being made available in the next RO 2 patch. Moving forward we can continue to use the system to gather feedback and make tweaks as needed based on how the community as a whole is playing the game!

We’ve also been working on several bug fixes, gameplay tweaks, and several client crashes. One of these that players will see shortly in the upcoming patch is a change to the spawn protection system. Defenders who are in a “spawn protection” area when it is activated will now have more time (twenty seconds) to pull back. In the future we will also be bringing news of our next planned content update and our plans for the game moving forward. As details are worked out we will start to present them to the players.

I’ve thrown the word upcoming patch around several times in this update. The bad news is that I do not have a patch release date to give you yet, the good news is that it will be within the month (if all goes well). Near the release of the patch we will also be posting the first of a series of dev blogs which goes over what a developer has been working on and the details behind it.

See you on the eastern front!

__________________

Pretty, what do we blow up first? - Myn Donos


Go here for the original post and discussion: http://forums.tripwireinteractive.com/showthread.php?t=81557

Cheers,

Fafnir_6

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#3607176 - 07/14/12 11:00 PM Re: Red Orchestra II News Thread v2.0 [Re: Darren]
vonKhan Offline
resident pacifist (sic)
Member

Registered: 04/21/01
Posts: 2012
Loc: Canada
Originally Posted By: Darren
Dated graphic engine with gameplay like BF3 or COD.Yawn.

And it's buggy.


Gameplay isn't like COD and MW3, does feel more tactical and slower. I've fired it up and really enjoy it actually.
_________________________
I used to work work for a living, but then I took an arrow to the knee.

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#3607374 - 07/15/12 12:36 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]
KRT_Bong Offline
It's KRT not Kurt
Senior Member

Registered: 11/05/07
Posts: 2523
Loc: Gulf Coast of Florida
I just love convincing my friends to install a folder called Cooked PC on their machines.. "No, it's okay, Really!" biggrin
_________________________
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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#3612727 - 07/24/12 12:23 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]
Jedi Master Offline
Entil'zha
Big Kahuna

Registered: 02/15/00
Posts: 35810
Loc: Space Coast, USA
Yeah, no idea why the Unreal engine uses that convention.

I've had Cooked PC folders on my PC for most of the last decade.



The Jedi Master
_________________________
The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter

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#3613144 - 07/25/12 12:30 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]
fafnir_6 Offline
Member

Registered: 03/07/04
Posts: 310
Loc: Edmonton, AB
Hey guys,

I got a couple of new tidbits for you. First, nVidia users might be able to take advantage of improved performance if you upgrade to the 304.79 drivers. I have a Radeon card so I can't test it personally but most of the people here: http://forums.tripwireinteractive.com/showthread.php?t=81868 report 10-15FPS improvement.

Also, there is a new RO2 beta patch out for those who are opted into the RO2 Beta program. This patch mostly takes the data that TWI gathered from the Steam Stats feature introduced with the GOTY patch to help with map balancing.
Quote:




Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,895









July 19th RO 2 Beta Patch

--------------------------------------------------------------------------------

There is currently an opt in beta available for Red Orchestra 2. This beta converts RO 2 to a new compression system to enable it to work more efficiently with the Steam byte patching system for smaller future patch downloads.

The full changelog is as follows:

Maps•Fixed minor lighting issues across all maps
•Fixed bugs across all maps


•Mamayev&#9702;Balanced reinforcement count in Allies favor
&#9702;Added additional cover
&#9702;Added ammo depot to Axis staging area


•Barracks&#9702;Improved cover between NCO barracks and Admin
&#9702;Modified area that could be used to fire on a spawn

•Pavlovs House&#9702;Moved ladder in Zabs house to a better location
&#9702;Modified initial Allied spawn protection
&#9702;Added new routers to help the Allies leave their spawns without getting killed as easily
&#9702;Modified several spots in Zabs House that could be used by the Axis to overlook the Allied spawn exit
&#9702;Modified Allied spawning location when the Axis are pushing the final Allied objective
&#9702;Added additional cover to some areas of the map
&#9702;Blocked off tank access to the yellow building area behind Zabs House

•Red October Factory&#9702;Rebalanced reinforcement count
&#9702;Added additional map time
&#9702;Decreased artillery use timer
&#9702;Removed 2nd Axis tank
&#9702;Modified number of window firing points for Axis on the 1st obj
&#9702;Modified initial Russian spawn protection
&#9702;Added more cover to the 1st and 2nd objective areas
&#9702;Fixed several bugs
&#9702;Additional optimization

•Station&#9702;Added more cover to the initial Axis approach
&#9702;Modified 1st Axis spawns

•Spartanovka&#9702;Modified capzones for Housing Block 1 & 2

•Grain Elevator&#9702;Added several obstructions to break up line of sight
&#9702;Increased capture time on last objective
&#9702;Increased duration before allies lose all of their reinforcements
&#9702;Fixed map boundary times being 1 second

•Commissars House&#9702;Added new cover from first spawns
&#9702;Added cover to road ahead of Commissars North Hall
&#9702;Increased size of snow mounds around Commissars House
&#9702;Modified map boundaries
&#9702;Modified objective setup
&#9702;Modified spawn locations and handling


•Training&#9702;Fixed ref pose bots in squad leader training


Gameplay•Fixed bullet impact effects not being visible when on a fixed MG
•Fixed weapons getting lowered while aiming left from prone
•Increased spawn protection time to 20 seconds if standing in the area when it’s activated
•Correct initial ammo count for P38 and TT33 (added one)


UI•Fixed the scroll bar on the server browser player list. It should no longer continue to snap to the top.
•Fixed voted maps sometimes disappearing from the right-hand map voting box
•Fixed flickering text on the loading screen when downloading a custom map
•Fixed “FT1, FT2, FT3” etc text stuck on screen for squad leaders and commanders
•Fixed Marskman roles missing from some maps in action mode. Squad view shifting down as roles open up eventually making roles un-selectable.


Webadmin•The 'Mutate' command can now be used from the management console


__________________

Pretty, what do we blow up first? - Myn Donos


See the thread here: http://forums.tripwireinteractive.com/showthread.php?t=81877

...and finally, Check out the new static object RO2 modder Shadowwill is working on







If you look in this thread: http://forums.tripwireinteractive.com/showthread.php?t=69493&page=37 Shadowwill introduces his new static object to which Yoshiro responds asking if he has an interior done for it (Shadowwill says yes but very preliminary) and that he might get some coders working on it so that it will be driveable....SWEET!

Cheers,

Fafnir_6


Edited by fafnir_6 (10/15/12 12:21 PM)

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#3615506 - 07/28/12 02:14 PM Re: Red Orchestra II News Thread v2.0 [Re: vonKhan]
KRT_Bong Offline
It's KRT not Kurt
Senior Member

Registered: 11/05/07
Posts: 2523
Loc: Gulf Coast of Florida
Originally Posted By: vonKhan
Dated graphic engine with gameplay like BF3 or COD.Yawn.

And it's buggy.




Obviously, you have never played it, the unreal engine might be dated, but it works very well and has the legs to go further. Many people out there who have worked in UT/RVS etc are going to be making content for this; new maps, objects, etc.. so that means there will be soon tons of free content, and to top it all off I don't see any bugs in this game that are showstoppers so again have you actually played?
_________________________
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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#3627374 - 08/16/12 04:58 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]
fafnir_6 Offline
Member

Registered: 03/07/04
Posts: 310
Loc: Edmonton, AB
Hey guys there is a new dev update out concerning the next big update they are working on. The RO2 beta is being updated to include the multiplayer campaign, so test away smile. They are also working on their next map which will be a large combined arms map.
Quote:


Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,948









What We Are Up To - Gearing up for the next major RO 2 Update

--------------------------------------------------------------------------------

Welcome back to the latest edition of the What We Are Up To post. For those just joining us, these are designed to tell you the community what is going on behind the closed doors here at Tripwire. Today is the first in a series that will be touching on our immediate and long term plans for RO 2. This post will focus on the map, multiplayer campaign and player requested refinements.

As some of the players have noticed, like before the Game Of The Year update, the RO 2 beta (the stand alone beta, NOT the opt in beta) has been updated. This has brought the beta to the same version as the live game. As the weeks and months go on we will be continuing to introduce things to the beta for player feedback before it all eventually ends up in the next RO 2 patch.

The first change, which has already been introduced in the beta, has been to turn on Multiplayer Campaign. Stay tuned to the RO 2 beta forum in the future as we schedule tests to gather feedback from players and identify what needs work.

Coming shortly we will have player requested refinements entering the beta as well. Increased stamina capacity in classic, a change to player movement while players are firing machine guns, as well as some tweaks to countdown and UI functionality to help players understand what is expected of them and what is happening during the game.

Also on the way will be our next official map. While we aren't ready to give out many details just yet (including the name), what we do want to do is let players know what our goal is with this map. It has been designed to bring back one of the combined arms style of experiences from RO 1 that has not been represented in an official map so far. Multiple tanks on both sides engaging each other over large tracks of land while infantry move up and capture the objectives. If the tanks try and get up close and personal in the objectives without friendly infantry support they will soon find themselves dodging infantry exposing themselves only long enough to damage or destroy the tank. We think it will be an great addition to to the gameplay of RO 2.

We'll be looking for feedback from the community on all these things and more as the beta advances. In the coming days I'll also be touching on major system changes, the upcoming Rising Storm and more. Speaking of Rising Storm, some of the Tripwire team is on the ground in Germany at Gamescom with Tony from Rising Storm, so keep your eyes out for new information and media!


__________________

Pretty, what do we blow up first? - Myn Donos


http://forums.tripwireinteractive.com/showthread.php?t=82695

Cheers,

Fafnir_6

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#3627842 - 08/16/12 08:16 PM Re: Red Orchestra II News Thread v2.0 [Re: KRT_Bong]
FozzyBear Offline
Member

Registered: 02/08/11
Posts: 446
Originally Posted By: KRT_Bong
Obviously, you have never played it, the unreal engine might be dated, but it works very well and has the legs to go further. Many people out there who have worked in UT/RVS etc are going to be making content for this; new maps, objects, etc.. so that means there will be soon tons of free content, and to top it all off I don't see any bugs in this game that are showstoppers so again have you actually played?


Obviously you have no experience being a 2D artist while using UDK. If you did, you would know that it severely limits the quality of the graphics you can use.

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#3627845 - 08/16/12 08:29 PM Re: Red Orchestra II News Thread v2.0 [Re: FozzyBear]
KRT_Bong Offline
It's KRT not Kurt
Senior Member

Registered: 11/05/07
Posts: 2523
Loc: Gulf Coast of Florida
Originally Posted By: FozzyBear
Originally Posted By: KRT_Bong
Obviously, you have never played it, the unreal engine might be dated, but it works very well and has the legs to go further. Many people out there who have worked in UT/RVS etc are going to be making content for this; new maps, objects, etc.. so that means there will be soon tons of free content, and to top it all off I don't see any bugs in this game that are showstoppers so again have you actually played?


Obviously you have no experience being a 2D artist while using UDK. If you did, you would know that it severely limits the quality of the graphics you can use.

I don't know how limiting it is but it still runs well for most people. I like it, personally I think it runs very well with a lot of players and its fun and that's what counts.
_________________________
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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