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#3518487 - 02/14/12 12:29 PM
Red Orchestra II News Thread v2.0
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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RISING STORM PRE-PURCHASE AVAILABLE!!!!! May 17, 2013 http://simhq.com/forum/ubbthreads.php/topics/3783676#Post3783676MG42 WIP REVEAL Apr 11, 2013 http://simhq.com/forum/ubbthreads.php/topics/3766211#Post3766211NEW DEV UPDATE Apr 8, 2013 http://simhq.com/forum/ubbthreads.php/topics/3764896#Post3764896NEW RISING STORM TRAILER Mar 25, 2013 http://simhq.com/forum/ubbthreads.php/topics/3757501#Post3757501RISING STORM / RO2 UNIVERSAL CARRIER PREVIEW Mar 18, 2013 http://simhq.com/forum/ubbthreads.php/topics/3753264#Post3753264NEW DEV UPDATE Mar 5, 2013 http://simhq.com/forum/ubbthreads.php/topics/3745722#Post3745722NEW RO2 PATCH Feb 21, 2013 http://simhq.com/forum/ubbthreads.php/topics/3739426#Post3739426NEW RO2 PATCH Jan 11, 2013 http://simhq.com/forum/ubbthreads.php/topics/3716006#Post3716006NEW RO2 CONTENT PATCH Nov 19, 2012 http://simhq.com/forum/ubbthreads.php/topics/3685250.html#Post3685250NEW VEHICLE REVEALED Nov 16, 2012 http://simhq.com/forum/ubbthreads.php/topics/3683645.html#Post3683645NEW DEV UPDATE Sep 7, 2012 http://simhq.com/forum/ubbthreads.php/topics/3640573.html#Post3640573NEW DEV UPDATE Aug 24, 2012 http://simhq.com/forum/ubbthreads.php/topics/3632081.html#Post3632081NEW RISING STORM FOOTAGE Aug 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3628501.html#Post3628501NEW RISING STORM VIDEO Aug 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3628181.html#Post3628181NEW DEV UPDATE Aug 15, 2012 http://simhq.com/forum/ubbthreads.php/topics/3627374.html#Post3627374NEW RO2 BETA PATCH AND OTHER STUFF Jul 24, 2012 http://simhq.com/forum/ubbthreads.php/topics/3613144.html#Post3613144NEW DEV UPDATE Jul 11, 2012 http://simhq.com/forum/ubbthreads.php/topics/3605588.html#Post3605588MOD RELEASE Jul 4, 2012 (Maps COldsteel beta 8, DieBresche Beta 5 and Otrpy3ka Beta 1 http://simhq.com/forum/ubbthreads.php/topics/3602014.html#Post3602014MAPPING CONTEST! Jun 14, 2012 http://simhq.com/forum/ubbthreads.php/topics/3591897.html#Post3591897NEW RISING STORM INTERVIEW May 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3581388.html#Post3581388DEV INTERVIEW May 23, 2012 http://simhq.com/forum/ubbthreads.php/topics/3578473.html#Post3578473BETA RO2 PATCH OPT-IN May 19, 2012 http://simhq.com/forum/ubbthreads.php/topics/3575748.html#Post3575748NEW RO2BETA PATCH May 10, 2012 http://simhq.com/forum/ubbthreads.php/topics/3570958.html#Post3570958NEW DEV UPDATE May 9, 2012 http://simhq.com/forum/ubbthreads.php/topics/3570170.html#Post3570170MOD RELEASE May 9, 2012 (Map TE-The-Univermag) http://simhq.com/forum/ubbthreads.php/topics/3570083.html#Post3570083NEW RO2BETA PATCH Apr 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3563609.html#Post3563609RISING STORM TEASER Apr 20, 2012 http://simhq.com/forum/ubbthreads.php/topics/3559749.html#Post3559749NEW RO2BETA PATCH PREVIEW Apr 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3558030.html#Post3558030MOD RELEASE Apr 16, 2012 (Maps TE-Arad2_B2 & TE-Arad2_Tanks_B1) http://simhq.com/forum/ubbthreads.php/topics/3557176.html#Post3557176NEW RO2BETA PATCH Apr 5, 2012 http://simhq.com/forum/ubbthreads.php/topics/3551643.html#Post3551643NEW RO2BETA PATCH PREVIEW Apr 3, 2012 http://simhq.com/forum/ubbthreads.php/topics/3549811.html#Post3549811MOD RELEASE Mar 27, 2012 (Maps TE- & FF-ColdSteel_B3) http://simhq.com/forum/ubbthreads.php/topics/3546105.html#Post3546105NEW DEV UPDATE Mar 21, 2012 http://simhq.com/forum/ubbthreads.php/topics/3543118.html#Post3543118NEW RO2BETA PATCH Mar 16, 2012 (RO-Classic Mode!) http://simhq.com/forum/ubbthreads.php/topics/3540084.html#Post3540084MOD RELEASE Mar 15, 2012 (RO2 Cache Extractor & Downloader/Redirect Aid) http://simhq.com/forum/ubbthreads.php/topics/3539287.html#Post3539287MOD RELEASE Mar 10, 2012 (Map TE-DieBresche_B2) http://simhq.com/forum/ubbthreads.php/topics/3536252.html#Post3536252NEW RO2BETA PATCH Mar 9, 2012 http://simhq.com/forum/ubbthreads.php/topics/3535569.html#Post3535569MOD RELEASE Mar 6, 2012 (Map TE-ColdSteel_B2) http://simhq.com/forum/ubbthreads.php/topics/3533506.html#Post3533506MOD RELEASE Mar 5, 2012 (Map TE-Arad2_B1) http://simhq.com/forum/ubbthreads.php/topics/3532689.html#Post3532689INTERVIEW WITH ALAN WILSON, VP OF TWI Mar 2, 2012 http://simhq.com/forum/ubbthreads.php/topics/3530953.html#Post3530953NEW RO2BETA PATCH Mar 1, 2012 http://simhq.com/forum/ubbthreads.php/topics/3530220.html#Post3530220NEW RO2BETA PATCH Feb 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3527544.html#Post3527544MOD RELEASE Feb 26, 2012 (Map TE-ColdSteel) http://simhq.com/forum/ubbthreads.php/topics/3526369.html#Post3526369NEW DEV UPDATE Feb 21, 2012 http://simhq.com/forum/ubbthreads.php/topics/3523937.html#Post3523937NEW DEV UPDATE & MOD MAP TE-PROVKHOY_B2 Feb 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3522341.html#Post3522341NEW DEV UPDATE Feb 16, 2012 http://simhq.com/forum/ubbthreads.php/topics/3520312.html#Post3520312NEW DEV UPDATE (MAP TE-MAMAYEV) Feb 14, 2012 http://simhq.com/forum/ubbthreads.php/topics/3518779.html#Post3518779Hello everyone, My old RO2 news thread has mysteriously vanished off the face of the forums so I have been asked to start a new one. There hasn't been much word from the devs in the past day or two but the modders have been busy, with at least four new maps and three vehicles under development. Also, modder Mekhazzio has released a Beta Antilag Mutator to compensate for network latency in multiplayer games. The release thread for this has been very active and most users with normally high pings report vastly improved gaming experience using this mod although it does appear to be buggy at this point. Apparently TWI is working on a more permanent fix for the high-ping issue but are reluctant to implement official latency compensation for a number of reasons. They admit that Mekhazzio's approach may yield an imperfect but more immediate fix for the problem and plan to support both approaches as a server-side selection. The discussion can be found here: http://forums.tripwireinteractive.com/showthread.php?t=75509 and the BETA mutator is here: http://www.reprehensible.net/~mekh/AntilagBETA.zip Cheers and happy hunting! Fafnir_6
Edited by fafnir_6 (05/17/13 01:47 PM)
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#3518707 - 02/14/12 05:34 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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RO2 News round-up for Feb 14, 2012 (in case anyone is out of the loop) Tripwire Interactive: -Preparation of the first big content patch is ongoing -Content pack includes: 1 New official map, Multiplayer Campaigns, RO-Classic gameplay mode (more like ROOst gameplay), numerous other gameplay and bug fixes/tweaks (this is likely a very incomplete list) -Optimizations and bug fixing continues (priority is currently the high pings issue) Keep an eye on your Beta copy of RO2 as TWI will be testing the new features there prior to release. RO2 Modders: -Map TE-Ogeldow_B9 by Six_ten is out (this is a faithful, almost final, re-make of the ROOst map) DL: http://dl.dropbox.com/u/17291871/Ogledow_B9_PlayerFiles.zip-Map TE-Butovo_B4 by BOH-Rekrut is out (this is a great small map; it's good up to about 32 players, there are still a few small issues) DL: http://www.mediafire.com/?zlb6lda9hoqd1a6-Map TE-Provkhoy_B1 by LeO is out (the is a first BETA so there are some issues but the potential of this map plain to all) DL: http://dl.dropbox.com/u/703641/RedOrchestra2/TE-Provkhoy-playerfiles-beta1.zip-Map TE-Univermag is being run on some servers (a leaked copy of the pre-release ALPHA) by BOH-Rekrut. I don't think the map-maker wanted this released yet so out of respect to him I won't post a DL link. This map is huge-scale, similar to the DH-Berlin map. -Map TE-Eagle's Nest by Shakenbake (night-time compound assault) is underway and some screens are available -Other maps by Wolverine, Drecks and LordGleedo are also underway and coming along nicely (screens are available) -Vehicle (tank) T-26 is underway by Szeder (Revenge of the Turul modder from ROOSt) I have seen some screens of the ALPHA in game -Vehicle (armoured car) BA-64 also by Szeder is underway, some screens available -Vehicle (armoured car) sdkfz 222 by Olivier is underway, some screens available -Numerous mutators are also out or in progress for things like the antilag (as shown above), nerfing Tank hull gunners, etc. I'd recommend anyone interested in the RO2 mods to go to: http://forums.tripwireinteractive.com/forumdisplay.php?f=82 for the full story on the community made stuff. Cheers, Fafnir_6
Edited by fafnir_6 (02/14/12 05:40 PM)
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#3518779 - 02/14/12 07:43 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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Hey guys, There's a new dev update out now. It is a showcase of the new map that will be shipping with the big content patch. TE-Mamayev is apparently an open, infantry-only map that emphasizes the rifle over the automatic weapon. The pics in thread are still BETA so the map will look a bit different when we get it.
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,274
Meet Mamayev - The Level Designer edition of What we are up to!
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In the last few editions of the "What we are up to" blog we've gone over "RO Classic" and touched briefly on other additions coming to the game in 2012. Today we would like to let you explore what is slated to be the first new map, Mamayev! Set on the outskirts of Stalingrad, Mamayev was a strongly contested high ground that both sides vied to maintain control over. The belief was that the side that held the hill could control all the rest of the city. The Soviets dug in with trenches, bunkers, barbed wire and mine fields before the battle began. By the end of the battle of Stalingrad, after trading sides numerous times, the hill was mostly flattened and no grass would grow on its lead poisoned ground. Mamayev is an infantry only map featuring combat between trenches and bunkers one hundred and fifty to two hundred meters apart. It is designed to meet the needs of those looking for extended range rifle combat, truly separating the riflemen from the boys. Those skilled with the rifle and holding the high ground will be able to find their targets even further away, with the current office record stands at a 411 meter head shot delivered via sniper rifle. For players who enjoy a more up close and personal fight, they will be spending time finding their way through the twisted corridors of the bunkers built into the hill searching for those laying in ambush (or lying in said ambush themselves).
Keep in mind that this map is still hand the hands of the level design team working on how it plays, and has yet to be art passed. With the fact that what you are about to see is still a WIP (work in progress) version of the map, we are proud to reveal the first out of office shots of Mamayev!
Players will soon be able to take to the slopes of this battlefield as the RO 2 beta rolls out again. Head to the main page to find the full size shots.
__________________
Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=75566There are also some interesting tidbits in this post from Ramm:
[TW]Ramm-Jaeger
Tripwire Interactive President
Join Date: Oct 2005
Posts: 1,581
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Quote:
Originally Posted by Kashash
I just hope TWI won't get malicious and add the excessive sway that was in RO1. The sway from RO1 would be perfect after sprinting but when the soldier is rested the sway should be somewhere inbetween RO1 and RO2. Let's just summarize what we want in custom mode: - More sway (especially after sprinting) - Longer time to bring up the iron sight - Less like ice-skating player movement - No zig zagging - No breath-control - No second zoom (only one zoom) - Less stamina - Perhaps longer pause to stand up, crouch, prone when the stamina is low - Bigger credit to MG gunners - Historically accurate squad loadouts (approx. 1 MG, 2-3 SMG, the rest rifles for one squad) - No prototype weapons - No upgrading/leveling - No frags but overall score to promote teamwork - Native command voices by default! And ability to read them clearly like it was in RO1 - No bandaging - Suppression effects like in DH or better Did I miss anything? Since this thread has now somehow become a discussion on RO Classic mode and not momentum let me answer those questions: - More sway (especially after sprinting) Yes, this is planned.
- Longer time to bring up the iron sight We'll look into this. The time to bring up the iron sights was actually much longer in beta, and everyone complained about it being too slow. So we incorporated the community's feedback and made it faster.
- Less like ice-skating player movement That is what you already have in RO2 - No zig zagging RO Classic mode is about making the game play more like RO1. Since the player movement physics are exactly the same other than when the player is about 95% stopped, it probably won't be changed.
- No breath-control Breath control is realistic and a key feature of the game and likely won't be removed. Sway affects from stamina, etc will be increased however.
- No second zoom (only one zoom) Yes, this is what we are looking to implement.
- Less stamina Yep, I was always a proponent of less stamina but I got outvoted
- Perhaps longer pause to stand up, crouch, prone when the stamina is low We'll have to look into this one. What do other people think about this? - Bigger credit to MG gunners I'm not sure what you mean by this. I think the other changes made to the game may have the effect you are looking for. I personally find MGing in RO2 MUCH more effecting than in RO1 if you use them properly. The most important thing is to actually use the MG to suppress the enemy, as they have a very difficult time to shoot you when their view is bouncing about from suppression fire.
- Historically accurate squad loadouts (approx. 1 MG, 2-3 SMG, the rest rifles for one squad) Yep, although Realism mode already has pretty accurate squad loadouts. But we will make them more RO1-like.
- No prototype weapons Some of the "very" rare weapons won't be there. But the MKB and AVT are still planned to be there, but in more limited numbers. The STG was in RO1, and the MKB will fill that role for RO Classic. Additionally, without starting yet another flame war on the subject, no one yet has proven that the MkB wasn't there. Our burden of proof for including a weapon in Red Orchestra (for the mod, RO1, and RO2) was that someone had to prove that it WASN'T there. So for RO classic mode we'll stick with the same rules we applied to the original game.
- No upgrading/leveling Player will still be able to get ranking and XP, and the mode will be ranked. The ranking and XP will have no effects on their weapon handling or player capabilities however. In this way new players that might like the RO Classic gameplay will be urged to try it out, without being discouraged by not gaining any experience.
- No frags but overall score to promote teamwork RO1 had kills, so will classic mode - Native command voices by default! And ability to read them clearly like it was in RO1 We're looking at making this an option. It will be up to the player to enable it. And I'm not sure what you mean by the ability to read them clearly.
- No bandaging That's the current plan.
- Suppression effects like in DH or better That is exactly what the game already has.
With all of that said all of these items are subject to change during the beta based on the feedback of the players in the beta. Additionally, these aren't the only changes being made for RO Classic.
Finally, as one of the forum members has pointed out I was using the wrong scale for my RO1 calculations. I apologize as I was doing the scale from memory (its been years since I coded in RO1) and 52.48 was a scale we used for something else. So with that said based on scale sprinting speed in RO2 is somewhat faster than in RO1. It is however based on the realistic running speed of one of the TWI employees while loaded up with equipment that is not even a trained soldier In other words, a real trained soldier could probably sprint even faster than the character in RO2 does. But RO Classic mode is not about making the game more realistic, but rather emulating the gameplay in RO1. So we'll take a look at reducing the sprinting speed by the scale from RO1.
__________________ [I support "RO Forums Classic" mode!!!]
Conversation is here (I posted on p.6): http://forums.tripwireinteractive.com/showthread.php?t=75518&page=4Cheers, Fafnir_6
Edited by fafnir_6 (02/14/12 09:03 PM)
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#3519195 - 02/15/12 12:19 PM
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: 2505
Loc: Gulf Coast of Florida
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This will be a fun map, I'm getting better at picking off targets at long range but 411m is a helluva shot at night. I had a 139m one off of iron sights and a snapshot at that and the guys face was a speck on my screen.
_________________________
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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#3519205 - 02/15/12 12:32 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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Yeah, things really seem to be coming together. Don't be surprised if there is a big fat download for the RO2 beta in the next week or two.
Cheers,
Fafnir_6
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#3520312 - 02/16/12 07:49 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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Hey Guys, Yoshiro has posted more details about upcoming tweaks to the game's various features. The response on the TWI forums has been uniformly in favour of the changes and I think they will really help address many of the complaints directed at the devs.
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,287
What we are up to - Refinements
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Today's "What we are up to" post is bringing attention to major refinements being made to Red Orchestra 2. Since the release of the game, our own experience and player feedback has shown us how many of our systems could be improved. This includes gameplay mechanics to menu interaction. Today we will be going over the Damage Model, Bandaging, Lockdown and Native Voices. First up is the changes we are making to the damage model of players. Currently the player takes damage in several zones. When that damage adds up to 100, he dies. Limbs have limited health points while body shots have up to 100 health and critical areas (such as the head) always cause 100 damage. When that limited hp pool of a limb is depleted, the player will no longer take damage to that area.
What is changing is how the player can take that damage. In relaxed mode: When a player has lost the health in a limb, if he bandages that health will be "refilled" so that the limb can once again take damage. In realistic mode: A player will always take damage when shot in the limb, however the amount of damage per shot on a limb will still be capped. Complementing the refinement to the damage system is an update to bandaging. Based on feedback we have received from players we are tweaking how bandaging works on realism servers. The time it takes to bandage will be doubled, thus making it a less desirable option in the middle of a shootout.
Also being improved is Lockdown. Currently Lockdown is set per objective and starts its count right away. Player feedback has let us know that they felt it could often end a map too soon. So the rules by which Lockdown comes into play are changing. Gone is the heartless timer that would tick down. It is being replace by a timer that resets everytime the attackers have initiated an objective capture in 5 minutes or have not captured an objective in the past 7. These numbers are subject to change as we gather feedback from the beta, and sever admins will also be able to tweak those numbers themselves or disable Lockdown completely. The last item we would like to mention today is Native Voices. Players will receive an option to enable native speakers for their team. When this option is selected, a player on the German team would hear German dialog from himself and fellow players on his team. For those seeking the greatest immersion, this will be the option for them. Coming up in the next "What we are up to - Refinement edition" we'll be talking about selectable upgrades, key bindings, the scoreboard and changes coming to the server browser. And keep in mind that any of this is subject to change and is a WIP.
__________________
Pretty, what do we blow up first? - Myn Donos
Thread: http://forums.tripwireinteractive.com/showthread.php?t=75663Cheers, Fafnir_6
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#3520545 - 02/17/12 08:32 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Entil'zha
Big Kahuna
Registered: 02/15/00
Posts: 35615
Loc: Space Coast, USA
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Well, all perhaps except the "why wasn't it like this on release day" ones.  The Jedi Master
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The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#3520665 - 02/17/12 10:38 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: 2505
Loc: Gulf Coast of Florida
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Yes, no matter what is implemented for some it's terribly dramatic. Like the bandage thing most of the time I don't get the option to do so, I just die, what do I care if it takes twice as long to do? if I die I gotta wait to respawn, 
_________________________
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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#3522341 - 02/19/12 03:58 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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Hey guys, There was another mini dev update on Friday. This one talks about selectable weapon upgrades (thank god), the server browser and a few other game refinements.
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,295
What we are up to - Refinments Part 2
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Welcome back to part 2 of the "What we are up to - Refinement" series, and make sure you check out part one (here). Today we will be continuing to discuss some of the major upcoming changes to Red Orchestra 2, including selectable upgrades, key bindings, the scoreboard and the server browser. As always, keep in mind this is a WIP and subject to change at any time during the normal course of development. Starting with one of the top requested items from the community: being able to select what level of weapon they go into battle with from the upgrades they have unlocked. The design for this system isn't fully finalized yet, but our early prototype consists of a toggle next to an available weapon on the class selection scrren that will allow the player to click between his unlocks. Another top request has focused around key binds. Both the ability to separate binds out from the Interaction Key binding (Any Key) into separate keys if the user wishes. Also be made available on the binds list will be functionality for both toggle and un-toggle of prone, crouch and iron sights. With this change players will be able to more comfortably set their control scheme without having to play around with .ini files and scripts. We are also making the scoreboard less cluttered with information and easier to use by both taking away and adding to it. What this means to the user is when he looks at the scoreboard, the only highlighted name he will see is his own. Players have also reported that in some cases depending on the players score, the player count of the server, and the players resolution, they might not show on the scoreboard before it is cut off. So additional functionality is being added so that the player will always show as the last line on the scoreboard if he falls below that cutoff. The final item on today's refinement list is changes coming to the server browser. Players have made clear that they way to easily separate bots from live human players when selecting where they want to play. So what we are looking to do is add another number next to the player count to show the current amount. This will look something along the lines of Players/Server Size/ (Bot Number). In addition to that we are overhauling the information presented to the player in the lower left server info box to make sure it is both correct and useful to the player. Now we have a few more refinements to talk about next time as we gear up for the re-opening of the RO 2 beta. In part 3 we will be covering refinements to the Squad Leader Spawn, Squad and Tank UI, Peripheral Indicators, and Enemy spotted systems.
__________________
Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=75724There is also a new version of the mod map TE-Provkhoy by LeO with the beta 2 out today: DL http://www.mediafire.com/?3vdcamk8yyrwqq3 (player files) DL http://www.mediafire.com/?n08b2gi5x0fji4e (server files) Map thread is here: http://forums.tripwireinteractive.com/showthread.php?t=75220Cheers, Fafnir_6
Edited by fafnir_6 (02/19/12 04:17 PM)
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#3523937 - 02/22/12 01:31 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 296
Loc: Edmonton, AB
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Hey guys, There is another mini-dev update out today, this time covering spooting and SL/TC/CMDR UI changes... The biggest bit of info IMHO is that we could be beta testing all of these tweaks from the past week AS EARLY AS SUNDAY!!!!
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,303
What We are up to - Refinements Part 3
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Welcome back to the third and final installment of "What we are up to - Refinements edition". Today we are going to cover additional refinements coming to RO 2. These include: Squad and Tank UI, Peripheral Indicators, and Enemy spotted systems. Once again we would like to remind everybody that this list is a Work in Progress, something you will see in today's post. Starting off this week is the Squad and Tank UI system. We are adding a new feature to the tactical view that will show players, commanders and tankers who is most important to them. For players, that will be their squad. For tankers, those in their tank with them. And for commanders it will show your squad leaders. This should help facilitate team work between squads, allow tankers to berate their drivers for driving them backwards into the enemy, and provide an easier method for commanders to identify who to request artillery targets from. Another tweak to gameplay is coming from the Peripheral Action Indicator system. Currently the indicators disappear right at the edge of the players screen, making it easy to pinpoint a general location if the players moves his view about. After the update there will be a buffer zone off the edge of the screen where the PAI will fade out in before it comes into the players view. This will overall enhance the system while keeping it useful and less prone to being exploited. The last topic we are discussing today is the Enemy Spotted system. There are major visual changes to help the player understand what is happening. Spotted enemies will now be "marked" with a red indicator placed semi-randomly around their location (as to not pinpoint their exact location). It will also include text indicating what type of enemy was spotted in that location. Other players on the team will see this in two different ways.
1) If they are able to see the marked enemies location from their current view, they will see the same marking and indications as the spotter. 2) If the player can not currently see the marked enemy from his current view, he will receive an indicator at the edge of his screen that an enemy was spotted in the direction the enemy was marked.
These new markings will only show up when marked by players and not from the aerial recon. That ends the major list of refinements coming in the first content update to Red Orchestra 2. We look forward to begin testing these with you and getting feedback in the RO 2 beta. We are looking at this happening as soon as NEXT WEEK (if all goes well, see definition: WIP)!
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Pretty, what do we blow up first? - Myn Donos
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Yesterday, 07:20 PM
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,303
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Now there are two final things to discuss. First, we had planned to talk about changes coming to spawning on Squad Leader. This however is one of those cases where the refinements are still a Work In Progress. The design for this is still being actively worked on and is constantly being tweaked. So we hope to bring this back up at a later date. Second, we also plan to talk about tanking, and more information will be posted on that topic in the coming days. It will cover how the system works and what we will be doing to make it more clear to the player as well as potential tweaks.
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Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=75927Cheers, Fafnir_6
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