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#3518487 - 02/14/12 05:29 PM Red Orchestra II News Thread v2.0 *  
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fafnir_6 Offline
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NEW CONTENT PATCH NOv 18, 2014 http://simhq.com/forum/ubbthreads.php/topics/4037620#Post4037620

NEW CONTENT PATCH Sep 23, 2014 http://simhq.com/forum/ubbthreads.php/topics/4013720#Post4013720

NEW DEV UPDATE Jul 7, 2014 http://simhq.com/forum/ubbthreads.php/topics/3977806#Post3977806

RS GOTY RELEASE Apr 21, 2014 http://simhq.com/forum/ubbthreads.php/topics/3942675#Post3942675

PRELIMINARY RS GOTY CHANGELOG Apr 16, 2014 http://simhq.com/forum/ubbthreads.php/topics/3940339#Post3940339

sdkfz251 REVEAL Feb 15, 2014 http://simhq.com/forum/ubbthreads.php/topics/3912951#Post3912951

VMT REVEAL - KV-1 Oct 19, 2013 http://simhq.com/forum/ubbthreads.php/topics/3851986/Re_Red_Orchestra_II_News_Threa#Post3851986

NEW DEV UPDATE Sep 1, 2013 http://simhq.com/forum/ubbthreads.php/topics/3830331#Post3830331

NEW RO2/RS DEV UPDATE JUl 26, 2013 http://simhq.com/forum/ubbthreads.php/topics/3814758#Post3814758

NEW RS/RO2 MP PATCH Jun 20, 2013 http://simhq.com/forum/ubbthreads.php/topics/3799466#Post3799466

Pz IV Aus. F1 WIP REVEAL JUn 19, 2013 http://simhq.com/forum/ubbthreads.php/topics/3799221/Re_Red_Orchestra_II_News_Threa#Post3799221

NEW RS/RO2 DEV UPDATE Jun 6, 2013 http://simhq.com/forum/ubbthreads.php/topics/3793186#Post3793186

SU-76 & Pz IV Aus H WIP REVEAL Jun 4, 2013 http://simhq.com/forum/ubbthreads.php/topics/3791894#Post3791894

RISING STORM RELEASE & RO2 PATCH May 29, 2013 http://simhq.com/forum/ubbthreads.php/topics/3789417#Post3789417

RISING STORM PRE-PURCHASE AVAILABLE!!!!! May 17, 2013 http://simhq.com/forum/ubbthreads.php/topics/3783676#Post3783676

MG42 WIP REVEAL Apr 11, 2013 http://simhq.com/forum/ubbthreads.php/topics/3766211#Post3766211

NEW DEV UPDATE Apr 8, 2013 http://simhq.com/forum/ubbthreads.php/topics/3764896#Post3764896

NEW RISING STORM TRAILER Mar 25, 2013 http://simhq.com/forum/ubbthreads.php/topics/3757501#Post3757501

RISING STORM / RO2 UNIVERSAL CARRIER PREVIEW Mar 18, 2013 http://simhq.com/forum/ubbthreads.php/topics/3753264#Post3753264

NEW DEV UPDATE Mar 5, 2013 http://simhq.com/forum/ubbthreads.php/topics/3745722#Post3745722

NEW RO2 PATCH Feb 21, 2013 http://simhq.com/forum/ubbthreads.php/topics/3739426#Post3739426

NEW RO2 PATCH Jan 11, 2013 http://simhq.com/forum/ubbthreads.php/topics/3716006#Post3716006

NEW RO2 CONTENT PATCH Nov 19, 2012 http://simhq.com/forum/ubbthreads.php/topics/3685250.html#Post3685250

NEW VEHICLE REVEALED Nov 16, 2012 http://simhq.com/forum/ubbthreads.php/topics/3683645.html#Post3683645

NEW DEV UPDATE Sep 7, 2012 http://simhq.com/forum/ubbthreads.php/topics/3640573.html#Post3640573

NEW DEV UPDATE Aug 24, 2012 http://simhq.com/forum/ubbthreads.php/topics/3632081.html#Post3632081

NEW RISING STORM FOOTAGE Aug 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3628501.html#Post3628501

NEW RISING STORM VIDEO Aug 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3628181.html#Post3628181

NEW DEV UPDATE Aug 15, 2012 http://simhq.com/forum/ubbthreads.php/topics/3627374.html#Post3627374

NEW RO2 BETA PATCH AND OTHER STUFF Jul 24, 2012 http://simhq.com/forum/ubbthreads.php/topics/3613144.html#Post3613144

NEW DEV UPDATE Jul 11, 2012 http://simhq.com/forum/ubbthreads.php/topics/3605588.html#Post3605588

MOD RELEASE Jul 4, 2012 (Maps COldsteel beta 8, DieBresche Beta 5 and Otrpy3ka Beta 1 http://simhq.com/forum/ubbthreads.php/topics/3602014.html#Post3602014

MAPPING CONTEST! Jun 14, 2012 http://simhq.com/forum/ubbthreads.php/topics/3591897.html#Post3591897

NEW RISING STORM INTERVIEW May 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3581388.html#Post3581388

DEV INTERVIEW May 23, 2012 http://simhq.com/forum/ubbthreads.php/topics/3578473.html#Post3578473

BETA RO2 PATCH OPT-IN May 19, 2012 http://simhq.com/forum/ubbthreads.php/topics/3575748.html#Post3575748

NEW RO2BETA PATCH May 10, 2012 http://simhq.com/forum/ubbthreads.php/topics/3570958.html#Post3570958

NEW DEV UPDATE May 9, 2012 http://simhq.com/forum/ubbthreads.php/topics/3570170.html#Post3570170

MOD RELEASE May 9, 2012 (Map TE-The-Univermag) http://simhq.com/forum/ubbthreads.php/topics/3570083.html#Post3570083

NEW RO2BETA PATCH Apr 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3563609.html#Post3563609

RISING STORM TEASER Apr 20, 2012 http://simhq.com/forum/ubbthreads.php/topics/3559749.html#Post3559749

NEW RO2BETA PATCH PREVIEW Apr 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3558030.html#Post3558030

MOD RELEASE Apr 16, 2012 (Maps TE-Arad2_B2 & TE-Arad2_Tanks_B1) http://simhq.com/forum/ubbthreads.php/topics/3557176.html#Post3557176

NEW RO2BETA PATCH Apr 5, 2012 http://simhq.com/forum/ubbthreads.php/topics/3551643.html#Post3551643

NEW RO2BETA PATCH PREVIEW Apr 3, 2012 http://simhq.com/forum/ubbthreads.php/topics/3549811.html#Post3549811

MOD RELEASE Mar 27, 2012 (Maps TE- & FF-ColdSteel_B3) http://simhq.com/forum/ubbthreads.php/topics/3546105.html#Post3546105

NEW DEV UPDATE Mar 21, 2012 http://simhq.com/forum/ubbthreads.php/topics/3543118.html#Post3543118

NEW RO2BETA PATCH Mar 16, 2012 (RO-Classic Mode!) http://simhq.com/forum/ubbthreads.php/topics/3540084.html#Post3540084

MOD RELEASE Mar 15, 2012 (RO2 Cache Extractor & Downloader/Redirect Aid) http://simhq.com/forum/ubbthreads.php/topics/3539287.html#Post3539287

MOD RELEASE Mar 10, 2012 (Map TE-DieBresche_B2) http://simhq.com/forum/ubbthreads.php/topics/3536252.html#Post3536252

NEW RO2BETA PATCH Mar 9, 2012 http://simhq.com/forum/ubbthreads.php/topics/3535569.html#Post3535569

MOD RELEASE Mar 6, 2012 (Map TE-ColdSteel_B2) http://simhq.com/forum/ubbthreads.php/topics/3533506.html#Post3533506

MOD RELEASE Mar 5, 2012 (Map TE-Arad2_B1) http://simhq.com/forum/ubbthreads.php/topics/3532689.html#Post3532689

INTERVIEW WITH ALAN WILSON, VP OF TWI Mar 2, 2012 http://simhq.com/forum/ubbthreads.php/topics/3530953.html#Post3530953

NEW RO2BETA PATCH Mar 1, 2012 http://simhq.com/forum/ubbthreads.php/topics/3530220.html#Post3530220

NEW RO2BETA PATCH Feb 27, 2012 http://simhq.com/forum/ubbthreads.php/topics/3527544.html#Post3527544

MOD RELEASE Feb 26, 2012 (Map TE-ColdSteel) http://simhq.com/forum/ubbthreads.php/topics/3526369.html#Post3526369

NEW DEV UPDATE Feb 21, 2012 http://simhq.com/forum/ubbthreads.php/topics/3523937.html#Post3523937

NEW DEV UPDATE & MOD MAP TE-PROVKHOY_B2 Feb 17, 2012 http://simhq.com/forum/ubbthreads.php/topics/3522341.html#Post3522341

NEW DEV UPDATE Feb 16, 2012 http://simhq.com/forum/ubbthreads.php/topics/3520312.html#Post3520312

NEW DEV UPDATE (MAP TE-MAMAYEV) Feb 14, 2012 http://simhq.com/forum/ubbthreads.php/topics/3518779.html#Post3518779

Hello 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

Last edited by fafnir_6; 11/18/14 05:24 PM.
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#3518707 - 02/14/12 10:34 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
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fafnir_6 Offline
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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

Last edited by fafnir_6; 02/14/12 10:40 PM.
#3518779 - 02/15/12 12:43 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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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.

Quote:


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!

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

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=75566

There are also some interesting tidbits in this post from Ramm:

Quote:


[TW]Ramm-Jaeger

Tripwire Interactive President





Join Date: Oct 2005

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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=4

Cheers,

Fafnir_6

Last edited by fafnir_6; 02/15/12 02:03 AM.
#3519195 - 02/15/12 05:19 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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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.


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#3519205 - 02/15/12 05:32 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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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

#3520312 - 02/17/12 12:49 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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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.

Quote:


Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,287









What we are up to - Refinements

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

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=75663

Cheers,

Fafnir_6

#3520545 - 02/17/12 01:32 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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Entil'zha
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Well, all perhaps except the "why wasn't it like this on release day" ones. biggrin



The Jedi Master


The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
#3520665 - 02/17/12 03:38 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Nov 2007
Posts: 4,619
KRT_Bong Offline
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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, rolleyes


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AMD FX6300 Vishera 3.5 Ghz
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16Gb Patriot Viper 3 RAM DDR3 1866Mhz
Onikuma Gaming Headset (has annoying blue lights I don't use)
#3522341 - 02/19/12 08:58 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
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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.

Quote:


Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,295









What we are up to - Refinments Part 2

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

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=75724

There 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=75220


Cheers,

Fafnir_6

Last edited by fafnir_6; 02/19/12 09:17 PM.
#3523937 - 02/22/12 06:31 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
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!!!!

Quote:


Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,303









What We are up to - Refinements Part 3

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

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)!


__________________

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




--------------------------------------------------------------------------------
8 out of 9 members like this post.























#2

Yesterday, 07:20 PM









Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,303











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

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.


__________________

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


Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=75927

Cheers,

Fafnir_6

#3526369 - 02/26/12 11:05 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
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Joined: Mar 2004
Posts: 398
Edmonton, AB
Hey guys,

There just a wee bit of information this time. There's a new mod map out, TE-ColdSteel by Drecks, which features an expansive, ruined industrial area in a non-specific, not-necessarily-Stalingrad location.

Player files: http://www.mediafire.com/?4fbv2o8elvgs7bt
Server Files: http://www.mediafire.com/?2hoq16hqj39c7pd

Release thread: http://forums.tripwireinteractive.com/showthread.php?t=76004

I've also seen a few small tidbits of information from the devs over the weekend. These include a statement that they are shooting for next week to release the "RO-Classic" mode for the RO2 Beta install (I think you can get this from your tools list in steam (same as the SDK)). I've also seen confirmation that the devs are working on the light tanks previously promised (PzIIIJ and T-70) and that they will be released before the halftracks. I haven't been able to find any indication of whether or not they will be part of the big upcoming content patch.

Unfortunately, it seems the T-26 and BA-64 are on hold right now, since the modder has been recruited by the Rising Storm Team for that project. I'm getting the impression that Rising Storm will be coming out soon since the closed beta testing is underway and sharp server browser users may have noticed the Rising Storm Dev Server runnning maps like TE-Saipan and TE-IwoJima...Awesomeness smile.

Cheers,

Fafnir_6

Last edited by fafnir_6; 02/26/12 11:09 AM.
#3526999 - 02/27/12 02:20 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Nov 2007
Posts: 4,619
KRT_Bong Offline
It's KRT not Kurt
KRT_Bong  Offline
It's KRT not Kurt
Senior Member

Joined: Nov 2007
Posts: 4,619
Sarasota, Florida
Caution on that Coldsteel file, I'm getting all kinds of loading errors after installing which went away after I removed it.


Windows 10 Pro
Gigabyte 970A DS3P FX
AMD FX6300 Vishera 3.5 Ghz
ASUS STRIX GeForce GTX 970 Overclocked 4 GB DDR5
16Gb Patriot Viper 3 RAM DDR3 1866Mhz
Onikuma Gaming Headset (has annoying blue lights I don't use)
#3527544 - 02/28/12 03:33 AM Re: Red Orchestra II News Thread v2.0 [Re: KRT_Bong]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
Originally Posted By: KRT_Bong
Caution on that Coldsteel file, I'm getting all kinds of loading errors after installing which went away after I removed it.


Hmm. No problems here. It is a Beta1 so problems are expected.

In other news, there is a huge (3.2GB) patch for the RO2 beta. This contains a ton of long-awaited features and tweaks. It also includes the new official map, TE-Mamayev. Update your RO2 betas and help test out all the new features.

Details:

Quote:


Yoshiro

In Soviet Russia, Yoshiro is a cake





Join Date: Oct 2005

Posts: 7,297









Reopening the Red Orchestra 2 Beta

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

Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2. We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and upcoming refinements to the game. This is all culminating in the reopening of the Red Orchestra 2 Beta for all players to help us test and give feedback on these changes and additions!

Below you will find the initial list of changes going into the beta:

New Content• New to the beta is Mamayev Kurgen which is a map taking place on the famously contested hill overlooking Stalingrad. This work-in-progress map features long range combat not previously seen in other RO2 levels!
Gameplay•Improved lockdown system. Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes. There are new sound and visual indications when Lockdown has been initiated.
•Improved overtime system. Overtime has been added to territory maps. If the attackers are still actively capping an objective the round will no longer end.
•Improved spawn protection. When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
•(Work in progress) Refinements to spawn on squad leader. The UI has been improved to make it more obvious where you’ll be spawning. Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.
•In realism mode shooting players in the legs/feet will slow them down for a short time
•The effects of bullet whizzes have been significantly magnified
•Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In standard mode bandaging hit zones restores the health of the hitzone, but not the player’s overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).
•In realism mode bandaging now takes twice as long
Weapons•Improved MG weapon collision detection when deployed on cover. This is most noticeable when deployed in windows.
•The MG34 now has wider limits when deployed similar to the DP28
•The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased.
UI•Split assault role in ‘Assault’ and ‘Elite Assault’ Only the elite assault role gets the MkB/AVT. The first time you play any existing assault xp will be copied/duplicated to elite assault.
•Removed mini objective overview from the hud in realism mode
•In the class select menu enemy weapon unlocks are now added to the bottom of the list instead of the top
•Fixed the player damage hud not displaying damage resulting from bleeding. Also, fixed several hit zones not displaying any damage (lower left leg, left foot, groin)
•Hitzone damage indicators now scale from Yellow (0-33% damaged), Orange (33-66% damaged), Red (Greater than 66% damaged)
•A tooltip has been added to the team select menu to show what players are currently on that team.
•Added North indicator to the minimap/compass.
•Fixed a bug where certain types of hits weren’t counting toward the accuracy stats, giving inaccurate weapon accuracy stats.
Other Changes•Optimizations to dynamic shadows
•Fixed black skybox on older NVidia cards
•Fixed camera floating above the player when killed from prone
•(WIP) Native Voices added to the Audio Options menu. You will now hear most (but not all) friendly chatter in the native language
•Changes have been made to TE-CommissarsHouse spawns to help balance the map
Known Issues•Some veteran level weapon unlocks are unlocking at raw recruit.

A section to discuss the beta is now open in the forums here. We look forward to seeing your feedback.

__________________

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

Addtionally,

Currently in the beta we have:
• New Map - Mamayev
• Updated Map - CommisarsHouse - Tank resupply points have been moved, there are now new supply points near the tank spawns. Spawns for both teams have been modified to create better balance (Allies should now have an easier time early in the map and a harder time later on). There are several general bug fixes also included in the updated map.
• Several Gameplay Refinements (Many of these are WIP and not complete, some are not in yet)

The following are currently NOT in the beta.• RO Classic
• Several Gameplay Refinements (or parts of those not fully implemented)
• All Maps
• Multiplayer Campaign
• Major Performance Optmizations

We hope to update the beta once every week or every other week to introduce additional refinements, updated functionality to some of the refinements, the additional modes, bug fixing and make changes based on feedback.




Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=76187

Please note that there are 3 beta testing servers:

Server files for the Red Orchestra 2 Beta are NOT currently publicly available (we may change that at a later date). To better monitor server performance and focus testing we will be hosting several servers here in the United States and in Europe.

The IP's of those servers are as follows:
•74.91.112.170:7777 The Beast US Atlanta 64 Player Server
•74.91.112.170:7787 New Glory US Atlanta 64 Player Server
•109.70.149.99:7777 Cold Steal EU 64 Player Server

All Beta inquiries and bug reporting/constructive criticism can be addressed in this forum: http://forums.tripwireinteractive.com/forumdisplay.php?f=122

Cheers and happy beta-testing,

Fafnir_6

#3527665 - 02/28/12 09:43 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Apr 2002
Posts: 597
Xambrium Offline
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Xambrium  Offline
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Joined: Apr 2002
Posts: 597
I hope the new release has now a simple filter feature "No bots"! Its the most fun stopper to join a server and find out you are surrounded by bots in a online multiplayer game.

#3527670 - 02/28/12 10:17 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
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I must admit I have a little problem following the latest development of RO2.

Couple days ago Steam downloaded for me over 4 gigs of stuff and now I have a RO2 Beta along my games...
What is actually that?


Fafnir, couple questions for you... if you have the answers.
Can I remove it without damaging the regular RO2 install?
Are all this update automatically installed?
Can I add you as a Steam friend?


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3527871 - 02/28/12 04:22 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Nov 2007
Posts: 4,619
KRT_Bong Offline
It's KRT not Kurt
KRT_Bong  Offline
It's KRT not Kurt
Senior Member

Joined: Nov 2007
Posts: 4,619
Sarasota, Florida
You can remove the beta if you like, it is a separate install only has the Multi-player side no single.
To join a Beta Server you may have to join by IP (I don't see any servers) open the console by hitting the tilde key (~) and type
"open 74.91.112.170:7777" for example The Beast US Atlanta server and you should see a loading screen. I played a little last night on the new Mamayev map, very cool.

Last edited by KRT_Bong; 02/28/12 04:56 PM.

Windows 10 Pro
Gigabyte 970A DS3P FX
AMD FX6300 Vishera 3.5 Ghz
ASUS STRIX GeForce GTX 970 Overclocked 4 GB DDR5
16Gb Patriot Viper 3 RAM DDR3 1866Mhz
Onikuma Gaming Headset (has annoying blue lights I don't use)
#3527931 - 02/28/12 05:33 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
@Xambrium: The devs have indicated that they will likely be adding a "no-bots" filter. I'm not sure if it implemented in the RO2 Beta at the moment (the beta server browser doesn't work at the moment anyways). In the meantime, do what I do in the stock RO2, sort servers by player count, find one with an acceptable ping, select it, look in the lower right of the server browser for the window with the list of who is on that server (if the window is full of names, the server is full of real people).

@Komemiute: KRT_Bong has the right of it, the Beta is optional and completely separate from RO2 (it is just there for us to try out new features prior to release and as a data-gathering tool for the devs). It will be updated automatically while you have it installed on your machine (this will happen as the devs rotate new features in for beta-testing). I'd be happy to be Steam friends smile.

@KRT_Bong: Mamayev is awesome. I was doing quite well with the G41(W)on it. I did notice some weirdness on the countdown version of the map (when assaulting the objective that is normally E on the territory version, as Germans, all the bots just continually die in spawn) but the maps are beta so weirdness is expected. The new suppression effects and the native voices add to immersion in a huge way. The higher-volume bullet cracks and whizzes are suitably brown-underwear-inducing when you hear them now smile.

Cheers,

Fafnir_6

Last edited by fafnir_6; 02/28/12 05:35 PM.
#3528473 - 02/29/12 07:46 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
Hell Drummer
Hotshot

Joined: May 2009
Posts: 7,033
Oooh, I see.

Wow it does play good...


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
#3529097 - 02/29/12 11:48 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Nov 2007
Posts: 4,619
KRT_Bong Offline
It's KRT not Kurt
KRT_Bong  Offline
It's KRT not Kurt
Senior Member

Joined: Nov 2007
Posts: 4,619
Sarasota, Florida
Yeah, I Likes It ready


Windows 10 Pro
Gigabyte 970A DS3P FX
AMD FX6300 Vishera 3.5 Ghz
ASUS STRIX GeForce GTX 970 Overclocked 4 GB DDR5
16Gb Patriot Viper 3 RAM DDR3 1866Mhz
Onikuma Gaming Headset (has annoying blue lights I don't use)
#3529350 - 03/01/12 08:55 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: May 2009
Posts: 7,033
komemiute Offline
Hell Drummer
komemiute  Offline
Hell Drummer
Hotshot

Joined: May 2009
Posts: 7,033
Hey Bong, can I add you as Friend on STEAM?


Click to reveal..
"Himmiherrgottksakramentzefixhallelujah!"
Para_Bellum

"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..."
Ice

"Ha! If it gets him on the deck its a start!"
MigBuster

"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands."
Sauron
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