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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: 295
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: 295
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: 295
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: 2500
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: 295
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: 295
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: 35593
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: 2500
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: 295
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: 295
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)!
__________________
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
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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.
__________________
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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#3526369 - 02/26/12 06:05 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, 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/?4fbv2o8elvgs7btServer Files: http://www.mediafire.com/?2hoq16hqj39c7pdRelease thread: http://forums.tripwireinteractive.com/showthread.php?t=76004I'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  . Cheers, Fafnir_6
Edited by fafnir_6 (02/26/12 06:09 AM)
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#3526999 - 02/27/12 09:20 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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Caution on that Coldsteel file, I'm getting all kinds of loading errors after installing which went away after I removed it.
_________________________
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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#3527544 - 02/27/12 10:33 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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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:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,297
Reopening the Red Orchestra 2 Beta
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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=76187Please 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=122Cheers and happy beta-testing, Fafnir_6
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#3527665 - 02/28/12 04:43 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/07/02
Posts: 513
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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.
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#3527670 - 02/28/12 05:17 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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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?
_________________________
"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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#3527871 - 02/28/12 11:22 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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You 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.
Edited by KRT_Bong (02/28/12 11:56 AM)
_________________________
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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#3527931 - 02/28/12 12:33 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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@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  . @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  . Cheers, Fafnir_6
Edited by fafnir_6 (02/28/12 12:35 PM)
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#3528473 - 02/29/12 02:46 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Oooh, I see.
Wow it does play good...
_________________________
"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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#3529097 - 02/29/12 06:48 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: 2500
Loc: Gulf Coast of Florida
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Yeah, I Likes It 
_________________________
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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#3529350 - 03/01/12 03:55 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Hey Bong, can I add you as Friend on STEAM?
_________________________
"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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#3529790 - 03/01/12 02:32 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Feel like to use this thread to input our Steam Names? can't find any of you guys... ^_^
Mine is Sarcastic Mangusta and I'm also present in the SimHQ Steam-Group.
_________________________
"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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#3529795 - 03/01/12 02:36 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Lifer
Registered: 01/27/03
Posts: 25522
Loc: Naples, Florida
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Most regular steam users are on the "SimHQ User Group" steam group... search for it or SHQ in the tag and you'll see over a hundred of us.
Just FYI.
_________________________
Magnum
"Every time I hear/read "Free to Play" I know were going to get screwed in the end with micro-transactions. NO THANKS game developers!"
*Intel i7-2600K processor *Cooler Master Hyper N 520 CPU fan *Asus ROG Maximus IV Gene-Z mobo *8GB Corsair Vengeance 1600 DDR3 RAM *Asus ENGTX570 DCII GeForce 570 video card *Western Digital 640GB 7200 w/32MB cache HDD *Corsair TX750M power supply *Microsoft Windows 7 Home Premium SP1 64-bit
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#3530038 - 03/01/12 07:42 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: 2500
Loc: Gulf Coast of Florida
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KRT_Bong on Steam, I'll be looking for you guys names on my screen after the distance I shot you from, LOL
_________________________
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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#3530218 - 03/02/12 02:29 AM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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KRT_Bong on Steam, I'll be looking for you guys names on my screen after the distance I shot you from, LOL Bring it, YO!  Fafnir_6 @Magnum/komemiute: I joined the SimHQ group (thanks for the tip, guys). If anyone feels the need to be spanked by the G41(W) let me know [/smacktalk] 
Edited by fafnir_6 (03/02/12 02:38 AM)
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#3530220 - 03/02/12 02:45 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Any of you that have the RO2Beta installed will likely have noticed it downloading a 2GB patch. The details are as follows:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,324
RO 2 Feb 29th Beta Update
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Maps -Various bug fixes on all maps Commissars House (This happened in the first beta update, but this is a detailed list on what was done)•Pushed the German initial spawn back after 20 seconds •Made all field ammo resupplies infantry only and put tank resupplies back in the initial tank spawning area •Removed 1 tank per team (1 tank max per team) Apartments•New and improved fixed MG locations (this will be happening to more maps in the future) •Increased number of spawn on squad leader locations Barracks•Increased number of spawn on squad leader locations Fallen Fighters•Satchel obstacles now correctly glow and are showing up on the mini map Grain Elevator•Increased spawn on squad leader distances Pavlov's House•Satchel obstacles now correctly glow and are showing up on the mini map •Increased spawn on squad leader distances Red October Factory•Satchel obstacles now correctly glow and are showing up on the mini map •Increased spawn on squad leader distances •Correctly set North direction for the map •Satchel Objectives can now be blown up by placing a satchel within the objective area, not just by putting it next to some obsecure object •Added more light to an area in the first objective that was too dark Spartanovka•Increased spawn on squad leader distances Station•Fixed one of the inital Allied spawns not working correctly •Increased spawn on squad leader distances Gameplay•Players are now invincible for 3 seconds after spawning in a spawn protected area. Other conditions such as leaving the area or firing a weapon immediately make them vulnerable again. •Weapon should now unlock under the appropriate requirements •The killed from location camera has been removed from realism mode. UI•Satchel objectives are now shown as that on the minimap, tactical view, and overhead map •Added a visual cue for player that spotted an enemy and also for teammates of that player.
•Fixed viewing servers in the in game server browser (for beta) Known Issues•The Enemy Spotted system is being worked on and there is currently a Known bug where Arial Recon will cause spotted icons to appear on the players HUD when it should not
__________________
Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=76257Please note that any upcoming RO2Beta patches will be large in size (something to do with making alterations to the cooked files, allowing more aggressive changes - it's explained in the thread linked above). Cheers, Fafnir_6
Edited by fafnir_6 (03/02/12 02:48 AM)
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#3530261 - 03/02/12 04:34 AM
Re: Red Orchestra II News Thread v2.0
[Re: Magnum]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Most regular steam users are on the "SimHQ User Group" steam group... search for it or SHQ in the tag and you'll see over a hundred of us.
Just FYI. Thanks for the tip. It really was the first thing I tried, just couldn't find them. That AND steam search is really a bit crappy. 
_________________________
"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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#3530953 - 03/02/12 07:53 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Alan Wilson, the VP of TWI has given a VERY interesting 31 minute audio-only interview, covering Killing Floor, RO2 and Rising Storm. Go here: http://pc.mmgn.com/Articles/Alan-Wilson-talks-Killing-Floor-Red-Orch for the interview. Killing Floor discussion runs from 0:00 to 5:00, Red Orchestra 2 runs from 5:00 to 19:00 and Rising Storm from 19:00 to ~24:00. Cheers, Fafnir_6
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#3535569 - 03/09/12 12:18 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There was an update for the RO2Beta out last night. The change log is as follows: Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,328 March 8th Beta Update
-------------------------------------------------------------------------------- Mamayev •Updated all versions of the map (AD / NEU / CD / FF). •Terrain work. •Cover additions and fixes. •Moved several Countdown spawns around. •Fixed last objective AI spawning issue in Countdown. •Added Navmesh to all interior bunkers and dugouts. •Moved more Squad Leader spawns into trenches and safer locations. •Improved lighting in all underground areas. •Added two specialized fixed machine gun bunkers to the first objective area in the Attack / Defense version. •Fixed Firefight spawning issues. •Additional detail work. •Fixed recapturing spawn issue in the Neutral version. •All destructibles should properly show up as destroyed for all players now. •Stamina has an increased effect on sway in all modes (normal, realistic, classic) Gameplay •Spawn on Squad Leader has been improved significantly and should result in better locations for spawning picked •Spawn Protection-When inside a spawn protection area when it gets enabled you will have 10 second to get out instead of 5 •Added native voice to radio confirmations when native voices are turned on •Fixed 10 second spawn protection killing after only 6 seconds
UI •(Work in progress) Voting menu improvements including easier to read lists and more intuitive voting. •Added player name to all chat boxes in escape menu •Tank icons on the overhead map and mini map are shown instead of the generic icon for teammates •Fixed 2 spawns being auto selected in the spawn menu after spawning on squad leader for the first time •In the team select menu player list tooltips no longer appear for empty teams •Fixed the spawn queue timer always being 0 for the Commander in the tactical view •Fix for the respawn timer being 0 under certain conditions in the spawn menu •WIP - Additional work on enemy spotted system __________________
Pretty, what do we blow up first? - Myn Donos
It seemed to work alright when I was on last night. The new map voting screen is MUCH improved over the old one. The other changes are fairly subtle so I didn't really notice them at first. The respawn timer stuck at 0 bug was always very annoying so i'm glad it's fixed. Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=76568Cheers, Fafnir_6
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#3536459 - 03/11/12 09:19 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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Extremely long download on that file it needs another location, all the file servers have decided to cap their download speeds.
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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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#3539287 - 03/15/12 07:18 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, RO2 modder LordGleedo has a released a new mod that helps those who have problems with RO2's redirect system (i.e. downloading modded software from servers as they join). Please go here to get the mod: http://forums.tripwireinteractive.com/showthread.php?t=76762Cheers, Fafnir_6
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#3540084 - 03/17/12 03:50 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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The Eagle has landed! There is a MASSIVE (4GB?) new patch out for the RO2 Beta that contains the long-awaited RO-Classic mode. Many people in the TWI forums feel that this will be RO2's salvation. I haven't tried it yet but get your RO2 Betas updating and give it a whirl. Change list is as follows:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,355
March 16th Beta Update
--------------------------------------------------------------------------------
RO Classic - A new game mode has been added which has been modified to play more similar to the original Red Orchestra: Ostfront 41-45. Not all RO Classic functionality is complete yet, and we will be looking for community feedback on changes they would like to see made. General Changes:•Players can still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon. •Role and weapon loadouts are modified to closely match Red Orchestra 1 loadouts. This means fewer MkBs, AVTs, and SMGs are available •Interface changes - added an RO1 style compass to the HUD. No peripheral action indicators. •Uses standard realism mode as a base, and adds additional functionality on top of that • Most Classic mode settings have been added to webadmin and can be toggled on/off for Custom mode •Removed spawn on squad leader •No lockdown •No Killcam Weapons use historically accurate load outs and upgrades are disabled. The following weapon versions are used:•PPSH w/drum mag and select fire •Kar98 w/bayonet •Kar98 Sniper w/4X scope •Mosin Nagant Sniper w/3.5X scope •G41 Sniper w/4X Scope •SVT40 Sniper w/3.5X scope • MP40 with single 32 round mag •MkB42 with bayonet (no scope) •P38 Pistol •C96 w/10 round mag • MG34 w/50 round drum •MG34 Tripod •PTRS •Pzb 784 (r) •MN 9130 w/bayonet •G41 (W) w/bayonet •SVT40 w/bayo •AVT40 w/bayo •TT33 •M1895 without silencer •DP28 •Maxim 1910 •All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc) Infantry Changes:•Stamina usage and regeneration are modified to closely match RO1 functionality •Player movement speed has been modified to match Red Orchestra 1 player movement speed. The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale. •Sprinting is modified to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina •The FOV zoom while using focus/controlled breathing is disabled •Movement speed penalty when shot in the legs or feet (same as new realism mode) •The player damage model is much more hardcore to match RO1 functionality. Players take damage instantly instead of bleeding some of the damage out over time. There is no bandaging or bleeding (although slow deaths from wounds are still possible). •Stamina has a much greater effect on weapon sway and recoil (same as new realism mode) •The FOV zoom while using focus/controlled breathing is disabled Weapon Changes:•Iron sight breathing and sway are greatly increased •Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1 •You cannot interrupt sprint by going into iron sights •Weapons transitioning out of sprinting takes twice as long to more closely match RO1's sprinting transitions •The weapon is unable to fire until the transition from sprinting is mostly complete. This more closely matches RO1 functionality and should encourage less "run and gun" play. Non Classic Changes Gameplay•Fixed overtime activating without contested objective •Added new exclusive key bindings to split up the 'Interaction' key for 'Use', 'Bandage', and 'Cover'. Holding the 'Cover (Hold)' key will automatically attach to the first available cover. •Bots no longer effect auto team balancing UI•The server browser is now more responsive. This is especially true on routers that enforce a low number of connections. •Fixed overhead map problem after changing roles from Commander •Fixed text showing that both teams are attacking on ready up screen for Countdown Gumrak •New key bindings added to the options menu (see gameplay above) •The ammo resupply icon is now greyed out during the resupply cooldown •Added a list of current squad members to the tactical view •Fixed overhead player names wrapping at the edge of the screen •Scoreboard - modified color highlighting, own player name is always visible •Fixed enemy spotted bugs relating to tanks such as the icon appearing outside of the map boundaries. Stability•Potential fix the game being stuck on the splash screen or having very long initial load time Additional Changes that were in the last patch•Stamina has a greater effect on weapon sway/breathing in all game modes •Added RO Classic mode settings to webadmin •Cleaned up many unused/unimplemented webadmin settings that were cluttering the system. •Added tooltips to many webadmin settings to make them easier to understand •Added a setting to disable lockdown to webadmin •Setup realism mode to not allow killcam
__________________
Pretty, what do we blow up first? - Myn Donos
Release thread is here: http://forums.tripwireinteractive.com/showthread.php?t=76827Cheers and happy hunting! Fafnir_6
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#3540103 - 03/17/12 06:24 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Everything is true
Veteran
Registered: 01/10/05
Posts: 12215
Loc: Darlington, UK.
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I'm re-installing it now to play without the unlocks, didn't need it IMO. I haven't played it since they wiped my 'progress' in the unlocks debacle.
_________________________
Intel i7 920 2.66Ghz D0 OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Samsung F3 1TB | Corsair 6GB DDR3 | Gigabyte EX58-UD3R Intel X58 | LG DVD±RW SATA DL RW | Corsair TX 650W ATX2.2 PSU | Antec 902 | Coolermaster V8 CPU Cooler | W7 HP 64 bit | 27" iiyama monitor | TM HOTAS Warthog #05225 | TM Cougar MFDs | Saitek Pro-flight combat pedals | Track IR 5
Falcon BMS | DCS A-10C | Flaming Cliffs 3 | RoF | BoB 2 2.12 | EECH 1.15 | ArmA 3
"A nugget of purest green!"
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#3540139 - 03/17/12 09:05 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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I really don't get these people who want a new game to play like an old game, RO 1 is old and as good as it was I don't need this game to play like that one, some of the things they are whining about are silly like the hold breath zoom, a really negligible amount of extra zoom but they screamed like it was a hack. I bought the deluxe version of this game and it looks like I wasted the extra money 'cos now they're going to change it to make those extras obsolete.
_________________________
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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#3540183 - 03/17/12 10:58 AM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Everything is true
Veteran
Registered: 01/10/05
Posts: 12215
Loc: Darlington, UK.
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I really don't get these people who want a new game to play like an old game, RO 1 is old and as good as it was I don't need this game to play like that one, some of the things they are whining about are silly like the hold breath zoom, a really negligible amount of extra zoom but they screamed like it was a hack. I bought the deluxe version of this game and it looks like I wasted the extra money 'cos now they're going to change it to make those extras obsolete. Oh, so as long as you are happy that's fine? It is a MODE they are adding in, not scrapping everything and just having this. This way you are happy, because you won't play this mode, and everyone else that wants to play the game as we think it should be played are happy too.
_________________________
Intel i7 920 2.66Ghz D0 OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Samsung F3 1TB | Corsair 6GB DDR3 | Gigabyte EX58-UD3R Intel X58 | LG DVD±RW SATA DL RW | Corsair TX 650W ATX2.2 PSU | Antec 902 | Coolermaster V8 CPU Cooler | W7 HP 64 bit | 27" iiyama monitor | TM HOTAS Warthog #05225 | TM Cougar MFDs | Saitek Pro-flight combat pedals | Track IR 5
Falcon BMS | DCS A-10C | Flaming Cliffs 3 | RoF | BoB 2 2.12 | EECH 1.15 | ArmA 3
"A nugget of purest green!"
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#3543118 - 03/22/12 02:15 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted a new "what we are up to" message, discussing the lastest batch of tweaks to the RO2 beta and the feedback they are receiving from us. Read here:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,369
What We are Up To - Feedback and Tweaking
--------------------------------------------------------------------------------
Hello everyone, welcome back to a new edition of the "What We Are Up To" series of posts. As most of you have noticed RO Classic went out in the last beta update along with even more refinements to the game, and we are not done yet. We have further upcoming refinements, Multiplayer campaign and more in store for the future. Read on to find out the details. While there are still more refinements and changes that have not yet made it into the beta, we are watching player reaction to what is currently available with a keen eye. For those who haven't yet had a chance, grab the beta from steam and participate in the beta forums. All the current changes can be found here in the stickies, with the community discussion following up in the feedback section. Remember we are looking at all the game modes for tweaks (normal, realistic and classic), so join the discussion today! They next update will include several tweaks based off this feedback, more refinements, and most likely Multiplayer Campaign. Those who remember the initial posts about the beta and what would be going into it know that the next/last BIG thing coming will be Multiplayer Campaign mode. This mode will allow server admins to turn their server into a grand campaign for the city of Stalingrad. When joining, each player will pick a team and head to the front. When the campaign starts (with both sides having the territories split equally between them), a team will be randomly selected to have the initiative and choose where they want to start the attack. As each battle plays out the teams will expend manpower for land, and regain some between battles depending on how much territory they control. The first team to control all territories or force the other team to expend all of its manpower will win the day. Last, but not least in this edition of "What We Are Up To" is talking a bit about the future. The beta has be going nicely and that means we are getting much closer to getting the things in out in the main build. Depending on how fast things come together it will come out in one of two fashions. Sooner: There will be a large patch with most if not all the content. Later: Things will be rolled out in smaller (but still fairly large) chunks of content over time as things are completed, put into beta and pushed out. There are also several grand plans we are discussing (you might want to start digging into the SDK!), but we have nothing to announce just yet. Speaking of working with the community, we have one final thing to announce today, the new Tripwire Interactive Wiki. While it is currently in a bare bones state, we will be working with the community to fill it with content. We hope for it to server as a general Knowledge Base for both players and modders for all of our titles. We'll be working on getting modding information from across the forums into the wiki over the coming days and weeks as well (unless you beat us to it!). Have a great week everyone and make sure to join the beta!
__________________
Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?t=77126Cheers, Fafnir_6
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#3543186 - 03/22/12 08:06 AM
Re: Red Orchestra II News Thread v2.0
[Re: MaceUK33]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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I really don't get these people who want a new game to play like an old game, RO 1 is old and as good as it was I don't need this game to play like that one, some of the things they are whining about are silly like the hold breath zoom, a really negligible amount of extra zoom but they screamed like it was a hack. I bought the deluxe version of this game and it looks like I wasted the extra money 'cos now they're going to change it to make those extras obsolete. Oh, so as long as you are happy that's fine? It is a MODE they are adding in, not scrapping everything and just having this. This way you are happy, because you won't play this mode, and everyone else that wants to play the game as we think it should be played are happy too. I think you misunderstand I have been playing the beta, but what people are complaining about as always are usually not things that are worth complaining about, some of the changes are good they add to the game but I really loath people who as a vocal minority get the Devs to change what they don't like and I do, we really don't want it to turn into the 1C forums. Personally as a whole I like what they have done and it does add to the quality of the game experience. But I'm rather sick of the attitude where someone disagrees and immediately someone with a smarta$$ed answer comes along to put them down for disagreeing, but I'm sure the juvenile behavior is warranted for a game.
_________________________
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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#3543452 - 03/22/12 02:56 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/22/04
Posts: 1133
Loc: Liverpool
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I for one want a game with all the RO features and overall gameplay but with other features they added to RO2 like mantling etc. It was just they dumbed down what many loved and added unlocks and other features that really spoil the historical nature of the game. I wanted them to add even more features that added to immersion and realism. I wnated a fully destructive environment and a fair few other things they pormised. IO wanted troop transport and big maps that was a great buzz being taken to the obj at top speed with your fellow soldiers praying you got there in one piece.
Also whats wrong in wanting RO with upto date graphical fidelity?
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#3543587 - 03/22/12 07:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey Wodin,
Troop transports have already been announced by TWI and are slated to be released some time in the near future. Currently, the sdkfz 251 halftrack and Universal carrier are under development. The static mesh for the latter has been hidden in the data files for RO2 since release back in September and is viewable in the SDK, I think.
RO-classic will have most of what you want out of RO2, methinks...
Cheers,
Fafnir_6
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#3546105 - 03/27/12 02:41 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Drecks has released a new version of his map TE-ColdSteel_B3 and has added a firefight version as well. Drecks Senior Member Join Date: Nov 2005 Location: The Netherlands Posts: 1,204 [MAP]TE-Coldsteel
-------------------------------------------------------------------------------- TE_Coldsteel_b3/final
Time for a last update. This update comes with an Territory and Firefight mode for the map. And I did upload the uncooked mapfile and packages as a seperate download.
About Coldsteel:
Map is situated in an Industrial setting. Late september 1942 Attack defense. Axis have to attack a steel factory. It has 5 objectives. The maps contains some models made by Shadowwill and Olivier Big thanks for that.
Objecive 1 Railarea
Objecive 2 Rolling hall
Objecive 3 Deathly Alley
Objecive 4 Strippinghall
Objecive 5 Storage area
Changelist and Fixes:
Fixt a wrongly compressed texure. More rubble,detail and cover added. (less empty halls) More mantle and climb options. Pumped up the sunlightbrightness Tweaked spawndistance better for Axis Resized the last objective.
Files
As i have no clue how to make both modes use the same packages I release both modes with their own packages.
For TE
Map name is TE_Coldsteel_b3 Map comes with 5 external packages for custom material and an INT file for the objective names.
CookedPC
CookedServer
For FF
Mapname is FF_Coldsteel
CookedPC
CookedServer
Mapfile and Packages
Coldsteel files
Known Issues:
As known some servers have difficulties running custom maps. Spawncams and spawns won't work as supposed and artillery radios wont show for the commander role. They are narrowing doen that problem. Server admins can contribute in this topic
Tested this local and all spawns, artillery and spawncams works as it should.
As I forgot to gave credit to people in the previous release I want to thank all people who I contacted before this release. And off course I like to thank my wife. Now again the only thing I really need is to play the map with humans. As I'm really doe with playing Bots.
Greets Drecks __________________ My signature is hacked....
TE Clients: http://www.mediafire.com/file/7mjeqq0tutpwbws/CookedPC_TE.7zTE Server: http://www.mediafire.com/file/2eouzpeosauftc8/CookedPCServer_TE.7zFF Client: http://www.mediafire.com/file/50ubg99esbblkqf/CookedPC_FF.7zFF Server: http://www.mediafire.com/file/arag1x74j47w9ov/CookedPCServer_FF.7zMapfile & packages: http://www.mediafire.com/file/9n3czchnkcaw5es/Coldsteel_b3.7zRelease thread is here: http://forums.tripwireinteractive.com/showthread.php?t=76004In other news, the RO-Classic beta testing is ongoing (participate if you can) and the RO2 modding community continues work on enhancements for the game. Also,, modder -=}Wolverine{=- has begun working on a new map for Rising Storm which will be a remake of the Wake Island map from BF1942. He is also working on a new RS map called Bunker Alley. Cheers, Fafnir_6
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#3546269 - 03/27/12 07:31 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/22/04
Posts: 1133
Loc: Liverpool
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I hope so. Though if iron front's any good RO2 may never be booted upgain...well by the time I would get around to it I'd be worried if anys servers are running.
I hate recorded stats. Being an average and at times above and times below player they can end up being depressing. I try not to look but always did. Take that and unlocks out I'd play again now most likely.
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#3549811 - 04/03/12 12:23 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted a preview of the next patch for the RO2 Beta (due out this week sometime). The changelog has some awesome stuff in it like selectable unlocks and FOV settings. Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,423 Week of April First Preliminary Changelog
-------------------------------------------------------------------------------- The following changelog is a WIP. Some of these items may not make the final list (and others may be added). This build of the game is currently in testing internally.
Currently there are also no (or few) tweaks to gameplay based on user feedback (those will be on their way a little later and are listed below the changelog).
General
•Added the ability to select a weapon upgrade in the class selection menu rather than always spawning with the highest unlocked version •Walking up to a radio no longer forces your weapon out of ironsights •Satchels are now easier to throw into small spaces •Squad leaders now have their choice of sidearm in RO Classic •Fixed cover having priority over mountable machine guns when using the 'Interaction' key •Fixed a bug where Machine Gunners had a stuck camera when deployed in some areas. This was most prominent in Mamayev. •Enemy spotted can no longer be used to spot enemies through walls •Slight improvements to collision while prone (mostly in or near trenches) •Significant performance improvements for client and server UI
Server browser changes •The lower left hand info box now contains more useful and reliable information about the server •The number of bots is displayed in the server list •RO Classic mode has been added to the server details and filters •Fixed a problem causing some servers (random each refresh) to be missing from the list. Addition UI Changes •Modified the settings menu to display the proper aspect ratio adjusted FOV values for the FOV setting. Before the menu only listed the FOV values for 4:3 aspect ratio. This incorrectly led poeple to believe that the FOV was lower than it actually was in game. For example, if the FOV value in the menu was set to 70 (using the 4:3 FOV values), at a standard widescreen aspect ration of 16:9 the players in game FOV was beind adjusted to 86 degrees. •Fixed several display problems in the in game achievements menu •A few items on the HUD have been shifted to reduce overlapping (spawn queue, squad list) •Double-clicking a class name will now quick select it with the default loadout •When holding a voice chat key the HUD now shows what channel you are speaking in
Upcoming (NOT IN THE NEXT PATCH) changes to gameplay based on user feedback:
General (Applies to 2 or more game modes)
•Reducing overall machine gun recoil. We may go overboard and have to dial them back up a bit. We'll be looking for feedback on this. •Changing sound attenuation for "hit sound" at a distance so it falls off to a much lower sound •Balancing out focused controlled breathing sound so players hear the breathing out as well as the breathing in (to help players understand they are not holding their breath) •Adding Classic weapon loadout option to server custom settings
Classic •Machine guns in Classic will be getting focus (default shift) zoom at the level of the the current rifle iron sights zoom •Change the sprinting system so that it behaves more like RO 2's default sprinting system (with the current classic max sprinting speed)
Several other items we are holding off on to see how these go (and we may be re polling on them as well). __________________
Pretty, what do we blow up first? - Myn Donos
Thread is here: http://forums.tripwireinteractive.com/showthread.php?p=1052629#post1052629Cheers, Fafnir_6
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#3551555 - 04/05/12 10:45 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/30/11
Posts: 696
Loc: FBI
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Cool updates, looks like I might have to reinstall when it comes out. Thanks for posting all the updates.
_________________________
Hell is other people and both of them are you.
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#3551643 - 04/06/12 04:20 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey, no problem man! Those of you who have the RO2 beta installed may have noticed a large download today. The changelog is as follows:
[TW]StragoMagus
Tripwire Interactive Staff
Join Date: Jun 2010
Posts: 50
April 5th Beta Update
--------------------------------------------------------------------------------
General•Added the ability to select a weapon upgrade in the class selection menu rather than always spawning with the highest unlocked version. This change only applies to servers running normal, realism, or custom with bClassicWeaponLoadout=FALSE. •Satchels are now easier to throw into small spaces •Squad leaders now have their choice of sidearm in RO Classic •Fixed cover having priority over mountable machine guns when using the 'Interaction' key •Fixed a bug where Machine Gunners had a stuck camera when deployed in some areas. This was most prominent in Mamayev. •Fixed weapons firing blanks after taking over a bot in Countdown •Enemy spotted can no longer be used to spot enemies through walls •Setting DepthOfField=False in the INI doesn't turn off other post process effects •Slight improvements to collision while prone (mostly in or near trenches) •Significant performance improvements for client and server UI•(Work in Progress) Server browser changes◦Fixed a problem causing some servers (random each refresh) to be missing from the list. ◦Fixed the blank map name column •Modified the settings menu to display the proper aspect ratio adjusted values for the FOV setting. Before the menu only listed the FOV values for 4:3 aspect ratio. This incorrectly led poeple to believe that the FOV was lower than it actually was in game. For example, if the FOV value in the menu was set to 70 (using the 4:3 FOV values), at a standard widescreen aspect ration of 16:9 the players in game FOV was beind adjusted to 86 degrees. •A few items on the HUD have been shifted to reduce overlapping (spawn queue, squad list) •Double-clicking a class name will now quick select it with the default loadout •When holding a voice chat key the HUD now shows what channel you are speaking in
Please note that some users have experienced a performance drop with this beta patch. Apparently this is likely due to how the game handles the "depthoffield" setting. Post processing is left ON regardless of this setting now. This can result in a ~20fps difference to those who had PP turned off before. Release thread is here: http://forums.tripwireinteractive.com/showthread.php?t=77657Cheers, Fafnir_6
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#3557256 - 04/16/12 02:15 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys,
I have just learned that TWI is planning a free weekend for RO2 sometime in the near future (probably coinciding with the release of a major gameplay patch for RO2). If any of you are sitting on the fence about getting this game, a free weekend would be agreat time to check it out. Stay tuned for details...
Cheers,
Fafnir_6
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#3558030 - 04/17/12 07:31 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, A bunch of new info just dropped from the RO2 devs. There will be a new RO2Beta patch shortly with a longish list of improvements. Additionally, there will be another patch later this week that will include the Campaign mode in some form... Yay!
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,456
What We Are Up To - Gearing Up For Release
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Welcome back to the latest installment of the What We Are Up To post. It continues to be a busy month here with many things in the works. With summer just around the corner, we are hard at work bringing updates to some of your favorite Tripwire titles. What can you expect you ask? Read on to find out. Topics include: Upcoming changes to the RO 2 beta, how the beta will be rolled out to everyone, and our future plans for RO 2. We hope to push out two beta updates, one today and one later this week. You can find the WIP Changelog for today's update HERE. Included (but not turned on) in the latest beta builds will be Campaign mode as well as some experimental gameplay changes for the normal (relaxed realism) setting. More details can be found HERE and we will be once again looking for player feedback to these changes. As the current RO 2 beta nears completion (system/gameplay refinements, additional modes, bug fixes and changes based on player feedback) we are looking to roll the patch out live sometime in the next few weeks. As we get closer to that date we will be continuing to make adjustments to the beta based off player feedback and finish several more refinements. Moving forward, shortly after these changes go live we will be looking to do a free weekend. Be sure to spread the word and tell your friends that have been on the fence that this will be a great chance for them to see first hand how the game plays!
And while we've managed to update many aspects of Red Orchestra 2 through this beta we know there is more to be done. We have set our sights on the Squad and Tank systems next as well as additional UI refinements.
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=77934Apr 18, 2012 Patch details are as follows:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,456
WIP - April 18th Beta Patch
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Maps •Spartanovka Inceased spawn time for Allies by 5 seconds Improved Axis spawn protection for their last spawn attacking the Town Hall Gave Axis more reinforcements Reduced Allies' artillery amounts slightly •Station Decreased Axis reinforcement times by 5 seconds Increased Axis reinforcements •Mamayev Removed 'activated' chat box spam in Mamayev Gameplay•Modified sprinting in RO Classic so that instead of stopping sprinting when you run out of stamina it blends down to the slow sprint speed when the player is close to exhausted (similar to regular RO2). The ability to force the player to stop sprinting can still be enabled by a server side setting if server admins wishes to have the game function exactly like RO1 sprinting •Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying thier primary weapon which prevents them from spawning with heavy encumbrance effects (faster stamina use, slower sprinting, etc). If someone from a different class picks up thier dropped primary weapon, they will still have the heavy encumbrance from the weapon. •Modified the encumbrance system so that engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc) •Characters should no longer pop up/down when running along trenches •Fixed some instances of being able to 'see through' objects when viewing up close. •Fixed a bug where server damage scaling settings were not working •Fixed a bug where players could not take bleed damage under certain circumstances •Fixed achievements: Marksman (Bronze/Silver/Gold), Unhatched (Bronze/SilverGold), Tracked (Bronze/Silver/Gold), Sharpshooter (Bronze/Silver/Gold), Firing Blind Improved server performance UI•After being shot the damage indicator is now displayed on the HUD regardless of whether tactical view is on •Fixed HUD sorting issues with binocs •Removed the ability to disable gameplay effecting rendering settings •The realism setting on the server is now shown in the loading screen and scoreboard •Joining a custom or classic server for the first time triggers a confirmation message window •Marksman now appear properly as squad leaders on the tactical view squad list •Fixed overlapping spawn queue text in the territory spawn menu •Fixed inactive objectives showing as active on the minimap •Fixed enemy spotted icon stuck on screen •Fixed enemy spotted icon flickering on top of weapon •Artillery selection is now more reliable. Added flashing icon to overhead map when artillery is falling
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=77941The details for the normal mode experiment are here:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,456
Normal/Relaxed Realism Experiment
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Since the release of Red Orchestra 2 we have received invaluable feedback from the community. Some liked the game as it was but didn't like features X, Y and Z. We've listened and are working on refinements. Others felt that the gameplay was too different from what they were expecting from Red Orchestra 1. We've heard that as well and are introducing Classic mode into the game. Others still would like a mix of these two modes and that is why almost every change we've made will be available as a custom setting for server admins. But we also realized that we had focused solely on the 'Hardcore' end of the player spectrum - so we are also taking the opportunity to experiment with some gameplay mechanics targeted at the less-hardcore players, which would get implemented in the 'Normal' relaxed realism mode, making the difference between 'Normal' and 'Realistic' more apparent. So, there are some new pieces in the latest Beta, specifically to test out the less-hardcore ideas: •Addition of a crosshair •Removal of free-aim •Reduced player damage Keep in mind that these changes are NOT for those who exclusively enjoy the Classic and/or Realism modes. With that in mind, we'll be looking for feedback from more casual players on the changes to Normal mode. If Normal mode isn't your thing then please give us feedback on Classic and Realism mode.
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=77940Beta-test away, people  BTW, there are indications that Rising Storm has entered closed beta-testing...Release in the summer? We can hope  . Fafnir_6
Edited by fafnir_6 (04/17/12 07:36 PM)
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#3558111 - 04/17/12 10:56 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 02/08/11
Posts: 446
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fanfir, I admire your persistence in getting the word out about RO2. You do, however, remind me of Sir Polaris from the Operation Flashpoint Dragon Rising forums back in 2009. He had spent two years creating his own fan pages (professionally done since he knows HTML and CSS and php), Twitter, Flickr, Facebook page and the like. Even after he knew that Codemasters didn't create the game that was marketed to the OFP vet and COD gamer, he kept on trying to stop the hemorrhaging of players, much like you are doing yourself. You see, I've seen this played out and can predict the future. All I can say is, my friend, please take the time to smell the flowers and know when the gig is up, or you would have wasted precious time that could have been spent doing something in real life (walking the dog, visiting grandmother, trying something really kinky with the gf, etc...) or actually playing that has a community and developers that love to build a game their community wants, which TWI no longer cares to do.
Edited by FozzyBear (04/17/12 11:00 PM)
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#3558184 - 04/18/12 05:07 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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I disagree with Fozzybear (but I really really like that name ^_^).
You know, he expressed an opinion... so I did. Peace.
_________________________
"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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#3558637 - 04/18/12 06:59 PM
Re: Red Orchestra II News Thread v2.0
[Re: komemiute]
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Member
Registered: 02/08/11
Posts: 446
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I disagree with Fozzybear (but I really really like that name ^_^).
You know, he expressed an opinion... so I did. Peace. But we also realized that we had focused solely on the 'Hardcore' end of the player spectrum - so we are also taking the opportunity to experiment with some gameplay mechanics targeted at the less-hardcore players, which would get implemented in the 'Normal' relaxed realism mode, making the difference between 'Normal' and 'Realistic' more apparent. So, there are some new pieces in the latest Beta, specifically to test out the less-hardcore ideas:
Addition of a crosshair Removal of free-aim Reduced player damage
I'm convinced Tripwire is trying to actively kill RO2 so there wont be an RO3.
Edited by FozzyBear (04/18/12 07:01 PM)
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#3558643 - 04/18/12 07:18 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Do you play "normal" version of Ro2?
I mean, hell, no one really sabotaged DCS because it has an Arcade mode. Sometimes people doesn't deserve all that they have.
Or maybe they should just get a work. (Not directed to FOzzy, only to the vast majority of those who complained so much about nothing on Tripwire forum...)
_________________________
"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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#3558655 - 04/18/12 07:39 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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It doesn't take much effort to repost things  . Personally, I haven't had trouble finding full servers to play on (might be my geographical location (Canada)). If you are worried about TWI trying to destroy the RO brand, I suggest you try RO-Classic mode in the current build of the RO2 Beta. This is what TWI's small but busy team has been working on for the past couple of months and it transforms the game's experience. It will change your mind (and I won't listen to complaints about brand destruction until you have) and it will soon be out for the main game. Squad and Tanking systems are apparently next on TWI's hit list. In any case, the Apr 18 patch is now out. Download and beta-test away. There are usually 2-4 servers running the beta with moderate player loads and should give you a good idea of what is coming to RO2. Changelog:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,468
April 18th Beta Patch
--------------------------------------------------------------------------------
Maps •Spartanovka◦Inceased spawn time for Allies by 5 seconds ◦Improved Axis spawn protection for their last spawn attacking the Town Hall ◦Gave Axis more reinforcements ◦Reduced Allies' artillery amounts slightly •Station◦Decreased Axis reinforcement times by 5 seconds ◦Increased Axis reinforcements •Mamayev◦Removed 'activated' chat box spam in Mamayev
Gameplay•Modified sprinting in RO Classic so that instead of stopping sprinting when you run out of stamina it blends down to the slow sprint speed when the player is close to exhausted (similar to regular RO2). The ability to force the player to stop sprinting can still be enabled by a server side setting if server admins wishes to have the game function exactly like RO1 sprinting •Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying thier primary weapon which prevents them from spawning with heavy encumbrance effects (faster stamina use, slower sprinting, etc). If someone from a different class picks up thier dropped primary weapon, they will still have the heavy encumbrance from the weapon. •Modified the encumbrance system so that engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc) •Characters should no longer pop up/down when running along trenches •Fixed some instances of being able to 'see through' objects when viewing up close. •Fixed a bug where server damage scaling settings were not working •Fixed a bug where players could not take bleed damage under certain circumstances •Fixed achievements: Marksman (Bronze/Silver/Gold), Unhatched (Bronze/SilverGold), Tracked (Bronze/Silver/Gold), Sharpshooter (Bronze/Silver/Gold), Firing Blind •Improved server performance UI•After being shot the damage indicator is now displayed on the HUD regardless of whether tactical view is on •Fixed HUD sorting issues with binocs •Removed the ability to disable gameplay effecting rendering settings •The realism setting on the server is now shown in the loading screen and scoreboard •Joining a custom or classic server for the first time triggers a confirmation message window •Marksman now appear properly as squad leaders on the tactical view squad list •Fixed overlapping spawn queue text in the territory spawn menu •Fixed inactive objectives showing as active on the minimap •Fixed enemy spotted icon stuck on screen •Fixed enemy spotted icon flickering on top of weapon •Artillery selection is now more reliable. Added flashing icon to overhead map when artillery is falling
__________________
Pretty, what do we blow up first? - Myn Donos
Thread: http://forums.tripwireinteractive.com/showthread.php?t=77941Cheers, Fafnir_6
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#3558665 - 04/18/12 07:56 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Thanks Fafnir!
_________________________
"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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#3558850 - 04/19/12 03:27 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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I still can't get the server browser to work. A few months ago they had patches that fixed this issue for me, though a later patch broke it for me.
RO Classic is too little too late as far as I am concerned. They have less players now than RO1 had after 6 years. No matter how good the game is, I doubt it will ever get a high player count.
It had a lot of potential but I don't see myself playing the game anymore. It is a shame, because I played RO1 almost daily for such a long time.
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#3559066 - 04/19/12 12:25 PM
Re: Red Orchestra II News Thread v2.0
[Re: Flogger23m]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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The server browser in RO2 or RO2Beta? If you provide me with some details of your server browser issues, I might be able to find a solution in the tech support forums. Obviously, you'll have trouble finding games full of real people if your in game browser is broken. I find that player counts vary wildly depending on the time of day but I've never had trouble finding games with lots of real people.
Cheers,
Fafnir_6
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#3559749 - 04/20/12 12:22 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Nestor from the Rising Storm team has posted details of a Facebook marketing campaign as they gear up for release. As people "like" the game on FB, they will be posting new screenies. Scroll down to post #4 in thread below to see the first screenie (check the satchel and SHOTGUN that the dude on the right is carrying!). Awesomeness. Couple this content with the gameplay tweaks from the upcoming buildof RO2 and this game will RULE! I'm not a big one for social media campaigns myself but I'm interested to see the screens that will come out of this. Nestor Makhno Rising Storm Team Join Date: Feb 2006 Location: Croydon, Surrey Posts: 4,902 Facebook pimping -------------------------------------------------------------------------------- In a blatant ploy to get more FB likes, we are releasing a screenshot to celebrate 120. You can see it here: http://www.facebook.com/RisingStormGameWe are going to release a new screenshot of a different map or feature when we hit 240, 480, 1,000 likes and so on. Get on there and get liking. __________________ 天皇陛下万歳! Company website: http://tonygillham.com"That's not just idle fact, it's cold, hard speculation." - Yahtzee http://forums.tripwireinteractive.com/showthread.php?t=78028Cheers, Fafnir_6
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#3560139 - 04/21/12 12:01 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/03/12
Posts: 142
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/.
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#3563609 - 04/27/12 02:20 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I hope Comacho's fix worked for you Flogger... In other news, there is another update out for the RO2 beta today. It contains a long list of small but potentially important refinements. The most interesting changes are to the suppression and stamina systems and how they affect weapon sway and iron sights. Changelog: Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,569 April 27th Changelog
-------------------------------------------------------------------------------- Gameplay •Classic ◦Added the ability for MGs to use controlled breathing zoom when deployed to balance them out against rifles in Classic mode ◦Bullet hitting player sounds are no longer exaggerated ◦Fixed a bug where sometimes weapons could zoom in in classic mode when they shouldn't be able to •Realism ◦Can no longer use controlled breathing, or use focus zoom if under heavy suppression. •Realism/Classic ◦When suppressed the player will now experience increased weapon breathing/sway and screen/weapon buffeting effects that scale up with the current suppression level of the player. ◦Stamina now has an increased effect on weapon breathing/sway when stamina is below 80% and above 25% ◦Can no longer fire your weapon after going to iron sights while sprinting until the weapon gets back into the firing position •Suppression now effects the screen/weapon "buffeting" effect when bullets whiz by the player. When more suppressed the screen will buffet more when a bullet whizzes by. Additionally, suppression bonuses from player progression, proximity to a hero, or being in cover will now reduce this buffeting affect as well. •Bipod MGs have greatly increased accuracy and much less recoil when deployed. Tripod MGs have greatly increased accuracy •Getting a battlefield commission should no longer cause the player to miss the initial spawn. Also, players who get a battlefield commission in the second round should now have enough time to use it. •Can no longer use the quick grenade key during the round start countdown Gameplay Bug Fixes •Fixed bipod and tripod MG bullets from hitting the edges of an emplacement (window, sandbag, etc...) - This fixes an issue introduced in beta •Fixed dropped weapon pickups getting automatically picked up sometimes •Fixed bots sliding around the floor in the ref pose in Firefight •Fixed commander sometimes not respawning properly in Countdown •Fixed overtime not always ending after capping an objective in Territory •Fixed commander automatically selecting their own artillery location. It was showing in the menu as selected, but it would not work properly when trying to launch artillery. •Fixed squad leaders overriding each other's marked artillery targets •Fixed a way to avoid spawn protection •Fixed the allied smoke grenade not properly blocking vision (effects AI vision, enemy spotted, and peripheral indicators) •Fixed the Stonewall achievement •Fixed stamina not recovering when using a fixed MG •Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you UI •Refinements to peripheral indicators making it more difficult to pin-point enemy locations •Fixed remaining salvo text misplaced in the commander menu •(Work in Progress) Added menu options to disable HUD Tips and/or Menu tooltips •Fixed player names appearing outside the tooltip box in the team select menu •Fixed some server filters being turned on (and saved) after using instant match Audio •Created a new system for being able to adjust the sounds of bullets hitting players. By default, for relaxed realism mode it is just like it is now, for realism mode the sounds of bullets hitting players are toned down, and for classic mode the sounds of bullets hitting players are at realistic volume levels. This setting is also adjustable for custom mode in webadmin. •Adjusted the sound of the player breathing when in iron sights so that breathing out will more closely match the volume of breathing in (before breathing out was very quiet compared to breathing in). Also increased the volume of the iron sights breathing a little so that it is more obvious that the player is breathing. It should also now be more clear that the player is NOT holding their breath when controlled breathing is used, rather the player is breathing slowly and pausing between each breath. •Some voice chatter was repeating itself that shouldn't be while other chatter was not repeating itself when it should be. Both issues have been fixed. •Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you Performance •More client and server performance improvements Maps •Mamayev Kurgan ◦Updated Lighting •Apartments ◦Increased Allies reinforcements __________________
Pretty, what do we blow up first? - Myn Donos
Update release thread is here: http://forums.tripwireinteractive.com/showthread.php?t=78229Cheers, Fafnir_6 EDIT: Yoshiro posted in another thread that the big update for the full game should be out "in the next few weeks"
Edited by fafnir_6 (04/27/12 02:32 PM)
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#3563751 - 04/27/12 10:02 PM
Re: Red Orchestra II News Thread v2.0
[Re: Comacho]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. I will try this. As for the updates, they are taking far too long. If it takes another two months then it would've almost been a year since the game was released. And sadly the community seems to be dead already... I do hope they make an RO3 - essentially RO2 reworked with RO1 style game play from the start as well as more content.
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#3563911 - 04/28/12 08:40 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead.
_________________________
Windows 7 32 SP1 Gigabyte GA770 probably obsolete already AMD Phenom II X4 3.1Ghz really an X3 unlocked and overclocked ATI HD 5830 1Gb 256 bit it was cheap 4 x 1Gb GSkill 1333Mhz looks pretty on the MB X-Fi Xtreme Creative Soundcard - cheap pair of headphones
"She put carbolic in my coffee, turpentine in my tea, Strychnine in my biscuits, Lord but she didn't hurt me." Furry Lewis / Big Chief Blues
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#3564120 - 04/28/12 04:38 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead. A very ignorant post. It is hard to play when the game is dead; that tends to happen after it has been out for many years. When the second game came out it cut the player base down, and as a result, the combined player base of RO1 + RO2 is essentially lower than RO1 had prior to RO2's release. In addition the game has aged engine wise. A lot of people are looking for an RO1 sequel that wasn't broken and played like the previous game (as one would expect from a sequel). And as I said, RO1 style gameplay and attention to detail. That would require reworking the game considerably so it won't be like MW2 to ME3. It should play like RO1 because it offered a fun experience. RO2, at release, was CoD style in WWII with some characteristics of RO1 left over like the damage system and nice weapon modeling. The issue is that it played like a run and gun game with tiny CQC maps which does not work well with some of those RO1 mechanics. TWI seems to be improving the game with a Classic mode, but again, too little too late. The player base is so small that it will likely be entirely dead by the time the game is 1 year old. Which is why I would suggest releasing an RO3 with a defined gameplay style rather than foolishly trying to take on CoD/BF. [Admin Edit]Removed. Let's not do the personal attack thing please[/Admin Edit]
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#3564150 - 04/28/12 06:12 PM
Re: Red Orchestra II News Thread v2.0
[Re: Flogger23m]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. I will try this. As for the updates, they are taking far too long. If it takes another two months then it would've almost been a year since the game was released. And sadly the community seems to be dead already... I do hope they make an RO3 - essentially RO2 reworked with RO1 style game play from the start as well as more content. I hope the fix works for you  . Your request for RO1-style gameplay is not unique in the greater Red Orchestra fan community. In fact, the volume of requests for what you describe was so great that TWI has spent the last 3-4 months developing hundreds of gameplay tweaks for RO2 in general as well as a whole new game mode (RO-Classic) intended for people just like you (and me ). Most people have yet to try this because getting the RO2Beta required more work than most are willing to do for the purpose of trying out the new game enhancements on test servers. These developments have also required a long time to get tested and in-game, unfortunately (it was a considerable re-work, as you stated in the last post). In a few weeks time, there will be a HUGE update for (non-beta) RO2 that will bring all the enhancements (the vast majority of which have been developed in close co-operation with fans) that have been in development over the last quarter. That said, there is still room for improvement...the squad command system and tank simulation aspects of RO2 are slated to be the next focus of TWI's development so don't expect big improvements in those areas. The infantry game is epic with the changes. You will not be disappointed. I'll be sure to post about the patch release when it happens so stay tuned  . Additional content is also on the way. I have helped beta test the MamayevKurgan map (which caters to the bolt-action crowd) and at least 4 new vehicles are planned (Panzer III Aus J, sdkfz251, T-70 and Universal Carrier) with the PzIIIJ and T-70 coming out first. There are also rumors of up to 4 other official maps under development along with some new guns (Luger P08 & MG42 amoung others). These are rumors so take them with a grain (a cup?) of salt. Your idea about a re-launch or maybe an RO3 has definite merit when it comes to increasing player counts. Personally, I would like to see the tank simulator get fixed and then have Red Orchestra III: Battle of the Kursk come out. New vehicles, maps and weapons so we can play the 85mm Ivans vs. the big kitties  . The release of Rising Storm later this year and the upcoming free weekend TWI has planned for when the gameplay patch comes out should help with player counts as well. Hopefully they'll have a steam sale at the same time. Cheers, Fafnir_6
Edited by fafnir_6 (04/28/12 06:29 PM)
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#3564366 - 04/29/12 09:23 AM
Re: Red Orchestra II News Thread v2.0
[Re: Flogger23m]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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You mean like MW3 which is basically MW2 with New Maps? Honestly I don't understand why it has to play like RO1 for everybody to be happy, if one likes the original, play it instead. A very ignorant post. It is hard to play when the game is dead; that tends to happen after it has been out for many years. When the second game came out it cut the player base down, and as a result, the combined player base of RO1 + RO2 is essentially lower than RO1 had prior to RO2's release. In addition the game has aged engine wise. A lot of people are looking for an RO1 sequel that wasn't broken and played like the previous game (as one would expect from a sequel). And as I said, RO1 style gameplay and attention to detail. That would require reworking the game considerably so it won't be like MW2 to ME3. It should play like RO1 because it offered a fun experience. RO2, at release, was CoD style in WWII with some characteristics of RO1 left over like the damage system and nice weapon modeling. The issue is that it played like a run and gun game with tiny CQC maps which does not work well with some of those RO1 mechanics. TWI seems to be improving the game with a Classic mode, but again, too little too late. The player base is so small that it will likely be entirely dead by the time the game is 1 year old. Which is why I would suggest releasing an RO3 with a defined gameplay style rather than foolishly trying to take on CoD/BF. [Admin Edit]Removed. Let's not do the personal attack thing please[/Admin Edit] You have misunderstood, there is nothing wrong with RO1, I wish RO2 had as much content (tanks and vehicles mainly) but to expect the developer to make the new and improved version just like the original would be like reissuing the Edsel. I don't want it to look like Battlefield or Modern Warfare of course, those games just suck (might be pretty but they still suck) and I agree with you on the playing style, I have been playing tactical shooters since Rainbow 6, it was cool in it's day and when Raven Shield came out it was just as cool but better graphics and we rejoiced, then R6 Vegas came out and it was even more cool with even better graphics and some of the gameplay mechanics we wanted, but it wasn't the same game anymore. Ubisoft and others have moved to a console type format. When Vegas 2 came out (which should've been DLC Map pack for Vegas 1 but I digress) they made it a separate game which to me is BS but that is the way game developers are going now. I said all that to illustrate that no matter how great the original was you can't really expect them to reinvent it as a new game all the time and insulting those who disagree with that is childish at best and a little condescending, I am playing the beta and very few are in there playing it with me. I play the regular build on the other servers and there are more people but changing the game isn't going to change server populations, I found out about RO1 by word of mouth, how many still play that? If you make RO2 just like RO1 it won't change the server population because those same vocal people who want it to be RO1 will complain that it doesn't have as many maps or vehicles or some other issue that they want to beat to death as an excuse to not play it. I like the classic mode but the more they tweak settings the more they make it less realistic IMO. I just feel that many of the people who complain about what the game is or isn't giving them aren't actually playing it to the same degree that they are complaining about it. There is a free weekend of Modern Warfare 3 this week and I downloaded it, it is nothing more than MW2 with new maps which is why I commented on it. At least TWI is giving us maps and content without sticking it to us as paid add-ons and creating different gameplay modes that will give servers more flexibility and gaming styles. Still I doubt that will make the most vocal proponents of RO1 to move to RO2. I'm in my 50's and I like realistic military games and this one is my most played game overall, I loved BF-1942 but the twitch shooter Xbox style MW/BF games today are not for me. However, I don't have a problem with some of the gameplay elements of those games being in some servers to siphon away players from those other titles, in fact I think TWI should do a free weekend as well with a price break to attract new players and some cashflow. Then people who have written it off because it's not Battlefield or CoD would get to see what it is all about. That would change the server populations I think.
_________________________
Windows 7 32 SP1 Gigabyte GA770 probably obsolete already AMD Phenom II X4 3.1Ghz really an X3 unlocked and overclocked ATI HD 5830 1Gb 256 bit it was cheap 4 x 1Gb GSkill 1333Mhz looks pretty on the MB X-Fi Xtreme Creative Soundcard - cheap pair of headphones
"She put carbolic in my coffee, turpentine in my tea, Strychnine in my biscuits, Lord but she didn't hurt me." Furry Lewis / Big Chief Blues
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#3570083 - 05/09/12 02:38 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There's a bit of news from the modders as we wait for the big patch for RO2 to drop. BOH-Rekrut of Darkest Hour fame has finally released a late Alpha or early beta of his new map TE-The_Univermag. This map is epic in its scope and will transform RO2 once the bugs get worked out. As I stated, this is still very much a WIP...Bugs should be expected. Player: http://www.mediafire.com/download.php?i7a6qnl6w3leqj8Server: http://www.mediafire.com/?v3eshlo7i3z28ajRelease thread: http://forums.tripwireinteractive.com/showthread.php?t=75260Modder Polshevik has also posted a new firefight map called FF-GlassesWarehouse but apparently some issues need to be worked out before that map will really work. I'll post links when the fixed version is released. Cheers, Fafnir_6
Edited by fafnir_6 (05/09/12 02:39 PM)
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#3570170 - 05/09/12 05:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted another status update about the final round of beta testing and the release date for the big RO2 gameplay patch. Apparently, community-requested items such as client-side hit detection and re-worked tank AI are in the final beta so that will be a big news for all RO2 players when the patch for the main game comes out. Unfortunately, it looks like the multiplayer campaign won't quite make it for the big update...due out before the end of May. Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,591 What We Are Up To - Community Requests and Patch Timing
-------------------------------------------------------------------------------- Once again welcome back to another edition of "What We Are Up To". As mentioned last time, we are drawing closer to the release of the RO 2 update. The timing of the release along with what should be last set of changes to be introduced to the beta are the topics of today's post. Starting off will be the changes coming to the beta this week: Client-side hit detection and changes to Tank AI.
One of the largest community requested items has been client-side hit detection. And that is exactly what you will be getting! Admins will now have the ability to chose what network model they want for their servers. Client-side hit detection takes the network out of the equation and gives the end users a more "what you see is what you get" experience. Leading your target will be more consistent across servers that have it enabled. It will now up to Players and Admins to decide which mode is right for them.
Next up, tanks. While we are planning more updates for down the road we do have several changes that will be hitting the beta (and this update), we have been working hard to address many of the issues. Bugs have been squashed, tank "warping" has stabilized, ai changes have been made, and ease of use functionality has been implemented. We hope you will enjoy the upcoming changes listed below.
One of the first things players will notice with tanks, after the next beta update, is that they won't fire at will. The new default mode for tank AI (in human controlled tanks) is "Player Ordered AI Gunnery" mode. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing.
In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system. Players will also find that AI gunners are no longer the crack sharpshooters they previously were, and will be even worse if the tank is in motion. Opening your tank to others is now a more viable option, [TT]'s unite!
We at Tripwire would like to highlight two community members who have inspired change through their work for the community. Mekhazzio (with his anti-lag mut) and Ducky (with his TankAI mut and many others). Some of the changes listed above are a direct response to the work they have done and the community's appreciation of it.
These will be the last major additions to the beta as we lock down functionality and move into the final QA and bug fixing process. Eagle-eyed readers will have noticed that I did not mention Multiplayer Campaign (MC), and there is a reason for that. It will not be making its debut in the next patch. As things have come together since the beta began, MC has always been just out of reach for inclusion with the "next beta patch". We feel that it needs more time in testing and balancing, and more importantly, more time with community feedback! So with that in mind, we will be adding MC to the beta so that players can get in there and let us know what they feel is working, and better still, what needs more work. We look forward to playing it with the beta community shortly.
Now for the question everybody wants answered. When will the patch be released? With content locked and the final QA process underway , I am happy to announce we are now looking at a date before the end of May for the update to roll out. This should be followed by a pre-load (Valve permitting) and free weekend approximately a week later. This is to make sure there will be ample time to prepare and your friends won't have the excuse of not being ready when it is time for the free weekend. We look forward to seeing you in a bigger, better RO 2! __________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78651Cheers, Fafnir_6
Edited by fafnir_6 (05/09/12 05:18 PM)
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#3570958 - 05/11/12 02:28 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, TWI has released what appears to be the last beta update prior to the big gameplay patch due out before month-end. Please note that there is a Steam error that has messed some people's downloads of this patch. Valve is working on the problem and it should be ironed out shortly. This update is a meaty one too with a ton of great additions...See here:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,596
May 10th Beta Changelog
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Gameplay - General•First pass client side hit detection system. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned on/off by server admins through the webadmin tool.
•New control options added for Crouch (Hold), Prone (Hold), Iron sights (Hold), and exclusive Focus / Breathing. •Added a new system which scales down the damage of bullets as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player. •The distance the player can fall before being damaged/killed has been increased. Falling damage now hurts the players legs and in Realism & Classic mode makes the player walk slowly for a short time. •Added suppression for melee •The F1 grenade damage has been increased to match it's axis counterpart •Smoke from smoke grenades now disappears between rounds •The map boundary effect has been brightened •Overtime timelimit has been increased to 3 minutes. Stalling an objective capture no longer ends overtime (the objective must be completely captured or lost) •Improvements to prone physics in tight spaces (e.g. trenches) Gameplay - Vehicle Functionality & AI•Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system. •Fixed bugs that were causing the vehicle AI to be 100% accurate with their aimed shots when a human player was in the tank. This was the root of most of the problems with tank AI being way too hardcore and good. •Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug. •Added some tank AI configuration elements based off of Ducky's Tank AI mutator •You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34) Gameplay - Action Mode•The crosshair size now scales with the base accuracy of the weapon. More accurate weapons have tighter crosshairs, less accurate weapons have looser crosshairs. • The crosshair now expands with the recoil of the gun to represent the shooting being less accurate for longer bursts. •Increased weapon spread when not aiming down sights. •Set up weapons to fire at the crosshair location for Action mode (including fixed MGs) when not using sights. •Removed "instant death" zones in Action mode. Damage to those zones is now just scaled up rather than instantly killing theplayer. Those zones are head, neck, heart, and acorns. •Added a system to scale the damage on a per weapon basis. Weapon damage is now more balanced for Action mode. In particular, rifles are much more effective, and the balance between weapons is much better. •Added a new system to scale the weapon spread of weapons when not aiming down sights. It is now considerably harder to hit players when hip shooting in Action mode, which puts more of an emphasis on using sights while still allow hip shooting to be a viable tactic. •Added a system to tweak weapon recoil for Action mode. Adjusted the recoil of the PPSH and AVT40 to be more controllable for action mode. Gameplay - Fixes•In Countdown, the commander is no longer able to waste a reinforcement wave if nobody is dead •Fixed an instance of getting stuck in suppression • Fixed a bug preventing players from deploying MGs in some areas • Fixed tank physics from 'popping' around online at close range - Still working on longer range • Fixed disappearing players when using or viewing someone on a tripod MGs • Fixed a rare situation where Countdown sudden death would not end • Fixed a bug where you could get suppressed multiple times from the same penetrating shot •Fixed a bug with melee that was causing it to not hit the body part you were aiming at • Fixed a bug where damage scaling was breaking being able to damage tank crew members • Fixed a bug where weapon rotation could get messed up when blind firing from cover in action mode • Fixed a bug where the AI would take over control of the tank's turret/hull MG even if you had ordered it not to fire. •Fixed a bug where the tank cannon would point off in random directions after the AI fired it round from it or moved it. •Fixed a bug where the AI would just fire at anything they saw when ordered to suppress infantry rather than actually firing at the infantry the commander ordered them to fire at. •Spectator/DemoRec no longer get stuck on the round end menu •Servers no longer crash when misspelling a map name using servertravel UI•On the loading screen the game mode setting is now always correct •Fixed incorrect server details icons in the server browser •Added popup dialog boxes to the server browser the first time you connect to action or realism servers •The territory spawn menu no longer displays if your team is out of reinforcements •Fixed the kill message icon for the allied AT grenade •Tweaks to the squad member list in tactical view •Added notification message for team kills that tell both players involved •Added notification message for MG barrel overheating •In Realism Mode the minimap is now displayed in tactical view •Refinements to role/kick voting menus •Added a tip dialog box to the weapon select menu the first time a weapon upgrade is available •Corrected battlefield commission text (Always said Axis team) •Adjustments to some HUD font, size, and positioning. •Players lists are now once again available in the server browser Graphics & Performance•Added a DOF graphics setting to the video options menu •Fixed a texture size constraint that was causing some 32bit machines to crash Audio•Added new audio for the native voices option •Refined and improved vehicle MG sounds •Panzer IV now uses a looped MG shooting sound •Tank AI Crew members will now respond verbally to the tank commander’s orders WebAdmin•Mutators now show up in the change map screen •Added more flexibility to a number server settings including: team death icons, allow killcam, kill message mode/delay, friendly player name mode. •Cleaned up some unused webadmin settings •Fixed killcam settings not working properly in webadmin Known Issues•There is currently a known crash when a server changes maps •Currently the map voting screen will not list maps, but the functionality still works (names are just invisible) •Server Browser may display incorrect information •Count Down ready up menus have some fake player placeholder names •Rare case of muzzle flash not showing •Weapon focus may get "funky" - We are trying to find a good reproduction.
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78680Cheers, Fafnir_6
Edited by fafnir_6 (05/11/12 02:31 AM)
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#3575748 - 05/19/12 06:17 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Yoshiro has posted an update in the TWI forums. Apparently, there is a new opt-in beta for the main RO2 build now available. My understanding is that this is a close-to-release test version of the patch they intend to apply over the main RO2 install...
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 7,660
Red Orchestra 2 Opt In Beta
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RO 2 owners will now find that they have the ability to opt into a Red Orchestra 2 beta (they can do this by right clicking on the game in Steam, choosing the properties option and then the beta tab to find the opt in drop down) . This beta will replace the current live build of the game (not the separate Red Orchestra 2 Beta). A brief summary of what this beta includes:•Maps◦New Map - Mamayev Kurgan - TE, CD, FF ◦Balance updates and bug fixes for all other maps •New Game Modes◦New Mode - Classic ◦New Mode - Action - This mode replaces relaxed realism. •Gameplay Refinements◦Lockdown ◦Overtime ◦Spawn Protection ◦Spawn on Squad Leader ◦Enemy Spotted ◦Player Damage Model ◦Suppression ◦T-34 armor has been modified •Community Requests◦Client side hit detection server option ◦Tank AI Changes and Additions ◦Greatly decreased deployed machine gun recoil ◦New input options for functions (toggle vs hold and more) •Performance and Bugs◦Over 50 major bugs fixed ◦Major performance increases for clients and servers ◦Improved particles from explosions and smoke
This is not the final build, but is a near release candidate. We will be monitoring it over the weekend for any major issues that arise. Have fun, and a great weekend! Of note, users may need to delete their mygames/ro2/rogame/config files. They need to be freshly made for this build of the game and it looks like the initial install did not do that properly. We have also heard reports that it doesn't start the update for some users unless they toggle the "always keep this game up to date" function off and then back on WARNING: Any users who are currently part of the Rising Storm beta team are advised NOT to opt in. The game will NOT work while the current build of Rising Storm is installed.
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=78964Cheers, Fafnir_6
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#3579999 - 05/25/12 09:08 PM
Re: Red Orchestra II News Thread v2.0
[Re: Comacho]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. Deleted all three, works good now. Still, not sure if I like the game.
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#3581388 - 05/28/12 04:13 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a new interview with the producer of Rising Storm (RO2 in the pacific) and one of TWI's execs that contains a ton of interesting info about this upcoming expansion... It also has a bunch of new screenshots of the Iwo Jima map feature both the USMC and the IJA. Read all about it here: http://www.gatheryourparty.com/articles/2012/05/25/interview-rising-storm/Cheers, Fafnir_6
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#3582597 - 05/30/12 03:59 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/22/07
Posts: 167
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Dated graphic engine with gameplay like BF3 or COD.Yawn.
And it's buggy.
I couldn't get through the tank training mission because a script failed to start(i saw the same mission working on you tube)
I've got 3 files from Verifying my game cache,restarted the mission again and the same glitch. Pretty angry at myself for buying this boring game.
Edited by Darren (05/30/12 04:00 AM)
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#3583025 - 05/30/12 07:33 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hotshot
Registered: 11/02/04
Posts: 5534
Loc: Colorado
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Been doing fine here; plenty of servers and variety to choose from. The only thing that sometimes sucks is joining a server where no one works as a team and just runs around with no comms. I can also see how the maps could get boring after playing them so much (and lack of destruction), but I'm a noob
I did just start the SP campaign; but I bought this for the MP based on reviews, and so far for $10 I ain't mad
edit: Oh yeah I forgot to mention mods!
Edited by NoUseForAName (05/30/12 08:05 PM)
_________________________
"No bucks, no Buck Rogers"
Case: CoolerMaster HAF-922 MoBo: ASUS M4A89GTD Pro/USB3 PSU: Corsair HX750w CPU: AMD FX-8320 @ 4GHz RAM: 2x8GB Corsair Vengeance LP DDR3 1600 GPU: Palit GTX 560 Ti 2GB Display: Asus 25.5" @ 1920x1200 OS: Win7 Pro 64bit Audio: On-board AC'97
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#3583081 - 05/30/12 10:08 PM
Re: Red Orchestra II News Thread v2.0
[Re: Darren]
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Senior Member
Registered: 12/06/02
Posts: 2730
Loc: California
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Dated graphic engine with gameplay like BF3 or COD.Yawn.
And it's buggy.
I couldn't get through the tank training mission because a script failed to start(i saw the same mission working on you tube)
I've got 3 files from Verifying my game cache,restarted the mission again and the same glitch. Pretty angry at myself for buying this boring game. Make sure you play in Classic mode. It is somewhat like RO1, though the game still has its quirks and needs tweaking.
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#3583105 - 05/30/12 11:17 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 02/02/08
Posts: 283
Loc: Honolulu, Hawaii
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Wow, Red Orchestra is a perfect platform for a Pacific theater FPS. I'll be getting Rising Sun for sure...multiplayer in RO2 is a blast.
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#3583380 - 05/31/12 12:19 PM
Re: Red Orchestra II News Thread v2.0
[Re: toonces]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Wow, Red Orchestra is a perfect platform for a Pacific theater FPS. I'll be getting Rising Sun for sure...multiplayer in RO2 is a blast. +1 I'm there as well. You sometimes can see the RS beta-testing server in RO2's server browser (damn you password portection!!!). If you are interested in Rising Storm be sure to check their corner of the forums out: http://forums.tripwireinteractive.com/forumdisplay.php?s=3d6f489f1621a846d717f4f7186e006d&f=91Cheers, Fafnir_6
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#3583467 - 05/31/12 02:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: Darren]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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And it's buggy.
I couldn't get through the tank training mission because a script failed to start(i saw the same mission working on you tube)
I've got 3 files from Verifying my game cache,restarted the mission again and the same glitch. Pretty angry at myself for buying this boring game.
Hello, This thread: http://forums.tripwireinteractive.com/showthread.php?t=65004 Shows some potential fixes for the single player training missions. This is an older thread so some of these bugs have since been ironed out, but hopefully it will help you. Cheers, Fafnir_6
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#3591897 - 06/14/12 07:23 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, It's been a while since the last post here. Someone else picked up the news about the guest passes so I didn't steal any of their thunder. In any case, there is a new official announcement for RO2 out today and it concerns a mapping contest with some HEFTY prizes. See here: [TW]Wilsonam VP, Tripwire Int. Join Date: Oct 2005 Location: Roswell, GA Posts: 3,256 "Counterattack" Mapping Contest for RO2 -------------------------------------------------------------------------------- And, keeping up the pressure on RO2 activity, we are happy to announce our first major mapping contest for the game. Prizes from Origin PC, Nvidia, Intel and Logitech - plus $30,000 in cash prizes from ourselves. For the details, see the competition web page: http://www.heroesofstalingrad.com/co...g-competition/ From: http://forums.tripwireinteractive.com/showthread.php?t=80515Cheers, Fafnir_6
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#3605588 - 07/11/12 11:52 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There's a new dev update out concerning Killing Floor and RO2... 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=81557Cheers, Fafnir_6
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#3607176 - 07/14/12 11:00 PM
Re: Red Orchestra II News Thread v2.0
[Re: Darren]
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resident pacifist (sic)
Member
Registered: 04/21/01
Posts: 2010
Loc: Canada
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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]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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I just love convincing my friends to install a folder called Cooked PC on their machines.. "No, it's okay, Really!" 
_________________________
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]
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Entil'zha
Big Kahuna
Registered: 02/15/00
Posts: 35593
Loc: Space Coast, USA
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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]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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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.
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◦Balanced reinforcement count in Allies favor ◦Added additional cover ◦Added ammo depot to Axis staging area
•Barracks◦Improved cover between NCO barracks and Admin ◦Modified area that could be used to fire on a spawn •Pavlovs House◦Moved ladder in Zabs house to a better location ◦Modified initial Allied spawn protection ◦Added new routers to help the Allies leave their spawns without getting killed as easily ◦Modified several spots in Zabs House that could be used by the Axis to overlook the Allied spawn exit ◦Modified Allied spawning location when the Axis are pushing the final Allied objective ◦Added additional cover to some areas of the map ◦Blocked off tank access to the yellow building area behind Zabs House •Red October Factory◦Rebalanced reinforcement count ◦Added additional map time ◦Decreased artillery use timer ◦Removed 2nd Axis tank ◦Modified number of window firing points for Axis on the 1st obj ◦Modified initial Russian spawn protection ◦Added more cover to the 1st and 2nd objective areas ◦Fixed several bugs ◦Additional optimization •Station◦Added more cover to the initial Axis approach ◦Modified 1st Axis spawns
•Spartanovka◦Modified capzones for Housing Block 1 & 2
•Grain Elevator◦Added several obstructions to break up line of sight ◦Increased capture time on last objective ◦Increased duration before allies lose all of their reinforcements ◦Fixed map boundary times being 1 second •Commissars House◦Added new cover from first spawns ◦Added cover to road ahead of Commissars North Hall ◦Increased size of snow mounds around Commissars House ◦Modified map boundaries ◦Modified objective setup ◦Modified spawn locations and handling
•Training◦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]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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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]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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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  . They are also working on their next map which will be a large combined arms map.
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=82695Cheers, Fafnir_6
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#3627842 - 08/16/12 08:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 02/08/11
Posts: 446
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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]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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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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#3628181 - 08/17/12 12:31 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, The Rising Storm team have a released a new video for Gamescon 2012. It shows an American attack on the Japanese bunkers of Iwo Jima. Everything is still beta but the potential is massive. Check it here: http://www.youtube.com/watch?v=HsYn0g3PQ2ICheers, Fafnir_6
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#3628358 - 08/17/12 05:14 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: 2500
Loc: Gulf Coast of Florida
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I can't join the Campaign Test Server on the Beta, it has a Password, is there going to be a public one?
_________________________
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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#3628501 - 08/18/12 12:58 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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RISING STORM FOOTAGE!!!!! Includes an informative voice-over. http://www.youtube.com/watch?v=27jXLqAuDfYRS will be a pay-for, stand-alone expansion for RO2 that will also include the multiplayer component of RO2. The video shows 4 maps (Saipan, Betio, Hanto, Iwo Jima) and illustrates a lot of NEAT features (some of which address the asymmetrical loadouts between the two forces): For the Japanese: Banzai charges (suppresses enemy, increases stamina, etc). Grenades used as IEDs Spawn bunkers Katanas For the USMC: Flame throwers Shotguns lots of iconic, advanced weaponry @KRT_Bong: I looked into your password issue and you are not the only one. I guess the MP campaign server is not really live yet...I'll let you know when they post a PW or if it opens up. Cheers, Fafnir_6
Edited by fafnir_6 (08/18/12 01:03 AM)
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#3628586 - 08/18/12 07:48 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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That was cool, if it's stand-alone and it includes RO2 multiplayer now what if you already have RO2? You now have two installs of RO2 Multi (plus the beta for me)? He also mentioned bringing new features into RO2 from RS?
_________________________
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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#3628860 - 08/18/12 08:18 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 03/30/08
Posts: 470
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anyone know if it is a standalone and when it will be released?
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#3628945 - 08/18/12 11:38 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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It IS standalone but I think the RS install will probably be merged with RO2 if you have it (this is a guess on my part - details haven't been released about that yet). Release date is also unknown but the expansion looks relatively far along and they've been beta testing it for months now. I suspect release in fall...again just a guess. Just keep checking here and I'll let you know when some concrete info for it comes out.
Cheers,
Fafnir_6
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#3628970 - 08/19/12 01:25 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 02/08/11
Posts: 446
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It IS standalone but I think the RS install will probably be merged with RO2 if you have it (this is a guess on my part - details haven't been released about that yet). Release date is also unknown but the expansion looks relatively far along and they've been beta testing it for months now. I suspect release in fall...again just a guess. Just keep checking here and I'll let you know when some concrete info for it comes out.
Cheers,
Fafnir_6 If you actually watched the video you would have heard Tony tell you when RS will be released.
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#3628977 - 08/19/12 01:51 AM
Re: Red Orchestra II News Thread v2.0
[Re: FozzyBear]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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It IS standalone but I think the RS install will probably be merged with RO2 if you have it (this is a guess on my part - details haven't been released about that yet). Release date is also unknown but the expansion looks relatively far along and they've been beta testing it for months now. I suspect release in fall...again just a guess. Just keep checking here and I'll let you know when some concrete info for it comes out.
Cheers,
Fafnir_6 If you actually watched the video you would have heard Tony tell you when RS will be released. Haha! I re-watched the vid and you are correct. Right at the very end he says RS will be out early 2013. Good catch, Fafnir_6
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#3629097 - 08/19/12 09:25 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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resident pacifist (sic)
Member
Registered: 04/21/01
Posts: 2010
Loc: Canada
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I've been playing the crap out of RO2 and have been having a blast. Really like some of the realism servers. Love getting behind a pack of Russkies with a G41 and make em go the way of bowling pins.
Probably is the best WW2 tac-shooter out there.
_________________________
I used to work work for a living, but then I took an arrow to the knee.
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#3629125 - 08/19/12 10:10 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Lifer
Registered: 01/27/03
Posts: 25522
Loc: Naples, Florida
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I know it's probably posted in this thread already, but maybe as a link, because did a quick scan and didn't see a You Tube window.
_________________________
Magnum
"Every time I hear/read "Free to Play" I know were going to get screwed in the end with micro-transactions. NO THANKS game developers!"
*Intel i7-2600K processor *Cooler Master Hyper N 520 CPU fan *Asus ROG Maximus IV Gene-Z mobo *8GB Corsair Vengeance 1600 DDR3 RAM *Asus ENGTX570 DCII GeForce 570 video card *Western Digital 640GB 7200 w/32MB cache HDD *Corsair TX750M power supply *Microsoft Windows 7 Home Premium SP1 64-bit
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#3629305 - 08/19/12 03:12 PM
Re: Red Orchestra II News Thread v2.0
[Re: Magnum]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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<iframe width="750" height="422" src="http://www.youtube-nocookie.com/embed/coY-Wbawa7E" frameborder="0" allowfullscreen></iframe>
I know it's probably posted in this thread already, but maybe as a link, because did a quick scan and didn't see a You Tube window.
It is indeed, but not with this fancy formatting  Cheers, Fafnir_6
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#3629466 - 08/19/12 08:26 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 06/28/09
Posts: 217
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I got RO 2 during the Steam summer sales, but I can't find any populated server to play in multiplayer (and the single player is so awful). Are most players using the beta version? Is that where I should head instead of using the normal version?
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#3629570 - 08/19/12 11:15 PM
Re: Red Orchestra II News Thread v2.0
[Re: FlyingMonkey]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I got RO 2 during the Steam summer sales, but I can't find any populated server to play in multiplayer (and the single player is so awful). Are most players using the beta version? Is that where I should head instead of using the normal version? WTF??? No, that's not right. There are usually hundreds of people playing on ranked servers at any time. Are you using the in-game browser or the steam browser? It sounds like you're having some issue at any rate. Please respond with all the details (steps that you go to find servers, etc.)and I'll see if I can find if I can find a fix for you. Cheers, Fafnir_6 Edit: Comacho posted a possible fix for this problem on p.7 of this tread: I had the no games found in the server browser and the fix was to delete client registry.blob from x:/Steam/ and MasterServers.vdf or MasterServer2.vdf (can't remember which but the info is posted in RO2 Steam forum somewhere) found in x:/Steam/config/. ...it worked for Flogger23M, maybe it will help you too (he deleted all 3 files).
Edited by fafnir_6 (08/19/12 11:22 PM)
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#3629574 - 08/19/12 11:34 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, We just got some clarification on how Rising STorm will be integrated with RO2... Nestor Makhno Rising Storm Team Join Date: Feb 2006 Location: Croydon, Surrey Posts: 5,125 RS & HoS in the server browser -------------------------------------------------------------------------------- If you have RO:HoS, you will see RS maps in the server browser, and vice versa. If you get RS, you will get RO:HoS Multiplayer as part of the deal. If you already own HoS, you can get RS as an upgrade. I can't really discuss details of release more, right now. __________________ 天皇陛下万歳! Company website: http://tonygillham.com"That's not just idle fact, it's cold, hard speculation." - Yahtzee http://forums.tripwireinteractive.com/showthread.php?t=82829There are still questions about this...Do RO2 owners get a discount on RS, for example? Can RO2 servers seamlessly rotate RS maps without restart...Stay tuned. Cheers, Fafnir_6
Edited by fafnir_6 (08/19/12 11:38 PM)
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#3629590 - 08/20/12 12:40 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 06/28/09
Posts: 217
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Thanks Fafnir. I've browsed the servers from inside the game (ie looking at multiplayer section). But keep in mind that I'm in Australia, so there might be enough players in Europe/USA during the prime time for these zones, but not enough at my time - it's still disappointing since I can find plenty of servers to play BF3 and even Arma2, but I'd like to give RO2 a go as well... At best, I see a couple of servers with decent population but with pings way too high (Europe or East Coast). So, is the main player base using the normal version or the beta?
Anyone other ANZ RO2 players around?
Edited by FlyingMonkey (08/20/12 12:42 AM)
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#3629615 - 08/20/12 03:43 AM
Re: Red Orchestra II News Thread v2.0
[Re: FlyingMonkey]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Thanks Fafnir. I've browsed the servers from inside the game (ie looking at multiplayer section). But keep in mind that I'm in Australia, so there might be enough players in Europe/USA during the prime time for these zones, but not enough at my time - it's still disappointing since I can find plenty of servers to play BF3 and even Arma2, but I'd like to give RO2 a go as well... At best, I see a couple of servers with decent population but with pings way too high (Europe or East Coast). So, is the main player base using the normal version or the beta?
Anyone other ANZ RO2 players around? Hmmm... I hadn't thought of this :/ but you are seeing servers now? The fix worked? I know I have seen some other people on the forums complaining of the lack of Aus/NZ servers. One thing I do notice is that RO2 is easily playable with a higher ping (<150) than other games like Day of Defeat: Source, for example (I wouldn't bother joining if ping was >70 or so). This is especially true of servers running with client-side hit detection enabled. So if you can find populated servers with ping <150 you're good to go. This is not a great answer, I know, so I did a bit of digging and found the Australia Server Listing: http://www.gametracker.com/search/ro2/AU/?searchipp=50#search . If you click on the servers there, it shows a little graph with of the server population over time, so you can time your playing that way. The #13 ranked server peaked at 57 players over the past 24 hours at around 8 am my time (MST) I'm not sure what that is where you are. I hope this helps. Cheers and happy hunting, Fafnir_6
Edited by fafnir_6 (08/20/12 03:47 AM)
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#3629672 - 08/20/12 08:20 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 06/28/09
Posts: 217
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Thanks for all the help. I'll give a go at the fix, there might be a problem with the server list indeed, because I wasn't seeing so many servers worldwide and it was weekend time - it did not look normal.
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#3630440 - 08/21/12 01:24 PM
Re: Red Orchestra II News Thread v2.0
[Re: FlyingMonkey]
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resident pacifist (sic)
Member
Registered: 04/21/01
Posts: 2010
Loc: Canada
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Thanks for all the help. I'll give a go at the fix, there might be a problem with the server list indeed, because I wasn't seeing so many servers worldwide and it was weekend time - it did not look normal. FM, sometimes I play at 6 in the morning at US East Coast time during the weekedays (on vacation right now), and there are always at least 2-3 servers that are 80-90% full with Aussie/Nz accents on the comms.
_________________________
I used to work work for a living, but then I took an arrow to the knee.
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#3632081 - 08/24/12 12:13 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a small dev update out now, concerning the mapping contest and Steam Workshop for Killing Floor and Red Orchestra... Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 7,985 What We Are Up To - Workshop
-------------------------------------------------------------------------------- In my previous WWAUT post I mentioned that we are working on a number of items as we push towards our next major Red Orchestra 2 update. Today I want to focus on another upcoming item sure to please both fans of Red Orchestra 2 and Killing Floor.
As you probably know, we here at Tripwire are big fans of modding (many of us having gotten our start in the Make Something Unreal contest), and support it through the release of our SDK's, contests to promote content creation and more. The latest being the Counterattack Mapping Contest for Red Orchestra 2 with thousands of dollars up for grabs! With phase 1 done and judging getting underway, the custom mappers are already hard at work for their phase 2 entries.
But we aren't stopping there, the next big thing we are doing is integrating Steam Workshop into both Killing Floor and Red Orchestra 2! This feature of Steam allows players to browse content created for our titles, find what they like and subscribe to it with the click of a button. This will keep them always up to date. You can read more on all it all works here.
We look forward to the fans having an easier time finding the great community generated content, from maps, mutators, and total conversions. __________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=82969Cheers, Fafnir_6
Edited by fafnir_6 (08/24/12 12:14 PM)
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#3640573 - 09/08/12 02:30 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a new dev update out. It contains a bunch of good news and some bad. Yoshiro's post contains screenshots of the beta of the next official map (a remake of the RO1 Barashka map :D) and also provides further clarification and information relating to Rising Storm and how it will integrate with RO2. The bad news is that they've pushed back the release of new vehicles and weapons to accomodate RS. I'm not sure that's a great decision because different tank models and troop transports are something the community has been pining for. Offsetting this is the work of some dedicated modders who are working to brings us operable AT guns (currently static objects in RO2) and new static (not-driveable)vehicles (apparently the KV-1(1941), KV-1e and KV-2  according to this: http://forums.tripwireinteractive.com/showthread.php?t=82799). So...some good, some bad...
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 8,015
What We Are Up To - Barashka
--------------------------------------------------------------------------------
A long railroad bridge, scattered buildings, bunkers facing each other across a long gully. Sound familiar? For long time Red Orchestra fans it should, because I'm talking about Barashka, the next official map for Red Orchestra 2. Featuring combined arms gameplay and thrilling cat and mouse chases between infantry and armor as they duel for control over territory, we are bringing this classic RO map back to life.
While its full facelift underway to bring it up to RO 2 standards, we will shortly be adding it to the stand alone beta so players can help us with feedback on gameplay. We look forward to playing this classic map with the community again (and it is quickly becoming one of my favorites)! A lot of community members have been asking when we'll be adding more vehicles to the game, particularly troop transports. The short answer is that we've shifted around our plans a bit and additional vehicles are something that we're still looking to add, but won't be coming in the really near future. This is partially due to Rising Storm catching us by surprise - in a good way! Once we played the early versions of Rising Storm we knew it was going to be awesome, and decided to turn it into a full product. This means a lot of the Tripwire team have been cranking away working on Rising Storm along with the Rising Storm team to get the game ready for release. We've also been hard at work supporting the RO2 mod community by working on SDK updates and Steam workshop support which we're very excited about. Steam workshop should really revolutionize the way community mappers distribute their maps and make it much easier for players to find the cool content mappers and modders are working on. We've also heard the murmuring in the community with speculation about how Rising Storm will be priced. While we aren't yet ready to release the exact pricing, we will clarify something right now. We will not be throwing the current RO2 community under the bus!!! Our current plan is to allow existing RO2 owners to upgrade to Rising Storm at a significant discount compared to someone that just buys Rising Storm outright. Additionally, we will not be splintering the community by keeping players separated. Servers will be able to run RO2 and Rising Storm maps back to back on the same server. Finally, while we're not quite ready to release the details of exactly how it will work, RO2 players that don't own Rising Storm won't just get booted off the server when a Rising Storm map comes up. Rather RO2 owners will be able to play Rising Storm even if they haven't purchased the add-on, likely with some limitations on weapon/class selection. So to summarize, RO2 owners will get a discount on Rising Storm, and everybody will be able to play together on the same servers! Speaking of additional content, I'd like to take this time to highlight the works of Coin-goD who is working to bring anti-tank guns to the game and Blitzk.-Bob who is has a team working on new vehicles. If there are any other awesome projects I have missed be sure to let me know in the comments below! Judging is also getting underway on the following maps that were submitted to Phase 1 of the Counterattack mapping contest: Arad 2, Bridges over Druzhina, Butovo, Coldsteel, Gumrak Station, Kursk, Moscow Highway, Ogledow, Otpy3kab2, and Univermag. If you haven't yet, make sure to check them out!
__________________
Pretty, what do we blow up first? - Myn Donos
http://forums.tripwireinteractive.com/showthread.php?t=83358Barashka Pics: http://www.heroesofstalingrad.com/wp-content/uploads/2012/09/barashka1.jpghttp://www.heroesofstalingrad.com/wp-content/uploads/2012/09/barashka2.jpgCheers, Fafnir_6
Edited by fafnir_6 (09/08/12 02:47 AM)
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#3648786 - 09/21/12 11:09 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a little more info out now about this community vehicle building team. Go to: http://forums.tripwireinteractive.com/showthread.php?t=83586 for the details. The nine-memeber team is still getting started but TWI is giving them full support including the code to....Enter and exit vehicles! Yay! I'll keep you guys posted on their progress. Cheers, Fafnir_6
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#3648964 - 09/22/12 08:44 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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PLEASE DO!
_________________________
"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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#3663390 - 10/15/12 03:28 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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^_^ Nice news!
_________________________
"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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#3667230 - 10/21/12 11:33 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, I was playing RO2 today and decided to try the new RO2 capture the flag mode being pioneered by the guys over in the Death B4 Dishonour clan. I read about it here: http://forums.tripwireinteractive.com/showthread.php?t=84328 and there are now 3 Beta1 maps out for it (I tried the CTF versions on Spartanovka and Apartments but not the new Warehouse map). I was initially apprehensive as to how CTF would be implemented in a WWII setting but the |DD| guys have done a superlative job making this new mode both fun and not immersion breaking. Naturally there are some issues with balancing and map design(the maps are all beta1s and the mode software is beta as well). That said, I didn't experience any trouble stability-wise and no map issues aside from my apparent inability to download the warehouse map. I encourage you to give this new mode a try (the server is listed in the RO2 server browser and all the required software can be downloaded via a re-direct). Cheers, Fafnir_6
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#3674511 - 11/03/12 06:39 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Just a small question... My steam RO2 just downloaded over 2GB of content. Since the details on STEAM are nonexistant regarding this "patch", can anyone point me at a Changelog or something? Anyone does have any infos?
Many thanks in advance!
_________________________
"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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#3674517 - 11/03/12 06:47 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Everything is true
Veteran
Registered: 01/10/05
Posts: 12215
Loc: Darlington, UK.
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I think it may have to do with the Marketplace, files so that the game can 'integrate' with it maybe.
_________________________
Intel i7 920 2.66Ghz D0 OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Samsung F3 1TB | Corsair 6GB DDR3 | Gigabyte EX58-UD3R Intel X58 | LG DVD±RW SATA DL RW | Corsair TX 650W ATX2.2 PSU | Antec 902 | Coolermaster V8 CPU Cooler | W7 HP 64 bit | 27" iiyama monitor | TM HOTAS Warthog #05225 | TM Cougar MFDs | Saitek Pro-flight combat pedals | Track IR 5
Falcon BMS | DCS A-10C | Flaming Cliffs 3 | RoF | BoB 2 2.12 | EECH 1.15 | ArmA 3
"A nugget of purest green!"
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#3674521 - 11/03/12 06:53 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Hell Drummer
Senior Member
Registered: 05/03/09
Posts: 2680
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Oooooh! Nice one...
_________________________
"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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#3674901 - 11/03/12 11:28 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Yes, I believe this update contains the integration into the Steam Workshop for RO2. http://forums.tripwireinteractive.com/showthread.php?t=84956In other news, the Phase one Mapping contest winners have been announced:
[TW]Wilsonam
VP, Tripwire Int.
Join Date: Oct 2005
Location: Roswell, GA
Posts: 3,351
Mapping Contest Phase 1 Winners
--------------------------------------------------------------------------------
Without further ado, the top 3 in the "Best Original Level" category are:1.Bridges of Druzhina - wins $2,500, an Intel Motherboard DZ68DB and a Core I7-2700k CPU 2.Coldsteel - wins $1,000 3.Univermag - wins $500 The other category was for "Best Remake". Here we were really excited to see which of the old maps from Red Orchestra: Ostfront 41-45 and even the Red Orchestra mod days would be brought forward. The winners are:1.Gumrak Station (a remake of the original Basovka) - wins $2,500 2.Arad 2 - wins $1,000 3.Ogledow - wins $500 We want to see more of the old favorites appearing! So far, that is $8,000 in cash given away, plus hardware. Breakout, Phase 2 of the contest, is on now reaches its' conclusion on 30th November. Many of the first round maps have been heavily updated - and many new ones have appeared. This time, there is $15,000 in cash prizes, a top-of-the-line Origin laptop, custom painted and a whole bunch of other hardware to give away. To the mappers - make sure you get your entries in on time! And for all the rest of us, go play the new maps out on the public servers and let us (and the creators) have your feedback. Soon, you will be able to grab new maps and other content through the Steam Workshop for RO2!
http://forums.tripwireinteractive.com/showthread.php?t=84897Cheers, Fafnir_6
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#3675139 - 11/04/12 12:14 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Entil'zha
Big Kahuna
Registered: 02/15/00
Posts: 35593
Loc: Space Coast, USA
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*sigh*  Still no ability to make your own server with bots/coop (as I played RO1) or do ANY SP with tanks. The Jedi Master
_________________________
The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#3675494 - 11/04/12 11:05 PM
Re: Red Orchestra II News Thread v2.0
[Re: Jedi Master]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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*sigh*  Still no ability to make your own server with bots/coop (as I played RO1) or do ANY SP with tanks. The Jedi Master You're talking about hosting a listen server. I too miss this functionality in RO2. The set up was so easy in RO1 and it's just not there in RO2 (it can be done but setup is time-consuming and laborious). I have requested full listen server hosting a la RO1 loudly over on the TWI forums and maybe some day we will get it. I'll let you know if that happens. In the meantime see post #6: http://forums.tripwireinteractive.com/showthread.php?t=75646Cheers, Fafnir_6 Edit: I believe a couple of the SP campaign missions with tanks take place on Gumrak (you can access them at will once you have unlocked them). Also you can use in the console: OPEN [MAPNAME]?Minplayers=X?Maxplayers=Y?Difficulty=Z
X : [Minplayers]number of playersat least this amount (fill with AI until humans show up)
Y : [Maxplayers] {16/32/64}number of players that will bemaximum. This loads a specific objective configuration for that player load.
NOTE: 16, 32, and 64 players modes can have completely different mapsetups such as Pavlov's House 16 player. It's a traditional attack/defend,without tanks suited, for 16 players whereas the 32 and 64 player is aso-called "Neutral Based" configuration.
Z : [Difficulty] {0-3}
0 = Easy 1 = Normal 2 = BattleHardened 3 = Hero
To set up a single player match of your choice on any map (custom included) and with tanks (provided you have a large enough player count)).
Edited by fafnir_6 (11/04/12 11:11 PM)
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#3676479 - 11/06/12 11:20 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: 35593
Loc: Space Coast, USA
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Is there a list somewhere of all the tank-compatible maps?
It really seems that compared to RO1 they ripped out a LOT of the functionality in favor of revamping the in-game stuff.
The Jedi Master
_________________________
The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#3677555 - 11/07/12 06:23 PM
Re: Red Orchestra II News Thread v2.0
[Re: Jedi Master]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Is there a list somewhere of all the tank-compatible maps?
It really seems that compared to RO1 they ripped out a LOT of the functionality in favor of revamping the in-game stuff.
The Jedi Master I think Gumrak is the only pure tank map among all the stock maps. Red October, Pavlov's House, Fallen Fighters and Commissar's House feature combined arms (tanks + infantry) gameplay if you have enough players enabled (32? or 64). Some of the modded maps feature tanks as well (Ogledow, Arad2, Bridges of Druzhina come to mind). Since GOTY edition was released, the CA tank gameplay is well worth playing. I've found it fun and challenging to play the Tanker, AT troop and engineer roles. The pure tank maps aren't too much fun yet because of the lack of vehicle diversity (there are several teams working to fix that (RO2 devs after Rising Storm is out in January and the community vehicle team)). Cheers, Fafnir_6
Edited by fafnir_6 (11/07/12 06:24 PM)
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#3683645 - 11/16/12 11:39 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Blitzk. -Bob of the RO2 Community Vehicle Team has revealed another of their projects (the KV-1 was revealed a month or so ago). This time it is the German Sd.Kfz 251/1 Aus C half-track. The preliminary modelling has been done by Siegertyp and they are working to get this driveable vehicle in game. This is a good thing because troop transports have been one of the most glaring ommissions from RO2's equipment list since release and a lot of people (especially map-makers) have been asking for them.  See post# 203 here: http://forums.tripwireinteractive.com/showthread.php?t=83586&page=11Cheers, Fafnir_6 Edit: I changed the post on p.12 of this thread to show the KV-1 without having to go to Tripwire's site...
Edited by fafnir_6 (11/16/12 11:46 PM)
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#3684127 - 11/17/12 11:08 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, I have just learned that using "spawnucranged" in the RO2 Opt-in beta console will spawn a driveable Universal Carrier that they are testing right now. We may see this in the main game soon!   Cheers, Fafnir_6
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#3685250 - 11/19/12 11:36 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, TWI has just released the newest patch for RO2! It's being billed as the Fall, 2012 free content patch and includes the new TE-Barashka map (screenies in the previous post) as well as a redesigned countdown mode and a host of other fixes and changes. A trailer for the new patch can be found here: http://www.youtube.com/watch?v=5JaBfZTwb...mp;feature=plcpChangelog:
Yoshiro
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 8,244
Upcoming Patch 1.1.0.8 Changelog
--------------------------------------------------------------------------------
New Content•Added Combined Arms Map TE-Barashka Countdown Changes•Countdown matches are now 1 round •Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat" •Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened. •New objective status HUD. Press tactical view to bring it up at any time •Added Total Round Points and Total Objective Captures to scoreboard •The defenders can no longer see the manpower of the attackers •Only the attacking team can see the message "Attackers Got Reinforced" •Increased the XP rewards for performing well in Countdown •Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players •Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double) Countdown Interface•Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view •Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster” •Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team Gameplay•Players now walk while actively firing machine guns from the hip •Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds •Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use •Added water volume where players cannot prone •Increased stamina pool in Classic •Added the ability to use developer cheat codes in standalone games, except for during the single player campaign •Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting) General Interface•Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky) •Increased tip cycle time on the loading screen from 5 to 10 seconds •The closest 2 ammo supply points are now displayed on the tactical view •VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won •Removed the joined/left message from the HUD for bots •Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read Fixes•Fixed bipod MGs not properly showing the direction they are aimed at •Fixed bipod MG’s deployed on slopes not having the player at the proper location •Fixed an excessive friendly fire infraction when shooting tanks. This was causing players to get kicked from the server for team killing when shooting a friendly tank •Servers with disabled weapon progression bonuses (e.g. Classic mode) are now properly getting disabled •Fixed a bug where not all players will respawn when the commander forces a respawn •Loading an outdated version of player created content now displays an error instead of crashing •Fixed a tank crew respawn bug when killed from the commander seat •Fixed objective capture and morale music playing simultaneously •Fixed the classic mode compass pointing in the wrong direction •Fixed the team leader not showing up in the squad member list when playing as a squad leader •Fixed undesired menus popping up when trying to typing during the map vote •Fixed an ammo exploit with blind firing •The setting bDisableTeamMemberIcons will now properly hide team icons •Fixed Capture and Victory music playing at the same time in Countdown •Fixed satchel objectives giving points at the start of a Countdown match •Fixed team members not properly updating on the map in Countdown •AI will no longer use cover/mantle positions near or occupied by the player SDK•Improvements to the workshop upload UI including multiple file selection •Added code to get the placeholder Universal carrier transport working. You can now use the cheat code "spawnucranged" to spawn a Universal Carrier which you can get in, drive around, and get out. This is just a basic implementation, the MG does not work, and the animations are not setup properly on the players, and the physics set up is just a quick placeholder. The functionality is very basic, and is meant to be used as a base for vehicle mod makers to extend Web Admin•Added options under Countdown to adjust Countdown Objective Time and Reinforcement count (up to double) For Level Designers•You will need to re-cook your maps and update the files (on the forums, workshop, for servers)
__________________
Pretty, what do we blow up first? - Myn Donos
The release thread for this is here: http://forums.tripwireinteractive.com/showthread.php?t=85596Cheers, Fafnir_6
Edited by fafnir_6 (11/19/12 11:46 PM)
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#3688021 - 11/25/12 02:02 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/30/11
Posts: 696
Loc: FBI
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Looks great, good to see some vehicular combat and open maps!
_________________________
Hell is other people and both of them are you.
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#3688989 - 11/26/12 09:53 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 05/19/03
Posts: 1194
Loc: NY
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This game needs mod addons like darkest hour, i have stopped playing along time ago because same maps = boring as hell. Its still a good engine for such an outdated one and has a tiny bit of realism for a fps.
with these fps's like metal of honor warfighter could be a great game but lack of maps give it a top of 4-5 hours of play before the game gets old and just boring.
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- Good dogfighters return home with ammo, The great ones do not.
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#3688993 - 11/26/12 10:06 PM
Re: Red Orchestra II News Thread v2.0
[Re: Leadspitter]
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Member
Registered: 03/30/08
Posts: 470
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Any word on when the pacific mod/addon comes out?
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#3689289 - 11/27/12 12:24 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, @Leadspitter: Rising Storm (the RO2 Pacific Mod) should be what you are looking for. http://www.youtube.com/watch?v=27jXLqAuDfY@Bumfluff: I've been hearing Q1 2013 for the Rising Storm release (no specific date yet but I get the feeling they are getting close to announcing specifics). The minute any is posted I'll link it in the thread. Stay tuned... Cheers, Fafnir_6
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#3698678 - 12/13/12 11:14 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There's a free weekend going on right now for RO2...ends on Dec 17. RO2 is also available for $4.99 until then. If you've been on the fence as whether to try this game out, now's the time to pick it up for the cost of snack.
[TW]Wilsonam
VP, Tripwire Int.
Join Date: Oct 2005
Location: Roswell, GA
Posts: 3,406
Free weekend and 75% discount!
--------------------------------------------------------------------------------
We gave you a free content pack a couple of weeks ago - now is the time to get all your friends to try it. RO2 multi-player is free to play from now through Monday 17 December - and available to buy at a 75% discount. The new map is Barashka, a re-imagining and re-working of an old favorite from the original Red Orchestra. This brings in combined arms combat, villages, bridges and a river crossing to fight for. The map features both Territory and Countdown game modes. For the Countdown game mode, simplified and improved match flow and user interface will make it much simpler to understand, making for much more instant and direct battles. Just to encourage everyone to try out the changes, we'll be issuing Double XP towards your Honor from today in Countdown mode! Of course, there are a host of other updates to the game. These include requests from the community, such as walk while actively firing machine guns from the hip; increased stamina pool in Classic; chat system refinements and more.
EDIT: Sorry, KRT_Bong, I didn't see your thread about this. Please excuse this double post. Cheers, Fafnir_6
Edited by fafnir_6 (12/14/12 11:02 PM)
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#3702999 - 12/20/12 10:30 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Junior Member
Registered: 05/02/11
Posts: 5
Loc: Serbia
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I didn't wanted to open new thread since this is relatively related to RO2, but is there any information when Rising Storm will be released?
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#3703923 - 12/21/12 12:15 PM
Re: Red Orchestra II News Thread v2.0
[Re: Perce]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I didn't wanted to open new thread since this is relatively related to RO2, but is there any information when Rising Storm will be released? They haven't released an exact date yet (the devs said they wanted to wait until they are sure they can deliver a finished product before they make an official release date). That said, one of the devs has indicated in a youtube video a couple of months ago that RS should be released early in 2013 (many have taken that to mean Q1 2013)). I guess we'll see. I'll post any news about this here so keep an eye on this thread. Cheers, Fafnir_6
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#3710724 - 01/02/13 03:05 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Junior Member
Registered: 02/02/11
Posts: 53
Loc: Hampshire, UK
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I didn't wanted to open new thread since this is relatively related to RO2, but is there any information when Rising Storm will be released? They haven't released an exact date yet (the devs said they wanted to wait until they are sure they can deliver a finished product before they make an official release date). That said, one of the devs has indicated in a youtube video a couple of months ago that RS should be released early in 2013 (many have taken that to mean Q1 2013)). I guess we'll see. I'll post any news about this here so keep an eye on this thread. Cheers, Fafnir_6 This is not verifiable and from an unreliable source (a stranger in an online RO2 game) but a player that claimed to be involved in testing asserts that it is still in alpha.
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#3710933 - 01/02/13 10:37 PM
Re: Red Orchestra II News Thread v2.0
[Re: Sulman]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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I didn't wanted to open new thread since this is relatively related to RO2, but is there any information when Rising Storm will be released? They haven't released an exact date yet (the devs said they wanted to wait until they are sure they can deliver a finished product before they make an official release date). That said, one of the devs has indicated in a youtube video a couple of months ago that RS should be released early in 2013 (many have taken that to mean Q1 2013)). I guess we'll see. I'll post any news about this here so keep an eye on this thread. Cheers, Fafnir_6 This is not verifiable and from an unreliable source (a stranger in an online RO2 game) but a player that claimed to be involved in testing asserts that it is still in alpha. If anyone knows, I think Fanfir knows.. after all he posts most of the updates
_________________________
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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#3710946 - 01/02/13 11:17 PM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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There's still a fat load of nothing on the TWI forums as far as Rising Storm's release date is concerned. Your contact's assertion that the project is still in alpha testing may well be true. I believe the project lead of RS stated that they would post a release date once they were sure they could make it. No post yet so testing remains at some earlier stage. If anything is posted you'll hear about it here (plus I'll probably get the mods to make an announcement on the main SimHQ page). The Rising Storm release is a pretty big deal, after all. In the meantime, check out this video of a new grenade the community vehicle & equipment team has made (and is apparently very close to releasing) for RO2. http://www.youtube.com/watch?feature=player_embedded&v=fMRAyeqjZ5A Apparently, it just needs some tweaks to its metal band and then it release time (it sounds like they'll be releasing it as a map-making tool so it will likely be available on a map-by-map basis). Cheers, Fafnir_6
Edited by fafnir_6 (01/02/13 11:21 PM)
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#3716006 - 01/11/13 12:25 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a new small patch out today that introduces a few small fixes: Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 8,318 Jan 11th 2013 RO 2 Patch
-------------------------------------------------------------------------------- We have just pushed out an update for RO 2. The changelog is:
General •Team select menu now displays a message if a team is full
Workshop •Downloading Workshop files will now show download progress % •Added Custom map filter to the in-game workshop menu •Stock RO2 maps show up to the in-game workshop menu
Fixes •Fixed a case where weapons would not respect the ammo resupply timer
SDK •Fix for workshop uploading the wrong version of the file (from MyGames) __________________
Pretty, what do we blow up first? - Myn Donos
Source: http://forums.tripwireinteractive.com/showthread.php?t=87111Also, Sulman's assertion that Rising Storm is still in Alpha-testing was confirmed in this post: http://forums.tripwireinteractive.com/showthread.php?t=87021 concerning the request for more alpha tester for RS (go to http://www.risingstormgame.com/beta-tester-application to sign up). Cheers, Fafnir_6
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#3739426 - 02/21/13 12:20 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, TWI has released a smallish patch with some bug fixes for the the game, the steam workshop and servers. The big one for me is the corrected scope on the G41 sniper rifle (Yay!). There have also been some rumblings that we are getting close to some major news on Rising Storm. Some steam users have spotted the RS beta on steam and Yoshiro mentions a information release for RS later in the thread for the patch. Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 8,373 Febuary 21st RO 2 Patch
-------------------------------------------------------------------------------- We plan on releasing a patch for Red Orchestra 2 tomorrow. The patch notes are as follows:
General
•Team select menu now displays a message if a team is full •Fixed team kill forgiveness. Forgiving a team kill now all forgives all wound damage you have inflicted on that player. •Fixed single player maps auto completing •Fixed a confusing attack/defend message on the tactical view when issued an order from the Commander. ‘Attacking’ an owned objective will now always display as ‘Defend’. •Fixed the G41 playing the wrong shoot animation when hipped/shouldered •Setup the level 2/3 G41 sniper rifle to have the proper scope position and zoom •The cooldown for reusing an ammo resupply is now more reliable
Workshop
•Downloading Workshop files will now show download progress % •Added Custom map filter to the in-game workshop menu •Stock RO2 maps show up to the in-game workshop menu •Downloading multiple versions of the same file will no longer give an ambiguous message popup warning. Instead, older versions are automatically ignored. •SDK: Fix for workshop uploading the wrong version of the file (from MyGames)
Server Admins
•When bAllowDeadRoaming is disabled, it’s no longer possible to use the roaming camera even if everyone on your team is dead. •DemoRec & Spectating players no longer open up extra roles on the server •Fixed bNoVehicles not working correctly in Barashka •Fixed OverrideMaxPlayers. This setting forces the map to play on a different sized version than that specified by MaxPlayers. Gameplay elements such as roles, reinforcements are unaffected. __________________
Pretty, what do we blow up first? - Myn Donos
Link: http://forums.tripwireinteractive.com/showthread.php?t=87878Cheers, Fafnir_6
Edited by fafnir_6 (02/21/13 12:20 PM)
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#3744407 - 03/02/13 11:07 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, The Rising Storm team is teasing us...Hanto map in new Guinea  Cheers, Fafnir_6
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#3744463 - 03/03/13 02:21 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/20/06
Posts: 1355
Loc: Wolverhampton, UK
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Wow, looks like there will be some fierce firefights in that setting.
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#3744897 - 03/04/13 09:28 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/19/06
Posts: 570
Loc: Oshkosh, WI USA
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Really looking forward to Rising Storm, as well as the Viet Nam and ww1 mods.
_________________________
Intel i5 2500k cpu // Asus P8P67 mobo // 8GB G.Skill RAM // ATi 7950 3GB // Corsair 650w psu // 3 x 27" monitor // Windows 7 64 bit
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#3745033 - 03/04/13 01:12 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 12/24/11
Posts: 1545
Loc: Washington State, USA
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So is Rising storm suppose to be early ww2 Japan VS the US Marines? If so I had better not see one m1 garand...... THey only had m1903's and some johnson semi auto rifles in SOME units. Mainly m1928a1 smg, m1903, old m1918 BAR. Or maybe the really bad reisling or however the hell its spelled.
Or is this going to be repeat of the mhb42 prototype gun fest again?
Edited by FlashBurn (03/04/13 01:12 PM)
_________________________
Steel Armor: Blaze O War (SABOW)--- ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too.  Requires AUG SABOW patch from Graviteam. Enjoy
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#3745303 - 03/04/13 10:58 PM
Re: Red Orchestra II News Thread v2.0
[Re: FlashBurn]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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So is Rising storm suppose to be early ww2 Japan VS the US Marines? If so I had better not see one m1 garand...... THey only had m1903's and some johnson semi auto rifles in SOME units. Mainly m1928a1 smg, m1903, old m1918 BAR. Or maybe the really bad reisling or however the hell its spelled.
Or is this going to be repeat of the mhb42 prototype gun fest again? My understanding is that RS will span the duration of the pacific ground campaign from 1942 to 1945. I've certainly seen screens (and even movies) of the M1 Garand on appropriate maps like Betio/Tarawa & Iwo. The Hanto map in the screenshot is from the New Guinea campaign of 1942-1944 so depending when it is set it may or may not have the M1 Garand (the American in the foreground doesn't appear to be holding one). Crackshot over on the TWI forums has compiled a list (likely incomplete) of RS weapons shown in various promo media releases:
Originally Posted by Crackshot
M1 Garand M1 Carbine M1918 BAR M1928A1 Thompson M1/M2 Flamethrower? Colt M1911 M1903 Springfield (not A4) Winchester 12 Trench Gun Type 92 HMG Type 100 SMG Arisaka 38 Arisaka 99 Type 99 LMG Type 97 Grenade And no, I am not a mole for Tripwire. Just got all this from promo stills and the gameplay trailer.
The team is commited to historical accuracy so hopefully that will play out as we are all hoping. I know that various RS team members have spoken at length about the difficulty in balancing USA vs Japan maps, especially late-war maps because of the asymmetry of the weaponry deployed by either side (US autos/semi autos vs Japan's bolts). It stands to reason that if they could make an early war map with the US using bolts, it would bring a welcome bit of variation in gameplay. In any case, buddy on the left here certainly seems to be holding an M1903...  Cheers, Fafnir_6 P.S. Remember that RS is inseparable from Red Orchestra which has always had a healthy number of bolts for us  Says I with my level 50 KAR98k 
Edited by fafnir_6 (03/04/13 11:07 PM)
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#3745311 - 03/04/13 11:33 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Senior Member
Registered: 05/08/02
Posts: 4610
Loc: USA
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I'm looking forward to RS. It will be nice to get out of Stalingrad. After a while it starts to screw with my head, the maps are soooo bleak.
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#3745364 - 03/05/13 04:20 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 12/24/11
Posts: 1545
Loc: Washington State, USA
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I would say dump anything after 1943........ Before then from Dec 8 41 - early 43 in pacific there was a general parity of small arms. M1 garand and m1 carbine had priority to ETO. While I enjoy RO2 I would call it lightly historical. Mainly do to total hate for the mhb42 crap. With out it....med light historical. Sort of. For an FPS it is refreshing......but eh to each there own. I am certainly going to buy it.
_________________________
Steel Armor: Blaze O War (SABOW)--- ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too.  Requires AUG SABOW patch from Graviteam. Enjoy
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#3745409 - 03/05/13 07:34 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 04/22/04
Posts: 1133
Loc: Liverpool
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Hmmm..wont this split the all ready small community RO2 has? This could be the death nail for RO2. Then again I haven't booted it up for well over a year. They needed to add alot more to RO2 before starting a whole new theatre. For starters troop transport and big maps was needed.
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#3745615 - 03/05/13 12:25 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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@Flashburn: The Mkb42 can be disabled server-side in RO2 (and I believe some servers do this). What would really help this would be the ability to host configurable listen servers that you could set up with no Mkb42...Hopefully we'll see this soon. The RS team has some interesting approaches to map balance for late war scenarios (that don't involve neutering the US guns). There is a youtube video linked in one of the earlier pages of this thread that details these... @Wodin: I believe RS maps can seamlessly transition into RO2 maps online. My understanding is that people who own RS but not RO2 will be able to play RO2 multiplayer with more limited options (only being able to pick rifleman perhaps...). The same would be true for RO2 owners who don't have RS. This should keep the community together and perhaps generate some sales for RS  . Troop transports are currently being made by the RO2 Community Vehicle Modding team with support from TWI. They have, I believe, 6 versions of the sdkfz251 planned as well as the UC. Look back in this thread a few pages for pics. I'll post news about that here when it comes. I also suggest playing some of the custom maps now available for RO2. Some of them are AWESOME! You might be pleasantly surprised. Cheers, Fafnir_6
Edited by fafnir_6 (03/05/13 12:26 PM)
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#3745722 - 03/05/13 02:36 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is a new dev update out today concerning taking some of the best custom maps from the community into the stock game (sweet!) Also, TWI Ladder will be up soon and a major media push for Rising Storm will commence at GDC13 on Mar 25, 2013... Yoshiro In Soviet Russia, Yoshiro is a cake Join Date: Oct 2005 Posts: 8,409 What We Are Up To - Community Maps, Tripwire Ladder, and Rising Storm
-------------------------------------------------------------------------------- As you have probably seen recently, we have wrapped up the second (and last) phase of our Counterattack Mapping Contest for Red Orchestra 2. The great news for players and fans is that many great maps have been created and are available right now for them to enjoy! Beyond that our goal has always been to incorporate the best maps into the stock game and that is what I would like to go into depth about today.
We have reached out to all the mappers who placed in the second phase of the mapping contest and have asked them to partner with us to bring their maps to stock quality. This process is different from map to map and includes everything from design work to bug fixes. We have begun the process by sending the initial feedback out to the level designers. Going forward we are going to play test updated builds with the community as we move towards the official release.
So keep an eye out on the Red Orchestra 2 Official Game Group for the events to play the latest variants with the mappers and devs. We are looking at having one of these events as soon as tomorrow!
Next up I would like to mention our plans in the coming weeks. This includes the public beta of the Tripwire Ladder site which is in the final stages of testing. The current plan is to open the site up on the 18th of March (this date is subject to change depending on how closed beta testing goes). We have also prepared the TWI Ladder section of the forums in preparation for the launch.
Last but certainly not least, we are gearing up to begin our marketing push on Rising Storm starting at GDC this year, so prepare for a "tide" of information towards the end of the month! Alan (VP) and myself will also be attending PAX East and be part of a panel of indie game devs handling questions in a Ask Me Anything format. So if you are going to be there drop on by! __________________
Pretty, what do we blow up first? - Myn Donos
Source: http://forums.tripwireinteractive.com/showthread.php?t=88084Cheers, Fafnir_6
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#3750826 - 03/14/13 10:47 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Junior Member
Registered: 08/09/12
Posts: 76
Loc: China
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I can only found T-34 and IV in RO2, I am very disappointed.
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#3751214 - 03/14/13 11:04 PM
Re: Red Orchestra II News Thread v2.0
[Re: rostov]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I can only found T-34 and IV in RO2, I am very disappointed. Yeah this IS disappointing. Especially when TWI announced that they would release a T-70, universal carrier, PzIIIJ and sdkfz251 shortly after releasing the game. The decision to push the light tanks back until after Rising Storm is released has been a hotly debated topic over on the TWI forums. Rising Storm looks like it will be awesome and well worth the wait but RO2 tank battles were hurt badly by this decision (I don't play any tank-only maps now - but the lack of tank variety is less noticeable on combined arms maps). The situation is a little better for the troop carriers. The UC is already in RO2 and can be activated in the console in offline games (the MG is inoperable right now). It's definitely a WIP. The RO2 community vehicle team has decided to do the German half-track in 6 versions! The 3D modelling and texturing are well underway for that but the more laborious task of coding still looms large over that project and the vehicle team's other project, the KV-1. I'll post any news I find about those here. Stay tuned. Cheers, Fafnir_6
Edited by fafnir_6 (03/14/13 11:04 PM)
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#3753264 - 03/18/13 10:19 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, PC Gamer has a Rising Storm preview up here: http://www.pcgamer.com/previews/rising-storm-preview/ and reading it has made me SOOOOO stoked for RS. Release the $^&*ing thing already  . There is also a new teaser pic released by the RO2 Community Vehicle Team. It is an in-game driver's seat shot of the Universal carrier with a rendered (and possibly animated) driver and with the DT machine gun installed.  The image is from http://www.redorchestra2.fr/forum/viewtopic.php?f=25&t=269&p=2091#p2091 which has a run down of all the previously released images from the vehicle team (sdkfw251 in 6 variants, sdkfw222, KV-1 and the UC). Cheers, Fafnir_6
Edited by fafnir_6 (03/19/13 02:11 AM)
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#3754142 - 03/20/13 12:26 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There are 7 more pics of the UC cockpit available here: http://forums.tripwireinteractive.com/showpost.php?p=1192549&postcount=536 (sorry, no time to post the pics here at the moment - perhaps later). It looks like the Universal carrier can carry 6 infantry troops including driver and hull gunner. Entry & exit animations are NOT planned but there is some discussion about adding an exit timer so you can't twitch bail in a nanosecond when under fire. Stay tuned for more details  . Cheers, Fafnir_6
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#3754718 - 03/21/13 03:32 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/30/11
Posts: 696
Loc: FBI
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Finally some more Rising Storm news!
_________________________
Hell is other people and both of them are you.
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#3757282 - 03/25/13 12:16 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, TWI has announced the first four community-made maps that will be incorporated into the stock RO2 game. They also have a running video contest to publicize said maps. [TW]Wilsonam VP, Tripwire Int. Join Date: Oct 2005 Location: Roswell, GA Posts: 3,429 Community Map Pack news - and we want your trailers!
-------------------------------------------------------------------------------- As hoped, we are currently working with the winners of the mapping contest to bring their maps in as official Red Orchestra 2 maps. The first ones scheduled for release are:
•Arad 2 Tanks •Stalingrad Kessel •Rakowice •Winterwald And here's an opportunity for all the budding video directors amongst y'all: to go along with the fact that it is a COMMUNITY map pack, we want to go with a COMMUNITY recorded trailer. So get your Spielbergs on and show us the parts of those maps you like the most, you think are the coolest and the best to look at. Lots of action, blood, mayhem and death, cos that is cool too So, get your best Fraps going and get it all together by the 28th March - yes, this Thursday. We'll grab all the footage and use the best of it to compile the trailer to go with the community map pack when that releases.
And the technical details for you:
•Record with fraps •Capture audio •Must be able to record at 30fps with Fraps running and all visual settings High or better •Disable the hud with "show hud" in console •Turn in-game music all the way down •Turn VOIP off or all the way down •Give us your best 2-3 minutes. It's ok if its split up unto multiple clips •Only record on the 4 maps we need footage of •Turn off Steam community and all other in-game pop ups or they will show on the footage. •Deadline is 3PM Tripwire time (Eastern US), March 28th
From: http://forums.tripwireinteractive.com/showthread.php?t=88618Apparently this is the first community map release but there will be others. They are staggering map releases to allow their QC team to look at each map more closely. Cheers, Fafnir_6
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#3757501 - 03/25/13 05:24 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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NEW RISING STORM TRAILER! The first media from GDC13 is now available here: http://www.gamespot.com/red-orchestra-2-...heater-6405883/ The maps look SOOOOOOO much more detailed than the earlier shots I have seen of them. The vid also shows the flamethrower & knee mortar in action in the first-person along with many other weapons. Maps featured are Guadalcanal, Saipan, Hanto Valley and Iwo. Cheers, Fafnir_6
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#3757754 - 03/26/13 07:04 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 06/21/05
Posts: 1016
Loc: Hong Kong
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that looks awfully nice in a morbid kind of way. Thx for sharing.
Cheers, Slug
_________________________
"Major Burns isn't saying much of anything, Sir. I think he's formulating the answer..." - Radar - M*A*S*H
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#3758141 - 03/26/13 10:11 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Opie & Anthony Fan
Senior Member
Registered: 09/19/04
Posts: 3072
Loc: Ontario, Canada
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Looking good. 
_________________________
Intel Core i7-2600 @3.4GHz/8GB RAM/ATI Radeon HD 6770 1GB/2TB HD/ Bose Companion 5 Speakers/Logitech Performance MX Mouse, G110 Keyboard, G13 Keypad
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#3759252 - 03/29/13 01:04 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/19/06
Posts: 570
Loc: Oshkosh, WI USA
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Started getting back into RO2. I have all settings maxed on my new graphics card...AA looks really bad. Lots of jaggies still. Do you guys use the in game AA or should I go through the Catalyst Control center? The AA in Half Life 2 looks much better right now, I'm sure it's just some setting I have ticked or unticked that is messing it up.
_________________________
Intel i5 2500k cpu // Asus P8P67 mobo // 8GB G.Skill RAM // ATi 7950 3GB // Corsair 650w psu // 3 x 27" monitor // Windows 7 64 bit
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#3759828 - 03/29/13 11:10 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hello Kestrel, Do you have a screenshot illustrating the bad jaggies? I see you have an ATI card (as do I) and I have no issues that I have noticed with AA in game (perhaps I am not so discerning) but I see that some people have complained about it. There are several different options for AA in game; have you tried them all? People have reported better or worse results depending on their setup. Apparently the best results are achieved with nVidia cards using nVidia's external AA instead of the game-supplied AA but I guess that option's not available to us :/. You could look here for tweaking: http://forums.tripwireinteractive.com/search.php?searchid=1038351 Cheers and good luck, Fafnir_6
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#3759832 - 03/29/13 11:19 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, I've been away for a couple days so I thought I'd just post the remaining media from the GDC13 coverage of Rising Storm. Gamestop's Rising Storm screenshot archive has been updated: http://uk.gamespot.com/rising-storm/images/ The LIVE stream from Wednesday is available for your reviewing pleasure here(now with no lagginess!): http://www.twitch.tv/evolvehq/b/383165979 Youtube video (vs bots): http://www.youtube.com/watch?feature=player_embedded&v=exAZhChUWH0#! Cheers, Fafnir_6
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#3760278 - 03/31/13 07:55 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Junior Member
Registered: 03/31/09
Posts: 98
Loc: Sweden
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campaign MODE is aliiiiive. Just won twice on Axis side, pretty cool feature.
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#3760328 - 03/31/13 10:37 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 11/17/01
Posts: 921
Loc: Internet
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Hi guys,
Do you know if is possible download and install these new maps off game? Because my connection is a bit slow, if I try download map when the host start new one, when I am in middle of download the host change map again...
In the old RO this are viable, because maps are typically 10Mb, but in RO2 is ~150Mb...
Sokol1
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#3761643 - 04/02/13 07:45 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, RO1, RO2 and Killing Floor are all on sale in a Humble Bundle deal from Apr 2 to Apr 9. You can get all these fine games at ridiculous cheap prices...You be crazy not to. http://www.humblebundle.com/weeklyCheers, Fafnir_6
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#3761757 - 04/03/13 04:02 AM
Re: Red Orchestra II News Thread v2.0
[Re: PrivateNoob]
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Member
Registered: 04/22/04
Posts: 1133
Loc: Liverpool
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campaign MODE is aliiiiive. Just won twice on Axis side, pretty cool feature. Finally..I may have to reinstall.
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#3764896 - 04/08/13 10:27 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, There is another dev update out today...
Yoshiro Yoshiro is offline
In Soviet Russia, Yoshiro is a cake
Join Date: Oct 2005
Posts: 8,531
Default What We Are Up To - April 8th Edition
-------------------------------------------------------------------------------- Here we are, the Monday after the weekend onslaught of Humble Bundles, Steam Sales, and a Free Weekend. As I write this RO 2 has over 5000 players and we are still heading towards prime play time for the game (around 3 PM EST). Another interesting stat: We've sold over 115000 Humble Weekly Sale Bundles with a day left (Not to mention Red Orchestra 2, the Digital Deluxe Upgrade for RO 2 and the Tripwire Bundle are also doing very well on Steam).
The influx of players we saw over the weekend helped bring down one of our servers (hosting our websites and an auth server), but at the same time set a new record for concurrent RO 2 players as well as large numbers for Killing Floor. It also highlighted several issues (such as players reporting issues with Nvidia 6 series cards, which we are looking into now) and crashes which happened with more frequency. Our tech director Dmitry is already tackling many of the crash reports that have come in and cleared away several. Related to that, many of the communities top bugs are in the pipeline to be fixed (with many already under the QA verification process). In the future I hope to be able to provide a detailed list of issues we've cleared away.
Coming up in the "nearish" future we are also working towards the release of another three map: Coldsteel, Bridges of Druzhina and Gumrak Station. You will be seeing me organize playtests of these maps in the RO 2 Official Game Group as we move to lock down gameplay and find bugs to be fixed. So stay tuned and play a part in improving the future of the game!
With all of these things going on, the next major game update is looking to be the release of Rising Storm (not including the maps). To prevent multiple gigabyte updates (as we have yet to solve the patching issue) we believe it will be best to just do the one update. To prepare for that, here at the office we are going through the process of merging Rising Storm and Red Orchestra 2 into the same build. What this means is that the two separate code and content bases are, for the first, time coming together. With all of the improvements from Rising Storm and all of the original content from Red Orchestra 2 our code team will be going mad over the next few days/weeks making sure all pieces get put in the right place.
For those of you who are Killing Floor fans, we have something special planned this year for your favorite game called Killing Floor, so keep an eye out. As we push forward, we'll also be talking more and more about Rising Storm, its features and content. Tripwire has been hiring (so we can stay on top of all the things we are up to!) and we are still looking for a few people to fill positions It is an exciting time for us here at Tripwire, and we are glad you here with us.
from: http://forums.tripwireinteractive.com/showthread.php?t=89087Cheers, Fafnir_6
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#3778646 - 05/07/13 10:11 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Junior Member
Registered: 08/09/12
Posts: 76
Loc: China
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I am not satisfy with RO2, I want huge battelfield like RO1.
I think T-34 and Panze IV is not enough.
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#3780993 - 05/11/13 11:09 PM
Re: Red Orchestra II News Thread v2.0
[Re: rostov]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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I am not satisfy with RO2, I want huge battelfield like RO1.
I think T-34 and Panze IV is not enough. I suggest you try some of the custom maps out. TE-Yakovlevo, for example, is enormous and geared towards tank combat. I agree that the current "selection" of tanks if you can even call it that is a weakness of RO2. The devs have indicated in the past that they would try to address that by adding some additional tank types and such after Rising Storm's release (this summer?). They will likely add stuff from the RO2 Vehicle Modding Team as well. If all their revealed projects are completed, we will get: KV-1 Russian Heavy Tank Universal Carrier Allied Armoured Troop Carrier sdkfz251 German Half-track (in 6 versions) sdkfz222 German Armoured Car PaK40 Mannable AT gun Gebalt Landnung (Sp?) German Super Stick Grenade MG42 Machine gun TWI has promised two others: PzIIIJ (not sure which sub-variant) T-70 Cheers, Fafnir_6
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#3780998 - 05/11/13 11:13 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys,
I have just gotten my Rising Storm beta key (it's installing as I post here). I believe this key is not covered by an NDA so if any of you have questions about RS or are looking for certain things in RS, let me know and I'll see if I can get that information for you. I may post stuff on interesting things I find in the beta along with a "review" of sorts once I have a few hours in game.
Stay Tuned,
Fafnir_6
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#3781808 - 05/13/13 05:20 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 02/18/12
Posts: 114
Loc: Shropshire England
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Hey guys,
I have just gotten my Rising Storm beta key (it's installing as I post here). I believe this key is not covered by an NDA so if any of you have questions about RS or are looking for certain things in RS, let me know and I'll see if I can get that information for you. I may post stuff on interesting things I find in the beta along with a "review" of sorts once I have a few hours in game.
Stay Tuned,
Fafnir_6 You would be correct. All new keys are not limited by a NDA (As you haven't signed one) Those of us who have, are still under one, but now allowed to post screenshots/ Videos as long as not test sessions. Chris
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#3783676 - 05/17/13 01:46 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Hey guys, Rising Storm is now available for pre-purchase in the Steam store here: http://store.steampowered.com/app/234510/ . The game is stand-alone but incorporates Red Orchestra 2 multiplayer if you don't already own it. Price is $16.99 for first-timers (RO2 owners can get RS for $11.99). Access to the Rising Storm Beta comes with a pre-purchase so those of you who missed on getting an advance key can get in now for a few bucks. Additionally, there is a DDE (Digital Deluxe Edition) for RS just as there was for RO2 at launch. The DDE is $25.49 (~$20 for RO2 owners) for pre-purchase and includes: •Day 1 Unlock of the US M12 Trench Shotgun, Japanese Type 99 LMG, Japanese Type 99 Sniper Rifle with 4X scope (level 2) and the US M1 Garand with bayonet (Level 2). •2 Rising Storm soldier playable characters for Killing Floor - Ricky Vegas and Hayako Tanaka. •The Rising Storm and Red Orchestra 2 soundtracks. •AND all the upgrades for the RO2 Digital Deluxe Edition (4 day 1 unlock weapons, 2 playable RO2 characters in KF, and 2 RO2 hats in TF2)
These will be unlocked when the full, non-beta version of RS is released sometime this summer. Rising Storm will be $19.99 and $29.99 for the normal and DDE versions respectively if you choose to wait until after the game's release. Also, there is a deal for RO2 owners who got the inB4reset achievement: And last, but by no means least, all those early purchasers of RO2 who earned the "In B4 Reset" Achievement will get all the Day 1 unlocks for Rising Storm (4 weapons) PLUS a 2X multiplier on experience points earned during the first 2 weeks after release.
This means that if you don't want the Killing Floor characters or the soundtracks you need not buy the DDE package for RS. Again, these will be enabled when the game gets its full release later this summer. I was one of the lucky few to get an advance beta key for RS and I have about 15 hrs in it to date. So far I have really enjoyed the game with its new an varied environments (every map seems to have its own texture and object set), its plethora of new and exciting weapons and the wonderful implementation of asymmetrical combat in the Pacific. The sounds are epic in this game and I find the maps to be interesting and generally well-laid out (some tweaking may still be needed). If you enjoyed RO2 I can guarantee that you will like RS. It is still a beta so there are a few bugs (nothing game-breaking IMHO) and the maps are still in the process of being balanced (so expect some weirdness that way). If you decide to test the waters of RS beta-testing, keep these in mind. Rising storm will be merged with your RO2 install upon full release this summer(maps can seamlessly cycle from pacific to eastern fronts on one server) so even if you don't purchase RS, you will still be able to play it with a few limitations if you choose not to pay for it. Currently, the Rising Storm beta is separate and can be selected separately when you install after pre-purchasing. I think it also lists RO2 (not required if you already own RO2 and have it installed) and the RO2 Beta (not required at this time) as install options. Cheers, Fafnir_6 TWI forum links for the release: http://forums.tripwireinteractive.com/showthread.php?t=90351http://forums.tripwireinteractive.com/showthread.php?t=90386http://forums.tripwireinteractive.com/showthread.php?t=90468
Edited by fafnir_6 (05/17/13 01:59 PM)
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#3783762 - 05/17/13 04:20 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: 2500
Loc: Gulf Coast of Florida
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40% off woot!
_________________________
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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#3783885 - 05/17/13 09:35 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Opie & Anthony Fan
Senior Member
Registered: 09/19/04
Posts: 3072
Loc: Ontario, Canada
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9.3 GB download, damn. Games just keep getting bigger.
_________________________
Intel Core i7-2600 @3.4GHz/8GB RAM/ATI Radeon HD 6770 1GB/2TB HD/ Bose Companion 5 Speakers/Logitech Performance MX Mouse, G110 Keyboard, G13 Keypad
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#3783902 - 05/17/13 10:47 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Member
Registered: 03/07/04
Posts: 295
Loc: Edmonton, AB
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Yeah...Max Payne III was 30GB+. It's the price of progress, I suppose. It's for a worthy cause.
Cheers,
Fafnir_6
Edited by fafnir_6 (05/17/13 10:48 PM)
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#3784018 - 05/18/13 07:29 AM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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It's KRT not Kurt
Senior Member
Registered: 11/05/07
Posts: 2500
Loc: Gulf Coast of Florida
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I played a little last night, some things that stood out: The airfield on Peleleiu reminded me of The Pacific mini series, Japanese weapons suck, but if you sprint while holding the melee key you yell "Banzai!" Night maps are rather terrifying; especially if you're playing American and some crazy soldier comes running at you yelling Banzai! The Flame Thrower is awesome! (really hope they do a tank with the FT option) Bot servers are more fun at the moment because they man positions and put up a pretty good fight, whereas real players seem to be running and gunning with pistols more often than not. Saw a guy running around with a Katana hacking people to death while screaming maniacally (it was awesome). Maps are beautiful, where RO maps tend to be on the dark and grey side RS is full of bright colors and lots of green vegetation, overall pretty cool, I die a lot but I like it.
_________________________
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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#3784152 - 05/18/13 03:21 PM
Re: Red Orchestra II News Thread v2.0
[Re: fafnir_6]
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Opie & Anthony Fan
Senior Member
Registered: 09/19/04
Posts: 3072
Loc: Ontario, Canada
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Yeah...Max Payne III was 30GB+. It's the price of progress, I suppose. It's for a worthy cause.
Cheers,
Fafnir_6 Wow, I didn't realise that. Then again I played the PS3 version.
_________________________
Intel Core i7-2600 @3.4GHz/8GB RAM/ATI Radeon HD 6770 1GB/2TB HD/ Bose Companion 5 Speakers/Logitech Performance MX Mouse, G110 Keyboard, G13 Keypad
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#3785294 - 05/21/13 08:10 AM
Re: Red Orchestra II News Thread v2.0
[Re: KRT_Bong]
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Member
Registered: 02/18/12
Posts: 114
Loc: Shropshire England
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I played a little last night, some things that stood out: The airfield on Peleleiu reminded me of The Pacific mini series, Japanese weapons suck, but if you sprint while holding the melee key you yell "Banzai!" Night maps are rather terrifying; especially if you're playing American and some crazy soldier comes running at you yelling Banzai! The Flame Thrower is awesome! (really hope they do a tank with the FT option) Bot servers are more fun at the moment because they man positions and put up a pretty good fight, whereas real players seem to be running and gunning with pistols more often than not. Saw a guy running around with a Katana hacking people to death while screaming maniacally (it was awesome). Maps are beautiful, where RO maps tend to be on the dark and grey side RS is full of bright colors and lots of green vegetation, overall pretty cool, I die a lot but I like it. Good to see more feedback. Although i do disagree about the Japanese weapons though, the Type 99 rifle is brillant so is the Type 100 smg. Also dont forget booby traps as can annoy people a lot. Banzai Attacks or leading them :P can be very rewarding though. Glad your enjoying it though. Also for patches be wary most are about 3GB at least once a week. Before it became open, we used to get two or more of those each and every week. Best Anti Banzai weapon is the Flamethrower, i tend to enjoy using him a lot, then switch to my 1911 when i run out of fuel. Chris
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