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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: 2812
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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: 25729
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.
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Magnum
The Xbox 360 brought me from mostly PC gaming to console gaming, The Xbox One is sending me back!
*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: 2524
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
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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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#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: 311
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: 311
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
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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: 2812
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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: 311
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: 311
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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