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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: 1134
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: 1134
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: 698
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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
--------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------
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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