• Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
    3,164 replies, posted
[QUOTE=Araknid;50051434]jesus christ it takes way too long to level up honor All I want is the M1919 as the Japanese, but I still have 24 levels to go[/QUOTE] The grind is real. Less so on low pop servers with bots, but still very very real. If you want raw player levels, best use a flamer on some japanese botfodder. For role and gun levels, you need to camp in a good spot where bots' pathfinding take them and just start shooting away at them.
[QUOTE=SergerantJoe;50051081] [t]http://media.tripwirecdn.com/040116/baikal.png[/t] [/QUOTE] Even I've gotta admit that's one sexy goddamn shotgun.
God damn getting a 100m headshot with a Trench Gun or killing 5 japanese with a Katana in a row always feels so god damned good, especially with how hard it is to pull off both. Atleast with the katana, you can fool the enemy into thinking that you are one of their own.
[QUOTE=SergerantJoe;50051081]content[/QUOTE] it all looks so good, I'm looking forward to this game more than any other this year.
Excuse me if I'm late on this, but what's been going on with the Immersion Overhaul Mutator? I've just recently noticed that it's no longer on the workshop.
i tried Heroes of the West and it was pretty cool. Really liked the maps and the atmosphere on some maps, plus the new weapons have pretty good sounds. However i do not like the G42. It just feels out of place and doesn't feel very powerful at all. And why isn't there a scoped Lee Enfield or an FG42? Also the new maps tend to favour the germans. Or least, the germans won the ones i played on while the allies couldn't even advance beyond the first few objectives before they ran out of tickets or the time ran out.
[QUOTE=Bbarnes005;50052683]Excuse me if I'm late on this, but what's been going on with the Immersion Overhaul Mutator? I've just recently noticed that it's no longer on the workshop.[/QUOTE] IOM is dead in the water at the moment. All the other coders quit and Dibbler is busy with RS2, so I took over as lead developer. The source code is a horrific unorganized mess, so the first thing I did was scrap the whole kit and kaboodle and am currently making a v2.0 primarily from scratch. [quote][b][u]UTILITIES[/u][/b] - Easier installation (subscribe to the workshop submission and be done!) - More config options [u][b]BUG FIXES[/b][/u] - No more transport crashing - Preloading content (no more freezing when you first spawn) - No more flamethrower on tank crashing [b][u]GENERAL[/u][/b] - Visible shadows - Improved suppression - Authentic map roles - Detachable bayonets - No zooming - Helmet gibs - Dynamic movement - Shrapnel [b][u]RISING STORM[/u][/b] - Accurate SNLF - Marine Raiders - Hachimaki helmet variations - Katana attachment - Glove for US machine gunner - Improved tropical skins - More variation for IJA skins - Stab attack for Katana - Machete - Combat knife - M2 Carbine - Type 38/44 Carbine [b][u]RED ORCHESTRA 2[/u][/b] - German helmet straps - German greatcoat - White Parka - Waffen SS - Naval Infantry - Brown Soviet greatcoat - German sniper cape - Soviet sniper cape + hood - Explosive ammo - Shovels - Dienstglas - Flammenwerfer - G98 - Gewehr 43 - Geballte Ladung - MP41 - PzB39 - STG44 - M38 Carbine - DT28 - Molotov - PTRD - Korovin - PPD - RG42 - RGD33 - ROKS [b][u]SOUNDS[/u][/b] - Artillery - Grenades - Footstep and equipment sounds - Bullet whips[/quote] But I haven't really had much time to work on it.
PzB39 would be awesome, was really disappointed when I discovered tripwire cbf and just gave the Germans the PTRS...
[QUOTE=SergerantJoe;50051081]Yoshiro posted some more shots of RS2 content today. [url]http://forums.tripwireinteractive.com/showthread.php?t=116969[/url] [url]http://media.tripwirecdn.com/040116/mat49.webm[/url] I like the menu and the new guns are awesome, although I don't like how the reload takes practically less than a second.[/QUOTE] I'm liking the new effects
Heroes of the West got it's first patch, mostly balancing stuff: [QUOTE==E=Lemonater47] Patch notes. General: Reduced Victory Music volume Balanced Maps Redid all Spawn Protection/No Artillery Volumes for all 3 maps Added newer logo to all Overhead Maps Removed Looping Victory Music (only plays once now) Bug Fixes American lines in British voices Muted SMi44 mine 3rd person model fixed SMi44 mine now has a counter of mines placed SMi44 mine kill icon resized to fit space SMi44 mine HUD fixes German Uniforms appear correctly when Character Detail is set to low Enfield autobolting fix Removed more Japanese referenced lines from American voices. Oosterbeek Increased Allies ticket by 100 to 600 Increased Axis Tickets by 50 to 650 Shifted E cap slightly South (towards defenders) Fixed interior lighting in D Cap Building Reduced Capture time of B Objective from 22 to 20 secs Added a second Axis spawn closer to B that activates once A is capped (If B is capped first then it never enables) Added more cover to B approach Shifted B Objective zone slightly North(towards attackers) Enhanced Spawn Protection to prevent getting too far past the caps for both teams Staggered the overhead C-47s flight as they were synched together Fixed mantling into windows of F cap Increased F capture time by 2 secs Reduced G capture time by 2 secs Added 3 destructible windows to F building Moved the second floor resupply in Hotel to the outside near basement door Fixed a dead end fenced area that led to no where Port Brest Added 200 Tickets to both sides Allies now have 750 Axis now have 600 Fixed missing collision on sidewalks Added 10 more Rifleman Roles to each team Added Path Blocking volume where bots had been getting "stuck" Completely reworked the Spawn locations for Allies on A and B caps. Addressed the Spawn Protection and No Arty areas on A/B caps for Allies Added several Sheds in A/B as cover for Attackers Increased Lockdown Times Marked several Destroyable Fences that open alternate routes with a red painted X Satchel Objective Objects now glow when player is armed with a Satchel Shifted A Cap zone towards Attackers Reduced A, B, and D Capture times by 2 secs Increased time to 30 minutes Blocked 3 windows in last objective that could see into Axis spawn Added Cover on approach to Objective A, Fences and vehicles along River Dirt Mounds in center of River are now higher and provide more cover Fences surrounding Building near Objective A are no longer destructible Adjusted Window Frames in Objective G (Barracks) Omaha Beach Increased Tickets for Both sides Allies have 975 Axis have 700 Increased time by 4 mins to 41 minutes Replaced "Non-Destroyable" Wire Fences with destroyable versions Removed some collision from several bushes Added 2 additional Ammo Resupplies on Beach for Allies Added more obstacles / cover to the beach Modified Terrain relief on beach to give more cover to Allies Added Foliage in some areas to obscure view of Defenders Fixed bugged far right Spawn on beach Removed Ladder inside Church Adjusted Lock Down Times Reduced Cap time of C Adjusted Spawn Protection to keep players from getting too far beyond the caps Carentan Only 2 Objectives enabled at any given time Capping A and B enables C and disables A If Axis Retake B, then C disables and A re-opens Addressed the frequent Overtimes Reduced rifleman roles Increased reinforcements for Allies Added more props and details [/QUOTE]
I have to say Omaha Beach is a really good map, but maybe a bit unbalanced at the beginning. Getting kills with the non scoped g42 from 400 meters is extremely satisfiying.
[QUOTE=Araknid;50051434]jesus christ it takes way too long to level up honor All I want is the M1919 as the Japanese, but I still have 24 levels to go[/QUOTE] Somehow when I got rising storm the 1911 was already unlocked for the japs. My primary weapon on iwo jima as a jap. .45 rounds just raining down with somehow op Accuracy.
[QUOTE=Adarrek;50056096]I have to say Omaha Beach is a really good map, but maybe a bit unbalanced at the beginning. Getting kills with the non scoped g42 from 400 meters is extremely satisfiying.[/QUOTE] They really fixed it up with the update. Possible to flank right and not get torn up the minute you set foot on the beach. Port Brest (aka port worst) still has an issue with like the 3rd cap point being too easy to defend. Granted the game I played everyone on my team took the flanks but never controlled the middle road despite one guy just spraying at the smoke with an MP40. You can actually cap the first point without having to get into the water now though.
[QUOTE=SergerantJoe;50053174]IOM is dead in the water at the moment.[/QUOTE] But at least me and AAZ finished these guys yesterday. [IMG]http://puu.sh/o5mPu/91a6591fab.png[/IMG] The specular map needs some more work, it's probably a bit too bright.
Do I see facial animation?
Naval telnyashka should be a bit darker. Right now it looks like VDV. [t]http://cs10856.vkontakte.ru/u798404/133689964/x_36af521b.jpg[/t] I don't know if its the lighting or what but the one on the left looks okay, right one looks too bright.
IIRC the character rigs always supported facial animations
They did initially, but then Tripwire removed it because [QUOTE=Yoshiro]Bone count related to draw call cpu pegging[/QUOTE] It's possible to bring them back, the code and FaceFX assets are all there and set up, but the models are missing the face bones.
Having it been 5 years, I think we can deal with the overhead by now.
[QUOTE=SergerantJoe;50068920]They did initially, but then Tripwire removed it because It's possible to bring them back, the code and FaceFX assets are all there and set up, but the models are missing the face bones.[/QUOTE] Man, they could have at least had it as an option rather than outright removing it :pudge:
does heros of the west have vehicle like tanks and stuff
[QUOTE=mastfire;50074112]does heros of the west have vehicle like tanks and stuff[/QUOTE] Not yet but I think that's their next big hurdle.
[QUOTE=spekter;50074178]Not yet but I think that's their next big hurdle.[/QUOTE] They added PIAT but no Boys AT i believe. Germans also should have the panzerfaust
They do have halftracks, and they should have the Bren Carrier as well soon. I had a discussion with one of the main guys, and apparently even with their barrage of mappers, modelers, texturers and artists in general, not one of them could figure out how to make a simple model swap, which literally all it is. :glare: So I just gave them mine.
[video=youtube;PjqkpGImmHw]https://www.youtube.com/watch?v=PjqkpGImmHw[/video]
Speaking of mods, I'm working on a map for the Singapore mod. I'll post screenshots but be warned I'm not an expert mapper.
[QUOTE=Destroyox;50089148][video=youtube;PjqkpGImmHw]https://www.youtube.com/watch?v=PjqkpGImmHw[/video][/QUOTE] You need to set language properly. English speaking Russians/Germans ruins immersion, man.
[QUOTE=matt000024;50090215]You need to set language properly. English speaking Russians/Germans ruins immersion, man.[/QUOTE] Not my video. I get miffed when I see it too.
[QUOTE=Destroyox;50089148][video=youtube;PjqkpGImmHw]https://www.youtube.com/watch?v=PjqkpGImmHw[/video][/QUOTE] I forgot how hilarious the native vo is
[QUOTE=Araknid;50090443]I forgot how hilarious the native vo is[/QUOTE] do hyer jhob. Gheet hym!
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