Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
3,164 replies, posted
Could be there's no conspiracy this time and it is a heavy CPU load on a game that is already under heavy CPU load.
Lower the pitchfork, son.
[QUOTE=honestfam;52020521]Really ? There are bigger games with 3d voip and a source mod too so there's nothing pointing to it being either intensive nor complex. If you have a more in-depth explanation i'd like to hear it, because it sounds too simple to be that cpu-intensive.
I looked through the tripwire forums and all i could find was a gameplay-related excuse and not a single thing about performance.
Edit:
[url=http://forums.tripwireinteractive.com/forum/rising-storm-2-vietnam/rs2-vietnam-news-and-announcements/news-and-announcements-ag/118559-into-the-jungle?p=2119810#post2119810]I'm guessing this is the post[/url]. I'll take his word for it, but i still don't really buy it. Before the RS2 announcement it seems like the tripwire response was just straight-up "no" because people "wouldn't use it" or whatever. Maybe they never gave it a serious try until now, or the excuse is not entirely truthful.[/QUOTE]
Saying that a game and a mod have it is still far from the point of this, I reckon.
The problem is not necessarily having the feature, but at what price? It's no secret that RO2 / RS kinda run like shit. Add more on top of that and it's game over
[QUOTE=Linkage;52021117]Could be there's no conspiracy this time and it is a heavy CPU load on a game that is already under heavy CPU load.
Lower the pitchfork, son.[/QUOTE]
What pitchfork ? I said i'll take his word for it, even though i have my doubts. I just never imagined 3D voip being such an intensive thing.
Honestly how often would 3D voip even be used?
[QUOTE=matt000024;52021211]Honestly how often would 3D voip even be used?[/QUOTE]
I'd certainly use it more than i ever would the team voip, because you don't risk polluting the team comms with bullshit or information that's only relevant for a few people.
I think local voip also makes people more likely to speak, because they don't want the entire team hearing them when they speak.
What is it that makes it expensive? If you already have VOIP, isn't 3D VOIP just that + attenuation and spatialisation?
It might get crazy if you have radios that also broadcast their owner's listener's stream. Imagine if radio holders broadcast what other radio holders can hear, and all communication ends up with a background of screaming children and artillery fire.
I'm curious too. Arma does it, has 0 impact. Rust also does it.
Unless for some reason there is a constant impact that I don't know about.
Yoshiro is the main PR manager at Tripwire. If he says a feature isn't possible then he got the info straight from the actual developers, and I'd assume those guys know what they're talking about.
[QUOTE=SFArial;52022871]I'm curious too. Arma does it, has 0 impact. Rust also does it.
Unless for some reason there is a constant impact that I don't know about.[/QUOTE]
This series is on Unreal Engine 3, Arma is on some selfmade engine, and Rust is on Unity. All engines implement things differently, so making these kinds of comparisons is silly.
[QUOTE=SergerantJoe;52023058]Yoshiro is the main PR manager at Tripwire. If he says a feature isn't possible then he got the info straight from the actual developers, and I'd assume those guys know what they're talking about.
This series is on Unreal Engine 3, Arma is on some selfmade engine, and Rust is on Unity. All engines implement things differently, so making these kinds of comparisons is silly.[/QUOTE]
Squad has local voip on Unreal Engine.
Squad is on UE4, not UE3. The two are completely different. On the other hand, I'm a modder not a dev, I don't really know anything about the core roots of the engine, they could be similar.
But like I said, if the developer of the game says it's not feasible to implement I think it's safe to assume they're not just making stuff up. This is Tripwire/AMG we're talking here, not Ubisoft.
[QUOTE=honestfam;52020521]Really ? There are bigger games with 3d voip and a source mod too so there's nothing pointing to it being either intensive nor complex. If you have a more in-depth explanation i'd like to hear it, because it sounds too simple to be that cpu-intensive.
I looked through the tripwire forums and all i could find was a gameplay-related excuse and not a single thing about performance.
Edit:
[url=http://forums.tripwireinteractive.com/forum/rising-storm-2-vietnam/rs2-vietnam-news-and-announcements/news-and-announcements-ag/118559-into-the-jungle?p=2119810#post2119810]I'm guessing this is the post[/url]. I'll take his word for it, but i still don't really buy it. Before the RS2 announcement it seems like the tripwire response was just straight-up "no" because people "wouldn't use it" or whatever. Maybe they never gave it a serious try until now, or the excuse is not entirely truthful.[/QUOTE]
Seeing the way RO2 and Rising Storm have been, it wouldn't surprise me if it was intensive.
Woot, servers gonna be up again this weekend. check yer gmails
[QUOTE=Megadave;52035441]Woot, servers gonna be up again this weekend. check yer gmails[/QUOTE]
Yep! We're going to be testing balance changes for Hue City and Cu Chi.
These maps are an absolute meat-grinder for US troops, I hope to see some big changes made to them
Helicopters were easier than I thought. Till you're getting shot at.
Hey guys. I know this is a little late to mention as Pax East 2017 was a month ago but I only just got around to posting this. I went to the RS2 panel and got my RS2 cards I got at Pax East 2016 signed by the devs. I also won a GTX 1060. Pretty awesome day all around.
[thumb]http://i68.tinypic.com/125rvix.jpg[/thumb]
How long will this wave be? The weekend only?
[QUOTE=The bird Man;52039105]How long will this wave be? The weekend only?[/QUOTE]
Yep, they're mainly testing map balance changes for Cu-Chi and Hue City
One of the major balance changes include the first two objectives on either map not being able to be recaptured by the Vietnamese forces
Can't say I like the new voice over work for 6.1. Just not as enthusiastic as previous games.
The Americans might as well be going "owwww that reallyyyyy hurt" in a whiny voice for their death moans.
the "SCREW YOU GI! I WILL KILL YOU GI!" is great though.
imo some of the new american voices sound like a british person trying to sound american
Why are human players always invisible when I play the attacking side?
The only time i get kills is by randomly firing in areas where I saw some movement or when the bots are suicidally charging into battle or by throwing grenades deep in enemy smoke
[QUOTE=Torterra;52131654]Why are human players always invisible when I play the attacking side?
The only time i get kills is by randomly firing in areas where I saw some movement or when the bots are suicidally charging into battle or by throwing grenades deep in enemy smoke[/QUOTE]
A lot of it comes down to playing the maps regardless of how many times you die and memorizing where the opposing faction could camp.
Scanning the horizon by yourself helps as well - if you see a building with some open windows, chances are there might be someone waiting for you there
Since most of the defenders will be looking towards the attacks spawn, flanking around them can be super effective.
Sometimes the safest way to take a point is to spawncamp the defenders, although the new map boundaries make this a lot harder.
Conversely, the best defense is to hide in front of the zones and shoot the attacks as they run past.
If you have the game you also have access to the SDK, so I started making the first mutator!
I'm calling it Arsenal Overhaul: a mutator that shuffles weapons to make the Vietnamese factions more like their IRL counterparts.
Here's what I was thinking:
[QUOTE]VC - Almost no modern weapons, but everybody carries tripwires and punji stakes.
Rifleman
-Mosin Nagant
-Kar 98k
-Type 99
Grenades
Scout
-PPSH
-MAT 49
-MP40
-IZH
Nagant Revolver
Smoke
Machine Gunner
-DP28
Nagant Revolver
Grenades
Sniper
-Mosin Nagant
Nagant Revolver
Sapper
-SKS
-PPSH
-MAT 49
Grenades
MD-82
Commander (VC commanders were usually NVA or even Soviet)
-AK47
-SKS
TT33
Smoke
Binoculars
NVA - All the fancy new hardware, but no traps, no tunnels.
Rifleman
-SKS
Grenades
Scout
-AK47
TT33
Smoke
Grenades
Machine Gunner
-RPD
TT33
Grenades
Sniper
-SVD
TT33
RPG
-AK47
RPG
Radioman
-SKS
TT33
Commander
-SKS
-AK47
TT33
Smoke
Binoculars[/QUOTE]
Any thoughts?
I already got the first RO2 weapon imported:
[QUOTE][IMG]http://puu.sh/vwL19/010e06ca95.jpg[/IMG][IMG]http://puu.sh/vwKTX/4e45fbcc14.jpg[/IMG][/QUOTE]
[QUOTE=SergerantJoe;52152495]If you have the game you also have access to the SDK, so I started making the first mutator!
I'm calling it Arsenal Overhaul: a mutator that shuffles weapons to make the Vietnamese factions more like their IRL counterparts.
Here's what I was thinking:
Any thoughts?
I already got the first RO2 weapon imported:[/QUOTE]
That would really make them have to scavenge for M16s, I kind of like that.
[QUOTE=SergerantJoe;52152495]
Any thoughts?
[/QUOTE]
After reading through that, I wish that was how the game worked from the get-go.
I thought it was kind of odd that a regular force such as the NVA would be running around digging tunnels and using improvised traps, as well as being forced to use such older weapons like the Nugget.
Curious to see if you'll do any mutators for the US, or if that's possible.
[QUOTE=Zillamaster55;52156668]After reading through that, I wish that was how the game worked from the get-go.
I thought it was kind of odd that a regular force such as the NVA would be running around digging tunnels and using improvised traps, as well as being forced to use such older weapons like the Nugget.
Curious to see if you'll do any mutators for the US, or if that's possible.[/QUOTE]
same logic behind it, but off the top of my head I don't really know what changes they could do with
[QUOTE=NitronikALT;52156812]same logic behind it, but off the top of my head I don't really know what changes they could do with[/QUOTE]
Have M16s jam a lot and force US troops to scavenge AKs and risk friendly fire situations :v:
Modifying US roles is totally possible as well, I just couldn't really think of anything to change.
[QUOTE=SlightReturn;52156839]Have M16s jam a lot and force US troops to scavenge AKs and risk friendly fire situations :v:[/QUOTE]
That's a fun idea, but weapon jamming is an entire new mechanic that'd need a lot more coding, new animations, etc. It's a bit out of scope for me.
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