PDA

View Full Version : Red Orchestra: Ostfront 41-45


KG_CrimsonTrooper
11-24-2005, 01:04 AM
This is a brand new mod for the HL2 Engine

Read more about it here:

http://www.redorchestragame.com/

KG_AGCent
11-24-2005, 05:08 PM
Oooohohohohoohhoho! Muy Bonita!

http://www.gamecloud.com/img/orig/00/24/10/001.jpg
http://www.gamecloud.com/img/orig/00/24/10/004.jpg

KG_AGCent
11-24-2005, 05:18 PM
This game will NOT use the HL2 engine. It will be using the UT2k4 engine with the floow-up release using the Unreal Engine 3.

A quote from the article these screenies were taken from says something like "A lot of games try to make you feel like your in a war movie, we are going to make you feel like you are in a war." THAT is what set RO apart from CoD, DoD:Yawn, CS:Suck et al. I don't know if people even in this clan are going to have the tenacity to crawl through a wheatfield in order to flank an MG position or get frustrated when using an ironsight doesn't give you a 3x zoom effect, not having a medical pack lying under every dead body, or actually getting hurt and STAYING hurt if you decide to jump out of a second story window with your full combat pack on into a street full of debris. But Daddy!? Why can't I drive the tank, fire and reload the main gun and run the hull MG all at the same time by myself!?!?

The most successful player and teams in RO are the ones who truly communicate and coordinate in an intense and CONSTANT fashion. These teams have a team leader who assigns players certain roles and changes them when needed to suit the situation. From assigning a couple peeps to operate a tank in support of an infantry assault or infiltration to calling in a mortar strike from his CP based on coordinates a subordinate at the FEBA gave him over the radio. Listening to a tank commander as he tells his driver forward, STOP STOP STOP, FIRE, BACK BACK BACK as the main gun reloads while a hull machine gunner keeps assaulting infantry at bay.

KG_AGCent
02-15-2006, 01:07 AM
Red Orchestra is avaialble for pre-purchase as of this evening. $23.00. Not bad... I have bought it and preloaded it. Check out the trailer, this is going to be fun!

KG_Panzerschreck
02-15-2006, 11:22 PM
Not to sound nit picky, but whats up with the telescoping barrel on that Panther in the 1st screen shot? Looks like they stuck their 88mm gun graphics from a Tiger on a Panther. Plus its grey, never saw that color on a Panther before, not saying its not possible, but thats just plain ugly looking.

Bulldog
02-20-2006, 11:55 PM
yeah i pre-ordered the same day rob did this game looks like it is going to be awesome. This game seems like a winner in the big, tatical, team work... aspect i like to play... so get pre-order for $23.00

KG_Norad
02-21-2006, 12:28 AM
What are the system requirements? I can't find them on their site...
I doubt I will be able to run the damn thing though :(

Sickpup
12-04-2006, 01:55 PM
I love RO so much, totally addicted. Very mature players too. I would honestly say this is not a fps ,but an eastern front ww2 tactical combat simulator. It should have its own post area here. Btw any clue on when they will upgrade to the unreal 3.0 engine.

KG_AGCent
12-05-2006, 11:15 AM
Don;t know. But we will probably have to repurchase it as RO2 or some such thing. I am just glad to have an alternative to Counter-Suck and Day of Dreck.

KG_CrimsonTrooper
12-05-2006, 01:09 PM
They would have to DRASTICALLY change the game before I would buy it again....

The Armor would have to be seriously tweaked just to start....

KG_AGCent
12-05-2006, 06:52 PM
Crim likes his jump-around frag-fests.

The armor is modeled very well; from the turret traverse rate of the Tiger to the fragile nature of the MK-4 vs. late war ruskies. The penetration ratings of the various weapon systems seems to be quite accurate with what I have come to understrand through playing Combat Mission and Close Combat and other reading sources.

KG_SSpoom
12-05-2006, 07:30 PM
I like the armor part of the game, it seems quite passable to me.
Im just not too enthusiastic about the Infantry part.

KG_Panzerschreck
12-06-2006, 12:28 AM
Is it a one shot one kill type of game?

KG_Soldier
12-06-2006, 01:40 AM
The infantry is reaallyy slow. If you like spending half the game manuevering, this is your game--too slow for me. Maybe if the maps were smaller.

KG_CrimsonTrooper
12-06-2006, 01:15 PM
The armor part of the game sucks as well.....

I was in a Tiger hull down and I fired 16+ shots at a T34 without killing it.... now you tell me there's nothing wrong... ummmmm sure, the games perfect!

Infantry sucks.... that game should be about Armor and get rid of the infantry only maps....

The game is over-hyped and over-rated for what you get....

KG_AGCent
12-06-2006, 07:14 PM
Yes, Crim, we know about your penchant for realism ala Unreal Tournment. The bug you are describing was squished on the first of only 3 patches.

KG_CrimsonTrooper
12-07-2006, 12:31 AM
Yes, Crim, we know about your penchant for realism ala Unreal Tournment. The bug you are describing was squished on the first of only 3 patches.

Negative on that one my dear friend, I read the forums and people are STILL complaining about that one....

KG_CrimsonTrooper
12-07-2006, 12:33 AM
Yes, Crim, we know about your penchant for realism ala Unreal Tournment. The bug you are describing was squished on the first of only 3 patches.

Because I enjoy playing games like that you degrade my viewpoint?

How nice of you...

KG_AGCent
12-07-2006, 11:19 AM
Could you provide a link to a post describing the complaint you speak of?

Sgt_Oddball
01-07-2007, 11:48 PM
Here's a screenshot of SSpoom and Soldier lightin' up tanks..

KG_CrimsonTrooper
05-21-2007, 06:39 PM
After getting my new rig set up and several games loaded, I can say that I like RO a little better now.... The game requires quite a bit of muscle from your video card..... I actually had fun ysterday playin on the all infantry maps..... Dual video cards help out a lot!

KG_CrimsonTrooper
06-04-2007, 12:52 PM
Red Orchestra just released a fairly large patch a few days ago and this is their formal announcement:

RED ORCHESTRA SUMMER ASSAULT STARTS NOW


Release features custom map pack, increased player limits, and free guest passes for friends


Roswell, GA, May 31, 2007 - Tripwire Interactive today announces the release of a major update for Red Orchestra: Ostfront 41-45, the award-winning WWII online action game. The update, which includes 10 new maps, increased player limits and much more, is available to owners of the game for free through Steam, Valve’s digital distribution network.



In addition to the new maps, Tripwire released an update to the game engine that enables high end servers to increase the player counts far beyond the current 32 player limit – up to 64 players for the most capable servers. The release also includes new artwork and music, several features requested by the clan/ladder/league community to enhance competitive play, and a heap of smaller enhancements and fixes. Read the full changelog for the update here (http://www.redorchestragame.com/forum/showthread.php?t=19002).



To give gamers a chance to try the updated version of one of the best sellers on Steam, Tripwire is using the extensibility of Steam to offer both retail and Steam customers two free Steam Guest Passes. All owners of Red Orchestra can invite two friends to try the game with no obligation to purchase. Upon receiving and activating the Steam Guest Pass, the invited friend has ten days of Red Orchestra play available for free.


Highlights in the new map-pack include:


“Smolensk Stalemate”: the contest winning map features perfectly balanced to-and-fro infantry combat through ruined villages and trenches in August 1943.
“Leningrad”: features close-quarters infantry fighting in the ruined streets of the city, above them in the bombed-out buildings and deep beneath them in the sewers, all with close-in armor support.
“Berezina”: the After-Hourz team surpass themselves on this rural/village map, introducing not just a new vehicle (the Russian BT-7 light tank), but also the first functional anti-tank gun in the game. To cap it off, the BT-7 even carries tank-riders.
“Black Day July”: one of the very best for tank combat fans, set in the rolling countryside around Prokhorovka as German and Russian armor clash en masse during the Battle of Kursk.Red Orchestra is available via Steam and at retail outlets worldwide. For more information about Red Orchestra: Ostfront 41-45 and Steam, and to watch the new all-action trailer for the game, please visit www.steamgames.com (http://www.steamgames.com/v/index.php?area=game&AppId=1200).
The Red Orchestra Summer Assault Trailer is available here (http://www.redorchestragame.com/index.php?categoryid=3&p13_sectionid=3&p13_fileid=45) !

http://www.redorchestragame.com/

KG_Soldier
06-04-2007, 03:08 PM
AGC posting in Soldiers account (Gas, please make sure this post makes it to my post count, thx. Cannot allow Kharkov to surpass me) as I am currently on a inspection tour of KampfGruppe Command: South.

I have played on a couple large player count servers. On maps like Arad, Black Sunday it is an amazing difference. There are actually points where you can engage the enemy at over 2000 meters. Huge maps filled with tons of tanks and players is a joy to play. Leningrad is a great map with close in armor support, sewer battles, artillery... its awesome too.

KG_AGCent
08-31-2007, 12:26 AM
August 29, 2007 - Current Release

Changes/Additions
All new map from Tripwire Interactive – Krivoi Rog. This map is an all out long range tank slugfest featuring a playable area over 4 kilometers long by 4 kilometers wide and a viewable range of 3000 meters. Set on the plains of the southern Ukraine the level pits the heavily armored Tiger and early war Panzers against the speedy T34/76. This is the first official Tripwire Interactive map to take advantage of the engine enhancements released with the last update which allow for rendering much longer view distances.
All new adaptive bloom system - The game now features an all new adaptive bloom system that aside from looking amazing also simulates the effect of the eye adjusting when looking at bright areas. For those of you that experienced a "blurry" effect with the old bloom system (especially at low resolution) you'll be happy to hear that the all new bloom effect is crystal clear even at low resolutions.
Added Anti-Aliasing and Anistropic Filtering settings to the in-game display settings.
New tank variant – the Panzer IV G
Added Manual Tank Shell reloading that allows the selection of round type prior to loading it into the cannon. This is a client side option.
New system for locational and damage type specific pain and death sounds. For example, shooting someone in the head will result in a quieter death sound, while shooting them in the lower torso will result in a loud screaming death sound.
Added Forgive TK system. Players can now say "np" or "forgive" when they are TKed and this system is enabled. This is a server side option which will be on by default.
German half track machine gunner now has the ability to rise up to look over the gun/shield.
Added a screen shaking/blurring effect when a player is hit by a melee attack.
Engine enhancement to support much larger terrain sizes.
Added an option to turn off in-game music, but leave menu music on.
Integrated a tank obliteration effect for tanks/cars/vehicles that plays when their ammo depots are penetrated.
Gave Machine Gunner Roles binoculars.
A message is now displayed when attempting to reload or fire a bipod weapon letting the player know that they need to be deployed to perform these actions.
New Loading Screen images.
Added a forced team balance system which will swap players to the other team when they die if teams are unbalanced. This is a server side option.
Added a Max Team Difference setting for server admins to allow admins to specify the player difference between team sizes (before it was hard coded at 2).
Added per map Round Limit and Win Limit settings to WebAdmin.
Added ability to add bans by ROID in Web Admin (used to only allow IP).
Added AdminLoginSilent command. When used the fact that an admin is currently playing will never be revealed. All commands look like they were issued from WebAdmin.
Added Session Banning to Web Admin.
Added Reset Game feature to Web Admin.
Added Friendly Fire Kill and Damage Limit settings to Web Admin and In-Game local server menu.
Added Friendly Fire Kill count to Web Admin's scoreboard.
Added mouse movement and shot firing detection to the Idle Kick. This allows idle kicking to be much more useful, as before idle kicking only took into account movement. This was problematic for players with deployed MGs, sniping, or any other role where they could be stationary, but still actively playing.
Added a server option to show IP, Time, and Date on the Scoreboard.
Added 10 second countdown timer and messages that display when the ResetGame command is used.
Added Max Players Override, which allows admins limit the number of players allowed into a server to a setting lower than Max Players setting. This will also scale the number of reinforcements accordingly.
RO-Berezina: - Set all area volumes precedence. - Minor visual bugs. - Removed bed from CP attic to avoid players clipping onto roof. - Vehicle placements adjusted.
RO-Kryokovo: - Corrected blocking volumes along tree lines to prevent exploit. - Removed a flickering smoke emitter that was Z-fighting with the white snow cloud emitters.
RO-Leningrad: - Performance improvements. - Reinforcement tweaks - added slightly more Russian reinforcements. - Added another entrance into the Command Bunker on the Allied side. - Changed all tank respawn times from 20 seconds to 30. - Moved one trolleybus slightly to provide more cover near the Searchlight Building. - Added an AT obstacle to the second destroyable barricade to prevent German armor from driving through without the help of a sapper. - Moved some AT obstacles around to help prevent tanks from getting stuck in shell holes. - Moved 5 artillery spots out of the play area. (Only a few hit the play area now) - Moved some of the 1st Russian spawn Player Starts back.. - Fixed HOM/BSP error. - Modified the role limits.Bug fixes
Arty strikes are now cancelled if the commander leaves the server or switches teams. This fixes an exploit which was being used to avoid TKs.
Player gibs(arm/leg/hand) now hang around as long as the player’s ragdoll.
Your kills now show up in white text in the upper right corner of the HUD.
Increased the "Dry-Fire" sound volume.
PTRD now also reloads when you press fire, not just when you press reload.
Players can no longer change channels or speak on Voice Chat when it is not enabled.
If you mark arty as a commander, and switch to another role, you can no longer mark arty. (Released as a “hotfix”, now part of the full build).
Fixed "Coordinates Not Selected Yet" still displayed for players who can't call in arty strikes. (Released as a “hotfix”, now part of the full build).
Marking arty on an area before it becomes a "NoArtyZone" and then calling it in later (it now become invalid when you try and call it in later). This was being used as an exploit. (Released as a “hotfix”, now part of the full build).
Arty strikes are now cancelled when they are called on a "NoArtyZone", even if it’s about to become active. This was being used as an exploit. (Released as a “hotfix”, now part of the full build).
Fixed an exploit where you can throw a grenade and then switch teams which results in you not getting a team kill. Now if you switch teams after throwing a grenade or satchel, it does no damage. (Released as a “hotfix”, now part of the full build).
Fixed current team balancing and "Auto-Select" button.
Players can no longer obtain 4 grenades (2 from each team).
Switching weapons while firing an SMG or MG causes you to be weaponless.
Empty clips can no longer be put back into ammo pouch if last bullet is in the chamber.
Entering a vehicle while reloading no longer allows reload to continue.
Players can’t go iron sights, switch weapon, and fire during a melee attack, fixing many exploits.
Players can no longer work their bolt while melee attacking, which allowed the rifle to become a semi-automatic rifle.
Fixed map vote window to allow selection of a map in the top list and clicking “Submit”. It used to send a vote for the map selected on the bottom list.
Compass is now centered at all resolutions.
Fixed terrain lighting through sniper scope. Previously the terrain would appear unlit when looking through the sniper scope.
Fixed a potential bug that could cause a player to spawn 4 legs and 3 arms when they were 'obliterated'.
Fixing spectating 3rd person inside a tank.
Fixed the vehicle MG direction resetting to top left every time you enter the vehicle.
Fixed vehicle mounted DT MG's not shooting where they were aimed. (Note for mod-authors, the base vehicle mounted MG code for DTs and MG34s has been completely rewritten and uses a new rotation system. Any mods using this functionality may need to update their code.)
Weapons now light correctly and their specularity (shininess) works properly on when in Iron-Sights.
Fixed bug that won't allow you to re-mute a player who disconnects and reconnects to a server unless you also reconnect.
Fixed voice chat randomly stopping some players from hearing certain other players.
Fixed the DemoPlay console command crashing the game crashing.
BT-7 Tank, Fixed rider issue when a player could not attach and ride the tank when a driver is present. Gunner’s HUD now only displays AP as an ammo option.