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 Post subject: Server/Game updates
PostPosted: 22 May 2013, 09:49 
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Improved death reactions when killed from small arms fire
Fixed occasionally getting stuck with empty hands with the knee mortar
Improved map loading times
Commander radial menu is no longer available in non-leader roles
Various crash and stability fixes
Several UI related bug fixes
Fixed flamethrower decals causing artifacts

We have also been watching map balance over the weekend and have worked to address balance issues. The following changes have been made.

Removed 20 reinforcements from each team
Increased capture times on the last two objectives
Made the flight ops building easier to defend


Slightly moved back Allied spawns for Village and Water Station objectives
Increased Axis arty strikes slightly
Reduced Axis reinforcements by 50
Reduced Allied reinforcements by 80
Removed Artillery support from Allied team
Increased spawn delay to 20 (15 -> 20) for the Allies

Iwo Jima

Added forward spawns for the Allies if they cap C or destroy either D/E
Minor terrain fixes and art bugs
Fixed a spot with missing cover
Moved a couple barbed wire lines slightly to make it easier to get out of the advance spawns


Added 2 mortar strikes to Allies
Moved axis spawn back for B, C, and D
Excluded the top of the fuel tanks from being apart of the Fuel Storage objective
Fixed a spot where the player could get stuck
Increased Axis respawn time by 5 seconds
Fixed dozens of art bugs


Capturing either D or E will now change the Axis spawns into one unified spawn instead of being two seperate spawns
Increased Axis spawn rate to 25 (20 ->25)
Decreased reinforcements by 150 for both teams


Removed 5 minutes from the round timer (25 -> 20)
Removed 200 reinforcements/team
Removed pushback Axis spawns for A & B objectives
Pushed back axis spawn protection for A & B objective spawns
Moved Axis A spawn ~768UU west
Numerous fixes to cover / collision

All RO2 maps have had their reinforcements bumped up by ~30%.

 Post subject: Re: Server/Game updates
PostPosted: 23 May 2013, 10:44 
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- Fixed multiadmin support (SpA members can now contact me or 9mmNL to receive their admin accounts)
- Added an extra CPU core to the VM "MrOrange" to be able to launch an extra 64-slot server

 Post subject: Re: Server/Game updates
PostPosted: 26 May 2013, 23:39 
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Reverted TK penalty back to -2 (-1 for wound).
Forgiving a TK now gives 2 points back to the player
Getting kills while an xp bonus is active now gives the correct (higher) amount of weapon xp
Fixed a bug where players could sometimes bypass map boundaries
Minor UI bug fixes
Increased cooldown of the level 50 Garand "ping" trick
Encumbrance tweaks for several weapons
Fixed a bug that caused some players to spawn in third person
Fixed an issue where attack/defend icons would not display correctly on the compass


Fixed small bugs and cover issues in all maps


Added 50 reinforcements to the Axis
Added 20 reinforcements to the Allies


Moved Allied spawns for Water Station and Base Camp back by 5-20 meters.
Changed Allied spawn time from 20 to 25 seconds

Iwo Jima

Removed 40 reinforcements from the Axis
Changed Axis spawn rate from 15 to 25
Changed Allied spawn rate from 25 to 15


Removed 120 reinforcements from the Axis
Removed 40 reinforcements from the Allies


Added 80 reinforcements to the Axis


Added 200 reinforcements to each team
Fixed exploit where players could jump out of the map bounds

 Post subject: Re: Server/Game updates
PostPosted: 28 May 2013, 09:04 
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Fixed a stuck in spawn protection bug
Fixed an unlimited ammo bug
Fixed a texture stretching issue (that was not fully fixed in the last patch)


Changed Red Cross objective area to be larger and allow for the Axis to capture it more often
Fixed a bug where none of the ladders near the first Axis' spawns were working


Moved Axis spawns forward about 20 meters each when attacking the Base Camp objective
Removed 50 Allies reinforcements

Iwo Jima

Removed 5 seconds from Axis respawn delay
Added 5 seconds to Allies respawn delay


Added the tops of the fuel storage's tanks back to the Fuel Storage objective
Removed 5 seconds from the Axis respawn delay
Added 90 Axis reinforcements


Removed 80 Axis reinforcements


Removed 150 Axis reinforcements
Removed 75 Allies reinforcements

 Post subject: Re: Server/Game updates
PostPosted: 30 May 2013, 10:06 
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- Servers converted to official release files

RO2:RS should be officially released somewhere around 19.00 CET

 Post subject: Re: Server/Game updates
PostPosted: 30 May 2013, 20:03 
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RO2:RS is now out of beta and officially launched!

 Post subject: Re: Server/Game updates
PostPosted: 31 May 2013, 21:37 
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Due to a config error our servers were not visible in the server list after the game was officially released. This now has been fixed!

 Post subject: Re: Server/Game updates
PostPosted: 20 Jun 2013, 19:48 
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New update released and installed on the servers!

Release notes:
Full Gore Enabled for German builds of the game
InB4Reset experience bonus has been turned off

Game Mode:
Fixed a bug where players who took over bots could not climb ladders
Fixed several cases where players who took over bots could end up in a stuttering state
Fixed a case where players were spawning outside of play area in FireFight
In Firefight, added Thompson SMG to automatic rifleman - Known Issue that this is not working on FF-Hanto
Fixed Engineers losing points destroying objectives on swapped team in Multiplayer Campaign

Fixed a case where the spawn selection menu would disappear
Fixed Role Screen placing you in another role if you were in it when players spawned
Added a message to the commander that called a recon plane in that lets him know if his recon plane was shot down
Added a kill message when a recon plane is shot down

Fixed iron sights on the lvl 50 BAR putting the player into the cover state
Fixed BAR not being able to lean out of left or right cover with iron sights
Fixed lvl 50 Type99 LMG scoped mouse sensitivity being too low
Fixed a case where players lower body would not animate during machine gun reloads
Fixed an infinite fire exploit
Fixed machine guns breaking when taking over a bot in Countdown

Recon Plane:
Fixed the recon plane sometimes not spawning when called
Fixed the recon plane sometimes starting it’s path from the wrong location
Fixed recon planes getting stuck between rounds
Recon planes are now easier to shoot down
Shooting down the enemy recon plane no longer gives a negative score
Improved damage effects for when recon planes are damage or shot down
Modified the points awarded for killing a recon plane

Objectives A and B now lock when captured.
Increased capture time of A and B from 15s to 20s.
Reduced capture time of C from 30s to 25s.
Fixed cover bugs.
Fixed missing / misplaced sounds.
Fixed a stationary MG at A that was too low

Increased capture time of the Base Camp (d) from 15s to 25s.
Fixed cover bugs.
Fixed missing / misplaced sounds.

Objectives A and B now lock when captured.
Increased capture time of A and B from 15s to 20s.
Reduced capture time of C from 30s to 25s.
Fixed cover bugs.
Fixed missing / misplaced sounds.

Reduced Axis spawn time from 25s to 20s.
Modified the capture volume shape on the last objective slightly.
Cleaned up NoArtilleryVolumes.
Fixed cover bugs.
Fixed missing / misplaced sounds.

All 3 fixed MGs will now spawn at the first two objectives instead of randomly picking 2.
Moved Axis spawn for the Airfield Defences (b) back about 20 meters.
Fixed cover bugs.
Fixed missing / misplaced sounds.

Fixed radios not working in Barashka 16p version

<@[SpA]DonDonDon> someones gotta love me, and that someone is me

 Post subject: Re: Server/Game updates
PostPosted: 09 Sep 2013, 21:46 
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A recommended server update is now available for Rising Storm / Red Orchestra 2. This patch improves server stability (memory leak) and fixes kill messages for demo recording.

 Post subject: Re: Server/Game updates
PostPosted: 25 Sep 2013, 22:32 
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• Multiplayer Campaign Mode made officially released and Pacific campaign added - Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can last hours. This gives the multiplayer game more depth than ever before – individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemies resources. We like to say it is like a “meta” game of Risk. MP Campaign was cut before the original launch of Red Orchestra 2 due to time constraints, but now returns with both a Stalingrad and Pacific theater campaign. You can find out more about MC here:
• All new level Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs and features extensive use of destroyable objectives. So engineers get those satchel charges primed!
• New Russian weapon - PPS-42 SMG. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russian's with a powerful, lightweight SMG option.
• New Japanese weapon - Type 97 Sniper Rifle. More accurate, but less powerful than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.

• Refined prone system - Players will now be able to successfully prone in many more locations
• Crawling through tight spaces (e.g. trenches) is less restrictive
• Japanese Type 38 rifle now gets additional ammo clips at level 3
• Fixed being able to single fire a BAR with a burned-out barrel
• Removed plus-one reloading for the PPSH 41
• Dropping a primed grenade when killed can now award points for kills
• Fixed issue where Aerial recon planes were spawning at the wrong location when team roles were reversed.
• Refined Countdown game mode to prevent gameplay exploits where one team would suicide after capturing an objective to improve their chances of winning (* Special thanks to THOR's mod *)
• Auto Commander can be disabled in Countdown on the server (in the config or web admin).
• Removed spawn protection when spawning on squad leader
• Fixed being able to spawn on the other team’s MGer
• Fixed M1917 firing too high
• Disabled spawning on MGer when spawning on SL is disabled
• Fixed spawn delay after accepting battlefield commission after a round has begun

Map Balance

Took a pass through many maps to improve gameplay balance including the following maps: Apartments, Barracks, Commissars House, Mamayev Kurgan, Pavlov’s House, Red October Factory, Station, Spartanovka, Hanto, Peleliu, and Guadalcanal.

• Changed allied reinforcements to 420 from 365
• Changed axis reinforcements from 325 to 280
• Allies respawn rate changed to 15 seconds from 25

• Moved Allies last spawns to be more in line with the routes needed to defend the last objectives.
• Reduced Allies respawn time by 5 seconds

Commissars House
• Most objective capture times have been slightly increased
• All objectives now lock after being captured

Mamayev Kurgan
• Reduced Axis artillery amounts
• Both team's respawn rate set to 20 seconds (Previously, Axis = 15 and Allies = 25)

Pavlov's House
• Balanced artillery amounts for both teams
• Decreased tank respawn rates
• Added infantry/tank cover around Jan 9th Square
• Added field locations for satchel charge pickups'
• Both teams now only have 1 tank

Red October Factory
• German spawns for the 1st objective now fall back after 3 minutes (similar to Kwajalien)
• All objectives lock after being captured
• All objectives capture times are slightly increased

• Decreased allies respawn time from 25 seconds to 20
• Increased objective capture time gradually as the map progresses - final objective capture time has been doubled
• 1st objective now locks after being captured

• Added more aggressive spawn protection for attackers and defenders

• Reduced Axis reinforcements 550 to 450
• Reduced map time 25min to 20min

• Increased Allied respawn time 15sec to 20 sec
• Reduced Allied reinforcements 420 to 350
• Reduced Axis respawn time 25 sec to 20 sec

• Reduced Axis reinforcements 610 to 510
• Increased Allied reinforcements 530 to 550
• Increased Axis respawn timer 15 sec to 20 sec
• Decreased Allied spawn timer 25 sec to 20 sec

Classic Mode
• Changed Classic Mode weapons handling. Sway is significantly higher when you first go into ironsights, then ramps down shortly afterwards, then climbs back up a bit if you stay in iron sights (but not as high as when first going into iron sights)
• Added a new recoil modifier for weapon handling. Many weapons have more recoil with Classic mode weapon handling now.
• Many weapons have had their sway/jitter values tweaked for Classic weapons handling
• Increased base run speed of players in Classic mode. It now matches the realism default run speed
• In Classic Mode you can now use your iron sights key to stop sprinting and start a transition to ironsights. The transition to iron sights when coming out of sprint is now much longer than normal iron sights transitions however
• Sway will reset when transitioning to/from crouched so you get more sway when you have just changed stances.
• Fixed some Classic mode weapon handling properties not working online

User Interface
• Fixed satchel objective icons not being reset in the next round
• The unit select screen now remembers the previously selected weapon and weapon level
• Added a cancel reload hint
• Added “Enter” key input on spawn select screen
• Increased scroll speed in role selection squad view
• Fixed WebAdmin incorrectly stating that spawn on squad leader would un-rank your server
• Game will now alternate between RS menu music and RO 2 menu music

• Eyefinity/nVidia Surround support in 3x1 Landscape and 5x1 Landscape (5x1 Portrait not currently supported). Menus and HUD correctly resize and relocate to the center monitor
• Various additions to WebAdmin
• Fixed a memory leak which was crashing/restarting servers
• Fixed kill messages not displaying for demorecs
• Fixed several game crashes and added additional logging for several others
• Implement extensive functionality to support the vehicle mod team’s work on adding new vehicles to the game including base transport functionality, and transport vehicle spawning functionality
• Added mutator hook for ROGameInfo::PreLogin

 Post subject: Re: Server/Game updates
PostPosted: 26 Sep 2013, 11:39 
Nerdish, tbh. (515)
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<@[SpA]DonDonDon> someones gotta love me, and that someone is me

 Post subject: Re: Server/Game updates
PostPosted: 26 Sep 2013, 11:56 
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[SpA]9mmNL wrote:
Aye, but it doesn't seem to be released yet though. Some sort of problems with the content servers afaik.

 Post subject: Re: Server/Game updates
PostPosted: 22 Apr 2014, 13:52 
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2 new Transports
Universal Carrier & Sonderkraftfahrzeug 251 (SDKfz 251)
Winter and Summer textures
New Achievements
Transports implemented in 3 maps Arad, Barashka and Rakowice

New Gametype S&D
9 maps modified to work for SD (4 RO2, 5 RS)
1 completely new map SD-Warehouse (for RO2 - Official Custom Map)
New achievements
Added a new bind '=' to drop the bomb in the game binding menu

New RS map Maggothill
Merrill's Marauders, made up of a series of light infantry assault units (lacking heavy weapons), was ordered to take up position at Nhpum Ga and hold it against attacking Japanese forces in April of 1944. Ill equipped for this holding action, the Marauders were put under siege and often time surrounded by the Japanese.

Faced with poor health conditions and limited supplies, the Marauders managed to hold. At the end of the battle, 400 enemy were confirmed dead with 57 dead marauders and hundreds more wounded or incapacitated.
Modes Supported: RSFF, RSTE, RSCD, RSSD

Brewing system
After Brewing their map once, custom mappers shouldn’t have to brew their maps after future game updates
Testing has shown some existing cooked maps will work under the new system, but others have shown errors (such as missing textures) and will need to be brewed to have them corrected

MCP Winners
Phosphate Plant
Myshkova River
Otori Shima

Fixed Tank bugs
T-pose bots should no longer show up (fixed for 5 different variations)
Fixed vehicles staying in the wrong DepthPriorityGroup after a player finishes spectating (tanks could be seen as always on top of everything)
Changing position in the driver's seat of a vehicle no longer breaks the ability to switch to that seat
Vehicle Teamkill and Vehicle Kill Assist kill messages now display the correct text label (previously both said "Kill Assist"
Fixed tanks shooting off to the left when trying to shoot near an object between you and where you were aiming the cannon
Fixed inability to spawn in tanks as certain roles at times
Fixed tanks often getting stuck on objects
Fixed that firing HE/AP removed ammo from the MG as well
Made the spawntank cheat not spawn a tank stuck on the front of your tank
Fixed issue that makes you unable to look around on a non standard aspect ratio
Fixed log spam when at a resupply point
Fixed log spam when changing seats in a vehicle
When hitting an object with your tank you now hear the impact hit sounds
Fixed players getting insta-banned if they hit a friendly tank
Fixed players getting insta-banned if they drive over a friendly with a tank
Fixed cases of seeing tankers inside your tank without a head
Fixed cases of seeing the people sitting inside a tank appear through the outside of tank
Vehicles with a broken transmission can no longer turn
Destroyed T34's in non-winter paint no longer display ultra blurry, low res textures
Fixed spectator camera jerking around when someone changes seat
Tanker bots can now be removed as expected when using the KillBots() command or the Remove Bots function in WebAdmin
Added new setting FriendlyFireHitVehiclePunishScale to reduce instances of one-hit-bans for hitting friendly vehicles
Vehicle broken transmission sound no longer starts and stops abruptly. It fades in and out
Damaging an undamaged vehicle armour plate in an armour zone that is already in a heavily damaged state will no longer reset the zone's health back to a higher value
Players in vehicles should no longer be prompted to resupply MG soldiers outside the vehicle
Vehicle crew and passengers will now always play the correct death animation for the position/stance that they were in on death, rather than always using the one for the default position
Changing seat position while holding the fire button on a vehicle MG spot will cease firing as soon as the transition starts or the player is killed
Tank Icons on the overhead map now correctly scale with the resolution of your monitor (making them no longer appear huge on low res monitors, or tiny on high res ones)

New Tank features
Server ability to force players to fire the current shot before they can reload a different kind of ammo
Added ability to bind the rotating of a tank turret to happen by keyboard instead of mouse in the default config files (this is currently unsupported functionality but can be found commented out in the defaultroconfig.ini file. This was done as an internal test to see what it would take to do keyboard controls properly and is this config is built off community work.)

Fixed bug where roles appear to be available but are not selectable (in campaign)
Fixed bug that allowed players to spawn on enemy squad leader when teams were swapped
Fixed incorrect icons in the campaign window
Fixed the chat automatically scrolling back to the beginning when voting over a territory
Pacific campaign map in WebAdmin now matches the one in game (was previously scaled differently)
Fixed incorrect spelling of the Pacific Campaign territory "Volcanoes"

Weapons now track ammo on both the client and the server, stopping players to fire more shots with a weapon than the mag contains
Fixed knee mortar reload sounds ignoring volume settings
Re-ranged the knee mortar to stop it from firing short
Bolt action rifles no longer lose shell ejections after performing a full reload
M1 Garand empty clip ejection no longer stops at random intervals
Players of the Japanese in RS can no longer get effectively unlimited booby traps
Players can no longer initiate a reload if they're bandaging
Fix for circumstances causing the player viewpoint to float above where it should be for machine gunners
Fixed the interruption of MG barrel change not stopping the 3p animation from playing, or preventing the code from swapping the barrel over regardless
Fixed machine gunners being able to unlock movement during pre-game countdown
Fixed Heavy machine gun ammo getting out of sync with the server when firing in fully automatic
Adjusted pivot points on RS MGs, so that they no longer allow the player camera to rotate behind walls
Fixed exploit that allowed iron sights to be raised instantly
You now correctly hear footstep sounds, when holding the fire button while moving around with a katana.
Fixed cases of deployable weapons creating T-posed soldiers or "Jazzhands"

Fixed the ability to join a full team by going spectator first and then selecting the team
Fixed bug that had AI being added to the wrong team when a player logged out, leading to a server crash if the other team's roles were all filled
Fixed exploit where footstep sounds could be disabled
RO2 level up messages no longer incorrectly play RS sound effects
Added new handling to allow native VOX for "no valid artillery target" messages when Native Voices is enabled
Switching to Axis spectator from the Axis team while online will no longer cause everyone in the server to speak using Allied voices
Teamchat messages in the campaign menu chat box now have a prefix of (TEAM) so that their teammates know that it's a private team message rather than a public one
Fixed a bug that limited the number of bots that could join a game
Fixed an issue where the camera view target would be set to the wrong thing
Fixed issue where reinforcements kept resetting after players have begun spawning
Fixed Allied players can say "argh i’m hit" with native audio from the Axis perspective
Automatic hint for Banzai charging should no longer appear for German soldiers
Selecting a role via the "Join a Squad" menu while the pre-game countdown is underway will no longer result in an un-possessed pawn at spawn

Map/Kick/RoleKick voting menus should no longer reset to the top every time another player casts a vote
Germans now see that they have to type np to forgive instead of kp
Commander orders icons on the overhead map now clamp to the edges of the visible map when zoomed in, rather than overflowing onto the rest of the HUD
Commanders now see orders icons offset correctly on the overhead map when zoomed in
Fixed options in Steam Workshop menu being clipped off the bottom of the screen (and therefore unusable) while using non standard aspect ratios
Fixed inconsistent uppercase vs lowercase role names on the pre-game ready screen
Fixed bug where incorrect realism mode was displayed when mode and map changed by webadmin
Fixed objective and player spotted icons in the World Widget (HUD overlay) being located incorrectly while using non standard aspect ratios
Added <> brackets s to hints where a key press is required

Map changes
All official custom maps now have a more standardized squad unlock system, so that in low player/clan matches you do not end up with too many smgs etc.
Custom map names now appear on the loading screen rather than just "Custom Map"
Fixed misplaced tactical view ammo icons for most MCP custom maps.

Moved infantry spawns closer to the villages.
Added AT rifles to all ammo locations around the objectives.
Fixed matinee tracks for recon planes - lifted their altitude.
Cover improvements
Multiple buildings opened up for infantry
AT rifles placed at ammunition supplies
Added Transport Spawns

Changed North and South Village capture times from 15s to 30s to promote better fights over the final objectives
Marksman roles now show up with less than 16 players
Fixed elite assault roles not having classic mode overrides
Cover improvements

Bridges of Druzhina
Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range
The radio on the first bridge now works for both teams.
All roles have been redone from scratch hopefully fixing the invisible ppsh/ or the ptrs looking ppsh bug.
Cover improvements.

Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range

Gumrak Station
Added squad names

Mamayev Kurgan
Fixed cover in one of the initial pillboxes to allow MGs to properly deploy

Myshkova River
Cover improvements

Cover improvements
Made changes so tanks can no longer easily get stuck in the trenches
Messages, about events moved up from the center of the screen so they are less likely to be blocking your view

Minor collision fixes
Removed ability to win 2 rounds instantly

Fixed players flying into the sky if you kill them in the underground airfield bunker
Fixed an invisible wall near the Red Cross objective

Iwo Jima
Changed tessellation distance to help reduce terrain related exploits

Cover improvements

Issues that can no longer be reproduced (likely fixed by some other change)
Selecting the TT33 lvl25 makes you spawn with only 1 weapon
Selecting the SVT40 Sniper lvl50 no longer crashes your game (and your entire team)
Issues with the lvl 25 pzb rifle
When deploying when prone your character moved up into the air
No visible muzzle flash
Bullets hitting nearby objects when the player was aiming further away

Crash Fixes
Fixed several of the most common crash reports that came in

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