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Red Orchestra Franchise Pack

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Community Announcements - [TW]Yoshiro
Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2. We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and upcoming refinements to the game. This is all culminating in the reopening of the Red Orchestra 2 Beta for all players to help us test and give feedback on these changes and additions!

To read the full changelog of the first beta update head over to the Red Orchestra 2 Front Page!

Additional information about what is in the beta, what isn't, and servers can be found in the beta section of the forums.
Feb 14, 2012
Community Announcements - [TW]Yoshiro
In the last few editions of the "What we are up to" blog we've gone over "RO Classic" and touched briefly on other additions coming to the game in 2012. Today we would like to let you explore what is slated to be the first new map, Mamayev!

Set on the outskirts of Stalingrad, Mamayev was a strongly contested high ground that both sides vied to maintain control over. The belief was that the side that held the hill could control all the rest of the city. The Soviets dug in with trenches, bunkers, barbed wire and mine fields before the battle began. By the end of the battle of Stalingrad, after trading sides numerous times, the hill was mostly flattened and no grass would grow on its lead poisoned ground.

Mamayev is an infantry only map featuring combat between trenches and bunkers one hundred and fifty to two hundred meters apart. It is designed to meet the needs of those looking for extended range rifle combat, truly separating the riflemen from the boys. Those skilled with the rifle and holding the high ground will be able to find their targets even further away, with the current office record stands at a 411 meter head shot delivered via sniper rifle. For players who enjoy a more up close and personal fight, they will be spending time finding their way through the twisted corridors of the bunkers built into the hill searching for those laying in ambush (or lying in said ambush themselves).



Keep in mind that this map is still hand the hands of the level design team working on how it plays, and has yet to be art passed. With the fact that what you are about to see is still a WIP (work in progress) version of the map, we are proud to reveal the first out of office shots of Mamayev!



Players will soon be able to take to the slopes of this battlefield as the RO 2 beta rolls out again.
Community Announcements - [TW]Yoshiro
Now that we've given you a first look at our plans for "RO Classic" we would like to fill the community in on what we have in the works for the coming months for RO2. First we would like to talk about how we'll be handling the PR and the development of the updates that we are working on. Traditionally we've worked like a typical game studio slaving away for months on a cool update which we would reveal to the press and the community close to the release date when it is almost finished. This is a great way to get press attention and spread news about the update to the broader gaming world. Unfortunately, it also has the side effect of the community not knowing what we are working on, and being unable to have their feedback incorporated into the update BEFORE the release. So with that in mind we've decided to do an experiment involving our community of Red Orchestra fans that will be a much more collaborative process of development and PR.

What this means is that first we are switching up to a very open PR style, pushing lots of information out for you and seeking feedback from you all, much as we did back in the Red Orchestra mod days. This is to make sure players are more aware of upcoming changes and means you get to see stuff while it is still work in progress (WIP). We'll also be running a Beta open to anyone that owns RO2 that we'll be using to push out these new features and improvements early on in the development process. We'll tell you what we have in mind, show it to you as it comes together and let you try it out early in development, so that we can get good feedback, when we still have time to react to it. Of course, showing you things that early means that they are definitely subject to change too - from your feedback and from our own. It also means you will get to see things in the beta that are very early in development and potentially incomplete. So don't be surprised if you jump into a map in the beta that isn't pretty, or try a new feature that isn't balanced or complete. You'll get to see that map or feature come together, and participate in the process.

So, here is the "big picture". We've got a big update coming for the game, with a lot of content. We'll fill you in on the details over the coming days. That will lead us pretty much straight up to all the pieces of that update being pushed into the open Beta, so that everyone can get a look and try them out, while they are still in development. Bug fixes, optimizations, and refinements will be brought over from the Beta to the live game as soon as they are ready. Major new features will be pulled together into that one big update for you. The key elements of the update include (and we'll push out lots of details on all these over the next few days):

* Multiplayer Campaign Mode
* We'll have a complete new map for you
* "RO Classic", that we've already talked about
* Major refinements to existing gameplay systems to improve the gameplay balance and fun as well as to incorporate player feedback (systems such as Lockdown, Player Damage, and more are being refined)
* And, of course, we'll continue fixing bugs that we (or you) find and making optimizations to the game


So, stay tuned over the next few days as we look to give you more detail on all of this! And watch for announcements as features roll out into the Beta for you to try out and feedback on.
Community Announcements - [TW]Yoshiro
You can watch the Semi-Finals LIVE! right now. Just follow the links!
Community Announcements - [TW]Yoshiro
General

* Made a number of improvements to ammo resupply
* Bots now have more variation in the spawn points they select
* Achievements for single player campaign progress should unlock properly now
* Reduced range of the rifle bash attack. Bayonets are unaffected.
* Fixed occasionally invisible binoculars when using them as a melee weapon
* Fixed some situations where teammates could not resupply machine gunners. (e.g. if the MG was not the currently equipped weapon)
* Fixed max audio channels setting not always working correctly in the settings menu
* Fixed a bug where some voice chatter would play from somewhere other than the location of the person speaking


Stability

* Player still encountering stability problems can use our new automatic crash reporting system! (read more on: http://forums.tripwireinteractive.com/showthread.php?t=75253
* Added additional debug information for crashing during startup
* Modders can once again unsuppress logging without causing the game to crash
* Various crash fixes based on player reports

Remember to stop by the forums and read the latest "What we are up to" thread. You can find last weeks here: Feb 3rd WWAUT
Community Announcements - [TW]Yoshiro
The Scorched Earth Tournament for RO2 has the final 4 teams closing in on the big prize money – a total of $12,000. With the Superbowl out of the way, this week we have the divisional play-offs for Scorched Earth, to find the best team in Europe and the best in North America. The two winning teams will progress to the grand final for the shot at the World Title and the big cash prize!

First up, on Wed 8th Feb, at 8pm in the UK [9pm Central European, 3pm Eastern], is the European Division Championship match where Enclave face off against DoublePenetration. Both teams have put out some old favorites, so we’ll see which of them makes it to the World Championship match!

And, following up on Thu 9th Feb, at 9pm Eastern [6pm Pacific, in the wee small hours of Friday morning in Europe], we have the North American Division Championship. Team Chaos take on Hardcore North America for the title – and their own shot at the big prize.

The matches will be broadcast live (with a small delay just in case anyone needs to bleep out a nipple slip, or stray middle finger). Details HERE: http://www.forgottenhonor.com/scorchedearth/live/livestream/ . And the hashtag for the twitter conversation will be #fhscorchedearth. Get tweeting!

Get out there and support your team – the hono(u)r of whole cultures is at stake here! Along with $12,000…
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Craig Pearson)

We're all going on a... summer holiday.Game development hint: if you’re going to place your game in a real setting, make it an island paradise. That way you can claim a holiday on company expenses. I’ll bet the developers of this officially supported mod have spent the last six months laughing it up in the Pacific while they brought Iwo Jima into Red Orchestra 2′s chilly war. The Rising Storm team are suntanned and well-rested, and celebrating their jaunt with the dramatic trailer of their work we present below.

(more…)

Community Announcements - [TW]Yoshiro


The Rising Storm team are proud to present you with a little something to whet your appetites for the forthcoming Rising Storm expansion to Red Orchestra 2: a teaser video showcasing the Iwo Jima level. This map features the beaches and tunnels of the heavily defended 'home island' with its iconic landmark, Mt Suribachi. This is the first map-specific material to be seen and hints at some of the goodies and new features coming in Rising Storm.


You can also see other versions of the video on the Rising Storm Youtube channel: http://www.youtube.com/user/risingstormgame/videos

It’s been a busy few months for the Rising Storm team, integrating our work with the public version of the recently released Red Orchestra 2 SDK and getting on board some top talent. New additions include the composer, Ben Hollway, who has worked on the music promoting this year’s Oscar ceremonies and with recording artists such as Devlin, and Harlan Glenn, who has worked in a research capacity for HBO’s ‘The Pacific’ and ‘Band of Brothers’ and as Pacific theatre researcher for both the Medal of Honor and Call of Duty franchises. The trailer itself features the special effects work of Richard Dawson, another new member of the team.

As you can see, with TWI’s support, this is a mod that is able to punch above its weight in terms of the quality of its crew. This is particularly so as RS has long been recruiting from the fertile gounds of the modding communities which grew up around TWI’s previous hits, Red Orchestra: Ostfront 1941-45 and Killing Floor. We do, however, still have openings for a couple more talented modellers to round off the ranks and applications can be made here.

And, as a little extra, we are now inviting applications for beta testers, so we have a team ready for when the beta testing starts in March: http://www.risingstormgame.com/beta-tester-application - so head on over!

Links for more information:


Twitter - @risingstormgame
Facebook - Facebook
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

Red Orchestra 2 SDK at night, modders delight.> THAT should have been my headline, but alas it did not fit. Tripwire explain that these tools are now available to everyone who owns the game: “While the limited functionality preview versions of the SDK have been available to select modders for a while, this release now makes the full capabilities of the Mod SDK available to everyone. Users can now make and publish everything from simple mods and mutators, through custom maps and on to full total conversion mods.” The chaps at Tripwire also point out that there are already some mods in progress with the pre-release SDK: Rising Storm, In Country Vietnam, and Iron Europe.

PC Gamer
rel="bookmark"
title="Permanent Link to Red Orchestra 2 mod tools released">Red Orchestra 2



The full version of the Red Orchestra 2 SDK has been released for free, giving RO2 owners the opportunity to create maps and game modes for Tripwire's multiplayer shooter. The developers have released a few limited versions of the SDK, but the full suite of tools is now available.



"Users can now make and publish everything from simple mods and mutators, through custom maps and on to full total conversion mods," Tripwire say, mentioning that big mods like Rising Storm, In Country Vietnam and Iron Europe are already in development. You can grab the mod tools from the Tools tab of your Steam account.



Tripwire are no strangers to the modding scene. Killing Floor and Red Orchestra started out as mods for Unreal 2004. Hopefully the SDK release can inspire another wave of talented modders.
...

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