General <ul> <li>Team select menu now displays a message if a team is full</li> </ul>
Workshop <ul> <li>Downloading Workshop files will now show download progress %</li> <li>Added Custom map filter to the in-game workshop menu</li> <li>Stock RO2 maps show up to the in-game workshop menu</li> </ul>
Fixes <ul> <li>Fixed a case where weapons would not respect the ammo resupply timer</li> </ul>
SDK <ul> <li>Fix for workshop uploading the wrong version of the file (from MyGames)</li> </ul>
Also keep an eye out over the next few days for more announcments as we judge the second phase of the Counterattack mapping contest by playing the maps with the community!
Fixes <ul> <li>Fixed bipod MGs not properly showing the direction they are aimed at</li> <li>Fixed bipod MG’s deployed on slopes not having the player at the proper location</li> <li>Fixed an excessive friendly fire infraction when shooting tanks. This was causing players to get kicked from the server for team killing when shooting a friendly tank</li> <li>Servers with disabled weapon progression bonuses (e.g. Classic mode) are now properly getting disabled</li> <li>Fixed a bug where not all players will respawn when the commander forces a respawn</li> <li>Loading an outdated version of player created content now displays an error instead of crashing</li> <li>Fixed a tank crew respawn bug when killed from the commander seat</li> <li>Fixed objective capture and morale music playing simultaneously</li> <li>Fixed the classic mode compass pointing in the wrong direction</li> <li>Fixed the team leader not showing up in the squad member list when playing as a squad leader</li> <li>Fixed undesired menus popping up when trying to typing during the map vote</li> <li>Fixed an ammo exploit with blind firing</li> <li>The setting bDisableTeamMemberIcons will now properly hide team icons</li> <li>Fixed Capture and Victory music playing at the same time in Countdown</li> <li>Fixed satchel objectives giving points at the start of a Countdown match</li> <li>Fixed team members not properly updating on the map in Countdown</li> <li>AI will no longer use cover/mantle positions near or occupied by the player</li> </ul>
SDK <ul> <li>Improvements to the workshop upload UI including multiple file selection</li> <li>Added code to get the placeholder Universal carrier transport working. You can now use the cheat code "spawnucranged" to spawn a Universal Carrier which you can get in, drive around, and get out. This is just a basic implementation, the MG does not work, and the animations are not setup properly on the players, and the physics set up is just a quick placeholder. The functionality is very basic, and is meant to be used as a base for vehicle mod makers to extend</li> </ul>
Web Admin <ul> <li>Added options under Countdown to adjust Countdown Objective Time and Reinforcement count (up to double)</li> </ul>
New Content <ul> <li>Added Combined Arms Map TE-Barashka</li> </ul>
Countdown Changes <ul> <li>Countdown matches are now 1 round</li> <li>Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat"</li> <li>Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened.</li> <li>New objective status HUD. Press tactical view to bring it up at any time</li> <li>Added Total Round Points and Total Objective Captures to scoreboard</li> <li>The defenders can no longer see the manpower of the attackers</li> <li>Only the attacking team can see the message "Attackers Got Reinforced"</li> <li>Increased the XP rewards for performing well in Countdown</li> <li>Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players</li> <li>Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double)</li> </ul>
Countdown Interface <ul> <li>Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view</li> <li>Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster”</li> <li>Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team</li> </ul>
Gameplay <ul> <li>Players now walk while actively firing machine guns from the hip</li> <li>Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds</li> <li>Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use</li> <li>Added water volume where players will walk cannot prone</li> <li>Increased stamina pool in Classic</li> <li>Added the ability to use developer cheat codes in standalone games, except for during the single player campaign</li> <li>Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting)</li> </ul>
General Interface <ul> <li>Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky)</li> <li>The closest 2 ammo supply points are now displayed on the tactical view</li> <li>VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won</li> <li>The team select menu now indicates attackers/defenders and team ‘Full’ if no more players can join that team due to team balancing</li> <li>Removed the joined/left message from the HUD for bots</li> <li>Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read</li> <li>Increased tip cycle time on the loading screen from 5 to 10 seconds</li> </ul>
Without further ado, the top 3 in the "Best Original Level" category are: <ul> <li>Bridges of Druzhina - wins $2,500, an Intel Motherboard DZ68DB and a Core I7-2700k CPU</li> <li>Coldsteel - wins $1,000</li> <li>Univermag - wins $500</li></ul>
The other category was for "Best Remake". Here we were really excited to see which of the old maps from Red Orchestra: Ostfront 41-45 and even the Red Orchestra mod days would be brought forward. The winners are: <ul> <li>Gumrak Station (a remake of the original Basovka) - wins $2,500</li> <li>Arad 2 - wins $1,000</li> <li>Ogledow - wins $500</li></ul>
We want to see more of the old favorites appearing!
So far, that is $8,000 in cash given away, plus hardware. Breakout, Phase 2 of the contest, is on now reaches its' conclusion on 30th November. Many of the first round maps have been heavily updated - and many new ones have appeared. This time, there is $15,000 in cash prizes, a top-of-the-line Origin laptop, custom painted and a whole bunch of other hardware to give away. To the mappers - make sure you get your entries in on time! And for all the rest of us, go play the new maps out on the public servers and let us (and the creators) have your feedback. Soon, you will be able to grab new maps and other content through the Steam Workshop for RO2!
A long railroad bridge, scattered buildings, bunkers facing each other across a long gully. Sound familiar?
For long time Red Orchestra fans it should, because I'm talking about Barashka, the next official map for Red Orchestra 2. Featuring combined arms gameplay and thrilling cat and mouse chases between infantry and armor as they duel for control over territory, we are bringing this classic RO map back to life.
While its full facelift underway to bring it up to RO 2 standards, we will shortly be adding it to the stand alone beta so players can help us with feedback on gameplay. We look forward to playing this classic map with the community again (and it is quickly becoming one of my favorites)!
A lot of community members have been asking when we'll be adding more vehicles to the game, particularly troop transports. The short answer is that we've shifted around our plans a bit and additional vehicles are something that we're still looking to add, but won't be coming in the really near future. This is partially due to Rising Storm catching us by surprise - in a good way! Once we played the early versions of Rising Storm we knew it was going to be awesome, and decided to turn it into a full product. This means a lot of the Tripwire team have been cranking away working on Rising Storm along with the Rising Storm team to get the game ready for release. We've also been hard at work supporting the RO2 mod community by working on SDK updates and Steam workshop support which we're very excited about. Steam workshop should really revolutionize the way community mappers distribute their maps and make it much easier for players to find the cool content mappers and modders are working on.
We've also heard the murmuring in the community with speculation about how Rising Storm will be priced. While we aren't yet ready to release the exact pricing, we will clarify something right now. We will not be throwing the current RO2 community under the bus!!! Our current plan is to allow existing RO2 owners to upgrade to Rising Storm at a significant discount compared to someone that just buys Rising Storm outright. Additionally, we will not be splintering the community by keeping players separated. Servers will be able to run RO2 and Rising Storm maps back to back on the same server. Finally, while we're not quite ready to release the details of exactly how it will work, RO2 players that don't own Rising Storm won't just get booted off the server when a Rising Storm map comes up. Rather RO2 owners will be able to play Rising Storm even if they haven't purchased the add-on, likely with some limitations on weapon/class selection. So to summarize, RO2 owners will get a discount on Rising Storm, and everybody will be able to play together on the same servers!
In my previous WWAUT post I mentioned that we are working on a number of items as we push towards our next major Red Orchestra 2 update. Today I want to focus on another upcoming item sure to please both fans of Red Orchestra 2 and Killing Floor.
As you probably know, we here at Tripwire are big fans of modding (many of us having gotten our start in the Make Something Unreal contest), and support it through the release of our SDK's, contests to promote content creation and more. The latest being the <a href="http://www.heroesofstalingrad.com/counterattack-map-making-competition/">Counterattack Mapping Contest</a> for Red Orchestra 2 with thousands of dollars up for grabs! With phase 1 done and judging getting underway, the custom mappers are already hard at work for their phase 2 entries.