Feb 27, 2013
Community Announcements - [TW]Yoshiro

<ul><li> Team select menu now displays a message if a team is full<br />
<li> Fixed team kill forgiveness. Forgiving a team kill now all forgives all wound damage you have inflicted on that player. <br />
<li> Fixed single player maps auto completing<br />
<li> Fixed a confusing attack/defend message on the tactical view when issued an order from the Commander. ‘Attacking’ an owned objective will now always display as ‘Defend’.<br />
<li> Fixed the G41 playing the wrong shoot animation when hipped/shouldered<br />
<li> Setup the level 2/3 G41 sniper rifle to have the proper scope position and zoom<br />
<li> The cooldown for reusing an ammo resupply is now more reliable</ul>


<ul><li> Downloading Workshop files will now show download progress %<br />
<li> Added Custom map filter to the in-game workshop menu<br />
<li> Stock RO2 maps show up to the in-game workshop menu<br />
<li> Downloading multiple versions of the same file will no longer give an ambiguous message popup warning. Instead, older versions are automatically ignored.<br />
<li> SDK: Fix for workshop uploading the wrong version of the file (from MyGames)</ul>

Server Admins

<ul><li> When bAllowDeadRoaming is disabled, it’s no longer possible to use the roaming camera even if everyone on your team is dead.<br />
<li> DemoRec & Spectating players no longer open up extra roles on the server<br />
<li> Fixed bNoVehicles not working correctly in Barashka<br />
<li> Fixed OverrideMaxPlayers. This setting forces the map to play on a different sized version than that specified by MaxPlayers. Gameplay elements such as roles, reinforcements are unaffected.</ul>

There was a followup patch today that fixed an issue related to reinforcement counts introduced with the previous patch.
Community Announcements - [TW]Yoshiro
The fine folks over at Pop Smoke have update the In Country website with some brand new media as well as word that they are working on a new teaser trailer.

Head on over to the post here: http://www.incountrymod.com/feb2013
PC Gamer
Red Orchestra 2 workshop

Tripwire have announced the winners of their community mapping contest. Over $35,000 worth of prize money was handed out in recognition of the expertly crafted World War 2 battlefields that mapmakers have created, fuelling fans of the military shooter for months and years to come. The grand prize went to Danh Truong for his Winterwald map, a harrowing icy assault on/defence of Soviet anti-air.

The winners for "Best Original Level", including Truong's Grand Prize map, are:

1. Winterwald by Danh Truong, winning $10,000 and RO2 laptop
2. Bridges of Druzhina by Kieran Tobin, winning $2,500
3. Coldsteel by Johan van Pelt - wins $1,000

The contest also looked at "Best Remakes", awarding quality re-imaginings of classic maps:

1. Gumrak Station by Maik Doktor, winning $5,000
2. Stalingrad Kessel by Florian Montaut, winning $2,500
3 (Tied). Arad 2 by John Cree, winning $1,000
3 (Tied). Rakowice by Johan van Pelt, winning $1,000

All the maps, along with runners up, are now playable from the Steam Workshop.
Community Announcements - [TW]Yoshiro
<p>Finally, finally, we have the results of the RO2 Mapping Contest! It took a LOT of deliberation and some heated debates here in the office - no doubt it will kick off more debate on the forums! Here are the headlines:</p>

<p><strong>Grand Prize Winner</strong>: Danh Truong's Winterwald, winning $5,000 and a serious Origin Laptop, engraved with RO2 artwork.</p>

<p><strong>Best Original Level</strong>:</p>

<p>1. Winterwald by Danh Truong, winning $5,000<br />
2. Bridges of Druzhina by Kieran Tobin, winning $2,500<br />
3. Coldsteel by Johan van Pelt - wins $1,000</p>

<p><strong>Best Remake</strong>:</p>

<p>1. Gumrak Station by Maik Doktor, winning $5,000<br />
2. Stalingrad Kessel by Florian Montaut, winning $2,500<br />
3. We actually had a tie for third place, so we doubled up the prize:<br />
Arad 2 by John Cree, winning $1,000 AND<br />
Rakowice by Johan van Pelt, winning $1,000!</p>

<p>We had Dan Shannon chat to all the winners. You'll find the first results of those interviews here: http://www.heroesofstalingrad.com/counterattack-map-making-competition/mapping-contest-interviews/

<p>So let us know what you think!</p>
Community Announcements - [TW]Yoshiro
The changelog is as follow:

<li>Team select menu now displays a message if a team is full</li>

<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>

<li>Fixed a case where weapons would not respect the ammo resupply timer</li>

<li>Fix for workshop uploading the wrong version of the file (from MyGames)</li>

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!
PC Gamer
Red Orchestra 2

Have you got any plans this weekend? Maybe you're thinking about going somewhere nice or meeting up with a few friends. Fool! Weekends aren't about that any more. These days, they're for trialling games that have been made temporarily free to play, then pondering whether they're worth the rather hefty discount they've also been given.

From now until Sunday evening you can download and play the hardcore World War 2 multiplayer FPS Red Orchestra 2. Should you find doing that a pleasurable experience, there's a 75% discount in effect until Monday, bringing the game down to £3.74.

This is all to celebrate the release of the Fall 2012 Free Content Pack, which brings a new map - Barashka, from the first Red Orchestra - and a redesigned Countdown mode.

There's also a 75% discount on the Tripwire bundle, which includes both Red Orchestras, first-person puzzler The Ball, Dwarfs?! and the rather good zombie co-op FPS Killing Floor.

Anyone planning to give this a shot? RO2 was pretty wonky on release, but I've since heard that it's been fixed up nicely and is well worth a try.
Announcement - Valve
Play Red Orchestra 2: Heroes of Stalingrad for FREE starting now through Sunday at 1PM Pacific Time. Plus, save 75% during until Monday at 10am Pacific during the Weekend Deal!

Heroes of Stalingrad focuses on the Battle of Stalingrad and the surrounding operations, both German and Russian, from July 1942 to February 1943. The game allows the player to experience one of the most brutal battles in all of human history. Delivering unrivalled accuracy and attention to detail, along with gritty, vicious combat in multiplayer and single-player modes the game will feature everything from quick, brutal firefights to more intricate and challenging tactical modes.

If you already have Steam installed, click here to install or play Red Orchestra 2. If you don't have Steam, you can download it here.

Community Announcements - [TW]Yoshiro
<iframe width="560" height="315" src="http://www.youtube.com/embed/5JaBfZTwbsU?list=UUFMvBfqGInJ22WynMV8Ohrw&amp;hl=en_US" frameborder="0" allowfullscreen></iframe>
Community Announcements - [TW]Yoshiro
<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>

<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>

Web Admin
<li>Added options under Countdown to adjust Countdown Objective Time and Reinforcement count (up to double)</li>
Community Announcements - [TW]Yoshiro
New Content
<li>Added Combined Arms Map TE-Barashka</li>

Countdown Changes
<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>

Countdown Interface
<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>

<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>

General Interface
<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>

Part 2 has Bug Fixes, SDK and Web Admin Changes.

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