While the teams at Tripwire Interactive and Antimatter Games continue to work towards the next major update (1.02) and future content (more on that as we continue to move ahead!), today we have the first iteration of existing map variants to share with you and we want to hear your feedback!
Introducing SU-HueCity, TE-AnLaoValley and TE-SongBe! These map variants not only bring the existing maps to the other game mode they offer new gameplay experiences and new lighting/time of day. PLEASE NOTE: these maps are currently in a BETA state. This means there are known bugs that are present, but we are at a stage where we are ready to provide these maps to you and receive your feedback.
Players can test these maps by joining our official test server located here in Atlanta (Tripwire Official ATL Test Server IP: 64.94.238.82:7787). Server admins can opt into an optional download to brings these maps to their own servers via SteamCMD.
Once you’ve had an opportunity to test these maps be sure to drop by http://rs2vietnam.com/mapsurvey and let us know your feedback. Keep in mind, you may not see any significant (or any changes) to these maps between now and the 1.02 update which is well under way.
Speaking of update 1.02, we’d like to provide you with just some of the key updates that will soon be coming your way over the next few weeks:
Several performance and visual improvements
Fixed several gameplay hitch conditions
Fixed several cases where audio could drop out or not be played at all. Players of the Supremacy 64 player mode should notice these adjustments the most
Weapon Changes
Separate sensitivity slider for iron sights and sniper optics
Tactical view (default: T) no longer needs to be toggled back to ‘on’ after death
Reduced recoil of AK-47 weapons by around 25%
Increased suppression caused by machine guns by 33%
Reduced weapon sway on the SVD and Mosin sniper rifles
Reduced PPSH-41 drum ammo count from 71 to 65 rounds simulating underloading the drum for reliability.
Quality of Life
Added vehicle-specific keybinds to separate movement keys when playing as infantry vs pilots
Added decals to indicate to players exactly where fire damage will occur when napalm has hit, preventing ‘Invisible Napalm’ deaths - if these continue to persist, please continue to report them at our official support forums: https://forums.tripwireinteractive.com/
Added the ability to rotate claymores before planting
Added an icon to indicate when the player’s gun’s muzzle is blocked by cover when aiming over cover
The ambush/force deployment audio now only broadcasts to the commander, and players who spawn as a result of the ability
Tweaked the volume of footstep sounds to make them more audible
Added a toggle sprint option to settings
Many objects that were being culled out too soon, have been addressed
Easy Anti Cheat Update
The EAC team have tracked down the issues that some of the community have reported, such as communication errors between the clients and servers
SDK and Workshop Improvements
Config and Localization Support
Extra files to help modders (such as animation rigs and other assets they may find useful)
Ability for modders to create their own uniform options for new factions
And much more (9 pages of patch notes on the way!)
As always, scheduled content is subject to movement or other changes.
While the teams at Tripwire Interactive and Antimatter Games continue to work towards the next major update (1.02) and future content (more on that as we continue to move ahead!), today we have the first iteration of existing map variants to share with you and we want to hear your feedback!
Introducing SU-HueCity, TE-AnLaoValley and TE-SongBe! These map variants not only bring the existing maps to the other game mode they offer new gameplay experiences and new lighting/time of day. PLEASE NOTE: these maps are currently in a BETA state. This means there are known bugs that are present, but we are at a stage where we are ready to provide these maps to you and receive your feedback.
Players can test these maps by joining our official test server located here in Atlanta (Tripwire Official ATL Test Server IP: 64.94.238.82:7787). Server admins can opt into an optional download to brings these maps to their own servers via SteamCMD.
Once you’ve had an opportunity to test these maps be sure to drop by http://rs2vietnam.com/mapsurvey and let us know your feedback. Keep in mind, you may not see any significant (or any changes) to these maps between now and the 1.02 update which is well under way.
Speaking of update 1.02, we’d like to provide you with just some of the key updates that will soon be coming your way over the next few weeks:
Several performance and visual improvements
Fixed several gameplay hitch conditions
Fixed several cases where audio could drop out or not be played at all. Players of the Supremacy 64 player mode should notice these adjustments the most
Weapon Changes
Separate sensitivity slider for iron sights and sniper optics
Tactical view (default: T) no longer needs to be toggled back to ‘on’ after death
Reduced recoil of AK-47 weapons by around 25%
Increased suppression caused by machine guns by 33%
Reduced weapon sway on the SVD and Mosin sniper rifles
Reduced PPSH-41 drum ammo count from 71 to 65 rounds simulating underloading the drum for reliability.
Quality of Life
Added vehicle-specific keybinds to separate movement keys when playing as infantry vs pilots
Added decals to indicate to players exactly where fire damage will occur when napalm has hit, preventing ‘Invisible Napalm’ deaths - if these continue to persist, please continue to report them at our official support forums: https://forums.tripwireinteractive.com/
Added the ability to rotate claymores before planting
Added an icon to indicate when the player’s gun’s muzzle is blocked by cover when aiming over cover
The ambush/force deployment audio now only broadcasts to the commander, and players who spawn as a result of the ability
Tweaked the volume of footstep sounds to make them more audible
Added a toggle sprint option to settings
Many objects that were being culled out too soon, have been addressed
Easy Anti Cheat Update
The EAC team have tracked down the issues that some of the community have reported, such as communication errors between the clients and servers
SDK and Workshop Improvements
Config and Localization Support
Extra files to help modders (such as animation rigs and other assets they may find useful)
Ability for modders to create their own uniform options for new factions
And much more (9 pages of patch notes on the way!)
As always, scheduled content is subject to movement or other changes.
Here at Tripwire Interactive and Antimatter Games, it’s important that our studios continue to keep community interaction to high standards. After all, it’s you the community, who we want to ensure are having an enjoyable experience each time you log in to Vietnam and run through the jungle. First, from everyone at Tripwire Interactive and Antimatter Games, we would like to thank you for your continued interest and support of our game.
As to where we are today, you may have already seen our presence on the Reddit boards, official Tripwire forums and the Steam discussions. That presence will continue each and every day. While we may not be able to respond to every single thread, rest assured... we are reading, reviewing and notating on a daily basis.
As such, we'd like to take a few moments to discuss what has occurred since the launch of Vietnam and what we have planned for the future. While there is too much to list on what exactly has been addressed, we do want to call out some of the major issues that you, the community, have provided terrific feedback and bug reports on.
First up, let’s discuss what’s occurred since launch, back on May 30th. Since that time, our immediate attention has been focused on resolving top reported community issues and feedback. The top 3 issues consisted of:
Game crashes
Game launch issues
Stuttering and overall performance
Creating a multiplayer game, especially a FPS, which runs perfectly on all types of PCs, is one of the most challenging technical aspects of game development. We are happy to report that the above issues have been addressed and are in the current Live build. Community feedback and reception has been very positive. This does not mean that our job is over, however. We will continue to ensure that the overall gaming experience not only meets our expectations, but yours as well.
Next, allow us to speak about upcoming content and the future of Vietnam. As previously mentioned, we continue to focus on bugs but we are already underway on additional Summer content along with content for the latter part of this year. Please keep in mind, that the below details are planned 'goals'. Development progress may result in these items coming at a later than originally scheduled time frame. We will of course update you on such changes, to ensure the community has complete visibility.
In the short term, over the next few updates we are expecting the following to roll out over a series of updates in the coming weeks and months:
Content Have you wanted to play Hue City in Supremacy mode or Song Be in Territories mode? While the development team continues to work hard at bringing you update 1.02, we are also planning to push an interim build to add prototype conversions of the existing TE/SU maps to deliver new experiences on current maps. AMG will continue to work towards bringing completely new content to Vietnam. We will have more to share on that in a future news update!
Lastly, two brand new weapons and a variant of an existing one are also in the works. We will be providing more details on this soon!
Quality of Life
Separate control binding for infantry and vehicle settings
Along with official Xbox and Steam Controller Support
Scoreboard improvements, such as having the ability to directly select and mute other players
Instanced Rendering - new rendering method which offloads work to the GPU allowing for more items on screen (with less objects popping into view) and less CPU hit (potential performance improvement for lower end CPU’s with better GPU combinations)
Having the announcer only announce to the players who are affected by Rapid/Ambush Deployment
Improvements to the Spawn Selection menu, such as the menu remembering your last selected spawn and being able to ‘Ready Up’ by pressing ‘Enter’
And a lot more that we're not quite ready to share!
Bugs The QA team has continued to investigate bugs and looks at community reproductions and believe we have found the root cause of:
Rare Player/Server positional desync
Several audio sounds being cut-off or not playing at all. Such an example is the Spooky
And a whole lot more!
We are still investigating and looking for reliable reproduction cases of the following and could use any community input to help us find them:
Any video step by step instructions or detailed write ups that can cause hit registration issues to occur 100% of the time, if followed exactly. We have seen the issue happen but have had trouble making it happen ‘on command’ so we can capture the root of the issue and work to resolve it.
Over the course of the rest of the year we are working towards our first major content update which is planned to include:
Brand New Maps
Brand New Weapons
Brand New Vehicles
And More!
All throughout, we will continue to look at top community requested features and quality of life improvements. As such, please keep those suggestions and requests rolling in!
And do not forget to check out some of the maps (and mods) that the community has started putting together. To our modding community, there are requested improvements and bug fixes coming as well. One such request is improvement to the upload tool by adding config and localization file support. We are also working directly with Valve to track down why servers are not properly grabbing updated Workshop files.
While details for our future new content updates are not yet available, you can keep an eye on the Rising Storm 2: Vietnam Roadmap for a detailed look at our near future changes and a loose look at our long term plans. Please keep in mind, items are subject to change for various reasons (including date shifting or an entire feature being cut).
Once again, we thank you for your continued support, patronage and interest in Rising Storm 2: Vietnam
Here at Tripwire Interactive and Antimatter Games, it’s important that our studios continue to keep community interaction to high standards. After all, it’s you the community, who we want to ensure are having an enjoyable experience each time you log in to Vietnam and run through the jungle. First, from everyone at Tripwire Interactive and Antimatter Games, we would like to thank you for your continued interest and support of our game.
As to where we are today, you may have already seen our presence on the Reddit boards, official Tripwire forums and the Steam discussions. That presence will continue each and every day. While we may not be able to respond to every single thread, rest assured... we are reading, reviewing and notating on a daily basis.
As such, we'd like to take a few moments to discuss what has occurred since the launch of Vietnam and what we have planned for the future. While there is too much to list on what exactly has been addressed, we do want to call out some of the major issues that you, the community, have provided terrific feedback and bug reports on.
First up, let’s discuss what’s occurred since launch, back on May 30th. Since that time, our immediate attention has been focused on resolving top reported community issues and feedback. The top 3 issues consisted of:
Game crashes
Game launch issues
Stuttering and overall performance
Creating a multiplayer game, especially a FPS, which runs perfectly on all types of PCs, is one of the most challenging technical aspects of game development. We are happy to report that the above issues have been addressed and are in the current Live build. Community feedback and reception has been very positive. This does not mean that our job is over, however. We will continue to ensure that the overall gaming experience not only meets our expectations, but yours as well.
Next, allow us to speak about upcoming content and the future of Vietnam. As previously mentioned, we continue to focus on bugs but we are already underway on additional Summer content along with content for the latter part of this year. Please keep in mind, that the below details are planned 'goals'. Development progress may result in these items coming at a later than originally scheduled time frame. We will of course update you on such changes, to ensure the community has complete visibility.
In the short term, over the next few updates we are expecting the following to roll out over a series of updates in the coming weeks and months:
Content Have you wanted to play Hue City in Supremacy mode or Song Be in Territories mode? While the development team continues to work hard at bringing you update 1.02, we are also planning to push an interim build to add prototype conversions of the existing TE/SU maps to deliver new experiences on current maps. AMG will continue to work towards bringing completely new content to Vietnam. We will have more to share on that in a future news update!
Lastly, two brand new weapons and a variant of an existing one are also in the works. We will be providing more details on this soon!
Quality of Life
Separate control binding for infantry and vehicle settings
Along with official Xbox and Steam Controller Support
Scoreboard improvements, such as having the ability to directly select and mute other players
Instanced Rendering - new rendering method which offloads work to the GPU allowing for more items on screen (with less objects popping into view) and less CPU hit (potential performance improvement for lower end CPU’s with better GPU combinations)
Having the announcer only announce to the players who are affected by Rapid/Ambush Deployment
Improvements to the Spawn Selection menu, such as the menu remembering your last selected spawn and being able to ‘Ready Up’ by pressing ‘Enter’
And a lot more that we're not quite ready to share!
Bugs The QA team has continued to investigate bugs and looks at community reproductions and believe we have found the root cause of:
Rare Player/Server positional desync
Several audio sounds being cut-off or not playing at all. Such an example is the Spooky
And a whole lot more!
We are still investigating and looking for reliable reproduction cases of the following and could use any community input to help us find them:
Any video step by step instructions or detailed write ups that can cause hit registration issues to occur 100% of the time, if followed exactly. We have seen the issue happen but have had trouble making it happen ‘on command’ so we can capture the root of the issue and work to resolve it.
Over the course of the rest of the year we are working towards our first major content update which is planned to include:
Brand New Maps
Brand New Weapons
Brand New Vehicles
And More!
All throughout, we will continue to look at top community requested features and quality of life improvements. As such, please keep those suggestions and requests rolling in!
And do not forget to check out some of the maps (and mods) that the community has started putting together. To our modding community, there are requested improvements and bug fixes coming as well. One such request is improvement to the upload tool by adding config and localization file support. We are also working directly with Valve to track down why servers are not properly grabbing updated Workshop files.
While details for our future new content updates are not yet available, you can keep an eye on the Rising Storm 2: Vietnam Roadmap for a detailed look at our near future changes and a loose look at our long term plans. Please keep in mind, items are subject to change for various reasons (including date shifting or an entire feature being cut).
Once again, we thank you for your continued support, patronage and interest in Rising Storm 2: Vietnam
We are expecting to push a required update for clients and servers tomorrow. It will contain the following:
Major Update (Widespread Crash)
We’ve addressed a crash that occurred anytime a player selected the machine gunner class. Whether a player selected the machine gunner class at the beginning of a match, partway through a match or near the very end of a match, players could crash upon server travel (map conclusion)
SDK
The SDK will no longer crash when using the Lightmass (Swarm) option
We are expecting to push a required update for clients and servers tomorrow. It will contain the following:
Major Update (Widespread Crash)
We’ve addressed a crash that occurred anytime a player selected the machine gunner class. Whether a player selected the machine gunner class at the beginning of a match, partway through a match or near the very end of a match, players could crash upon server travel (map conclusion)
SDK
The SDK will no longer crash when using the Lightmass (Swarm) option
We know many of you out there want to know when you can get your boots into some new maps, and we have some news about this across all fronts! First, thanks to our great modding/mapping community we’ve pinpointed an issue with the community SDK and hope to have a fix out shortly that will allow the community map projects to start rolling out.
We are now working on a new version of Song Be (and other existing variants), so that you will have new Territory and Supremacy maps before too long (as we continue to work on future content). We are aiming to ship a Beta version soon, via the Workshop (http://steamcommunity.com/app/418460/workshop/)! And, yes, there are already completely new maps in the works - but they’ll take a bit longer.
Most of you can stop here, but those of you who want to know more about Steam Workshop hosting and SDK upload tools carry on!
The following are the details server admins will need to set this up on the server:
Make sure that the server is not running. If it is running, the Workshop setup will be overridden the next time you restart the server.
Add a new section to the ROEngine.ini config file: [OnlineSubsystemSteamworks.TWWorkshopSteamworks]
For each Workshop item you want the server to download, add a ServerSubscribedWorkshopItems=<number> line in that section. You can find the number by looking for the id= part of the the URL of the Workshop item in Steam. For example, the URL of the Workshop Test map is http://steamcommunity.com/sharedfiles/filedetails/?id=952365960, so the line will be "ServerSubscribedWorkshopItems=952365960". There might be other text=number parts of the URL, so be sure to use only the number after "id=".
Example [OnlineSubsystemSteamworks.TWWorkshopSteamworks] section (This ID is for the Cousteau Plantation faction mod by Nymets1104): [OnlineSubsystemSteamworks.TWWorkshopSteamworks] ServerSubscribedWorkshopItems=952365960
To make clients download the Workshop item from Steam when connecting to the server: This will only work for Workshop items that the server downloads itself, that are listed in the [OnlineSubsystemSteamworks.TWWorkshopSteamworks] section as described above.
Make sure that the server is not running. If it is running, the Workshop setup will be overridden the next time you restart the server.
Find the section [IpDrv.TcpNetDriver] in the ROEngine.ini config file.
Add the line "DownloadManagers=OnlineSubsystemSteamworks.St eamW orkshopDownload" to that section. If there are other "DownloadManagers=" lines, make sure this one is the first.
Do not delete anything from this section, except (optionally) other DownloadManagers= lines.
And for our content creators, we are also looking at updating the workshop upload tool to include both .ini and .int files so that servers and clients can better handle more complex mods (as well as have maps ship with configs so servers can pick them up more easily in the webadmin).
We know many of you out there want to know when you can get your boots into some new maps, and we have some news about this across all fronts! First, thanks to our great modding/mapping community we’ve pinpointed an issue with the community SDK and hope to have a fix out shortly that will allow the community map projects to start rolling out.
We are now working on a new version of Song Be (and other existing variants), so that you will have new Territory and Supremacy maps before too long (as we continue to work on future content). We are aiming to ship a Beta version soon, via the Workshop (http://steamcommunity.com/app/418460/workshop/)! And, yes, there are already completely new maps in the works - but they’ll take a bit longer.
Most of you can stop here, but those of you who want to know more about Steam Workshop hosting and SDK upload tools carry on!
The following are the details server admins will need to set this up on the server:
Make sure that the server is not running. If it is running, the Workshop setup will be overridden the next time you restart the server.
Add a new section to the ROEngine.ini config file: [OnlineSubsystemSteamworks.TWWorkshopSteamworks]
For each Workshop item you want the server to download, add a ServerSubscribedWorkshopItems=<number> line in that section. You can find the number by looking for the id= part of the the URL of the Workshop item in Steam. For example, the URL of the Workshop Test map is http://steamcommunity.com/sharedfiles/filedetails/?id=952365960, so the line will be "ServerSubscribedWorkshopItems=952365960". There might be other text=number parts of the URL, so be sure to use only the number after "id=".
Example [OnlineSubsystemSteamworks.TWWorkshopSteamworks] section (This ID is for the Cousteau Plantation faction mod by Nymets1104): [OnlineSubsystemSteamworks.TWWorkshopSteamworks] ServerSubscribedWorkshopItems=952365960
To make clients download the Workshop item from Steam when connecting to the server: This will only work for Workshop items that the server downloads itself, that are listed in the [OnlineSubsystemSteamworks.TWWorkshopSteamworks] section as described above.
Make sure that the server is not running. If it is running, the Workshop setup will be overridden the next time you restart the server.
Find the section [IpDrv.TcpNetDriver] in the ROEngine.ini config file.
Add the line "DownloadManagers=OnlineSubsystemSteamworks.St eamW orkshopDownload" to that section. If there are other "DownloadManagers=" lines, make sure this one is the first.
Do not delete anything from this section, except (optionally) other DownloadManagers= lines.
And for our content creators, we are also looking at updating the workshop upload tool to include both .ini and .int files so that servers and clients can better handle more complex mods (as well as have maps ship with configs so servers can pick them up more easily in the webadmin).