We are pleased to announce another Shake and Bake Double XP week (Ends Sept 5th!) along with 3 weapons, the experimental Instanced Rendering system (which will continue to be a work in progress, but we feel it offers enough gains and is stable enough for the main build) and as well as quality of life improvements and fixes!
We are pleased to announce another Shake and Bake Double XP week (Ends Sept 5th!) along with 3 weapons, the experimental Instanced Rendering system (which will continue to be a work in progress, but we feel it offers enough gains and is stable enough for the main build) and as well as quality of life improvements and fixes!
New Tech: Instanced Rendering Back in June, we announced that our engineering team was hard at work on a ‘prototype rendering system’. At that time, it was not yet ready to be delivered in a live build. We’re now at a stage of development with this new technology that we’d like to introduce it with update 1.03.
Before further explanation on what this new technology will provide to you, there are two important items that need to be stated:
This new system will be OFF by default. Should you wish to enable this system, go to the VIDEO options and select the “Instanced Rendering” option, as seen in the below image:
There are known issues with this technology for a certain series of video cards. The GeForce 400 and 500 series in particular. As such, we did not want to leave this new system on by default and want to leave it up to the end user to enable.
Important Message! Instanced Rendering Recommendation! On medium and lower graphics settings, various art assets may display incorrectly - if you are planning on using the experimental ‘Instanced Rendering’ mode, it is highly recommended that you do so on High graphics settings or above.
If you do not have a 400 or 500 series video card (or equivalent) and still experience issues (once enabled), please let us know with your video card model and driver version at our bug and feedback forums for the Community Test Branch: http://steamcommunity.com/app/418460/discussions/6/. You can then turn it back off in the options if it is causing issues.
Instanced Rendering Explanation
Instanced Rendering is a new addition to the engine and therefore will be OFF by default ]while we deploy it for public testing. This new rendering system takes batches of world geometry, or draw calls previously done by the CPU and places the work on the GPU. This means, underutilized GPUs can do more work and take the load off the bottlenecked Rendering Thread. Players with low frequency CPUs (sub 3.0Ghz) and a high-end GPU (GeForce GTX 980+) for example, might experience better and more stable framerate while playing.
Additionally, this system does not use LODs on instanced geometry and as a result there are no popping or visible transitions in mesh geometry while moving around the level.
Game Status Widget Overhaul
The Game Status Widget that displays all the objective and reinforcement information has received an overhaul.
The goal with this UI update is to present the game relevant information in a much more direct and cleaner fashion. The biggest update to this UI element can be seen in Supremacy with the “tug of war” bar, as seen below.
Players can now see all available objectives in the Territories game mode.
New Weapons
We’ve added two brand new weapons plus a new variation for Update 1.03, increasing the total number of weapons in Rising Storm 2: Vietnam to 41. The new guns are:
PM Makarov pistol for the NVA and NLF factions
Smith & Wesson M1917 for the US Army and USMC factions
And the new variation is:
XM21 with Sonics Suppressor and Subsonic Ammo for the US Army
These weapons are available from the moment you start playing Update 1.03, we hope you enjoy them!
General Changes & Updates
Refined the map voting system to avoid repeating recently played maps. By default, after playing a map it will not appear for voting for 2 matches. This can be configured on a server-by-server basis by modifying ROGame.ini ‘MapRepeatLimit = 2’
Reduced the M14’s horizontal recoil significantly and slightly reduced sway
Improved the fluidity of mantling while sprinting, including the addition of a new ‘sprint mantling’ animation, making it far quicker to traverse the battlefield. If you have feedback on this new system, please let us know!
Improved the logic for planting Tripwire Traps. They will be much easier to place now.
Allowed players to stay in the same squad on team swap at the end of a round
Added an animation for spotting enemies! This animation is interruptible by firing your weapon, and does not impede gameplay.
Gameplay
Radiomen now receive points when commanders kill enemies with call-ins made using their radio
Increased the amount of suppression inflicted by the Loach and Cobra’s miniguns
Maps
Players now lower their weapons at helicopter base areas, preventing rampant team killing
Made adjustments to the number of reinforcements across all official maps. These changes are as follows:
Supremacy An Lao
Both teams’ tickets increased from 584 to 634
Territories An Lao
NVA attackers’ tickets increased from 684 to 734
Supremacy Song Be
NVA tickets increased from 360 to 380
Territories Song Be
NVA defenders’ tickets increased from 650 to 700
US defenders’ tickets increased from 530 to 680
Hill 937
NVA defenders’ tickets increased from 470 to 500
Cu Chi
NLF defenders’ tickets increased from 625 to 665
US attackers’ tickets increased from 650 to 680
Supremacy Hue City
US tickets reduced from 570 to 490
Made various balance adjustments to the number of role slots available on all maps. Please see below for previous and updated role slot details:
Cu Chi
US Roles:
Pointmen - Increased from 4 to 5
Machine Gunner - Increased from 3 to 5
Engineer - Increased from 2 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Decreased from 4 to 3
Machine Gunner - Increased from 2 to 4
Sapper - Increased from 2 to 3
Territory Hue City
US Roles:
Machine Gunner - Increased from 2 to 5
Engineer - Increased from 2 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 5
RPG - Increased from 1 to 2
Territory Song Be
US Roles:
Pointmen - Decreased from 8 to 3
Marksman - Decreased from 3 to 2
Machine Gunner - Decreased from 4 to 3
Engineer - Decreased from 4 to 3
Grenadier - Decreased from 4 to 2
Combat Pilot - Decreased from 3 to 1
NLF Roles:
Scout - Decreased from 8 to 5
Sniper - Decreased from 4 to 2
Machine Gunner - Increased from 4 to 5
Sapper - Decreased from 4 to 3
Hill 937
US Roles:
Pointmen - Increased from 2 to 3
Marksman - Increased from 2 to 4
Machine Gunner - Increased from 2 to 5
NVA Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 5
Sapper - Increased from 2 to 3
Territory An Lao Valley
US Roles:
Pointmen - Decreased from 4 to 3
Engineer - Decreased from 4 to 3
NLF Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 3
Supremacy An Lao valley
US Roles:
Pointmen - Decreased from 4 to 3
Marksman - Increased from 2 to 3
Machine Gunner - Increased from 3 to 4
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Increased from 4 to 5
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 3
Sapper - Decreased from 4 to 3
RPG - Increased from 2 to 3
Supremacy Song Be
US Roles:
Pointmen - Decreased from 8 to 3
Marksman - Decreased from 3 to 2
Engineer - Decreased from 4 to 3
Grenadier - Decreased from 4 to 3
NLF Roles:
Scout - Decreased from 8 to 4
Sniper - Decreased from 4 to 3
Sapper - Decreased from 4 to 3
Supremacy Hue City
US Roles:
Marksman - Increased from 2 to 3
Engineer - Decreased from 4 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Increased from 2 to 4
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 6
Supremacy Hue City Lighting
Sharpened and lightened the shadows on the dusk lighting and corrected the angle of the sun relative to the angle of the map’s lighting
Art
Smoothed the animation of rotating claymore mines. Players can now also use C to rotate the claymore in the opposite direction
Adjusted the suspenders and M16 ammo pouches of the US Army to be period-correct to the Vietnam War. Also changed the leather holster to a more accurate black
Removed the period-inaccurate name tags from USMC tunics
User Interface
Servers now display in the details window of the server browser whether the server is running client or server-side hit-detection, as seen in the below image. *Note: As previously mentioned, we recommend server admins use ‘client-side hit-detection’, to improve with hit registration. You can determine if a server has ‘client-side or server-side hit detection enabled or disabled, by reviewing the below server browser example image:
Based on community feedback, we have reverted the change to the mouse behavior when bringing up the in-game map. The in-game map will no longer default to the cursor being enabled. Press the 'T' key to enable the cursor
Scaled down teammate icons on the overhead map by 15%, based on community feedback
Reverted the change to the Machine Gunner icon on the overhead map, based on community feedback
Made the player icon brighter so that it stands out more on the overhead map
Moved the ‘Teamkill Forgiveness’ out of chat and into the voting widget
Added a new icon differentiating spotted tunnels to spotted players
Offset the ‘number of people in objective’ counter to the right, still overlapping the objective icon. This is to improve readability of the objective icon as it fills during capture
Changed the color of the reinforcement icons to match their team colors
Audio
Improved the M79’s firing and explosion sounds sound to make it easier to judge how close you are to both the shot and the explosion
Added a crash sound effect for recon, F4, and Spooky
Improved the ‘Artillery Marked’ sound effect
Added a scope adjust sound effect
Improved the Minigun sound attenuation
Bug Fixes
Gameplay
Fixed a bug which allowed players to sprint and fire their weapons
Fixed an exploit where players would be able to sprint through deep water
Fixed an issue where holding right mouse button would not allow players to zoom their camera when flying helicopters
Fixed an issue where ambush respawn sometimes failed when triggered ‘in the field’, away from a static radio
Fixed an issue where resetting helicopter collective in the helicopter keybinds to ‘space bar’ would overwrite Jump/Mantle
Fixed an issue where Northern radiomen would not receive radio assist points for Anti-Air SAMs
Players can now switch between the claymore and the clacker while prone
Fixed an issue where Squad Leaders would not always receive a pistol when playing as classes not usually equipped with one
Fixed an issue where NLF and NVA Squad Leaders deployed with ambush respawn would receive two pairs of binoculars
Fixed an issue where incomplete squad tunnel placements would prevent other Squad Leaders from digging squad tunnels due to a conflict with the location of the incomplete tunnel
Fixed an issue where the victory screen would not take players to spawn selection if the round ended while they were in Character Customization
Fixed an issue where being decapitated would result in the player’s camera moving ~2 feet behind their own body
Fixed an issue where ammo resupply points provided unlimited smoke grenades
Fixed an issue where the M1917 would only fire five rounds online, rather than the intended six
Fixed an issue where the M1917’s ammo counter displayed incorrect values
Fixed an issue where reloading the last bullets in the M1917 would load bullets three at a time, rather than all six at once
Fixed an issue which caused players entering passworded servers to be unable to connect and be stuck on an ‘infinite loading screen’
Maps
All Maps
Continued to improve map collision to reduce snags and stuck locations across all maps
Fixed various floating items across all maps
Hue City
Fixed a spot where there was no ground under some trees in Hue City
Fixed an issue where the roof collision was missing at objective F on Hue
Fixed an area where players could run out-of-bounds and see ‘incomplete’ looking walls on Hue City
Fixed a hole in which players could become stuck on Hue City
Fixed an exploitable spot under a building near the moat on Hue City
Fixed an issue where players could run out-of-bounds on Hue City and fall out of the map
Added missing collision to the bridge house archway
Jungle Camp
Fixed some floating ferns in the US spawn
Fixed the ‘lighting needs to be rebuilt’ error on Jungle Camp
Compound
Fixed the ‘light bleeding’ through walls across the entirety of Compound
Fixed an issue where some window sills inside objective C did not fill their window frames completely
Firebase
Fixed an area where players could see under the map near Objective A
Fixed an issue where Punji Traps would appear black after planting on Firebase
Fixed a sandbag which appeared overly dark on Firebase
Cu Chi
Fixed an exploit with an ammo box on Cu Chi which allowed the player to throw grenades endlessly
Fixed an exploit where players could mantle onto roofs and fall out of the map on Cu Chi
Fixed an area where objects would cull out inappropriately when viewed through a sniper rifle near Objective B, preventing people from accurately seeing cover
Fixed a location that players could not fit through even though it appeared that they should be able to pass through, in the western portion of Objective A
Song Be
Fixed material inconsistencies between LODs on the houses on Song Be
Fixed an area in which going prone caused a tree to appear to violently shake
Hill 937
Fixed an issue where the player could spawn inside a wooden post on Hill 937
Fixed an issue with a tunnel behind objective E, which would cause players’ bodies to be shot into the sky upon death
Training Maps
Fixed an issue on the Helicopter Training map where when playing with Instanced Rendering turned on trees would appear to flicker
Fixed an issue where targets would flicker in the Shooting Range map with instanced rendering enabled
BETA Maps
Supremacy Hue city
Fixed an exploit on Supremacy Mode Hue that allowed players to access and climb ruined walls
Fixed an issue on Supremacy Mode Hue where the NLF’s spawn protection was too small, allowing US troops to see and shoot spawning players
The climbable vines near Objective C on Supremacy Mode Hue now glow appropriately when NLF players approach them
Fixed an issue on Supremacy Mode Hue where the radios at A and F would not spawn until another objective was captured
Fixed an issue on Supremacy Mode Hue where ‘light shaft’ effects did not match the direction of the sun
Fixed an issue on Supremacy Mode Hue where if players went prone under a table in Objective E would appear to bounce
Fixed light bleed on Supremacy Mode Hue in objectives D and F
Removed a floating light from Supremacy Mode Hue
Fixed an issue on Supremacy Hue City where the US commander could see NLF radio icons, and be unable to use them before capturing objectives
Removed branches with problematic collision from Supremacy Mode Hue City
Territory Song Be
Fixed various visual issues where areas of terrain on Territory mode Song Be would appear overly dark
Art
Fixed an issue where smoke from M79 smoke rounds would not appear for some players
Fixed an issue where going into iron-sights could cause animations to snap in-and-out
Fixed an issue where the second stake of the tripwire trap would preview in white when outside the range of the planting ring
Fixed an issue where the particle effects for the Cobra’s FFAR rockets would produce log spam for clients
Fixed an issue where the M1917’s effects and fire animations would not always play or show particle effects
Fixed an issue where using Instanced rendering would introduce extreme flickering after changing resolution
Fixed an issue where Makarov Magazines would always display as ‘full’ when being loaded into the gun, even when they were not actually full
User Interface
Fixed an issue where using the ‘unmute all’ button on the scoreboard would not unmute everyone
Fixed an issue where players’ positions would appear offset from their actual locations on the overhead map when playing the game in 4K resolution
Fixed an issue where the Overhead Map’s ruler would display incorrect distance values
Fixed an issue where players playing in non-16:9 resolutions would have their unlocked achievements clip through other menu elements in the after-action report
Fixed an issue where the Quick Order Widget text would be offset from its box
Fixed an issue where suicides would be displayed in the killfeed when using the ‘Only Your Death’ killfeed setting
The squad list no longer mentions when a team has no commander on maps without a commander role
Objectives on game status HUD will no longer display incorrectly in the seconds before the round starts
Fixed an issue where the browser would say ‘VAC Secured’ rather than ‘EAC’
Audio
Fixed an issue where player ethnicity did not match various spoken VO lines
Fixed an issue where the M37 shotgun bayonet attachment sound was not in sync with the animation
Fixed an issue where players would hear multiple overlapping explosion sound effects when shooting down helicopters, resulting in a ‘gong-like’ sound
Fixed an issue where Helicopter Minigun sounds would continue after the helicopter’s destruction
Web Admin
Fixed an issue where ‘Members Can Spectate’ options on the dropdown were unavailable
Fixed an issue where the Steam Workshop tool in WebAdmin would not download workshop items
Steam Workshop and SDK
Fixed a crash when saving content using the public SDK tied to WX Widgets
Fixed an issue where capturing an objective in Play In Editor mode would cause the editor to crash
EAC
Various bug fixes and updates
Localization
Corrected the spelling of ‘center’ in the helicopter keybinds settings under ‘center collective’
Corrected the PPSh ammo description when playing the game in French
Fixed the description of the SKS when playing the game in French
Thank you for your continued support and feedback! Tripwire & Antimatter Games
New Tech: Instanced Rendering Back in June, we announced that our engineering team was hard at work on a ‘prototype rendering system’. At that time, it was not yet ready to be delivered in a live build. We’re now at a stage of development with this new technology that we’d like to introduce it with update 1.03.
Before further explanation on what this new technology will provide to you, there are two important items that need to be stated:
This new system will be OFF by default. Should you wish to enable this system, go to the VIDEO options and select the “Instanced Rendering” option, as seen in the below image:
There are known issues with this technology for a certain series of video cards. The GeForce 400 and 500 series in particular. As such, we did not want to leave this new system on by default and want to leave it up to the end user to enable.
Important Message! Instanced Rendering Recommendation! On medium and lower graphics settings, various art assets may display incorrectly - if you are planning on using the experimental ‘Instanced Rendering’ mode, it is highly recommended that you do so on High graphics settings or above.
If you do not have a 400 or 500 series video card (or equivalent) and still experience issues (once enabled), please let us know with your video card model and driver version at our bug and feedback forums for the Community Test Branch: http://steamcommunity.com/app/418460/discussions/6/. You can then turn it back off in the options if it is causing issues.
Instanced Rendering Explanation
Instanced Rendering is a new addition to the engine and therefore will be OFF by default ]while we deploy it for public testing. This new rendering system takes batches of world geometry, or draw calls previously done by the CPU and places the work on the GPU. This means, underutilized GPUs can do more work and take the load off the bottlenecked Rendering Thread. Players with low frequency CPUs (sub 3.0Ghz) and a high-end GPU (GeForce GTX 980+) for example, might experience better and more stable framerate while playing.
Additionally, this system does not use LODs on instanced geometry and as a result there are no popping or visible transitions in mesh geometry while moving around the level.
Game Status Widget Overhaul
The Game Status Widget that displays all the objective and reinforcement information has received an overhaul.
The goal with this UI update is to present the game relevant information in a much more direct and cleaner fashion. The biggest update to this UI element can be seen in Supremacy with the “tug of war” bar, as seen below.
Players can now see all available objectives in the Territories game mode.
New Weapons
We’ve added two brand new weapons plus a new variation for Update 1.03, increasing the total number of weapons in Rising Storm 2: Vietnam to 41. The new guns are:
PM Makarov pistol for the NVA and NLF factions
Smith & Wesson M1917 for the US Army and USMC factions
And the new variation is:
XM21 with Sonics Suppressor and Subsonic Ammo for the US Army
These weapons are available from the moment you start playing Update 1.03, we hope you enjoy them!
General Changes & Updates
Refined the map voting system to avoid repeating recently played maps. By default, after playing a map it will not appear for voting for 2 matches. This can be configured on a server-by-server basis by modifying ROGame.ini ‘MapRepeatLimit = 2’
Reduced the M14’s horizontal recoil significantly and slightly reduced sway
Improved the fluidity of mantling while sprinting, including the addition of a new ‘sprint mantling’ animation, making it far quicker to traverse the battlefield. If you have feedback on this new system, please let us know!
Improved the logic for planting Tripwire Traps. They will be much easier to place now.
Allowed players to stay in the same squad on team swap at the end of a round
Added an animation for spotting enemies! This animation is interruptible by firing your weapon, and does not impede gameplay.
Gameplay
Radiomen now receive points when commanders kill enemies with call-ins made using their radio
Increased the amount of suppression inflicted by the Loach and Cobra’s miniguns
Maps
Players now lower their weapons at helicopter base areas, preventing rampant team killing
Made adjustments to the number of reinforcements across all official maps. These changes are as follows:
Supremacy An Lao
Both teams’ tickets increased from 584 to 634
Territories An Lao
NVA attackers’ tickets increased from 684 to 734
Supremacy Song Be
NVA tickets increased from 360 to 380
Territories Song Be
NVA defenders’ tickets increased from 650 to 700
US defenders’ tickets increased from 530 to 680
Hill 937
NVA defenders’ tickets increased from 470 to 500
Cu Chi
NLF defenders’ tickets increased from 625 to 665
US attackers’ tickets increased from 650 to 680
Supremacy Hue City
US tickets reduced from 570 to 490
Made various balance adjustments to the number of role slots available on all maps. Please see below for previous and updated role slot details:
Cu Chi
US Roles:
Pointmen - Increased from 4 to 5
Machine Gunner - Increased from 3 to 5
Engineer - Increased from 2 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Decreased from 4 to 3
Machine Gunner - Increased from 2 to 4
Sapper - Increased from 2 to 3
Territory Hue City
US Roles:
Machine Gunner - Increased from 2 to 5
Engineer - Increased from 2 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 5
RPG - Increased from 1 to 2
Territory Song Be
US Roles:
Pointmen - Decreased from 8 to 3
Marksman - Decreased from 3 to 2
Machine Gunner - Decreased from 4 to 3
Engineer - Decreased from 4 to 3
Grenadier - Decreased from 4 to 2
Combat Pilot - Decreased from 3 to 1
NLF Roles:
Scout - Decreased from 8 to 5
Sniper - Decreased from 4 to 2
Machine Gunner - Increased from 4 to 5
Sapper - Decreased from 4 to 3
Hill 937
US Roles:
Pointmen - Increased from 2 to 3
Marksman - Increased from 2 to 4
Machine Gunner - Increased from 2 to 5
NVA Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 5
Sapper - Increased from 2 to 3
Territory An Lao Valley
US Roles:
Pointmen - Decreased from 4 to 3
Engineer - Decreased from 4 to 3
NLF Roles:
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 3
Supremacy An Lao valley
US Roles:
Pointmen - Decreased from 4 to 3
Marksman - Increased from 2 to 3
Machine Gunner - Increased from 3 to 4
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Increased from 4 to 5
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 3
Sapper - Decreased from 4 to 3
RPG - Increased from 2 to 3
Supremacy Song Be
US Roles:
Pointmen - Decreased from 8 to 3
Marksman - Decreased from 3 to 2
Engineer - Decreased from 4 to 3
Grenadier - Decreased from 4 to 3
NLF Roles:
Scout - Decreased from 8 to 4
Sniper - Decreased from 4 to 3
Sapper - Decreased from 4 to 3
Supremacy Hue City
US Roles:
Marksman - Increased from 2 to 3
Engineer - Decreased from 4 to 3
Grenadier - Increased from 2 to 3
NLF Roles:
Scout - Increased from 2 to 4
Sniper - Increased from 2 to 3
Machine Gunner - Increased from 2 to 6
Supremacy Hue City Lighting
Sharpened and lightened the shadows on the dusk lighting and corrected the angle of the sun relative to the angle of the map’s lighting
Art
Smoothed the animation of rotating claymore mines. Players can now also use C to rotate the claymore in the opposite direction
Adjusted the suspenders and M16 ammo pouches of the US Army to be period-correct to the Vietnam War. Also changed the leather holster to a more accurate black
Removed the period-inaccurate name tags from USMC tunics
User Interface
Servers now display in the details window of the server browser whether the server is running client or server-side hit-detection, as seen in the below image. *Note: As previously mentioned, we recommend server admins use ‘client-side hit-detection’, to improve with hit registration. You can determine if a server has ‘client-side or server-side hit detection enabled or disabled, by reviewing the below server browser example image:
Based on community feedback, we have reverted the change to the mouse behavior when bringing up the in-game map. The in-game map will no longer default to the cursor being enabled. Press the 'T' key to enable the cursor
Scaled down teammate icons on the overhead map by 15%, based on community feedback
Reverted the change to the Machine Gunner icon on the overhead map, based on community feedback
Made the player icon brighter so that it stands out more on the overhead map
Moved the ‘Teamkill Forgiveness’ out of chat and into the voting widget
Added a new icon differentiating spotted tunnels to spotted players
Offset the ‘number of people in objective’ counter to the right, still overlapping the objective icon. This is to improve readability of the objective icon as it fills during capture
Changed the color of the reinforcement icons to match their team colors
Audio
Improved the M79’s firing and explosion sounds sound to make it easier to judge how close you are to both the shot and the explosion
Added a crash sound effect for recon, F4, and Spooky
Improved the ‘Artillery Marked’ sound effect
Added a scope adjust sound effect
Improved the Minigun sound attenuation
Bug Fixes
Gameplay
Fixed a bug which allowed players to sprint and fire their weapons
Fixed an exploit where players would be able to sprint through deep water
Fixed an issue where holding right mouse button would not allow players to zoom their camera when flying helicopters
Fixed an issue where ambush respawn sometimes failed when triggered ‘in the field’, away from a static radio
Fixed an issue where resetting helicopter collective in the helicopter keybinds to ‘space bar’ would overwrite Jump/Mantle
Fixed an issue where Northern radiomen would not receive radio assist points for Anti-Air SAMs
Players can now switch between the claymore and the clacker while prone
Fixed an issue where Squad Leaders would not always receive a pistol when playing as classes not usually equipped with one
Fixed an issue where NLF and NVA Squad Leaders deployed with ambush respawn would receive two pairs of binoculars
Fixed an issue where incomplete squad tunnel placements would prevent other Squad Leaders from digging squad tunnels due to a conflict with the location of the incomplete tunnel
Fixed an issue where the victory screen would not take players to spawn selection if the round ended while they were in Character Customization
Fixed an issue where being decapitated would result in the player’s camera moving ~2 feet behind their own body
Fixed an issue where ammo resupply points provided unlimited smoke grenades
Fixed an issue where the M1917 would only fire five rounds online, rather than the intended six
Fixed an issue where the M1917’s ammo counter displayed incorrect values
Fixed an issue where reloading the last bullets in the M1917 would load bullets three at a time, rather than all six at once
Fixed an issue which caused players entering passworded servers to be unable to connect and be stuck on an ‘infinite loading screen’
Maps
All Maps
Continued to improve map collision to reduce snags and stuck locations across all maps
Fixed various floating items across all maps
Hue City
Fixed a spot where there was no ground under some trees in Hue City
Fixed an issue where the roof collision was missing at objective F on Hue
Fixed an area where players could run out-of-bounds and see ‘incomplete’ looking walls on Hue City
Fixed a hole in which players could become stuck on Hue City
Fixed an exploitable spot under a building near the moat on Hue City
Fixed an issue where players could run out-of-bounds on Hue City and fall out of the map
Added missing collision to the bridge house archway
Jungle Camp
Fixed some floating ferns in the US spawn
Fixed the ‘lighting needs to be rebuilt’ error on Jungle Camp
Compound
Fixed the ‘light bleeding’ through walls across the entirety of Compound
Fixed an issue where some window sills inside objective C did not fill their window frames completely
Firebase
Fixed an area where players could see under the map near Objective A
Fixed an issue where Punji Traps would appear black after planting on Firebase
Fixed a sandbag which appeared overly dark on Firebase
Cu Chi
Fixed an exploit with an ammo box on Cu Chi which allowed the player to throw grenades endlessly
Fixed an exploit where players could mantle onto roofs and fall out of the map on Cu Chi
Fixed an area where objects would cull out inappropriately when viewed through a sniper rifle near Objective B, preventing people from accurately seeing cover
Fixed a location that players could not fit through even though it appeared that they should be able to pass through, in the western portion of Objective A
Song Be
Fixed material inconsistencies between LODs on the houses on Song Be
Fixed an area in which going prone caused a tree to appear to violently shake
Hill 937
Fixed an issue where the player could spawn inside a wooden post on Hill 937
Fixed an issue with a tunnel behind objective E, which would cause players’ bodies to be shot into the sky upon death
Training Maps
Fixed an issue on the Helicopter Training map where when playing with Instanced Rendering turned on trees would appear to flicker
Fixed an issue where targets would flicker in the Shooting Range map with instanced rendering enabled
BETA Maps
Supremacy Hue city
Fixed an exploit on Supremacy Mode Hue that allowed players to access and climb ruined walls
Fixed an issue on Supremacy Mode Hue where the NLF’s spawn protection was too small, allowing US troops to see and shoot spawning players
The climbable vines near Objective C on Supremacy Mode Hue now glow appropriately when NLF players approach them
Fixed an issue on Supremacy Mode Hue where the radios at A and F would not spawn until another objective was captured
Fixed an issue on Supremacy Mode Hue where ‘light shaft’ effects did not match the direction of the sun
Fixed an issue on Supremacy Mode Hue where if players went prone under a table in Objective E would appear to bounce
Fixed light bleed on Supremacy Mode Hue in objectives D and F
Removed a floating light from Supremacy Mode Hue
Fixed an issue on Supremacy Hue City where the US commander could see NLF radio icons, and be unable to use them before capturing objectives
Removed branches with problematic collision from Supremacy Mode Hue City
Territory Song Be
Fixed various visual issues where areas of terrain on Territory mode Song Be would appear overly dark
Art
Fixed an issue where smoke from M79 smoke rounds would not appear for some players
Fixed an issue where going into iron-sights could cause animations to snap in-and-out
Fixed an issue where the second stake of the tripwire trap would preview in white when outside the range of the planting ring
Fixed an issue where the particle effects for the Cobra’s FFAR rockets would produce log spam for clients
Fixed an issue where the M1917’s effects and fire animations would not always play or show particle effects
Fixed an issue where using Instanced rendering would introduce extreme flickering after changing resolution
Fixed an issue where Makarov Magazines would always display as ‘full’ when being loaded into the gun, even when they were not actually full
User Interface
Fixed an issue where using the ‘unmute all’ button on the scoreboard would not unmute everyone
Fixed an issue where players’ positions would appear offset from their actual locations on the overhead map when playing the game in 4K resolution
Fixed an issue where the Overhead Map’s ruler would display incorrect distance values
Fixed an issue where players playing in non-16:9 resolutions would have their unlocked achievements clip through other menu elements in the after-action report
Fixed an issue where the Quick Order Widget text would be offset from its box
Fixed an issue where suicides would be displayed in the killfeed when using the ‘Only Your Death’ killfeed setting
The squad list no longer mentions when a team has no commander on maps without a commander role
Objectives on game status HUD will no longer display incorrectly in the seconds before the round starts
Fixed an issue where the browser would say ‘VAC Secured’ rather than ‘EAC’
Audio
Fixed an issue where player ethnicity did not match various spoken VO lines
Fixed an issue where the M37 shotgun bayonet attachment sound was not in sync with the animation
Fixed an issue where players would hear multiple overlapping explosion sound effects when shooting down helicopters, resulting in a ‘gong-like’ sound
Fixed an issue where Helicopter Minigun sounds would continue after the helicopter’s destruction
Web Admin
Fixed an issue where ‘Members Can Spectate’ options on the dropdown were unavailable
Fixed an issue where the Steam Workshop tool in WebAdmin would not download workshop items
Steam Workshop and SDK
Fixed a crash when saving content using the public SDK tied to WX Widgets
Fixed an issue where capturing an objective in Play In Editor mode would cause the editor to crash
EAC
Various bug fixes and updates
Localization
Corrected the spelling of ‘center’ in the helicopter keybinds settings under ‘center collective’
Corrected the PPSh ammo description when playing the game in French
Fixed the description of the SKS when playing the game in French
Thank you for your continued support and feedback! Tripwire & Antimatter Games
As many of you know, we released 1.03 into the CTB (Community Test Branch) last week. We have been pleased with the progress and reception so far and plan to release the 1.03 update live tomorrow barring any major issue. This will include the experimental Instanced Renderer that players can turn on (it is off by default and has some known issues). The Instanced Renderer has been known to provide performance gains to some users. We encourage you to give it a try!
As further incentive to stop by (or send your friends!), we’ll have some game codes, video cards, and other swag to hand out! For those of you who can’t make it, you can tune in via: https://www.twitch.tv/pax2
As many of you know, we released 1.03 into the CTB (Community Test Branch) last week. We have been pleased with the progress and reception so far and plan to release the 1.03 update live tomorrow barring any major issue. This will include the experimental Instanced Renderer that players can turn on (it is off by default and has some known issues). The Instanced Renderer has been known to provide performance gains to some users. We encourage you to give it a try!
As further incentive to stop by (or send your friends!), we’ll have some game codes, video cards, and other swag to hand out! For those of you who can’t make it, you can tune in via: https://www.twitch.tv/pax2
Don't look now, but right now might be the best time ever for multiplayer FPSes. I'm old enough to have experienced the [to the tune of Bryan Adams] 'FPSummer of Ninety-Nine' that gave us, egad, Quake III, Unreal Tournament, Team Fortress Classic, and the beginning of Counter-Strike. I think 2017 surpasses that.
In terms of depth, frequency of support, and contrasting kinds of multiplayer FPSes I can dig into, I don't think there's been a better moment for the PC gamer. The appropriate way to make this argument is with bullet points:
An Arma mod on steroids is the most popular FPS on Steam. PlayerUnknown's Battlegrounds is a story generator that balances intense firefights with goofing around. It's a 100-person free-for-all on a massive map that also respects your time. This week PUBG is running its first major tournament at Gamescom, with a $350,000 prize pool.
Even with PUBG alongside it, Arma 3—an intricate and often demanding sim—averages about 22,000 concurrent players daily. That's five times the playerbase it had at launch in 2013.
Blizzard's first FPS is colorful, competitive, and inclusive. But maybe most noteworthy is the tenacity and transparency with which Blizzard has iterated on Overwatch over time: it's been patched more than 120 times since launch, with seven seasonal events so far.
Investment money is pouring into Blizzard's Overwatch League, which will hopefully lay the groundwork for stable team rosters and great tournaments.
Valve's support for CS:GO has been inconsistent, but the shooter has nevertheless cemented itself as an insanely deep competitive game. You could spend months working on your grenade technique alone. With its massive tournaments and a little help from online gambling, CS:GO has paved the way for all other FPS' esports scenes.
Quake is back. Even with a free-to-play business model, rentable characters, and 'ultimate' abilities attached to each champion, Quake Champions bunnyhops and talks like a pure Quake game.
One of the biggest game publishers in the world made a multiplayer-only, PC-first, tactical FPS and has supported it well for two years. Rainbow Six Siege has 2.3M daily players on all platforms.
One decade after Halo 2, Destiny 2 is coming to PC.
Tripwire and Antimatter Games are quietly making some of the best FPSes on this list. Killing Floor 2, which just ran a great summer event, deserves some sort of blood-soaked Emmy for its gore system and gun animations. Rising Storm 2: Vietnam represents one of the best midpoints between authenticity and accessibility, continuing the series' ambitious focus on asymmetry.
Battlefield 1, with easily the best infantry combat in the series, chugs along with paid expansions.
March's Day of Infamy is a worthy successor to Day of Defeat, with great co-op to boot.
Unreal Tournament is being remade as a unique collaboration between modders and Epic.
Expect a major update to Team Fortress 2 when it turns 10 on October 10.
Call of Duty: WWII is getting a beta on PC.
20 years after GoldenEye came out on Nintendo 64, the best version of it exists on PC and is maintained by a team of passionate fans. It's free.
Most of these games are funded by cosmetic microtransactions that don't affect gameplay, rather than expansions or map packs that would fragment the player base.
We have just updated the CTB with the following changes and fixes:
Important Message! Instanced Rendering Recommendation On medium and lower graphics settings, various art assets may display incorrectly - if you are planning on using the experimental ‘Instanced Rendering’ mode, it is highly recommended that you do so on High graphics settings or above.
We are also working to adjust the affected environment assets, however, for now you may wish to disable Instanced Rendering if they negatively impact your experience with Rising Storm 2: Vietnam.
Thank you for your assistance with testing this new technology!
Bugfixes
Gameplay
Fixed an issue where the M1917 would only fire five rounds online, rather than the intended six
Fixed an issue where the M1917’s ammo counter displayed incorrect values
Fixed an issue where reloading the last bullets in the M1917 would load bullets three at a time, rather than all six at once
Fixed an issue which caused players entering passworded servers to be unable to connect and be stuck on an ‘infinite loading screen’
Fixed an issue where ambush respawn sometimes failed when triggered ‘in the field’, away from a static radio
Maps
Hue City
Fixed an issue where players could run out-of-bounds on Hue City and fall out of the map
Added missing collision to the bridge house archway
Cu Chi
Fixed a location that players could not fit through even though it appeared that they should be able to pass through, in the western portion of Objective A
Jungle Camp
Fixed the ‘lighting needs to be rebuilt’ error on Jungle Camp
Firebase
Fixed an issue where Punji Traps would appear black after planting on Firebase
Fixed a sandbag which appeared overly dark on Firebase
Training Maps
Fixed an issue on the Helicopter Training map where when playing with Instanced Rendering turned on trees would appear to flicker
Fixed an issue where targets would flicker in the Shooting Range map with instanced rendering enabled
Art
Fixed an issue where going into iron-sights could cause animations to snap in-and-out
Fixed an issue where the M1917’s effects and fire animations would not always play or show particle effects
Fixed an issue where using Instanced rendering would introduce extreme flickering after changing resolution
Fixed an issue where Makarov Magazines would always display as ‘full’ when being loaded into the gun, even when they were not actually full
Audio
Fixed an issue where player ethnicity did not match various spoken VO lines
We have just updated the CTB with the following changes and fixes:
Important Message! Instanced Rendering Recommendation On medium and lower graphics settings, various art assets may display incorrectly - if you are planning on using the experimental ‘Instanced Rendering’ mode, it is highly recommended that you do so on High graphics settings or above.
We are also working to adjust the affected environment assets, however, for now you may wish to disable Instanced Rendering if they negatively impact your experience with Rising Storm 2: Vietnam.
Thank you for your assistance with testing this new technology!
Bugfixes
Gameplay
Fixed an issue where the M1917 would only fire five rounds online, rather than the intended six
Fixed an issue where the M1917’s ammo counter displayed incorrect values
Fixed an issue where reloading the last bullets in the M1917 would load bullets three at a time, rather than all six at once
Fixed an issue which caused players entering passworded servers to be unable to connect and be stuck on an ‘infinite loading screen’
Fixed an issue where ambush respawn sometimes failed when triggered ‘in the field’, away from a static radio
Maps
Hue City
Fixed an issue where players could run out-of-bounds on Hue City and fall out of the map
Added missing collision to the bridge house archway
Cu Chi
Fixed a location that players could not fit through even though it appeared that they should be able to pass through, in the western portion of Objective A
Jungle Camp
Fixed the ‘lighting needs to be rebuilt’ error on Jungle Camp
Firebase
Fixed an issue where Punji Traps would appear black after planting on Firebase
Fixed a sandbag which appeared overly dark on Firebase
Training Maps
Fixed an issue on the Helicopter Training map where when playing with Instanced Rendering turned on trees would appear to flicker
Fixed an issue where targets would flicker in the Shooting Range map with instanced rendering enabled
Art
Fixed an issue where going into iron-sights could cause animations to snap in-and-out
Fixed an issue where the M1917’s effects and fire animations would not always play or show particle effects
Fixed an issue where using Instanced rendering would introduce extreme flickering after changing resolution
Fixed an issue where Makarov Magazines would always display as ‘full’ when being loaded into the gun, even when they were not actually full
Audio
Fixed an issue where player ethnicity did not match various spoken VO lines
We have just set live our first build of the upcoming 1.03 patch on the Community Test Branch. The full changelog has been posted in another announcement.
Players can choose to opt in to this build to help us by navigating to their Properties for the Rising Storm 2 application in their game library, selecting the Beta Tab, and choosing the:
community_test_branch
As seen in this picture:
For all those who choose to help, we would greatly appreciate if you would test out the new Instanced Rendering system. Details on how to turn that on (it is off by default) can be found in the changelog.
If you choose to opt out of the CTB - please turn off IR before opting out. If you do not it can cause issues when you roll back and you will need to delete your roengine.ini.
Go to Documents\My Games\Rising Storm 2\ROGame\Config and delete ROEngine.ini. If you do not wish to delete the file, open it with a text editor and search for InstancedRendering. If set to True, change to False. Save."