Jump to content
Battlefield.no
Sign in to follow this  
IronTurd

Red Orchestra - Fra tanke til retail

Recommended Posts

main.php?g2_view=core.DownloadItem&g2_itemId=42&g2_serialNumber=2 Historien om modden som vant og ble et spill

Red Orchestra: Ostfront 41-45 er like rundt hjørnet. Og dette spillet har en historie verdig å fortelle. Utviklerne bak Red Orchestra begynte en gang på en modifikasjon, en mod som vant både penger og spillmotorlisens. Nå som Red Orchestra kommer som et stand-alone spill er det viktig å skille mellom spill og mod, derfor har vi skrevet ned historien til modden.

En historie du kan lese her. The English version is at the bottom of post two

Denne artikkelen er altså om UT2004-moden Red Orchestra Mod: Combined arms. Etter at du har lest den, så kan du lese mer om det kommende spillet Red Orchestra: Ostfront 41-45 på Battlefield.no sitt forum for RO:O

Share this post


Link to post
Share on other sites

Den beskjedne begynnelsen

Det var en gang en gjeng med hardcore spillere, med erfaring fra "WW2 shooters", som ville lage et realistisk spill. De samlet seg og hadde en idémyldring før de så etter et spill de kunne bruke som utgangspunkt. Av spillene som ble vurdert kan vi nevne Soldier of Fortune 2 (Q3 motor), Return to Castle Wolfenstein (Q3 motor) og Medal of Honor (Q3 motor). Men da Unreal Tournament 2003 nærmet seg, oppdaget gjengen at det fulgte med moddeverktøy som den gang var overlegent alt annet. En ting som er verdt å merke seg er at ingen av utviklerne møtte hverandre i egen person før Tripwire Interactive ble grunnlagt.

main.php?g2_view=core.DownloadItem&g2_itemId=1139&g2_serialNumber=2

Red Orchestra tok altså sikte på å være en realistisk, men likefult spillbar mod som omhandlet WW2. Den kanskje største forskjellen fra andre krigsspill med samme tema, er at Red Orchestra utspiller seg på østfronten og har dermed ingen «heia USA» faktor i det hele tatt. Det er faktisk ikke en eneste amerikansk soldat med i modden, noe en del amerikanere reagerte på. Mer info om Red Orchestra modden i forhold til krigen kan du lese her (denne siden ble oppdatert etter at versjon 3.1 ble sluppet).

Første versjon av Red Orchestra ble sluppet 10.08.03. Allerede 24.10.03 kom første oppdatering, og kort tid etter kom patch 1.1.1 med ytterligere forbedringer. Rundt denne tiden ble også en av de eldste RO-klanene grunnlagt, Project Twilight, som du kan lese mer om i dette intervjuet og på hjemmesiden deres.

Make Something Unreal Contest

MSUC, var et samarbeid mellom spillutvikleren Epic Games og nVidia. Den samlede verdien av alle premiene fra alle fasene, var på 1 000 000 $. Dette inkluderer blandt annet verdien på lisensene til Unreal Engine 2.5 og Unreal Engine 3. Det var i alt 5 faser, og det var ca 2-5 måneder mellom dem (kortere når det nærmet seg slutten).

main.php?g2_view=core.DownloadItem&g2_itemId=1052&g2_serialNumber=2

Red Orchestra var ikke med i første fase av Make Something Unreal Contest (MSUC). Teamet bak RO følte seg ikke klare til å bli med i en konkurranse slik modden var da. Likevel ble de overrasket over hvor langt de var kommet i forhold til de som var med i første fase av konkurransen. Noe som resulterte i at de ble enige om å henge seg på i andre runde.

main.php?g2_view=core.DownloadItem&g2_itemId=1151&g2_serialNumber=2

Red Orchestra vant prisen for "best FPS mod" og "best mod" samtlige runder de var med på. I sum vant Red Orchestra "småpremier" for 100,000$, i tillegg så vant de lisensene til UE2.5 og UE3 (verdi: ca 300,000$), - selve mandelen i grøten. Profesjonelle spillstudioer var faktisk med på konkurransen kun på grunn av muligheten for å vinne lisensene til de motorene, me de vant altså ikke fram.

SPOILER: Utdrag fra intervjuet...
Utdrag fra intervjuet mellom GameInformer og John Gibson

Gibson: There were like five phases and 20 prizes awarded per phase. Each prize was going from $500 to $10,000 or $50,000 for the final phase. You have to realize that 19 other teams won prize money in every phase. For the final phase, we won the $50,000 and we also won $50,000 throughout the other phases. Grand total, we actually won $100,000. So over the entire contest, it all equaled one million dollars and that included the Unreal license which is worth about $300,000 or $400,000.

Les resten av intervjuet på GameInformer

Detaljer om de forskjellige fasene finner du under tidslinjen lengre ned i artikkelen.

RO:Ladder

Det er usikkert når RO:Ladder faktisk starta. Men den eldste nyhetsposten på RO:Ladder ble postet 08.08.04. Før det var det en halvferdig side som ble brukt som et testoppsett. Uansett ble ikke den første kampen i RO:Ladder spilt før 19.09.04. Kampen var mellom Project Twilight og SUOMI, klanene som etter hvert skulle vise seg å bli de beste klanene i RO:Ladder. Resultatet av kampen kan du se her. I tillegg til klankamper i ladderen, har folket bak RO:Ladder arrangert cuper og temakvelder av ulike slag. Blant annet "Bolt action night" og "Nations cup".

main.php?g2_view=core.DownloadItem&g2_itemId=1103&g2_serialNumber=2

RO:Ladder ble fort den eneste aktive klanscenen for Red Orchestra og har derfor bidratt både direkte og indirekte i utviklingen av spillet. Noen hardcore spillere har laget brett som er relativt nøyaktige historisk sett, men likevel godt egnet for klankamper. Når sant skal sies har Red Orchestra samfunnet bidratt enormt til utviklingen av spillet på flere plan. Det er til og med laget en egen "map-maker" side hvor brettdesignerne samler seg; er du interessert kan du ta turen innom Map Orchestra. RO:Ladder har også en liten avdeling for RO-videoer, for de som har lyst til å se ingamefilm fra "gamledager".

Battlefield.no stilte med egen klan i ladderen i sin tid. Klanen bestod av en gjeng relativt ustrukturerte folk som hadde en trang til å prøve noe nytt... Mer om Bf.no RO-squad lengre nede.

Fra infanteri til Combined Arms

Da Unreal Tournament 2004 kom ble Red Orchestra konvertert og ytterligere forbedret før det ble sluppet som versjon 2.0. Noen mente dette var et helt nytt spill, og på mange måter var det det. Endelig hadde Red Orchestra fått egne og skikkelige menyer, bedre modeller, flere brett, flere våpen og ikke minst "free aim"*. Av de nye våpnene er det verdt å nevne MG-34. Ikke bare fordi de er et av de kraftigste våpnene i spillet, men fordi et helt nytt system for å kunne skyte med våpenet ble innført.

SPOILER: Utdrag fra 2.0 changelog
New features in 2.0

- Machine Gun system has been implemented

- The MG barrel steam has been hooked in. Barrels will steam when they are over 100 deg C. Failure will occur at 200 deg C

- Added MG-34 barrel changing functionality (The default key for barrel changing is 'b'). DP-28 cannot change barrels

- Added tracer system for MG's. Tracers spawn every 5th shot

- New MG tracer effect uses dynamic light.

SPOILER: "Iron Sights" og "Free aim"
"Iron Sights"

"Iron Sights" er engelsk for sikte-emnene på våpnene. Som de fleste fort oppdager første gang de spiller RO, så har man ikke "cross-hair". I stedet så bruker man sikteemnet på våpenet. Ved å trykke på I eller middle mouse-button (dette er standard knappene), så løfter du våpenet opp til skulderen og ser igjennom sikteemnet. Jo lengre man holder våpenet slik, jo mer urolig vil siktet bli. Hvis man står i knestående, eller ligger på bakken - så blir denne svainga mindre.

"Free-Aim?" og skyting fra hofta

Når man ikke bruker sikte emnene på våpnet, så "sikter" man med "Free-Aim?". Dette systemet gjør at våpenet ditt ikke peker mot samme punkt på skjermen din hele tiden. Derfor så blir det meningsløst å sette på en teipbit der det usynelige cross-hairet er.

Med litt tid, så lærer man seg alikavel å føle hvor dette siktet er - og man kan da skyte ganske bra rett fra hofta. Dette fungerer best på avstander under 20 meter, og er veldig effektivt med automatvåpen.

main.php?g2_view=core.DownloadItem&g2_itemId=1172&g2_serialNumber=2

Tross store forandringer og forbedringer fra RO 1.2 (UT03) til RO 2.0 (UT04), var det ikke før 3.0 kom at de største omveltninger gjorde sin entré. Det hadde lenge florert rykter og diskusjoner om kjøretøy skulle introduseres på slagmarken. Spillmotoren kunne støtte det og det var jo tross alt en del kjøretøyer på østfronten. Og dermed var det duket for panserkjøretøyer, artilleri, kikkerter, panzerfaust og en masse andre greier. Siste versjon av RO som rakk MSUC konkurransen var 3.2. I den versjonen ble MG-42 introdusert. Klipp fra nyheten om 3.2:

Firstly, the oft-demanded German MG-42, bringing new ways to fight the Soviet onslaught. This time we bring you the first ever complete implementation of its awesome 1,200 rounds-per-minute of firepower in any game!

main.php?g2_view=core.DownloadItem&g2_itemId=1186&g2_serialNumber=2

03-01-2005 ble Tripwire Interactive, tidligere kjent som Red Orchestra team, grunnlagt. Dette var rett før finalen i MSUC. Tross seieren og muligheten til å kjøre på med nye ideer med lisens til både Unreal Engine 2.5 og 3.0 valgte Tripwire Interactive å gi ut en siste patch til modden Red Orchestra. Som et siste løft til modden koordinerte Tripwire en konkurranse om å lage ny kart til RO. Resultatet ble "Summer Offensive Map Pack".

Battlefield.no og RO

Æren for at Battlefield.no på et tidlig tidspunkt tok tak i Red Orchestra må i stor grad tilskrives Skvate som utrettelig drev progaganda for modden. Etterhvert begynte noen flere å få øynene opp for dette, og det ble satt av en UT2004-server til å kjøre en RO publicserver.

Som et eksperiment ble det satt opp en Battlefield.no communityklan, som også deltok på RO-ladder.net. Klanen drev aldri veldig strukturert, og resultatene ble deretter, men vi som var med kan bekrefte at modden egner seg utmerket til klanspilling. Communityklanen vil i utgangspunktet ikke bli satt i drift igjen, men flere av medlemmene vil om kort tid lansere en ny klan som skal spille Ostfront. Vi håper sterkt, og har også stor tro på at Ostfront vil egne seg enda bedre til klanspilling enn modden.

Skvate lagde også et par ingame-videoer i sin tid. Om det er for å skryte av seg selv eller Red Orchestra er fortsatt noe usikkert. Men filmene finner du på Battlefield.nos ftp server. På samme sted ligger teaseren til Red Orchestra: Combined Arms (versjon 3.1 av modden) og Red Orchestra: Ostfront (spillet) om det skulle være av interesse.

Tidslinjen

  • Arbeidet på RO modden begynte rundt 2000/2001.
  • Før RO utviklerne bestemte seg for å bruke Unreal Torunament 2003 som base var de først innom Soldier of Fortune (Q3 motor), Return to Castle Wolfenstein (Q3 motor) og Medal of Honor (Q3 motor).
  • Unreal Tournament 2003 kom ut i 2002
  • Første spillbare versjon av Red Orchestra, versjon 1.0, kom ut 10.08.03 til Unreal Tournament 2003. Ikke lenge etterpå kom versjon 1.1. Nærmere bestemt 24.10.03.
  • Jeremy er en av de som har sluttet underveis. Han leder nå prosjektet "Insurgency", som er en mod for Half-Life 2.
  • Fase 1 av MSUC
    Vinnerne ble annonsert 19.12.2003.
    Denne fasen blei arrangert på UT2003. RO deltok ikke i denne runden (les om årsaken i intervjuet med John Gibson aka Ramm-Jaeger). Deathball v1.9 vant "Best mod" kategorien.
    SPOILER: Utdrag fra intervjuet med Gibson
    There are a lot of rumors about Red Orchestra, and one of them is that we were a bunch of evil money grubbers that got together for the sole purpose of winning the MSU contest and that was all we cared about. Couldn?t be farther from the truth. We had probably eight or nine months of development on the game before the contest was even announced. When it was announced we all had a meeting and said, ?Should we enter this thing?? And everybody?s like, ?Yeah, let?s just do it.? It wasn?t one of those things where we looked at each other and said, ?Yeah, we?re going to win this thing. Let?s do it.? Our thought was that there was probably going to be lots of other really good mods, but we?re going to do this thing just for fun.
    There were five phases of the contest and during the first phase we didn?t feel we were ready so we sat out. And we watched the other mods come out and it was one of those epiphany moments when we realized that we were six months to a year ahead of every other mod in the contest ? just in terms of development and polish. They were fun. But almost every other mod was UT 2004 with jungle models or terrorist models. They really hadn?t changed the core gameplay. They just put a little bit of different artwork in. And we realized, ?Man, we could win this!?

  • Siste versjon for UT03 var 1.2, som kom ut i januar 2004.
  • Unreal Tournament 2004 kom ut i mars 2004.
  • Det ble kjapt bestemt at Red Orchestra skulle videreføres og versjon 2.0 kom ut mai 2004 til Unreal Tournament 04.
  • Fase 2 av MSUC
    Vinnerne ble annonsert 10.05.2004.
    Red Orchestra vant kategoriene "Best FPS mod" (verdi: 7,500$) og "Best Voice Pack or Audio Modification" (verdi: 1,000$).
  • MG-34 ble introdusert i modden. Med eget deploysystem for å kunne avfyre våpenet.
  • Etter dette ble RO patcha to ganger (2.1 og 2.1.1), men den store videreutviklingen kom ikke før versjon 3.0
  • Fase 3 av MSUC
    Vinnerne ble annonsert 05.08.2004.
    Red Orchestra vant kategorien "Best FPS mod" (verdi: 10,000$). De fikk og 2. plass i kategorien "Best Voice Pack or Audio Modification" (verdi: 750$)
  • 19.09.2004 ble den første klankampen i RO:Ladder spillt. Og en hjemmebane for "den harde kjerne" ble født.
  • Med versjon 3.0, som fikk navnet "Combined Arms", kom også tanks, artilleri og rekke andre muligheter, forandringer og forbedringer.
  • Fase 4 av MSUC
    Vinnerne ble annonsert 02.12.2004.
    Red Orchestra vant kategorien "Best FPS mod" (verdi: 10,000$).
  • Gjennom hele 3.x serien har det vært fokus på å videreutvikle kjøretøyene, men samtidig opprettholde magien ved infanteridelen.
  • MG-42 ble introdusert i versjon 3.2. RO var det første spillet med ekte skuddrate, 1200 skudd i minuttet, på en MG-42.
  • 03-01-2005 ble Tripwire Interactive, tidligere kjent som Red Orchestra team, grunnlagt.
  • Storfinalen i MSUC
    Vinnerne ble annonsert 24.01.2005.
    Red Orchestra vant kategorien "Best Mod" (verdi: 50,000$).
  • Siste versjon av Red Orchestra modden var versjon 3.3. Denne versjonen kom ut etter seieren i MSUC. Etter dette fokuserte utviklerne på Red Orchestra: Ostfront 41-45.

Flere bilder fra "old school" Red Orchestra finner du her

Kilder til saken: Red Orchestra (mod-hjemmesiden), Red Orchestra: Ostfront (spill-hjemmesiden), Unreal Tournament.com, RO:Ladder.net og Wikipedia.

Samtidig vil jeg rette en stor takk til Skvate som har hjulpet til med research!

SPOILER: Click for English version

Thanks to [wcip]Angel who translated this:

The humble beginning

Once upon a time, there was a group of hardcore gamers whose experience with WW2-shooters spurred their interest in created a game of true realism. They got together and brainstormed some ideas before looking for a game they could use as a starting point. Games such as Soldier of Fortune 2, Return to Castle Wolfenstein and Medal of

Honor (all using the Quake 3 engine) were considered. However, when Unreal Tournament 2003 was released, they discovered a modding tool unlike anything else they?d seen. It?s worth mentioning that none of developers had met each other prior to the founding of Tripwire Interactive.

Red Orchestra aimed at being a game of true realism while still being a playable WW2-modification. The most important difference between RO and other war games is that in this game, the perspective lies with the eastern forces, and thus, there is no ?Go USA!?-message subliminally hidden in the game. In fact, there?s not a single American soldier in the mod at all, which some american gamers reacted to. More information on the Red Orchestra modification and the war can be found here (this page was updated after the release of version 3.1)

The first version of Red Orchestra was released 08.10.03. Already on 10.24.03 came the first update, and soon thereafter came the 1.1.1 patch which significantly improved the game. Around this time, Project Twilight ? one of the first RO clans ? was founded, and you can read more about them in this interview and on their web pages.

Make Something Unreal Contest

MSUC was a collaboration between developer Epic Games and nVidia. The aggregate value of their awards from all the phases amounted to $1.000.000. This includes (among other things) the value of the Unreal Engine 2.5 and 3 licenses. There were a total of five phases, each one lasting between two and five months. (Towards the end, the phases became shorter.)

Red Orchestra did not participate in the first phase of Make Something Unreal Contest (MSUC). The developers of RO didn?t feil ready to partake in such a contest when modification was in the state that it was. Nevertheless, they were surprised to see how far they?d come compared wo the developers who were in the first phase of the contest, and this encouraged them to join in for the second phase.

Red Orchestra won the awards for ?Best FPS modification? and ?Best Modification? every year they were in contention. Red Orchestra won ?small? sums of prize money totalling $100.000. They also won the coveted UE2.5 and UE3 licenses (worth about $300.000). Professional game developers had in fact participated in the competition in a futile attempt to win the licenses to these graphics engines.

SPOILER: Excerpt from the interview.
Excerpt from the interview between GameInformer and John Gibson

Gibson: There were like five phases and 20 prizes awarded per phase. Each prize was going from $500 to $10,000 or $50,000 for the final phase. You have to realize that 19 other teams won prize money in every phase. For the final phase, we won the $50,000 and we also won $50,000 throughout the other phases. Grand total, we actually won $100,000. So over the entire contest, it all equaled one million dollars and that included the Unreal license which is worth about $300,000 or $400,000.

Read the rest of the intervju in GameInformer

Details regarding the various phases can be found in the timeline further on in the article.

RO:Ladder

The exact time of the founding of the RO:Ladder is uncertain, but the first bulletin on the RO:Ladder was posted 08.08.04. Prior to this date, the fledgling website had only been used as a testing ground. Regardless, it wasn?t until 09.19.04 that the first match of RO:Ladder was played. The match was between Project Twilight and SUOMI, two clans which would subsequently become the best clans of RO:Ladder. The results of the match can be seen here. In addition to the Ladder-clanwars, the people behind RO:Ladder have arranged cups and theme parties, notably ?Bolt Action Night? and ?Nations Cup?.

RO:Ladder quickly became the only active place for Red Orchestra-clans, and as a result have contibuted both directly and indirectly to the development of the game. Some hardcore players have designed maps of great historical accuracy while still being well suited for clanwars.Truth be told, the Red Orchestra community has in many ways greatly contributed to the development of the game. There is even a ?map-maker? web page, where designers get together. If you?re interested, swing on by Map Orchestra. The RO:Ladder also offer a section for RO:Videos, for those interested in viewing in-game recordings from ?the good old days.?

Battlefield.no was represented with their own clan in the ladder for some time. The clan was composed of a group of relatively unstructured people who wanted to try out something new? You can read more about the BF.no RO-clan further down.

From infantry to Combined Arms

When Unreal Tournament 2004 was released, Red Orchestra was converted and further improved before its re-release as version 2.0. Some people argued that it had become a whole new game, and in many respects, that was true. Finally, Red Orchestra had their own, well-crafted menus, better character models, more maps and weapons and last but not least: ?Free aim?*. Of the new weapons, the MG-34 deserves particular attention, not only because it?s one of the most powerful weapons in the game, but also because it introduced a whole new way of handling and shooting the weapon.

SPOILER: Excerpt from 2.0 changelog
New features in 2.0

- Machine Gun system has been implemented

- The MG barrel steam has been hooked in. Barrels will steam when they are over 100 deg C. Failure will occur at 200 deg C

- Added MG-34 barrel changing functionality (The default key for barrel changing is 'b'). DP-28 cannot change barrels

- Added tracer system for MG's. Tracers spawn every 5th shot

- New MG tracer effect uses dynamic light.

Spoiler: ?Iron Sights? and ?Free aim.? (not translated)

Despite massive change and improvement from RO 1.2 (UT03) to RO 2.0 (UT04), the most dramatic changes were not implemented until version 3.0. For a long time, rumours had spread claiming the introduction of vehicles on the battlefield. The engine supported the use of vehicles, and after all, there was actually a great number of vehicles on the eastern front. As a result, the game introduced panzered vehicles, artillery, binoculars, panzerfaust and a whole lot of other shit. The last version of RO which competed in the MSUC was 3.2 introduced the MG-42. Extract from the 3.2 announcement:

Firstly, the oft-demanded German MG-42, bringing new ways to fight the Soviet onslaught. This time we bring you the first ever complete implementation of its awesome 1,200 rounds-per-minute of firepower in any game!

On 01.03.2005, just before the MSUC finales, Tripwire Interactive ? previously known only as the Red Orchestra Team ? was founded! Despite their victory in the contest and the opportunity to pave the way with new ideas with the UE 2.5/3-licenses, Tripwire Interactive chose to release one final patch for the modification Red Orchestra. As a final boost, Tripwire arranged a map-making competition for RO. The result was ?Summer Offensive Map Pack?.

Battlefield.no and RO

A great applause for Skvate, who can take the credit for making sure Battlefield.no got engaged with Red Orchestra early on by lobbying vehemently and passionately for the modification. After a while, other people became interested, and a UT2004-server was set aside as a RO public server.

As an experiment, a Battlefield.no community-clan was put together. The clan ? although it participated on RO-Ladder.net ? was never very structured (and the results suffered accordingly), but those of us who played can honestly say that the mod is superbly suited for teamplay and clanwars. The community-clan will not be put out to pasture, but some of the members will soon launch a new clan designed to play Ostfront. We hope ? and believe ? that Ostfront will be even better suited for gameplay and clanwars than RO.

In his days, Skvate compiled some in-game clips. Whether it?s to show off his skills or Red Orchestra is still somewhat uncertain, but the clips can be found on Battlefield.no?s FTP server along with the teaser for Red Orchestra: Combined Arms (version 3.1) and Red Orchestra: Ostfront (the game), if this could be of any interest.

Timeline

  • The work on Red Orchestra began 2000/2001
  • Before the developers of RO decided to use the UT2003 engine, they had considered using Soldier of Fortune, Return to Castle Wolfenstein and Medal of Honor (all of which ran on the Quake 3 engine)
  • Unreal Tournament 2003 was released in 2002
  • The first playable version of Red Orchestra version 1.0, was released 08.10.03 for
  • Unreal Tournament 2003. On 10.24.03 was version 1.1 released.
  • Jeremy is one of the developers who quit whilst the game was in development. He?s now project leader of ?Insurgency?, a Half Life 2 modification.
  • Phase 1 av MSUC
    The winners were announced 12.19.2003
    This phase was arranged for UT2003. RO did not participate in this phase. (Read more on the reasons for this in the interview with John Gibson aka Ramm-Jaeger) Deathball v1.9 won the award for ?Best Mod?.
    SPOILER: Excerpt from the Gibson interview
    There are a lot of rumors about Red Orchestra, and one of them is that we were a bunch of evil money grubbers that got together for the sole purpose of winning the MSU contest and that was all we cared about. Couldn?t be farther from the truth. We had probably eight or nine months of development on the game before the contest was even announced. When it was announced we all had a meeting and said, ?Should we enter this thing?? And everybody?s like, ?Yeah, let?s just do it.? It wasn?t one of those things where we looked at each other and said, ?Yeah, we?re going to win this thing. Let?s do it.? Our thought was that there was probably going to be lots of other really good mods, but we?re going to do this thing just for fun.
    There were five phases of the contest and during the first phase we didn?t feel we were ready so we sat out. And we watched the other mods come out and it was one of those epiphany moments when we realized that we were six months to a year ahead of every other mod in the contest ? just in terms of development and polish. They were fun. But almost every other mod was UT 2004 with jungle models or terrorist models. They really hadn?t changed the core gameplay. They just put a little bit of different artwork in. And we realized, ?Man, we could win this!?

  • The last version of UT03 was 1.2 which was released January 2004.
  • Unreal Tournament 2004 was released in March 2004.
  • It was quickly decided that Red Orchestra would be converted and version 2.0 became available May 2004 for Unreal Tournament 04.
  • Fase 2 av MSUC
    The winners were announced 05.10.2004
    Red Orchestra won the awards for ?Best FPS mod? (worth $7.500) and ?Best Voice Pack or Audio Modification? (worth $1.000).
  • MG-34 was introduced in the mod with its own firing system.
  • After this, RO was patched twice (2.1 and 2.1.1 respectively), but the most dramatic changes did not occur until the game reached version 3.0.
  • Phase 3 of MSUC
    The winners were announced 08.05.2004.
    Red Orchestra won the awards for ?Best FPS mod? (worth $10.000) and placed second in the category ?Best Voice Pack or Audio Modification? (worth $750).
  • On 09.19.2004, the first clanwar on RO:Ladder was played, and a home turf for the ?hardcore? players was born.
  • Version 3.0 ? titled Combined Arms ? included tanks, artillery and a wide range of changes and improvements.
  • Phase 4 of MSUC
    The winners were announced 12.02.2004
    Red Orchestra won the award for ?Best FPS mod? (worth $10.000)
    Throughout all of version 3.x, the focus has been on developing the vehicles while still maintaining the joy of playing the infantry.
  • The MG-42 was introduced in version 3.2. RO was the first game with realistic firing rate: 1200 rounds pr minute on an MG-42.
  • On 01.03.2005 Tripwire Interactive, formerly known as the Red Orchestra Team, was founded.
  • The Grande Finale of the MSUC
    The winners were announced 01.24.2005
    Red Orchestra won the award for ?Best Mod? (worth $50.000)
  • The final version of the Red Orchestra modification was 3.3 which was released subsequent to their victory in the MSUC, after which the developers started focussing on Red Orchestra: Ostfront 41-45. More pictures from ?Old school? Red Orchestra can be found here.

References

Red Orchestra (home page)

Red Orchestra: Ostfront (home page)

UnrealTournament.com

RO:Ladder.net

Wikipedia

Skvate, who?s been a tremendous help aiding me in the research for this article.

Share this post


Link to post
Share on other sites

  • Changelogs - 1.0 til 3.0
  • SPOILER: 1.0 Changelog
    Red Orchestra Beta 1.0: Readme
    Welcome to the Red Orchestra Public Beta
    The Red Orchestra team would like to thank you for trying our mod and hopes
    you enjoy the game that we have worked long and hard on over a span of the
    last few years. Below are the table of contents.
    -----
    I. Red Orchestra - The Mod
    II. Disclaimer
    III. Overview
    IV. Mod Features
    V. Technical Features
    VI. Mod Manual
    VII. Mod Editing
    VIII. Server Hosting
    IX. Bug Report
    X. Thank You/Credits
    -----
    ==========
    I. The Mod
    ==========
    Red Orchestra [RO] is a modifcation for Unreal Tournament 2003/4, published
    by Epic Games. Therefor, all UT2003 components used are ©Epic throughout
    this document and the mod itself. All those components produced by the Red
    Orchestra Team are ©The Red Orchestra Team.
    ==============
    II. Disclaimer
    ==============
    Red Orchestra is produced by the RO team to be a realistic representation
    of the infantry combat taking place on the Eastern Front during WWII.
    Therefore, period uniforms, equipment and insignia will be included in the
    game. Also, period terminology and slang is included both in the game and
    this manual, in order to produce a more immersive end result. This does not
    reflect any political views of the team in any shape or form, nor does it
    indicate any belief on our part in any of the causes they fought for, except
    for that of the freedom of the individual to live and die as they choose.
    The mod has nothing to do with the extremist politics of the followers of
    Hitler ? nor those of Stalin.
    =============
    III. Overview
    =============
    The mod represents infantry combat of the 1940s on the Eastern Front,
    between the forces of the Axis and the Soviets. At this release, the Axis
    forces are represented by the German Heer ? the standard army troops of the
    Wehrmacht. The Soviets are represented by the infantry of the RKKA ? the
    ?Peasants and Workers Red Army?.
    This part of WWII ? known as ?The Great Patriotic War? to the Soviets ? was
    fought with unparalleled brutality and with massive casualties on both sides
    The combat losses to the Soviets estimated as 11,000,000 dead and missing
    and another 18,000,000 wounded; for the Germans 5,000,000 and 6,000,000. At
    the Axis ?high-water? mark, the Germans controlled an area of some 3.3
    million square kilometres of the USSR. Together with the original German
    Reich of 1941, this equates to over half the landmass of the continental
    USA.
    Contrary to popular belief, this was not solely a war of tank vs. tank, of
    ?Blitzkrieg? and of ?human wave? assaults. The infantry made up over 70% of
    both armies. While combined-arms operations can encircle enemy forces, it
    needs infantry to destroy them ? or to prevent that destruction and to hold
    ground. This is why RO reflects that core infantry combat ? infantry/rifle
    platoons facing off against each other in cities, towns, villages and
    trenches; in all weather; in the day or the night.
    The roles included in the game are those of the infantry platoon and its
    direct support from within an infantry battalion of the 1940s. No ?special
    forces?. No Rambo-style heroics. The game is about infantry squads and
    platoons operating as close-knit teams, to achieve their objectives, with
    the basic infantry weapons of the period.
    ================
    IV. Mod Features
    ================
    The features that we intend to accomplish by our final releases are listed
    on our features page, which is located at www.redorchestramod.com/features.html.
    The features that are on this release, our first beta test release, are
    bellow:
    -All new high detail environments in World War 2 Eastern Front settings.
    -Experience famous battles from 1941 to 1945.
    -The German Wehrmacht and the Soviet Red Army are the two core fighting forces.
    -Complete arsenal of intricatly detailed uniforms, equipment and weapons used the second World War
    -Character Models and Skins for each platoon role.
    -Limited Reinforcement System
    -Multiple weapon functions including a Melee attack and an Aiming mode
    -Realistic damage system
    -New multiplayer gametype that brings Area Control to the next generation
    -New objective system, putting leadership and teamwork at high priority to accomplish objectives.
    =====================
    V. Technical Features
    =====================
    These are the more development based features that we accomplished by this
    release, to know how much development was actually put into this.
    -Completely historically accurate Russian Front, World War 2 Environment (Had to change from futuristic Deathmatch)
    -13 Unique Character Models
    -15 Face textures
    -Historically accurate Uniforms, equipment, gear and firearms.
    -16 Functional Weapons with Primary and Secondary functions, as well as an Aim mode (Iron Sights)
    -High quality Weapon and Player Textures
    -Maps based on real Eastern Front environments.
    -High quality and a large quantity of map models and textures
    -Reworked Character Physics
    -All new effects
    -Advanced Player Animations: Over 400 Animations, 142 bones, moving equipment and facial expressions.
    -Different animations for every unique weapon.
    -Advanced Weapon Animations: Over 300 Animations, Animated Strap, Animations for most functions.
    -All new high quality Sound Effects
    -Weapon Ballistics
    -Locational Damage
    ==============
    VI. Mod Manual
    ==============
    The manual related stuff, Infantry and Game Manuals are located in your
    UT2003/RedOrchestra/Manual/ folder. If you wish to seek help or assistance
    (Having trouble with the mod?), check out these manuals.
    ================
    VII. Mod Editing
    ================
    Red Orchestra Mod allows the modding community to make custom maps, karma
    and music, but not models and textures. The reason we can not allow
    modifiable Player/Weapon models and textures is because of the way the
    Unreal Engine is set up. However, maps can be created as custom maps for
    the mod. If you want to create a custom RO map, and you need information on
    where to start, check out our Mapping Guide, which is located in the
    UT2003/RedOrchestra/Manual/ folder. If you wish to edit your karma physics,
    you can open RedOrchestra's redorchestra.ka file, which is located in
    UT2003/KarmaData/ and edit it at will. Our menu theme is located in
    UT2003/Music/ if you wish to edit that as well. Music and Karma is
    client-based, which is why editing them is possible. Maps, the server and
    client must have in order to use properly. I hope to see a strong custom
    mapping community
    ====================
    VIII. Server Hosting
    ====================
    To set up a Red Orchestra Dedicated Server, the process is much like that
    of UT2003's. However, for more information, be sure to visit the Server
    Guide that is located in our UT2003/RedOrchestra/Manual/ folder.
    ==============
    IX. Bug Report
    ==============
    If you have found any bugs that you wish to report, to help make RO a better
    feel free to submit them in our Technical Forums, which can be found at
    either www.redorchestramod.com, or more specifically:
    http://www.unrealwarfarex.com/redorc...hp?act=SF&f=34
    It is bug submitions that will help make RO a better mod when we release
    future updates, so we ask that everyone submit any bugs they find if they
    want to help the mod get better. However, we do ask if you are to post a
    bug, to explain it very in-depth, and perhaps show some pictures to better
    explain yourself. Also, try and help us out in a polite manner rather than
    a rude manner, in which would not be very acceptable by our community nor
    by our developers.
    ====================
    X. Thank You/Credits
    ====================
    On behalf of the Red Orchestra development team, we'd like to thank you all
    for supporting us by downloading and playing Red Orchestra mod, your
    premier Eastern Front World War 2 mod. We would also like to thank all
    of our friends and family, for whom have supported us while we make this
    project. The credits for those who helped make this mod what it is now, are
    bellow.
    Staff:
    Jason "Abaris" Mohr - 3d Artist
    Jay 'Antarian' Nakai - Leader/Programmer
    Nikolas "Back-Slash" Sumnall - Leader/Weapon Animator
    Richard "Bittersight" Jessup - Mapper
    Erik "Butto" Christensen - Programmer
    Dan "Dan" Grafstrom - Mapper
    Howard "Gemini" Cheung - 2d/3d Artist
    Zach "Geno" Shertz - 2d Artist
    Jeremy "Jeremy" Blum - Leader/3d Artist
    Justin "LimiT" Harris - Founder
    Chad "Masako" Barnsdale - 2d Artist
    Ron "Mercatorn" Chow - Lead Sound Effects/2d Art
    Adam "Original9" Hatch - Lead Mapper
    Nick "Phobos" Christiani - Mapper
    George "Polygon" Baker - 2d Artist
    Matt "Seth" Stock - 2d Artist
    Serguei "ShadowM8" Kalentchouk - 3d Artist
    Christian "Schneidzekk" Schneider - Website Administration/Research
    Steven "Steven" Williams - 3d Artist
    Derek "The-Jackal" Moseley - Public Relations
    Lars "Warlord" Knappstein - Mapper
    Alan "Wilsonam" Wilson - Historical Advisor
    Bill "Zerisus" Munk - Lead Player Animator
    Additional Thanks:
    Epic Games
    Ankalar
    Bad_C
    Bigboned
    Blue2k
    Boris(rus)
    Combitz
    decS
    demonrage
    Dicer
    Dominus
    FyFire
    Hexal
    [DR]HUGO
    Intimidator
    K. Vincent
    Kaikez
    Mellowtom
    Millsy
    Mobboss
    Nomad
    P_Witty
    Penguin
    Pezz3d
    Ramm-Jaeger
    RDK
    Ripa
    Steiger
    TheKronic
    tntsnipe
    [email protected]
    vollgaser
    x13
    Xancerman
    ziebarf
    Beta Testers:
    Agent 00Shoe
    arithon
    BzErK
    CogNiTO
    frijec
    JaggedEdge
    kevb0
    Maxx3d
    Necro
    postalpaul
    Sazem
    SemperFi
    Sgt. Sinister
    ShootMe
    SilkySlim
    Stuman
    WeaselSqueezer
    Winnabego Warrior
    ZuluAlphaKilo
    (If you feel you deserve to be on the credits list, but are not, feel free
    to let us know via email at [email protected] and do not be angry,
    for there is always a chance we simply forgot.)
    Thank you for downloading Red Orchestra, and enjoy!!!

  • SPOILER: 1.1 Changelog
    - A message will now appear when players join a game telling them how to choose a side
    - Added VoteKick feature. Players can enter "VoteKick " in the console to vote out players.
    - Overhead maps are now ingame, they are on the objective screen. Default key is 'o'
    - Added delay between jumps
    - Added number of players needed to capture an objective
    - Firing from the crouched position and not moving will decrease weapon spread by 15%
    - Firing from the prone position will decrease weapon by 30%
    - Added a temp feature so throwing your weapon will automatically drop your ammo for that weapon, this will allow you to pick the ammo up again if you dropped your weapon on accident
    - Increase the range player names are visible from 32 feet to 100 feet
    - Added bayonet support for the Mosin-Nagant 91/30
    - Temporarily increased the amount of spread you'll experience when firing in hip mode. This will only affect rifles
    Fixes:
    - PPS-43 magazine pickups now hold 35 rounds
    - Throwing your weapon in iron sights no long keeps you player in a walk state.
    - Weapons now have a huge reduction in accuracy when jumping.
    - Fixed bug where Red Orchestra weapon names were showing up with UT2k3 fonts and
    - Fixed bug where grenades were the first weapon to come up in an online game, this caused a small problem listed in Known Bugs
    - Increased bash damage so two hits will kill
    - Added better checks to prevent firing through walls exploits
    - Increased the volume of the bullet hit sounds
    - Removed the ability to change the player view FOV while ingame
    - Fixed a cause of infinite ammo bug
    - Slightly increased the default spread on the rifles
    - Fixed a bug where the HUD ammo wouldn't update at all when a player with no ammo picked up a magazine or clip.
    - Nagant 91/30 scoped will now be able to use ammo pickups from the Nagant 91/30 and Nagant 91/38
    - Slightly increased the maximum possible recoil for firing the G-43 and SVT-40
    - Temporarily increased the default spread on the G-43 and SVT-40
    - Increased the volume on grenade explosion sounds
    - Fixed sprint-crawling bug
    - Slightly reduced prone transition time period
    - German hats now handed out
    - Voice menu now works online
    - Mine fixes
    - Created a more clean RedOrchestra.ini file that solves many issues
    - Many menu fixes
    - Fixed stamina being taken away if walking and holding the sprint key at the same time
    - Fixed many map bugs
    - Fixed invulnerable bushes

  • SPOILER: 1.1.1 Changelog
    Public Beta v1.1.1 Readme
    *Important Note(
    You must replace ROUser.ini, otherwise version 1.1.1 may not work correctly
    Fixes:
    1.) Reduced the zoom on the SVT-40 when in iron sights
    2.) Fixed a bug where hitting the bayonet attach button while attaching a bayonet would restart the animation
    3.) Fixed a problem where switching to iron sights while moving would sometimes cause the view to shake
    4.) Fixed the damage type message for the Kar98 Scoped
    5.) Fixed the PPS-43 bash kill message so it doesn't say MP-40
    6.) Fixed bug where changing the scope detail in the menu's would mess up the iron sight views on other weapons
    7.) Reduced the radius you can hear the dry clicking sound, reduced the volume and activated attenuation
    8.) Fixed some hit sound issues
    9.) Globally increased firing sounds by a small amount
    10.) Muzzle flash properly attaches to the TT-33 world model
    11.) Can no longer move while in prone iron sights
    12.) Slightly reduced the radius of the ammo and weapon pickup collision cylinders
    13.) Fixed small bug where PPS-43 didn't have the correct ammo values set
    14.) Smoothed out the weapon transition when starting and ending a sprint.
    15.) Fixed prone exploit allowing players to go under the ground
    16.) Fixed VoteKick bug allowing players to use the command more than once on a player
    17.) Fixed bug with reinforcement percentage not changing properly
    18.) Fixed accessed none with the scoreboard
    19.) Fixed scope detail saving issues
    20.) Fixed 3rd person reload animations not playing the first time
    21.) Fixed the mouse sensitivity bug when using scopes.
    22.) Fixed some major accuracy issues with the scopes.
    23.) Fixed a big problem where people that spawned with automatic weapons weren't getting the proper recoil control bonuses. This was causing all automatic weapons to be very hard to control
    24.) Fixed a bug in the spread calculation area where the default spread was always 2 times the default spread of all weapons.
    25.) Fixed a bug where crouching wasn't reducing the spread of a weapon like it should have been
    26.) Fixed bug where the MN 91/30 bayonet didn't have a skin on it
    27.) Corrected a problem where players could do a variety of actions during the last-shot animation on the bolt-action rifles which would severely comprimise the view state of the weapon.
    New Features:
    1.) Unit Menu should now pop-up when joining a game
    2.) Added a new smoke puff effect to the hit effects library
    3.) Added wood hit particles to the hit effects library
    4.) Temporarily added UT2k3 metal sparks to the hit effects library
    5.) Slightly increase the maximum vertical and horizontal offset of the Mosin-Nagant 91/38, and increased viewshake magnitude.
    6.) Added scope detail option to the menus
    7.) Added multi firing sound support to both Mosin-Nagant 91/30 models, this will enhance the sound immersion of the weapons
    8.) Added another firing sound to the P-08 library, now has 3 firing sounds
    9.) Soldiers who spawn without an automatic weapon and pick one up during the game, will get a small recoil reduction, although much much less then if they had started with an automatic weapon

  • SPOILER: 1.2 Changelog
    Red Orchestra Public Beta v1.2.0 Readme
    Fixes
    - Fixed the bug that was causing locational sound inconsistences in first person. This included weapon firing, grenade throwing, and grenade cooking sounds.
    - Fixed a problem where recoil would sometimes be applied before the weapon was fired, causing the bullet to miss its target.
    - It is now easier to see through the 3d scopes, particularly on dark maps
    - Fixed the mouse sensitivity while prone. The mouse speed no longer moves super slow while crawling.
    - Optimized an area that was slowing down FPS for sniper weapons
    - Did some optimization to the sprinting algorithm
    - Fixed an animation problem where sprinting with an empty pistol played the animation of a non-empty pistol
    - Changed the way the explosion timer on grenades is handled to reduce cases where the grenade explodes late on clients
    - Fixed the end of game camera behavior
    - Fixed some incorrect player animations with sniper rifles
    - Fixed shrapnel on the F1 grenade
    - Removed ability to change scope detail while bolting after a shot from scope view
    - Fixed problem where throwing away all your weapons would bring up a grenade
    - Fixed cases where hit effects did not play properly in network games, they should work all the time now
    - Fixed incorrect animations for crawling with pistols
    - Fixed an accessed none with AddHudDeathMessage()
    - Fixed crouch eye height
    - Stick grenades now properly rotate online when thrown.
    - Third person bayonet attachment should work now
    - Fixed exploit in offline games where going to texture scope view with a sniper rifle, then throwing it away would leave the player with a zoomed FOV
    - Fixed not being able to hear other people throw grenades online
    - Player karma has been changed to fix the equipment jiggling when a player died
    - Fixed a problem where throwing the last grenade would cause the system to jump to the idle anim and skip the throw anim
    Changes:
    - Increased the bayonet damage to 100-120 from 70-85 to increase riflemen's close combat fighting ability
    - Removed the ability to bash or bayonet while prone
    - You can now move at normal speed when bolting after a shot in iron sights with a bolt-action rifle
    - Changed text on the objectives map to black
    - Increased falling damage
    - Increased default delay time at the end of game
    - Started adding 3rd person weapon animations and more player animations
    - Magazine status messages no longer show up in the console
    - Weapon Touch and Pickup messages no longer show up in the console
    - Ammo Touch and Pickup messages no longer show up in the console
    - Made some changes to reduce network bandwidth usage
    - Reduced the number of dirt particles in the grenade explosion to lower system load
    - Lowered the grenade explosion sound volume.
    - Globally increased smg recoil by roughly 20% and smg spread by roughly 20% to address 'SMG sniping'
    - Increased the lifetime of the weapon and ammo touch messages to 2.5s from 1.5s
    - Tweaked the throw velocities on the grenades. The stick grenade has a farther throw distance than the F1.
    - Slightly reduced the sound radius of hit sounds
    - Changed the text in the class selection area to say what type of grenade is carried
    - Increased the iron sights FOV on the pistols so they don't look so close to your face
    - New 1st person hand models and hand skins for all weapons
    - New first person models for the MP-40, G-43 and PPSH-41
    - New weapon sounds for all weapons
    - New German player skins
    - New version of the Red Orchestra Mac Launcher. It's needed to view the new intro sequence.
    New Weapons:
    - German MP-41 has been added. This weapon is only available in RO-Warsaw
    - Russian PPD-40 has been added. This weapon is only available in RO-MoscowHighway
    New Features:
    - New intro sequence has been added, say good-bye to Gorge
    - Added the command "Reset" for Admins allowing for rounds to be reset without reloading the level
    - Added HL-style death messages
    - Added objective completion and end of round sounds
    - Added the objective status icons to the objectives display. These will show the current ownership of the objectives on the map.
    - More conventional damage system
    - New grenade explosion effect has been added. This effect will be played when the grenade is on the ground, otherwise the old effect will be used as an 'airburst'
    - The Mosin-Nagant rifles now eject the proper color shells...they're green
    - Grenade pickups operate the same way as weapon and ammo pickups, you must press the 'Use' key to add it to your inventory. NOTE: It is not possible to pickup live grenades.
    - Changed two of the ammo pickup classes and their touch and pickup messages.
    i. PPSh-41 ammo is now known as '71 round 7.62x25mm drum magazine'. This ammo is now shared with the PPD-40
    ii MP-40 ammo is now know as '32 round 9x19mm magazine'. This ammo is now shared with the MP-41
    - New projectile-based shell system has been added. This new system includes surface-specific hit sounds and bounce properties, for example a shell landing in snow will not bounce or make any sounds, while a shell hitting metal will bounce and roll and make a distinct sound. This system only works in the 1st person view, you will not see other people's shells hitting the ground....for now.
    - Grenade projectiles now reflect off surfaces depending on the surface type. For example, a grenade landing in snow will plop down while a grenade hitting a metal surface will bounce.
    - All grenades have a 1% chance of being a dud
    - Added small Easter Egg :tafse:
    - New first person grenade system has been implemented. See below for a list of changes and additions.
    Grenade System Overview:
    - Two throw modes now exist, overhand throw(primary fire) and underhand throw(secondary fire)
    - The fuse on the German stick grenade is active as soon as the cord is pulled
    - Grenade cooking is active on the F1 grenade for both over- and under-hand throws. To cook a grenade press and hold the fire or secondary fire button and draw the weapon back. Once the grenade has been drawn back, press the opposite fire button to cook the grenade( if you're doing an overhand throw press the secondary-fire button to cook the grenade, if you're doing an underhand throw press the fire button to cook the grenade).
    - Grenade auto throwing is disabled, you can now hold grenades indefinitely...assuming they haven't been cooked yet.
    - Fuze lengths are as follows:
    Stick grenade 4.5 seconds
    F1 grenade 4.0 seconds
    - Grenades have 'dead man drops'. If you're killed with an active grenade in your hand, it will get dropped and explode.
    New Maps:
    - RO-Warsaw
    - RO-MoscowHighway
    IMPORTANT NOTE:
    - The Red Orchestra Team has dropped official support of the map RO-Stanislalovo.

  • SPOILER: 2.0 Changelog
    Fixes over 1.2
    - Fixed issue with weapons coming up in a different order in network vs. standalone games
    - Fixed precaching, so pausing should be much less frequent
    - Fixed and changed the weapon names so they are more consistant (helps with the new menu)
    - Fixed minor auto-team bug
    - Hit sounds should now use randomized sounds instead of a single sound
    - Improved the way button presses are tracked on the grenade system, should prevent any accessed none problems in the future
    - Fixed problem on the luger where sprinting with an empty pistol showed the anims for sprinting with a non-empty pistol
    - Fixed bug where Kar-98 pickups were de-spawning to quickly, Kar-98 pickup lifetime has been increased to 30 seconds from 2 seconds
    - Fixed problem where sometimes the last fire anim would be played late, or a fire anim wasn't played at all even though the weapon did fire
    - Fixed a bug where the G43 didn't have shell ejections in first person view
    - Fixed the G43 not showing the correct death icon when a kill is generated
    - Fixed an exploit where you could switch the firing mode on the STG44 while sprinting, and then fire while sprinting
    - Reduced the kar98 scoped bash range to 75uu's from 100uu's
    - Added more None checks to the ammo pickups to fix Accessed None problems
    - Added more None checks to the weapon pickups to fix Accessed None problems
    - Added more None checks to the weapon base classes to fix Accessed None problems
    - Fixed up some Accessed None problems related to firing a weapon you picked up
    - Fixed a bug related to ammo allocation when a weapon is given to a player on spawn
    - Fixed crouch-prone animations with MP40
    - Fixed issue where messages from unassigned players would show up in German colors
    - Fixed accessed none in ROMultiplayerHostPage
    - Fixed bug where spectators would sometimes show up on the scoreboard under a team
    - Fixed bug where the selection menu would pop up for spectators after joining a server
    - Fixed support for setting up a level to have no reinforcements at all
    - Fixed ChangedLoadout() and CycleLoadout() exploits (they're leftover UT functions that aren't used by RO)
    - Fixed instances where players could fall into terrain during the prone transition
    - Added missing bullet type for MN 1891/30 sniper rifle
    - Votekick and friendly fire punishments are no longer allowed in practice games
    - Say and TeamSay messages with no text are no longer sent
    - Fixed 1st person shells being visible to the player when in 3rd person view
    - Fixed 1st person muzzle smoke being visible to the player when in 3rd person view
    - Fixed a weapon switching bug where players could not access weapons with no remaining magazines using the number keys, but could do so using the scroll wheel
    - Fixed a bug where dropped magazine were always full. They are now filled according to the ammo amount in each magazine a player is carrying when killed.
    - Fixed an issue where throwing your last grenade while sprinting would not force a weapon switch, leaving the player without a weapon. The weapon switch will now occur when the player stops sprinting.
    - Fixed an issue where throwing your last grenade would not force a weapon switch, leaving the player without a weapon.
    - Fixed an issue in the burst recoil area where all automatic weapons had their recoil set too low, this has been resolved.
    - Fixed an issue in the burst recoil area where players who spawned with automatic weapons didn't receive the proper recoil reduction
    - Fixed an issue in the burst recoil area where the burst count wasn't correctly maintained.
    - Weapon and ammo drops no longer look like they are floating above the ground(except if they get caught on a ledge)
    - Fixed a problem where sometimes the throw animation for the last grenade in a player's inventory wouldn't be properly played
    - Fixed a performance issue that was caused by 3rd person muzzle flashes not being properly destroyed on the clients playing online
    - Fixed a performance issue that was caused by 3rd person weapons not being properly destroyed on the clients when playing online
    - Removed exploit where players could remove iron sight blur by lower their HUD opacity
    - Fixed exploit where players could stand up from prone while falling and reset their fall speed
    Changes
    - Slightly modified muzzle smoke effect to last longer
    - Increased initial F1 grenade throw speed by 50uu/s or roughly 3.2 ft/s
    - Decreased the 'charge' rate for F1 throws to 3/4's of a second from 1 second
    - Improved the visual quality of the grenade explosion effect
    - Increased the speed of the bayonet stab animations by 2x
    - Changed team references to "Axis" and "Allies"
    - Added base support for different countries
    - Restructured the way roles are handled
    - Added support for multiple models within a role
    - Added support for different headgear within a role
    - Level designers can now customize role properties to some extent
    - Headgear classes have been cleaned up and renamed to better reflect what they are
    - After joining a game and selecting everything, players exit the waiting state and go into spectator mode
    - Players who have not gone through the selection process are locked in place
    - Added specific player starts for use by players when they first join the game (Team = 2)
    - Increased points awarded to players for objective completion to 10 points
    - Dead players and spectators can no longer communicate with live players (tied to server option bPartitionSpectators)
    - Added protection against sending too many lines of text too quickly
    - Added the ability to make certain roles worth more points when scoring than others
    - Added support for "required" objectives. Such objectives must be completed to win regardless of NumObjectiveWin.
    - 25% increase in total stamina (can sprint a little longer)
    - Added "roversion" property to the server query response to display the version of the mod the server is using
    - Added new security class that performs a full MD5 on certain packages (makes byte hacking a lot harder)
    - Tweaked muzzle velocities to some slightly more accurate numbers
    - Increased grenade damage
    - Helmets stay attached to players after death
    - Improved replication of player movement, which should result in slightly reduced bandwidth and a smoother transition to and from sprinting as well as to and from walking with iron sights
    - Added checks to first person muzzle flash to see if firer is human controlled and in first person view before spawning
    - Added checks to first person shell ejections to see if firer is human controlled and in first person view before spawning
    - Added checks to first person muzzle smoke to see if firer is human controlled and in first person view before spawning
    - When holding an MG at the hip, the player will be forced to walk
    - Reduced network bandwidth usage when switching iron sights
    - Re-worked muzzle smoke to significantly reduce overhead
    - Implemented an improved grenade animation tracking system.
    - Added custom MP-41 sounds
    - Massive recoil is now applied to players who fire while jumping, this reflects the absence of ground resistance.
    - Trying to move while prone and in iron sights will lower your weapon automatically
    - Increased the Life Time of weapon pickups to 45 seconds from 30 seconds
    - All pickups now have a base life time of 45 seconds, with a randomized additional lifetime of up to 10 seconds
    - Trilinear Filtering has been turned off by default for all graphics drivers
    - Lowered wait time between jumps to 2 seconds from 3 seconds
    - Sprint now overrides Iron Sight transitions
    - Removed weapon on back functionality, RO weapons now switch out like UT2004 weapons.. This was done to fix the weapon-on-back firing bug until a better implementation is found
    - Increased the GoreLevel to 2 from 0
    - Slightly decreased the MinDesiredFrameRate to 30 from 35
    - Reorganized the texture/static libraries to remove numerous duplicates and reduce file sizes
    - Reduced the recoil values of all weapons(except pistols and MG's) by 20%
    - Reduced the spread values of all automatic weapons(except MG's) by 20%
    - Increased the spread values of all pistols by roughly 50% to reduce long range pistol sniping
    - Re-worked how all weapon states are tracked
    - Changes to ROObjective handling
    - Changes to ROLevelInfo handling
    New features in 2.0
    - Machine Gun system has been implemented
    - The MG barrel steam has been hooked in. Barrels will steam when they are over 100 deg C. Failure will occur at 200 deg C
    - Added MG-34 barrel changing functionality (The default key for barrel changing is 'b'). DP-28 cannot change barrels
    - Added tracer system for MG's. Tracers spawn every 5th shot
    - New MG tracer effect uses dynamic light.
    - Players are limping temporarily following leg damage
    - Added player weapon selection
    - Added a player setup menu that consolidates the unit, role, and weapon selection
    - Damage caused by bullets is now partially dependent on the velocity of the bullet in relation to the muzzle velocity
    - Added support for new 3rd person shell system
    - Trying to sprint in iron sights will lower your weapon automatically
    - Players go to spectator mode after dying
    - Added center screen messages when reinforcements are running low and when they have run out
    - New voice menu has been added
    - Sprint speed is now based on the direction, so you will sprint forward faster than you will sprint sideways or backwards
    - New Spectator system has been implemented
    - Spectator HUD has been redone
    - Added custom emitters for some surface types that didn't have any proper hit effects
    - New menu music
    - Implemented dropping of all weapons when dying.
    - All automatics weapons(except for MG's) now have burst modifiers applied to them. The first four shots will result in reduced recoil offset, however if a player continues firing they will feel the full recoil effect. It will take a player 3 seconds of non-firing to recover from a burst and have the modifiers applied for their next firing group. This is done automatically and cannot be controlled by the player
    - New recorded voice commands
    - Free Aim Area has been implemented on all guns except for the MG's.
    - Implemented in-game MG resupply
    MG Resupply System:
    - All roles currently carry one MG magazine
    - You can only resupply a gunner who is carrying an MG as their current weapon
    - To resupply a gunner, center the character in your screen so you can see their name, then run up to them. Once you're within 10 feet of the gunner, your view of their name will change, it will include some numbers; these numbers indicate the current number of magazine the player is carrying and the max number they can carry. For example, Antarian will turn into Antarian MG AMMO[5/6], which means the gunner is carrying 5 magazines and can carry up to 6 total.
    - Once this new description appears, you are free to resupply the gunner by pressing the 'G' key.
    - If resupply is successful, you'll hear a magazine drop sound and the players name will revert to just the name and no numbers
    - If you run up to a gunner, and their name display doesn't change, one of two things is possible:
    1.) you've already used you carried MG ammo
    2.) the gunner already has a full load of ammo and can't carry any more
    - Players get 1 point for resupplying a gunner who needs ammo
    Spectator System
    - Hitting the Fire button views the next player (does nothing in roaming mode)
    - Alt-fire switches between available modes (roaming, free chase camera, locked chase camera)
    - Added server option "ForceChaseCam" to control available spectator modes for players (0 = all modes available, 1 = roaming not available, 2 = only locked chase camera available)
    - Players go to spectator mode after dying
    Free Aim Area Description:
    - Free Aim provides a realistic depiction of hip-mode shooting by eliminating the static placement of the weapon on the screen
    - In Free Aim, the gun a player is holding can move freely within a small 'box'. While the weapon moves within this box the player will turn at a slower rate, giving the impression of free weapon movement. However if the player moves the weapon far enough in any direction, it will cause the player to turn at the normal rotation rate.
    - The movement of a weapon within the Free Aim 'box' is set independent of the MouseSensitivity, however the actual player movement is still dependent on the MouseSensitivity.
    - Weapons currently have 2 different movement speeds within the Free Aim 'box': medium and fast. Currently, all pistols are set to move fast, and all other weapons, except for MG's are set to move medium.
    - While a player is prone, Free Aim will be de-activated
    - Recoil is handled differently on weapons that use Free Aim; recoil is now applied to the weapon first. What this means is that if a player is using a weapon that uses Free Aim, firing the weapon will cause the weapon to move within it's Free Aim 'box'. Recoil will be applied to the player if the weapon passes its movement threshold limit.
    - Free Aim is NOT ACTIVE WHEN A PLAYER IS USING IRON SIGHTS
    Menu changes:
    - The Configuration Menus now have the same organization as the UT2004 Menus. That means that ?Configure Controls? and ?Speech Binder? are now under the ?Input? tab on the Configuration Menu. The ?Speech Binder? menu now has RO specific voice bindings.
    - The ?Player? Tab under the configuration menu shows 3D renders of the player models.
    - There is a ?Voice Options? sub menu under the ?Audio? Tab for configuring Voice Chat options.
    - New RedOrchestra specific tips have been added and will be showed during maploading.
    - On the in game menu (esc key) there is now an option to get to Communications menu. The Communications menu has options for muting players.
    New Weapons in 2.0
    - Norwegian Colt M1914
    - Russian DP-28 machine gun
    - German MG-34 machine gun
    - The Mauser C96 pistol has been issued to all SS roles
    New models in 2.0
    - Added German Heer Greatcoat player models
    - Added German SS Fall Camouflage player models
    - Added German SS Spring Camouflage player models
    - Added Russian RKKA Greatcoat player models
    - Added Russian RKKF player models
    - Added Russian NKVD Spring Camouflage player models
    - Added Russian NKVD Fall Camoflage player models
    New maps in 2.0
    - RO-Konigsberg
    - RO-Sevastopol
    - RO-Porechye
    - RO-Kaukasus
    Revamped maps in 2.0
    - RO-Berlin
    - RO-Ponyri
    - RO-Donets
    - RO-Moscow Highway

  • SPOILER: 2.1 Changelog
    Fixes:
    Over v2.0
    - Fixed a bug where bullet shells would remain after a round reset
    - Reduced the audible radius of the prone player transition sounds
    - Reduced the audible radius of the player landing sounds
    - Added proper bullet classes for the MG-34 and DP-28
    - Added proper death message classes for the MG-34 and DP-28
    - Fixed a problem where players who ended a round with their MG deployed would move at a very slow walk
    - Fixed being able to select full classes on Role Selection Menu
    - Fixed you spawn as another player
    - Fixed non-RO tips showing up
    - Fixed grenade stuck in hand bug
    - Fixed correct last bullet animation plays online
    - Fixed an accessed none problem in the weapon Bring Up area
    - Fixed an accessed none related to damage reduction and FF handling
    - Fixed an accessed none related to throwing away weapons
    - Fixed an accessed none related to throwing away grenades
    - Fixed an accessed none related to end of round handling
    - Removed some logging statements from the Norwegian Colt area
    - Fixed bug where picked up empty weapons always have 1 round
    Changes:
    Over v2.0
    - Added new overhead map feature. Overhead maps now show the player's location and the real location of the objectives
    - Converted all maps over to use the new overhead map feature
    - Improved how the sleeve swapping functionality is handled
    - Slightly increased the angle an MG can be deployed on
    - Reduced the burst modifier recover time to 2.0 seconds from 3.0 seconds
    - New Weapon sounds
    - Menus for Hosting Game (both dedicated and listen servers)
    - Added player portraits and names for VoIP to the hud
    - Added player portraits and names option to the Configuration/Hud Menu

  • SPOILER: 2.1.1 Changelog
    Fixes:
    Over v2.1
    - Remove player names from over players

  • SPOILER: 3.0 Changelog
    - New Artillery system.
    - Added binoculars in. All squad leaders may choose them. Point them at something and press fire to save your artillery coordinates.
    - Added voice over for artillery system
    - Added Weapon Sway
    - Vehicles - PanzerI, PanzerIV, HalfTrack, T34. Fully functioning
    with tank cannon and MG positions.
    - Panzerfaust, for destroying the tanks.
    - Move Reinforcement Message on HUD out of the middle
    - Disable pickup of ammunition if you do not have the gun
    - Reset FOV if you throw weapon when zoomed
    - Added dropping weapon if hit in the hand (with HUD message)
    - New player animations
    - New animations for all Weapoons
    - Map updates
    - New code to better support forward/backward spawning
    - Satchels on Sevastopol
    - Added Semi-Auto Role
    - New parameters for karma death (flying bodies with grenades)
    - Reduced weapon shake during SMG firing
    - New camo sleeves for 1st person
    - New texture files for weapons and characters
    - Adjusted free-aim so there is no longer a "dead-zone" where mouse
    sensitivity has no effect.
    - New in game menu system and menu art.
    - New P38 skin
    - New sound system for vehicles. Supports multiple ambient sounds
    with 3d locational positioning and velocity based pitch/volume
    adjustment.
    - All new sounds for tanks including: Engine idle, start, stop,
    cannon fire, cannon reload, tracks squeaking, interior rumble,
    and hull mg firing.
    - Added turret rotation sounds for PIV and T34
    - Vehicles now can cap objectives. Each person in the
    vehicles counts toward the cap as well.
    - fixed tracks squeaking after you get out of the tank
    - Fixed the problem with the turret blocking you view in
    the panzer IV
    - Set the realistic zoom levels for tank cannon optics
    - Set turret rotation to realistic speeds
    - Added damaged vehicle emitter effects
    - Added vehicle hit effects, and hit effects for dirt and
    snow for the tank shells.
    - Added new artillery hit effects.
    - Artillery now has two hit effects depending on the surface
    it hits (snow or dirt.)
    - Fixed the turrets being backwards when you get in the gunner
    position
    - Enemy vehicles may no longer be driven
    - Added roles for tank crew (Tank Commander and Tanker)
    - Tanks may now only be operated by tank crew members
    - Added new scope overlays for vehicles
    - Added a short waiting time when a tank if first entered
    to allow additional crewmembers. If more than 1 person
    is in the tank, the tank may leave instantly. If not
    the player must wait a few seconds before leaving.
    - Added messages notifying the player of Waiting For Crew,
    and various other things such as trying to enter a tank
    when you are not tank crew.
    - Reduced the sound radius on artillery explosion
    - Inactive/completed objectives are now grayed out
    on the overhead map.
    - Replaced the portal 3d scope with a different
    3d scope that uses texture rendering. Doesn't
    have the jitter problems, non smooth movement
    problems, or view deficiencies that the portal
    scope system had.
    - Added a different style of view shake when
    firing sniper rifles.
    - Fixed prone rotation to be equivalent in speed
    to standing rotation.
    - Tanks are heavier now and take more time to
    accellerate and stop.
    - Added code to make many of the weapon transitions
    appear much smoother, especially the transition from
    iron sights back to free-aim.
    - Kalinin has been modified to allow the germans to
    retain thier forward spawn until the Allies capture
    both forward villages.
    - Fixed an issues with bullets not appearing correctly
    on bolt action rifles.
    - Go Prone and find out smile.png
    - Multiplayer menu is now RO's not UT2k4s.
    - Players view now does not roll with the terrain they
    are on. Makes prone less disorienting.
    - Vehicles now recieve appropriate damage from weapons.
    (i.e. grenades do almost nothing to tanks, Hull MGs
    won't damage tanks, Tanks shells damage tanks, etc.)
    - Fixed artillery not giving the person who called in the
    strike credit for the kills.
    - Added icons for artillery strike, panzerfaust and tank cannon kills
    - Fixed 3d scoped view being angled when player is on
    an incline.
    - New physics for panzerfaust rockets. They now have
    a much flatter trajectory.
    - added death icons for satchels
    - Added a tank icon while in tanks. The icon replaces
    the player icon, and displays the health of the
    vehicle, the rotation of the turret, and which positions
    in the tank are occupied.
    - Added ballistics for the tank cannon shells.
    < 500 meters is pretty much a straight shot. Farther than
    that, and you need to compensate by aiming higher.

Share this post


Link to post
Share on other sites

  • Changelogs - 3.1 til Summer Offensive Map Pack
  • SPOILER: 3.1 Changelog
    3.1 Change Log - 13 Nov 2004
    *Installation
    Unzip the contents of this zip to your UT2004 directory.
    *Running the game
    Click the Play_RedOrchestra.bat file in the UT2004\System directory.
    Alternately, you may create a shortcut to RedOrchestra by creating a shortcut
    to UT2004 and adding the -mod=RedOrchestra commandline parameter.
    *Content Changes:
    - Added many new map static meshes
    - New menus cleaned up and organized
    - Added weapon pictures into the Role selection menu.
    - New high-detailed model for the first person halftrack MG34 and MG shield
    - New HUD for all vehicles with an O?clock system
    - Added KV1s Russian tank
    - Added Panther tank
    - Added Zis transport truck
    - Updated Panzer IV tank
    - Updated Halftrack transport
    - Updated T34 Tank
    - Added high detail interiors to vehicles
    - Added vehicle specific destroyed meshes
    - Many skin tweaks
    - New weapon Russian PTRD, Anti-Tank single shot rifle
    *Game Changes:
    - Updated the Russian AT role with PTRD
    - Added a legend to the objectives screen
    - Increased panzer grenadier load out from 2 to 3 Panzerfausts.
    - Improved all hit detection. There were many instances where the
    upper body would go outside of the main UT collision detection and
    not be able to detect hits. This has been fixed by the new collision
    system.
    - Vastly improved prone hit detection. No longer are prone players
    represented by a small cylinder the size of their torso. The new
    collision system can now detect bullet hits on both the head and
    legs.
    - Fixed players standing up when shot while prone.
    - Fixed a problem where all locational hit detection was not working
    correctly.
    - Created a new collision system for detecting bullet hits
    for areas of the player's body outside of the main UT
    collision. This opens up a myriad of possibilities, as
    many things considered impossible before are now possible.
    - Overhauled the bullet effect system. Bullet hit effects have been
    moved client side to allow much more robust and dependable effects.
    Ballistics rounds are now simulated for clients to allow more robust
    and dependable effects as well.
    - Rewrote the majority of the bullet firing system to be more effective,
    use less server CPU power, and to work more reliably. Short range
    shots will use straight line traces, and shots that are beyond the
    range where ballistics are needed will spawn the standard ballistic
    bullet round. This can prevent hundreds of actors a second from
    needing to be spawned in CQB battles which could bog down the server.
    - Rewrote the way artillery position saving works. Each platoon
    commander or panzer commander can now each designate a
    different set of artillery coordinates on their map. Prevents
    someone else from changing your artillery coordinates after
    you designate them.
    - New "Rally Point" feature. Commander can use their binoculars
    to designate a rally point. Their whole team can see this rally
    point on the map, and it can be used to coordinate attacks.
    To designate a rally point, press alt-fire while using binoculars.
    - When the commander sets a rally point, their team is notified
    to check their overhead maps. This is limited by a value set by
    the mapper so it cannot be spammed.
    - Artillery can no longer be called on properly set up spawn area
    - Added "No Arty Volumes" for mappers to designate areas as
    off limits for artillery. This may be used to prevent artillery from
    being called when aimed at the sky as well.
    - The Artillery radio now gives you much more useful information.
    This info includes reasons why your strike was denied: Out of
    artillery strikes, requested a strike too soon, etc.
    - Added many new mapper-configurable features. New settings
    include: Dispersion, Battery Size, and Number of Salvos.
    - Reduced the satchel kill/damage radius by 2/3.
    - Added mapper configurable satchel charge limits. There are
    two new variables in ROLevelInfo, AxisSatchelsPerSapper
    and AlliedSatchelsPerSapper. These will control how many
    satchels each sides's sappers will spawn with. Default is 1.
    - Added proper Panzerfaust penetration/deflection. Uses the
    same advanced penetration/deflection system the tank
    shells use. Panzerfaust have high penetration up close
    but that penetration quickly diminishes over 100m.
    *Vehicle Changes:
    - Vehicles Display Passenger Names
    - Tank cannon scope now properly rotates with the angle the tank is at
    - All exposed players in vehicles are vulnerable to firearms
    - New "passenger" system for transport vehicles. Passengers now
    sit in the back of the transport. They not longer get killed just
    from riding in the back.
    - New position switching for tank commanders. Tank commanders
    can now switch between different position by using next/prev weapon keys
    - New Tank damage system. Uses factors such as armor thickness,
    shell velocity, shell penetration power, and the angle that the shell
    hits the tank armor to calculate penetration. Each tank gun has its
    own penetration values, and each of the four sides of the tank has
    its own armor value. Shell that impact at shallow angles with
    insufficient penetration force will just bounce off.
    - Added new code to detect specific hit points on vehicles.
    Currently used to detection hits to the drivers, tank
    commanders, and the engine areas. Very precise detection.
    If a tanks armor is penetrated and the shell hits the
    engine, the tank is destroyed.
    - Added a Tread damage system. Treads may now be damaged if
    hit by a tank shells, PTRD round, panzerfaust rounds, and
    certain types of explosion. You must hit very low on the
    side of the tank to damage the treads. If treads are
    damaged, the tank will no longer move.
    - Aiming direction icon for the tank commander. There is now
    a translucent "ghost" image of the turret on the tank HUD
    icon to display which direction you are attempting to aim
    the gun.
    - Small arms can now properly damage transports. Aim for the
    engine area for increased damage. It takes many shots to
    take out a transort with small arms.
    - Added all new turret code. When viewing through the scope, the camera
    will stick to the turrets rotation. When in the cuppola or hatch
    position, the player will rotate normally.
    - Added enhanced support for clan/tournament matches as
    requested by many server admins. Added: Players must be
    ready, Net Wait, and Min Net Players
    Min Net Players:
    The match will not begin until the number of players
    set are on the server. If set to zero, it will act
    like it always has, with the game starting as soon as
    a player joins the server. If set to > 0, the match
    will not begin until that number of players are on the
    server. For instance, if you have a 5 on 5 clan match,
    you can set the MinNetPlayers to 10, and the match will
    not start until all ten players are on the server. This
    may also be used in conjunction with Players Must Be Ready.
    You can set Players Must Be Ready to true, and
    MinNetPLayers to 10, for your clan match. Then the match
    would not start until all ten poeple are there, and
    have thier team, role, and weapon selected.
    Net Wait:
    If set to zero, the game will act like it always has
    starting as soon as the player has selected their
    side, role, and weapon. If a value is entered here,
    this is how long, in seconds, that the game will wait
    to start the match, regardless of any other value. For
    example, say you are running a clan match, and you want
    to wait 2 minutes before you start the match to get
    everyone ready. Set NetWait to 120 seconds, and the
    game will wait that long before starting the match.
    *Map Changes:
    New Map Jucha
    The Jucha parish, East Prussia - August 2nd, 1944. The
    Separate NKVD Airborne Company of the 1st Ukrainian
    Front drop behind the German front line near the river
    Wada in support of 69 Army's flank drive against 4 Panzer
    Army. They scramble to destroy infrastructure and hamper
    the German response by attacking bridges, defensive
    installations and supply caches.
    New Map Barashka (Vehicle battle)
    On 25th January, 5th SS Panzer Division ?Wiking?, on the
    right flank of the German drive, attempted to punch across
    the river at a rail and road crossing north of the small town
    of Barashka. They ran straight into the Soviet 23rd Tank
    Corps. Featuring T34, Panther, KV1 and PanzerIV tanks.
    New Map Hedgehog
    Somewhere in the Ukraine, June 28, 1944:
    In late June 1944, the Soviets launched Operation
    Bagration to destroy the German Army Group Centre
    in Belorussia, north of the Pripyat Marshes, around
    Mogilev, Minsk and Vitebsk. The operation was well
    planned and well executed, with the Germans being
    heavily over-matched.
    New Map Kharkov (Featuring infantry/vehicle battle)
    On the 19th February 1943, the Germans had started a
    counter-offensive - von Manstein?s famous ?backhand
    blow?. The Soviets were caught off guard, many elements
    being surrounded and cut off. The SS-PanzerKorps under
    Hausser took the opportunity to retake the city, having
    passed by it to the North.
    New Map Red God of War
    Operation Mars: Tsitsina, November 1942
    Operation Mars was planned as a sister operation to Saturn,
    the counterattack at Stalingrad. Having sat in the Rzhev salient
    for almost a year, the german defenders were well entrenched
    and had ample mobile reserves. The result was a disaster for
    the soviets. This map is based on a night attack by the 35th
    Mechanized Brigade against the 2nd Luftwaffe Field Division.
    Updated Diewalkure
    - Fixed the NoArtyVolumes to synch up with the spawn volumes.
    - Added the AT role.
    Updated Kharlovka
    - Removed PF pickups
    - Added AT roles
    - Removed obsolete static mashes with high poly-count
    - Added a river in the dry river bed
    - Dropped the entire first two soviet spawns.
    - Added a ?one time? spawn for the soviets near the left bridge.
    This spawn is in effect until the first obstacle on the left bridge
    is blown or the last obstacle on the right bridge is blown.
    - Added a new objective at the farm that sits about mid-point
    between the river and the rear objectives.
    - Soviets now spawn at this farm once the obstacles are blown.
    - Once the bridge is capped, the Soviets drop back to the rear spawn area.
    The Germans spawn at the bridge as before, added 1 tank to the mix.
    - Once the Germans capture the new farm objective, they spawn there.
    - Fixed up the ridge around the rear train building to provide a bit more
    cover for troops approaching this objective.
    - Eliminated lots and lots of projectors (from 198 to 5) but worked out a
    new method of retaining crisp tree shadows. Saves 30k rendered on
    average.
    - Tweaked emitters slightly.
    - Added cull-distances to a lot of meshes to help reduce overdraw / triangle counts.
    - Re-made the antiportals and added BSP to occlude network code.
    - Modified terrain in some places and added AntiPortals / BSP to help occlusion.
    Updated Moscow Highway
    - All sappers now have 1 satchel each
    - Added/linked NoArtilleryVolumes to their spawns
    - Relocated axis first radio
    - Set axis number of artillery calls to 4 instead of 5
    - Added second route towards village
    - Added a new sky
    - Limited Sapper role (4 now, hoping sappers will have 1 satchel each in the near future)
    - Added some cover here and there
    - Closed off gaps to parts of the map that should not be accessible
    Updated Ponyri
    - Ponyri's spawn and objective layout changed and revised.
    - Trench warfare while artillery shells crater the landscape around it.
    - Russians have one initial (one time) forward spawn at the AT.
    - Second Russian spawn is in village house, used after round has commenced.
    - Third Russian spawn is moved to the small pond (balance reasons), and they
    spawn there after loosing mortars and AT.
    - Axis spawn has moved way up to the actual west of the map
    - Axis second forward spawn gets activated when both mortars and AT are capped
    - Added objective manage, the village is only activated after mortars and AT
    are taken by Germans.
    - New smoke emitters added
    - Lifted some of the terrain in mortar trenches
    - Widened the house main doors, since it's now a spawn-point for Russians
    - Enlarged the village objective area
    -Relocated some of the artillery radio's
    Updated Berlin
    - Fixed a section of terrain that was missing in a building near
    the soviet exit onto the long street.
    - Increased the German reinforcement level from 180 to 210
    - Plugged as many of the terrain exploit holes as we could find
    - Replaced the Katyusha wreck with a new T34/85 wreck
    - Changed a brush in the ?stag from semi-solid to solid
    - Replaced the existing skybox
    Updated Kalinin
    - Added Zis trucks
    - Changed spawn protection volumes and values
    - Added 2At class allies, 4 AT class Axis (left the PF pickup in though)
    - Redone all NoArty volumes and attached them to their spawns
    - Widened infantry spawn exits to prevent blocking by players
    - Set arty interval to 1 minute and battery size to 15
    - Set HT and Zis truck spawn-limit to 100
    Updated Rostov
    - New objective layout
    Updated Kaukasus
    - Spawns at Russian cellars are wider in order to prevent blocking on ff-off servers
    Updated KrasnyiOktyabr
    - Reworked breaking glass emitters for better performance.
    - Added small visual updates
    - Many more Optimizations
    Updated Spartakovka
    - Fixed bulletproof balcony
    *Audio Changes:
    - New Russian artillery radio voices
    - Boosted grenade sound volume
    - Increased the volume of bullet hit effects 300%
    - Fixed a problem with artillery where zooming sounds were not being
    played in the correct location. This lead to them essentially never
    being heard.
    - Added death screams
    - Added new artillery zooming and explosion sounds
    - Artillery explosions should now attenuate correctly (getting quieter
    as you get farther away).
    - Added Tank specific Sounds
    - Fixed a problem with artillery explosion sounds only playing 3 of 4
    random sounds.
    - Added 3D Directional Bullet whiz
    - New Kar98 fire sound
    - New Luger fire sound
    - New PPD40 fire sound
    - New C96 fire sound
    - New G43 fire sound
    - New SVT40 fire sound
    - New Grenade explosion sound
    - Louder grenade ?bounce? Sound
    - New MG34 fire sound
    - Tweaked MP40 fire sound
    - New PPS43 fire sound
    - New PPSH41 fire sound
    - Tweaked STG44 fire sound
    - New TT33 fire sound
    - New WaltherP38 fire sound
    - Added many new ambience sounds for mappers
    - New Step sounds
    - Bullet hit sounds will now play with every bullet hit
    *Minor Changes and Fixes:
    - New in-game menu code. The game now remembers your selection, and there
    is no longer a need to re-select your role after you die
    - Fixed a typo in the menus "Seconary Weapon"
    - Fixed (hopefully) the infinite zoom bug
    - New Loading Screens
    - Many Net Code changes to reduce server CPU usage and Lag
    *Known Issues:
    - If a destroyable static mesh is scaled in the editor,
    it may not appear right online
    - Players don't regain stamina while driving vehicles
    - ?zombie? skinned players still occur
    - ?Umbrella? single hand held weapons

  • SPOILER: 3.1 Map-patch Changelog
    RO_Beta_3.1_MapPatch Change Log - 19 Nov 2004
    **Installation**
    Unzip the contents of this file to your UT2004 directory. The maps should be unzipped to your RedOrchestra\Maps
    folder automatically.
    *Mapchanges
    RO-Danzig is now official!
    -Included in the 3.1 Map Patch release as an official map.
    -The new version includes fixes for the broken objectives, plus some texture and static mesh collision changes.
    RO-Barashka - updated
    -Changed winning conditions from 3 objectives to 4 (all objectives must be taken to win)
    -increase Panzer, Kv1 and T tanks respawn numbers from 4 to 5 per tankfactory (teams were out of tanks to soon)
    -decreased the panther respawn number from 5 to 2 (balance reasons)
    RO-Berlin - updated
    -Fixed the bug that had the objective zone at the Reichstag above the ground. Players who were prone were not included in the objective.
    -shortened the round time to 20 minutes
    -axis reinf limit set from 210 to 150
    -allies reinforcement limit set from 250 to 170
    RO-Donets - small fix
    -Deleted blue soldier styled "scale actor" from one of the bridges
    RO-Jucha - updated
    - Changed capvolume for the 88s objective.
    - Fixed proning issue where a player falls through the map if they go prone near the ladder in the stables next to the 88s.
    - Fixed a few 'popping' of meshes instances.
    - Fixed the occlusion error where a player looking out of the window in the building near the ammo cache saw a rendering error.
    RO-Karlovka - small update
    -Increased the size of the Bridge capture area to include all the nearby buildings
    RO-Kharkov - updated
    -Fixed inconsistency that had to do with recapturability of radio objective. Made a new objective capture design.
    The germans assaulting will still have to unlock the radio objective by capping the street objective. After they capture radio objective, the entrance objective will be unlocked for them. However, entrance objective will ONLY stay unlocked as long as the axis team hold both street and radio objective. These two are recapturable by russian forces. When the russians manage to recapture either radio OR street objective, the entrance objective gets locked again and cant be captured by the axis team, until they regain control over BOTH radio and street objective
    RO-KrasnyiOktyabr - fix
    -Fixed spawn bug when axis had capped central, garage and petrol
    RO-RedGodOfWar - updated
    -Fixed a minor terrain bug in the trenches behind the North Bunker
    -Reduced level time to 20 minutes.
    -Added endcam

  • SPOILER: 3.2 Changelog
    RO Beta 3.2 Changelog
    /****************************************************
    * NOTE!!!
    * Before playing RO with this patch you need to make
    * an edit to your RedOrchestra.ini file. In the
    * [ALAudio.ALAudioSubsystem] section, find the value
    * named AmbientVolume and set the value to 5.000000
    * If you do not make this change the MG and SMGs
    * firing sounds will appear very quiet to you.
    * Additionally, do not play any community made maps
    * that have not been converted for compatibility with
    * 3.2, as all our maps had to have their sounds
    * adjusted to support the new MG/SMG sound system.
    ******************************************************/
    /****************************************************
    * NOTE!!!
    * The new motion blur effect may not work properly
    * certain video cards, and video card settings such
    * as FSAA. Additionaly, resizing the screen while the
    * game is running can have unintended consequences
    * with the blur effect. The blur effect does not
    * currently work in OpenGL. If you have problems with
    * the motion blur effect it can be switched to an
    * alternate effect in the display settings menu.
    ******************************************************/
    *Installation
    Unzip the contents of this zip to your UT2004 directory.
    *Running the game
    Click the Play_RedOrchestra.bat file in the UT2004\System
    directory. Alternately, you may create a shortcut to
    RedOrchestra by creating a shortcut to UT2004 and adding
    the -mod=RedOrchestra commandline parameter.
    ****Major Changes/Additions****
    - Red Orchestra now has full bot support for infantry
    maps and functional bot support for all other maps. Bots
    will fight, use iron sights, capture objectives, follow
    orders, attack/defend specific objectives, and more.
    - Added the MG42 fully modeled with a true 1200 round per
    minute rate of fire.
    - Added the IS2,Iosef Stalin 2, heavy tank. This tank
    features heavy armor and a large 122mm cannon that is
    more than a match for any tank it will encounter.
    - Added a new motion blur effect when explosions happen
    near you. This new "shell-shock" effect greatly enhances
    the immersion of the game.
    - New and vastly improved prone movement system. Greatly
    improves movement while prone while fixing many of the
    bugs with the prone system.
    - Improved Voice Over IP support.
    - New grenade damage model based on exposure. The less a
    player's body is exposed to an explosion, the less damage
    they will take.
    - Vastly improved vehicle hit detection. Hit detection
    for vehicles now uses an ultra precise per-poly
    method to detect if a shot collided or not. This
    New system should also greatly reduce the load
    on the server's CPU as well.
    - Improved internal damage modelling for vehicles including
    separate damage for the engine and ammo store areas that
    will do devastating damage to the tank when hit.
    - Improved intra-vehicle communication with a new vehicle
    voice menu and vehicle text chat system.
    - Added advanced friendly fire settings. Separate settings
    are now available to let server admins set different values
    for artillery, grenade, and standard damage types.
    - Many optimization to decrease server side CPU load.
    ****Detailed Changelog****
    **Additions**
    ==Optimization==
    - Added a new system for looping ambient fire sounds for
    high ROF weapons. Should sound much smoother, use less
    CPU, and less network traffic.
    - Added a new system for looping weapon fire animations
    for high ROF weapons. This should allow much smoother
    firing animations for high ROF weapons.
    - Added a new system for handling hit effect and tracer
    spawning for high rate of fire weapons. Should greatly
    reduce network traffic and CPU usage.
    - Converted the MG34, DP28, MG42, PPSH41, PPS43, and the
    PPD40 over to the new ambient fire sound system and
    special high rate of fire optimized code.
    ==Players==
    - New and vastly improved prone movement system. Greatly
    improves movement while prone while fixing many of the
    bugs with the prone system.
    - Players view now rotates correctly while prone rather than
    rotating at the angle of the terrain the player is prone
    one.
    - Players now move correctly and their view works correctly
    while prone on certain surface types (static meshes).
    ==Voice Over IP==
    - When speaking with VOIP, you can now see how loud
    your voice is, and what channel your speaking in.
    - Added custom voice level system using an analog
    style VU meter with needle.
    ==Weapons==
    - New smoother shoot animations for SMGs and semi autos.
    Animations should be much more fluid.
    - Added the MG42 fully modeled with a true 1200 round per
    minute rate of fire.
    - New recoil system. Provides much smoother recoil online
    especially in high ping situations.
    - New grenade damage model based on exposure. The less a
    player's body is exposed to an explosion, the less damage
    they will take.
    - The amount of blur a player gets from an explosion is now
    reduced based on their exposure to the explosion.
    ==Vehicles==
    - Added the IS2,Iosef Stalin 2, heavy tank. This tank
    features heavy armor and a large 122mm cannon that is
    more than a match for any tank it will encounter.
    - Vastly improved vehicle hit detection. Hit detection
    for vehicles now uses an ultra precise per-poly
    method to detect if a shot collided or not. This
    New system should also greatly reduce the load
    on the server's CPU as well.
    - Improved tank handling. Tanks can no longer turn very
    quickly at high speeds.
    - Lowering the slats on the Half track will now protect
    the driver.
    - Added internal Ammo Storage hit point for tanks. Any
    penetrating hit to the ammo storage will destroy the tank.
    - A red track icon is now displayed on the hud when
    a tank track gets disabled
    - Added a separate engine damage system. Hits to the engine
    can now disable a vehicle if enough damage is done to the
    engine and the vehicle is not destroyed.
    - A damaged/disabled engine icon is now displayed when
    the engine is damaged/disabled
    - If a vehicle is disabled and the crew abandon it, the
    vehicle is destroyed after a few seconds.
    - Added a voice menu for vehicles. This allows the vehicle
    crew to quickly communicate tactical information such as
    "stop", "forward", "enemy ahead", etc. The keys are bound
    to the numpad keys by default. The bindings can be modified
    under the Configure->Input->Speech Binder. Access the voice
    menu by pressing the voice menu key (default is "V").
    - Added a vehicle only chat (chat messages only go to
    people in your vehicle). (Default key is "U").
    - New and improved tread textures for the IS2 and KV1
    ==BOTS==
    - Bots now know how to use tanks and will put up a decent
    fight as tank crew.
    - Defending bots now have greatly increased tactical
    awareness. Defending bots will now purposefully attack
    recappable objectives they have lost.
    - Bots are now scared of grenades, satchel charges, and
    artillery strikes. They might still attack if they are
    really mad and trying to kill you.
    - Added code to get the bots using vehicles a little better.
    - Bots will now have specialized traits based on their
    role type. For example, SMG roles will attack up close
    more often, while rifle roles will try and make long
    range shots more often.
    - Human players will now kick bots off of a role if
    the human tries to select a role that is full that
    the bot is occupying.
    - Roles that are full but have bots in the role will
    be noted by a "*" next to the role.
    - Set all long range weapons up to be able to be used properly
    by bots with sniper defense points.
    - Added additional functionality for Attack and Defend
    in the bot menu. Bots will now attack/defend the
    specific objective you tell them to attack/defend. This
    is beyond the standard attack/defend "anything"
    functionality that UT2k4 has.
    - Disabled grenades for bots for the time being until they can
    be taught how to use them properly.
    - Any role can now give orders to bots offline. Online
    officers are the only ones that can give bots
    orders.
    - Bots now have more historically accurate names.
    - Bots now use ironsights. The system is rudimentary, but
    the bots are now more accurate because they use iron sights.
    - Bots now know when an objective has been completed, and should
    move on to attacking/defending their next objective.
    - Added a system for prioritizing the objectives for bots. This
    system is flexible enough to support linear attack/defend type
    maps, or non-linear maps.
    - Added AI code so the bots will understand the new objective
    prioritization system.
    - Bots should now generally know whether they should attack or
    defend. This system still needs some work, but is quite functional.
    - Bots now correctly animate when crouching
    - Bots now respond when issued voice commands
    - Bots no longer are transfixed with dropped ammo or
    weapons.
    - Bots are no longer transfixed with dead bodies.
    - Bots are now aware of the objectives, and will try and
    capture/defend.
    - Bots will now open doors when the doors are properly
    configured by a mapper.
    - Bots will now leave the spawn and go out
    and do things.
    ==Server Administration==
    - Added advanced friendly fire settings. Separate settings
    are now available to let server admins set different values
    for artillery, grenade, and standard damage types. The new
    settings are called:
    FFArtyScale
    FFExplosivesScale
    FFArtyScale will scale artillery FF kills by this value. So
    for example, if it usually takes 1 kill to be kicked, if
    FFArtyScale was set to 0.25, it would take 4 friendly fire
    kills from artillery to be kicked. It works in a similar
    manner for Explosive damage (nades, satchels, tanks shells,
    etc).
    Essentially, this will allow admins to reduce (or increase
    if they feel so inclined) damage done by indirect weapons
    like nades and arty, while still keeping a high level of
    punishment for straight up shooting someone with a rifle.
    ==Effects==
    - Artillery and grenades will now cause the players
    view to shake if they explode near them.
    - Artillery and grenades will now cause a motion
    blur effect if they go off near you.
    - New and improved tracer effects for MGs
    - New and greatly improved bullet hit effects.
    - Added a menu option to turn switch the motion blur to an
    alternate system for users that run OpenGL or users with
    low end machines. Set motion blur to "off" in the detail
    settings menu to enable the alternate system.
    ==Misc==
    - Glass no longer stops bullets. Bullets will now pass
    through glass, break it, and then continue on.
    - Added a new scoreboard based on Crube's BFE
    scoreboard mutator. (Used with permission)
    - Added icons for ROObjectives and ROSatchelObjectives
    in the editor. The art looks a little goofy, and you
    might want to have an artists make them look better.
    - Added a web based news page that is dynamically updated.
    You will see this under news when you open up the
    multiplayer menu.
    - Voice menu now matches the rest of the User Interface
    instead of being UT2k4 blue.
    **Changes**
    ==Weapons==
    - Increased recoil for semi autos
    - Bolts, Semis, and STG44 are now slightly more accurate
    - Sniper rifles now get sway reduction for crouch and
    prone just like the rest of the weapons.
    - Improved Bipod mounted weapon deployment. Bipod mounted
    weapons should find deployment spots easier especially
    while crouched.
    - MG34 and MG42 3rd person ejected rounds now fall out
    the bottom of the weapon instead of the side.
    - All automatic weapons have improved/tweaked firing
    animations to work better with the new autofiring
    code
    ==Vehicles==
    - Swapped out per-poly collision on tank turrets due to
    a bug with the system. Per poly hit detection remains
    for tank and vehicle bodies.
    - Removed the vehicle horns until we get proper sounds
    - Disabled bots using MG roles for now until they can be
    taught to use them properly.
    - Adjusted Panther front armor back up to correct levels
    now that penetration is working properly. T34-85 can
    penetrate the front of the Panther at < 100 meters.
    IS2 can penetrate the front at any range. KV1 can
    never penetrate the front of the Panther.
    - Adjusted KV1 armor down to realistic levels.
    - Plugged the new ambient fire sounds into the vehicle
    mgs.
    - Set the radius that players will try and get into
    vehicles to half the size.
    ==Optimization==
    - Greatly optimized sections of the player movement
    and animation checking code for the server. This
    code is some of the most executed code server side.
    - Restructured the Bipod and MG mounted weapon classes so
    they will work better, be more efficient, and easier to
    understand.
    - Cleaned up and reworked large sections of the MG system
    to work better and be more efficient.
    **Fixes**
    ==Weapons==
    - Fixed the exploit where the MGs could be deployed while
    standing.
    - Fixed the 3rd person STG reload animation not playing
    - Fixed SMG and MGs getting stuck not being able to fire
    (playing sound and animation but not really firing
    bullets) when reloading quickly after you run out of
    ammo.
    - Fixed certain weapons getting stuck not being able to
    fire (playing sound and animation but not really firing
    bullets) after picking up and empty weapon and hitting
    reload
    - Fixed SMGs and MGs continuing to animate and play bolt
    movement sounds for a second after they are already out
    of ammo when the fire button was still held down when
    the ammo was out.
    - Fixed pistols having the slide not stay back after the
    last shot and then popping forward a few moments later.
    - Fixed the bug where bolt action rifles would "jump"
    after the bolt was finished working.
    - Fixed a bug where grenade kills would not show the
    killer correctly if the killer died before the nade
    exploded. This could also be used as an exploit for
    TKing your own team, as you could drop your nade,
    suicide, TK half your team, and never get kicked.
    ==Vehicles==
    - Fixed the vehicle capture bug. This was the bug where
    sometimes you would capture an area for the opposing team
    when you were in a capture zone in a vehicle.
    - Fixed tanks not being able to destroy the buildings on
    Kalinin
    - Fixed a bug where view transitions didn't work correctly
    in vehicles and vehicle turrets when playing on a listen
    server.
    - Fixed a problem where the player's view was in the
    wrong position when switching views in the KV1 Cannon
    - Fixed tanks cannons getting stuck unable
    to fire after reloading.
    - Fixed a bug where vehicle damage was not correctly
    calculated in certain instances.
    - Cleaned up some logging errors on vehicle huds.
    - Fixed the collision for the Halftrack MG gunner.
    The collision was inadvertently left off in 3.1.
    - Fixed a bug with penetration distance for tanks.
    There was a bug in 3.1 where the distance part of
    the penetration calculation was not working
    correctly. Every calculation was using bad data
    that was likely a 400-500 meter shot every time.
    This caused tank cannons to be too ineffective at
    close range, and too effective at long range. Tanks
    will now be much deadlier up close.
    - Fixed a bug where PTRD hit effects would not show
    up correctly online if you were shooting at a vehicle
    that was close to you.
    - Fixed a bug where tank shell hit effects and sounds
    would not show up correctly when shooting at a tank
    that was really close to you.
    - Fixed a bug where firing and reloading of the tank
    cannon would get out of synch. This would cause the
    fire sound to play, but no shell was launched.
    - Fixed a bug where the halftrack driver could not be
    killed with small arms fire
    - The correct location is now reported when you are in
    a T34 (it no longer says you are in a panzer iv).
    ==Players==
    - Fixed a bug where players would get 2x-3x more damage than
    they were supposed to from grenades and artillery.
    - Players no longer glitch about when proning on static
    meshes. Proning on static meshes should now work just
    as smooth as proning on BSP.
    - The player's view no longer rotates in relation to the
    surface they are prone on when looking around with the
    mouse. The view will rotate left, right, up, and down
    just like when the player is standing.
    - Fixed the "moving while prone in ironsights" bug
    - Fixed a bug where player's were incorrectly playing
    falling animations on the server when getting shot
    in rapid succession on the server. This was causing
    incorrect hit detection in some instances.
    - Fixed the disappearing Iron-sights bug. This was the
    bug where the weapon would disappear when going into
    ironsights and the player would have to drop the
    weapon and pick it up again to get rid of the error.
    ==Bots==
    - Fixed giving the "Hold Position" command to bots causing
    the game or server to crash.
    - Destroyable statics now block bot paths so bots won't
    queue up thinking they should be able to walk through
    them.
    - Fixed a bug where bots wouldn't properly find a
    new objective to attack/defend once an objective
    was completed.
    - Fixed bots sending blank (TK) messages
    - German bots now have german names and russian bots
    have russian names.
    - Fixed an issue with weapons and the bot code that
    affected the way bots interact with certain map
    actors and how they use their weapons.
    - Fixed bots respawning after reinforcements had been
    depleted.
    - Fixed a bug with the bot command menu. Bots will now
    obey "Hold Position" commands. There was a bug before
    that was causing them to ignore this command. This is
    really helpful if you want to tell the bots to hold an
    area.
    - Fixed a bug where german bots would think they owned
    russian objectives. This would cause the german bots to
    never attack objectives unless it was on accident, so
    they just wandered the map shooting things.
    - Fixed a bug where bots would not get new objectives to
    attack/defend when the round reset.
    - Hit effects now show up on destroyable statics.
    ==Misc==
    - Fixed a bug where the gore settings were not working
    properly in the in-game menus.
    - Fixed a bug where you could use the skybox to mark
    artillery positions.
    - Grenades and satchels no longer pass through
    destroyable statics
    - Fixed a bug where artillery kills would not show the
    killer correctly if the killer died before the arty
    hit. This could also be used as an exploit for
    TKing your own team, as you could call the arty,
    suicide, TK half your team, and never get kicked.
    - The correct (real) ping now shows in the scoreboard
    - Fixed the Attack and Defend functionality for the
    voice command menu
    - Fixed a bug with the voice menu where you would choose
    to say "attack a certain objective" but when the message
    came up it would say a different objective.
    - Fixed a problem where objective's status weren't showing
    up correctly online.
    **NOTE**
    Bots don't know how to blow up satchel objectives yet
    ======================================
    = Map Changelists
    ======================================
    **Jucha**
    - Fixed the drainpipe exploit near the church/ barn near
    Axis spawn.
    - Added MG42 role
    - Fixed any reported instances of objects "popping" into
    view in the distance.
    - Fixed deathbug near 2nd Axis spawn
    **Berlin**
    - Opened up the exit from the house heading to the South
    Apartments to improve bot usage.
    - Added some cover in front of the now wide-open
    exit.
    - Fixed a terrain exploit
    - Added another path out of the building heading to the
    South Apartment for the soviets.
    **Ponyri**
    - Fixed unlimited SVT role
    - Fixed issue where the mortar objective had incorrect
    volume tag, resulting in the objective using the radius
    rather than the volume boundary.
    **Rostov**
    - Fixed the objective volumes for the stash and the park.
    - Fixed multiple terrain exploits
    - Fixed the collision on the He111 airplane which was
    apparently broken in 3.1.
    **Warsaw**
    - Fixed 3 locations where going prone near meshes caused
    players to fall through terrain.
    **Kaukasus**
    - Final tweaking of defense positions.
    - Replaced standard volumes with sniper volumes where
    necessary to support defense positions.
    - Fixed a small problem with the pathing that was preventing
    bots from leaving the cellar spawn area.
    - Re-textured all main BSP structures
    - Re-did the allies spawnexit at cellars (better bot support),
    removed second exit since it was hardly ever used
    - Re-worked backroute and backroutepath, added 4 ledges to
    support axis assaults
    - Rebuilt Shepards House
    - Put BlockingVolumes near Shepards House to prevent exploits
    **Danzig**
    - Fixed the Soviet planes so that they are no longer visible
    after a flyby.
    - Re-sized the sandbags in the level.
    **MoscowHighway**
    - Moved a few tree meshes around to make bot pathing work
    better.
    **Sevastopol**
    - Changed the tanks and 76mm guns to be destroyable statics
    - Changed some minor things like some lighting in the tunnels
    **Warsaw**
    - Changed the roof tile texture from a wooden one to a red
    slate.
    - Changed the green wallpaper texture to a floral pattern.
    - Replaced door at Soviet spawn exit with collapsed wall to
    prevent players getting stuck en masse when spawning.
    - Enlarged the rubble heap outside the Soviet spawn to reduce
    the chance of injury when leaving the spawn.
    **KrasnyiOktyabr**
    - Replaced bsp with new staticmeshes
    - Retextured some major parts of the map
    - Removed all non-play area buildings (these will be replaced)
    - Reworked lighting in cellars

  • SPOILER: 3.3 Changelog
    RO Beta 3.3 Changelog
    *Installation
    Unzip the contents of this zip to your UT2004 directory.
    *Running the game
    Click the Play_RedOrchestra.bat file in the UT2004\System
    directory. Alternately, you may create a shortcut to
    RedOrchestra by creating a shortcut to UT2004 and adding
    the -mod=RedOrchestra commandline parameter.
    **Additions**
    - New player movement system. Players now have acceleration
    and momentum. Players take a little time to accelerate
    to full speed and a little time to slow down. This is
    especially apparent when strafing as the player can no
    longer instantly change strafing directions due to pushing
    against their own momentum.
    - New directional movement speed system. The player moves
    slower while strafing and moves very slow while walking
    backwards.
    - Bots will now listen to vehicle voice commands in a very
    rudimentary fashion. Bots will actually stop the vehicle
    when ordered to stop. They will then continue on their way
    if given any other movement command. They do not follow
    direct movement commands however.
    - Bots can now be ordered to get out of a vehicle and they
    will leave.
    - New map BaksanValley.
    **Changes**
    - Rendering optimizations. Optimizations were made that can
    speed up rendering from 15-40% depending upon the users
    machine. These optimizations should be particularly
    helpful for users with lower end CPUs. There were general
    optimizations and specific optimizations for when lots of
    players or vehicles are on the screen.
    - Optimized StalingradKessel and Kharkov for better server-
    side performance.
    - Optimized StalingradKessel for better client-side
    performance.
    - Made tweaks to the SMGs. Recoil was not working properly
    on the MP40, and this has been fixed. Additionally, the
    recoil values for all SMGs have been tweaked to more
    accurately represent their real world recoil.
    - Made some minor tweaks that will cause the player to move
    more smoothly online during laggy conditions.
    - Increased the radius that footsteps can be heard. Players
    will now have to be more tactful when trying to sneak up
    on people.
    - Decreased the volume of the player's breathing and the
    distance it can be heard.
    - Players will now make quiet footstepping sounds when
    crouched or walking slowly.
    - Made changes to the motion blur system. The blur effect
    duration and the distance at which it effects players
    has been reduced. Additionally, cover (such as walls)
    will now reduce the blur effect much more than before.
    - Reduced the amount of SMG roles on StalingradKessel
    - Tanks should no longer continue to roll down shallow
    hills after the tank stops.
    - Breathing sounds from stamina loss now play sooner to
    give the player a better idea of their stamina level.
    - Players now regain stamina any time they are not
    sprinting. They regain stamina very slowly if they are
    moving while standing and quickly if they are not moving
    or if they are crouched or prone.
    - Tweaked directional movement speeds. Directional movement
    speed is now adjusted for eight way movement instead of
    just 4 way movement. This means the players speed is split
    between the strafing and full forward speed when strafing
    while moving forward. This also means players no longer
    move faster while walking backward and strafing.
    - Moved the "Weapon shot out of hand" message down
    **Fixes**
    - Fixed a map exploit on the map Danzig.
    - Fixed a bug where a grenade that appeared to be thrown
    would actually blow up the player throwing it a few moments
    after they threw the grenade.
    - Fixed a bug where in rare instances ( < 10% of the time )
    rifles and semi-automatic rifles would fire where the rifle
    recoiled, not where it was aimed.
    - Fixed a problem where tanks were not braking properly
    and the tank would spin sideways when using the brake
    - Fixed the spelling of Panzerbesatzung in the role menu.

  • SPOILER: Summer Offensive mappack notes
    =====================
    * Summer Offensive Map Pack *
    =====================
    =======
    Description
    =======
    This pack contains 7 of the maps entered in MapOrchestra's Summer Offensive Contest. Each map was designed to show a new perspective of what Vehicle combat for Red Orchestra can be, and features a minimum of 3 Tanks per side.
    So prepare to immerse yourself in entirely new forms of vehicle combat and to rediscover combined arms for Red Orchestra.
    Featuring:
    -Tank combat from point blank to extreme range (Binoculars will now become a vital tool)
    -A Fully functional German parachute Assault
    -Captured Russian Panthers
    -Entirely new Combined Arms experiences
    -Terrain and obstacles allowing for realistic battlefield tactics and manoeuvring
    -A wide variety of terrain and weather conditions, ranging from wide open spaces, to narrow streets blanketed in clinging fog, and from bright sunshine to night combat.
    -A huge new proof-of-concept map, redefining what the word "big" means
    -Immersion like never before
    ****************************************
    ==============
    Installation Instructions
    ==============
    Install/Extract into your Ut2004 directory, all files will be placed in correct folders
    **************
    Server Admins Only
    **************
    To run RO-IronAnnie_SO on your server you will need to do the following:
    1.) Open redorchestra.ini
    2.) Either scroll or use the 'find' tool to locate the ServerPackages
    3.) Add the following line (without the quotation marks) ' ServerPackages=edo_chute1 '
    4.) Save the .ini
    ****************************************
    ==================
    Map Listing & Contest Results
    ==================
    RO-Korsun_SO - WickedPenguin - 1st Place
    RO-Contestmap_SO - SaveThejets - 2nd Place
    RO-Arad_SO - FlashPanHunter - 3rd Place
    RO-Rueckzug_SO - Monk - 4th Place
    RO-Perekop_SO - Koetje - Special Recognition
    RO-KarpezosMove_SO - UncleDrax - Honourable Mention
    RO-Ogledow_SO - Daskarma - Honourable Mention
    RO-Kolberg_SO - MoinoO09F + Grosbill - Honourable Mention
    Due to time constraints RO-Kolberg_SO was unable to be completed in time and therefore is not included in the pack. However we look forward to seeing it completed and released in the near future, and await the final release with anticipation.
    ****************************************
    =======
    Map Details
    =======
    Mapname: RO-Arad_SO
    Author: 'Flashpanhunter'
    E-Mail: [email protected]
    Description:
    Mid-Summer, 1944
    Soviet Armor skirmishes with German and Hungarian Forces in preparation for assaults upon Debrecen and Oradea.
    Notes:
    Surrounded by dense forest and nestled between grassy rolling hills, two villages become the focus of tense mid-to-long-range tank combat. The open terrain with undulating hills allow players to use flanking moves against the enemy, as well as being able to use hull down tactics to minimise exposure to return fire. Anti-tank infantry and artillery spotters make the villages a potential deathtrap for tanks.
    -------------------------------------------
    Mapname: RO-IronAnnie_SO
    Author: Kyle 'savethejets' Reczek
    E-Mail: [email protected]
    Description:
    June 27th, 1941
    In the East, German forces encircle several Soviet divisions near Minsk with the assistance of German Fallschirmjager
    Notes:
    A very immersive map, the darkness is broken by the tracer fire from AA guns arcing through the sky towards the rumbling Ju-52s overhead. Fallschirmjager rain down by parachute, in support of tanks on the ground, whilst the sounds and voices of infantry fighting can be heard all around you. Most important of all is that this is the first Red Orchestra map to feature working parachutists! Simply step from the open door of a JU-52 and prepare to be treated to an experience unlike anything before in RO.
    -------------------------------------------
    Mapname: RO-KarpezosMove_SO
    Author: Kenneth 'UncleDrax' Reising
    E-Mail: [email protected]
    Description:
    24 June, 1941.
    Just 2 days after German forces cross into Russia. Russian resistance is weak at best and the German Blitzkrieg is moving quickly across the Ukraine. Remnants of the Russian 10th Tank Division gather quickly to stall the advance of the Panzers. They meet 70 miles NW of L'viv, near the town of Radechov.
    This is a fictional engagement based on the actual actions of General I.I. Karpezo near Radechov in an attempt to stall the German offensive.
    Notes:
    Brutal tank combat set amongst farmland and hills. Watch as tanks disappear into fields of wheat and Russian tanks become long range anti-tank guns turning the town of Radechov into a fortress. Beautiful countryside has never been the setting for an armoured bloodbath of this scale. The distances of engagement can be extreme range and tanks move in support each of other with multiple tanks firing upon a single enemy at times. This is a map where you will be thankful your tank commander has binoculars as he scans the far distance for the shape of a barely visible turret.
    -------------------------------------------
    Mapname: RO-KorsunAirfield_SO
    Author: Mark 'WickedPenguin' Rossmore, with assistance from 'Crube' on the Russian Panther
    E-Mail: [email protected]
    Description:
    February 17, 1944
    As more than 50,000 Germans attempt a desperate breakout on foot from the small town of Korsun deep in the Cherkassy-Korsun Pocket, a few brave German soldiers stay behind to delay the Russian advance at Korsun's Airfield.
    Notes:
    Amidst a smoky haze settling down after days of intense artillery bombardment, German troops and their Panthers prepare to fight a desperate delaying action. What they don?t know is that the Russians have captured some Panthers themselves, new additions to their arsenal which have been freshly repainted and conscripted into their service. As the battle wages from the Dnepr River bridgehead to the hangars and runway of the airfield, don?t get too distracted by the destructible targets around you. You?ll have to focus on target identification to spot the difference between friendly and enemy Panthers. Is that Panther coming out of the smoke a friend?or foe?
    -------------------------------------------
    Mapname: RO-Ogledow_SO
    Author: Robert '|DEM|dasKaRmA' Chudalla
    E-Mail: [email protected]
    Description:
    11th August, 1944
    Poland, Swietokrzyskie-District. German 16th. Pz.Div. and 501st Heavy Tank Battalion have launched an attack onto the Russian Lines around the Village of Ogledow. They only expect some small Resistance from the Russians. But the 6th Guards Tanks Corps gets supported by the 71st Independent Guards Heavy Tank Battalion with their new IS2 Tanks.......
    Notes:
    A beautiful and fairly compact map where two tank units plough into each other headfirst, the only result can be destruction. Heavy and medium tanks use the terrain to gain any possible advantage, walls and slopes allow hull down tactics, a hill provides a tactical vantage point over the battlefield and buildings, trees and small dips in the terrain provide cover and assist in covering flanking moves. Anti-tank crews prowl the countryside and buildings, preying on unwary tank crews with ambush tactics, stealth, and their loaded PTRD?s and Panzerfausts. A simple yet very elegant map, which allows players to just focus on using their tanks and the terrain to maximise their chances of survival, whilst their opponents attempt to do the same.
    -------------------------------------------
    Mapname: RO-Perekop_SO
    Author: Vincent ?Koetje? Zwart
    E-Mail: [email protected]
    Description:
    Notes:
    An accurate ¼ scale version of the first German assault onto the Crimean peninsula built from maps and satellite images of the area. A map that dwarfs even Kalinin and makes Barashka seem like a backyard, the size has to be seen to be fully comprehended. The scale of the map makes it not entirely suitable for only 32 players, making us eagerly await the day where player limits are 64-128 or greater. However, it does show what the future may bring and exactly what kind of scale can be supported by future incarnations of RO. With tanks in bunkers for defence, a fully working train crash, viewing distances that stretch to the far horizon and a scale that lets you reach that horizon and find you haven?t even covered half the map, this is an experience unlike no other in RO.
    -------------------------------------------
    Mapname: RO-Rueckzug_SO
    Author: 'Monk'
    E-Mail: -
    Description:
    January, 1945
    German tank crews are racing back to the Oder river to regroup. Preventing their escape, however, are large numbers of well armed Soviet armoured divisions along with hosts of anti-tank teams.
    Notes:
    This is survival horror ? Red Orchestra style. Dense fog swaths the buildings, the trees, and even the graveyard in a claustrophobic haze. Charging through the mist comes a unit of German Panthers in headlong retreat. You?ll never know what awaits you around the corner, as IS2?s and Panthers drift in and out of the mist and sappers strike silently without ever being seen. Narrow bottle-necked streets, twisting alleys, restricted vision, and the ghostly surrounding forest will scare even the most hardened tanker into paranoia.
    ****************************************
    =================================
    With Thanks To the following - In no particular Order
    =================================
    MapOrchestra - VelcroWarrior and FYROM
    The Mappers themselves
    The Naked Mappers, #RO-Leveldesign on Gamesurge
    JCoquillon
    Strahd
    RO-Battle For Europe
    13th Panzer Division, especially Krokar and Leggo
    [RO]Ramm-Jaeger
    Mr_Rabbit
    SuperApe,
    Crube
    Nightshade
    Retond8
    Fivetide
    edo and the Realm of Assault Team
    Martin Bell
    [RO]Ramm-Jaeger again
    The entire RO team past and present
    The Community for all of their enthusiasm and support
    Many thanks to all the others involved in any way, you know who you are...

Share this post


Link to post
Share on other sites

Red Orchestra: Ostfront 41-45 er nå tilgjengelig for forhåndssalg og preload på Steam. Vi har samlet sammen noen av de mest spurte spørsmålene om dette kommende spillet, som skiller seg fra røkla av WWII fps ved at det legger opp til mye mer realisme enn hva som er vanlig

Er spillet standalone?

JA. Red Orchestra: Ostfront 41-45 er et stand alone spill. Man trenger altså ikke noe annet spill for å kunne spille Red Orchestra: Ostfront 41-45. Det er viktig å skille mellom Red Orchestra: Ostfront 41-45 og Red Orchestra: Combined Arms. Sistnevnte er modden som man trenger UT2004 for å spille.

Hva skiller det fra andre wwii spill, og fps spill generelt?

Red Orchestra: Ostfront 41-45 er et spill som tar sikte på å være realistisk og banebrytende i den forstand. Man har ingen cross-hair som man har i andre spill, man dør lettere og man har et realistisk stamina-system (utholdenhet). Dette betyr at det er vanskeligere både overleve og drepe fienden. Spillet har en høy lærekurve i forhold til de fleste FPS-spill.

Hva koster det, hvor kan jeg få tak i det?

Red Orchestra: Ostfront 41-45 kan man laste ned ved hjelp av Steam og koster da 24.95 dollar (eller ca 152 norske kroner). Spillet kommer også i butikkene, men da vil det sannsynligvis koste mer. Det er heller ikke bekreftet at spillet kommer i butikkene her i Norge. Spillet kommer i mars, mer enn det vil ikke utviklerne si.

Kommer Battlefield.no til å ha publicservere?

Battlefield.no stiller garantert med en publicserver når spillet slippes. Det kan hende at vi setter opp flere servere etter hvert, hvis behovet melder seg. Det vil være gratis å benytte seg av publicservere til Red Orchestra: Ostfront 41-45.

Vi har opprettet en tråd på vår forum for Red Orchestra, der du får svar på enda flere spørsmål, les den her.

Share this post


Link to post
Share on other sites

Gudene skal vite at jeg fikk lyst til å sette meg inn i dette spillet når det kommer! Virkelig bra! Hmm, kanskje jeg skal preloade det via steam allerede nå?

*sjekke saldo*

Share this post


Link to post
Share on other sites
Gudene skal vite at jeg fikk lyst til å sette meg inn i dette spillet når det kommer! Virkelig bra! Hmm, kanskje jeg skal preloade det via steam allerede nå?

*sjekke saldo*

1272553[/snapback]

U do that. Ligger allerede og venter på meg :tafse:

Share this post


Link to post
Share on other sites
Gudene skal vite at jeg fikk lyst til å sette meg inn i dette spillet når det kommer! Virkelig bra! Hmm, kanskje jeg skal preloade det via steam allerede nå?

*sjekke saldo*

1272553[/snapback]

U do that. Ligger allerede og venter på meg :tafse:

1272623[/snapback]

meg og :blush:

Share this post


Link to post
Share on other sites
Gudene skal vite at jeg fikk lyst til å sette meg inn i dette spillet når det kommer! Virkelig bra! Hmm, kanskje jeg skal preloade det via steam allerede nå?

*sjekke saldo*

1272553[/snapback]

Vel preloade kan du gjøre uten å betale for det. Eneste forskjellen på å betale nå er at du sparer 2 (tror jeg det var) euro :tafse:

Share this post


Link to post
Share on other sites

hehe...var definitivt en skrytevideo jeg laga ja :tafse:

Var dog litt vanskelig å spille med fraps på, så jeg sugde ganske heftig :blush:

Btw: Knallbra artikkel smile.png

Share this post


Link to post
Share on other sites
Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...