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Red Orchestra: Heroes of Stalingrad

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It's on people!

5Gb, Freeweekend, new map, new weapons, refined MP campaign mode, and my favorite, changes to Classic mode <= Seriously, take a look at that.

Continuing our tradition of providing free additional content for all our games, Tripwire Interactive is pleased to announce the release of the "Island Assault" Content Pack for Rising Storm. So that everyone gets a chance to try out the free content pack as well as the base game, we are running our first ever free weekend for Rising Storm (that means you can play the full game, for free, all weekend), starting today (Thursday 26 September), through Sunday.

A new trailer, of course:

Vimeo - Rising Storm Island Assault Trailer on Vimeo

Youtube -

The pack includes the following new features for the games:

  • Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can keep you occupied for hours. This gives the multiplayer game more depth than ever before, as individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemy's resources. We like to say it is like a “meta-game" of Risk. This features both Stalingrad and Pacific Theater campaigns.
  • All new level: Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs.
  • Two new weapons, one for Rising Storm and one for Red Orchestra 2. Red Orchestra 2 gets the PPS-42 submachine gun. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russians with a powerful, lightweight SMG option. For Rising Storm, the Japanese get the Type 97 sniper rifle. More accurate than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.
  • Classic Mode Refinements. While Rising Storm and Red Orchestra 2 are considered by many to be one of the most hardcore shooters out there, the hardcore among the fan base have been clamoring for something even more extreme and authentic. The fans have asked and we've answered with further refinements to Classic Mode (the most hardcore gameplay mode in RS/RO2). We've made player movement changes, as well as aiming and recoil changes to make it more difficult to keep your aim on enemies resulting in longer and more intense firefights.

You can pick up the games on Steam: Rising Storm (http://store.steampowered.com/app/234510) and Red Orchestra 2 Game of the Year Edition (http://store.steampowered.com/app/35450/). Remember that Rising Storm includes all the multi-player content of Red Orchestra 2!

The full changelog can be found here: http://forums.tripwireinteractive.com/showthread.php?t=95378

http://forums.tripwireinteractive.com/showthread.php?t=95431

Edited by Smurf

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I bought Rising Storm today for $20 and 4 hours later it went on sale for $10 ....arrrgh.

Definitely like it a lot better then RO2.

Is there a way to filter out servers with bots though, can't seem to find any way to do that?

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I bought Rising Storm today for $20 and 4 hours later it went on sale for $10 ....arrrgh.

You can try the Steam support to get those 10 bucks back.

And no way to filter out bots.

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Crikey, a single core machine? Must have been damn powerful to run A2/IFL etc!

Ya with 2gb ram, Nvidia gtx 260, and 750 watt PSU it works just can play on low settings, but that will change soon ;)

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bets fps game available at the moment. the alternatives: that piece of garbage scamware called takedown and severely wip arma 3.

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Remember the mod In Country Vietnam? It still exists and gave some signs of life this month. Their site with some pics, info, a 360 view of some units: http://new.incountrymod.com/

What got my attention is the teams: 2 of them with 5 factions on total. For now the ones unlocked are the US and NVA. Seems good and a refreshing setting. Wish RO2 had a contemporary mod. Yeah, same as everything else out there but the mechanics in this game is unique, IMO, best one around when comes to shooters.



news_teaser3.jpg

news_teaser1.jpg

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Nice, I remember them, although I admit I thought it must have been abandoned.

Looks very nice still, top notch, will have to keep an eye on it again, I think the engine will do the Vietnam setting very well.

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Finally able to play RO2, was playing the sp part to get myself acquainted to the game, and im in the campaign where the your

supposed to throw a grenade into the pit in front of you but underhand, how do you throw the grenade underhand?

There is no option in the controls for it.

Also why are there crosshairs for when your not in Iron sites, is there a way to turn them off? i see no control do turn it off.

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Finally able to play RO2, was playing the sp part to get myself acquainted to the game, and im in the campaign where the your

supposed to throw a grenade into the pit in front of you but underhand, how do you throw the grenade underhand?

There is no option in the controls for it.

Also why are there crosshairs for when your not in Iron sites, is there a way to turn them off? i see no control do turn it off.

If I recall correctly, underhanded throwing is assigned to the Middle Mouse Button by default. Crosshairs are a part of action mode, so if you want to avoid them, you can try joining Classic or Realism servers.

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Another round of news!

  • Transport Vehicles closer than ever
  • First In Country Trailer
  • Rising Team needs you on TV!

Vehicles!

According to this TWI report, finally the Universal Carrier and the Sd.Kfz. 251 will make into the game! First maps to receive them: Barashka, Rakowice, Arad2.

Universal%20Carrier_Bren.jpgsdkfz251ccw_16.gif

Rising Storm on TV!

Rising Storm needs volunteers to act for some recreation of battles for a TV channel. Those watching History Channel (before it turned into a Pawn Shop and ET thing) may remember Total War and IL-2 titles being used for the same porpouse. Details: http://forums.tripwireinteractive.com/showthread.php?t=96766

In Country!

First teaser (and that is a teaser) and some new screenshots on their website: http://www.incountrymod.com/



That's all for now.

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The Sdkfz. was a running gag for us since 2011. Cultivator repeated every few weeks that they're "nearly done and not far away" :P

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Wish the enemy team could´ve heard me mumbling "m-m-m-monster kill" before those 25-frag ship artillery strikes from yesterday night :hyper:

Qite the contrary to last weekend where we ended up with utter shit teams and nothing seemed to work at all!

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Looks good,

I just hope it's more like RO1 and less like RO2. Otherwise i'm not interested.

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Red Orchestra is now in the Humble Bundle along with some other games: Zeno Clash 1 & 2, Killing Floor, Rock of Ages and Dwarfs!?.

All that for $6: https://www.humblebundle.com/weekly

Buying Rising Storm you get unlimited access to the multiplayer of RO2 and RS, but miss the singleplayer campaign (not missing much).

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Update! As always, bundled with a nice video:



z73obSu7SmM

2 new vehicles, 4 new maps, new gamemode and more.

Nowadays is good to keep it clear: All that for free!

Full changelog:

2 new Transports

Universal Carrier & Sonderkraftfahrzeug 251 (SDKfz 251)

Winter and Summer textures

New Achievements

Transports implemented in 3 maps Arad, Barashka and Rakowice

New Gametype S&D

9 maps modified to work for SD (4 RO2, 5 RS)

1 completely new map SD-Warehouse (for RO2 - Official Custom Map)

New achievements

Added a new bind '=' to drop the bomb in the game binding menu

New RS map Maggothill

Merrill's Marauders, made up of a series of light infantry assault units (lacking heavy weapons), was ordered to take up position at Nhpum Ga and hold it against attacking Japanese forces in April of 1944. Ill equipped for this holding action, the Marauders were put under siege and often time surrounded by the Japanese.

Faced with poor health conditions and limited supplies, the Marauders managed to hold. At the end of the battle, 400 enemy were confirmed dead with 57 dead marauders and hundreds more wounded or incapacitated.

Modes Supported: RSFF, RSTE, RSCD, RSSD

Brewing system

After Brewing their map once, custom mappers shouldn’t have to brew their maps after future game updates

Testing has shown some existing cooked maps will work under the new system, but others have shown errors (such as missing textures) and will need to be brewed to have them corrected

MCP Winners

Phosphate Plant

Myshkova River

Otori Shima

Fixed Tank bugs

T-pose bots should no longer show up (fixed for 5 different variations)

Fixed vehicles staying in the wrong DepthPriorityGroup after a player finishes spectating (tanks could be seen as always on top of everything)

Changing position in the driver's seat of a vehicle no longer breaks the ability to switch to that seat

Vehicle Teamkill and Vehicle Kill Assist kill messages now display the correct text label (previously both said "Kill Assist"

Fixed tanks shooting off to the left when trying to shoot near an object between you and where you were aiming the cannon

Fixed inability to spawn in tanks as certain roles at times

Fixed tanks often getting stuck on objects

Fixed that firing HE/AP removed ammo from the MG as well

Made the spawntank cheat not spawn a tank stuck on the front of your tank

Fixed issue that makes you unable to look around on a non standard aspect ratio

Fixed log spam when at a resupply point

Fixed log spam when changing seats in a vehicle

When hitting an object with your tank you now hear the impact hit sounds

Fixed players getting insta-banned if they hit a friendly tank

Fixed players getting insta-banned if they drive over a friendly with a tank

Fixed cases of seeing tankers inside your tank without a head

Fixed cases of seeing the people sitting inside a tank appear through the outside of tank

Vehicles with a broken transmission can no longer turn

Destroyed T34's in non-winter paint no longer display ultra blurry, low res textures

Fixed spectator camera jerking around when someone changes seat

Tanker bots can now be removed as expected when using the KillBots() command or the Remove Bots function in WebAdmin

Added new setting FriendlyFireHitVehiclePunishScale to reduce instances of one-hit-bans for hitting friendly vehicles

Vehicle broken transmission sound no longer starts and stops abruptly. It fades in and out

Damaging an undamaged vehicle armour plate in an armour zone that is already in a heavily damaged state will no longer reset the zone's health back to a higher value

Players in vehicles should no longer be prompted to resupply MG soldiers outside the vehicle

Vehicle crew and passengers will now always play the correct death animation for the position/stance that they were in on death, rather than always using the one for the default position

Changing seat position while holding the fire button on a vehicle MG spot will cease firing as soon as the transition starts or the player is killed

Tank Icons on the overhead map now correctly scale with the resolution of your monitor (making them no longer appear huge on low res monitors, or tiny on high res ones)

New Tank features

Server ability to force players to fire the current shot before they can reload a different kind of ammo

Added ability to bind the rotating of a tank turret to happen by keyboard instead of mouse in the default config files (this is currently unsupported functionality but can be found commented out in the defaultroconfig.ini file. This was done as an internal test to see what it would take to do keyboard controls properly and is this config is built off community work.)

Campaign

Fixed bug where roles appear to be available but are not selectable (in campaign)

Fixed bug that allowed players to spawn on enemy squad leader when teams were swapped

Fixed incorrect icons in the campaign window

Fixed the chat automatically scrolling back to the beginning when voting over a territory

Pacific campaign map in WebAdmin now matches the one in game (was previously scaled differently)

Fixed incorrect spelling of the Pacific Campaign territory "Volcanoes"

Weapons

Weapons now track ammo on both the client and the server, stopping players to fire more shots with a weapon than the mag contains

Fixed knee mortar reload sounds ignoring volume settings

Re-ranged the knee mortar to stop it from firing short

Bolt action rifles no longer lose shell ejections after performing a full reload

M1 Garand empty clip ejection no longer stops at random intervals

Players of the Japanese in RS can no longer get effectively unlimited booby traps

Players can no longer initiate a reload if they're bandaging

Fix for circumstances causing the player viewpoint to float above where it should be for machine gunners

Fixed the interruption of MG barrel change not stopping the 3p animation from playing, or preventing the code from swapping the barrel over regardless

Fixed machine gunners being able to unlock movement during pre-game countdown

Fixed Heavy machine gun ammo getting out of sync with the server when firing in fully automatic

Adjusted pivot points on RS MGs, so that they no longer allow the player camera to rotate behind walls

Fixed exploit that allowed iron sights to be raised instantly

You now correctly hear footstep sounds, when holding the fire button while moving around with a katana.

Fixed cases of deployable weapons creating T-posed soldiers or "Jazzhands"

General

Fixed the ability to join a full team by going spectator first and then selecting the team

Fixed bug that had AI being added to the wrong team when a player logged out, leading to a server crash if the other team's roles were all filled

Fixed exploit where footstep sounds could be disabled

RO2 level up messages no longer incorrectly play RS sound effects

Added new handling to allow native VOX for "no valid artillery target" messages when Native Voices is enabled

Switching to Axis spectator from the Axis team while online will no longer cause everyone in the server to speak using Allied voices

Teamchat messages in the campaign menu chat box now have a prefix of (TEAM) so that their teammates know that it's a private team message rather than a public one

Fixed a bug that limited the number of bots that could join a game

Fixed an issue where the camera view target would be set to the wrong thing

Fixed issue where reinforcements kept resetting after players have begun spawning

Fixed Allied players can say "argh i’m hit" with native audio from the Axis perspective

Automatic hint for Banzai charging should no longer appear for German soldiers

Selecting a role via the "Join a Squad" menu while the pre-game countdown is underway will no longer result in an un-possessed pawn at spawn

UI

Map/Kick/RoleKick voting menus should no longer reset to the top every time another player casts a vote

Germans now see that they have to type np to forgive instead of kp

Commander orders icons on the overhead map now clamp to the edges of the visible map when zoomed in, rather than overflowing onto the rest of the HUD

Commanders now see orders icons offset correctly on the overhead map when zoomed in

Fixed options in Steam Workshop menu being clipped off the bottom of the screen (and therefore unusable) while using non standard aspect ratios

Fixed inconsistent uppercase vs lowercase role names on the pre-game ready screen

Fixed bug where incorrect realism mode was displayed when mode and map changed by webadmin

Fixed objective and player spotted icons in the World Widget (HUD overlay) being located incorrectly while using non standard aspect ratios

Added <> brackets s to hints where a key press is required

Map changes

All official custom maps now have a more standardized squad unlock system, so that in low player/clan matches you do not end up with too many smgs etc.

Custom map names now appear on the loading screen rather than just "Custom Map"

Fixed misplaced tactical view ammo icons for most MCP custom maps.

Arad2

Moved infantry spawns closer to the villages.

Added AT rifles to all ammo locations around the objectives.

Fixed matinee tracks for recon planes - lifted their altitude.

Cover improvements

Multiple buildings opened up for infantry

AT rifles placed at ammunition supplies

Added Transport Spawns

Barashka

Changed North and South Village capture times from 15s to 30s to promote better fights over the final objectives

Marksman roles now show up with less than 16 players

Fixed elite assault roles not having classic mode overrides

Cover improvements

Bridges of Druzhina

Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range

The radio on the first bridge now works for both teams.

All roles have been redone from scratch hopefully fixing the invisible ppsh/ or the ptrs looking ppsh bug.

Cover improvements.

Coldsteel

Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range

Gumrak Station

Added squad names

Mamayev Kurgan

Fixed cover in one of the initial pillboxes to allow MGs to properly deploy

Myshkova River

Cover improvements

Rakowice

Cover improvements

Made changes so tanks can no longer easily get stuck in the trenches

Messages, about events moved up from the center of the screen so they are less likely to be blocking your view

Betio

Minor collision fixes

Removed ability to win 2 rounds instantly

Guadalcanal

Fixed players flying into the sky if you kill them in the underground airfield bunker

Fixed an invisible wall near the Red Cross objective

Iwo Jima

Changed tessellation distance to help reduce terrain related exploits

Kwajalein

Cover improvements

Issues that can no longer be reproduced (likely fixed by some other change)

Selecting the TT33 lvl25 makes you spawn with only 1 weapon

Selecting the SVT40 Sniper lvl50 no longer crashes your game (and your entire team)

Issues with the lvl 25 pzb rifle

When deploying when prone your character moved up into the air

No visible muzzle flash

Bullets hitting nearby objects when the player was aiming further away

Crash Fixes

Fixed several of the most common crash reports that came in

http://forums.tripwireinteractive.com/showthread.php?t=98908

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Discovered in Steam

Tomorrow for 24 hours Red Orchestra 2 will be Free!

Yes, Free! By navigating to Red Orchestra 2: Heroes of Stalingrad on Steam and downloading the game tomorrow after the promotion starts and before it ends (the promotion will last 24 hours), the game will be free to keep forever!

Following this, we will be rolling into a free weekend for Rising Storm (free for a limited time) as well as a discount! If you've been trying to convince a friend to play Red Orchestra 2 with you, there will be no better time than tomorrow!

Tomorrow for 24 hours Red Orchestra 2 will be Free!

regards

Moerderhoschi

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Whoever doesn't take the best tac shooter after ArmA 2 \ 3 for free is plain stupid!

GO GET'EM BOYS

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I'd try back at 1 pm US Eastern / 10 am US Pacific / the equivalent wherever you are, that's the usual time for Steam roll-outs-of-stuff. EDIT: As I said... as of less than 15 minutes ago, it became available! The situation is described at the Free Games thread.

Edited by Chortles

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Cool, got the game and installing. Thanks for info Moerderhosch.

Although I also have RO2 Beta and Rising Storm Beta in my library. Whats the deal with this?

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