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desantnik

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Posts posted by desantnik


  1. that new reload anim needs to be a bit more fluid. The rest of the upper body needs to at least move a little. Polish it up and it will be a real gem!

    Okay another request...could any of you make an animation for soldiers as if their playing guitar?

    Just strumming it, both standing and sitting down.

    And some addonmakers....could you make a guitar? smile_o.gif


  2. Yea... sorry about not clearing it up... RO has been free-aim for quite some time now... That faq was written shortly after the 1.0 release.

    So yeah... Definetly free aim... oooh by the way here is the change log that was posted today! Brace yourselves... its quite long!

    3.1 Change Log - 13 Nov 2004

    *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 “Wikingâ€, 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

    blowâ€. 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

    biggrin_o.gif  biggrin_o.gif  biggrin_o.gif

    + some screenshots to wet your appetite!

    PTRD

    RO_17t.jpg

    RO_30t.jpg

    Tank_15t.jpg

    RO_02t.jpg

    RO_03t.jpg

    all screenshots can be found here

    all realism junkies... check this mod out... seriously...

    by the way... did we mention the trailer? It can be found here... its not the teaser...

    High quality: 72 MB

    Angriff

    CIA

    FPScentral

    Beyond Unreal

    FilePlanet

    Gamers Hell

    Low Quality: 17 MB

    Angriff

    FPScentral

    Beyond Unreal

    FilePlanet

    blues.gif


  3. I recently bought a 91/30 Mosin Nagant from Tula...

    got ripped off cause the guy at the gun show told me it was an ex-sniper rifle and me being a complete virgin (at buying rifles) believed him... anywhoo... its my baby and I love it as much of a bastard as it is...

    hell of a kick too.

    I'll post piccies when I wake up sometime today... wink_o.gif


  4. well.... to clear some things up:

    1) this mod is specifically for Ut2004

    2) the AI is crap....but that is because it is meant to be an online only game.

    3) the player animations need some work on but these are being addressed!

    4) Yes there is melee in this game... yes bayonets.... yes jumping...nay swimming....yes PRONE, no leaning (ut2004 engine issue...workaround being implemented)

    5) Tanks, APCs, (trucks should be in next patch) no at cannons as of yet.

    6) machinegunners are implemented... yes deployable bipods, yes you can deploy on ledges.

    7) Free aim! Ironsights are used.... No crosshair


  5. Most awesome mod.....ever. (thats not for OFP)

    Anyway, if your tired of the COD, MOHAA unrealistic arcade type gameplay and want something more immersive, and a helluva lot harder. This mod is the answer. It has literally taken days from my life as I sat glued to the computer screen. And then finished my world war two project in style...

    For all the people who have never seen this before here is a quick note on what it is about. But what I am I rambling on for... Go see the trailer

    No life was untouched by the Great War of the 20th century. Young men from lands across the globe were thrust into deadly battle against one another. For some, it was a mission of global domination. For others, it was in defense of their homeland. For all, it was a struggle that would define the course of modern civilization.

    Choose your allegiance and prepare for the most intense PC multiplayer combat experience. Red Orchestra puts you on the front lines of the Eastern conflict of World War II. Take up arms with your Soviet comrades, or fall in line with the German army and battle over the precious lands of the European theatre.

    Fight your way through crumbling cities, resonating with the deafening sounds of battle. Immerse yourself in breathtaking recreations of real-world inspired locales. Communicate strategies with your team members.

    Game Features as of version 2.0:

    * Realistically recreated World War II European environments

    * Historically-inspired battle scenes and conditions

    * Huge arsenal of weapons including rifles, sub-machine guns, MGs, and explosives

    * Multiple weapon features including iron sights, bayonet attaching, bashing, stabbing or deploying an MG

    * 3D locational sound

    * Voice bindings in English, German, and Russian

    * Rag doll physics for chillingly realistic death animations

    * Unique multiplayer game types

    * Ambient war effects, rain, and fog

    * All new Unit and Character types

    * High-detail player models with authentic uniforms

    * All new player animations with facial animation, secondary animation, and 3rd person weapon animation

    Coming Soon:

    * Vehicle support - added in 3.0

    * Improved AI for bot support

    As Red Orchestra continues to evolve, expect new features to be added. Got an idea? Share it in our forums. Thanks for stopping by.

    "A teaser? Whats that?  

    The next release of Red Orchestra, 3.1, is just on the horizon, and several dev team members have been dropping hints about a trailer which has caused much excitement. Well, today you’ll get your first in game look at Red Orchestra 3.1 and we hope that your excitement will grow even more. This minute long clip of Red Orchestra 3.1 shows several of the new features that will be included with the next release. We’ve been talking about new interiors, tank hatches, and bullet wizz’s. Well now you can experience it as close as possible to the real thing before you enter the field of battle for yourselves."

    ROTeaser.jpgt3485thumb.jpgZIS-5thumb.jpgPantherpromosmall.jpg

    trailer:

    Beyond unreal

    Baf Soft

    these require registration:

    fileplanet

    Fileshack

    Most Important Link - RedOrchestraMod


  6. Hitler or not.... whatever, people dont have to download everything... I think its a great job that you guys have included him.. smile_o.gif . I also like the soviet pilots - the reason I downloaded this pack. The one main concern I have is about the Russian flight officer with the uber skinny legs. Please fix!

    Other than that, Good Job!

    Cant wait for your PE 2 release!


  7. Quote[/b] ]And finally we have the results of the elections. America has never been in such a bad shape, both domestically and abroad - and Bush still managed to get a very strong mandate. To me that is very impressive.

    Wag the Dog... the sequal?....

    now if only he could use that intelligence to form his policies across the globe... and one more thing.... stop speaking like a freaking Texan. That drives me crazy about the man. Not that I dont like Texas but his southern twang just gets me right under the skin.....*shivers* sad_o.gif

    I am just glad the elections are over...they left me tired... divided... and apathetic toward the future... hopefully we'll be one the move again soon. smile_o.gif

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