Massive Red Orchestra 2 update out today

Started by Silent Disapproval Robot, May 24, 2012, 12:56:30 PM

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Silent Disapproval Robot

Looks like they realized that trying to find one solution that would cater to fans of the original and the more twitchy CoD crowd was never going to work so they decided to make a "classic" mode and and "arcade" mode.  Maybe it'll work but I think they may have already lost too many players since release.  I know I hardly every play it anymore.  I did fire it up to see if they fixed the wonky bipod deployment issues (they haven't).

Change History – 23 May 2012

Pre-Release Change Log

Maps

    New maps: TE-MamayevKurgan, CD-MamayevKurgan, FF-MamayevKurgan

    Apartments
        New and improved fixed MG locations
        Increased spawn time for Allies by 5 seconds for 64 player load-out
        Improved spawn protection for last Axis spawn
        Added an initial spawn for the Axis that is slightly closer to the first two objectives – after a few seconds the spawn returns the old initial spawn location
        Decreased Allies reinforcements
        Classic Mode has only 1 Elite Assault class per team
    Commissars House
        New initial spawn for Axis that falls back after 20 seconds
        Made all field ammo resupplies infantry only and put tank resupplies back in the initial tank spawning area
        Satchel obstacles now correctly glowing and are showing up on the minimap
        Removed 1 tank per team (1 tank max per team)
        Correctly set North direction for the map
        Lowered both teams Aerial Recon intervals from 180 to 120 seconds
        Classic Mode has only 1 Elite Assault class per team
    Barracks
        New and improved fixed MG locations
        Classic Mode has only 1 Elite Assault class per team
    Fallen Fighters
        Satchel obstacles now correctly glowing and are showing up on the minimap
        Lowered both teams Aerial Recon intervals from 180 to 120 seconds
        Improved MG locations
        Made all field ammo resupplies infantry only and put tank resupplies back in the initial tank spawning area
        Classic Mode has only 1 Elite Assault class per team
    Grain Elevator
        New and improved fixed MG locations
        Moved Allied spawn back when defending the Conveyor Tower
        Improved ability for Axis to exit the building on their right flank just outside their first spawn
        Moved the left Axis spawn when attacking the Foothold to be in a more useful location
        Slight improvement to cover around the Conveyor Tower
        Increased the thickness of the walls surrounding the middle stairwell that leads from the Foothold to the service area in the 2nd Floor
        Classic Mode has only 1 Elite Assault class per team
    Gumrak
        Moved initial Axis spawn back
        Increased spawn time for Axis by 5 seconds
    Pavlov's House
        Satchel obstacles now correctly glowing and are showing up on the minimap
        New and improved fixed MG locations
        Increased spawn time for Allies by 5 seconds for 64 player load-out
        Made all field ammo resupplies infantry only and put tank resupplies back in the initial tank spawning area
        Excluded the trenches leading from Pavlov's House to 9th January Square from the 9th January Square objective. Also removed the basement of the church from the objective as well.
        Classic Mode has only 1 Elite Assault class per team
    Red October Factory
        Satchel obstacles and objectives now correctly glowing and are showing up on the minimap
        New and improved fixed MG locations
        Correctly set North direction for the map
        Satchel Objectives can now be blown up by placing a satchel within the objective area, not just by putting it next to some obscure object
        Added more light to an area in the first objective that was too dark
        Classic Mode has only 1 Elite Assault class per team
    Spartanovka
        Increased spawn time for Allies by 5 seconds
        Improved Axis spawn protection for their last spawn attacking the Town Hall
        Increased Axis reinforcements
        Reduced Allies reinforcements
        Reduced Allies' artillery amounts
        Lowered both teams Aerial Recon intervals from 180 to 120 seconds
        Classic Mode has only 1 Elite Assault class per team
    Station
        Fixed one of the initial Allied spawns not working correctly
        New and improved fixed MG locations
        Decreased Axis reinforcement times by 5 seconds
        Increased Axis reinforcements
        Lowered both teams Aerial Recon intervals from 180 to 120 seconds
        Classic Mode has only 1 Elite Assault class per team
    Singleplayer
        Fixed some points in training where players would get stuck and not be able to progress
        Fixed being able to blow yourself up in Support Training

    Special thanks to Goten for helping locate balance issues!

Classic Mode – NEW

    All new game mode that blends a lot of the great gameplay innovations in Red Orchestra 2 with the tactical and edgy gameplay from Red Orchestra: Ostfront.
    Mode is ranked – players still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon. Player ranks are still represented via in game icons and player models.
    Role and weapon loadouts are modified to be more historically accurate for the period. This means fewer MkBs, AVTs, and SMGs are available and more bolt action rifles are available.
    Interface changes – added an RO1 style compass to the HUD. No peripheral action indicators.
    Uses standard realism mode as a base, and adds additional functionality on top of that
    Classic mode settings have been added to webadmin and can be toggled on/off for Custom Mode
    Removed spawn on squad leader
    No Lockdown
    No Killcam

    Weapon loadouts are fixed to a historically accurate set. Classic weapon load out is as follows:
        PPSH w/drum mag and select fire
        Kar98 w/bayonet
        Kar98 Sniper w/4X scope
        Mosin Nagant Sniper w/3.5X scope
        G41 Sniper w/4X Scope
        SVT-40 Sniper w/3.5X scope
        MP40 with single 32 round mag
        MkB42 with bayonet (no scope)
        P38 Pistol
        C96 w/10 round mag
        MG34 w/50 round drum
        MG34 Tripod
        PTRS
        Pzb 784 (r)
        MN 9130 w/bayonet
        G41 (W) w/bayonet
        SVT-40 w/bayo
        AVT-40 w/bayo
        TT33
        M1895 without silencer
        DP28
        Maxim 1910
        All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)
    Infantry Changes:
        Stamina usage and regeneration are modified to closely match RO1 functionality
        Player movement speed has been modified to match Red Orchestra 1 player movement speed. The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale.
        Sprinting now has a server option to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina
        The FOV zoom while using focus/controlled breathing is disabled
        Movement speed penalty when shot in the legs or feet (same as new realism mode)
        The player damage model is much more hardcore to match RO1 functionality. Players take damage instantly instead of bleeding some of the damage out over time. There is no bandaging or bleeding (although slow deaths from wounds are still possible).
        Stamina has a much greater effect on weapon sway and recoil (same as new realism mode)
    Weapon Changes
        Iron sight breathing and sway are greatly increased
        Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1
        You cannot interrupt sprint by going into iron sights
        Weapons transitioning out of sprinting takes twice as long to more closely match RO1′s sprinting transitions
        The weapon is unable to fire until the transition from sprinting is mostly complete. This more closely matches RO1 functionality and should encourage less "run and gun" play.

Action Mode – NEW

    All new game mode – featuring a crosshair, easier aiming and toned down recoil, reduced damage and open access to a wide range of weaponry Action mode is the perfect first step for players into the world of Red Orchestra.
    Features much wider availability of submachine guns, assault rifles, and sniper rifles so action players won't be limited to bolt action rifles like other modes.
    Added crosshairs. The crosshair size scales with the base accuracy of the weapon. More accurate weapons have tighter crosshairs, less accurate weapons have looser crosshairs. The crosshair expands with the recoil of the gun to represent the shooting being less accurate for longer bursts.
    The free-aim system (where the weapon moves semi-independent of the player's view when rotating the camera) is removed from Action mode to provide easier weapon handling for this mode.
    Weapon damage is greatly reduced and balanced between weapons. This means players have more survivability and longer firefights.
    Added a system to tweak weapon recoil for Action mode. Adjusted the recoil of the PPSH and AVT-40 to be more controllable for action mode.
    Removed "instant death" zones in Action mode. Damage to those zones is now just scaled up rather than instantly killing the player. Those zones are head, neck, heart, and acorns.
    Features a less restrictive version of tank functionality
    Replaces relaxed realism mode

Realism Mode

    Modified damage model in which hitzones can always take damage no matter how much damage they have already taken (for instance limbs will no longer become invulnerable after taking damage)
    Bandaging now takes twice as long
    Shooting players in the legs/feet will slow them down for a short time
    Can no longer use controlled breathing, or use focus zoom if under heavy suppression.
    When suppressed the player will now experience increased weapon breathing/sway and screen/weapon buffeting effects that scale up with the current suppression level of the player.
    Stamina now has an increased effect on weapon breathing/sway when stamina is below 80% and above 25%
    Stamina has a much greater effect on weapon sway and recoil
    Can no longer fire your weapon after going to iron sights while sprinting until the weapon gets back into the firing position
    Minimap is now displayed in tactical view
    Tank functionality has been refined for this mode to allow for longer engagements without tanks becoming unable to engage each other.

Gameplay System Refinements

    Redesigned Lockdown
        Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes. There are new sound and visual indications when Lockdown has been initiated. In this way Lockdown is much less intrusive, and only kicks in when there are very long times when the attacking team hasn't made any progress.
    Improved Overtime system
        Overtime has been revised with greatly improved functionality
        Overtime has been added to territory and countdown
    Improved spawn protection
        When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
        More time given to players who were in an spawn protection area before the volume was activated.When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
        Players are now invincible for 3 seconds after spawning in a spawn protected area. Other conditions such as leaving the area or firing a weapon immediately make them vulnerable again.
    Greatly improved spawn on squad leader
        Spawn on squad leader now uses an entirely new system which is much better at finding a place to spawn players between the spawn leaders location, and their base spawn point.
        Players will now use the last location of the squad leader they chose to spawn on if the squad leader dies after they have begun spawning on them. This will greatly reduce the times when the player doesn't spawn on the squad leader they selected.
        The UI has been improved to make it more obvious where you'll be spawning. Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.

    Redesigned Enemy Spotted
        Players will now get a notification when a teammate spots an enemy or a location where they think an enemy is if there is line of sight between the player and the spot where the location was spotted, or if they are within 100 meters of the player that called out "enemy spotted" (4000 meters for tanks).
        When a teammate spots an enemy the icon will appear that the top of the screen indicating the general direction of the enemy. Additionally, if the location is above or below the players view, an arrow will indicate this to the player.
        Enemy spotted locations no longer snap near to the location of the enemy that was spotted. Rather the locations indicated to teammates are the location that the player that spotted the enemy was looking when they released the "Spot Enemy" key. This will prevent players from using enemy spotted to exploit and find the locations of unseen enemies.
        Players calling out the locations of enemies using the enemy spotted key will now see an icon on the screen to indicate the location they are attempting to designate the enemy at. Additionally, this button can be held down and the player can put the icon over an enemy, then release the key to designate that location. The default key for this is "Z".
        Spotting enemy tanks actually works now in the enemy spotted system (it was only ever working before with aerial recon)
        Refined the angles that enemy spotted detects what type of soldier the player is spotted to prevent exploiting this at long range. Players must now get their view much closer to the location of an enemy they are spotting to identify the type of enemy they are looking at.
        Added setting to configure enemy spotted for three settings: (0 = full, 1 = tactical view and map only, 2 = map only). All game modes default to full currently.
        Tweaked the radius for recon plane spotted tanks to improve functionality on larger maps like Gumrak.

    Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In action mode bandaging hit zones restores the health of the hitzone, but not the player's overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).
    Improved Suppression
        The effects of bullet whizzes have been significantly magnified
            The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased.
        Reduced the angle at which players receive suppression from someone firing at them. This should greatly reduce or eliminate the "false positives" that were giving player suppression from an enemy that was not even remotely shooting in their direction. Likewise players should now pay more attention to suppression, since now it really means someone is shooting in your direction.
        Suppression now affects the screen/weapon "buffeting" effect when bullets whiz by the player. When more suppressed the screen will buffet more when a bullet whizzes by. Additionally, suppression bonuses from player progression, proximity to a hero, or being in cover will now reduce this buffeting effect as well.
        Blur from suppression now fades out more smoothly
    Stamina has an increased effect on sway in all modes
    Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying their primary weapon which prevents them from spawning with heavy encumbrance effects (faster stamina use, slower sprinting, etc). If someone from a different class picks up their dropped primary weapon, they will still have the heavy encumbrance from the weapon.
        Engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc)
    The distance the player can fall before being damaged/killed has been increased 25 percent. So now a player can walk off the second floor of a building and will be significantly injured, but not killed.
        Falling damage now hurts the players legs and displays on the player damage indicator on the hud.
        When taking significant falling damage in Realism and Classic mode the player will now walk slowly for a short time

    The map boundary effect has been brightened
    Moved Steam Overlay to the upper left
    Improvements to prone physics in tight spaces (e.g. trenches)
    Split assault role in 'Assault' and 'Elite Assault' Only the elite assault role gets the MkB/AVT. The first time you play any existing assault xp will be copied/duplicated to elite assault.

Weapons

    Added client-side hit detection. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned off/off by server admins through the webadmin tool.
    Improved MG weapon collision detection when deployed on cover. This is most noticeable when deployed in windows.
    The MG34 now has wider limits when deployed similar to the DP28
    Satchels are now easier to throw into small spaces

    Bipod MGs have greatly increased accuracy and much less recoil when deployed. Tripod MGs have greatly increased accuracy
    Damage of bullets now scales as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player.

    Added suppression for melee
    The F1 grenade damage has been increased to match its Axis counterpart
    Smoke from smoke grenades now disappears between rounds




Silent Disapproval Robot

part two:


Vehicles

    AI Improvements and Refinements
        Vehicle functionality and vehicle crew AI, particularly hull mg and main cannon AI, have gone through a major overhaul with a goal of greatly improving playability and creating a system that players will find useful and enjoyable.
        Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system.
        Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug.
        Added some tank AI configuration elements based off of Ducky's Tank AI mutator
    You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34)
    Implemented new vehicle accessibility functionality. This functionality allows servers to specify if different parts/crew in the tank can receive full damage, reduced functionality, or no part damage (vehicle itself still takes damage)
        Mobility – Treads, breaks, engine
            Destroyed – The parts can be damaged and fully destroyed and disabled
            Damaged – The parts can be damaged and have reduced functionality, but not destroyed
            No Damage – The parts can not take damage
        Main Turret and Cannon – Main Gun, Turret Traverse, Loader
            Destroyed – The parts can be damaged and fully destroyed and disabled
            Damaged – The parts can be damaged and have reduced functionality, but not destroyed
            No Damage – The parts can not take damage
        Crew – Driver, Main Gunner, Hull Machine Gunner, Commander
            Full Interior and Exterior Damage – The crew can be killed while exposed, and from penetrating rounds as well as the internal damage they cause (shrapnel)
            Exterior Damage – The crew can only be killed while exposed
            No Damage – The crew will not take any damage
    General Tank Changes
        Made damage and armor tweaks with the T34 to get it more in balance with the Panzer IV. A battle between the two tanks should now be a much more even fight, while still retaining their realistic strengths and weaknesses.
        T34 – gun mantlet changed to account for the heavily curved shape, also improving its resistance
        Fixed a bug with the Panzer for main cannon mantlet that essentially prevented rounds from penetrating it at any range
        Changed the T34 ammo count to give it more AP rounds and less HE rounds for armor-heavy engagements
    Added proper localized text messages for many events occurring inside the tank
    Tweaked up tank movement voice commands to reduce voice command spam

UI

    A tooltip has been added to the team select menu to show what players are currently on that team.
    Added North/South/East/West indicator to the minimap/compass.
    Added a list of current squad members to the tactical view
    The screen when returning to the main menu system will now reflect that you are going to the main menu
    Added a Custom Map loading screen when the game does not know the map (.ini or .int entry for the map)
    Scoreboard
        Ping is now displayed when in tanks
        Removed most player color highlighting
        Your player name is now always displayed on the list
        Current game mode added in upper right
    Added a credits button to the main menu
    Server Browser
        The server browser is now more responsive. This is especially true on routers that enforce a low number of connections.
        Fixed a problem causing some servers (random each refresh) to be missing from the list.
        Player list now shows how many bots are on the server, separate from human players
        Added new server details for classic mode and whether the server is running a mutator, these were also added the the server browser key
        Joining a game mode server for the first time (such as classic, realism, action or custom) triggers a confirmation message window
        Added popup dialog boxes to the server browser the first time you connect to action or realism servers
    Class/Weapon select menu
        Double-clicking a class name will now quick select it with the default loadout
        Added the ability to select a weapon upgrade in the class selection menu rather than always spawning with the highest unlocked version. This change only applies to servers running normal, realism, or custom with bClassicWeaponLoadout=FALSE
        Added a tip that explains the above UI when you first select a weapon that has a selectable upgrade
        Enemy weapon unlocks are now added to the bottom of the list instead of the top
    Voting menus
        Map/Role/Kick voting are easier to read and more intuitive
        Added player name to all chat boxes
    Settings menu
        Modified the settings menu to display the proper aspect ratio adjusted values for the FOV setting. Before the menu only listed the FOV values for 4:3 aspect ratio. This incorrectly led people to believe that the FOV was lower than it actually was in game. For example, if the FOV value in the menu was set to 70 (using the 4:3 FOV values), at a standard widescreen aspect ratio of 16:9 the players in game FOV was being adjusted to 86 degrees.
        Added menu options to disable HUD Tips and/or Menu tooltips
        Added a DOF graphics setting to the video options menu. Disabling it no longer turns off other post process effects
    Control options
        Key held down options for crouch, prone, and iron sights have been added
        Exclusive key bindings to split up the 'Interaction' key for 'Use', 'Bandage', and 'Cover'. Holding the 'Cover (Hold)' key will automatically attach to the first available cover.
        Replaced 'Use' text in the periscope tip with actual key binding
    Overhead map
        Artillery selection is now more reliable. Added flashing icon to overhead map when artillery is falling
        Satchel objectives and obstacles are now shown on the minimap, tactical view, and overhead map.
        Tank icons on the overhead map and minimap are shown instead of the generic icon for teammates
        The ammo resupply icon is now greyed out during the resupply cooldown
    HUD
        Several visual tweaks (e.g. fonts, colors, and positioning)
        Added current voice channel indicator when speaking
        After being shot the damage indicator is now displayed on the HUD regardless of whether tactical view is on
        Refinements to peripheral indicators making it more difficult to pinpoint enemy locations
        Added new kill icons for Maxim, Tripod MG34, vehicle mg's
        Refined colors of player names above players heads
        Hitzone damage indicators now scale from Yellow (0-33% damaged), Orange (33-66% damaged), Red (Greater than 66% damaged)
        Added display for damaged turret ring icon if your turret rotation is damaged (but not destroyed)
        In tanks hit indicators no longer display on the opposite side of the incoming hit. This happened when the shot penetrated and hit the tank on the other side.
        Improved the outside of map boundaries post process effect
        Added a short delay after death in which clicking primary fire will not take the player to third person view

Audio

    Adjusted the sounds of bullets hitting players. In realism mode the sounds of bullets hitting players are toned down, and for classic mode the sounds of bullets hitting players are at realistic volume levels. This setting is also adjustable for custom mode in webadmin.
    Adjusted the sound of the player breathing when in iron sights so that breathing out will more closely match the volume of breathing in (before breathing out was very quiet compared to breathing in). Also increased the volume of the iron sights breathing a little so that it is more obvious that the player is breathing. It should also now be more clear that the player is NOT holding their breath when controlled breathing is used, rather the player is breathing slowly and pausing between each breath.
    Some voice chatter was repeating itself that shouldn't be while other chatter was not repeating itself when it should be. Both issues have been fixed.
    Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you
    Refined and improved vehicle MG sounds
    Panzer IV now uses a looped MG shooting sound
    Adding looping fire sounds for the T-34
    Tank AI Crew members will now respond verbally to the tank commander's orders
    Native Voices added to the Audio Options menu. If selected you will now hear friendly chatter in the native language (note: you must restart the game or wait for a map change for this to take effect)
    Fixed some voice commands that would not play sometimes including the commander speech and enemy spotted

    Made changes to the sound system to prevent some sounds from cutting out
    Optimized sound channel usage
    Increased the volume of sprinting footstep sounds
    Increased the volume of cloth/equipment rattle sounds
    Slightly increased the sound of the recon plane
    Slightly increased the footstep sound volume attenuation to be a bit more audible at a distance

Graphics

    Enhanced most particle emitters with more material based animation
    Dynamic emitters such as explosions and smoke grenades now "lit" and match the level lighting
    Enhanced all explosions to look more "explosive"
    Optimized particles in Red October Factory to improve performance
    Setting DepthOfField=False in the INI doesn't turn off other post process effects

Performance and Stability

    Major performance improvements for client and server
    Optimizations to dynamic shadows
    Fixed black skybox on older NVidia cards
    Fixed the game being stuck on the splash screen or having very long initial load time
    Fixed a texture size constraint that was causing some 32-bit machines to crash
    Changed cache size and lifespan for custom content downloads

Webadmin

    Added Classic and Action mode settings
    Added tooltips to many webadmin settings to make them easier to understand
    Added a setting to disable lockdown
    Mutators now show up in the change map screen
    Added more flexibility to a number server settings including: team death icons, allow killcam, kill message mode/delay, friendly player name mode.
    Cleaned up many unused/unimplemented webadmin settings that were cluttering the system.

Bug Fixes, Weapons

    Fixed a bug where Machine Gunners had a stuck camera when deployed in some areas.
    Fixed weapons firing blanks after taking over a bot in Countdown
    Can no longer use the quick grenade key during the round start countdown
    Fixed dropped weapon pickups getting automatically picked up sometimes
    Fixed the allied smoke grenade not properly blocking vision (effects AI vision, enemy spotted, and peripheral indicators)
    Fixed stamina not recovering when using a fixed MG
    Fixed a bug where using a fixed MG would sometimes cause your own voice to come from behind you
    Fixed the AVT-40 kills being rewarded as SVT40 kills for kill stats
    Fixed a bug preventing players from deploying MGs in some areas
    Fixed a bug where you could get suppressed multiple times from the same penetrating shot
    Fixed a bug with melee that was causing it to not hit the body part you were aiming at
    Fixed a bug where the tank cannon would point off in random directions after the AI fired a round from it or moved it.
    Fixed getting stuck in suppression
    Fixed disappearing players when using or viewing someone on a tripod MGs
    Fixed a bug where certain types of hits weren't counting toward the accuracy stats, giving inaccurate weapon accuracy stats.
    Fixed being able to shoot yourself on a mounted MG
    Fixed an issue where players would sometimes pick up a weapon by running over it
    Fixed an issue where players who ranked up the pzb784r would receive the ptrs41

Bug Fixes, General

    Fixed camera floating above the player when killed from prone
    Bots no longer affect auto team balancing
    Fixed cover having priority over mountable machine guns when using the 'Interaction' key
    Characters should no longer pop up/down when running along trenches
    Fixed some instances of being able to 'see through' objects when viewing up close.
    Fixed a bug where server damage scaling settings were not working
    Fixed a bug where players could not take bleed damage under certain circumstances
    Fixed achievements: Marksman (Bronze/Silver/Gold), Unhatched (Bronze/SilverGold), Tracked (Bronze/Silver/Gold), Sharpshooter (Bronze/Silver/Gold), Firing Blind, Stonewall

    Fixed commander sometimes not respawning properly in Countdown
    Fixed commander automatically selecting their own artillery location. It was shown in the menu as selected, but it would not work properly when trying to launch artillery.
    Fixed squad leaders overriding each other's marked artillery targets
    Fixed a way to avoid spawn protection
    In Countdown, the commander is no longer able to waste a reinforcement wave if nobody is dead
    Fixed a rare situation where Countdown suddendeath would not end
    Fixed a bug where damage scaling was breaking being able to damage tank crew members
    Fixed a bug where the AI would just fire at anything they saw when ordered to suppress infantry rather than actually firing at the infantry the commander ordered them to fire at.
    Spectator/DemoRec no longer get stuck on the round end menu
    Servers no longer crash when misspelling a map name using servertravel

    Fixed Custom maps not receiving the proper name or loading screen
    Fixed an issue where debug text would show up when vote kicking players
    Fixed automatically picking up weapons by running over them
    Fixed an issue where firefight spawn delay was reading the territory information
    Fixed some items that were not being properly localized in the Server Browser
    Fixed a bug where AI could be broken when ordering them to attack an objective in singleplayer after that objective gets captured
    Fixed artillery spotting with binoculars and enemy spotted functionality getting blocked by the simple collision on objects. This was causing both of them to be blocked by things that the player could see though, that bullets would not collide with, etc, such as windows, the corners of walls, etc.

Bug Fixes, Vehicles

    Fixed bugs that were causing the vehicle AI to be 100% accurate with their aimed shots when a human player was in the tank. This was the root of most of the problems with tank AI being way too hardcore and good.
    Fixed many issues with aiming tank cannons not going where they were aimed

    Fixed tank firing being off on steep slopes
    Fixed the spawn protection not working for tanks online
    Fixed tank physics from rubber banding around online
    Fixed a bug where the AI would take over control of the tank's turret/hull MG even if you had ordered it not to fire.

Bug Fixes, UI

    Getting a battlefield commission should no longer cause the player to miss the initial spawn. Also, players who get a battlefield commission in the second round should now have enough time to use it.
    Fix for the respawn timer being 0 under certain conditions in the spawn menu
    Fixed the spawn queue timer always being 0 for the Commander in the tactical view
    Fixed 2 spawns being auto selected in the spawn menu after spawning on squad leader for the first time
    Fixed an issue where players could refresh servers away in the server browser.
    Fixed the player damage hud not displaying damage resulting from bleeding. Also, fixed several hit zones not displaying any damage (lower left leg, left foot, groin)
    Fixed overhead map problem after changing roles from Commander
    Fixed text showing that both teams are attacking on ready up screen for Countdown Gumrak
    Fixed overhead player names wrapping at the edge of the screen
    Fixed inactive objectives showing as active on the minimap
    Fixed remaining salvo text misplaced in the commander menu
    The territory spawn menu no longer displays if your team is out of reinforcements
    Fixed the kill message icon for the allied AT grenade
    Added notification message for team kills that tell both players involved
    Added notification message for MG barrel overheating
    Corrected battlefield commission text (Always said Axis team)

    Fixed the tank command menu not always having selected your tank by default
    Fixed the 3d command marker sometimes get stuck when used from a tank
    Fixed vehicles not getting a spawn protection warning message
    The honor range in the server browser is now correct

Bug Fixes, Audio

    Fixed footstep sounds getting perpetually quieter until they were not able to be heard at all
    Fixed an issue with looping weapon sounds (PPSH, and some others) getting perpetually quieter until they were not able to be heard at all
    Fixed morale music not ducking while playing weapon, class, and honor rank up music
    Fixed a bug where two songs could be playing over top of each other during the match victory screen
    Fixed a bug where the level up music would play over the round or match wing screens
    Fixed the round win music being the wrong teams song in certain instances
    Fixed music cutting out at end of video (ChapterEndSoviet06.bik)
    Fixed alert voice spam condition when entering a spawn protection area

Toonces

I bought this game quite a while ago.  I think I have a thread on it somewhere here.  I sort of liked it, but I had trouble getting into it.  I never even tried it in MP.  I'd like to, though.

I have a lot of trouble figuring out how to go about getting involved in these games in MP.  Being in the Hawaii time zone doesnt' help any.
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs

Jarhead0331

Quote from: Silent Disapproval Robot on May 24, 2012, 12:56:30 PM
Maybe it'll work but I think they may have already lost too many players since release. 

That, and Iron Front Liberation comes out tomorrow.
Grogheads Uber Alles
Semper Grog
"No beast is more alpha than JH." Gusington, 10/23/18


MengJiao

Quote from: Jarhead0331 on May 24, 2012, 01:33:12 PM
Quote from: Silent Disapproval Robot on May 24, 2012, 12:56:30 PM
Maybe it'll work but I think they may have already lost too many players since release. 

That, and Iron Front Liberation comes out tomorrow.

Yep.  I think that's going to be a great game.

Silent Disapproval Robot

Quote from: Toonces on May 24, 2012, 01:16:12 PM
I bought this game quite a while ago.  I think I have a thread on it somewhere here.  I sort of liked it, but I had trouble getting into it.  I never even tried it in MP.  I'd like to, though.

I have a lot of trouble figuring out how to go about getting involved in these games in MP.  Being in the Hawaii time zone doesnt' help any.

It's quite simple.  Just fire up the MP system, find a server with some people in it, join in, pick a side, pick a class, and get some rounds off.  You'll get a feel for the maps, tactics, and team VOIP stuff as you play.  You might want to try a mixed server that fills in empty slots with bots.  As the bots are generally stupid, it gives you a chance to get a feel for the maps and online play without getting constantly shredded by the vets out there.

LongBlade

Huge update. Thanks, SDR.

Man, I need to try this patch out. So many games, so little time.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.

eyebiter

.
#7
.

Toonces

I played this for about 3 hours last night while I guzzled Dos Equis.  Totally fun time.  The classic mode is farking hard!  I really enjoyed the short time I was on an arcade server, but then the server switched to a tank battle map and everyone bailed.  I stayed on the classic server after that.

Gonna try to get my mic working tonight so I can chat.
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs

Toonces

Do you guys have any recommended reading for Stalingrad?  I read about half of a book about the battle several months ago, but it was really boring- just couldn't hold my interest.  Unfortunately I can't remember the title/author anymore.

I don't need to know every book about the battle, just one or two that you really liked. 
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs

LongBlade

Quote from: Toonces on May 25, 2012, 01:25:24 PM
Do you guys have any recommended reading for Stalingrad?  I read about half of a book about the battle several months ago, but it was really boring- just couldn't hold my interest.  Unfortunately I can't remember the title/author anymore.

I don't need to know every book about the battle, just one or two that you really liked.

Yes, Anthony Beevor's account is highly readable and edifying.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.