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13-09-2011, 10:47 | #1 |
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[Thread Ufficiale] Red Orchestra 2: Heroes of Stalingrad
Sei nuovo e vuoi qualche consiglio sul come cominciare al meglio? clicca QUA Red Orchestra 2: Heroes of Stalingrad '9 years ago a group of internet friends got together to create something unique - a WWII shooter that was different than anything else that was out there. The Red Orchestra mod was ahead of it's time with several features that were cutting edge/first of their kind that are either now standard in most shooters (like 3d ironsights, etc) or have yet to be matched (3d scopes, etc). In 2005 this group of friends got together and started a company to make a retail game out of the mod that they created. This game, Red Orchestra: Ostfront 41-45 once again set a new standard for tactical shooters. But created on an extremely limited budget and with no marketing funds there was a limit to what the team could achieve. In 2006 the team set out to make the WWII game that they always wanted Red Orchestra to be. Over the next 5 years there were many ups and downs in the development of the game (chasing publishers for funding who were only interested in console, etc). In 2009 with the release of Killing Floor Tripwire was finally in the position to staff up and complete Red Orchestra 2. Now in 2011 we are finally read to unleash our WWII masterpiece on the world. The game is of course not perfect (what game is), and many beloved features had to be cut along the way to ensure the game would ever get finished. But I think when the dust clears everyone will see that once again this team, founded out of a group of simple gaming fans just like all of you, has raised the bar for all of the other shooter developers out there in terms of features and gameplay. I sincerely hope that all of you enjoy the game as much as we do. Sure there will be issues, but you all know Tripwire and anything we missed before shipping, we'll fix just as soon as possible. And speaking of Tripwire traditions, we have some AWESOME free content and updates planned for RO2. So today it begins, another long ride with a Tripwire game. Sit down, buckle up, lock and load, and enjoy the ride!!!' (cit. John Gibson, Presidente Tripwire) Genere: Fps Developer: Tripwire Interactive Publisher: Tripwire Interactive Data di uscita: 13 Settembre 2011 Piattaforma: Windows PC Engine grafico: Unreal Engine 3 ESRB Rating: Mature 17+ Lingue: Inglese, Tedesco, Francese, Russo, Spagnolo, Italiano Sito ufficiale RO2:HoS: http://www.heroesofstalingrad.com Forum ufficiale TWI: http://forums.tripwireinteractive.co...splay.php?f=70 Wiki ufficiale: http://wiki.tripwireinteractive.com/..._Of_Stalingrad Wiki italiana: http://www.nunce.net/ro2wiki/index.p...ina_principale Indice - Secondo post
- Terzo post
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- Sesto post
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Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 04-04-2013 alle 20:18. |
13-09-2011, 10:47 | #2 |
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Iscritto dal: Dec 2009
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Requisiti di sistema Minimi OS: Windows XP/Vista/7 Processor: Dual Core 2.3 GHz or better Memory: 2 GB Graphics: 256 MB SM 3.0 DX9 Compliant NVIDIA® GeForce 7800 GTX or better ATI® Radeon® HD 2900 GT or better DirectX®: DirectX 9.0c Hard Drive: 8 GB free hard drive space Sound: Windows Supported Sound Card Other: Broadband Internet Connection required Raccomandati OS: Windows XP/Vista/7 Processor: Quad Core 2.6 GHz or better Memory: 3 GB Graphics: 512 MB SM 3.0 DX9 Compliant NVIDIA® GeForce GTX 260 or better ATI® Radeon® HD 5750 or better Hard Drive: 8 GB free hard drive space Sound: Sound Blaster Audigy or better Versioni disponibili E' possibile acquistare 2 diverse versioni del gioco: - Standar: La versione base, acquistabile anche scatolata dagli store uk - Digital Deluxe Edition: Acquistabile solo in formato digitale. Immagini della versione scatolata (grazie ad Arci94) Altra immagine della versione scatolata (grazie a Faster_Fox) N.B.: Il gioco è steamworks. Ovvero in qualunque posto lo acquistiate dovrete per forza associarlo a Steam Bonus della Digital Deluxe Edition: - Accesso alla beta (AGGIORNAMENTO: da fine Febbraio 2012 la Beta è stata aperta a tutti) - 4 armi sbloccate fin da subito: - 2 cappellini di Team Fortress 2: - 2 skin per Killing Floor: Modalità di gioco Single player Il comparto single player sarà composto da due diverse campagne, una russa ed una tedesca. Sarà inoltre possibile affrontarle con i propri amici in modalità coop. Multiplayer Il multiplayer è principalmente basato su tre diverse modalità: Arcade: - 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: - 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. Classic: - 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. Fazioni Russi: Russi tenuta 'estiva', nello sfondo T34 (carro russo) Russi tenuta 'invernale', nello sfondo T34 (carro russo) Tedeschi: Tedeschi tenuta 'estiva', nello sfondo Panzer IV (carro tedesco) Tedeschi tenuta invernale', nello sfondo Panzer IV (carro tedesco) Armi utilizzabili Russi: Pistole Nagant M1895 Tokarev TT33 (sbloccabile) Bolt action Mosin-Nagant 91/30 Semi auto Tokarev SVT40 Full auto PPsh 41 Tokarev AVT40 (sbloccabile) Mitragliatrici leggere Degtyarev DP/DT 1928 (DP 28) Anti carro PTRS 1941 Tedeschi: Pistole Walther P38 Mauser C96 (sbloccabile) Bolt action Mauser Karabiner 98k Semi auto Gewehr 41 Walther Full auto Maschinenpistole 40 (MP 40) Maschinenkarabiner 1942 (MKb 42) (sbloccabile) Mitragliatrici leggere Maschinengewehr 34 (MG 34) Anti carro PZB 784 Veicoli utilizzabili Russi: T-34/76 T-70 (sarà aggiunto successivamente tramite DLC gratuito) Universal Carrier (sarà aggiunto successivamente tramite DLC gratuito) Tedeschi: Panzerkampfwagen IV G Panzerkampfwagen III J (sarà aggiunto successivamente tramite DLC gratuito) SdKfz 251/1 Halftrack (sarà aggiunto successivamente tramite DLC gratuito) Gameplay features Fanteria: Sistema di coperture: I giocatori possono andare in copertura dietro diversi oggetti e sparare o lanciate granate alla cieca utilizzando il blind fire. Comandi di squadra: I giocatori possono chiamare ed indirizzare il fuoco dei compagni di squadra con una facile interfaccia. Sistema di danni: Un dettagliato sistema di danni localizzati. Sparare in specifiche parti del corpo farà danni maggiori rispetto ad altre. Diversi tipi di area faranno diversi tipi di danno: Morte istantanea, Letale, Critico, Non critico. Stesso discorso per i carri. Sistema di superamento ostacoli: I giocatori potranno scavalcare piccoli ostacoli come staccionate, muretti, .... Mira variabile: La mira in iron sight può essere variata in base alla distanza del bersaglio. Bendaggio: I giocatori possono bendare mini ferite per stoppare l'emorragia che li porterebbe alla morte. I danni non critici causano metà del danno istantaneamente e l'altra metà dopo, per sanguinamento. Un pronto bendaggio stopperà la seconda parte del danno. Sistema interattivo di collisione delle armi: Le armi entrano in collisione con il mondo circostante. Penetrazione dei proiettili: I proiettili possono penetrare diverse superfici, danneggiando i nemici dall'altro lato. Diversi materiali offriranno coefficienti di penetrazioni diversi, così come anche diverse armi penetreranno più o meno facilmente rispetto ad altre. Sistema di respiro: Il respiro del giocatore influenzerà la stabilità della mira. I giocatori potranno trattenere il respiro per avere maggiore stabilità. I giocatori che avranno meno stamina (dopo ad esempio una corsa) respireranno più difficilmente. Bipodi: Le armi provviste di bipodi possono ruotare intorno al loro appoggio quando posizionate. Visione tattica: Gli elementi dell'HUD appariranno solo quando lo vorrà il giocatore e saranno automaticamente nascosti quando il giocatore non vorrà vederli. Sistema di carico: Si possono portare più armi per volta fino ad un determinato limite ma questo produrrà svantaggi nella modalità del nostro alter ego. Progressione del personaggio: I giocatori possono acquisire esperienza e salire di livello. I ranghi più alti avranno accesso ad armi esclusive ed equipaggiamenti particolari. I giocatori con rank maggiore saranno distinguibili dagli altri. E' possibile scendere di livello(troppe team kill, ...) Sistema di musica dinamica: Ci saranno diverse musiche a seconda del morale del proprio soldato ed in base allo svolgimento della battaglia. Sono inoltre presenti specifiche canzoni per Russi e Tedeschi. Nuovo sistema di caricamento: Ora il sistema di caricamento delle armi è più realistico, per i bolt action ed i semi automatici si potrà caricare l'arma in modo diverso a seconda delle munizioni già presenti nell'arma. La ricarica può essere interrotta. Controllo delle munizioni: Attraverso un apposito pulsante (tenere premuto R) si potrà controllare lo stato del caricatore Ironsight per il cecchino: Ora il cecchino può andare in ironsight. Edifici distruttibili: Tutti gli edifici saranno distruttibili. Gli edifici potranno essere distrutti in parti, pezzo per pezzo ma lasceranno sempre delle rovine. Sistema di soppressione: I giocatori, sotto il fuoco nemico, saranno soppressi. I giocatori da soppressi ascolteranno il battito del loro cuore, respireranno affannosamente e la loro visione sarà sfuocata ed in bianco e nero. Temperatura: A seconda della temperatura presente nella mappa le mitragliatrici leggere avranno diverso rateo di fuoco ad i carri si muoveranno in modo differente. Sistema di Spotting: Si potrà spottare sempre, in ogni punto, anche se non sono presenti nemici e l'indicatore comparirà ugualmente nella mappa. Non è uno potting 3D e non segue il soldato spottato ma indica appunto solo il luogo. Dopo poco tempo svanirà dalla mappa. Supporto LAN: Sarà possibile giocare in LAN con i propri amici. SDK: L'SDK sarà gratuito ed ognuno potrà costruirsi le proprie mappe/modalità. Abilità del comandante: Fuoco di soppressione: Ci sono 3 tipi di fuoco di soppressione: mortai, artiglieria, razzi. I mortai arriveranno velocemente ma la loro area è ridotta e causano un minor numero di danni, i razzi invece arriveranno più lentamente ma la loro area d'azione è più ampia e i loro danni maggiori. L'artiglieria è posizionata a metà tra i 2. Aereo di ricognizione: Il comandante può chiamare un aereo da ricognizione che sorvolerà il campo di battaglia e che spotterà tutti i nemici allo scoperto, non verranno infatti spottati i nemici nelle abitazioni o posizionati sotto a ripari. Forzare il respawn: Nei momenti più critici il comandante può decidere di forzare lo spawn dei compagni di squadra morti. N.B.1: Per utilizzare le abilità mortai, artiglieria e razzi è necessario prima segnalare una posizione con il binocolo (tasto sinistro del mouse), poi trovare una radio (sono segnalate sulla mappa) e premere il tasto USA. N.B.2: Tutte le abilità hanno un tempo di ricarica. Carri: Ricostruzione dell'interno dei carri: I carri sono stati ricostruiti in modo fedele e particolareggiato, è inoltre possibile interagire con tutt igli elementi presenti nell'abitacolo: periscopi, pertugi per vedere l'esterno, ... Blocco del carro: Il comandante può decidere di bloccare il proprio carro, in questo modo nessun altro giocatore reale potrà accedervi. Nuovo sistema di danni: Nuovo sistema di danni ancora più particolareggiato. Ora è possibile danneggiare: periscopio, trasmissione(cingoli), motore, meccanismo di rotazione della torretta, tanica di carburante di alimentazione, .... Inoltre i colpi che perforeranno la corazza del carro potranno ora uccidere singoli componenti dell'equipaggio. Equipaggio carro (AI/Umana): Tutti i carri avranno un equipaggio completo, ogni posizione non occupata da giocatori reali verrà occupata da bot. Distruzione dei carri: I carri possono venire distrutti da esplosioni secondarie, causata da differenti circostanze: fuoco nel serbatoio, esplosione delle munizioni interne al carro, ... ***** Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 28-07-2012 alle 13:03. |
13-09-2011, 10:48 | #3 |
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Recensioni Metacritic Steam Contests: 10/10 hci: 9,5/10 Gamer's guide to life: 9/10 GameSpy: 4,5/5 Great! Games.it: 89/100 GND-Tech: 4,4/5 Everyeye.it: 8,6/10 IGN: 8/10 Great CCC: 3,4/5 Fair Gamers underground: 45/100 Don't bother Blister Thumbs: 4/10 Avoid it Rock, paper shotgun Video Trailer Remembering: http://www.youtube.com/watch?v=WzSDdK0-DCI Multiplayer: http://www.youtube.com/watch?v=ihDjGvRiutk GOTY Free Content Update Dev Diary: http://www.youtube.com/watch?v=FiqNFuE5HFk GOTY Trailer: http://www.youtube.com/watch?v=uy-icZqyfuA Tutorial Fanteria (in italiano, gentilmente offerto da matty4 aka nuNce) Carri armati (in italiano, gentilmente offerto da matty4 aka nuNce) Hipshooting (in italiano, gentilmente offerto da matty4 aka nuNce) Comandante (in italiano, gentilmente offerto da matty4 aka nuNce) Geniere (in italiano, gentilmente offerto da matty4 aka nuNce) Fanteria in generale e carri Sniper e un pò di fanteria Fanteria in generale, anticarro, sniper, mg fisse, .. MG 34 Multiplayer Gruppo Steam di HWUpgrade: http://steamcommunity.com/groups/HWURO2 Multiplayer features Sistema di di statistiche ed avanzamento dell'esperienza: Giocando sempre più partite e prendendo sempre più punti sarà possibile aumentare di livello, ottenere nuove armi, nuovi accessori, ottenere medaglie, aumentare le proprie abilità e infine diventare un Eroe. Diversi livelli di realismo: Sarà possibile scegliere se giocare in server Standar, Hardcore o Custom. Eroi: Arrivando all'ultimo livello di esperienza si diventerà un Eroe. I giocatori con lo status di eroe ispireranno le truppe vicine causando invece paura ai nemici. Gli Eroi avranno inoltre accesso alle armi più rare ed agli equipaggiamenti migliori. Co-op: I giocatori potranno collegarsi con i loro amici per affrontare in cooperativa le missioni single player, anche schermaglie ed altro ancora. Partite fino a 64 giocatori: Sarà possibile giocare online fino ad un massimo di 64 giocatori. Kill assist: Verranno dati punti anche ai giocatori che feriscono il nemico fornendo assist ai propri compagni (in RO: Ost non era presente). Numero limitato di classi: Ogni classe sarà limitata. Feature introdotta sia per fedeltà storica, sia per favorire il bilanciamento. Non troverete mai quindi team composti per metà da cecchini o da mitraglieri. Server personalizzabili (Custom): Ogni server sarà personalizzabile al 100%. RO 2 TV: Ritorna la RO TV con la quale sarà possibile gurdare i match. VOIP: Vari canali riservati: Pubblici, Team, Squadra, Veicolo. Spawning: Sarà possibile scegliere dove spawnare. Si potrà rinascere nei pressi dell osquad leader. Classi Assault: Arma principale: Full auto (PPsh 41, AVT40, MP 40, MKb 42) Arma secondaria (solo per la modalità Standard): Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione Rifleman: Arma principale: Bolt action (Mosin-Nagant 91/30, Mauser Karabiner 98k) Arma secondaria (solo per la modalità Standard): Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione Elite rifleman: Arma principale: Bolt action / Semi auto (Mosin-Nagant 91/30, Mauser Karabiner 98k, SVT40, G41) Arma secondaria (solo per la modalità Standard): Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione Machine gunner: Arma principale: Mitragliatrice leggera (DP 28, MG 34) Arma secondaria: Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione Marksman: Arma principale: Fucile da cecchino (Mosin-Nagant 91/30, Mauser Karabiner 98k, SVT40, G41) Arma secondaria: Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione Anti-tank soldier: Arma principale: Anti carro (PTRS 1941, PZB 784) Arma secondaria: Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata anti carro Engineer: Arma principale: Full auto (PPsh 41, MP 40) Arma secondaria (solo per la modalità Standard): Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata anti carro, Carica esplosiva Squad leader: Arma principale: Semi auto / Full auto (PPsh 41, MP 40, SVT40, G41) Arma secondaria (solo per la modalità Standard): Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione, Granata fumogena, Binocolo Squad leader: Arma principale: Semi auto / Full auto (PPsh 41, MP 40, SVT40, G41) Arma secondaria: Pistola (Nagant M1895, Tokarev TT33, Walther P38, Mauser C96) Equipaggiamento: Granata a frammentazione, Granata fumogena, Binocolo Tank crewman: Arma principale: / Arma secondaria: / Equipaggiamento: / Tank commander: Arma principale: / Arma secondaria: / Equipaggiamento: / Tank squad leader: Arma principale: / Arma secondaria: / Equipaggiamento: / Tank plotoom commander: Arma principale: / Arma secondaria: / Equipaggiamento: / Modalità di gioco Territory: La modalità originale che rese famoso RO: Ost. Attaccare, tenere e difendere territori entro un certo limite di tempo/ticket. Countdown: Si ha a disposizione una sola vita. I giocatori dovranno attaccare o difendere una serie di obiettivi ma con solo una vita per obiettivo. Firefight: Classico TDM (Team DeathMatch). Sarà presente solo nei server Standar, no in Hardcore. Campagna Multiplayer: Si potrà giocare la campagna single player totalmente on line. Skirmish: Questa modalità potrà essere giocata sia on-line che off-line. Ci saranno 3 team composti ciascuno da 3 giocatori. L'obiettivo è quello di 'pulire' la mappa dall'AI nemica. Molto simile alla modalità 'Terrorist Hunt' di Rainbox Six. Punteggi Kill: 1 punto + 3(o 2) se sei in un punto da cappare/difendere + 3(o 2) se il tuo avversario è in un punto da c/d + 2(o 1) se eri vicino al comandante; Conquista: 10 punti + 1 per ogni compagno che era nel punto con te; Difesa: 3 punti + 1 per ogni compagno che era nel punto con te; Assist: 1 punto; Rifornimento MG: 5 punti; Distruzione ostacolo (geniere + chiunque trovi una satchel): 2 punti; Distruzione veicolo: 2 punti; Ferire un amico: -1; Team kill: -2; Nick forum / Nick steam
beuna / beuna Darrosuall / Nonlomettoneanchetantolocambiaogni5secondi melo&kiwi / [HWU] melo Essen / Endy the Wise McB / [HWU] -McB- Filo90 / Filo90 ndrmcchtt491 / [HWU]ndrmcchtt491 matty4 / nuNce Cynar / Graspa Artik73 / [HWU] Artik73 falcon.eddie / Falcon Eddie LiQuiD 001 / LiQuiD 001 neliam / NeliaM Go!tta / Go!tta damaz / Horatio Hornblower ks! / ks! shpok7 / shpok7 Arci94 / [ITA]Albyfenix spacewolves / Lupo Emin3nt / [HWU]Emin3nt ThePonz / [HWU] - P0nz - ~Blissard~ / ~Blissard~ nooB / .uBija.it pizzapizza / Fenderman89 astro80 / astro80 Murdock79 / Murdock tiger88 / [HWU] VonSenger88 SuperB7700 / SuperB hamham / [HWU] giupa007 blindfollower / Judas5577 T_zi / T-zi 29Leonardo / [HWU]$pike michael1one / michael-one[ITA] Mi sono dimenticato di qualcuno? può essere, sono un ritardato. Quindi se volete essere aggiunti/tolti da qui basta che mi mandiate pm. ***** Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 12-12-2012 alle 20:53. |
13-09-2011, 10:48 | #4 |
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RO2 Cache Extractor and Downloader: Utile tool per installare e gestire le mape custom (non so se ora sia aggiornato con tutte le nuove mappe). Poi ricordatevi di spostarle dalla cartella Maps in Documenti\My Games\RedOrchestra2\ROGame\Cache a quella dove è installato il gioco sotto Steam. Tute le mappe custom devono essere inserite in steam/steamapps/common/red orchestra 2/ROGame/cookedPC/Maps: - Butovo: Obiettivi: 5 punti da conquistare; i russi sono la squadra che difende Tempo: 20 min Rinforzi: tedeschi 250, russi 200 - Ogledow: Rifacimento di una vecchia mappa di Red Orchestra Ostfront. Obiettivi: 3 punti da conquistare; i russi sono la squadra che difende Tempo: 40 min Rinforzi: tedeschi 200, russi 200 - Provkhoy: Obiettivi: 5 punti da conquistare; i russi sono la squadra che difende Tempo: 20 min Rinforzi: 300 - Coldsteel: Obiettivi: 5 punti da conquistare; i russi sono la squadra che difende Tempo: 27 min Rinforzi: 300 - DieBreshe: Obiettivi: 6 punti da conquistare; i tedeschi sono la squadra che difende Tempo: ? Rinforzi: ? - The Univermag: Obiettivi: ? Tempo: ? Rinforzi: ? - Rakowice: Rifacimento di una vecchia mappa di Red Orchestra Ostfront. Obiettivi: ? Tempo: ? Rinforzi: ? - Otrpy3ka: Obiettivi: mappa stile COD, usate con cautela Tempo: 30 min Rinforzi: ? - Arad 2: Obiettivi: 4 punti da conquistare (alla Barracks) Tempo: 45 min Rinforzi: ? - Gumrakstation: Obiettivi: 6 capzones Tempo: ? Rinforzi: ? - Bridges of Druzhina: Obiettivi: un' infinità di capzones Tempo: 55 min Rinforzi: ? - Stalingradkessel: Rifacimento di una vecchia mappa di Red Orchestra Ostfront. Obiettivi: ? Tempo: ? Rinforzi: ? - Winterwald: Obiettivi: ? Tempo: ? Rinforzi: ? - Bakovka: Obiettivi: ? Tempo: ? Rinforzi: ? - The Eagles Nest: Obiettivi: ? Tempo: ? Rinforzi: ? - Koitos1943: Rifacimento di una vecchia mappa di Red Orchestra Ostfront. Obiettivi: ? Tempo: ? Rinforzi: ? - GlassesWarehouse: Rifacimento di una vecchia mappa di Ostfront. La mappa è volutamente non sense. Obiettivi: ? Tempo: ? Rinforzi: ? Rising Storm Ambientazione: Fronte pacifico, seconda guerra mondiale Sito ufficiale: http://www.risingstormgame.com/ Pagina del forum Tripwire: http://forums.tripwireinteractive.co...splay.php?f=91 Canale YouTube: http://www.youtube.com/user/risingstormgame/videos Video preview: http://www.youtube.com/watch?v=HsYn0g3PQ2I Data d'uscita: N.D. Sarà la mod più corposa, comprenderà 10 mappe ed anche 2 campagne single player. La beta partirà il primo Marzo 2012, per iscriversi cliccate QUI In Country Ambientazione: Guerra del Vietnam Sito ufficiale: http://www.incountrymod.com/ Blog: http://www.popsmokegames.com/blog Pagina del forum Tripwire: http://forums.tripwireinteractive.co...ad.php?t=42262 Data d'uscita: N.D. Iron Europe: 1914-1919 Ambientazione: Prima guerra mondiale Sito ufficiale: http://www.ironeuropegame.com/news.php Pagina del forum Tripwire: http://forums.tripwireinteractive.co...ad.php?t=33063 Data d'uscita: N.D. Karelian Front Ambientazione: Seconda guerra mondiale, fronte russo - finlandese Sito ufficiale: http://karelianfront.com/ Trailer: http://www.youtube.com/watch?feature...=8yeiXKffh6k#! Data d'uscita: N.D. (presumibilmente dopo 'Rising Storm', 'In Country' e 'Iron Europe') Altre mod in cantiere Death in the Sands: Afrikafeldzeug '40-'43 -> http://forums.tripwireinteractive.co...ad.php?t=83335 Revenge of the Turul -> http://forums.tripwireinteractive.co...ad.php?t=52846 .... *****
Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 06-04-2013 alle 15:37. |
13-09-2011, 10:49 | #5 |
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Changelog di tutte le patch uscite fin'ora Patch 1 - 15 September 2011 - fixing the day 1 unlocks not working - Improved framerate hitching/dropping when artillery explodes - spawn menu looping bug - various crash fixes - decreased AI MG accuracy for vehicle AI - Added a system so outdated servers should no longer show in the server browser (so make sure and update so people can find your servers) - PB Streaming Bans now functional ************************************************** ****** Patch 2 - 19 September 2011 - fixed DDE content being awarded when it should/shouldn't be - fixed RO1 content being awarded when it should/shouldn't be - fixed the server browser not responding after disconnecting from a game - removed MKB/AVT from Squad Leaders/Commanders, only Assault gets it now - improved performance for the Ultra setting (added Sept 18th) ************************************************** ****** Patch 3 - 19 September 2011 Bug Fixes -Fixed a bug where players could spawn without a class -Fixed a bug with auto reloading when using a manual bolt rifle -Minor performance improvements Level/Gameplay Fixes Pavlov's House -Added wall to block line of sight to one of the Allied tank spawns -Allies now correctly get a forward spawn when capturing Zab's House -German spawn protection was toned down to prevent Allied attackers in inside of the Voyentorg from being killed by spawn protection when objectives changed hands Commissar's House -Gave Allies 40 more reinforcements -Default Allied spawn in more directly in line with Building 81 -Moved one of the initial Axis spawns back further from the Water Refinery -Increased spawn protection and no artillery volumes for Allies -Various cover fixes ************************************************** ****** Patch 4 - 21 September 2011 Various crash fixes for server and client - Client performance optimizations - Single Player Fix - fixed "double music" playing when loading the game from a checkpoint - Added the ability to enable webadmin through the commandline ************************************************** ****** Patch 5 - 23 September 2011 - Significantly improved VOIP system - Optimized Fallen Fighters map - Fixed some Single Player spawn issues - Various crash fixes for server and client - Client performance optimizations - Fixed Hit indications when manual bolting is turned on ************************************************** ****** Patch 6 - 26 September 2011 -fixed issue where Pavlov's House would kick a server out of Ranked Status ************************************************** ****** Patch 7 - 7 October 2011 Stats -Fixed stats and acheivements being awarded when they shouldn't have been and sometimes not saving stats on ranked servers. This requires a global stat and achievement reset which will be happening soon. -Fixed several number display issues in the profile menu and after action report -Honor, class, and weapon experience are all currently doubled to help make up for stats lost to the reset -A new achievement has been added which is unlocked simply by playing RO2 during the double xp for players affected by the stat reset Gameplay -Reloading can be interrupted by melee or switching weapons -Fixed quick grenade not returning to the previously equipped weapon -Fixed team wounding counting as kill -Fixed kill assists not showing up all the time -Fixed Countdown Time to Beat being always 0 -Fixed timers showing wrong numbers in the single player campaign -Fixed tank AI being able to see through smoke -Fixed tank cannon smoke shells not blocking any AI vision Stability & Performance - Major optimization pass on all maps should increase performance across the board - Reduced Alt-Tab crashing - Fixed post-processing preset resetting itself in the video settings menu - Fixed glowing outline/rainbow colors around the screen for certain machines - Fixed a bug causing all audio to cut out after a map change - Graphical improvements to environments, weapons and vehicle interior - areas or vehicles/weapons not in direct sunlight now have working specularity which will help make normal maps more visible and textures to look less flat - New Umbra release and optimization - General CPU optimizations Server -Fix for commandline setting of webadmin values not saving after multiple map changes ************************************************** ****** Patch 8 - 13 October 2011 -Fixed a bug which would sometimes cause the first click (fire, alt fire, or ironsights) after respawning to not register. -Player stats will now save at the end of each round in addition to the end of the match. -Minor tweaks to the high end of the honor level ranking. While some very high level players may notice an honor level change their earned XP is unaffected by this update. -There is now a console command for any players wishing to manually do a stats reset. The command is 'ResetStats' and must be followed by your steam nickname for confirmation (in quotes, case sensitive) . The .ini setting for resetting stats has been disabled to prevent any accidental resets. -Fixed a problem with music in countdown where the morale state (and music) would jump around and transition too often. -Fixed neutral objectives showing up in the compass as Allied objectives. -Fixed getting a black screen when getting suppressed for non-English languages ************************************************** ****** Patch 9 - 21 October 2011 Spectating Fixes -Fixed a bug where when trying to switch the spectating view mode it would also switch the player being viewed -Fixed an issue with spectating where you could go into locked third person view even when the spectating was restricted to first person only. Should also fixed getting first person spectating views in vehicles -Fixed not being able to type in foreign languages Server Admins -Added functionality so that players that join as "Spectators Only" can have access to unrestricted views. This can be disabled by setting bLockTrueSpectatorsView=true in ROGame.ini -Added a new setting for use when the "Ready Up" system is enabled - bAllPlayersMustReadyUp which can be set in ROGame.ini. If true, all players must ready up to start a match (or the PreStartDuration counts down - note if PreStartDuration is 0 the match will never start till all players ready up with this set true). -Added the ability for the "Custom" game mode settings to allow the limiting of character class ranking, and the limiting of weapon progression SDK Functionality/Fixes -Disabled the steam game overlay for the editor. This was causing the editor to crash when launching through steam. -Fixed a crash compiling .uc files. ************************************************** ****** Patch 10 - 8 November, 2011 The update from last week is ready and going out today with a couple of additions: -Initial implementation of demorecording to support clan play and server admins -Fixed a server crash in garbage collection that would sometimes happen when changing maps -Fixed an animation bug causing gun sights to become misaligned -Fixed main menu movie corruption (random green squares) when going to/from fullscreen when the startup movies are playing -Fixed dynamic shadows for fixed MG's not being visible when deployed -Drastically reduced occurrences of the "double ironsights" issue -Fixed exploit where players could hide window curtains, etc. by changing their world texture group lod bias -Fixed bullet decals being completely black in low texture settings -Fixed black scope textures on Panzer IV -Fixed interaction icon showing during transitions to a seat inside a tank -Fixed object and object material popping when you start or stop sprinting -Added showing the name of the player you are spectating on the hud -Testing a new fix for the bug where sound would cut out on map change Notes on Demo Recording: First pass implementation of demorecording. This should be considered an "Alpha" implementation, as only certain functionality is hooked up. This early implementation has been created to help support clan play and help server admins finding/catching cheaters. Here is what works/doesn't: What works: - Basic server side demo recording: you can record a demo on a server which can be played back on a client. This demo essentially records the net traffic for the gameplay that is sent by the server and then plays it back on the clients. So when the demo is played back on a client you essentially get the same views you would have as if you were spectating a match in real time. - Third and first person player spectating as well as viewpoint and free roam spectating - An added "Aiming Info" toggle which will show where the spectated player is looking, and where they are aiming (which with free-aim can be two different places) - Most sounds play - Added displaying the specated player's name on the hud. Works with demo recording and standard spectating What doesn't work or isn't implemented - Rewinding - Showing the first person weapon - Some sounds will not playback in the demo (battlechatter) - Have not tested with vehicles - Client side recording - Have not tested what the maximum length of a demo can be - Older demos may not work properly with newer builds of the game - Pretty much anything else How to use it - On the server through webadmin or through admin console commands use the command "demorec <filename>" to start recording the demo - When you are done recording the demo through webadmin or through admin console commands use the command "demostop" to stop recording the demo - In the ROGame\Demos folder you will find your demo files. Copy the demo file(s) to the same location on a client machine - Start up Red Orchetra 2. At the console type "demoplay <filename>" to view the demo ************************************************** ****** Patch 11 - 15 November 2011 Today's release is a optimization pass only. There is no update to servers. - Occlusion performance is improved, especially when indoors and/or using a sniper scope - Changes to audio memory usage. PCs with lots of memory (3 GB, 64 bit OS) will use up more system memory but this should reduce hitching and improve performance for some users. (Ninja Patch on 16th to cure small issue with previous patch) - Fixed a crash that was introduced in the last patch on some hardware configurations - Fixed another cause of the double ironsights bug Update Size: < 20 MB (No server update) ************************************************** ****** Patch 12 - 21 November 2011 Included are several performance changes and map fixes. We will also be releasing the full SDK. Change log: Map Balance - Reduced Elite Riflemen and Assault roles on all maps. - Fixed various spawn camping issues on all maps. - Apartments - Added additional allied spawn after capturing the first set of objectives - Barracks - Fixed an exploit that allowed you to get into a wall - Fallen Fighters - Added missing spawn on squad leader spawns to sewers and trenches - Grain Elevator - Added a spawn for the Allies that is on the 4th floor. This for when the allies are defending the Foothold - Spartanovka - Fixed a issues with spawn protection incorrectly showing up when one of the objectives was captured in the 16 player version. Also fixed an Allied spawn not working correctly on the 16 player version. Performance/Stability - Reduced the fps hitch during first spawn - Improved the frame rate smoothing video setting to give more stable FPS - Fixed memory spike when changing teams in the role selection menu - Improved physics performance (removing another cause of hitching) - Fixed a crash when device was lost Other - Fixed a wall exploit while leaning - Satchel objectives can now be 'captured' by destroying the target - Fixed getting kicked for idling if the server has set MaxIdleTime when reinforcements have run out, or when dead in countdown mode. - Fixed momentary green scope texture when taking over a bot with a sniper scope. - Fixed a bug where tank crew members would be invisible the first time they unhatch from the driver seat - Tank geometry should no longer disappear after being killed as a tank crewman - Several problems with the hero rank have been addressed (Enemy loadout weapons not showing up, losing hero status after death, UI refinements, etc...) - Launching the game the first time will add a setting, HUDTipsLevel, to ROGame.ini. Changing this will reduce the amount of text tips that appear on the HUD (0 - All Tips, 1 - Moderate Tips, 2 - Few Tips). Looking for feedback and later on we may add it as a menu option. ************************************************** ****** Patch 13 - 11 Gennaio 2012 Modding and map making tools are now available free to everyone that owns Red Orchestra 2! While the limited functionality preview versions of the SDK have been available to select modders for a while, this release now makes the full capabilities of the Mod SDK available to everyone. Other changes in this update include: General - Settings menu bug fixes (e.g. Changing Vsync setting now requires a restart) - Switching roles/teams while in a tank should now work properly - Melee hit detection improvements. For example, it is now possible to hit a prone player with a bayonet while standing. - The commanders order marker will now disappear properly when aimed at the sky instead of getting stuck at some location in the map - Countdown maps will no longer show the improper amount of manpower when a new player joins during a match in progress Performance / Stability - Crash fixes based on .dmp files provided by players - Fixed occasional freezing when spawning - Updated Punkbuster to address framerate spike - Overall performance optimization ************************************************** ****** Patch 14 - 7 Febbraio 2012 General - Made a number of improvements to ammo resupply points - Bots now have more variation in the spawn points they select - Achievements for single player campaign progress should unlock properly now - Reduced range of the rifle bash attack. *Bayonets are unaffected. - Fixed occasionally invisible binoculars when using them as a melee weapon - Fixed some situations where teammates could not resupply machine gunners. *(e.g. if the MG was not the currently equipped weapon) - Fixed max audio channels setting not always working correctly in the settings menu - Fixed a bug where some voice chatter would play from somewhere other than the location of the person speaking* Stability - Players still encountering stability problems can now use our new automatic crash reporting system! (read more at: http://forums.tripwireinteractive.co...ad.php?t=75253) - Added additional debug information for crashing during startup - Modders can once again unsuppress logging without causing the game to crash - Various crash fixes based on player reports ************************************************** ****** Patch 15 - 22 Febbraio 2012 Introduction of Italian localization ************************************************** ****** Patch 16 - 24 Maggio 2012 Introduzione nel gioco base di tutte le patch uscite fin'ore nella beta, tra cui nuova mappa (Mamayev) e nuova modalità di gioco (Classic). Per avere una lista dettagliata dei cambiamenti andate QUI ************************************************** ****** Patch 17 - 27 Luglio 2012 Maps Mamayev - Balanced reinforcement count in Allies favor - Added additional cover - Added ammo depot to Axis staging area Barracks - Improved cover between NCO barracks and Admin - Modified area that could be used to fire on a spawn Pavlovs House - Moved ladder in Zabs house to a better location - Modified initial Allied spawn protection - Added new routers to help the Allies leave their spawns without getting killed as easily - Modified several spots in Zabs House that could be used by the Axis to overlook the Allied spawn exit - Modified Allied spawning location when the Axis are pushing the final Allied objective - Added additional cover to some areas of the map - Blocked off tank access to the yellow building area behind Zabs House Red October Factory - Rebalanced reinforcement count - Added additional map time - Decreased artillery use timer - Removed 2nd Axis tank - Modified number of window firing points for Axis on the 1st obj - Modified initial Russian spawn protection - Added more cover to the 1st and 2nd objective areas Station - Added more cover to the initial Axis approach - Modified 1st Axis spawns Spartanovka - Modified capzones for Housing Block 1 & 2 Grain Elevator - Added several obstructions to break up line of sight - Increased capture time on last objective - Increased duration before allies lose all of their reinforcements - Fixed map boundary times being 1 second Commissars House - Added new cover from first spawns - Added cover to road ahead of Commissars North Hall - Increased size of snow mounds around Commissars House - Modified map boundaries - Modified objective setup - Modified spawn locations and handling Training - Fixed ref pose bots in squad leader training Fixed minor lighting issues across all maps Gameplay - Fixed bullet impact effects not being visible when on a fixed MG - Fixed weapons getting lowered while aiming left from prone - Increased spawn protection time to 20 seconds if standing in the area when it’s activated - Correct initial ammo count for P38 and TT33 (added one) UI - Fixed the scroll bar on the server browser player list. It should no longer continue to snap to the top. - Fixed voted maps sometimes disappearing from the right-hand map voting box - Fixed flickering text on the loading screen when downloading a custom map - Fixed “FT1, FT2, FT3” etc text stuck on screen for squad leaders and commanders - Fixed Marskman roles missing from some maps in action mode. - Fixed Squad view shifting down as roles open up eventually making roles un-selectable. Webadmin - The 'Mutate' command can now be used from the management console ************************************************** ****** Patch 18 - 2 Novembre 2012 Introduzione SteamWorkshop. ************************************************** ****** Patch 19 - 19 Novembre 2012 New Content - Added Combined Arms Map TE-Barashka Countdown Changes - Countdown matches are now 1 round - Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat" - Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened. - New objective status HUD. Press tactical view to bring it up at any time - Added Total Round Points and Total Objective Captures to scoreboard - The defenders can no longer see the manpower of the attackers - Only the attacking team can see the message "Attackers Got Reinforced" - Increased the XP rewards for performing well in Countdown - Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players - Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double) Countdown Interface - Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view - Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster” - Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team Gameplay - Players now walk while actively firing machine guns from the hip - Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds - Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use - Added water volume where players cannot prone - Increased stamina pool in Classic - Added the ability to use developer cheat codes in standalone games, except for during the single player campaign - Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting) General Interface - Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky) - Increased tip cycle time on the loading screen from 5 to 10 seconds - The closest 2 ammo supply points are now displayed on the tactical view - VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won - Removed the joined/left message from the HUD for bots - Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read Fixes - Fixed bipod MGs not properly showing the direction they are aimed at - Fixed bipod MG’s deployed on slopes not having the player at the proper location - Fixed an excessive friendly fire infraction when shooting tanks. This was causing players to get kicked from the server for team killing when shooting a friendly tank - Servers with disabled weapon progression bonuses (e.g. Classic mode) are now properly getting disabled - Fixed a bug where not all players will respawn when the commander forces a respawn - Loading an outdated version of player created content now displays an error instead of crashing - Fixed a tank crew respawn bug when killed from the commander seat - Fixed objective capture and morale music playing simultaneously - Fixed the classic mode compass pointing in the wrong direction - Fixed the team leader not showing up in the squad member list when playing as a squad leader - Fixed undesired menus popping up when trying to typing during the map vote - Fixed an ammo exploit with blind firing - The setting bDisableTeamMemberIcons will now properly hide team icons - Fixed Capture and Victory music playing at the same time in Countdown - Fixed satchel objectives giving points at the start of a Countdown match - Fixed team members not properly updating on the map in Countdown - AI will no longer use cover/mantle positions near or occupied by the player SDK - Improvements to the workshop upload UI including multiple file selection - Added code to get the placeholder Universal carrier transport working. You can now use the cheat code "spawnucranged" to spawn a Universal Carrier which you can get in, drive around, and get out. This is just a basic implementation, the MG does not work, and the animations are not setup properly on the players, and the physics set up is just a quick placeholder. The functionality is very basic, and is meant to be used as a base for vehicle mod makers to extend Web Admin - Added options under Countdown to adjust Countdown Objective Time and Reinforcement count (up to double) For Level Designers - You will need to re-cook your maps and update the files (on the forums, workshop, for servers) ************************************************** ****** Patch 20 - 11 Gennaio 2013 General - Team select menu now displays a message if a team is full Workshop - Downloading Workshop files will now show download progress % - Added Custom map filter to the in-game workshop menu - Stock RO2 maps show up to the in-game workshop menu Fixes - Fixed a case where weapons would not respect the ammo resupply timer SDK - Fix for workshop uploading the wrong version of the file (from MyGames) ************************************************** ****** Patch 21 - 21 Febbraio 2013 General - Team select menu now displays a message if a team is full - Fixed team kill forgiveness. Forgiving a team kill now all forgives all wound damage you have inflicted on that player. - Fixed single player maps auto completing - Fixed a confusing attack/defend message on the tactical view when issued an order from the Commander. ‘Attacking’ an owned objective will now always display as ‘Defend’. - Fixed the G41 playing the wrong shoot animation when hipped/shouldered - Setup the level 2/3 G41 sniper rifle to have the proper scope position and zoom - The cooldown for reusing an ammo resupply is now more reliable Workshop - Downloading Workshop files will now show download progress % - Added Custom map filter to the in-game workshop menu - Stock RO2 maps show up to the in-game workshop menu - Downloading multiple versions of the same file will no longer give an ambiguous message popup warning. Instead, older versions are automatically ignored. - SDK: Fix for workshop uploading the wrong version of the file (from MyGames) Server Admins - When bAllowDeadRoaming is disabled, it’s no longer possible to use the roaming camera even if everyone on your team is dead. - DemoRec & Spectating players no longer open up extra roles on the server - Fixed bNoVehicles not working correctly in Barashka - Fixed OverrideMaxPlayers. This setting forces the map to play on a different sized version than that specified by MaxPlayers. Gameplay elements such as roles, reinforcements are unaffected. ************************************************** ****** *****
Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 21-02-2013 alle 20:31. |
13-09-2011, 10:50 | #6 |
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Sezione storica A grande richiesta ho l'onore di presentarvi al Sezione storica! Quasi tutte le mappe di Heroes of Stalingrad sono infatti fedeli riproduzioni di antiche battaglie combattute nella 2WW nei pressi di Stalingrado. E poi, scusate, che senso aveva tenere un posto riservato alle sezione Supporto tecnico per un gioco che ormai, diciamolo, bug non ne ha? Quindi se avete problemi con Ro2 compratevi un PC nuovo che sicuramente quello che avete è vecchio e ormai bisogna cambiarlo e gustatevi questa carrellata di confronti e foto d'epoca: Confronto foto storica/mappa di Ro2: Commissar's House Confronto foto storica/mappa di Ro2: Station Confronto foto storica/mappa di Ro2: Station Confronto foto storica/mappa di Ro2: Grain Elevator Grain Elevator Red October Factory Red October Factory Pavlov's House Fallen Fighters Fallen Fighters Stalingrado. 1. Grain Elevator 2. Gumrak 3. Mamayev Kurgan 4. Red October Factory 5. Barricades Factory Stalingrado dall'alto. In alto a sinistra c'è la stazione, nel centro la piazza di Fallen Fighters Altre foto sono riportate QUI *****
Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 Ultima modifica di beuna : 08-03-2012 alle 20:22. |
13-09-2011, 11:00 | #8 |
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Iscritto dal: Aug 2009
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Eccomi
Ottima lavoro Beuna, bravo!
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13-09-2011, 11:00 | #9 |
Bannato
Iscritto dal: Nov 2010
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Iscritto,
pronto a spararvi nelle ginocchia per rifornire il mitragliere per primo. |
13-09-2011, 11:04 | #10 |
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Bravi e grazie codice.
Se avete richieste o idee per la prima pagina contattatemi su Steam e sparate pure. |
13-09-2011, 11:07 | #11 |
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Eccomi in preload!
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13-09-2011, 11:09 | #12 |
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E basta Beuna a scaricare col preload che a me non parte,sono 2 ore che provo
Ah e comunque bravo hai fatto un bel lavoretto...
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Mio padre diceva: La vita è una strada, e ogni giorno è una pietra miliare, se non rallenti ogni tanto, ti perderai quello che ciascun miglio ha da offrire; ma c'è un rovescio della medaglia, a volte puoi sbagliare svolta e ritrovarti su un pezzo di strada dannatamente schifoso, e le ruote girano e tu preghi che non sia un vicolo cieco... |
13-09-2011, 11:29 | #13 |
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Beuna mi hai confuso con qualcun altro nel roster
Endy. P.S. Kudos, splendido Thread!
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13-09-2011, 11:32 | #14 |
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bella beuna
oggi si inizia a spaccare di brutto
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Trattative andate a buon fine: 2xfafathebest , ERT , Aspiancik, whitewolf92, steppy,Paulk72, Zipale99, Roddik....e tanti altri! guardate QUI!!!! |
13-09-2011, 11:32 | #15 | |
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Quote:
Corretto subito, grazie |
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13-09-2011, 11:38 | #16 |
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FoV cambiato:
http://forums.tripwireinteractive.co...725#post863725 Aumento di prestazioni dopo la patch: http://forums.tripwireinteractive.co...ad.php?t=62670 |
13-09-2011, 11:39 | #17 |
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Iscritto dal: Aug 2009
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Razzo non vedo l' ora, quand'è che steam comincia a scaricare?
Non voglio trovarmi la serata con steam che scarica il gioco...
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i7 4790k @4.7ghz, MSI z87G43Gaming, G.SKILL Sniper16gb DDR3@2.66ghz, Zotac GTX1070 mini @+150/200mhz, Samsung EVO960 512gb + Samsung QVO970 1tb, Corsair TX650, Win10 pro Ultima modifica di ndrmcchtt491 : 13-09-2011 alle 11:42. |
13-09-2011, 11:41 | #18 | |
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Quote:
Ora comunque i server sono quasi tutti intasati |
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13-09-2011, 11:43 | #19 |
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ok, quando torno a casa lo faccio, metti qualche video di gameplay carri/fanteria
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i7 4790k @4.7ghz, MSI z87G43Gaming, G.SKILL Sniper16gb DDR3@2.66ghz, Zotac GTX1070 mini @+150/200mhz, Samsung EVO960 512gb + Samsung QVO970 1tb, Corsair TX650, Win10 pro |
13-09-2011, 11:44 | #20 |
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Bella idea, metto subito
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