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Red Orchestra 2: Heroes of StalingradRelease Date: Q1 2011


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#61 surfy

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Posted Aug 15, 2011 - 10:09 AM

View Postbuttscratcher, on Aug 8, 2011 - 10:27 AM, said:


Now going to go almost head to head against Bf3/MW3? I bet gamers that were going to give RO2 a try as a "fill in" game will cancel a fair amount of pre-orders, which is too bad.



I think RO2 is sufficiently different to the two titles above that it will just carve out its own market. Lets face it most gamers who like modern combat aren't going to be interested in a WW2 game, and visa versa. I like Tripwires style from what I've read and wish them the best of luck with the release.

#62 HSMagnet

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Posted Aug 15, 2011 - 10:31 AM

it is very different

i like it

not having played RO:Ost it has been a learning experience for sure

#63 MaydaX

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Posted Aug 15, 2011 - 05:01 PM

Quote

GameSpy: What kind of interface will you have for joining servers?

Tripwire Interactive: Simply put, the core is a good, old-fashioned server browser with filters. Go hunting for the type of game you want to play, use the Honor level on the server (compared to your own) to find people at a similar skill level, pick a server that matches your requirements, join it.

GameSpy: When will the dedicated server be released, and what are the hardware requirements for it? What kind of interface will it have for server admins - will it have all of the features necessary to enable competitive play (spectator cam, remote admin, etc)?

Tripwire Interactive: Server-side will be ready in time for people to grab it and get their servers up for launch, plus we'll ensure there are a bunch of them already available. A 64-player server is, like any 64-player server, going to be a bit of a beast. We'll release the full specs as soon as we can - but we really need more beta-testing (ramping up now) to get a good handle on that. Plus we're working hard on optimizing right now, of course! Server admins will have the familiar web admin interface (Unreal, RO1 and others), with access to a large range of parameters they can mess around with, as well as being set up for competitive play from the get-go. We're likely to run a comp or two after launch, to get people competitive on "stock" RO! But this is PC gaming - so the tools are there!

GameSpy: Will the game include VOIP? If so, is it team wide, or just by squad? Given the game is so focused on players operating in squads, what other tools will you include to facilitate teamwork?

Tripwire Interactive: There are three channels of VOIP, including team and squad. There are also scoring bonuses for players operating as a squad, rewarding them for doing the "correct" things. Add in pieces like the option to "Spawn on Squad Leader" to maintain squad cohesion. Note that you can't spawn on your Squad Leader if he is surrounded by the enemy, engaging in close combat - he has to be relatively "safe" and there has to be somewhere "safe" for you to spawn, too. HUD tools help you locate your squad if you get separated. There's also comms system where the Commander and Squad Leaders can pick who, within their chain of command, they are issuing their orders to.

Read the rest at

http://au.pc.gamespy.com/pc/red-orchestra-heroes-of-stalingrad/1187817p1.html

#64 MaydaX

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Posted Aug 19, 2011 - 09:14 PM

Few previews with lots of screenshots

http://oxcgn.com/2011/08/20/oxcgns-red-orchestra-2-preview-tripwires-death-simulator-returns/

http://www.wargamer.com/article/3074/red-orchestra-2-heroes-of-stalingrad

#65 MaydaX

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Posted Aug 22, 2011 - 05:32 PM



I also added ro2 signatures today

Posted Image

Posted Image

#66 MaydaX

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Posted Aug 22, 2011 - 09:32 PM



HD footage

#67 MaydaX

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Posted Aug 25, 2011 - 10:28 AM



Also

Quote

To put it simply, Red Orchestra 2: Heroes of Stalingrad is as real as it gets when it comes to World War II shooters, and part of its appeal is the fact it is depressingly dark and gritty. You are unlikely to find another game that provides an experience as deep as this one, so if you can deal with the hardcore nature of the mechanics we highly recommend it.

http://pc.mmgn.com/Articles/Red-Orchestra-2-The-Gritty-Side-Of-War

#68 xX_Renegade_Xx

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Posted Aug 25, 2011 - 11:12 AM

View PostMaydaX, on Aug 25, 2011 - 10:28 AM, said:

....

The more I see the more I'm impressed, looks very tactical.

The music in the background sounds great too.

#69 MaydaX

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Posted Aug 29, 2011 - 12:20 PM

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Digital Deluxe Edition Beta Launch

The Digital Deluxe Edition beta launch is planned for starting August 30th, 2011 and running up until right before launch, and server files are already up on HLDS.

Tripwire Server Admins Mailing List

If you haven't already, head on over and sign up for the Tripwire Server Admins Mailing List here:

http://list.tripwireinteractive.com/...nteractive.com

Beta Maps and Gametypes

We are launching the beta with 3 maps initially, and may be cycling other maps in/out throughout the beta. The maps included are:
FF-Apartments
TE-Apartments
CD-Apartments

TE-FallenFighters
CD-FallenFighters

TE-Gumrak
CD-Gumrak

Note: FF = Firefight (a variation of team deathmatch), CD = Countdown (our take on an intense "single life" gametype), and TE = Territory (an enhanced and expanded version of the gametype in the original RO).

Server Requirements (Beta)

16 Players: Haven't benchmarked this yet, but we don't expect it will take much CPU to run this

32 Players: CPU usage - 1 Core of a 2.6 GHZ Core I7 or equivalent (i.e. the server process will take most of 1 core, with a few smaller threads on other cores). We also tested on an Intel Core2 Quad Q8400 @ 2.66GHz and that could handle 32 players but I wouldn't try and do 32 players with a machine much slower than that.

64 Players: Goal CPU usage - 1 Core of a Intel Xeon E3-1270 3.4 GHZ (3.8 GHZ actually with Turbo enabled) or equivalent (i.e. the server process will take most of 1 core, with a few smaller threads on other cores).

A note on performance:
64 players was pushing the test machine (Intel Xeon E3-1270 3.4 GHZ (3.8 GHZ actually with Turbo enabled) pretty hard on certain maps, but did handle 64 players. Likewise 32 players pushed the Intel Core2 Quad Q8400 @ 2.66GHz pretty hard at 32 players, but did handle it. We're working on some final optimizations that might get the performance a little better, but there won't be any drastic changes from these specs.

Likewise the number of players the server can handle (i.e. how much performance is needed) varies from map to map, and gametype to game type. Smaller maps and countdown tend to perform better than larger maps in territory or firefight. So if you run smaller maps only on your server, you might be able to push the slots higher. Just watch your CPU usage, and more importantly the ping of players connected. Ping will climb a bit as the server gets under load and as CPU usage goes up, this is to be expected. But watch the ping, if it is a server near you and the ping starts to go above 100ms consistently, then you are likely pushing your server too hard and need to reduce the number of slots.

What I have found is that it looks like an Intel Xeon E31270 @ 3.4 GHZ (3.8 GHZ actually with Turbo enabled) can just handle 64 players now, and is being pushed pretty hard. We've got a last batch of optimizations that we're going to try over the weekend that might bet it down a bit lower so the CPU isn't pushed quite as hard (possibly getting things down by about 5%). We tested on an Intel Core2 Quad Q8400 @ 2.66GHz and that could handle 32 players but I wouldn't try and do 32 players with a machine much slower than that. As mentioned before, the final optimizations might push this down a little, but nothing drastic.

Hosting Ranked Servers

We're doing things a bit different than what other studios/publishers have done. We plan to let clans/gaming communities as well as any legitimate GSPs run ranked servers. For clans/gaming communities, it must be an established and legitimate group of some sort. Individuals or GSPs will provide us with the IP addresses that they will host the ranked servers on, and then on our backend we'll basically "turn on" those IP's having the ability to be ranked. Our goal here is to not be overly restrictive with our ranked servers. If we see some funny business happening with ranking on a server, we'll pull its IP out of the ranked system and contact the GSP or clan/gaming community. Now if we see a rash of funny business across the board at a GSP or clan/gaming community we may well pull all of their IPs out of ranked status until they get the issue sorted. So it will be up to the GSPs to make their server hosting as open or closed as they want with regards to modifying files. We do however want to ensure that modding and community content are not hindered, so bear that in mind. Whatever system a GSP uses must allow community made maps and community made content to be installed on the server. Total conversion mods (i.e. someone turning RO2 into a space shooter or something) however will not be allowed by us for ranked server play.

We will have a website setup for submitting IP's and the information we'll need to approve them for being ranked. This system is still being setup, and we will let you know when it is available (probably will come online further into the beta).

Recommended Server Hosting Partners

We have a set of Recommended Server Hosting Partners that we've been working closely with to ensure they provide a good experience for our fans and game server admins. The Recommended Server Hosting Partners are:

United States:
Branzone - http://www.branzone.com
Gameservers - http://www.gameservers.com
Nuclear Fallout - http://www.nuclearfallout.net

UK
Gamingdeluxe http://www.gamingdeluxe.co.uk
KillerCreation - http://www.killercreation.co.uk
Multiplay - http://www.multiplay.co.uk

EU
4net Players - http://www.4players.de

Australia
Internode - http://www.internode.com.au

Asia
Fragnetics - http://v2.fragnetics.com

http://forums.tripwireinteractive.com/showthread.php?t=57434

#70 MaydaX

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Posted Sep 2, 2011 - 05:26 PM

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So I'll start this post with my usual - calm down, step back, take a deep breath. See, don't you feel better already? Posted Image

So I've seen a lot of buzz and panic about cheats starting to appear in the beta. First I would say this - don't panic. This is to be expected, and has been planned for. We've prepared for this and knew it would happen all along.

Anti-Cheat - This is exactly why we've got the dual anti-cheats of VAC and PB. VAC as you all know uses a delayed banning system, while PB detects and kicks on the spot. Between these two RO2 will be one of the best well protected games at launch. Right now Punkbuster hasn't been enabled yet, and will be coming online during the course of the beta.

So what about the cheats that "fall through the cracks" so to speak. This is where two very powerful additional tools come into play:
PBBans and Server Admins!

PBBans - PBBans has a system which allows streaming of a master ban list. As cheats are caught through PunkBuster violations, screenshots or demos, they are added to the Master Ban Index (MBi). So admins catching someone cheating on their servers can submit screenshots or video to PBBans and get the cheater banned. In this way, even cheaters using cheats that "fall through the cracks" will find themselves banned.

Server Admins - an active server admin is a powerful tool against cheating. "But other games have active server admins, and they got overrun with cheaters" you might say. The difference is, Tripwire are giving the server admins the tools they need to combat the cheaters such as Punkbuster and PBBans. So unlike many other recently released games, RO2's server admins hands will not be tied when it comes to cheaters, and they have some weapons at their disposal to combat them.

An active dev team - another very important tool in combating cheats is an active dev team. Many recent games have come out and been overrun by cheats while the dev team did little or nothing. As we have done in the past, Tripwire will be leaning forward on this and extremely active in combating cheats. An example of this is some cheating that we started noticing yesterday which is known as "speed-hacking". Later today, just 24 hours later, we should be releasing an update that combats this type of hacking.

You - the final important component of this is YOU, the player and fan. If you have any information on any new or existing hacks for the game, private message the information Yoshiro or one of the moderators on this forum. DO NOT post the information in the open. You all can help be our eyes and ears to combat this issue.

So in conclusion I ask you all to be calm and work with us to help combat hacking. Hacking and hackers are an ever moving target, and very difficult to eliminate completely. But together with you the fans and all of the weapons at our disposal we will marginalize and reduce hacking in RO2 to the point where it is barely a factor. Likewise we will do everything in our power to frustrate the efforts of hack makers and hackers to the point where they find it is not worth the effort.



Quote

This is a video of me testing out a speedhack against today's update. I uploaded it at 640 res, so I think it's still processing, but you get the idea. I speedhack, the server kick/bans me

http://forums.tripwireinteractive.com/showthread.php?t=59377

#71 xX_Renegade_Xx

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Posted Sep 3, 2011 - 05:23 AM

I was reading the RO2 forums last night and someone posted a link to a cheat site with players already asking for cheats for this game.

I'll wait for the game to go up on the MSI firstly and add server IP's from there.

Quote

So in conclusion I ask you all to be calm and work with us to help combat hacking. Hacking and hackers are an ever moving target, and very difficult to eliminate completely. But together with you the fans and all of the weapons at our disposal we will marginalize and reduce hacking in RO2 to the point where it is barely a factor. Likewise we will do everything in our power to frustrate the efforts of hack makers and hackers to the point where they find it is not worth the effort.

That's nice to read though!

#72 xX_Renegade_Xx

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Posted Sep 3, 2011 - 10:51 AM

I bought the game today, pre-order on Steam DDE edition, hey it's my birthday soon, I needed a treat and couldn't wait :P

It's very good, plays nice and smoothly but it's very hard too, managed to get some kills but will take a while to learn the maps and get used to the weapons, the ambient sounds on the battlefield are great, thoroughly enjoyed the time I've played so far.

#73 MaydaX

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Posted Sep 3, 2011 - 02:02 PM

Anyone read the ToS for RO2?

Spoiler

Quote

If we find you are a Cheater, we will revoke your CD key and ban you from the RO2 servers and tell your mom!


#74 xX_Renegade_Xx

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Posted Sep 3, 2011 - 02:19 PM

View PostMaydaX, on Sep 3, 2011 - 02:02 PM, said:

Anyone read the ToS for RO2?

:lol:

#75 MaydaX

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Posted Sep 6, 2011 - 04:10 PM

Quote

Your company has confirmed that there will be free DLC after launch. While we can all certainly appreciate it, why do you choose to go with free DLC for many of your games, including Killing Floor?

Why not? And we go with free content for ALL our games, not just some. There is one key point: we won't split the community by selling maps and weapons that people need to play.


Nothing more irritating than the server changing maps and half the players get bumped off because they haven't ponied up $5 for some map. We WILL do add-ons for money at some point – but the key here is about value for money. See Rising Storm, below…

Can you give us any details about the Rising Storm DLC for this game?

We wanted to kick-start the mod scene for RO2, given that most big mods can take a couple of years to produce – and we wanted people to see the potential as early as possible. So we have sponsored a mod team to produce Rising Storm – which will be a full-scale add-on for RO2, set in the Pacific, bringing the American and Japanese forces into RO.

All fully-playable, with single and multi player. That includes playing single player as the Japanese – Banzai charges even? Add in flamethrowers, some armor and a katana. Should be special. And, yes, we'll probably charge for this one, given that it will be the same amount of content as the base game!


Rest can be found at

http://steamaddicts.com/2011/09/red-orchestra-interview-with-tripwire-vp-alan-wilson/

#76 HSMagnet

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Posted Sep 6, 2011 - 05:53 PM

who has server suggestions?

i got spoiled in the F&F beta and the rampant asshats in the DDE beta have me down

looking for ones with admins, where objectives are pursued and asshats are booted

#77 xX_Renegade_Xx

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Posted Sep 7, 2011 - 02:07 PM

View PostHSMagnet, on Sep 6, 2011 - 05:53 PM, said:

who has server suggestions?

Only 2 UK servers, your ping might be a bit high :P

http://www.gametracker.com/server_info/81.19.213.40:7777/

Played here last night, admin are on regularly and the server players seem to play for the objectives.

I also play here:

http://www.gametracker.com/server_info/81.19.212.33:7877/

Admins are always on but watch for spawn killing, I had someone do it the other night and admin just laughed it off, I don't like spawn campers so was a bit surprised by the response. If it happens again I'll find another server.

#78 HSMagnet

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Posted Sep 7, 2011 - 03:15 PM

View PostxX_Renegade_Xx, on Sep 7, 2011 - 02:07 PM, said:

Only 2 UK servers, your ping might be a bit high :P

http://www.gametracker.com/server_info/81.19.213.40:7777/

Played here last night, admin are on regularly and the server players seem to play for the objectives.

I also play here:

http://www.gametracker.com/server_info/81.19.212.33:7877/

Admins are always on but watch for spawn killing, I had someone do it the other night and admin just laughed it off, I don't like spawn campers so was a bit surprised by the response. If it happens again I'll find another server.

ok, so one server :lol:

i can't abide spawncamping or griefing TKs

#79 =GoMg=THE__DRIFTER

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Posted Sep 8, 2011 - 11:14 PM

View PostHSMagnet, on Sep 7, 2011 - 03:15 PM, said:

ok, so one server :lol:

i can't abide spawncamping or griefing TKs

Played some the other day and the admins were good but the people were in some cases amazing compared to other times I have played. Some spawn killing that was dealt with rather quick and I think some of todays updates to the servers should alleviate some of the more "interesting" folks. I will get some IPs for ya. :)

#80 xX_Renegade_Xx

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Posted Sep 9, 2011 - 05:13 AM

View Post=GoMg=THE__DRIFTER, on Sep 8, 2011 - 11:14 PM, said:

Played some the other day and the admins were good but the people were in some cases amazing compared to other times I have played. Some spawn killing that was dealt with rather quick and I think some of todays updates to the servers should alleviate some of the more "interesting" folks. I will get some IPs for ya. :)

Yes they do like to play for the objectives on that server, well, unless you're on the losing team then they just like to camp :(

Another huge update out which I downloaded this morning, new maps over the weekend too, woot! :D





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