mercredi 30 avril 2014

The latest Steam beta lets you disable DLC



Spoiler!









What do you think would happen if I disabled Rising Storm? Would my stats be erased? What if I re-enabled it afterward? Would I get my stats back? I really don't want to risk it. Just wanted to share. :D




my personal taste

for my personal taste:



1) I would like to play in server UNRANKED, meantime like them healthy very rare, then I would like of:

all to remove my achievments, wants to say, I would like to give a total RESET, and to begin the multiplayer of the zero.



I don't like to run faster, to work the fastest bolt, to look the tag there in my partners far away...



which files should I delete to resume ZERO in RO2 whenever I want?



2) don't I like to control TANK-TURRET with the mouse, do I prefer to use the keys of the keyboard, how in old RO1, as I do for this?



thankful for the attention.




RO2 Campaign Mode - Apartments Balance

I play on the campaign mode servers quite often so my observations are related to playing apartments-TE in campaign mode. For a long time, I've noticed that apartments is far too unbalanced in favor of the attackers. Whenever the chance comes up to vote for a territory containing apartments, it gets selected. I have even witnessed apartments "ping-pong" whereby one team attacks apartments--wins, then loses the next round followed by the other team attacking apartments again back and forth several times.



The major problem for apartments is that the ticket count favors the attackers too heavily. The difference varies from 100 to 160. The most common outcome is that the attackers win before time runs out; however, a solid team on defense that manages to hold both D & C caps for the entire match runs out of tickets despite their best efforts. With four minutes left, defending reinforcements deplete and the attackers are still sitting at 80 to 100 reinforcements.



I suggest adding 30 or 40 base tickets to the defending forces. This will allow good teams to hold out for the entire match instead of bleeding out despite achieving a superior kill vs casualty rate. As of now, by rough judgement in my head, attackers win 85% of the time and defenders 15%.



Even with some added reinforcements, the map would still favor attackers, but its best to make little changes at a time. The observation I post above is something I have noticed for many months, and yet I am surprised that no one else has brought it up.



Thoughts?




A server request...

Any servers out there, running Death Messages OFF?



Would be nice... :)




Help RO2/RS Wont Start!!!!!

Hello gentleman



My Red Orchestra will not launch....

If it does, it takes forever and does not allow me to connect to a server. I have just started, randomly experiencing this problem. HELP Pic below




Attached Images





File Type: jpg foto.jpg (100.9 KB)






RO2 Rakowice - Crates in bunker missing player collision

In the small bunker at C4, the crates in the corner seem to be missing any player collision. It should be considered an exploit as one could hide there and shoot people entering the room.



Edit; That's my clanmate demonstrating it. He's not actually using it.




Attached Images





File Type: jpg ro2_boxesbug.jpg (49.4 KB)






[Crash] Bluescreen issue

Hi there,



Since some days ago I constantly get bluescreens (BSOD). I run the game, and after some minutes the game randomly crashes. This has happened several times and so far RO2 its the only game which is causing me problems.



My specs are:



i5-2450M 2,5 Ghz

Nvidia Geforce 610M

4 GB RAM



I've read somewhere about disabling CUDA in NVIDIA control panel, but i've already done that and I keep getting blue screens. Also my drivers are up to date. So what is happening here? anyone could help me please? Thanks in advance.




RO2 Ingame Chatter Question

So, I'm pretty new to this game, and I love it, but I have a question.



When me and a friend were playing in multiplayer, he and I were taking a base, and there weren't any enemies around since the battle was a decent way away. We were both German and we both had native dialogue on, and both our characters just randomly started talking to each other as we took the base. We don't speak German so we didn't know what they were saying, but it was very cool!



So it got me to wondering how the ingame characters are programmed to chatter. Like, according to my friend, as he was playing as an MG gunner, his character seemed to whimper and get scared when people died around him, even crying when I died (I was a Commander), where as since I was a commander he didn't seem to react too much.



It really adds a sense of realism and immersion to the game that games like Battlefield and Call of Duty don't have.



I love this game, and I love Tripwire! Keep up the good work guys! :D




[Game] Next COD Game Rumors

http://ift.tt/1o4nM8J




Quote:








[UPDATE] Another publication, Bubble News, claims to have lots more details about this year's Call of Duty game. A source has told the site that the game is called Call of Duty: Patriots and Smith Black is actually the name of one of its main characters. It is reportedly in development for Xbox One, PlayStation 4, and PC only, not Xbox 360, PlayStation 3, or Wii U.





As for its setting, Bubble News has learned that Call of Duty: Patriots will be set during a fictional version of World War 1, and the game will reportedly have a "fantasy" element. One example provided is that one of the main characters is actually from a past Call of Duty title, but in an alternate reality. The site goes on to claim that Call of Duty: Patriots has both single- and multiplayer modes, and that the single-player mode is playable via online co-op. Splitscreen won't be offered, according to the report.





Finally, the main campaign is expected to last six hours, the site says. However, it's rumored that there will be two sub-campaigns. In addition, developer Sledgehammer Games is planning Call of Duty: Patriots to be a three-part series, according to the report. Lastly, Call of Duty: Patriots is rumored to launch November 14.





None of the above information is confirmed, so until we hear directly from Activision, you should take these details with a grain of salt.







A new report from MP1ST claims that 2014's Call of Duty game--developed by Sledgehammer Games--is codenamed "Blacksmith," and will be officially announced sometime in May. MP1ST did not say where its information comes from.







RO2 Heavy tank escort maps

I think it'd be cool to have heavy tank escort maps, where you have to simultaneously protect your tank and clear a path through a town/forest, while the enemy tries to stop you.

The tank provides cover for the team, and the team provides cover for the tank. If the tank gets destroyed the enemy wins.



IMO this would be a great game mode for the under appreciated Engineer class. Engineers could plant satchels and clear obstacles and also repair minor tank damage, like track damage and diffuse enemy satchels, if an enemy engineer happens to sneak up to the tank and get a satchel on or near it. While you have MG's, sharpshooters, riflemen and assault classes providing, cover, moving ahead of the tank to cover Engineers who are clearing obstacles, as well as hold down and/or clear, alley ways, or cover spots, that the enemy could take advantage of.



There could also be different situations depending on the map, like where both teams, each have one tank they need to cover, and at some point the tanks could fire on each other, if they survive up to that point. Or just have one team escorting a tank, that they need to get to an objective on the other side of the map. Where the enemy team could focus all their resources on attacking, rather than have some defend and some attack, like you would with each team having their own tank.




What are the small dots on the corner of your screen in realism mode?

Do they indicate enemies outside your vision?




RO2 Russians should have less transporters, but more tanks.

for example, 2x more tanks and 4x less transporters. Because IRL germans had less tanks but much more transporters




Defence alliance 2...achievements...steam

hi all



downloaded defence alliance 2, thought it was a great game untill i realised i wasnt levelling up nor gaining achievements.



could anybody help on this isssue?





thanks




RS How many mortar grenades do a light mortar level 5 get?

At base level is 6.



Does ammo distribution count towards mortar grenades? and how much is it?




KF Just a question about killing floor complete pack

If i purchase the Killing Floor Complete Pack but own Killing Floor (without DLC) already,can I seperate the DLC and the game itself?




This Hitler chap could be as much trouble as Bismarck.

I was helping a friend of mine go through some old magic tricks that were wrapped up in newspaper and came across this lovely article from the 30's!

I thought you'd enjoy.




Attached Images





File Type: jpg 30-04-2014 14;42;52.jpg (100.3 KB)






RO2 SL spawn

How can I disable SL spawn at Custom type setting?



I hate SL spawn




RO2 Saipan Japanese tickets count

Spending a LOT of time being Team Leader on the Japanese side, I noticed that despite often getting experienced teammates (before the free weekend, hurr), and despite telling people not to take back objectives and falling back when needed, telling them to ditch objective E and stick with F, the Japanese still run out of tickets incredibly often.



There is no other map in the game where the defenders lose due to low ticket count as often as Saipan.



I would love to see the amount of tickets on this map getting a look at.

Reducing access points to the buildings in front of E would also be incredibly appreciated.



TL; Dr (really?): Even with a good, coordinated team, cutting corners by falling back and not taking back objectives, ditching capture sites and the entire team bunkering down at F, the Japanese lose due to tickets to an often inferior team at an alarmingly consistent rate. As defenders.



[Edit:] Wrong tag >_<




Waffen SS

what server has the waffen ss models and more? I forgot the name of the server....




Why does jump not change stance from prone?!

As the tittle says. When I am in prone stance the most logical way go get up to me would be to press "jump/mantle" button, but pressing that button does nothing when prone. I think it was not this way before the patch, was it?

So please let me get up from prone by pressing "jump". :)




KF Resolve Domain Names in Favorites

This problem is quite annoying, if you have many servers in your favorite list with dynamic IP addresses.



For example, we our server has dynamic IP address bound to domain name scrn2.no-ip.org. Current IP address is 149.172.208.199, but it may change.



Players are able to connect by domain name from the console:


Code:



open scrn2.no-ip.org:7707


But if they added it to Favorites, it shows as Unknown Server. However, it is still possible to connect by double-clicking on it.

It is not a big deal, but is not hard to fix either.



PS. I know that we were waiting 5 years to get "Stop" button :p




[Error] We have some bugs in our dedicated server for a long time

hi:

we are [CN] Fire RO2 Server from China.

222.134.213.108

CIDR:222.134.213.108/32

We have some bugs in our ranked server.For example, some players can do fire action unlimited but their gun cant shoot out a bullet to kill others,and some players' game suddenly crash.And a most important bug is some players cant gain any point when match is over ,even if piont list have shown how much points they got,and after map is changed they got nothing.Please tell me how to fix these bugs.Thank you very much!




[Question] RO2 Rising Storm dedicated server Internet connection bandwidth requirement

hi





How much bandwidth per player does the dedicated server require? According to MRTG and Nagios the bandwidth use is not high but if there are more than 24 players on the server the warping starts.





I'm running unranked server on ESXi platform and both memory and CPU use are low on platform level and also vm level. I also read somewhere that RO2 dedicated server does not support virtualization. Anyone else running RO2 dedicated server on ESXi/windows7 platform?




mardi 29 avril 2014

ETA on the speed hack fix?

1. I'm not on wireless.

2. My ping never goes higher than 80.

3. I stand still when I see "speed hack detected".

4. I get session banned 5 minutes into EVERY SINGLE GAME I JOIN.



Fix eta?




Beginners Tips for RO2/Rising Storm!

I have created a big video that i hope should help out new players in Ro2 and RS! Some tips even can help some people who have been playing for some time!



http://ift.tt/R03To1









Game hangs at launch with black "UnrealEngine3" window

Just got the game on steam and I cannot get past the splash screen no matter what I do. It always hangs on a black "UnrealEngine3" window. I'm on Windows 8, and my computer's specs are: Nvidia GeForce GT 650M, Intel i7 Ivy Bridge 3.1 GHz, 16 GB RAM.



Here's the log: Attachment 14552




Attached Files





File Type: log Launch-backup-2014.04.29-16.21.42.log (16.2 KB)






And now for a mini WWAUT post

We are working on some brewing issues with the user SDK, which we "hope" to have sorted shortly. Beyond that we have taken in some feedback/bugs on many of the new released maps and also have map update to address many of the issues in the works.



Beyond that we are starting to work towards our next content update which we will be talking more about a little further down the road.




IOM Sounds as modification?

Hi,

is there a possibility to see the sounds from the IOM as a single modification, so we can "listen" to them everywhere?

Or is it somehow possible to replace the standardsounds when I got the IOM?




Obligatory In-game tutorial for all the new players

My Problem



I've been playing since RO1 and a fan of RO2 but quite frankly I'm not all too happy with all the new players before they can go online.



Reason why



Not everyone who is ingame has an idea of what is going on or what to do.



The solution



To get new players into the community informed on what is possible in this game.



How to get it done



Obligatory in-game tutorial. This is probably one of the few shooters that has a learning curve, why not explain this to new players.



Possible side-effect



New players will not drop this game in frustration because they don't understand it and will enjoy this game for many years to come!




Quote:








Originally Posted by Yoshiro (Post 1304847)

We are still real happy with the reception the game is recieving by a large group of these players and we've had some great community ambassadors stepping forward in game and helping people out!




That is great news, but I feel that alot of time can be saved.




RO2 Missing PPSh drum mag

If I remember correctly the RO1 owners are getting bayos and the PPSh drum mag without the need to lvl up. I always had the bayos but today when I tried to play with the allies team for first time (I know I know.. :D :o :IS2: ) I noticed that I am missing my drum mag. Why is that?




Not authorized to play at RO2 TWIL server

Hello, i met the problem when tryed to join the twil server. I got message: you not authorized to play at this server. please register at twillader.com but im allready registered there and joined a team, other people can play there but i cant. maybe some1 know thats the problem?




[Image] old picture R.I.P.





RO2 server restart every day

hi, every day my server restarts new and after that it runs action mode, every time i have to setup all settings in the webinterface to run the server in coustum mode, here is what i get from my provider:



It looks like this is due to a memory leak within the server's code. I've forwarded the issue on to the RO2 devs and hopefully they should address it in the next patch, but that's all we can do on our end.



can tripwire copy that?




RS Expand the beach landing maps

Since we have infantry transports now, I'd like to suggest something that maybe of interest.



Bear with me a bit, but back in RO1/DH, some of the Allied beach landing maps features Higgins boats where the players all start on huge transport crafts. They'd all load into the higgins, then race down to the beaches for the landing under intense MG, artillery fire, mortars, etc.





There are a few landing maps featured in RS (Saipan, Betio, etc.) that features those LVTs; albeit as aesthetics. What I'm suggesting is to expand the maps further, adding two transport ships at the edge of the allied spawn where it will spawn LVTs in which players can use to storm the beach--just like using an infantry halftrack on combined-arms map.



To counter this, the Japanese can and/or may receive an AT-class featuring either AT rifle-grenades or AT-rifles. Once the 'beach' is captured/secured, all allied soldiers can spawn on the beach and can no longer spawn on the transports, making the LVTs that more valuable as infantry support. :)



Thoughts on this?




Language changed

Hey guys I was wondering if you could help me out with this. Before the latest update everything was in English ( menus, sever browser, in game menus). After the update everything was still in English for about 4 hours and then the game crashed and didn't start the next three tries. When it did start up, everything was in Portuguese! I did not subscribe to anything new in the workshop and can't figure out how to fix this. Any help would be appreciated. Thanks




[Question] Server Not Ranked after 24hrs

I have had ranked servers before, but I had to get a new router because the one I had crashed. I now have a new ip and did the registering process over again with it, but after 24 hours, my servers are still not ranked.





regular ip: 66.41.176.104

IP (CIDR): 66.41.176.0/32

steamed (64bit): 76561198034609062




ETA on the speed hack fix?

1. I'm not on wireless.

2. My ping never goes higher than 80.

3. I stand still when I see "speed hack detected".

4. I get session banned 5 minutes into EVERY SINGLE GAME I JOIN.



Fix eta?




KF ZONA Killing Floor Servers



Hello. Information about ZONA KF servers:

  • 4 servers with different difficult (Normal, Hard, Hell, Suicide)

  • Common database

  • Europe & Asia region (Middle Volga)

  • 11 lvls












GT Clan: http://ift.tt/1kaZRAS

Steam Group: http://ift.tt/1kaZRR8

Server Status: http://ift.tt/1ftqFjz



And RO2 server

|

|

V




Ladder Climbing in Single Player

I can climb and descend the ladder in the tutorial just fine, but in missions, its no go.



Any ideas on how to remedy this?



Thanks,



PS. this is a great game, love the realism and uncertainty. Grain Elevator is one of my favorites, but not being able to climb ladders there is a downer.




[Mutator] ZED Manager


ZED Manager replaces ScrnMonstersMut a.k.a. Custom Monster Balance.



Download Links for Servers

Zed Manager: mutator itself. Iincludes also Balanced versions (SE) of Brute, Jason and Shiver.

(optional) WPCMonsters_Data: assets for Brute, Jason and Shiver.

(optional) ScrnMonsters: code and assets for Tesla Husk, Ghost and HardPat.



Workshop Link

ZED Manager



Links to original threads

No need to download anything below, just paying respect to original authors.

Brute Female Fleshpound Hard Pat Jason Voorhees Shiver Tesla Husk



Features

  • Adds new specimens: Tesla Husk and Ghost

  • Balances community-made monsters (Brute, Shiver, Jason, HardPat) for better fitting in the game.

  • Fully supports Female Fleshpound.

  • Allows adding any custom zed you wish.

  • Allows replacing any stock zed with custom one (or another stock zeds). You can replace Stalkers with Ghosts, Bloats with Sicks, Husks with Hellfires or even Clots with Gorefasts!

  • Allows setting any end game boss you wish.

  • Has the following built-in custom monster profiles (spawning rules): Brute, Jason, Shiver, FemaleFP, Tesla Husk.

  • You can replace default custom monster with any other zed the same way as replacing stock zeds. For example, you can replace Tesla Husk with Fatale.

  • Now you can you Balanced (SE - Scrn Edition) or Original versions of Brute, Jason and Shiver.

  • Mutator has 4 config profiles. Each profile can be used for a different game config in KFMapVove.

  • Each custom zed can be voted on or off via MUTATE VOTE ZED console command.

  • Mutator isn't linked to any monster packages and can be used without any of them.




Differences from ScrnMonstersMut

  • Configs are stored in Zeds.ini instead of ScrnBalance.ini.

  • Mutator isn't linked to any monster packages and can be used without any of them. For example, if server doesn't use Brute, then no more need of installing Brute's assets on the server.

  • If monster is disabled, then clients will not download its packages (code and assets) from the server.

  • You can use original version of Brute/Jason/Shiver, if you don't like SE version.

  • You can replace any zed with any other zed, including stock-stock, stock-custom, custom-custom, custom-stock. Examples:

    - replace Clot with Gorefast

    - replace Husk with Hellfire

    - replace Tesla Husk with Fatale

    - replace Fleshpound with Female Fleshpound

    - replace Female Fleshpound with Brute (less Brutes and they will spawn from wave 6)

    - replace Pat with a Clot ːClotː :trollface:






Four different configs



ZED Manager has 4 different configs setups in Zeds.ini. Each of them can be used for different game config in KFMapVote (click me for more details).

Technically there are 4 identical mutators in ScrnZedManager package: ZedManagerMut, ZedCfgA, ZedCfgB and ZedCfgC.

  • ZedManagerMut has all custom and balanced zeds enabled by default.

  • ZedCfgA offers original (unbalanced) version of zeds.

  • ZedCfgB offers ScrN zeds only.

  • ZedCfgC - user defined.


Actually you can alter all 4 configs, not only ZedCfgC, if you want so.



The next example (KFMapVote.ini) demonstrates using of different configs for different game types:


Code:



GameConfig=(GameClass="ScrnBalanceSrv.ScrnGameType",Prefix="KF-",Acronym="SE",GameName="Balanced Zeds (Scrn Edition)",Mutators="ServerPerksMut.ServerPerksMut,ScrnBalanceSrv.ScrnBalance,ScrnZedManager.ZedManagerMut",Options="Difficulty=7?GameLength=2")

GameConfig=(GameClass="ScrnBalanceSrv.ScrnGameType",Prefix="KF-",Acronym="WPC",GameName="Original WPC Zeds Only",Mutators="ServerPerksMut.ServerPerksMut,ScrnBalanceSrv.ScrnBalance,ScrnZedManager.ZedCfgA",Options="Difficulty=7?GameLength=2")

GameConfig=(GameClass="ScrnBalanceSrv.ScrnGameType",Prefix="KF-",Acronym="D3",GameName="Doom3 with custom zed config",Mutators="ServerPerksMut.ServerPerksMut,ScrnBalanceSrv.ScrnBalance,ScrnZedManager.ZedCfgC,ScrnDoom3KF.Doom3Mutator,ScrnD3Ach.D3AchMut",Options="Difficulty=7?GameLength=2")





Custom configuration



If you want to customize zeds, then you need to change or add a new zed definition record (ZedDefs), for example:


Code:



ZedDefs=(Kind="BRUTE",Username=,Package="KFBruteFinal_014",ClassName="ScrnWPCBrute.ZombieBruteSE",bEnabled=True,bLocked=False)


ZedDefs record has the following settings:



Kind

There are 3 types of this value:

  1. Replacing stock zed. In this case stock zed will be removed and new zed will be spawned instead of it. Avaliable values:

    CLOT, CRAWLER, GOREFAST, STALKER, SCRAKE, FLESHPOUND, BLOAT, SIREN, HUSK.

  2. Replacing end game boss.

    Kind="BOSS"

  3. Spawning zed using one of built-in custom zed profiles. Supported values:

    BRUTE, JASON, SHIVER, FFP, TESLAHUSK




Username

User-friendly name to be used in zed voting (e.g. MVOTE ZED BRUTE OFF). If omitted, Kind value will be used.



ClassName

Full name of zed class, including package name.



Package

Package to be added to ServerPackages, when this zed is enabled. If this value differs from package specified in ClassName, then both packages will be added to ServerPackages.



bEnabled

Controls, if zed should be added to the game. You can create zed profile but leave it disabled (bEnabled=False), allowing players to vote it on or off via MVOTE ZED console command.



bLocked

Locked zeds can not be voted on or off by the players. bLocked is not applied on Server Admins, who always are able to vote.





Below is listed default Zeds.ini config:


Spoiler!











Whitelist Status

Mutator isn't whitelisted and will not be submitted to the whitelist, because it allows replacing FP with a Clot or Pat with a Bloat.



Requirements

ZED Manager uses ScrnVotingHandlerV4 (included).

Using of ServerPerks and ScrN Balance mutators is recommended but is not mandatory. It can be used on vanilla servers too, but what's the point of that, since it isn't whitelisted?




Is RO HOS and RS worth it?

Hi,



I'm currently only playing BF4, but I don't like it all that much..



Is Red Orchestra still alive? Are there enough populated servers?



Thinking about getting this game..



Grtz & thnx!




RO2 Easter Egg?

Playing Spartanovka before the 4/21 Patch and I noticed this Star on the edge of the houses in C cap. Any idea what it is for?







KF Move Steam Popup Messages to top right corner

KF has vital info in bottom right corner of the screen: Ready button, ammo counters etc. And if you have 200+ friends who launch games, schedule events, PM you etc., then that info is frequently overlapped by Steam popup messages. And I don't want to turn them off, because sometimes I really need them.



So why not to move Steam popup window to the top right corner like it is done in many other games, including RO2?




lundi 28 avril 2014

Myself and perhaps others desiring a US clan.

A few friends and I are looking for a place were we can go for a tactical gameplay environment that doesn't require a massive amount of commitment.



I'm currently 17 y/o with a mic and I consider myself reasonably polite. I have more than 200 hours logged and have considerable experience and skill in nearly every class (besides marksman). My most played class is squad leader, which I consider myself rather proficient, but I'm not afraid to play rifleman or any other role under SL/TL. Not to brag, but I'm a crack shot with a bolt action :cool:.



As of late, I've been playing a lot of RS, but I still play HoS regularly. I'm well versed on nearly every map. So I would prefer being in a Japanese centered RS clan (but am still open to other things).



Reply if I'm worth your time!




RO2 Dedicated Server Issues

I can't for the love of me get my own server up and running. I wanted to host a server for my friends and I to personally play on, and the tutorial given simply does not cover this thoroughly enough for me. :/

http://ift.tt/1lsd1NR



I followed everything it said, and my friends cannot see, nor join it via IP connection. I have forwarded the ports from multiple people saying these are for the server:

7777

7776

27015

27016

8080



I looked up all the possible guides I could, and even scoured the forums with threads ending up far in the past right to when they switched to the SteamCMD server junk.



There are no videos on Youtube on setting up servers for specifically this game.



It's very agitating. They can't even see the server. I have my firewall disabled when testing, and I don't have a super controlling antivirus program. What could the problem be?:confused:

Please help?




The Stalingrad Cup Bronze Game - GULAG vs Lost Squad (Wed, 20:30 CEST)

Game on at 20:30 CEST / 19:30 BST/CET / 18:30 GMT on Wednesday 30.04.



Going to be streaming this match with GordonFreeman commentating at the Tripwire twitch.tv channel, tune in for a nice matchup and the last game of the Stalingrad Cup.



This will be my first stream for RO2, I've planned some pre-game info (nothing too much, some comments on the maps and teams), so if you're interested in seeing whats planned and giving comments on everything, tune in like 15 minutes before the game starts, or watch the video afterwards.



http://ift.tt/1lTQ6O7




RS Balancing new RS Maps

Hi,

Dont you think the balance on the new maps is just off?

I know, I know i shouldnt whine about maps after less than a month or so but I played MH in Beta and the other two as custom maps.

Like in all RS maps a decent defender or atacker might win all of these maps but there is still enough to tip the scale towards a team in all these maps.

It is my personal opinion so I like to here the other players opinion too. I have to admit I thought the same about some of the original maps too but after some time only Hanto seems to be unbalanced to me.



Maggot Hill: The obvious choice... Banzaing the first 2 points is extremly easy cause the allies split up. When only two points are left it gets more interesting but most of the time there is like 15 minutes left for the 2 points. Furthermore spawnkilling on servers without protection is way too easy to do and ally commander has no safe radio (The tent can be pierced by artillery) I really like the close combat for the last point though it is way to easy to cap. Allies get artillery every 7 minutes and there is a point where the allies can cap, while not beeing shot at and artillery can clear the point without hitting them. I wished it to be a little bit more like F in Saipan, where you really need to atack from several sides and cut the enemy of. At the moment it is rather like Hanto C. Get enough guys in a small spot at the front then fire artillery.



Otorishima: Only once played it past B. Defending here is soooo easy to do. I laughed playing it the first time defending because kills where extremly easy to get. Since then I atacked several times and I never laugh again on this map. Most players cant see enough atacking (I always wonder what the trick is for some players to have good vision) so its just a matter of picking them up. Flanking is doable but timeconsuming and the flank is even easier to defend. Maybe the other points are great but A and B are just so easy to defend. The guy getting 80 mortar and rifle (Spawn-)kills on Phosphate plant hit almost nothing in A or B cause there are so many hideouts you can choose.



Phosphate plant:

Either Defender or Atacker dominates. The first two point are the key. If the allies cant take them quick they are dead. The amount of spawnkilling is jaw dropping. After 15 minutes of slaughter I saw the allies already depleted once. Ally commander will also never reach the radio if the Axis are smart. However if A and B fall the map is really awesome. A good mix of jungle and house fighting.



Furthermore on all these maps the reinforcements seem to never last enough till the timer runs out. Its not like it happens sometimes like on Saipan or Guadalcanal. It literally happenend every round I played there. Maggot Hill was over mostly before it happenend but If the fight would have lasted another 5-10 minutes reinforcements would have been gone. I dont know if this a problem for most players though!?




Pipe bombs go up as a group

New question to the group about pipe bombs. Two issues with probably the same fix. I have been using the HIYOKOMod acid pipe bombs. They mostly go off as a group "sympathetic detonation" anyone have an idea why or where I should begin to look to resolve this? Also the incendiary pipe bombs from wtf are now at times set off by the users firebug group weapons. Again anyone have an idea where I should begin to look? I am considering just replacing the interior code with the KFMod pipe bomb code.




punkbuster failure to communicate

past two nights ive been getting this notification.



"Kicked from server (stern 0minutes) punkbuster failure to communicate" or summat like that... see picture



http://ift.tt/1nXgHXG



i have punk buster enabled.



i can join a server and even select my class, then boom im back at main menu, its happened on 3 different servers, although ill be able to play a game and as the next maps loads up, im kicked again... so far had it on fj2 servers, ubb servers and twb servers.



not a ****ing clue as to why its doing this me.




RO2 Problem about MP40 unlock

I have reach through lv.25 MP40



but only Elite assault can't use dual mag.



Most time I played on this class but other classes such as Engineer, Assault can



use dual mag. :confused:




A new Perk (again...)

Support Gunner





Role:

Crowd control, softening larger targets, area lock-down.



Leveling:

-Deal damage with support weapons



Bonuses(Universal):

Base: +10% mag cap, -10% ammo discount, +1 mag

Lvl. 1: +15% mag cap, -13% ammo discount, +2 mag

Lvl. 2: +20% mag cap, -16% ammo discount, +3 mag

Lvl. 3: +25% mag cap, -19% ammo discount, +4 mag

Lvl. 4: +30% mag cap, -20% ammo discount, +5 mag

Lvl. 5: +35% mag cap, -20% ammo discount, +5 mag , spawns with L86 LSW

Lvl. 6: +40% mag cap, -20% ammo discount, +5 mag , spawns with FN Minimi



Bonuses(Class-weapons specific):

Base: -20% Discount, +20% Reload speed, +0% D, -10% Recoil

Lvl. 1: -25% Discount, +25% Reload speed, +5% D, -15% Recoil

Lvl. 2: -30% Discount, +30% Reload speed, +10% D, -20% Recoil

Lvl. 3: -35% Discount, +35% Reload speed, +15% D, -25% Recoil

Lvl. 4: -40% Discount, +40% Reload speed, +20% D, -30% Recoil

Lvl. 5: -45% Discount, +45% Reload speed, +25% D, -35% Recoil

Lvl. 6: -50% Discount, +50% Reload speed, +30% D, -40% Recoil



Weapons:



L86 LSW

British Squad Support Weapon, a cheap support weapon used for and crowd control and as an assault weapon.



Cost Range: 500£ - 250£

Weight: 7

Ammo: 60/6-11 mags

Extra ammo: 5-10 mags at 150£-120£ each,

D:26-34, ROF: Mkb42, R-speed: ~5 sec, recoil: Bullpup, mag cap 60-84







FN Minimi


Belgian Squad Support Weapon, used for area support and crowd control.



Cost Range: 1000£ - 500£

Weight: 8

Ammo: 80/4-9 mags

Extra ammo: 3-8 mags at 200£-160£ each

D:35-46, ROF: M4, R-speed:~7 sec, recoil: Bullpup, mag cap 80-112



PKM

A Russian GPMG, used for crowd control, and usual damage dealing



Cost Range: 2000£ - 1000£

Weight: 10

Ammo: 100/3-8 mags

Extra ammo: 2-7 mags at 250£-150£ each

D:55-72, ROF: FNFAL, R-speed:~10 sec, recoil: SCAR, mag cap 100-140





Microgun

Minigun in 5,56 NATO, draws from single ammo pool, essentially lower-power version of the one the Patriarch carries. Used for area lock-downs, or dealing continuous damage to large targets. Not affected by ammo bonuses.



Cost Range: 4000£ - 2000£

Weight: 13

Ammo: 500-1000

Extra ammo: 5x100 at 300£ per 100

D:35-46, ROF: Schneidzekk, R-speed: N/A, recoil: M4





PROS:

+ Gets universal bonuses and discounts

+ Good damage dealer



CONS:

- Weapons are heavy and gets no decrease/increase in weight

- Weapons have long reload time and low base ammo



So, what do you think?:)




[How Do I?] Sound Problems

I am having sound problems in ro2. I just downloaded the game, and when I start it up, I can hear sound when all the logos pop up, but when I get into the in game menus I cannot hear anything. I also cannot hear anything when I join the server. Is there something I can do to fix this, because I would like to communicate teammates but I cannot hear anything.




Weapon Progression does not save.

Weapon progression sometimes saves, and sometimes not. Tryed playing on different servers, all the same. Leveled up weapon from 49to50, on the next map it was 49 again.

On steam forums people recommend to disconnect from the servers by using 'F10' when the next map is loading. But it is not convenient to reconnect each time.




Rising Storm Tommy Gun

I can't buy the rising storm tommy gun in-game, even though rising storm is installed in my library and i actually played it today,even after the "download red orchestra 2 for free and keep it forever" thing, not to mention, i used the tommy gun yesterday, and now it says it's dlc for me. I tried restarting steam and verifying the cache,with no success. would love to get answer ASAP




Texture and Sky dome problems after update

Ever since the update the sky domes on Spartanovka and Cold Steel are black, or black with clouds. And some parts of Spartanovka have like a mix of snow and BSP textures on the terrain. Might do it on some other maps as I haven't played them all since the update but it's definitely on those 2 I listed. I tried verifying the cache in steam but it didn't do anything. Anyone know how I could fix this ?




Attached Images













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File Type: jpg 2014-04-28_00002.jpg (83.2 KB)
File Type: jpg 2014-04-28_00003.jpg (82.9 KB)






D3D Error

When i launch RO2 it stays in a black screen and after some time it says something about the D3D failing to load, what should I do?




Good and active RS/RO2 YouTubers

Are their any good and active RS/RO2 YouTubers out their doing fragmovies, montages, commentaries and stuff?



I would really like to support them! But Fragmovie-Maker and Montage-Maker really need the demo tools and a real spectator mode! :IS2:



I'll probably post some RO2/RS stuff soon here I guess... but I miss the tools like told before!




RO2 Water

Gents,

Does anyone have any advice on how to make a nice looking water body? I have a meandering river on my map and my method of making water leaves much to be desired. So far I've just made a BSP shape with the pen tool and applied a stock water texture to it but to say it looks like $h!t would be giving it too much credit. The water also gives everyone Jesus powers because everyone can walk on it, even with collision set to "no collision" and "cannot step up on".



I looked at how it was done in Arad and Bridges but both of those maps use static meshes for the river and I really don't feel up to the task of doing all that. Is there another (easier) way to make nice looking, functional water?



Also, the material I'm using (barashka_water_MIC) doesn't look that great and I would like to steal Harley's water texture from Bridges but I can't figure out how to get it out of the Bridges package and into mine.




Weapon Progression Bug?

Is there a bug with the weapon progression? I've theoretically reached lv 47 with the mauser kar98 but it's still at lv44 in the overview and when I play.

Or maybe I have to finish a Campaign to get the xp of the single maps?




RO2 Tank Engine Sound problem on Arad 2

Hi there,



i have recently experienced some strange sound issue on Arad 2 MCP with Inf. my tank got hit and the engine damaged i could drive along another two meters and blew up.



When re-spawning the engine still makes the same "damaged" noise but i could drive at full speed. This behavior only occurred on Arad 2 and no other map this day.



Unfortunately i could not play RO2 another day....real life




Looking for a team? Looking for players? Looking for gathers? ~~Killing Floor Playerz

Killing Floor Playerz - Great KF community with high level of organization.



[h1]About The Group[/h1]



Fed up of not having anyone watching your back? Tired of one of your team members hoarding all the money? Well fret not, find yourself some team players!



This group is here so that anyone who is willing to play as a team can, no more specimens swarming you whilst you have no back up. We are here to just play the game it was meant to be played...together.



"Wow this sounds quite cool, how will it work?"

Simple! Just join the group. That's it. Other players (and yourself) should use this group to add people that you can be a part of a team with. So when you join, please be open to messages and friend requests from players you may not know.



So if you are open to having more KF friends and having a team at your back join today.




[h1]Events[/h1]



We have scheduled 3 gathers per day to suit each region (West, Central and East) While these are suited to each region anyone can join in. Please be aware that each region will use servers best suited for them so if your not from there your ping may fluctuate.



[h1]Admins[/h1]



We currently have 6 admins, 2 for each area.



West - Rusty Shackleford, Tyrelx Trace

Central - Titan, Wochii

East - Wabbajack, NaS



If you have any problems or concerns please contact them.




[h1]Want To Be Part Of The Clan?[/h1]



Simply add :KFP: as a tag in your name. And please be an active member in the group forums etc. Simple as that.



PLEASE NOTE - If you don't want to be a part of the clan part, that's fine. Simply use this group as a central hub to find other players, this group will remain open to everyone.




RO2 Gameplay and content: flamethrowers and mortars.

With the new update, Yoshiro posted a thread at the forum to ask whether we would like the next one to be about improving the gameplay or adding new content.



Since that thread is locked now, and my thoughts are better suited for the suggestions subforum, here is a new one.





---



First, I would like to note that this separation of 'gameplay' and 'content' is somewhat artificial – they are closely connected, and this is the key to my suggestion.



Second, and you may have guessed, I'm here to promote the idea that flamethowers and mortars have a place and great potential in RO2 (the HoS setting and any other Soviet-German settings there are or might be).



They could both be a great addition content-wise – hey, new weapons, new classes; and gameplay-wise – once again, conceptually new weapons*, new map ideas, new tactics and new ways to play old maps.



And speaking of new ways to play old maps, I must say that the desire to see these weapons in RO2 has lingered in me since the release of RS, and the last update has made obvious, how much a conceptually new weapon can do to a game. I'm talking about the transports, and I am so happy to see that, for example, Rakowice often sees much more energetic combat now. The armoured cabs have triggered this post.



---



So, let's talk about the content, shall we?



Luckily, both the Germans and the Soviets had comparable (in specs, in number, and in periods of use) weapons of these classes.



>>>>>

Mortars

<<<<<







The Soviet RM-38/40/41:

http://ift.tt/1nVlvga



For pictures of the '41 variant:

http://ift.tt/1nVlxom

http://ift.tt/1nVlvgd



The German Granatwerfer 36

http://ift.tt/1nVlvgf

(there are some decent diagrams under the 'External links')



Both the mortars had 50 mm calibre (like Type 89), with shells that were somewhat heavier than those of Type 89.



The available distances were from 50m to about 800m (RM) and 500m (Gw36).



Both were operated in a way similar to what we've seen in Type 89 – there were a number of angle settings, plus the distance setting via a gas valve.



All the RM models were widely used by the Soviet infantry until 1943, when they were retired. Initially each rifle company had 3-4 50mm mortars (i.e. one mortar per platoon). Later, these mortars were moved to larger specialised regimental mortar units, but the practice of making improvised units for the task and of directly reinforcing infantry platoons/companies with mortar crews was very common. Technically, the weapon had a crew of 3-4, but due to wartime personnel shortages, it usually was 2.



Gw36 were produced all through 1941 and their phasing out began in 1942, but they remained in service until the end of the war (though in 1944-45 to a limited extent, because of the lack of ammunition). They were designed to support a single infantry platoon and, at least in theory, were supposed to be supplied to each one. The mortar had a crew of 2.



Both the weapons were quite popular, because they presented a real piece of artillery under platoon commander's immediate control, and were fairly mobile (though about 2.5-3 times heavier than Type 89).



>>>>>

Flamers

<<<<<







The Soviet ROKS-2/3:

http://ift.tt/1nVlvwt

For pictures check:

http://ift.tt/1nVlvwv (ROKS-2)

http://ift.tt/1nVlxEG (ROKS-3)



The German Flammenwerfer 35/41:

http://ift.tt/1nVlxEI

http://ift.tt/1nVlxEJ

And for some pictures:

http://ift.tt/1nVlvwz



ROKS-2/3 and Fw41 were about the same in weight, range, fuel capacity and number of shots before refueling (I've read that Fw41 was designed with the ROKS series in mind). Fw35 was much heavier, had more fuel, and allowed up to twice as many shots (so it might not be as interesting in our case, though it's more like the American flamer in the RS).



These weapons were widely used by both the sides throughout the war. The flamethrower teams were typically present as special units in infantry regiments, or divisions, and attached to other units to reinforce them, or (1942 and on – common practice in the Red Army) there were company or even battalion-sized assault units saturated with flamethrowers and SMGs.



---



So what can be said about these weapons from the point of view of the game?



- These weapons are completely (sort of) new to RO2, and they have the advantage of having been common IRL, as well as the fact that they are portable, unlike other heavy weaponry available to infantry**.



- These weapons aren't entirely new to the game in general. Seeing that very similar weapons have been implemented in RS, the task is clearly not impossible.



- Despite the fact that normally these weapons had to be manned by more than one person, they are portable enough for us to suspend the disbelief. After all, in the game, the PTRS, Type 89 and M1A1 are entirely handled by one player. Which isn't exactly correct, but, in the end – better for the game.



- In my personal opinion, even if both weapons appear in the game, their use should be limited, to maybe 1-2 of each type (on maps where they would appear): these should simply be additional tactical tools for the commander. The higher RS numbers, IMO, would break the gameplay in RO2.



---



Now think about what they could bring to the maps that already exist.



- how about throwing a shell or two into the ever-bunched-up defenders on B on Bridges?



- how about ordering your mortar to clear out some of those pesky stationary MGs on Spartanovka?



- or blasting the attackers in the gullies on A and B in Winterwald?



- or clearing the A tunnels in Mamayev with a little fire?



- or covering the bunker entrance in A or B with a flamer in Rakowice?



- or making quick flame work of the E building in Red October?



- or Apartments? Wait.



The potential of these weapons is enormous, and I see that they could easily break the usual patterns of how players behave on maps, and make combat more dynamic.



---



That's about it for now.



I would like this thread to be a compilation of informative and (hopefully) inspiring material for the developers, modders and map-makers, so your suggestions and ideas are very much welcome: I will update the main post with thoughts from the comments.



---



* As opposed to the often-suggested new weapons that would not bring much novelty into the RO2 combat, like PPD or Luger, since they are very similar to the weapons already present in the game.



** As much as I'd love to see AT guns in the game, they would have the same problems that stationary MGs have. Plus, they're a bit too much for the scale of the game.




RO2 New gamemode : evac

Gamemode : evac



It's a gamemode who use map with few zone to capture, and vehicle or panzer. But in gamemode evac, only Sdkfz 251 or panbzer can capture the sector. Soldier, squad leader, commander can enter but doesn't count inside sector. With evac, you need to convoy a Sdkfz 251 from one sector to another one. The team win or lost if the vehicle is reach or not the last sector.



Two way of gamemode possible :

- One team must convoy vehicle or panzer. Another must destroy the convoy and avoid the vehicle and pazner reach the last sector.



- Or the two team have vehicles and pazner with a last sector to reach. (double evac)



A gamemode based on vehicle and panzer.




RO2 Sdkfz 251 dedicated to special squad

Sdkfz 251 dedicated to special squad.



I mean : only guys of a motorised squad have right to enter inside Sdkfz 251. (same idea for Universal carrier). One sdkfz 251. One squad. (But Sdkfz 251 need more crew members.)




Questio about Faked Players Mutator

Hey guys, what's up? I've downloaded and installed the Faked Players Mutator and since then i've noticed that my perks wasn't saving the progress in any server i was playing. Does anyone know if the Faked Players Mutator is still whitelisted? My friends were also playing in the same servers as me and they had no problems leveling perks. Can someone help me out? What do i need to do to fix this?




dimanche 27 avril 2014

[How Do I?] Lan Server

Hello,



Is possible to set up a server to play on LAN without internet connection?




RO2 6th Wehrmacht Recruting.

Hello, I am part of the 6th Wehrmacht Clan. We are a realism clan and we are Axis based if you are intresting in joining please contact me via steam. We accept all skills level's from new players to experienced players. You will be put into a division based on your skill and preference. You will be interview before hand just to see what division will suit you best.

(We also use team speak 3)



Leader (Kaiser IV) - http://ift.tt/1rDgP0F



Officer - http://ift.tt/QOb6YA




Customizing Popup Actor List

This is for someone who want a quicker access to their most used actors without having to open and navigate inside the Actor Browser.







Just open Unrealed.ini file inside system folder and search the [PopupActorList] section.



e.g. This is what I use.


Code:



[PopupActorList]

Item0=Path Node,PATHNODE

Item1=Player Start,PLAYERSTART

Item2=Trigger,TRIGGER

Item3=Scripted Trigger,SCRIPTEDTRIGGER

Item4=Dynamic Light,TRIGGERLIGHT

Item5=Use Trigger,USETRIGGER

Item6=Door Trigger,KFUSETRIGGER



Is easy to add your own:

ItemNumber = Displayed Name, Actor Name



Hope you find this helpful :)




Need tank rank-up clarification

:cool:



Sorry if this has been addressed elsewhere. I've had some inquiries from clan members.



Do tanks as a role/weapon feature player rank-ups as of the recent update?

I don't think I saw anything mentioned in the update log. I need to clarify this for team-mates.




2 looking for competitive clan.

2 players looking for a competitive clan that will compete in ladders and leagues. add teh_matty on steam for more details.




Rage Win the Stalingrad Cup 2014

Congratulations to Rage for winning the Stalingrad Cup 2014 and our commiserations to +IC+ as the valiant opponents.

Rage win the top prize of $500 and +IC+ win $300 as runners up.

A great achievement for +IC+ in their first season at TWIL against a recognised top team of last year.

The Final match to be played in the Stalingrad cup will be the 3rd / 4th place match So tune in to the official TWIL twitch channel and watch the match LIVE.





•Date: Wednesday April 30th

•Time: 18:30 GMT, 19:30 BST/CET, 20:30 CEST

http://ift.tt/1lTQ6O7





We want to take this opportunity to thank all the teams and players who have taken part in this years competition.




Interface/Usability discussion

First off, I'd like to say I love the game. I recently came back after seeing the free weekend for Rising Storm and I've been having a lot of fun with the full servers again. I'd like to discuss some of the interface elements, but I'm not quite sure if this belongs in the "Ideas and Suggestions" subforum.



One thing which has stuck with me since the beginning is that a couple small interface improvements could drastically improve the experience, without altering gameplay.



Firstly, I'd try much harder to get my friends into the game if it had slightly better steam friends integration. What I mean is that ingame, players on your steam friends list should get the name above their character's head highlighted in a special color, and also have a special color for their map icon. When initially selecting teams, the interface should have a special area which shows your friends in the same match and what squad they have selected; especially if one of them is a squad leader.



Secondly, the spawn system can be improved. The buttons are unnecessary. It would be amazing to have a somewhat larger map with the spawn locations clickable (and of course one highlighted in a different color which moves around the map with your squad leader). This would allow newer players to get a feel for the maps much more quickly, since they're not spawning at some generic "spawn 1", but they actually must pay attention to the map in order to select a spawn point.



Speaking of the map, the colors and large icons sometimes make it hard to read. Some of the icons could stand to be smaller, and having a sharper contrast for friendly locations markers would make it a little easier to read at a glance.



Take this map for example:







Poor background contrast makes it really hard to see clear outlines of the buildings (and thus battle flow); and the icons for the 2 cap points and ammo areas feel awkward and larger than necessary.



Getting back to spawning, if the clickable spawn locations isn't going to happen, it would be extremely convenient for the "auto-select" button to tell you what it's actually auto-selecting. Something like "Auto-select: squad leader". This way I know if I need to override it or not (I know it focuses the camera on what is being selected, but new players may not realize this, and I still get paranoid that it's not actually going to spawn me on my SL). Similarly, if the squad leader is not alive at the point I click "auto-select" but spawns before I do (no idea why, but this has happened), auto-select should update itself so that I spawn on him and not back in a static location.



It is very frustrating to die, and miss the spawn wave by 1 second because you couldn't move the mouse over to click the spawn button, and have to wait 20 seconds. You should automatically be in the queue to spawn on your squad leader, with the remaining spawn time to change the location if you really want to. If your squad leader is dead, it should automatically put you in the queue to spawn at the location closest to your death. The important part here is "automatically," because players want to get back into the action as quickly as possible.



As a SL, it would be very helpful to know when people are going to spawn on you. Of course you should play conservatively the entire game, but knowing that reinforcements are spawning on you in 2 seconds would give you the information you need to wait a few more seconds before poking your head out of cover. I can understand if this is a gameplay decision Tripwaire has made, though.



Some of the in-match interface itself feels clunky, and I'm not totally sure why. I think the mouse sensitivity is too low; but I don't want to adjust it due to it also affecting aim. Also, I got selected for battlefield commission once while in a bunker, about to shoot at some incoming enemies. I was SL; the popup window got me killed and also confused about what it wanted. I missed a full spawn cycle trying to figure out what happened; this set my team back since they couldn't spawn on me. These messages should only pop up when a player dies!



It would be extremely helpful to new players to be able to see where enemy spawn locations are on tactical view. Especially with the new RS maps that I haven't played, I'm finding myself extremely confused as to where I should be expecting attacks from. Having this into in tactical view would be infinitely helpful.



Finally, it would also be so so helpful for the game to mark areas which are restricted. Currently, I'll be executing what I think is a perfect flank, only to move into a restricted zone and get frustrated. A red line on the ground or some other indicator when one gets close to one of these would also be extremely helpful (I know RO wants the game world to be as clutter-free and non-artificial as possible; but there really should be some notification).





Now, I know many of these points are alleviated by experience playing the game - but that shouldn't be! There should be no learning curve for interface elements - just gameplay! When my friend and I play, more than half of our grumblings are about the interface rather than dying randomly. I hope this post didn't come off as too critical - but I really do think these changes would improve usability and player experience dramatically.




KF KFO - Soylent Zed

KFO - Soylent Zed

Beta V 00

Yes

http://ift.tt/1mO7lNY

http://ift.tt/1l3zGlP

http://ift.tt/1mO7lO2

Game opens with a first wave mob, then trader, the next is everyones favorite <NOT> a welding objective to escape outside. Trader and spawn point change lead to a "Gas Up" objective, Trader again, then bringing over explosives objective, trader again, set off boom and fight Pat.

Testing - I would like to know if the spawn point change is working for dead players. Also I was wondering if any miss fires will happen in events that make the map dead end. I had some issues figuring out how to make the objectives work, the final death counter specifically... I either have to make the "kill remaining zeds" part its own objective or I am missing something... I got it to work without it but the HUD looks sloppy with the 9999 zeds to kill from the start of some waves etc.

Inside I had intended to have repair guys you had to guard who fixed the doors, but I gave up knowing the animation stuff is beyond me... so it became a welding objective.

The gas pump area I want to make into a "location timer" like the crane thing... cumulative, not dropping like the crane though. Don't know how yet and any advice in that regard would be appreciated.

The Forklift escort mission is just a timed event at this point. I would like to make the mover so that zeds attack it and you can repair it... that way it could be destroyed and trigger a failure event.

All in all the map seems to basically function the way I want it to, but the events are basically just welding, and timers.. the only "fail event" is if the player dies. I would like to change that in a later version with the location timer and destructible mover. Thanks in advance for any help and thanks for all the help up to this point. Alone I would have given up 3 times already!

23 megs DL Link - http://ift.tt/1mO7lxf




KF Server Browser Ping X. Ingame Ping Y. Speedtest ping Z

Hi all,

What is up with that ping? They are all different and not stable. First of all my regular results these days here: http://ift.tt/1j4AuDM with a little higher ping now.

You see: Speedtest is saying, that I have a ping of 50. Okay I will remember this number...



Going to Killing Floor Server Browser (favs) and look for nearby servers with lowest ping: 80 +/- up to 112 on same servers with different ports.



Joining them servers and I get a ping of 222 up to the displayable 988.



Please do not shout out, that there is a problem on my side (In terms of Virus, Slow OS, Firewalls...)! My ISP won't do anything regardless of contacts, how many we already have made in the past. I will definately acquire another ISP as soon as I can.


The deal here is: I have been able to play some (RARELY) days with a ping of 64 - 88 in the past. Still the information about the ping IS NOT MATCHING with neither speedtest, KF Server browser and KF Infoboard. It has been like yesterday, today and I expect it to randomize each day by 50/50.



This is all, what is needet to know. Additionaly; when I saw a low ping on the servers on my server browser, I was getting prepared like "Yes, let's play some Killing Floor online!" but after joining I was lagging a long time. Just impossible! Low ping on server browser but not ingame?!?!



If I have missed anything out or this text is confusing or something else, let me know because when I wrote this thread here I was tired and it was late night...




Console not opening for months now...

My console used to open with the `/~ key and after reinstalling my game it won't open anymore. I uninstalled and reinstalled several times, I searched online for a couple of answers...nothing works. I tried to bind the console to another key and it still won't work. The reason the console is important to me is that it's normally the only way for me to connect to multiplayer games, otherwise I always get a "failure to connect" message. So for about two months now I have not been able to play multiplayer at all due to this issue.



Is there a fix for it or anyone else had this issue before?




everybody should by talking about this rith now

http://ift.tt/1lTQ6O7



Tripwire ladder - Stalingrad Cup Final - +IC+ vs =RAGE=




[Crash] Game Crashing Computer on Start

I got Red Orchestra 2 about two years ago when I was first introduced to Steam. Whenever I first got it I had no problems, then it started crashing on launch. So I uninstalled it and decided to wait a bit longer. I built my new computer last summer. At first Ro2 was crashing, however a new issue occurred, whenever I got past the initial loading and got to where they show all the ads for the creators of the game, instead of it going through all that my screen would go black and after a few minutes it would automatically restart my computer. I eventually got it to work. Just the other day while I was closing out of the game my screen went black then came right back on, since then I haven't been able to get into the game. I would start it up and it would crash instantly, here is the log: http://ift.tt/QSfC86 Now that issue is not around, all that happens now is it goes to a black screen after the first load up and restarts my computer. I can play the game if I delete my C:\Users\Travis\Documents\My Games\RedOrchestra2 and check file integrity, however I can only play on default settings and when I try to change them I have to restart my game which brings us back to square one.



Now that I have got what my issue is out of the way I will go over what I have done to try and fix it.

  1. Did a clean install of my video drivers

  2. Reinstalled game (3 Times)

  3. Reinstalled Punkbuster

  4. Ran both applications here: C:\Program Files (x86)\Steam\SteamApps\common\Red Orchestra 2\Binaries\Windows

  5. Checked File integrity

  6. Restarted computer (A lot of times)




Reinstalled these Drivers:

I think I have tried mostly everything, also here is my dxdiag: http://ift.tt/1lkNh5W and a crash report for it completly restarting my computer. http://ift.tt/QSfANz



Hopefully I have supplied all the necessary information, if you need anymore please reply below.



Thanks,

Travis




Classic is being played! FULL SERVERS!

Thanks to the huge influx of players there have been Classic servers rammed to the gills! I wanted to say thanks to TWI for having the free weekend and the update, it's given a fresh breath into the game. A lot of players seem to be loving Classic and communicating via mics (which is great for teamwork).



Oh and 40-1 now have TWO servers running Classic at the moment!




RO2 TE-DieBresche

Name: DieBresche



Version: v1 Final



Original Author: Lord Gleedo



Map Contributor: -=}WoLvErInE{=-.



Comment: First and Foremost , This is not my map! I'm just trying to finish it with the permission of "LordGleedo", the original author, so the community has another map to play. So all credit to him for this fun map.



Changlog: (Final) Brewed With New April 2014 Build



Screenshot/Video: Saturday, April 27, 2014




Spoiler!









Credit: Thanks to the following and anyone else who has helped me. I have not intentionally left anyones name off but you know who you are

[TW]Swag

Goten for balancing South Woods stuff

Le0

Drecks

-=}Wolverine{=- for tree packs

Six_Ten

Xendance

11_Harley_11

Pjugge (Tester) - Also came up with new map name

Gypsy (Tester)

Kritkeen (Tester)

Gotten for balancing

r5cya



Game Type: Territory



Reinforcements: 300 Axis, 325 Allies



Type: Infantry Only



Objectives:

1. South Woods

2. Church Yard

3. West Village

4. Lumber Yard

5. Compound



Homepage: www.wolvy.net



Download:



Client & Server Files: DieBresche



Steam WorkShop Client Files: Coming Soon!




Stats Bonuses

Hi

Is there a way to check if servers have the bonuses active?




Dead Space - Medical Deck

I been working on making the medical deck from dead space into killing floor. Below is a download of a sample of what I have done so far. Want to know what people think about it so far.



View Screenshots



KF-USG_MedicalDeck.rar









Relax friendly fire kicks?

As much as I'm loving the new player base (and I'm REALLY loving it), I've been kicked for FF more times in the last two days than in my whole RO career. Every time it's been because the new recruits don't know what they're doing and so run into arty, or explosive charges or anything that YOU TELL THEM NOT TO DO BUT THEY STILL DO IT.



They're learning, and in some cases doing great, but it seems harsh that we get penalised for them not listening, especially when, as was the case yesterday, they were really starting to work as a team (until another squad ran onto my charge and I got kicked).



Should we raise the FF kick level for a bit, just to compensate for mass noob death?




RO2 Custom maps availability ATM

Hi,



I'm a little confused maybe. I would like to add some custom map(s) to our server.



Is it so, that no brewed versions have been released, due to SDK issues?



Any idea when brewed versions of custom maps are available?




How i can add Custom Maps on my Server?

Hi how i can add new maps on my Server? Have someone a working tut?

I have try this but the tut not work.

http://forums.tripwireinteractive.co...46&postcount=2




Brdiges of Druzhina - Missing Capzone Object information in E as Russian

Catagory : Leveldesign



Reproducibility
: Always if you`re playing as Russian



Summary
: Map TE-Bridges of Druzhina. Missing Capzone Object information in E as Russian



Description
: When you play as Russian and you`re in the E-Capzone the Capzone information is not shown in the center of your Display at the bottom. In Tactical-and Mapview you`ll see that the E-Cap is blinking red when it`s going to be taken and you can see that you`re right in the Capzone but there is now Information in the Center of your Display.



Online/Offline : Have only played Online.




[Question] Mouse problem


Hey everyone.

I tried the game before, around new year and the game worked fine, now when it updated again for this free weekend I gave it another try. I notice a horrible interference while playing. You know that sound that windows does when you cant click something with your mouse ( din din din ) well, that is the interference I get in game time to time (and to make mathers worse, ofcourse I get that everytime I really need to use my weapon). Does anyone have a problem like that? If I move the mouse 1-3 cm away from my aim point, then I can shoot again. The problem is both on LMB and RMB...


Please help me,

PS.: mouse and keyboard both work fine in menu of the game. I only have problems with LMB and RMB in the game.

I have G5 mouse that works perfect in other games, I also tried another default mouse and the problem was the same.



Thank you in advance.




RO2 In Realistic mode, are pistols restricted to some classes?

Hello,

I am hosting a server for me and some friends and we are playing RO2 FF-Realistic.

In my ROGame.ini I set "bRealisticPistolLoadouts" to "False" and some classes still don't have the option to take a pistol.

I am guessing that Realistic mode overrides that, if so how can I setup a custom gamemode with the only difference being the pistols?

If I can, I'd rather not use a gamemode but if there is no other option, then I will.



Thanks for reading!




What ports need forwarding to get server listed?

Hey folks,



Just set up a unranked server. Trying to get it listed on the master server but I'm not sure which ports are needing forwarded.



It works if I DMZ the PC running the server but that really bothers me.



The main port is 7777 I know, I went ahead and forwarded 7778 as well.

I know the webadmin port needs forwarded, (normally 8080, I changed it to 8889 as 8080 was used by Minecraft for dynmap).



I'm not sure what ports are required beyond that. I've read that somewhere in the 20,000s range is another one that needed.



Any insight would be appreciated.




Audio Distortion (7.1 help)

Hello, Bonjour.



I have a Steelseries Siberia Elite that uses 7.1 surround. When I play this game, the sound becomes (after a few mins) horribly distorted. I have had this isse before with some other games, coming to the conclusion that the game is simply not compatible with surround (switching my head set (through windows sound) to stereo). This, of course, makes me sad, because I paid more money for surround.



HOWEVER, I believe I read somewhere that this game DOES in fact support surround. So my question is, does anyone know what my issue could be?



All of the threads on this topic I could find were from release, and although I attempted to follow some of there suggestions, I came to have no success.



I don't understand what "max channels" does, but I manually increased it in the documents folder (I left out the other folders) because it would not adjust properly in game.



Thank-you for the help!




samedi 26 avril 2014

In regards to the new EULA

How will Tripwire distinguish between deliberate griefing and accidental teamkills? Speed hacking and crappy Wi-Fi connections? Teamkillings within a span of a few minutes or a few days?



But do I hate EULA? No. I think the new EULA is a step in the right direction.



For too long, many players had their game experience, faith in others, and self-esteem severely damaged because of toxic and wretcheD cOmmuniTies, Among others.



Nothing is flawless. I'm just worried about other players (including me) who had a streak of bad luck by sheer incompetence and stupidity.




RO2 TE-Bridge (Sniper Map)

Name: Bridge



Version: v1 Final



Comment: My 1st Sniper map for RO series. This is probably best for 16 to 32 players max. Also, If you're "The John Rambo" type, I don't think this map is for you! :-P Either way, Have Fun and Enjoy! All Feedback is welcomed!



Changlog: (Final) Brewed With New April 2014 Build



Screenshot/Video: Saturday, April 27, 2014






























Game Type: Territory



Time Limits: 60 min (64 players) Best for 32 players



Type: Infantry Only



Objectives: 3 Objectives Russians Defend



Homepage: www.wolvy.net



Download:



Client & Server Files: Bridge (Sniper Map)



Steam WorkShop Client Files: Coming Soon