mercredi 31 mai 2017

Mosin Nagant Doesn't Eject 5th Casing

I noticed this last night on the Firing Range with the Mosin Nagant.

Firing all five shots, when you open the bolt to reload there is no spent casing that is extracted or ejected. As the game doesn't cycle the bolt after the last shot until you hit the reload button, there should be a spent casing still in the chamber and therefore it should visually be extracted and ejected as with all the previous shots.

Mosin Nagant Doesn't Eject 5th Casing

host has downloadable content you do not.

Is this the wrong version for Rising Storm 2 dedicated server?
login Anonymous
app_update 418480 validate


I have got to the point where I can actually open x.x.x.x:7777 but it gives the message:
You cannot join the match because the host has downloadable content you do not.

host has downloadable content you do not.

Password on my own server

Why do players entering my server get a custom password?

Where do I disable the player's password option?

I did not put an easy admin password.
I have no idea how players are putting passwords on my own server

Password on my own server

Paid for store items turned to dust/materials??

Hi ever since I came back to the game after not messing around with it for several months, all of my clothing like masks, hats, and backpack and several weapon skins are now all turned to dust/material?? I believe someone hacked my account, I had WELL over $100 stockpiled in accessories and now my whole inventory LITERALLY is all DUST. Can someone PLEASE restore all my PAID for and TRADED items for me I ONCE had... please -_- This also is happening to my fiance... he would like his items returned back to him as well.

Paid for store items turned to dust/materials??

1.4 GB update, what's this?

Just noticed a 1.4G update, now what's that all about?

1.4 GB update, what's this?

Voices are too quiet

I feel that sound design is really outstanding in this iteration of Red Orchestra, but volume tends to be problematic. Helicopter and airplane guns are SO loud, even too much at times, but voices sound muffled and absent.

This game strives for realism but the voices just kinda ruin it for me. In times of war people tend to scream at the top of their lungs but everyone sound so silent in RS2. I know this can be fixed through audio settings but it's still kind of a deal breaker.

Voices are too quiet

Whatever happened to civil criticism and discourse?

Wow!

<rant>

I've been away from the series and forums a few years and I come back with the new launch and virtually every title and post contains entitled demands.
ie: "Fix this! It Sucks! You Suck for Even Thinking I Would Enjoy This! Why Did You Include This Game Killing Bug in the Final? Fire Someone!"

Is that sort of attitude and discourse supposed to win Tripwire (or whoever disagrees with you) over to your point of view? Is it to make them drop what they are doing and go fix that particular problem? Is this the 'new' way of social interaction? Is it a millennial thing? (I hear a lot about millennials but the only two I have much interaction with are my own kids.)

I'm all about professionalism and feel just as disappointed as the next guy when something doesn't work like it should or could have been done better. For the life of me, though, I can't see myself spouting off and throwing a hissy fit because I expected something better from someone (Oh, wait. Am I doing that now?). I somewhat expected to see the juvenile behavior in game (and on Steam), but am surprised by the vitriol that gets espoused here.

Clean it up! Now! or GO HOME!

</rant>

That was therapeutic.

Whatever happened to civil criticism and discourse?

Web admin "Invalid credentials"

Hello,

After installing a server and successfully connecting to it I setup the webadmin. I followed the RO2 guide as step by step they are very similar. Web admin successfully launches and I can pull up the HTTP page, however when I try to login it says "Invalid credentials". Hoping someone has some insight as to what I might be doing wrong.

Thanks in advance

Guide I referenced
https://forums.tripwireinteractive.c...eb-admin-guide




Web admin &quot;Invalid credentials&quot;

AKM/Type 56 stock angle completely incorrect, SVD chamber is...solid chunk of metal?

For a company that prides itself on authentic weapons...this is pathetic.

Stock angle wrong on AKM.


Look into chamber of SVD; there's a solid block of steel that would realistically prevent anything from being inserted into the rifle...


If model change is so expensive, at least fix it in the menus.

Hopefully this gets fixed before game gets out of beta.
Oh wait...

AKM/Type 56 stock angle completely incorrect, SVD chamber is...solid chunk of metal?

Getting killed by spooky underneath this tunnel

You need to find the hole that allow the Spooky to kill somebody underneath this tunnel, in the tunnel that start behind B on Hue city, and finish behind C. I was on C, right behind the crate on the screenshot (http://ift.tt/2sfs3Pw) and i can't see any wall crack, or windows, so there's something wrong with the map.



Getting killed by spooky underneath this tunnel

Can you fire whoever chose to NOT have immersive death moans and voice acting?

The Vietnam War was an aimless and painful war for many Americans, and the VC were fighting to reunite their country.
The mine from which potential voice lines could be written is deep. Imagine getting drafted, leaving a fiance or children behind, and then dying on a hill in Vietnam? Or being 2 weeks short and dying? These were realities that this game fails to capture. The VC lost over 1 million soldiers, and some 2 million civilians died. I'm willing to bet that every soldier knew a sad story or had loved ones that died in bombings, or possibly starvation. I'd also like to hear an Apocalypse-Now homage of a dying VC yelling out, "**** you GI! **** YOU!"

For a series that prides itself on realism and immersion, somebody really made a bad decision. Were they doing their best to emulate Top Brass in 'Nam? Making **** decisions? Get it together! Fire this person, they are not consistent with the series' culture, and possibly the studio's culture.

Instead, the voice lines, and acting, is in fact, the worst the Red Orchestra/Rising Storm series has ever seen, and they are not even good by modern AAA standards. I think many fans of the series are genuinely disappointed by this in RS2, as we have come to expect cringe-worthy, eye-opening death moans that provide the slightest glimpse of what listening to death may have sounded like.

In a sense this pays tribute to those who have fallen in such a way that can't be captured simply by reading their name on a wall; putting players inside the heads of Vietnam soldiers by expressing their ideologies helps people living now understand the war in a different kind of way. I can't be the only player who was taken in by the series by this type of realism.

In RO2 when I heard a man take over a minute to die I could not stop saying "Oh my god," and I was hooked. Tripwire had a game on the market that no one else had -- the best immersion. I'm so sad that RS2 has missed the mark. Is this what we are to expect for the series now?


See Rising Storm 1 voice lines:
The difference is massive when it comes to immersion. It feels real, it feels genuine. Tripwire, I implore you, go back to your roots.

https://www.youtube.com/watch?v=-QqL9UYJtHE

https://www.youtube.com/watch?v=9hpATjz_YVg


Can you fire whoever chose to NOT have immersive death moans and voice acting?

Radioman purpose?

If you are playing as America, what does a radioman do that the static radio on the map doesn't already do? Vietnamese commanders can act as an emergency spawn point if a radioman is near. I don't think that's the case for America. As far as I can tell, American commanders have very little incentive to be close to the fight and therefore want a radioman. It's seems like a boring role that requires a lot of work that has very little payoff and even scores poorly when you do it well.

Someone please tell me how I am wrong.

Radioman purpose?

[Help!] Updating maps in the Workshop - The definitive how-to?

Hey folks.

So I've had some issues with my Dystopia map causing Version Mismatch errors on certain servers after updating it. Not on all servers apparently - it works fine on my own private server where people can connect and play just fine. But for some people it isn't working, despite numerous attempts at fixing and re-uploading.

That got me thinking that I am actually a little unsure on what the definitively correct way is to update and already published map, step by step. Anyone care to elaborate?



The way I've been doing it so far is this:

1. Fully build the map in the SDK (without cooking)
2. Move the saved mapfile into my C:\Users\Sean\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\ folder
3. Delete any LocalShaderCache or .upk files in said folder, if any, ensuring that the folder contains only the .kfm map file
4. Launch the Upload Tool OR use the command line to upload the map, making sure the map name is the same as on the workshop

So far this has worked seemingly fine for me but these recent issues has made me question if perhaps there are some vital steps missing. Also I've noticed that when updating maps of larger file sizes (150+ MB) using the command line tool, the map sometimes doesn't update on the workshop, as though it didn't upload correctly or at all. Just me?

[Help!] Updating maps in the Workshop - The definitive how-to?

​​​​​​​ it doesn't see my inventory and dropped items

http://ift.tt/2rpn5Sb

​​​​​​​ it doesn't see my inventory and dropped items

Zed Skill Tree that Unlocks with Level Progression and Damage Counter



It is unlikely that an EXP based skill tree would be implemented for Zeds, because players cannot selectively spawn as a certain type of Zed. But it is possible to create a skill tree that unlocks with wave progression and activates when a Zed player accumulates enough points (Zed players have independent points).

This would even out the scales as the game progresses: say if it is against a team of 6 level 25 players, a good Zed team would have unlocked tier-5 skills at wave 8, something that compensates for Zed time skills.

To also compensate for Zeds being overpowered against lower level or skilled players, perhaps harming lower level players gives less points than high level players, or Zeds also lose some points for dying and dropping a tier in the skill tree is possible.

Zed Skill Tree that Unlocks with Level Progression and Damage Counter

Setting Not Saving

Setting (keybindings etc.) save only for current session. When restart all keybindings reset to default.

When I try to change graphic settings, game restarts and all settings revert to default.


I have two hard drives and had similar issue for RO2. I just created a RedOrchestra2 and Killing Floor folder in my documents for the second drive and it worked. Can't seem to get settings to save for Vietnam.

Setting Not Saving

Sound of bullet strikes from AC gunship are not distance-variable - Why?

When AC gunship bullets are striking the ground and buildings, it sounds like the bullets are striking on top of your position, even if you are over 200 m away from the actual location of the bullet strikes. Are there plans to fix this bug? Why wasn't it addressed before selling the product?

Sound of bullet strikes from AC gunship are not distance-variable - Why?

Player's head and hands disappear while manning AA HMGs - Why?

Why would the devs release the game with this bug still present? It was identified during Beta.

Player's head and hands disappear while manning AA HMGs - Why?

Only 3 Territory maps for 64 players is a bit disappointing.

It's a great game but as we all know territory mode is the staple diet of RO players worldwide but with RS2's full release we unfortunately have only 3 to choose from. Yes I know we also have 2 supremacy mode maps to play but this new mode is somewhat lackluster. It plays like a giant cluster**** with no team cohesion and no defined attack/defend line. Supremacy basically plays out similar to a run 'n gun romp stripped directly from Battlefield or COD.

We need more official 64 player territory maps. Need them soon!


Only 3 Territory maps for 64 players is a bit disappointing.

First person movement animations are incomplete - Why?

There are four ways that you can move forward in a standing position in RS2:
(1) Walking
(2) Running
(3) Sprinting
(4) Melee charging

For (1), (2), and (3), your weapon sways convincingly.

But for (4), your weapon does not sway. It does not move a millimeter.

Why were weapon sway animations not included for melee charging in RS2?

In my opinion, the lack of weapon sway during melee charging is inconsistent and looks unfinished (you just glide along the ground).

First person movement animations are incomplete - Why?

Map Transparency on HUD

Has anyone found a way to get the map to to be always shown on the HUD like in the upper left corner with a transparency? That way you can always view the map while moving. I know it's a little out of the realism factor the game seems to be in, but for us casual people I just didn't know if it was possible to show that or not...

Map Transparency on HUD

Knight prop turned into Gentleman Skeleton

The prop on my right used to be an armoured knight but it's looking far more dapper (and dead) at the moment. Summer event anyone?



Knight prop turned into Gentleman Skeleton

weak buckshot

During the beta playing with IZH 58/M79/M37 was really fun, i was thinking "finaly a game in wich you can actually kill people at 100meters with buckshot" and i was really happy to see a game that was not like "past 10m your shot vanish".
But now, it seems pretty weak, even at close range, almost point blank, you are not sure to kill people with a shot of izh58 or m79 buckshot shell in the torso.
am i the only one to think that the buckshot are weaker?

weak buckshot

Changing Static Mesh Material

I'm sure it's something simple, but I'm at work, and the search I've done comes up with nothing. In the stock maps, SongBe for example, they use large rocks as environmental decoration, some use the default material with grey rock with moss, but some use a brown dirt material. If I try to take the default static mesh, and apply a new material on the render options, the static mesh will render "on top" of everything, even if there are other objects between the camera and the mesh. Even after deleting the applied material, the default material will then exhibit the same behavior. Deleting the object obviously gets rid of the problem.

Copy and paste the desired object from the stock maps is a simple enough solution, but my curiosity wants to know why.
Any input?

Changing Static Mesh Material

Needing Tutorial

Hello i would like to know if there is any tutorial for importing gun models in the game.
Also i guess the animations are made in the animation editor from RO2 SDK

Needing Tutorial

Doubts about the connection/server tickrate

I managed to create a server for the community, but I have some doubts;

My connection is 35Mbits download and 15Mbits Update. Which tick rate can I put, I can create more than 1 Server?

- Where do I change the tickrate or any value related to server connection quality?
-To create more than 1 server, takes up a VM with another OS? Can I create multiple server instances?

I created the doors in the "Virtual Servers Setup " into my router, I need to create them in the "Port Triggering Setup "?
In the game I can only find my own server for the LAN tab and not the internet, is this normal?

Doubts about the connection/server tickrate

Issues Ive Noticed Anway to Address

ok so noticed this in the open beta and also having purchased the game. Mostly graphical. I have a 2560x1440p monitor with a 7600k @4.2 running an Nvidia 1070 and i notice that the grass literally grows as i am running across the map. I have tried this with graphics set to low through to ultra and its the same.

secondly i notice the tips menu bar that you get on the right side of screen is constantly cropped so that you cant read it all as it goes off screen.

And thirdly playing around with the FOV slider doesnt seem to work no matter where its set to.

Has anyone encountered this and are there any fixes ?

thanks

Issues Ive Noticed Anway to Address

Performance issues (FPS Stuttering/Hitching)

Hey all.

I have some performance issues when playing. I've tried everything from reformatting windows, disabling/enabling different stuff and I have googled and tried almost everything I've found. I installed Red Orchestra 2 a few days ago to see if the problem is present in that game as well, and yes it is.

While moving, the game "hitch" or stutter. I move, everything is smooth then 0.1 stutter, smooth, 0.1 stutter etc. The frequency seems to vary. This is easily tested by spectacting and moving the camera around. I launched a game without bots in Red Orchestra 2 and it was fine, then with 64 bots and the hitching was present.

I noticed that CPU Usage is 100% while GPU Usage is 30-40% in Red Orchestra 2.

I have a 1070 GTX, i7700k 4.5ghz, SSD, 16GB Ram. CPU and GPU temperatures are normal.

This issue is not present while playing Dishonored 2, ARMA 3 and very rarely in BF1.

Performance issues (FPS Stuttering/Hitching)

unable to mark artillery coordinate when you set semi auto fire as a default setting

solution for this problem is just pressing 6 whenever you use your binocular but it is very annoying
please fix this problem

unable to mark artillery coordinate when you set semi auto fire as a default setting

DDE Extras not downloading/appearing in game?

I've ticked the DLC to be downloaded but nothing happens. I tried purchasing the DDE upgrade package on Steam but it says i already own it.

Gotta get me those hats, man!

DDE Extras not downloading/appearing in game?

only 18 rounds in USGI 20rnd mags?

The title says it, is this to simulate downloading mags for more reliable feeding, or did someone screw up?(not the internet kind of 'downloading')

only 18 rounds in USGI 20rnd mags?

Toggle mute for other players

I have been in a couple games where someones mic was so loud I couldn't hear the game and others just spamming their mic, would be awesome if I could mute them (if there is way to do this I do not know how)

Toggle mute for other players

Is the game worth it? New here.

I have never played Rising storm before but I see there is quite a hype for it on steam? With it being on the main page and having lots of players playing it and good reviews. I'm tempted to get it but is the game worth it?

I have played insurgency, is it similar to that sort of play style with the only difference being guns and maps? Does rising storm has some sort of progression system like ranks etc? Or is it like insurgency where there arent and you can just join in as a certain class and just roll with 100% of all the guns and attachments?

Thanks.

Is the game worth it? New here.

Configure Starting Loadout, a Menu Helping Sidegrades and Survivalists

With the 464 SPX and HZ12 coming, and the Survivalist still somewhat lacking, I think there should be a new "configure starting loadout" menu added to help the use of those and more. A mockup:


Survivalist
Survivalist particularly could benefit from this menu. If you're sacrificing playing a real perk for the sake of "mix and match", a random spawn weapon and a couple grenade types lumped in as side effects of skills you might not want is kinda crap: stuff you don't want makes survivalist somewhat "mismatch" or "all mix and no match".

Tier 1s' equality is supposed to be good enough that survivalist should be able to take whatever he wants, without any more to it than that.
Grenades are less equal, as part of other perks' pros/cons, and that's fine, but for survivalist to balance that and not just encourage the best types, the max you can carry should be adjusted depending. Carry 4 good(namely med) grenades, or 5 others. Or maybe 5&6.
Knives aren't important to choose between with the current options, but some may find it appreciable.

Sidegrades
The configure starting loadout menu would not have to be exclusive to Survivalist. Other perks could still be limited to spawning with their own stuff, but with more content, they'll have things they could choose between.

Tier 1 multiple options are getting added, we've apparently already got the HZ12 coming to Support Specialist's arsenal for 200 dosh. When that's added, plenty of people will be willing to buy it wave 2/3 just because it's the fresh new thing. But eventually if everyone's spawning with the original tier 1 and the other tier 1s are balanced and generally for the same role, they'll be overlooked in favor of progress to t2+. Players choosing which to spawn with could make tier 1 sidegrades more worthwhile.
Grenades are another opportunity for future sidegrades. For demo, it could feel especially fitting to have options there.
Knives' spawn melee slot could even get some sidegrades. This wouldn't be worthwhile if they were just more knives that worked the same way, but they could add appreciably different weapons to the slot. For example, there could be a nightstick available to SWAT, surv, and zerk, that has weaker damage than the knives, but better reactions, maybe altfire could even stun sirens and husks.
Spawn pistols could also get more options than the Beretta 92. For example, a Hi-Power with 18dmg and 13rd mags.

Configure Starting Loadout, a Menu Helping Sidegrades and Survivalists

KF-DeathBasinSands

http://ift.tt/2qAeHfe

Fixed collision where the money would fall through the ground
Doors now opens faster
Added a lot of stuff
Custom skybox
Custom ambient - Its silenced, not too loud











KF-DeathBasinSands

KF-AsylumRevived

http://ift.tt/2scXlq6


So what is in this version?

Custom ambient - Thunder + rain
Custom traders
Map is now smaller, has reasonable height












KF-AsylumRevived

authentication timed out 1/2

Array I've tried almost everyting at the internet but can't solve this problem.

authentication timed out 1/2

Custom heli keybindings

Hello,
I can't manoeuver helicopters because I changed my infantry controls to something more suitable for me. It is however atrocious for heli flying. I'd love if you could add a keybinding section for helicopter because I'd like to have exactly theses controls : http://ift.tt/2ra6H7j

I don't use the mouse too so an option to disable mouse movement while flying would be great to avoid accidental movements. If you could do that that'd be awesome

Thanks in advance

Custom heli keybindings

Why have a radio operator class that no one uses?

Solution: Remove static radios and make radio operators necessary. Anyone that has played Day of Infamy knows what I'm talking about and how well the teamwork system can work.

I'm sure it's been mentioned during beta ?

Why have a radio operator class that no one uses?

False vibration from the gamepad


Sometimes false vibration from the gamepad works. It really hinders the game. But the game does not have his support. (Windows 10 64bit, Microsoft XBOX One Gamepad).

False vibration from the gamepad

mardi 30 mai 2017

Add Very Long (15 Waves) and Longest (20 Waves) to the selectable Length

Check the Steam discussions. We need a more difficult KF2.

And I'm always too fast at completing 10 Waves at any difficulty. I would like to stay about 90 minutes per match.

Don't let us reward less Dosh at so many waves, because you can also spawn more enemies (at all and at once) to keep the difficulty up.

Only players with at least perk level 15 would be able to join any match with Longest (20 Waves) as Length. Server admins can disable that. If the player joins, he has 20 seconds to pick a perk or a perk with level 15 or higher will be picked automatically. During the match, the perk can be only changed to a perk with at least level 15. This is all required to not go around it. It doesn't count at Normal difficulty.

After 10 waves, a lower percentage of xp will be rewarded at Very Long (15 Waves) and Longest (20 Waves)!

Add Very Long (15 Waves) and Longest (20 Waves) to the selectable Length

Canceled my lvl and achievements in steam

I changed the language settings in Russian and lost my 25 lvl and all 30 achievements that I received during the game test. This is normal? Please return my lvl and achievements.

Canceled my lvl and achievements in steam

Why is the impact sound of RPGs hitting helis gone?

In the beta there was a sound the moment an RPG rocket hit a helicopter. Now there is no sound at all when it hits the helicopter. I really miss this sound.
Not having it make any sound until the helicopter hits the ground seems very unrealistic.


You can hear it in this video for example: https://www.youtube.com/watch?v=ciAofvfUlIk
And here is another different sound from another wave: https://www.youtube.com/watch?v=mmTJzmll7EQ

I mean... I would be fine with either of them. But please, at least give it SOME sound. I don't understand how it has been decided that making it completely soundless would be the best way to go.

Why is the impact sound of RPGs hitting helis gone?

Sound design significantly worse than RO2/RS1?

Is there something wrong with my settings?

The weapons sound like they have no weight or impact, they sound nothing like their real life counter parts and it feels like the sounds are software generated.

The explosion sounds are pretty amazing I'll give you but everything else just feels off. I'm not hearing any weapon impacts, or sonic snaps either.

Sound design significantly worse than RO2/RS1?

ADS Focus Zoom

Does anyone know why the focus zoom feature from RO2/RS1 was removed? I really liked that feature since it allowed me to be effective in close quarters by setting IronSightZoomScale=0, and having the ability to still engage long distance targets by using the focus feature.

I did some testing and it seems that the feature is only available on deployed light machine guns (M60, RPD), and mounted heavy machine guns (Huey M60, DShK). Furthermore, the focus zoom feature is still possible when not aiming down the sights of your weapon.

Could the developers please re-implement a focus zoom system for all weapons in RS2? If its removal was due to a gameplay consideration, at least add an option to have a manual focus zoom that only zooms as much as IronSightZoomScale=1. This would be a really accommodating feature for RO2/RS1 veterans, as well as those coming in from other FPS games. Squad, Insurgency, Day of Infamy, ARMA 3, and PLAYERUNKNOWN’S BATTLEGROUNDS all have the same focus zoom feature.

ADS Focus Zoom

Steam's "Most Recent" Achievement Won't Update! Annoying!

As title said, after the whole status wiped, the "Most Recent" achievement display in the Steam game library just stuck, only display the final achievement I earned in beta. You can still get achievements as normal, they still count in Steam database, but the display just won't show the latest one you got.

I went as far as reinstalled Steam and the game, the result is it will shows up the latest one you earned, but if you get new achievement, it won't update again!

Hope I'm not the only one, at least please tell me you guys can work on fixing it?

Steam's &quot;Most Recent&quot; Achievement Won't Update! Annoying!

Spooky is still not fixed.

Hello. I pre-purchased the game right before the open beta so I'v seen some. Today after the release I played and I'v used spooky air support and it seems like you still hear it from a pretty far distance, you can still hear the bullets like they're right next to your year. Please fix :P

Spooky is still not fixed.

Server not appearing in the ingame browser

So I get up a server but I cant find it in the ingame browser.
I can connect fine through IP and all the ports are open(game, query and steam). Any tips?

Server not appearing in the ingame browser

Over exposed White sky

Hi, just started up the game to find the sky on all maps is way over-exposed and also water textures. Game is unplayable like this.
I tried changing lots of the video settings including post proccessing filters, even tried restarting pc... same problem persists.
Here is a screenshot http://ift.tt/2rhGL8n

Over exposed White sky

System Requirements

Hey,

we are currently testing the performance of our RS2 dedicated host and we have noticed some ping problems above 40 Players so we have decided to move on to a new machine to host our server. Currently, i could not find any system requirements for the RS2 dedicated server. We have hosted a RO2 64 Player instance before without any problems but the RS2 Server seems to eat up all cpu performance. Did anyone figure out a setup to run a 64 Slot instance without Lags?

Does anyone run a 64 players server without the problems mentioned above?

We are currently using a 4 cores instance of an E5-2620 v3 to host a 32 Slot server without any problems. Ram can go up to 1,5-2 GB.
Are the RO2 System Requirements (https://forums.tripwireinteractive.c...l-info?t=57434) still a base to start of?
We are currently looking into using a i7 3930k to host 2 instances of RS2 but im not sure if the processing power will be enough.



System Requirements

Unable to Change Firemode When 'Change Firemode' Key set to Mouse Thumb Button

I have bound the 'Change Firemode' action to 'Alt' and 'Mouse 5' (Mouse 5 is a thumb button for my mouse, M65 Corsair). When I have the AKM out, and I press Mouse 5 to change firemode, it only changes the firemode if I have just spawned or if I have just fired the weapon, otherwise I have to mash the thumb button multiple times before it ever registers. If I press 'Alt' it works immediately. The odd thing is that for some weapons the Mouse 5 button works every time (without me needing to mash the button); for example the m16 will always change firemode immediately. Also the longer I have been alive the more times I need to mash the Mouse 5 button before it registers; If I have been alive for 20 seconds or so, it usually takes 2-3 presses of Mouse 5. If I have been alive for 10 minutes it might take 20-30 presses (lol)

This is not a hardware issue, I have had Mouse 5 bound to Change Firemode for RO2/RS1 for a long while. It has only not been working when I use AK47, AKM, etc. in RS2.

I only just now discovered that the 'Alt' key works. I had to bind it due to the Mouse 5 key being so unreliable to change firemode.

I documented this bug in a previous post but I did not know at the time that the 'Alt' binding works every time, it appears to be linked to it being a mouse button (https://forums.tripwireinteractive.c...3583-some-bugs)

Unable to Change Firemode When 'Change Firemode' Key set to Mouse Thumb Button

Server only running skirmish or Supremacy

Hi All
My server is up and running but webadmin wont let me pick territories.....it just goes back to skirmish

any idea why?
Thanks in advance

Server only running skirmish or Supremacy

Are we gonna see more maps anytime soon?

Not gonna lie, the biggest thing I looked forward to the release (besides obvious bug fixes and optimization) for was to see a few more maps in the final version.
I'm a bit surprised the maps we saw in the beta were literally all maps that will be in the final version. That's because RO2 had quite some more maps on release, if I remember correctly. Especially if it comes to 32vs32 players maps.

Anyways, then again this only makes me look forward to custom maps even more.

Are we gonna see more maps anytime soon?

RPG needs to go on maps without choppers, cobra is too powerfull

ok so title says everything

The RPG is a good old n00btuber weapon and is too easy to rack up kills with, this is making some maps nearly unplayable

samething goes for the cobra, it is too easy to dominate the map with this thing, making Ang lao valley for example nearly impossible to win for VC


also not a fan of the battlefield gamemodes, it is too chaotic

RPG needs to go on maps without choppers, cobra is too powerfull

Change to lighting and view distance

Any reason that view distance was changed? Just played on Anlao Valley and the view distances have been noticably decreased. It's abit annoying if you're the sniper class.

Change to lighting and view distance

Game crashes when I am playing


I reported the same problem In beta wave 6. I have tried everything to fix the problem.

All my drivers are updated. I have deleted this folder: [FONT=Arial][COLOR=rgb(219,219,219)]C:\Users\USERNAME\Documents\My Games\Rising Storm 2 Beta\ROGame.[/COLOR][/FONT]

Game Crashes randomly so It's hard identify the cause.

My components are the next:

- GeForce gtx 660.
- Intel Core i5 4670k
- Gigabyte z87mx-d3h-cf
- 16 gb ram dd3.

Graphic level into the game doesn't matter. Game crashes when I play in low level or high level and the same with the resolution.

Thank you for your time.


Game crashes when I am playing

Possibility of new stances?

Does anyone else think the experience would be nicer if you could go between a crouch/prone stance, and a stand/crouch stance? Much like in ARMA 2 and 3.

I'm not so much of a big fan of the current system. Since RO2, I've found certain cover that when I crouch, then aim, (and as a result of the character standing further up) I reveal too much of myself, which results in myself getting easily shot.

Since this game is considered realistic, I personally don't think it's realistic enough without this in. In war, you tend to stand/crouch at different height to reveal as little of yourself as possible.

Still love the game, but this is really what I'd most like to see in RS2.

Possibility of new stances?

Cannot connect to server.

When i connect to a server i get a really long loading screen (about 10 minutes) and then i can see the map for a bit but I get booted from the server back onto the main menu loading screen with the Connection to server failed message. I have been having this problem since beta. I have been unable to connect to any server. Sometimes i can play the shooting range tutorial, but it doesn't always work. I have uploaded the launch. log . I have tried messing around with graphics settings, reinstalling, verifying cache but nothing seems to work.

Cannot connect to server.

The return of quirky and weapon specific achievements

Hi there!

A small idea that popped in my mind (that is not mandatory at all,but would be fun) was to put some more original achievements like in the first game. Here, they are all very similar... and quite boring as a result. It is all "Finish the map in every difficulty","finish every difficulty with each perk", "find collectibles" and "level up each perk". That doesn't pose much of a challenge after a while...


So my idea would be to bring back some interesting classics! Like when we had "kill 4 zeds with a single double-cannon shell" or "decapitate a siren with a direct-hit rocket", or even "make the killing blow on a fleshpound with a knife" . Those were quirky, yet interesting achievements I thought.

They may come with the future updates (including the summer sideshow), but I'm just throwing that in the air 'til then.

The return of quirky and weapon specific achievements

Serious issues with weapon zero & hitreg

There seems to be a lot of issues with hitreg ingame atm, also some weapons such as the Mosin sniper has completely lost its zero and the sight needs to be set at a 400m zero to hit near the tip of the crosshair post within 100m.

Serious issues with weapon zero &amp; hitreg

Yup, FPS stuttering is still there

Triwpire interactive are comprised of such dumb inept *** niggers its so sad to see a great game like this squandered by the dumb ****s over there

Yup, FPS stuttering is still there

Restarting the game results in black screen

Hi,

when I quit the game and restart it, a game windows pops up but only with black screen. I only can see my windows cursor (cycle).

I had this in last open beta, too.

If this issue occurs, I have to restart my pc! The game wont start otherwise.

Do you need more infos, please ask and I will reply!

Thanks for this game

Restarting the game results in black screen

Is FPS stuttering still there?

Simple question, has the performance improved notably on launch since the last beta wave?

Is FPS stuttering still there?

Game will not launch

I have seen this issue across multiple sites, with no resolution.
I click 'play' and it shows me in the friends list playing Rising Storm: Vietnam but after 4 seconds it goes back to blue with no game being launched.

I do not have any folders in MyDocs>MyGames.
I have Win 64x.
I did receive a beta key from pcgamer a few weeks ago for a beta weekend. After the install for that beta weekend, the same issue occured.

Is there any known fix for this?

Game will not launch

Time Played/Achievements Wiped?

I thought I read somewhere that achievements and stats would be wiped from people who had previously played during the beta, however, mine is all in tact on my Steam page. I can't check anything in-game or in anymore depth, as a lot of stuff is blocked at my work, so I'll have to check when I get home.

Just curious does anyone else still have all of their stuff?

Also, off-topic, do the people who pre-ordered through Steam get the pre-order helmet yet?

Time Played/Achievements Wiped?

Problem with DX11

Hi guys,

i pre-order game, but now i cant launch it. I didnt realise i dont have dx11... So, is there any chance that i can run game with dx10 or dx9.
It's only problem i got, hdd and ram is ok... Thanks and sorry on bad English.

Problem with DX11

Game Crashing on Startup

Seems to be a common issue, but I aswell as many else get a crash on startup.. It launches and gets to the loading screen showing different controls and then it crashes.



Game Crashing on Startup

how do i fix it ???

I have only 3 custom maps, I cleared cashe & re-installed game. This bug is started after last big patch

how do i fix it ???

Launch Trailer and The Start Of Shake and Bake Week!




In addition to the first week sale, early players of Rising Storm 2: Vietnam will also be lucky enough to enjoy double XP for the first week of release. The Shake and Bake Double XP launch promotion will run through June 6 as well, and grant all owners of the game double experience points as they play during the first week of the game’s release.




Launch Trailer and The Start Of Shake and Bake Week!

lundi 29 mai 2017

How to limit the maxplayers in webadmin

Hey,

when i limit the maxplayers at the commandline with the command ?maxplayers=32 to 32 slot the server starts with 32 slot but in the webadmin the slot can changed to 64 and the server run prompt with 64 slot. is this a bug or is there any way to limit the maxplayers at the webadmin too?

thanks for any feedback
Headi

How to limit the maxplayers in webadmin

No executable found

I just buy RS2, re-install it and when i try to lauch the game steam give me error:
When updating Rising Storm 2: Vietnam, an error occurred (No executable found): D\Steam\steamapps\common\Rising Storm 2\binaries\win64\Risingstorm2.exe

No executable found

RSGame Settings

hello i recently got on rising storm and i tried to lower the settings but the game didn't save i also tried to change the files to read only (E:\Users\rena\Documents\My Games\RedOrchestra2\ROGame\Config) and on (E:\Program Files (x86)\Steam\SteamApps\common\Red Orchestra 2\ROGame\Config) but it didn't work any help (btw i have windows 8.1 pro and 2 hard drives one ssd for the windows and on hdd all the programs )

RSGame Settings

KFHelp Needed! I'm a new modder

I'm looking for help with the following tutorial: http://ift.tt/2rcFAab(modding)

The steps being described are not matching my version of 3DS max. Has something significant changed between version 2013 and 2016?

I'm hoping to create many characters for Killing Floor.

KFHelp Needed! I'm a new modder

[HELP NEEDED] I'm a new Modder

Hey guys, I'm really new on the modding scene for Killing Floor, and I need some help.

I'm trying to follow a tutorial for character creation found here: http://ift.tt/2rcFAab(modding)

The steps being described here are not quite matching my 3DS max. Has something significat changed between versions 2013 and 2016 of 3DS max?
If anyone can offer any help, that would be much appreciated!

I'm working to get more characters models into Killing Floor.

Thank you to anyone who can help!

[HELP NEEDED] I'm a new Modder

dimanche 28 mai 2017

Errors in server startup

I haven't worked with Unreal Engine for over 10 years so its looking unfamiliar to me. I copy and pasted code from any place I could potentially find it to get it working since there is no simple RS2 guide on creating a dedicated server yet.

Startup code:
Code:
D:\Games\RisingStorm2\RS2Master\Binaries\Win64\VNGame.exe VNGame.exe VNTE-Compound?Port=7777?MaxPlayers=64?AdminPassword=superSecretPassword?EnableWebAdmin=true?WebAdminPort=8080 -log=ServerLog.log -MultiHome=123.123.123.123 -QueryPort=27015 -UNATTENDED
Currently the log looks like this:
Code:
[0000.68] Log: Executing Class Engine.ServerCommandlet
[0000.68] Log: Loading anticheat from D:\Games\RisingStorm2\RS2Master\Binaries\Win64\EasyAntiCheat/eac_server64.dll
eac_server.dll [x64] :: hModule: 000007FEF28B0000 dwReason: 1 lpvReserved: 0
[0000.68] Log: Loaded anticheat DLL
[0000.68] Log: Loaded anticheat init
[0001.23] Log: EAC LOG: [SetLogCallback] Procedure: 000000013F642F10 LogLevel: Info
[0001.23] Log: EAC LOG: [Initialize] ServerName: 123.123.123.123:7777
[0001.39] Log: Initializing Game Engine...
[0001.39] Warning: Warning, Failed to load 'Texture2D EngineMaterials.RandomMirrorDisc': Failed to find object 'Texture2D EngineMaterials.RandomMirrorDisc'
[0002.90] Warning: Invalid movie stream data for TextureMovie ui_videos.LoadScreen_Connecting
[0002.91] Warning: Invalid movie stream data for TextureMovie ui_videos.MainMenu1
[0002.91] Warning: Invalid movie stream data for TextureMovie ui_videos.RS2Credits
[0002.98] Log: Looking for DLC...
[0002.98] Log: Steamworks is unavailable
[0002.99] Log: LoadMap: ROEntry?Name=Player?Team=255
[0003.16] Log: Game class is 'ROGameInfo'
[0003.16] Log: Paths were last successfully built on:
[0003.16] Log: Failed to listen: WinSock: binding to port 7777 failed (10049)
[0003.16] Error: Error initializing network layer.
[0003.17] Log: Primary PhysX scene will be in software.
[0003.17] Log: Creating Primary PhysX Scene.
[0003.17] Log: Bringing World ROEntry.TheWorld up for play (0) at 2017.05.28-21.54.23
[0003.17] ScriptLog: Inopt =  Options = ?Name=Player?Team=255
[0003.18] ScriptWarning: Accessed array 'ROGameInfo_0.NorthernRolesTaken' out of bounds (0/0)
        ROGameInfo ROEntry.TheWorld:PersistentLevel.ROGameInfo_0
        Function ROGame.ROGameInfo:GetBotCapableRoles:0109
[0003.22] Exit: TcpNetDriver_0 shut down
[0003.23] Warning: Warning, Workshop: Steam does not appear to be running. Unable to check Workshop.
[0003.23] ScriptLog: [Content Loading] ROGameInfo::PreBeginPlay() - Begin preloading shared content for ROMapInfo_0. Net mode = NM_Standalone
[0003.23] ScriptLog: [ContentLoading] Preloading shared content for Northern team
[0003.30] ScriptLog: [ContentLoading] Preloading shared content for Southern team
[0003.30] Log: Bringing up level for play took: 0.130692
[0003.30] Warning: SetProgress(): No GameViewport!
[0003.30] Log: ########### Finished loading level: 0.309916 seconds
[0003.30] Log: Initializing Game Engine Completed
[0133.52] Warning: Warning, Workshop: Steam does not appear to be running. Unable to check Workshop.
[0258.23] Warning: Warning, Workshop: Steam does not appear to be running. Unable to check Workshop.
[0386.01] Warning: Warning, Workshop: Steam does not appear to be running. Unable to check Workshop.


Errors in server startup

Tripwire, please show some love to flamethrower!

This weapon is just useless and outclassed by other weapons easily no matter how you look at it; it’s not even fitting a situational support role as some people try to justify it’s existence in current stance. Calling it underpowered would be an understatement.

_Currently it's so unrealistic that it even hurts, but it's unrealistic in negative way, and it seems the developers went completely lazy and just took the exact same coding and scripting from first Rising Storm flamethrower; yet everything about RS1 flamethrower is better than RS2 one, from cosmetic look to actual gameplay.
_First of all, flamethrower, especially M2A1-7 and M9-7 have range of about 55-65 meters, yet in game it have only at maximum of 29 meters (done testing); the sticky napalm would burn the surface at least for 5 minutes which prevents enemies to enter the bunkers, tunnels or trenches, let the toxic smoke would make enemies choke to death, yet in this game it burns for merely 7 seconds at best (that one I could of skip at least for balance reasons, since even teammates wouldn't be able to enter the bunker then, but still), and recoil for this thing for some reason is just insanely unrealistically high, while flamethrower in real life is the easiest to maintain and control recoil weapon out of all weapons (except maybe a melee and fixated machineguns) that were used during vietnam. I can’t see any reasoning behind it while both AK47 (type-56 and AKM regardless) and M16 have almost non-existent recoil which let me fire full-auto non-stop in iron sight and empty whole clip without losing accuracy almost at all (not something that is possible IRL, because firing AK47 full-auto is like holding jackhammer against your shoulder and at best you would completely lose insight of where you’re shooting, and at worst just drop the weapon, which is why it’s ineffective to fire AK47 non-stop but rather in burst of 3-7 bullets at best.
_For the second, flamethrower directly used in tunnels if it lead to bunker, and the fact that the fire sucks up all available air in a bunker, and it just suffocates anyone in a bunker is a main reason why flamethrower is so perfect for tunnels, the flamethrower operators just had to run away once they done the burning. Yet this weapon cannot be used in tunnels for some bull**** reason, even if you know for sure that tunnel (or bunker where this tunnel leads to) is filled with enemies. It could make sense to limit the use of the rifles since their weight and high recoil would make them ineffective in such closed area where you has to be crouched, but flamethrower, especially at hands of professional who knows what he’s doing, especially if you stand INSIDE tunnel RIGHT next to bunker filled with enemies, is indeed must be used in such situations.
_The flamethrower operator became much slower than in it’s ancestor’s game. Makes sense, since unlike RS1 where he had a light (small) version of M2-2 flamethrower, in RS2 the flamethrower operator have a bigger version of rather M9-7 flamethrower, which as result he also become more obvious and bigger target. Unfortunately, it wasn’t even compensated in form of more fuel. The bigger versions of both M2-2, M2A1-7 and M9-7 flamethrowers had more fuel and bigger pressure tank, so having extra 25%-50% more fuel which would extend whole firing time to 10 seconds instead of 7 won’t hurt neither gameplay nor realism, especially logic and common sense considering that fuel tank in RS1 was significantly smaller. The ammunition is a serious trouble for flamethrower operator, since even if you play situationally and try to keep bunker clean out of enemies, you will run out of ammo rather quick before preventing new enemies enter the very same bunker again, and yet ammo boxes compared to RS1 seems to be less common and placed way too far away, which kinda kills any efficiency of engineer with flamethrower. I know that flamethrowers become empty very quick, but for them to have 10 seconds of fire non-stop for the bigger versions of FT is a normal thing IRL. And maybe to make it fair, the flamethrower operator would take about 5 seconds till he could equip new flamethrower from ammo boxes, since it would take some time to take off old flamethrower and put on new flamethrower
_And most important, this weapon was designed to destroy small wooden buildings, small wooden bunkers and quick-done trenches, yet not a single destructibility, even scripted one, was added in the game, which is really lame and unrealistic. Yes, I know, coding something like that would be very hard, especially for unreal engine, but adding something like sticky napalm which would prevent enemies enter same bunker with machinegun over and over every 5 seconds would be useful. A bit unsure about this one part, but it feels like the flames have a hard time entering\penetrating the bunker’s small hole window even at close range as well, unlike in RS1.
_But the main issue is the range, especially considering most RS2 maps are just too damn open compared to RS1. I know that in real life M9-7 doesn’t really shoot much further than M2-2 flamethrower, but even M2-2 and M2A1-7 flamethrower’s common range of efficiency is 60 meters and sometimes they can go up even further. With range of maximum 29 meters, I can’t even reach bunker with machinegun like I could in RS1. Most maps are too huge and too open and yet don’t have much cover to begin with. On maps like CuChi and Hamburger Hill, the area between certain points are just way too open and too big, which makes you completely ineffective, as the flames won’t reach the house\bunker’s window which would burn and neutralize the enemy, and while you could of reach IRL, attempting such actions in RS2 would just make you be a very easy defenseless target. Unfortunately, it seems most people doesn’t care about FT operator since pretty much most of players have full-automatic rifles, so they do not throw smoke nades even if you ask for one 2-3 minutes straight, forcing you rely on weak inaccurate pistol most of time. Picking up engineer with flamethrower makes you lose remote controlled explosive, frag grenades, a real strong phosphorus grenade and a badass shotgun, leaving you with just the last-resort pistol. I can live that flamethrower operator doesn’t get pretty shotgun (trenchgun) like in RS1, but it would be fair if he gets at least a single smoke nade just to not be useless in many situations, since smoke grenade is something that he needs the most for survival.
Hell, it feels like the flames itself do not instakill anymore, as I’ve light one vietcong enemy and I saw him firing his machinegun while being light on fire, I had to fire him again just to be sure he finally burns to death without killing me, but this one bit could be just a result of lag.

_Currently it has up to no use at all and just leaves you to be a very obvious, easy, low-threat target. In a game where most weapons are full-automatic, where you can fire a whoping machinegun in iron sight without experiencing recoil almost at all, and anything kills you in 1 hit in stomach even from a freaking SMG, the flamethrower just becomes literally absolutely obsolete and worthless.
_Besides being put in environment unfavorable to flamethrower operator compared to RS1, i.e. bigger, open maps without much cover, and enemies with more advanced, upgraded and overall superior weapons, the weapon itself including the operator wielding it got various nerfs compared to RS1. The flamethrower operator is MUCH slower, possibly slower than any other class in the game. With implementation more sticky napalm that sticks all the time to surface you shoot, the flamethrower now kills the clumsy flamethrower operator very easy and fast if he fire at tight environment carelessly without watching flames hitting walls and floor. The flamethrower operator no longer has the choice to have semi-automatic carbine rifle, or the awesome shotgun, only forced to stick to weakling pistol as his the only self-defense tool in many situations where flamethrower is simple ineffective at all and is useless. Yet I’m okay with all these changes. I can be okay with all this and accept it as something inevitable, but just give it a good compensation for all that! In RS1 the flamethrower operator was need to be fast in order to be effective due his low range and inability to destroy even small trench bunker of wooden fences while remaining the most obvious target in game, yet in RS2 he gets all the unfair penalties and doesn’t even get anything in exchange for them, leaving him to be ineffective even in situations where he used to be good at.
_But hell, even recoil was changed, yet it changed to be not anywhere realistic! Flamethrower is very easy to maintain and control recoil weapon, you wouldn’t ever feel like your handle is out of control, *ever*. Yet in this game it’s just literally insane, firing it from hip makes your aim go up in a matter of second, which makes firing any other full-auto rifle much easier than flamethrower at this point. I know that after wave 7 once it become public beta it’s recoil lowered a lot, but it’s still insanely high and realistic. I rather have all of the full-auto weapons recoil increased, since both ak47 and m16 aren’t meant to be fired full-auto from iron sight longer than 1-2 second (which is about 7 rounds maximum). Yet it’s not something I really complain about, since in iron sight it’s at least bearable (yet still way too high of a recoil), but I’m just saying it’s insane and not anywhere realistic at all.

_Oh and don’t load me with bull**** about how RS1’s flamethrower is “op”, thus developers are scared to make him anywhere useful without lots of badies complain about it being “2stronk”. Some RS2 players still believe that flamethrower in RS1 still “widely considering to be ‘OP’ “, even if they view it to be weak themselves. Correction, it *was* "widely considered to be ‘OP’ " mostly by noobs that didn't even reach level 40 and these players that migrated from other games. Nowadays, even among RS1 veterans, many would say that flamethrower is not even effective in it's rare occasions where it's meant to be useful, and each day more and more players view it as underpowered due it’s short range, even irrelevant when compared to knee-mortar. Often it's just used to stop banzai charges since more and more players discovered how to abuse ancient japanese Magic of protection aura.
Rising Storm was possibly the first game with somewhat reasonably the highest range of flamethrower in video game history (yet still short compared to real flamethrower) that actually kill enemies, instead of merely “set them on fire for DOT damage”, nor “airblast”, nor “stun”, nor “push back and slow down”, nor even extinguish like in some video games. It was possibly the most realistic flamethrower in video game history as well; as the flamethrower did exactly what it would do in real life – kill enemies, and that’s what the game developers designed this weapon to do. I do believe that what we witness is mass cognitive dissonance which grows in hate bandwagon, because most people get used that flamethrower is usually an semi-useful extremely very situational support weapon that is hardly any threat at all, yet in RS1 game it was actually a threatening weapon, thus hate and false accusations about flamethrower and it’s operator were born.
_Speaking about false made up accusations. There are many accusations and fallacies were made toward flamethrower by people that have no idea what they are talking about. Hell, there even was one thread last for almost year about it "penetrate concrete walls", even though many other people were point out that it's map bug and concrete building is not existent (still not fixed) and yet they still complain; there were another claim that there was some kind of bug that caused a bullet to "not count" if you fired at the FT operator as he was firing at you, as if the flame stopped the bullet - that was proven to be false only once someone did the testing, and I did testing too to see it myself, and yes it doesn’t block\stop the bullet nor make it “no count”; or that flamethrower operator get extra protection when firing weapon - also false; so that's not "dismissive" to call them noobs, unless they done actual testing. There is only one bug that actually proven to exist, and that one is actually a negative toward flamethrower and is kinda proves why flamethrower is ineffective\useless for combat. That bug is that it makes flame do 0 damage at all if you kill FT operator first. That means that even if you aim and fire at the enemy first, until the slow flame particles actually hit the enemy, they have enough time to react, aim and fire themselves, and since bullet velocity speed is MUCH greater than of flamethrower, it kills the FT operator first, and thus making flames be completely harmless, so "fire first" rule doesn't work on this weapon. This also mean that in 1vs1 combat, the enemy have advantage against FT operator regardless of a weapon (unless it's katana), rather than even match. This bug still remain in RS2 and needs to be fixed.

So what flamethrower and engineer wielding flamethrower really needs is:
_1) Much, MUCH longer range in order to be at least effective in situations and missions where flamethrower meant to be good at. At least about 60 meters, as this is exact range where flamethrower operators has to stand away at from enemies when they aim at bunkers or trenches\tunnels\building filled with stinky dirty enemies.
_2) More fuel. I mean, if the flamethrower operator uses bigger fuel tank than the lighter version of it, it definitely should have more fuel inside of it, after all it makes your character much slower than in RS1, so more fuel would make it more realistic as well. I think extra 25%-50% more fuel ammunition which expands whole firing time from 7 seconds to 10 seconds won’t be really gamebreaking, especially considering that flamethrower operator really needs it. To compensate it for the sake of realism, once you reach the ammo box and will stand at point blank to it, it would take you about 5 second to refill the ammo for flamethrower again.
_3) Longer duration of sticky napalm. The lack of destruction of environment, and simple fact that the game lacks even easily scripted damage of vegetation by flamethrower is sure lame and is very disappointing, but flamethrower should serve it’s main purpose - prevent enemy from entering the bunker. Increasing duration of sticky napalm wouldn’t exactly give same effect as completely destroying wooden buildings and trenches, or completely soak up all oxygen and replace it with toxic smokes from bunkers with machineguns which prevents enemy from entering these for another 5 hours, but sure will help at least slow down enemy and not rush in the same bunker with machinegun every 5 second over and over, having no fear of these sticky flames at all. So the sticky napalm wouldn’t just be used to kill yourself in tight environment, but would actually prevent enemy from entering building or bunker every god damn 5 sec and would actually use flamethrower for it’s main purpose just like IRL. Not that it would make it be unrealistic, considering that modified napalm during vietnam war has actually long time duration of burning.
_4) Making recoil of flamethrower exact same as it was in first Rising Storm, even though in both of these games it’s unrealistically high.
_5) Since picking flamethrower as engineer makes him lose pretty much everything else of higher value besides pistol, let him have at least a single smoke grenade for desperate times just to not be completely defenseless, simply so the flamethrower operator won’t be completely useless in various situations and many open areas of vietcong war maps. They would go perfectly well with flamethrower operator.
_6) bug fixes.
That’s all he needs in order to remain relevant in the game and not just completely worthless except for very rare situations for support purpose that most maps seems lack of anyway. It was very rare for me to see flamethrower operator players even in Hue city maps due it’s simply irrelevant and ineffective, and most engineers I see mostly prefer remote controlled explosives and shotgun rather than flamethrower, despite how unique and beautiful it looking. Speaking of which, I think that flamethrower operator needs it’s own class just like grenadier and RPG user, so engineers would remain engineers and flamethrower operator be it’s own class without partaking in replacement of usefulness of using remote controlled explosives for defense purpose. Maybe even let the flamethrower operator have both light and heavier version of flamethrowers as choice for different situations? Like choice between light M2-2 (yes, some of WWII flamethrowers were still used during vietcong) and heavy M9-7, the difference is that light flamethrower would have 7 seconds of fire and a little smaller range yet let the operator be as fast as he was in RS1, while heavy M9-7 flamethrower would fire for 10 seconds and have slightly longer range, yet would make him even bigger and more obvious target, and obviously more slow as well (as slow as he currently is).

_And for these who do not believe that flamethrower actually able to reach up to 55-65 meters, here is a documental video of M9E1-7 light flamethrower that used during vietnam war - https://www.youtube.com/watch?v=ppXf9eD3PYA (notice, it’s a light version of M9-7 flamethrower, so it have less fuel and thus less maximum range).

P.S. Sorry for my english, I'm not native english speaker.

Tripwire, please show some love to flamethrower!

Make backpack cosmetics not conflict with Horzine Armor. (Cosmetic conflicts thread)

If there are any current cosmetic conflicts that you would like to see resolved by Tripwire, please post them here in the comments!

I personally want to use my backbags with the Horzine Armor set so badly! The Deepstrike Tactical bags would look perfect on the Horzine Armor. I know there might be some clipping issues with how the current backbags are attached to player model's bodies, but readjusting them for Horzine Armor would be greatly appreciated by the community.

If you have any other conflicts you would like to bring up or agree with my post, go ahead and comment.

Make backpack cosmetics not conflict with Horzine Armor. (Cosmetic conflicts thread)

Wired Gaming

Who are we?
Wired Gaming is a multi-national, multi-game community that was founded on January 23, 2011. In the interim since our creation we have done our absolute best to ensure that we provide as many gamers as possible with a fun, hack-free gaming environment. We have made it our goal to unite as many gamers as possible in the most enjoyable environment that we can provide. We take care of each other to the best of our abilities to the point where we have helped fellow members acquire new computers, headsets, and games. As cheesy as it may sound: We're more than a clan; we're a family.
Requirements?
Wired Gaming requires that you be at least 16 years of age or older to join. We will; however, make an exception if it is a family unit (father/child, mother/child, etc). We also require that you have a working microphone, or are able to acquire one within a decent amount of time, in order to allow you the best experience possible with teamwork and communication.
If you have any questions please feel free to message me via PM, comment below, ask our Facebook page, or even join us on Team Speak.

Good luck & good hunting!
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Wired Gaming

KFNeed help with Server

So I made a server originally with ScrnBalance mutator but then after I tried to add more perks to it, for whatever reason it refused to recognize them, they wouldn't show up on the perk list so I decided finally to just switch the balance off and use just default Server Perk mutator, Please note that I did try to add the SentryTech, Sniper, and Guardian perk with Scrn with massive failure. Now I have a different problem I got all the perks I want working which is great but now the Scrn perks do not start with any weapons other than a pistol and knife etc. I want to know how I can add a spawnweapon to a perk.

KFNeed help with Server

KFTrying to add Weapons

So I decided to say forget using Scrn because it wouldn't let me use the Sentrytech, Sniper, or Guardian perk. I tried adding it as a custom perk into the Scrnbalance.ini but no dice so instead I'm using all the Scrn perks and the Custom ones from Underworld, however now I have a new problem the weapons you started out with the Scrn Perks are no longer spawning and it's making it very difficult for people to do anything when they can't get a starter weapon if anyone knows how to edit perks to spawn with a weapon in the inventory it would be appreiated.

KFTrying to add Weapons

Scavenger hunt game mode

Basically I was thinking about a mode where you start as a no class with your normal gear, minus your starting nades and gun (b/c u are a not-class), and then you gotta find gear for you and your team scattered around the map while a constant stream of zeds spawning all over the map for a set amount which will be the first wave. Then when you finish off the wave and get all geared up higher tier weapons and zeds spawn all over the map for the next wave and on and on and your team gets skills and perks as you do objectives and finish waves.

The name of the game mode is mobility and staying on your toes as there's really no time to camp because you need to find ammo and weapons scattered around the map. There's no trader but there is time between rounds and the objectives you do are like finding and escorting a package to a location, or killing a big *** zed, etc.

Would be really fun with a full party of lads.

Scavenger hunt game mode

Using Rising Storm 1 assets in RS2: Vietnam



https://www.youtube.com/watch?v=hmf6EngDA7g

A Quick and dirty tutorial on how to go about bringing your favorite RS1 Jungle props into a custom RS2 map. If you have any questions, criticisms, or suggestions please feel free to share

Using Rising Storm 1 assets in RS2: Vietnam

samedi 27 mai 2017

Hello (again) everyone!

Hi guys, Murdock here. Its been a few years since my last post but with the release of RS2 coming up I wanted to pop back in and say hi.

I've been pretty busy these last few years but hopefully I can get involved in the community again. Looking forward to seeing you guys around, especially the old faces from back in the day.

Hello (again) everyone!

Translation

Hello guys,
My name is aLieN, and i would like to translate this game to my native language, my native language is hungarian. I think it's a good idea to translate this game, because i think it has a great community in Hungary. I hope somebody from the hungarian community will like this idea.
Regards,
aLieN

Translation

WWAUT - Who Likes New Guns?

Horzine is proud to announce two new weapons are joining the arsenal made available to ZED contractors via the forward pods. Introducing the SPX 464 Centerfire and HZ12 Multi-Action!

(This is a Work In Progress sample)


Do those of you who specialize is “not” getting your hands dirty and staying around from the front wish you could spend more time with the tried and true classics like the lever action rifles of yore? Fear no more! The SPX 464 Centerfire is here to save the day (Who’s day? Everybody but the ZEDs of course)! A lever action rifle built on modern designs and coming equipped with a scope. Everything you loved, now better.

Worry not those of you not so faint of heart! The HZ12 was built with you in mind! This new prototype double barrel pump action shotgun lets you get in twice the ZED hurt at the original pump action price. Did needing a followup shot get you down? This gun is just for you!

Due to popular demand the smiths at Horzine have been tinkering with some of the existing Sharpshooter and Support arsenal and you will find some guns reloading faster and damaging Zeds more than ever once this update rolls out to the field pods.

WWAUT - Who Likes New Guns?

WWAUT - Who Likes New Guns?

Horzine is proud to announce two new weapons are joining the arsenal made available to ZED contractors via the forward pods. Introducing the SPX 464 Centerfire and HZ12 Multi-Action!

(This is a Work In Progress sample)


Do those of you who specialize is “not” getting your hands dirty and staying around from the front wish you could spend more time with the tried and true classics like the lever action rifles of yore? Fear no more! The SPX 464 Centerfire is here to save the day (Who’s day? Everybody but the ZEDs of course)! A lever action rifle built on modern designs and coming equipped with a scope. Everything you loved, now better.

Worry not those of you not so faint of heart! The HZ12 was built with you in mind! This new prototype double barrel pump action shotgun lets you get in twice the ZED hurt at the original pump action price. Did needing a followup shot get you down? This gun is just for you!

Due to popular demand the smiths at Horzine have been tinkering with some of the existing Sharpshooter and Support arsenal and you will find some guns reloading faster and damaging Zeds more than ever once this update rolls out to the field pods.

And if you missed the recent blast from the past, there are some new weapon skins that are also making their way into the field.


One last thing, we have picked up some odd signals out in the wild. Hopefully it doesn’t mean anything - but here is a sample.


http://ift.tt/2qtYdED

Ignore that interference in the line. The team should have packaged that up better.

WWAUT - Who Likes New Guns?

You have been kicked from this server because of an invalid packet

Have not been able to play at all since wave 6. In the previous waves there were no issues. Open beta had the same problem.

Does anyone have more information about this? Both Rising storm and RO2 work fine with the same setup.

I want to get the game, but I can't play the game.

You have been kicked from this server because of an invalid packet

vendredi 26 mai 2017

Hosting Guides

Beyond this (http://ift.tt/1lsd1NR) guide, is there anything specifically written for hosting RS2 Vietnam yet?

I'm familiar with steamCMD and hosting other games in the past, just curious if I should be looking anywhere or using any other resource? Thanks.

Hosting Guides

Attention commanders and heads of clans

I run a fairly large platoon, Fortunate Sons and we are getting a server soon, was kind of hoping I could connect with other commanders and clan leaders that way one day we could collaborate and maybe get a match going sometime when everyone is comfortable. My guys are all friendly and conduct themselves professionally. Please feel free to contact me via this thread or through steam. http://ift.tt/2rZCoPl - link to our group page!

Attention commanders and heads of clans

Last Chance To Pre-Order



Less Than A Week Til Launch

Hello everyone!

With less than a week left to go until launch (May 30th) the team at Antimatter Games and Tripwire Interactive are very excited (and hard at work)! Don’t forget that the pre-order discount of 25% off the Digital Deluxe ends at launch, when the standard version of the game will be available for a 10% discount of $22.49 but without any of the DD extras!

http://ift.tt/2p4uWR4

Speaking of the Digital Deluxe version, the soundtrack should be making its way into your Steam folders at launch! The KF 2 weapon skins will be available to play within KF2 at the next major Killing Floor 2 update (They’ll actually be granted in the back end before that, but they need to actually be added into the game before you can use them).

And since Open Beta ended the team has continued to work towards squashing many bugs. The following list covers many of them that should be fixed in the launch build:

New Additions
  • Non-English language support! Players can now enjoy Rising Storm 2: Vietnam in French, German, Spanish, and Portuguese-Brazil. To select a language, right click on the game in your steam library and select a language from the ‘Language’ tab.
  • Rising Storm 2: Vietnam Steam trading cards are now available. Collect the whole set!


Major Changes
  • Stats Wipe for pre-release players - thank you to everyone who participated in the Closed Alpha, Closed Beta and Open Beta waves! Based on the level of progression observed in the Beta, the leveling thresholds have been altered to make leveling in RS2: Vietnam a challenging and rewarding experience. Player stats and achievements have been wiped and all players will begin again at the same level on May 30th.


General Changes & Updates
Gameplay
  • Motion blur has been removed from the settings menu. This will provide for a much smoother play experience. (Should you wish to turn motion blur back on, you may do so by editing an .ini file directly. The .ini file is called ROEngine.ini and is located under your “My Games” Rising Storm directory. Once in the .ini file, search for the word “blur” and change the line MotionBlur = False to MotionBlur = True)
  • Increased the distance at which players can disarm traps
  • Made it easier to pick up dropped weapons when playing online


Maps
  • Prevented an exploit where players using the DShK at C on Hill 937 could see and fire at helicopters taking off from the helicopter base
  • Prevented players on top of the water tower on Cu Chi from sniping players at US spawn
  • Increased the NVA reinforcements counter from 330 to 500 on Hill 937
  • Added 32 and 64 player reinforcement counts for the Territories versions of Compound and Firebase
  • Improved interior post-processing and lighting on building interiors in Hue City


GUI
  • Adjusted suppression indicators to increase their visibility
  • Modified the helicopter resupply icon for greater clarity
  • Changed the flamethrower tank ammo icon to match the tank design of the M9A1 flamethrower
  • Removed pre-launch materials from the main menu


Audio
  • Improved bullet cracks and whiz sounds and functionality
  • Adjusted the radius of explosion sound effect for the surface-to-air missile to make it play at a longer range


Bug Fixes
Crashes
  • Fixed a crash on launch that was affecting some users


Gameplay
  • We believe we have fixed the notorious ‘sprint zoom’ bug. We are interested to hear further reports if players still encounter this
  • Fixed an issue where destroying a helicopter engine did not reduce the engine’s RPM
  • Fixed an issue where MD82 mines were prone to being set off by the player who had planted them, when firing weapons near the mines
  • Fixed an issue where Huey Co-Pilots could not right click to send the ‘get out’ message
  • Fixed an issue where Huey Pilots would receive team kills when the helicopter crashed due to enemy weapons fire if passengers were killed
  • Fixed an issue where players were force-spawned before hitting ‘Join’


Maps
  • Fixed an issue on Cu Chi where spawns and combat area volumes would break if the US failed to capture Objective F on the first round of a match
  • Fixed an issue where a floor inside a shed on Cu Chi was not rendering at long distances, allowing players to easily see enemies trying to take cover inside
  • Increased the draw distance on the sides of the rubber factory on Cu Chi
  • Fixed additional snags and collision issues across all maps
  • Fixed an area of the tunnels in Hue City where players could see through the map while prone
  • Fixed an issue where players were being blocked by invisible collision on the balcony of Objective B on Hue City
  • Fixed an issue on Hue City where a balcony was unintentionally tall and prevented players from shooting over the parapet
  • Fixed a visual bug where running up a sloped tunnel in Hue City would cause players to appear to bounce up the slope
  • Fixed various mantling and LMG deployment issues with sandbags on Hue City
  • Fixed an area where players could fall through the floor in Objective B on Hue City
  • Fixed an area of Song Be where players could prone underwater
  • Fixed an issue where players could spawn under the map on Hill 937
  • Fixed various gaps between map boundary volumes on Hill 937
  • Fixed various areas on Hill 937 where helicopters could fly and land out-of-bounds
  • Fixed an exploit on Hill 937 where players could move through a blocked tunnel entrance with no collision and see under the map
  • Fixed the draw distance on environment assets in objective A on An Lao Valley
  • Fixed an area of An Lao Valley where players could become permanently stuck
  • Fixed various holes in the terrain across An Lao Valley and Cu Chi
  • Fixed the draw distance on a tunnel mesh on Cu Chi which allowed players to see under the map when approaching Objective E
  • Fixed an issue where players were unable to run or mantle over a log blocking a path on Song Be
  • Added a missing tunnel icon on Hill 937
  • Fixed an issue where one tunnel on Hill 937 was darker than all other tunnels on the overhead map
  • Fixed various floating objects across all maps


Art
  • Fixed an issue where FXAA anti-aliasing would not cause any noticeable difference to the game’s graphics
  • Fixed a bug where all characters were set to an incorrect (low) level of detail when viewed at close range. This was seen during Open Beta
  • Fixed an issue where disabling Anti-Aliasing would break the character customization screen in various ways
  • Fixed a ‘light bleeding’ issue primarily visible on interiors on Hue City
  • Fixed an issue where objects would briefly disappear and then reappear on the transition between LODs, primarily seen on Cu Chi
  • Fixed lighting issues on various meshes found on Cu Chi
  • Fixed an issue where Northern Pawns would run with two hands on the weapon with one arm clipping through their body
  • Fixed an issue where the second floor of the rubber factory on Cu Chi would not display shadows
  • Deleted several development placeholder packages which has significantly reduced the file size of the game
  • Fixed an issue where light was bleeding through the short walls around objective C on Cu Chi
  • Fixed a collision issue with wooden plank debris found on Hue City


GUI
  • Fixed an issue where filters in the server browser would not display correctly
  • Fixed an issue where objective icons on the deployment screen would be rendered at the wrong size
  • Fixed an issue where Ammo Request icons did not scale properly on the overhead map
  • Fixed an issue with the orders widget where orders would display as being issued by the enemy commander
  • Fixed an issue where changing weapons while the tip widget was displayed would remove the background and make the text stay on the screen


Audio
  • Removed Japanese speech from Vietnamese lines
  • Fixed an issue where moving while crouched with the pick mattock would cause the player’s footsteps to be silent
  • Fixed an issue where shooting enemies would not cause them to play ‘wounded’ sounds and voice lines
  • Fixed an issue where the impact of projectiles from the Spooky’s miniguns could be heard further away than artillery explosions
  • Fixed a bug where headshot and body shot impact audio would sometimes not play


Miscellaneous Fixes & Updates
  • Fixed an issue where the achievement ‘The Gang Solves the North Vietnam Problem’ would not unlock for the correct squad
  • Fixed a log warning caused by improper usage flags set on the Glass material
  • Fixed a log warning caused by the M79 projectile’s collision
  • Fixed a log warning for the Signal Smoke grenade
  • Changed the name of the IZH-43 to the IZH-58
  • Fixed an issue where build increments would not prevent players from selecting servers running different builds
  • Fixed an issue where Tree Canopy Volumes would rapidly break and then repair helicopter rotors
  • Removed the word ‘STUUUUUF’ from the server browser as the translators were having problems with it...


Optimization Passes
  • Fixed a log spam issue caused by VOIP that would affect game performance
  • Fixed an issue where Squad leaders not viewing the ‘Rally Here’ icon would receive log spam and would affect game performance


Web Admin
  • The Webadmin header no longer displays as ‘Red Orchestra 2’
  • Fixed an issue where 50% of kicks via Webadmin resulted in a client side crash for the player being kicked
  • Defaulted friendly fire damage and kill limits to zero
  • Prevented training maps from appearing in the ‘GameType’ field
  • Fixed an issue where modifying the welcome screen would untick ‘Enable Screen’ option on saving the new message


Steam Workshop
  • Corrected an issue where the SDK Frontend was not reading files from the Rising Storm 2 folder in My Documents


The final thing we are happy to announce today is that the game has received its PEGI and USK ratings (both 18) for the boxed versions of the games. This means that we can now be sure there will be no cuts for any versions (boxed or digital). We know this tends to be a major concern from our German fans so spread the word to your friends.

We look forward to seeing many of you in game on the 30th! And as a reminder, this is only the end of the beginning, with much more to come! We’ll soon be updating the Trello Board both with the outlines for our update plans for the next couple of years, plus the community requests in general.


Last Chance To Pre-Order

I think the BIGGEST negative to this game by far is the crappy lobby/map downloading

How does something get WORSE in a sequel? Lobbys breaking if a map fails to join forcing players to completely rehost because everyone is bugged, as well as the 'downloader' either never showing or outright freezing on the percentage never letting you know where you are or whether it has crashed until the game randomly decides to give you a 'loading screen' and take you back to the main menu.

I think the BIGGEST negative to this game by far is the crappy lobby/map downloading

23rd Infantry Division - Virtual Combat Unit






Started in May 2017, the unit has now made new and improvements. We are still currently in the process of getting everything organized and setup,


The 23rd Infantry Division Virtual Combat unit is a unit in which enforces a realistic type approach to the game of SQUAD and Now Rising Storm 2: Vietnam, Like many other realism units as we portray a virtual Combat unit, we create more of an advanced, specialized point of training and conflict experience by teaching more in-depth skills and techniques, this then allows the serving men to fight with more mind set then the average online Infantryman. We are looking to induct dedicated, mature members willing to put the time and effort into bettering their skills and strategies for the unit.

The skills you will be taught in the 23rd Infantry Division may also be used in the real world, as what we teach you is from real life experience and pre-taught knowledge, the current serving personnel within the 23rd Infantry Division Virtual Combat Unit range from soon to be military to active or ex-military personnel meaning what we teach you is coming from real experience.

Recruits will go through a series of courses and tests to make sure that they are ready to take on the challenges the US army will come across in combat. These courses will range from battle drills to learning and familiarization with various U.S. and foreign weapons.







1. Must be 16+.
2. Must speak fluent intelligible English.
3. Must have Discord





23rdid.com

23rd Infantry Division - Virtual Combat Unit

Conflicting rumors on playing as a full platoon!

So I'm commander of a 40ish man platoon and we all work great together and look forward to the release! We have become pretty close and I alongside my SLs like to stress teamwork! We are all well aware of the squad system but is it possible there will be a system implemented for platoons aswell? I didn't notice anything in the beta, and after a few nights of strategizing together awaiting the release date, we've hit a brick wall. If there wont be a way to play together, does anyone have any ideas or suggestions on how to go about getting my guys all on one side? We really want to operate as a full unit! Thanks for hearing me out fellas! God bless

Conflicting rumors on playing as a full platoon!

Bug

OK so at the moment on the ps4 there's a connection issue to the store and inventory saying: Please wait. Inventory is populating. 2 of my other mates are having the same problem. This problem comes and goes but it mostly wigsout HELP PLEASE! Thanks

Bug

jeudi 25 mai 2017

Patriarch Versus heal bug

Patriarch should not be treated completely in battle phase 3.

If GameDifficulty = 3 Patriarch dos'n heal.

file KFSM_Patriarch_Heal.uc
line 49

// Set our difficulty and phase-based heal amount
MyDifficulty = MyPatPawn.WorldInfo.Game.GameDifficulty;
HealPercent = MyPatPawn.BattlePhases[BattlePhase].HealAmounts[MyDifficulty]; <--------------- Should be CurrentBattlePhase instead MyDifficulty!!!!

file KFPawn_ZedPatriarch_Versus.uc
BattlePhases(0)={(HealAmounts={(1.0f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(1)={(HealAmounts={(1.0f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(2)={(HealAmounts={(0.9f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(3)={(TentacleDamage=10,
bCanSummonMinions=true)}

Patriarch Versus heal bug

endless mode mod

https://youtu.be/v3W0R3gG5U4

endless mode mod

graduation cap

i was told to receive the graduation cap and 2 ball caps i must complete the training floor, so that's was i did ( twice ), but received nothing, i asked on steam but was told to come here, is there a way to fix this?

graduation cap

Boss revamp for last man standing

We all had games where your team gets wiped and you are left with a mercy of rng and pray that boss will not just insta rage on you and kill you in a matter of seconds (boss having rage streak is totally not fun)

So i came up with an idea for a boss behaviour when there's 1 player left alive, and that is making the boss taunt and tell the player to run, run like a pig while boss is standing there preparing his gear and after some seconds (10-20) he begins to walk, just a normal walk on searching the player and after 40 seconds he switches back to his regular behaviour.

​​​​​​What this whole scenario does is that it lets the last player escape, heal up and grab ammo and face the enemy to either win or die trying.

Ofc there's one but, you'd say it would be a cake to dmg boss while he stands there for 20 seconds, but no. When the scenario kicks in there's couple second no reaction time for the boss if player damages him after when he kills the last teammate, after that there's a small hp threshold where if a player continues firing at him instead of running, that will enrage the boss and he will attack making your chance to heal up perish.
​​​​

Boss revamp for last man standing

Endless mode sugestion

I've been looking at other comments lately about what the endless mode may include, and they don't seem to touch on how Payday 2's mechanic could be a good system for this gamemode.

Here's what I think should happen: The game starts with 'Wave 1' as usual but when the last of the Zeds are put to sleep, a 45 secound session of when the trader is availble begins. But, low level zeds such as the clot, crawler, cyst etc. will spawn at least 5-8 during that period, (regardless of what difficulty the game is the trash zeds will always be set to normal difficulty) making the trader time a vulnerable time as well. This keeps things active and promotes quick decisions at the trader. When the trader session does end the next wave will kick in and if there were remaining zeds from the 'trader session' they'll join the wave as well.

Another good Idea (Which is from a mod creater called Motormouth who made 'Unofficial Endless Mode'. all credit to this guy.) is to add bonus rounds with only one or two types of zeds in large numbers into the wave.

Endless mode sugestion

the most accurate and unbias short history video of vietnam war on youtube

very old video from a nameless women from the west . but most accurate and unbias about vietnam war .
i recommend you guy watch this to know everything about vietnam war
what why how about vietnam war in one video
https://www.youtube.com/watch?v=5LctoUV-tag



the most accurate and unbias short history video of vietnam war on youtube

mercredi 24 mai 2017

during Beta the introduction videos were not working

Was it only me?

during Beta the introduction videos were not working

Clientside vs Serverside hit detection

Admittedly, after RO:OST I only put in about 550 hours of playtime in RO2/RS and even less admin time before taking leave of the series. I've only participated in wave 7 and the open beta weekend of RS2:VN. So if I've overlooked a recent thread or topic about this, please forgive me and point me in the right direction.

I don't recall the option of having client side hit detection in RO2 servers. If there was, I'm sure I had it set on server side.

What is the general consensus today of server admins? Which is preferred and why?.

Thanks,
Floyd (back from a long hiatus)

Clientside vs Serverside hit detection

Mark 7 Armor Suit, and Helmet

Is it possible to get the mark 7 armor suit and helmet anymore? I recently bought the game in digital deluxe edition a few days ago (but ive had killing floor one for a long time and have every possible dlc for killing floor 1) I absolutely cant stand missing out on exclusive content and then its no longer possible to get it at all, is there any way to get it?? someone please help!

Mark 7 Armor Suit, and Helmet