So what the title says why not have rifles that could partialy load theyr magazines.
jeudi 2 octobre 2014
RO2 Game keeps crashing and invisible walls
Hello, ever since the last update my game crashes randomly during matches and while loading or exiting and i keep seeing through walls, i wanna play this game normally, i do not wanna see the enemies behind walls, this started happening with the new patch, so could anyone please help me play this game normally without invisible walls and crashes :)
Why auto-assign needs to be mandatory.
The biggest problem with vanilla RO is the pervasive, game breaking axis teamstack.
If you watch a full server after maps have been switched you'll notice the axis player count will immediately fill up and grey out. Then jump ahead by 2 or 3 players every time some hapless new player joins the red army.
There is a core of vets who play this game exclusively as axis. This means that the allied team on a vanilla RO server is comprised of:
Which results in this: I give you the career of someone who almost exclusively plays allies.
http://ift.tt/1veAkNQ
Keep in mind that I do play axis on rare occasions, so I would guess roughly ~100 of my wins come from playing axis.
This means that Allies lose 97 to 98 percent of games.
I can't stress enough that this is not an exaggeration. Literally 98% of games result in axis victory. If you are looking for a way to help this game keep new players, start by making a simple fix that will:
If you watch a full server after maps have been switched you'll notice the axis player count will immediately fill up and grey out. Then jump ahead by 2 or 3 players every time some hapless new player joins the red army.
There is a core of vets who play this game exclusively as axis. This means that the allied team on a vanilla RO server is comprised of:
- Bots
- Players who've owned the game less than one month.
- a tiny minority of masochists like me who hit auto-assign.
Which results in this: I give you the career of someone who almost exclusively plays allies.
http://ift.tt/1veAkNQ
Keep in mind that I do play axis on rare occasions, so I would guess roughly ~100 of my wins come from playing axis.
This means that Allies lose 97 to 98 percent of games.
I can't stress enough that this is not an exaggeration. Literally 98% of games result in axis victory. If you are looking for a way to help this game keep new players, start by making a simple fix that will:
- Put new players in contact with vets who can advise them.
- Give them the opportunity to see what RO is like with an organized, skillful team.
- Make their first impression of the game something besides a relentless pubstomp.
Using the WFGameInfo and other files for custom maps
This is guide for those who want to make maps for the new western front game type.
General Overview:
The process for designing map for western front is exactly similar to the way you make maps for RS or RO2. Its just everything specific to the west has been renamed with a prefix WF like RSGameInfoTerritories or ROGameInfoTerritories is WFGameInfoTerritories , ROMapInfo is WFMapInfo and so on!
Setting up SDK for the West front maps (this is one time process):
Basically you have to make SDK recognize the western front specific classes.
STEP 1:
1.Go to Documents\My Games\RedOrchestra2\ROGame\Config
2.Open ROEditor.ini
3.Scroll down until you see " [ModPackages] "
4.There add the following lines below the line "ModOutputDir=..\..\ROGame\Unpublished\CookedPC\Sc ript"
ModPackages=WFGame
ModPackages=WFGameContent
Example:
Before:
After:
This is required so that SDK knows what script packages to load in SDK as west front is not a integrated game type.
STEP 2:
Copy WFGame.u and WFGameContent.u files from published\CookedPC folder and paste it in Unpublished\CookedPC\Script folder
This is required because for some reasons SDK does not detects the script files in published folder :confused: :( .
now you can find WFGameInfoTerritories and WFSquadInfo WFMapInfo etc
STEP 3 (Optional if bug appears):
If the textures do not appear on your custom map (purple uniforms and stuff) or victory music fails to play then copy the remaining package files WFGameCustom.upk WFGame_textures_two.upk WFGame_AUD.upk US_Rangers.upk and US_Airborne.upk to Unpublished\CookedPC folder as well
NOTES:
1.Some of the classes have not been modified because they were not needed to be modified yet. So in that case you must use the RS versions of those classes or RO versions if RS version does not exist
Example :
You will not have WFPlayerStart so you must use RSPlayerStart or ROPlayerStart because all three use the exact same code
same applies for say WFWaterVolume you must use RSWaterVolume for that
2.You can set uniforms for the allies in the WFMapInfo allies section! currently only ranger and airborne uniforms exists. There is no new uniforms for germans yet so it wont matter what uniform you set for germans
3.You can also set custom victory and loss music for axis and allies in allies and axis sections in map info
For any further questions you can post them here
General Overview:
The process for designing map for western front is exactly similar to the way you make maps for RS or RO2. Its just everything specific to the west has been renamed with a prefix WF like RSGameInfoTerritories or ROGameInfoTerritories is WFGameInfoTerritories , ROMapInfo is WFMapInfo and so on!
Setting up SDK for the West front maps (this is one time process):
Basically you have to make SDK recognize the western front specific classes.
STEP 1:
1.Go to Documents\My Games\RedOrchestra2\ROGame\Config
2.Open ROEditor.ini
3.Scroll down until you see " [ModPackages] "
4.There add the following lines below the line "ModOutputDir=..\..\ROGame\Unpublished\CookedPC\Sc ript"
ModPackages=WFGame
ModPackages=WFGameContent
Example:
Before:
Code:
[ModPackages]
ModPackagesInPath=..\..\ROGame\Src
ModOutputDir=..\..\ROGame\Unpublished\CookedPC\ScriptAfter:
Code:
[ModPackages]
ModPackagesInPath=..\..\ROGame\Src
ModOutputDir=..\..\ROGame\Unpublished\CookedPC\Script
ModPackages=WFGame
ModPackages=WFGameContentThis is required so that SDK knows what script packages to load in SDK as west front is not a integrated game type.
STEP 2:
Copy WFGame.u and WFGameContent.u files from published\CookedPC folder and paste it in Unpublished\CookedPC\Script folder
This is required because for some reasons SDK does not detects the script files in published folder :confused: :( .
now you can find WFGameInfoTerritories and WFSquadInfo WFMapInfo etc
STEP 3 (Optional if bug appears):
If the textures do not appear on your custom map (purple uniforms and stuff) or victory music fails to play then copy the remaining package files WFGameCustom.upk WFGame_textures_two.upk WFGame_AUD.upk US_Rangers.upk and US_Airborne.upk to Unpublished\CookedPC folder as well
NOTES:
1.Some of the classes have not been modified because they were not needed to be modified yet. So in that case you must use the RS versions of those classes or RO versions if RS version does not exist
Example :
You will not have WFPlayerStart so you must use RSPlayerStart or ROPlayerStart because all three use the exact same code
same applies for say WFWaterVolume you must use RSWaterVolume for that
2.You can set uniforms for the allies in the WFMapInfo allies section! currently only ranger and airborne uniforms exists. There is no new uniforms for germans yet so it wont matter what uniform you set for germans
3.You can also set custom victory and loss music for axis and allies in allies and axis sections in map info
For any further questions you can post them here
Luhe Fina in Red Orchstra Folder
After a MP (sever from RO (Steam) List) game RO my AVG Antivir found Luhe Fiha (malware) in the RO Folder!
How could this happen?
Any Ideas? Should I deinstall RO?
Luhe Fine: http://ift.tt/1vAMcLy
How could this happen?
Any Ideas? Should I deinstall RO?
Luhe Fine: http://ift.tt/1vAMcLy
LEVEL and DLC
Tripwire should put in the game system at the level of perks at least until 10 to increase the life of the game
15 or 20 would be recommended with increasing via free DLC
DLC expansions as current themes: Christmas, Halloween, summer vacation.
More DLC: festival of blood, Carnival of the dead (as the party of Mexico), crazy funeral at the cemetery, the feast of the siren singer, the cage carrion of Fleshpound, hell brought to you by the husk.
:IS2:
15 or 20 would be recommended with increasing via free DLC
DLC expansions as current themes: Christmas, Halloween, summer vacation.
More DLC: festival of blood, Carnival of the dead (as the party of Mexico), crazy funeral at the cemetery, the feast of the siren singer, the cage carrion of Fleshpound, hell brought to you by the husk.
:IS2:
Battle Update Sound/Music Modding (Advice)
I figured I'd put this in the General category since Sound is practically dead and all the attention is here.
First, my quest was to kill off the menu music and all of the awful music cues in-game. After I was done with that, I wanted to do something more.
So after digging I found that ROHOS_Music.upk in BrewedPC\Sounds is the menu music. Why this wasn't part of the regular set of music that was part of the volume control, is beyond me. Anyway it was a simple matter of making a dummy placeholder to neutralize it.
Music_Ger.upk and Music_Sov.upk in BrewedPC\Packages\Music contain all the horrible music cues for the German and Soviet sides respectively. Again, why this wasn't part of the volume control... no clue. And in this case again, just placeholder dummies to neutralize them, but I didn't want to stop there.
I wanted to find a way to have the drum roll sound (the one you hear when a side is attacking a territory), used for the territory loss/capture cues because these have no sound since I neutralized the Music_Ger and Music_Sov upk's.
All of the battle update cues including the drum roll are in the AUD_UI.upk file in BrewedPC/Packages/Audio. They're kinda neat. Short, simple, straight to the point. Catches your attention without having some BS synthesized symphony nagging in your ears.
Now I want to know if someone has advice or knows how to do what I want?
E.g. the two individual .ogg sounds in Music_Ger.upk for capture/loss of territory are Music_Ger.upk_00001c82 and Music_Ger.upk_0000fdb5 (as they were named when I unpacked the .upk file).
Theoretically you could replace them with the drum roll sound file AUD_UI.upk_0003cd2c from AUD_UI.upk, and rename it accordingly, and repackage the Music_Ger.upk file, without messing with the game but I'm not sure if this could work. :confused:
(Note that they could have different file names when viewed/opened with the SDK, which I've installed but not yet tried)
Why was Tripwire's sound guy this lazy and careless? Am I missing ''the big picture'' here or is this just shoddy work on their end? Thinking it would be a great idea to give us the option to mute music, but still force us to have music? They never bothered to fix this either.
First, my quest was to kill off the menu music and all of the awful music cues in-game. After I was done with that, I wanted to do something more.
So after digging I found that ROHOS_Music.upk in BrewedPC\Sounds is the menu music. Why this wasn't part of the regular set of music that was part of the volume control, is beyond me. Anyway it was a simple matter of making a dummy placeholder to neutralize it.
Music_Ger.upk and Music_Sov.upk in BrewedPC\Packages\Music contain all the horrible music cues for the German and Soviet sides respectively. Again, why this wasn't part of the volume control... no clue. And in this case again, just placeholder dummies to neutralize them, but I didn't want to stop there.
I wanted to find a way to have the drum roll sound (the one you hear when a side is attacking a territory), used for the territory loss/capture cues because these have no sound since I neutralized the Music_Ger and Music_Sov upk's.
All of the battle update cues including the drum roll are in the AUD_UI.upk file in BrewedPC/Packages/Audio. They're kinda neat. Short, simple, straight to the point. Catches your attention without having some BS synthesized symphony nagging in your ears.
Now I want to know if someone has advice or knows how to do what I want?
E.g. the two individual .ogg sounds in Music_Ger.upk for capture/loss of territory are Music_Ger.upk_00001c82 and Music_Ger.upk_0000fdb5 (as they were named when I unpacked the .upk file).
Theoretically you could replace them with the drum roll sound file AUD_UI.upk_0003cd2c from AUD_UI.upk, and rename it accordingly, and repackage the Music_Ger.upk file, without messing with the game but I'm not sure if this could work. :confused:
(Note that they could have different file names when viewed/opened with the SDK, which I've installed but not yet tried)
Why was Tripwire's sound guy this lazy and careless? Am I missing ''the big picture'' here or is this just shoddy work on their end? Thinking it would be a great idea to give us the option to mute music, but still force us to have music? They never bothered to fix this either.
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