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 news

Mods  RO 3.2 Countdown   lara 30.03.2005
text (short)
Ab heute gibt es Red Orchestra 3.2 bei Fileplanet. Die anderen Mirrors werdem 1. April folgen. Den umfangreichen Changelog findet ihr auch hier bei uns unter SHOW MORE.

text (long)
quote:
- Red Orchestra now has full bot support for infantry
maps and functional bot support for all other maps. Bots
will fight, use iron sights, capture objectives, follow
orders, attack/defend specific objectives, and more.

- Added the MG42 fully modeled with a true 1200 round per
minute rate of fire.

- Added the IS2,Iosef Stalin 2, heavy tank. This tank
features heavy armor and a large 122mm cannon that is
more than a match for any tank it will encounter.

- Added a new motion blur effect when explosions happen
near you. This new "shell-shock" effect greatly enhances
the immersion of the game.

- New and vastly improved prone movement system. Greatly
improves movement while prone while fixing many of the
bugs with the prone system.

- Improved Voice Over IP support.

- New grenade damage model based on exposure. The less a
player's body is exposed to an explosion, the less damage
they will take.

- Vastly improved vehicle hit detection. Hit detection
for vehicles now uses an ultra precise per-poly
method to detect if a shot collided or not. This
New system should also greatly reduce the load
on the server's CPU as well.

- Improved internal damage modelling for vehicles including
separate damage for the engine and ammo store areas that
will do devastating damage to the tank when hit.

- Improved intra-vehicle communication with a new vehicle
voice menu and vehicle test chat system.

- Added advanced friendly fire settings. Separate settings
are now available to let server admins set different values
for artillery, grenade, and standard damage types.

- Many optimization to decrease server side CPU load.


****Detailed Changelog****

**Additions**

==Optimization==

- Added a new system for looping ambient fire sounds for
high ROF weapons. Should sound much smoother, use less
CPU, and less network traffic.

- Added a new system for looping weapon fire animations
for high ROF weapons. This should allow much smoother
firing animations for high ROF weapons.

- Added a new system for handling hit effect and tracer
spawning for high rate of fire weapons. Should greatly
reduce network traffic and CPU usage.

- Converted the MG34, DP28, MG42, PPSH41, PPS43, and the
PPD40 over to the new ambient fire sound system and
special high rate of fire optimized code.

==Players==

- New and vastly improved prone movement system. Greatly
improves movement while prone while fixing many of the
bugs with the prone system.

- Players view now rotates correctly while prone rather than
rotating at the angle of the terrain the player is prone
one.

- Players now move correctly and their view works correctly
while prone on certain surface types (static meshes).

==Voice Over IP==

- When speaking with VOIP, you can now see how loud
your voice is, and what channel your speaking in.

- Added custom voice level system using an analog
style VU meter with needle.

==Weapons==

- New smoother shoot animations for SMGs and semi autos.
Animations should be much more fluid.

- Added the MG42 fully modeled with a true 1200 round per
minute rate of fire.

- New recoil system. Provides much smoother recoil online
especially in high ping situations.

- New grenade damage model based on exposure. The less a
player's body is exposed to an explosion, the less damage
they will take.

- The amount of blur a player gets from an explosion is now
reduced based on their exposure to the explosion.

==Vehicles==

- Added the IS2,Iosef Stalin 2, heavy tank. This tank
features heavy armor and a large 122mm cannon that is
more than a match for any tank it will encounter.

- Vastly improved vehicle hit detection. Hit detection
for vehicles now uses an ultra precise per-poly
method to detect if a shot collided or not. This
New system should also greatly reduce the load
on the server's CPU as well.

- Lowering the slats on the Half track will now protect
the driver.

- Added internal Ammo Storage hit point for tanks. Any
penetrating hit to the ammo storage will destroy the tank.

- A red track icon is now displayed on the hud when
a tank track gets disabled

- Added a separate engine damage system. Hits to the engine
can now disable a vehicle if enough damage is done to the
engine and the vehicle is not destroyed.

- A damaged/disabled engine icon is now displayed when
the engine is damaged/disabled

- If a vehicle is disabled and the crew abandon it, the
vehicle is destroyed after a few seconds.

- Added a voice menu for vehicles. This allows the vehicle
crew to quickly communicate tactical information such as
"stop", "forward", "enemy ahead", etc. The keys are bound
to the numpad keys by default. The bindings can be modified
under the Configure->Input->Speech Binder. Access the voice
menu by pressing the voice menu key (default is "V").

- Added a vehicle only chat (chat messages only go to
people in your vehicle). (Default key is "U").

- New and improved tread textures for the IS2 and KV1

==BOTS==

- Defending bots now have greatly increased tactical
awareness. Defending bots will now purposefully attack
recappable objectives they have lost.

- Bots are now scared of grenades, satchel charges, and
artillery strikes. They might still attack if they are
really mad and trying to kill you.

- Added code to get the bots using vehicles a little better.

- Bots will now have specialized traits based on their
role type. For example, SMG roles will attack up close
more often, while rifle roles will try and make long
range shots more often.

- Human players will now kick bots off of a role if
the human tries to select a role that is full that
the bot is occupying.

- Roles that are full but have bots in the role will
be noted by a "*" next to the role.

- Set all long range weapons up to be able to be used properly
by bots with sniper defense points.

- Added additional functionality for Attack and Defend
in the bot menu. Bots will now attack/defend the
specific objective you tell them to attack/defend. This
is beyond the standard attack/defend "anything"
functionality that UT2k4 has.

- Disabled grenades for bots for the time being until they can
be taught how to use them properly.

- Any role can now give orders to bots offline. Online
officers are the only ones that can give bots
orders.

- Bots now have more historically accurate names.

- Bots now use ironsights. The system is rudimentary, but
the bots are now more accurate because they use iron sights.

- Bots now know when an objective has been completed, and should
move on to attacking/defending their next objective.

- Added a system for prioritizing the objectives for bots. This
system is flexible enough to support linear attack/defend type
maps, or non-linear maps.

- Added AI code so the bots will understand the new objective
prioritization system.

- Bots should now generally know whether they should attack or
defend. This system still needs some work, but is quite functional.

- Bots now correctly animate when crouching

- Bots now respond when issued voice commands

- Bots no longer are transfixed with dropped ammo or
weapons.

- Bots are no longer transfixed with dead bodies.

- Bots are now aware of the objectives, and will try and
capture/defend.

- Bots will now open doors when the doors are properly
configured by a mapper.

- Bots will now leave the spawn and go out
and do things.

==Server Administration==

- Added advanced friendly fire settings. Separate settings
are now available to let server admins set different values
for artillery, grenade, and standard damage types. The new
settings are called:

FFArtyScale
FFExplosivesScale

FFArtyScale will scale artillery FF kills by this value. So
for example, if it usually takes 1 kill to be kicked, if
FFArtyScale was set to 0.25, it would take 4 friendly fire
kills from artillery to be kicked. It works in a similar
manner for Explosive damage (nades, satchels, tanks shells,
etc).

Essentially, this will allow admins to reduce (or increase
if they feel so inclined) damage done by indirect weapons
like nades and arty, while still keeping a high level of
punishment for straight up shooting someone with a rifle.

==Effects==

- Artillery and grenades will now cause the players
view to shake if they explode near them.

- Artillery and grenades will now cause a motion
blur effect if they go off near you.

- New and improved tracer effects for MGs

- New and greatly improved bullet hit effects.

- Added a menu option to turn switch the motion blur to an
alternate system for users that run OpenGL or users with
low end machines. Set motion blur to "off" in the detail
settings menu to enable the alternate system.

==Misc==

- Glass no longer stops bullets. Bullets will now pass
through glass, break it, and then continue on.

- Added a new scoreboard based on Crube's BFE
scoreboard mutator. (Used with permission)

- Added icons for ROObjectives and ROSatchelObjectives
in the editor. The art looks a little goofy, and you
might want to have an artists make them look better.

- Added a web based news page that is dynamically updated.
You will see this under news when you open up the
multiplayer menu.

- Voice menu now matches the rest of the User Interface
instead of being UT2k4 blue.


**Changes**

==Weapons==

- Increased recoil for semi autos

- Bolts, Semis, and STG44 are now slightly more accurate

- Sniper rifles now get sway reduction for crouch and
prone just like the rest of the weapons.

- Improved Bipod mounted weapon deployment. Bipod mounted
weapons should find deployment spots easier especially
while crouched.

- MG34 and MG42 3rd person ejected rounds now fall out
the bottom of the weapon instead of the side.

- All automatic weapons have improved/tweaked firing
animations to work better with the new autofiring
code

==Vehicles==

- Swapped out per-poly collision on tank turrets due to
a bug with the system. Per poly hit detection remains
for tank and vehicle bodies.

- Removed the vehicle horns until we get proper sounds

- Disabled bots using MG roles for now until they can be
taught to use them properly.

- Adjusted Panther front armor back up to correct levels
now that penetration is working properly. T34-85 can
penetrate the front of the Panther at < 100 meters.
IS2 can penetrate the front at any range. KV1 can
never penetrate the front of the Panther.

- Adjusted KV1 armor down to realistic levels.

- Plugged the new ambient fire sounds into the vehicle
mgs.

- Set the radius that players will try and get into
vehicles to half the size.

==Optimization==

- Greatly optimized sections of the player movement
and animation checking code for the server. This
code is some of the most executed code server side.

- Restructured the Bipod and MG mounted weapon classes so
they will work better, be more efficient, and easier to
understand.

- Cleaned up and reworked large sections of the MG system
to work better and be more efficient.
**Fixes**

==Weapons==

- Fixed the exploit where the MGs could be deployed while
standing.

- Fixed the 3rd person STG reload animation not playing

- Fixed SMG and MGs getting stuck not being able to fire
(playing sound and animation but not really firing
bullets) when reloading quickly after you run out of
ammo.

- Fixed certain weapons getting stuck not being able to
fire (playing sound and animation but not really firing
bullets) after picking up and empty weapon and hitting
reload

- Fixed SMGs and MGs continuing to animate and play bolt
movement sounds for a second after they are already out
of ammo when the fire button was still held down when
the ammo was out.

- Fixed pistols having the slide not stay back after the
last shot and then popping forward a few moments later.

- Fixed the bug where bolt action rifles would "jump"
after the bolt was finished working.

- Fixed a bug where grenade kills would not show the
killer correctly if the killer died before the nade
exploded. This could also be used as an exploit for
TKing your own team, as you could drop your nade,
suicide, TK half your team, and never get kicked.

==Vehicles==

- Fixed the vehicle capture bug. This was the bug where
sometimes you would capture an area for the opposing team
when you were in a capture zone in a vehicle.

- Fixed tanks not being able to destroy the buildings on
Kalinin

- Fixed a bug where view transitions didn't work correctly
in vehicles and vehicle turrets when playing on a listen
server.

- Fixed a problem where the player's view was in the
wrong position when switching views in the KV1 Cannon

- Fixed tanks cannons getting stuck unable
to fire after reloading.


- Fixed a bug where vehicle damage was not correctly
calculated in certain instances.

- Cleaned up some logging errors on vehicle huds.

- Fixed the collision for the Halftrack MG gunner.
The collision was inadvertently left off in 3.1.

- Fixed a bug with penetration distance for tanks.
There was a bug in 3.1 where the distance part of
the penetration calculation was not working
correctly. Every calculation was using bad data
that was likely a 400-500 meter shot every time.
This caused tank cannons to be too ineffective at
close range, and too effective at long range. Tanks
will now be much deadlier up close.

- Fixed a bug where PTRD hit effects would not show
up correctly online if you were shooting at a vehicle
that was close to you.

- Fixed a bug where tank shell hit effects and sounds
would not show up correctly when shooting at a tank
that was really close to you.

- Fixed a bug where firing and reloading of the tank
cannon would get out of synch. This would cause the
fire sound to play, but no shell was launched.

- Fixed a bug where the halftrack driver could not be
killed with small arms fire

- The correct location is now reported when you are in
a T34 (it no longer says you are in a panzer iv).

==Players==

- Fixed a bug where players would get 2x-3x more damage than
they were supposed to from grenades and artillery.

- Players no longer glitch about when proning on static
meshes. Proning on static meshes should now work just
as smooth as proning on BSP.

- The player's view no longer rotates in relation to the
surface they are prone on when looking around with the
mouse. The view will rotate left, right, up, and down
just like when the player is standing.

- Fixed the "moving while prone in ironsights" bug

- Fixed a bug where player's were incorrectly playing
falling animations on the server when getting shot
in rapid succession on the server. This was causing
incorrect hit detection in some instances.

- Fixed the disappearing Iron-sights bug. This was the
bug where the weapon would disappear when going into
ironsights and the player would have to drop the
weapon and pick it up again to get rid of the error.

==Bots==

- Fixed giving the "Hold Position" command to bots causing
the game or server to crash.

- Destroyable statics now block bot paths so bots won't
queue up thinking they should be able to walk through
them.

- Fixed a bug where bots wouldn't properly find a
new objective to attack/defend once an objective
was completed.

- Fixed bots sending blank (TK) messages

- German bots now have german names and russian bots
have russian names.

- Fixed an issue with weapons and the bot code that
affected the way bots interact with certain map
actors and how they use their weapons.

- Fixed bots respawning after reinforcements had been
depleted.

- Fixed a bug with the bot command menu. Bots will now
obey "Hold Position" commands. There was a bug before
that was causing them to ignore this command. This is
really helpful if you want to tell the bots to hold an
area.

- Fixed a bug where german bots would think they owned
russian objectives. This would cause the german bots to
never attack objectives unless it was on accident, so
they just wandered the map shooting things.

- Fixed a bug where bots would not get new objectives to
attack/defend when the round reset.

- Hit effects now show up on destroyable statics.

==Misc==

- Fixed a bug where the gore settings were not working
properly in the in-game menus.

- Fixed a bug where you could use the skybox to mark
artillery positions.

- Grenades and satchels no longer pass through
destroyable statics

- Fixed a bug where artillery kills would not show the
killer correctly if the killer died before the arty
hit. This could also be used as an exploit for
TKing your own team, as you could call the arty,
suicide, TK half your team, and never get kicked.

- The correct (real) ping now shows in the scoreboard

- Fixed the Attack and Defend functionality for the
voice command menu

- Fixed a bug with the voice menu where you would choose
to say "attack a certain objective" but when the message
came up it would say a different objective.

- Fixed a problem where objective's status weren't showing
up correctly online.

**NOTE**
Bots don't know how to blow up satchel objectives yet




======================================
= Map Changelists
======================================


**Jucha**

- Fixed the drainpipe exploit near the church/ barn near
Axis spawn.
- Added MG42 role
- Fixed any reported instances of objects "popping" into
view in the distance.
- Fixed deathbug near 2nd Axis spawn

**Berlin**

- Opened up the exit from the house heading to the South
Apartments to improve bot usage.
- Added some cover in front of the now wide-open
exit.
- Fixed a terrain exploit
- Added another path out of the building heading to the
South Apartment for the soviets.

**Ponyri**

- Fixed unlimited SVT role
- Fixed issue where the mortar objective had incorrect
volume tag, resulting in the objective using the radius
rather than the volume boundary.

**Rostov**

- Fixed the objective volumes for the stash and the park.
- Fixed multiple terrain exploits
- Fixed the collision on the He111 airplane which was
apparently broken in 3.1.

**Warsaw**

- Fixed 3 locations where going prone near meshes caused
players to fall through terrain.

**Kaukasus**

- Final tweaking of defense positions.
- Replaced standard volumes with sniper volumes where
necessary to support defense positions.
- Fixed a small problem with the pathing that was preventing
bots from leaving the cellar spawn area.
- Re-textured all main BSP structures
- Re-did the allies spawnexit at cellars (better bot support),
removed second exit since it was hardly ever used
- Re-worked backroute and backroutepath, added 4 ledges to
support axis assaults
- Rebuilt Shepards House
- Put BlockingVolumes near Shepards House to prevent exploits

**Danzig**

- Fixed the Soviet planes so that they are no longer visible
after a flyby.
- Re-sized the sandbags in the level.

**MoscowHighway**

- Moved a few tree meshes around to make bot pathing work
better.


**Sevastopol**

- Changed the tanks and 76mm guns to be destroyable statics
- Changed some minor things like some lighting in the tunnels


**Warsaw**

- Changed the roof tile texture from a wooden one to a red
slate.
- Changed the green wallpaper texture to a floral pattern.
- Replaced door at Soviet spawn exit with collapsed wall to
prevent players getting stuck en masse when spawning.
- Enlarged the rubble heap outside the Soviet spawn to reduce
the chance of injury when leaving the spawn.

**KrasnyiOktyabr**

- Replaced bsp with new staticmeshes
- Retextured some major parts of the map
- Removed all non-play area buildings (these will be replaced)
- Reworked lighting in cellars


[ back to the news ]
related links:
  • Red Orchestra
  • comments


     30.03.2005 - Synchro - O.o   
    Wow, was eine changelog!



     30.03.2005 - Squeept - Titel hier einfügen   
    Die Mod scheint echt immer geiler zu werden (MG42 *sabber*).
    Trotzdem isses nervig, dass FilePlanet-Nicht-Subscriber warten müssen.



     30.03.2005 - Synchro - Allerdings   
    aber die anderen Mirros kommen ja morgen ...



     comment error

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