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Over 10 new maps and increased player limits for Red Orchestra: Ostfront 41-45

I just want to thank
-The original creators of the 10 new maps.
-The TripWire Team for making those great maps official, Testing them and fixing them up.
-The new tank.

I personally have no issues with the few bugs in the game...
As a young IT and a gamer, I have played MANY games, used Masses of software... sold as a final release when it is seriously worse then an early beta.

I am looking forward in reading the bug fix list when it is ready... mostly out of curiosity.


All in all... I play RO on and off depending on how much time I have on my hands, or other games for a change.

This update, makes the game more refreshing... (I kinda got bored of some older maps... danzig, odessa, basken...)
I have had a BLAST on the 50 player server !

To TWI, I wish you all the best on you're latest project !
I hope to read some good news within the next 6 months (and I hope to see it within the next 2 and a half years :D

Cheers.

-Daniel
 
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Having seen some of the replies here, is it any wonder that games companies do not listen to any of their user bases once a game has been released? Call of Duty 2 anyone? (still a bug addled monstrosity) Companies get slated for anything they do.

Then the RO community get 10 additional maps added as official content through Steam and the devs still get pelters from some? These maps are now one complete update patch. They are bundled together and released at the same time. When some new gamer comes along to purchase RO they now receive more maps as part of the official game.

There will be another patch coming along soon. Has no-one looked at the Tripwire test servers? They have new maps running on there, which means new content. You wont get in to the servers, unless you are one of the beta testers, but the map names still show on the server list. One of the unfortunate things about being a beta tester is that, those chosen to beta-test can't voice their opinions(positive or negative) in any great detail as they have signed NDA (non disclosure agreements).

The work of the modders in the RO community is incredible. The quality of all of those maps, even before Tripwire offered any advice to the authors is without question. Those modders will now have a closer working relationship with the developers of Red Orchestra. And that can only help them even more for their next project.
Listen to this guy you whiners, especially the bold part. Time and again this is what happens: devs release some info on an upcoming patch, people ***** that it is hardly anything or its not what they wanted, devs release full patch, and there is praises all around except for the few holdouts who won't admit they were wrong. Yet again you all still aren't being told everything, and yet again you assume that this is all there is. I wish I could tell you all the things that have been changed, fixed, added, but I can't (well without facing legal repercussions I can't). Not even to show the complaining *****es that they are wrong.

What amazes more is that hardly anyone realizes the significance of a non-Valve developer delivering USER MADE content over Steam, free of charge and despite the fact that Steam belongs to Valve and they make no money off of this. This also brings a whole new meaning to "not in the game? add it yourself". Now there is the possibility to get something you want integrated into RO. You want the King Tiger? MAKE IT. The probability of the devs making it is slim to none. But if you want it in so badly, you can make it yourself, and if it actually works (not a 2 minute job kind of thing), then chances are you can get it "officialized", then map makers and possibly even the devs could use it.

Finally, just because RO will be able to support 64 players does not mean every server under the sun will do it. My guess will be a small amount of servers will change over to having more than 32 slots. And a small amount of those will have to revert back because their hardware or connection couldn't handle it. Remember that the connection of a server is just as important as the hardware.
 
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So does this mean that we can see the BT7 and working AT Guns on maps like Orel, Orel Redux and July Etc?

Off Topic: What about the Pz II that Mare Nostrum folks are working on?
Can and / or will it be added to RO:OST?

Would love to see more tank options and tank maps. As somebody has already stated, "more is more".

Thanks to tall the hard work everyone is doing. :D
 
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Two quick things since I'm new to the forums:

1) What is the leaning bug? My guess is that it has something to do with how little of a person's upper body is exposed (but he can still shoot) while leaning around the corner? Its a huuugggeeee problem for me when I'm MGing and some rifleman is taking pot shots at me. "Suppressive fire" ftl. Is that the leaning bug or is it something else?

2) This was asked earlier in the thread, but what about the class limitation numbers on the 64 player servers? Will the numbers be increased?
 
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Two quick things since I'm new to the forums:

1) What is the leaning bug? My guess is that it has something to do with how little of a person's upper body is exposed (but he can still shoot) while leaning around the corner? Its a huuugggeeee problem for me when I'm MGing and some rifleman is taking pot shots at me. "Suppressive fire" ftl. Is that the leaning bug or is it something else?

2) This was asked earlier in the thread, but what about the class limitation numbers on the 64 player servers? Will the numbers be increased?

1) Yes, the leaning bug is what you think it is, and yes its fixed.

2) Yes, we have developed a system so that mappers can set different class limits for 0-32 players, 33-44 players, and 44+ players based on the MaxPlayers setting of the server. All of the official Tripwire maps (and all of the Official Custom Maps) will be set up to take advantage of these settings. These are just some of the changes we have made to support higher player counts beyond just unlocking the limit.
 
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I think it's fantastic the way in which Tripwire is embracing the mod community so much. Lets hope that when Mare Nostrum and Darkest Hour are released, Tripwire officialise them as Expansion Packs :) . With the Steam dl system, it would be possible for Tripwire to release big update without users being inconvenienced, since updates run in the background, and are automatic.
 
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1) Yes, the leaning bug is what you think it is, and yes its fixed.

2) Yes, we have developed a system so that mappers can set different class limits for 0-32 players, 33-44 players, and 44+ players based on the MaxPlayers setting of the server. All of the official Tripwire maps (and all of the Official Custom Maps) will be set up to take advantage of these settings. These are just some of the changes we have made to support higher player counts beyond just unlocking the limit.

Cool beans. Thx for the prompt reply!
 
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2) Yes, we have developed a system so that mappers can set different class limits for 0-32 players, 33-44 players, and 44+ players based on the MaxPlayers setting of the server. All of the official Tripwire maps (and all of the Official Custom Maps) will be set up to take advantage of these settings.
O`rly? So mappers won't have to make different versions of their maps then? If so that's great news.
 
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I think it's fantastic the way in which Tripwire is embracing the mod community so much. Lets hope that when Mare Nostrum and Darkest Hour are released, Tripwire officialise them as Expansion Packs :) . With the Steam dl system, it would be possible for Tripwire to release big update without users being inconvenienced, since updates run in the background, and are automatic.

Yes, lets have the other mods such as Mare Nostrum be made as official expansion packs with support and approval from TW.
 
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You fits troll classification with this message like never before

anyway i wonder where You got the idea
that some "mutator and w/e similar" mod equals changes in unreal engine code :)

if it was so easy then ask Yourself
why all UT2004 high player count modifications vanished off
or why there is no UE2/2.5 game with more than 32 players :) (Lineage 2 excluded)

...
seems like Your visions of world are somehow simplified to
"devs stolen community work or st. like that" and
"devs do nothing since game game was released"

in the end one more question remain: "what You done?" ...

Read the post i posted after that one. Might clear up a few things :)
 
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