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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
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CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
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  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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VNSU-CuaViet

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  • PsychoPigeon
    started a topic VNSU-CuaViet

    VNSU-CuaViet

    Story

    The ARVN 1st Division and local Viet Cong forces fight for control over the white sandy beaches of the Cua Viet along with its picturesque rice farms and villages, in northern Quang Tri Province. Players will find themselves in a large, immersive, painstakingly hand-crafted landscape that features new props and landmarks. In addition, there's a new gameplay feature that changes how Supremacy is played with teams now able to spawn on their most forward captured objectives, creating more tug-of-war battles and a feeling of progression as both teams fight their way through the map with the goal of encircling their enemy home base.
    Forward Spawning

    For those interested, this is how the spawn system works for Supremacy in this map. The spawns are tied-in with the objective links, so your most furthest objective that is still connected to your Home Base will have a spawn attached. This spawn has a volume around it that will deactivate the spawn if an enemy troop enters, and the spawn will fallback to your second most furthest objective and so on. When the enemy leave the volume and you still control that objective it will reactivate the spawn again. This ensures that objectives are contested over in a fair way and not impossible to take.

    Each team still has a spawn at their Home Base which is activate throughout the whole game, just in case they need to defend it or they have no other spawn options. This is a back up spawn only to be used in certain circumstances while the forward spawns keep players in the action.

    Forward spawns are dangerous, and it's something players will have to learn to use wisely. They are susceptible to air and artillery attack just like squad leader or tunnel spawns.


    Downloads

    Direct Download: Link

    Steam Workshop: Link

    Screenshots Link
    Last edited by PsychoPigeon; 03-09-2019, 01:31 PM.

  • PsychoPigeon
    replied
    Updated to version 6:

    - Reduced capture time of objectives
    - Added 2 mobile DsHKs on the left side of the map
    - Added 1 RPG role

    Leave a comment:


  • PsychoPigeon
    replied
    Updated to version 3: fixed spawn issue with the back spawns. Included INI file with the Steam Workshop upload. Name has stayed the same.

    Leave a comment:


  • PsychoPigeon
    replied
    Release:

    The ARVN 1st Division and local Viet Cong forces fight for control over the white sandy beaches of the Cua Viet along with its picturesque rice farms and villages, in northern Quang Tri Province. Players will find themselves in a large, immersive, painstakingly hand-crafted landscape that features new props and landmarks. In addition, there's a new gameplay feature that changes how Supremacy is played with teams now able to spawn on their most forward captured objectives, creating more tug-of-war battles and a feeling of progression as both teams fight their way through the map with the goal of encircling their enemy home base.
    Forward Spawning

    For those interested, this is how the spawn system works for Supremacy in this map. The spawns are tied-in with the objective links, so your most furthest objective that is still connected to your Home Base will have a spawn attached. This spawn has a volume around it that will deactivate the spawn if an enemy troop enters, and the spawn will fallback to your second most furthest objective and so on. When the enemy leave the volume and you still control that objective it will reactivate the spawn again. This ensures that objectives are contested over in a fair way and not impossible to take.

    Each team still has a spawn at their Home Base which is activate throughout the whole game, just in case they need to defend it or they have no other spawn options. This is a back up spawn only to be used in certain circumstances while the forward spawns keep players in the action.

    Forward spawns are dangerous, and it's something players will have to learn to use wisely. They are susceptible to air and artillery attack just like squad leader or tunnel spawns.
    Downloads in the first post!
    Last edited by PsychoPigeon; 10-23-2018, 11:29 AM.

    Leave a comment:


  • PsychoPigeon
    replied
    Just a quick update: I did a review of my work and there were some areas that need improvement before I release - I'm in the process of wrapping up the project and doing final play testing.
    Last edited by PsychoPigeon; 08-30-2018, 07:40 PM.

    Leave a comment:


  • 13tisa13
    replied
    It looks awesome! Great job on the church!

    Leave a comment:


  • PsychoPigeon
    replied
    Another update:

    Church completed, decorated the surrounding area for gameplay and visuals. Currently aiming to get everything on my list finished by August 12 if I work flat-out.

    Current tasks: adding cover and decoration to the transition between beach and ricefields.



    Leave a comment:


  • powerbits
    replied
    cant wait to see it working, its about time we have some fresh maps

    Leave a comment:


  • PsychoPigeon
    replied
    This weekend I've been working on the facade, creating new meshes and arranging composition. Something I'd like to achieve with this map is to create a believable boundary, I want the gameplay area to blend into the edges of the map and make it look like the landscape goes on beyond what the player can see. There will be a large air space for helicopters to fly without worrying about red screens, if they want to break contact and try approaching from a different angle I want to give the pilot that option.

    Last edited by PsychoPigeon; 06-10-2018, 07:10 PM.

    Leave a comment:


  • PsychoPigeon
    replied
    I've been away for a couple of weeks, I'm back now and have started on the damage pass on the Church objective, also adding gameplay and detail. This was definitely a larger task than I thought it would be but it's good modelling practice.

    Spoiler!

    Leave a comment:


  • NorthDumpling
    replied
    If you are planning on adding DSHK, would be lovely for it to have as much cover around it as possible without obscuring the vision, just so the shooter doesnt loose his head right away.
    Or perhaps if it has cover, it could use some blind spots for enemy infantry to sneak in.

    Leave a comment:


  • PsychoPigeon
    replied
    Haven't seen you in a while! I should put a cheeky dshk somewhere you're right, there's not much highground and normally I like to let players use it against infantry too so I'll have to think about it

    Leave a comment:


  • kapulA
    replied
    Looking great so far! Hope you don't neglect making some nice Dushka spots for the VC

    Leave a comment:


  • PsychoPigeon
    replied
    Just about done with all the big stuff, few little additions like the floors inside the tower still left to do, after that I will destroy and dress the objective. I've broken the model up into chunks and started creating lightmaps, now I'm trying to iron out all the issues that brings.

    Leave a comment:


  • oakts
    replied
    That last pic

    A fine church

    Leave a comment:

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