Announcement

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Upcoming Forum Overhaul

We are starting the work to switch our forums, which have been based on a version of the Vbulletin forum software since their inception with the Red Orchestra mod (then VB 3 and currently VB 5.1) to an all new forum software called Xenforo. After researching it, we feel Xenforo is a better choice for the future as it has a vibrant modding and addon community that will allow us to extend the functions of these forums in ways players will enjoy.

As part of this, at some point in the near future these forums will be locked down so we cant merge over all of the existing content into the new forum database. It will likely then be a few more days as we work on the new forum and correct any issues from the merge.
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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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Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post, "necro post" or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
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
[COLOR=darkred]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.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  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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Rising Storm 2: Vietnam Update 1.4 is live!

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  • Rising Storm 2: Vietnam Update 1.4 is live!


    New Additions


    Maps
    • Da Nang




    The Da Nang Air Base (Also known by its French name of “Tourane”), was a major staging point for the American air power to quickly respond to threats coming from North of the DMZ with flights from both the US Air Force and Marine Corps. The base suffered many attacks from both the NLF and PAVN forces over the years


    As a territories map, Da Nang will feature a defending Marine team attempting to hold off an NLF force as it works its way into the perimeter, aiming to capture the center of the base.
    • Khe Sanh




    Khe Sanh takes us along the DMZ to the border of Laos and the US Marine garrison stationed there. The battle for this base lasted over a month and drew in much of the South’s resources to help defend it at all costs, believing it was the prize the North sought to achieve before returning to the negotiation tables. Many now believe it was a diversion to take away attention and manpower from NLF build up further south in what would then become the Tet offensive.


    With the Marines once again on the defense, the attackers of this territories map will be the PAVN.
    • We have rebalanced VNTE-Demilitarized Zone and VNTE-Apace Snow, increasing the tickets across the board for attackers and defenders on both maps.


    Weapons
    • K50M





    The K50M submachine gun was a product of taking a Chinese Type 50 (based on the PPSH-41), rechambering it for 7.62 and shortening the barrel length along with improving the sights. It could be produced in large numbers in simple workshops set up as needed to support equipping both the NLF and PAVN forces. PAVN Sappers will find this under their loadouts with Update 1.4.


    Character Customization DLC




    With the release of 1.4 comes two new DLCs.
    • Sgt. Joe’s Support Bundle
    • Specialist Pack


    Gameplay
    • On VNTE-Saigon we have modified the spawn protection so that defenders cannot move too far up the objective
    • Reacting to community feedback we have readjusted the amount of ammunition available to the Cobra gunner, reverting the AK1G Turret to the original 50 grenades. We have also reduced the distance at which an enemy is automatically spotted from the Cobra
    • We have decreased the time that the Molotov Cocktail flame is on the ground. The main pool of fire has been reduced by 20 seconds and the additional fire spots have been reduced by ten seconds


    Bug Fixes


    Gameplay
    • Fixed an issue where players were dying immediately after exiting a helicopter
    • Fixed an issue where Molotovs were able to be thrown into spawn points and subsequently kill players during spawn
    • Fixed an issue with the ammo resupply force cooldown taking place before all ammo was restocked
    • Fixed an issue with spectating where scrolling the mouse wheel locked camera movement whilst online
    • Fixed an issue where players were unable to vote kick spectators
    • Fixed an issue where it was possible for players to hit an air vehicle with an RPG and do non lethal damage
    • Fixed an issue where the scroll wheel action whilst using all of the hand guns in iron sights performed inconsistent actions



    Maps


    General
    • Fixed a variety of issues on VNTE-Khe Sanh and VNTE- DaNang from our community test branch playtest. As always, thank you to everybody who attended and provided feedback!
    • Fixed an issue across all of our maps where the team select menu would flicker when Anti Aliasing was turned off


    AnLao Valley
    • Fixed an issue on VNTE-AnLao Valley where a section of wooden wall was floating on Objective A
    • Fixed an issue on VNTE-AnLao Valley where players far behind enemy lines were still able to shoot after Objective D or Objective E was captured


    Asau
    • Fixed an issue on VNTE-Asau where a step was floating on Objective B
    • Fixed an issue on VNTE-Asau where there was a hole in the terrain underneath the bunker near Objective E


    Borderwatch
    • Fixed an issue on VNTE-Borderwatch where there was a seam in the rice paddy terrain to the south of Objective B


    Chu Chi
    • Fixed an issue on VNTE-Chuchi where there was a hole in the map just outside of Objective A
    • Fixed an issue on VNTE-ChuChi where the fruit stand meshes outside of Objective B were being culled out too soon


    Compound
    • Fixed an issue on VNTE and VNSK Compound where a column north of Objective A did not have correct collison
    • Fixed an issue on VNTE-Compound where the back wall of Objective C would cull out too soon revealing players on the other side
    • Fixed an issue on VNSK-Compound where the bloom was too high across the whole map
    • Fixed an issue on VNSK-Compound where foliage was clipping through an arch near Objective B


    Demilitarized Zone
    • Fixed an issue on VNTE-Demilitarized Zone where players could get snagged on a sandbag on Objective A
    • Fixed an issue on VNTE-Demilitarized Zone where there were holes in the terrain on either side of the ammo resupply point on Objective A


    Dong Ha
    • Fixed an issue where players could be snagged on some hidden collision between Objective A and Objective B
    • Fixed an issue on VNTE-Dong Ha where one of the attackers radios would not deactivate after team swap


    Firebase
    • Fixed an issue on VNSK and VNTE-Firebase where players standing to the south west of Objective B would see their character go completely black


    Firebase Georgina
    • Fixed an issue on VNTE-FirebaseGeorgina where a vine ladder did not glow to the north of Objective C
    • Fixed an issue on VNTE-FirebaseGeorgina where snipers on the towers at Objective F were seeing buildings being culled out in the distance
    • Fixed an issue on VNTE-FirebaseGeorgina where there was a hole in the terrain at Objective B


    Highway 14
    • Fixed an issue on VNTE-Highway14 where a bamboo ladder had incorrect collision resulting in players being bounced back down the ladder
    • Fixed an issue on VNTE-Highway14 where a bamboo tree was floating to the north of Objective E
    • Fixed a variety of issues on VNTE-Highway14 where the interior lighting was very dark
    • Fixed a variety of issues on VNTE-Highway14 where characters were clipping with the terrain
    • Fixed a variety of issues on VNTE-Highway14 where players were not mantaling correctly over objects
    • Fixed a variety of issues on VNTE-Highway14 where objects were floating above the ground
    • Fixed an issue on VNTE-Highway14 where the chrome texture of the scooters to the south east of Objective B was too shiny
    • Fixed an issue on VNTE-Highway14 where the metal texture on a barrel nar Objective J was too shiny
    • Fixed an issue on VNTE-Highway14 where a seam was visible in the terrain on the bridge near Objective J



    Hill937
    • Fixed an issue on VNTE-Hill937 where if Objective A was capped whilst a player was standing close by then the player would be pushed to an out of combat area and would be able to walk into and shoot into the US Spawn site
    • Fixed an issue on VNTE-Hill937 where players were unable to mantle over a number of fallen trees
    • Fixed an issue on VNTE-Hill937 where players were able to place a tunnel on top of a bunker on Objective C
    • Fixed an issue on VNTE-Hill937 where trees were floating on the north side of the map
    • Fixed an issue on VNTE-Hill937 where the candle flames were to the side of the candlesticks on a table on Objective A
    • Fixed an issue on VNTE-Hill937 where there were holes in the terrain on Objective C
    • Fixed an issue on VNTE-Hill937 where a tree was floating near the US Spawn on Objective A


    HueCity
    • Fixed an issue on VNTE-HueCity where there was a hole in a wall asset that players could see through on Objective C
    • Fixed an issue on VNTE-HueCity where grass textures were clipping with the steps on Objective C
    • Fixed an issue on VNTE-HueCity where a wall was clipping into itself on a bridge near Objective C
    • Fixed an issue on VNTE-HueCity where some cars were floating slightly on the bridge near Objective C
    • Fixed an issue on VNTE-HueCity where a tree was clipping with itself near the first US Spawn
    • Fixed an issue on VNTE-HueCity where the sidewalk textures near Objective A were erroneously shiny



    LongTan
    • Fixed an issue on VNTE-LongTan where a broken tree mesh caused rubberbanding and was unable to be mantled over
    • Fixed an issue on VNTE-LongTan where there were floating branches at the Vietnamese Spawn to the south of Objective A


    Mekong
    • Fixed an issue on VNTE-Mekong where players could access an out of bounds roof on Objective C
    • Fixed an issue on VNTE-Mekong where players were able to stand on punji stakes on Objective C
    • Fixed an issue on VNTE-Mekong where some textures were not flush with the terrain on Objective B
    • Fixed an issue on VNTE-Mekong where there were a number of small holes in the terrain outside of Objective D


    Operation Forrest
    • Fixed an issue on VNSU-OperationForrest where the smoke from the M18 grenades would incorrectly appear to be blue
    • Fixed an issue on VNSU and VNTE-OperationForrest where two terrain types meeting was causing dark spots on a rock on Objective A


    QuangTri
    • Fixed an issue on VNTE and VNSU-QuangTri where players were snagged against a wall outside of Objective D
    • Fixed an issue on VNTE and VNSU-QuangTri where there was a hole in the map outside of Objective A
    • Fixed an issue on VNTE-QuangTri where players were able to mantle in to an out of bounds area to the north east of Objective A
    • Fixed an issue on VNTE-QuangTri where grass was floating outside of the playable area
    • Fixed an issue on VNTE-QuangTri where player’s could jump off a balcony and into an out of bounds area
    • Fixed an issue on VNTE-QuangTri where the candle flames were floating above the candlesticks on a table in the cellar of Objective C
    • Fixed an issue on VNTE-QuangTri where a number of cards were flickering on the floor inside a building to the west of Objective B


    Resort
    • Fixed an issue on VNTE-Resort where a US spawn point was not on the ground
    • Fixed an issue on VNTE-Resort where a rock pile on Objective A had incorrect collision resulting in players being able to hide inside them
    • Fixed an issue on VNTE-Resort where viewing Objective A from a helicopter would cause the texture on the rice fields to become distorted


    Riverbed
    • Fixed an issue on VNSK-Riverbed where the return to the combat area arrow was not pointing towards the playable space


    RungSac
    • Fixed an issue on VNTE-RungSac where a pile of rocks near Objective B had no collision and players were able to hide inside


    Saigon
    • Fixed an issue on VNTE-Saigon where the Objective E icon was not centered on the volume objective
    • Fixed an issue on VNTE-Saigon where, there was overhanging collision on Objective F that didn’t align with the mesh of the building creating areas where players could be tripped
    • Fixed an issue on VNTE-Saigon where there was an erroneously placed blocking volume on Objective C
    • Fixed an issue on VNTE-Saigon where there were cracks in the floor on attackers spawn point on Objective A
    • Fixed an issue on VNTE-Saigon where players were unable to dismount a ladder in the tunnels under Objective B
    • Fixed an issue on VNTE-Saigon where the windows on Objective F had blocking volumes which prevented players from walking up to them
    • Fixed an issue on VNTE-Saigon where the bloom shine effect on the chrome surfaces of the Renault and Caddy cars was too high
    • Fixed an issue on VNTE-Saigon where some of the craters in the attackers spawn on Objective A did not have destroyed edges
    • Fixed an issue on VNTE-Saigon where a paper asset was stuck inside a wall on Objective A
    • Fixed an issue on VNTE-Saigon where the draw distance of two lights on Objective C would cause them to cull out too early
    • Fixed an issue on VNTE-Saigon where there was a gap between the sidewalk and the road terrain to the North of Objective B
    • Fixed a variety of floating objects on VNTE-Saigon
    • Fixed a variety of collision issues on VNTE-Saigon
    • Fixed an issue on VNTE-Saigon where players were unable to mantle over a broken pot plant on Objective A
    • Fixed an issue on VNTE-Saigon where a flag pole on Objective D was culling out too soon
    • Fixed an issue on VNTE-Saigon where a pile of bricks had a hole in the mesh outside of Objective C


    SongBe
    • Fixed an issue on VNTE-SongBe where the third person animations would break when moving up steep slopes
    • Fixed an issue on VNTE-SongBe where the radios found on Objective A would not deactivate after the objective was captured
    • Fixed an issue on VNTE-SongBe where there was a hole in the map outside of Objective D
    • Fixed an issue on VNSU and VNTE-SongBe where some punji sticks were floating to the north west of Objective D
    • Fixed an issue on VNTE-SongBe where the first two radios for the Vietnamese were not disabled as the objectives moved forwards
    • Fixed an issue on VNTE and VNSU-SongBe where grass assets had been placed overlapping one another outside of Objective D
    • Fixed an issue on VNTE and VNSU-Songbe where a sandbag was floating on Objective G
    • Fixed an issue on VNSU-SongBe where a patch of grass was floating on Objective C
    • Fixed an issue on VNSU-Songbe where a soil texture was the wrong color on Objective B
    • Fixed an issue on VNSU-SongBe where a rock was clipping into the ground in the trenches on Objective B
    • Fixed an issue on VNSU-SongBe where some of the houses around Objective A were missing floor textures
    • Fixed an issue on VNSU-SongBe where foliage was clipping into a tunnel to the north east of Objective C
    • Fixed an issue on VNSU SongBe where the bloom effect was too high on fire across the map
    • Fixed an issue on VNSU-SongBe where a patch of grass was floating near Objective A
    • Fixed an issue on VNSU-SongBe where a fence post was clipping into a wall near Objective A
    • Fixed an issue on VNSU- SongBe where leaves were floating on Objective E



    Temple
    • Fixed an issue on VNSK-Temple where players were able to flank through an out of bounds area due to small parts of the area being incorrectly within the bounds of play
    • Fixed an issue on VNSK-Temple where an incorrectly placed blocking volume was obstructing player movement on Objective B


    Audio
    • Fixed an issue with VOIP audio where players were hearing teammates and squadmates at low volume levels
    • Fixed an issue where the L1A1 was not playing an audio cue when a magazine is inserted into the weapon during an ammo check


    Art and Animation
    • Fixed an issue with weapons that have collapsible bump stocks, where the third person animation broke whilst iron sighting
    • Fixed an issue with the M1919 LMG where reloading when the end of the belt was visible would show the new belt at the length of that the old belt was when it was reloaded
    • Fixed an issue with the RP-46 third person animation where the finger did not fully squeeze the trigger when firing
    • Fixed an issue with the M2 Browning and the DShK where the weapon jerked at the end of any movement
    • Fixed an issue with the third person Claymore animations where the player did not grasp the detonator correctly
    • Fixed an issue where if white phosphorus was placed in front of a smoke grenade then the smoke from the white phosphorus would appear in front of the smoke from the smoke grenade
    • Fixed an issue where the fougasse mine dig animation would continue to play after the trap was already placed
    • Fixed an issue with the first person Stakeout Shotgun animation when shot from the hip the attachment for the sling would not move around
    • Fixed an issue with the third person animation for the F1 SMG where the bolt reciprocates whilst firing erroneously
    • Fixed an issue with a variety of our scopes where the field of view and magnification were inconsistent


    UI
    • Fixed an issue with the Campaign map voting where players were able to jump the vote counter to the maximum number of votes by changing teams
    • Fixed an issue where players were unable to double click on squad tunnels to respawn on them
    • Fixed an issue where the SxS Hunting Shotgun, Coach Gun, and Sawn Off Shotgun were classified as pump action shotguns in the load out description
    • Fixed an issue where opening the overhead map after closing the escape menu would cause the overhead map to lag
    • Fixed an issue where the auto select feature on the deployment screen did not recall player’s previous choice of spawn location
    • Fixed an issue on the server browser menu where the right click menu on the server would start with all the options disabled
    • Fixed an issue where the text on artillery marks on the overhead map would not always appear with a drop shadow
    • Fixed an issue where opening the stats screen from the main menu caused log spam
    • Fixed an issue on servers with the message of the day screen enabled where certain UI elements were not scaling on certain resolutions
    • Fixed an issue where Squad Leaders who are under level fifteen and are demoted by a higher level player would not receive a message stating what had occurred
    • Fixed an issue on the ‘Player View and HUD’ settings menu where selecting ‘Reset To Defaults’ would erroneously cause all the sliders to move to the left
    • Fixed an issue on the primary weapon drop down menu where the MAS-49 with grenade launcher attachment image was missing the grenade at the end of the barrel
    • Fixed an issue where level 99 rank emblems on the role select menu would appear at a lower rank
    • Fixed an issue where the back and apply button arrows on the settings screen when viewed in a 4k resolution would be cropped
    • Fixed an issue with the commander overview screen where elements were cropped off in certain resolutions
    • Fixed an issue where when the radioman has been killed the option to spawn on the commander lags behind the other options in the spawn menu


    Misc
    • Fixed a multitude of crashes throughout the game
    • Fixed an issue where players would cause log spam by picking up a dropped weapon and jumping at the same time
    • Fixed a variety of issues with our localisation, in all languages, including incorrect translations and abbreviations, localisation not existing for specific text, and fonts that were too large for the UI


    As always, thank you for your continued support!


    Antimatter Games & Tripwire Interactive


    Twitter - https://twitter.com/rs2vietnam

    Facebook - https://www.facebook.com/RS2Vietnam/
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