Immersion Overhaul Mutator Information

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Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
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We cannot level items etc.. because we are not able to run on ranked servers ;) Any items / weapons we implement will be available to all players as a consequence.

That sounds good to me, I just remembered the video with the bayonet mechanics. Of course there is no leveling needed if you can attach/detach everything in the field.
So we'll be having a chance to select the Splitterring upgrade in the role menu or will we be able to attach it in the field instead?

How many grenades are we actually capable of carrying? With all the new models it would be nice to have an overall maximum.

EDIT:

As I am currently training for mapping, how exactly can I setup a map for this mutator-pack? As you are probably changing classes, how do I tell the map that it should use a certain player model skin?
 
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Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
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As I am currently training for mapping, how exactly can I setup a map for this mutator-pack? As you are probably changing classes, how do I tell the map that it should use a certain player model skin?

The mod handles everything for now so you won't have to worry about it just yet.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
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The mod handles everything for now so you won't have to worry about it just yet.

I understand that the winter equipment is handed out by the mod, but how does the mutator define which class to become Waffen troopers on Apartments or did you just test the skin?
 

Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
0
I understand that the winter equipment is handed out by the mod, but how does the mutator define which class to become Waffen troopers on Apartments or did you just test the skin?

I think there is some confusion here.. when you enable Waffen SS skins, all roles have the new skins. They are not handled by the map settings (yet.) They are for all maps.

Winter time skins are modified in a similar fashion.

Basically all you have to do is set up the map and add regular RO2 roles; you can't add any non-regular roles anyways ;) Then when the mutator runs, it will adjust skins accordingly.


tl;dr: just make a map that works in RO2, the mod will do the rest.
 

Singami

FNG / Fresh Meat
Nov 18, 2013
73
0
0
First, the new weapons and grenades are great, but put some kind of a gray/brown layer/shading on them. As of right now, they stand out too much as clean and vivid, when everything else is washed out.

Second, it's cool that you're slower on snow, but add some audio clue where it works. The sound of the snow being squeezed under your feet would indicate areas where you'll get slowed, because as if right now it isn't absolutely clear.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
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I think there is some confusion here.. when you enable Waffen SS skins, all roles have the new skins. They are not handled by the map settings (yet.) They are for all maps.

Winter time skins are modified in a similar fashion.

Basically all you have to do is set up the map and add regular RO2 roles; you can't add any non-regular roles anyways ;) Then when the mutator runs, it will adjust skins accordingly.


tl;dr: just make a map that works in RO2, the mod will do the rest.

I see, because back in RO V3.3 a mod called LSSAH was around and it allowed you to place custom roles which had different names and with it came the new skins.

So the server decides which skins to be used?


EDIT: I just had a nice idea for a suggestion: Seeing people's breath on cold maps. As I believe the UE3 unable to display it in a way we see it first person, I'd say it might be a 3rd person only thing. Like placing an emitter in front of the player model's mouth which emits "white smoke" according to breathing. So when you are breathing heavy as you were running there should be a lot of "white smoke". Otherwise just every know and then.
 
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Soulfly

FNG / Fresh Meat
Jun 29, 2013
96
0
0
Germany
(Why is everybody so excited about the Waffen-SS..)

If possible i would like to have the ability to look left and right without moving the whole body, also i like the idea about the visual breath
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
(Why is everybody so excited about the Waffen-SS..)

Excited about the Waffen skins? No, I am curious how the mutator actually works and if there was any selection during making the map, but obviously no, there is no such thing (yet). :)
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
IMPORTANT: Read this!

Code:
This mod includes an edited ROEngine.ini file. Installing it will revert your video settings and any changes you have made to that file to the defaults.

If you would prefer to keep your current settings, delete the ROEngine.ini file from this package, install normally, then do the following:

1. Open ROEngine.ini found in: C:\Users\<YourName>\Documents\My Games\RedOrchestra2\ROGame\Config

2. Go to the section [UnrealEd.EditorEngine]

3. At the bottom, add ForceLoadMods=SoundMutator

...
....
EditPackages=ROGame
EditPackages=ROGameContent
EditPackages=RSGame
EditPackages=RSGameContent
EditPackages=WebAdmin
InEditorGameURLOptions=
[COLOR="Yellow"]ForceLoadMods=SoundMutator[/COLOR]

Code:
Standardinstallation:

1. Lade die  MUTATOR RELEASE v1.1.7z Datei herunter.
2. F
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
[youtube]https://www.youtube.com/watch?v=S6i38FwZQMs[/youtube]

Watching this video, I was thinking about seeing players' breath as it is very cold and you'd see small fog clouds in front of them.

Secondly, when artillery hits the water of the river, dirt is thrown up. Is there a chance to see water splashing too?

Just had another idea: Currently when hit in the leg we can keep on walking, yes, slower than before, but wouldn't it be nice to sort of force-dive to prone? I have never been shot in the legs but I assume you don't stay on them, you will hit the ground.
 
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Leutnant789

FNG / Fresh Meat
Dec 21, 2013
58
0
0
[youtube]https://www.youtube.com/watch?v=S6i38FwZQMs[/youtube]

Watching this video, I was thinking about seeing players' breath as it is very cold and you'd see small fog clouds in front of them.

Secondly, when artillery hits the water of the river, dirt is thrown up. Is there a chance to see water splashing too?

Just had another idea: Currently when hit in the leg we can keep on walking, yes, slower than before, but wouldn't it be nice to sort of force-dive to prone? I have never been shot in the legs but I assume you don't stay on them, you will hit the ground.
It would also be nice if we had different types of craters. Of course, I'm not talking about the terrain being modified. I am talking about the black decals that appear on the ground when artillery or tanks hit.
For example, if arty hits a grassy plain, the decal would have a brown dirt texture. If it hit a cobblestone road, the the crater would be more grayish and have pieces of the cobblestone in it.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
I'd also love to see break-able animations, like when I am reloading or rebolting and an enemy is attacking me at melee range, I want to be able to instantly attack myself. In real life I wouldn't wait til reload or rebolt is finished, I'd try to beat or stab the hell out of him/her.

So is there a chance to make those animations interruptable/breakable?
 

CptFoley101

FNG / Fresh Meat
Jun 18, 2012
390
1
0
Sofia,Bulgaria
I'd also love to see break-able animations, like when I am reloading or rebolting and an enemy is attacking me at melee range, I want to be able to instantly attack myself. In real life I wouldn't wait til reload or rebolt is finished, I'd try to beat or stab the hell out of him/her.

So is there a chance to make those animations interruptable/breakable?
Use manual bolting.That way after you shoot with a bolt rifle you will have to press LMB(or whatever button you use to shoot with) a second time to pull the bolt.And to stop reloading animation just press W+Shift(Sprint) :) .
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Even if I bolt manually, I'd still be stuck in the rebolting sequence. I want to be able to melee attack "mid-bolt" so to say.
 

Leutnant789

FNG / Fresh Meat
Dec 21, 2013
58
0
0
It would be nice to alter some effects. For example, when your tank drives over a fence, the fence explodes and your tank jumps 5 feet in the air; when you shoot or run over a tree, it just disappears.
 

GottMitUns

FNG / Fresh Meat
Sep 1, 2009
19
0
0
Well, of course I do understand, that it's first priority to get one IOM- server filled with enough people to actually have a decent game, but in the future I would just love the possibility to have a game with an IOM- modded version of Rising Storm (and not only against stupid bots in workshop that is...:rolleyes:).

Anyways, keep it up and maybe see you folks tonight for a shot or two.
Greetz.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
There are several servers that are running the mod if that's what you mean. The mod itself has not been submitted for whitelisting yet.

There wouldn't be actually any need to whitelist it as the mutator doesn't need any ranks, as all weapons are directly accessible. Or am I mistaken?