Post Beta Wave 7 - What Is Next

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Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
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Hello Everyone!

We've been excited to see so many new faces joining us in the jungles of Rising Storm 2: Vietnam over the weekend. We've been dropping into games with many of you as well as siphoning up your chatter in the forums and social media!

Our primary goal right now is sorting through those items, prioritizing and actioning them. This does not mean we will be able to get to everything, and you can find out more about the "Life and Death of a Bug". If you would like to help us find and squash these bugs over the life of the game you can see how the QA team likes posts structured and the information they find most useful in the forums in this thread: https://forums.tripwireinteractive....ort-ab/2278144-known-issues-and-how-to-report

We are also focusing in on user reports of crashes (please send in those BugSplat reports and be sure to include your email in the report!) as well as trying to narrow down performance issues that are being flagged up. We are gathering as much information as we can on that front in the bug section of the forums here. We did notice that one of our more frequent crashes was users attempting to run the game with sub-DX 11 hardware. If you don't know that you are one of those users check the BugSplat report that is generated. A message letting you know that you do not have DX 11 hardware will be displayed in the BugSplat crash report.

Some other specific bugs we are working on fixing (or have already fixed) for the next beta are:
  • Enemy Spotted indicator not saving the Z coordinates
  • Many collision/geometry issues reported by the community in CB 7 (invisible walls, doors with no collision, hills that were not climbable that should have been and more)
  • Smoke grenades not spreading on the ground properly
  • A case where players would not hear the gunfire that killed them
  • Bullet cracks have been found and returned
  • Overhead maps (and some menus) overblown lighting is being looked into
  • Players killed in the character customization menu have recovered their limbs
  • Grenade impact sounds not attenuating close enough
  • Web Admin - MultiAdmin permissions not being properly granted

And a big THANK YOU once again to all those who have helped us test the game. Closed beta wave 7 has ended and work has already started on targeted fixes in preparation for the next beta. And as a reminder, if you haven't yet filled out the survey for wave 7, please do so now: http://rs2vietnam.com/survey/
 
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Spillo2382

FNG / Fresh Meat
Sep 11, 2011
101
12
0
Italy
Are you planning to do an 8th wave, or just the open beta and lauch? I prefer a delayed fixed game, so take your time and keep up the good work!
 
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TheUndying

FNG / Fresh Meat
Nov 20, 2015
263
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"A case where players would not hear the gunfire that killed them"

I really REALLY hope this does not apply to the case when you get a headshot. It's incredibly awesome to simply get a black screen without anything. No warning, no sounds. You're just dead. On instant. I love it, it has so much impact. Please keep it that way!
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
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TheUndying;n2293882 said:
"A case where players would not hear the gunfire that killed them"

I really REALLY hope this does not apply to the case when you get a headshot. It's incredibly awesome to simply get a black screen without anything. No warning, no sounds. You're just dead. On instant. I love it, it has so much impact. Please keep it that way!

Yeah that was a pretty nice feature in my opinion as well, so I'm hoping it was intentional too :)

Get hit in the head and it's lights out, period :)
 
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GUANTANAMO

Member
Dec 9, 2012
37
5
8
Honestly, I didn't have so much fun playing a game since... I don't know.

Even though I was really busy, I managed to play 21 hours in this wave alone.

CAN'T EFFIN WAIT!
 
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DonDOOM

FNG / Fresh Meat
Jun 8, 2013
17
4
3
Does the "Enemy Spotted indicator not saving the Z coordinates" fix also include the enemy spotted and tunnel markers appearing way under the map when using the "T" function from the helicopters' perspective?

Quite an annoying bug for Cobra pilots trying to take out those pesky tunnels.
 
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PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
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Brisbane, Australia
www.ragequit.com
DonDOOM;n2294007 said:
Does the "Enemy Spotted indicator not saving the Z coordinates" fix also include the enemy spotted and tunnel markers appearing way under the map when using the "T" function from the helicopters' perspective?

Quite an annoying bug for Cobra pilots trying to take out those pesky tunnels.
Yes, that's exactly what the fix is. The Z coordinate is basically the height of the marked enemy in the world, and it was getting stuck at 0, so unless the target just happened to be at Z=0, then the icon would appear to be above or below them (usually below due to the positioning of our maps in the world space).
 
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