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Red Orchestra 2?

Yoshi, a word on the DirectX 10 comments, how about utilising OpenGL which will give all the features that DirectX 10 has and will run on XP and can be ported easily to Linux/Mac OS-X?

Great thing about Unreal Engined stuff is tha OpenGL support built in and it would be great to see some decent cross platform material come out utilising Open and cross platform SDK's.

Now, UE3 will of course bring us destructable environs which will be a blessing for tankers as no longer will those peskie wodern fences hold us up, or any building in the village.
MG taking out your troops, wheel the main gun around to the building it's in and blow the fn floor out of it. I can't wait. Tanking in UE3 based material will be great fun if destructive environments are implemented. No more restrictions on destruction. :D
 
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Trust me, always late to the party. Oh well, whomever is in his stead. OpenGL is the way to go with 3D graphics especially with a slow but surely shifting computing base migrating from Win ? to a variety of platforms.

Program once and then release client executables compiled for different OS's for maximum effect.
 
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Two reasons I can see for wanting an RO2 to come out (in a few years):

1) It'll increase the size of the community drastically: Sure, we'll lose some who have ancient hardware and want to stick to the original, but whenever a new game comes out, it attracts a sizeable community, and RO2 will have the advantage of starting as a retail product, not a mod. Think about it, Operation Flashpoint sold well over 1 million copies worldwide (maybe 2 million?), even though it was an ultra-realistic "tactical shooter" and somewhat rough around the edges (at least initially).

Can you imagine the size of the multiplayer community if a potential RO2 sold even a fraction of that? Since it's an "online-focused" game (ala BF series), a good portion of the people who bought it would be playing online regularly (unlike OFP).

2) Better physics, GFX, effects, and, as a result, realism. Sure, RO's the most realistic shooter out there right now, but can you imagine how awesome it would be if we had destructible buildings/terrain and could shoot through walls and such (and tanks would no longer get stuck on tree branches :D)? It'd boost the intensity of RO to an all new level. Think about it, it would add an all new level of replayability to maps as the carnage resulted in the creation of different cover every time! One game that building in the middle might the get its side blown off, creating an ad hoc "cement sandbag", the other game, a tank might simply roll through it and leave nothing standing. It'd be ridiculously awesome. AND we would also get better animations, which, while not critical to good gameplay, certainly helps with immersion.
 
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lol you could imagine how map designers would have to look at desinging maps on ultra destructable engines in a complelty new way.

Mappers design maps very precisly, deliberatly creating all those awsum choke points and fire fight areas.

If a tank had the power to flattern the landscape in a game (and im sure they would, hek id be firing at building while online to watch them crumble:D) then the mapper essentialy no longer can have controll over the maps design.

HOWEVER

If the engine is good enough destroyed building would still be a playground of rubble to have fire fights in creating almost unlimited variation in how a map plays out....which is cant see ANY problem with :)

I want a all outdoor maps to be rendered on a pysics controlled "sandbox", so when arty hits the dirt, it flys up and lays on things until it falls off, not to mention the hole it has left

Also this means heavy vehicels will manipulate the map, moving dirt around and creating ultra realistic traks in the physics calculated sanbox. Hell even a highly driven area could get muddy, chruned up dirt adding to the bog. Endless possibilites

Hell prone soldiers will even leave there mark!

We can only imagine
 
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