Red Orchestra: Combined Arms reversion?

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Quietus

FNG / Fresh Meat
Nov 25, 2005
1,945
0
0
California
Well actually on any map you should be able to hear them as long as there isn't a raging gunfight going on right next to you or that you are a part of. Anybody with a dud mil surplus grenade go throw it against concrete or wood floors or whatever, it's going to make some noise.
 

ueber

FNG / Fresh Meat
Nov 24, 2005
131
11
0
39
Bavaria
www.projecttwilight.de
I like the idea so far. There were several things better done in the mod than in Ostfront now. To name only a few:
- cap system (including old-style cap bars)
- player maps (no gps-like arrow)
- no cap indication on maps
- shooting though more than one player (don't think you can achieve this with a mutator)

I don't see any need to modify sounds or player models, but i really miss some gameplay features.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
0
You mean that we should remove the arrow indicating your position on the map?
I think shooting through someone would be possible by a mutator, even penetration was introduce by a mutator. The only question would be how. ;)
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
You mean that we should remove the arrow indicating your position on the map?
I think shooting through someone would be possible by a mutator, even penetration was introduce by a mutator. The only question would be how. ;)

replace the bullet with one that doesnt die on hit ;)
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
0
replace the bullet with one that doesnt die on hit ;)
Yeah, but when should it die then? ;)
After three people, 20 walls ... :D

But isn't the bullet automatically destroyed if it hits a character? Hmm now that you said it I think it could work a similar way like the INFPenetration mutator.
The bullet is destroyed like allways, but another bullet is spawned there the exit wound would be, setting a bPenetrate to false so that it would not penetrate another person.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
Yeah, but when should it die then? ;)
After three people, 20 walls ... :D

But isn't the bullet automatically destroyed if it hits a character? Hmm now that you said it I think it could work a similar way like the INFPenetration mutator.
The bullet is destroyed like allways, but another bullet is spawned there the exit wound would be, setting a bPenetrate to false so that it would not penetrate another person.

spawn = expensive
 

Starrkiller

FNG / Fresh Meat
Nov 21, 2005
66
0
0
I think the stuff floyd is asking for is a bit to complicated. But - lets say - having 2 to initiate the cap is very possible.

i guess that is easy to implement, but on servers with few people it would be hell, or even impossible to cap. imagine you are on a 1 on 1!

i guess RO:CA sounds are a nice add, but we(i count myself in, but i cant code ****:D) should concentrate the first effort in the changes that alter gameplay the most, like cap system, and map blinking icons, and maybe GPS)

bullets in RO:CA could kill infinite players, at least i have killed more than 10 (bots).
 

Deeival

FNG / Fresh Meat
Sep 4, 2006
674
1
0
roca-capbar.jpg


Perty capbar and blinking icons removed.
http://hashers.ca/trash/ro/roca/rocahud.rar

There really seems nothing documenting how to replace GameObjective... at all.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
0
Found nothing promising on that topic as well.

One problem changing the bullet to our own version would be the massive amount of classes (3-4 classes per weapon) and that we would have to change the tanks as well, if we wanted a coherent experience. I did a (buggy) script for INFPenetration once that took most of the work of creating the classes, but I've lost it. If we would do this we would have to make sure that this mutator also works with AB.
 

Deux-funlevel.net

FNG / Fresh Meat
Oct 5, 2007
1
0
0
Hiho guys.

Nice to see that you miss ol CA :).

I really hope that this mutator is going to get published and used, cuz Ive quit ro:ca a time ago and I'm now on a break. But I feel like coming back soon, and if this mutator is good.. then Ill play on a server with that :p.

So, how's it going with this project?


Also, can you make so you don't throw nades lika a wuss ;)


Regards
Deux
 

BulletTooth

FNG / Fresh Meat
Jul 21, 2007
13
0
0
So basically, this project is a mutator that will turn an Ostfront game into the 3.3 mod? If so COUNT ME IN! Because Ostfront is the reason I quit playing RO. Oh yeah and don't forget the text to voice option, some of us liked that feature.
 

BulletTooth

FNG / Fresh Meat
Jul 21, 2007
13
0
0
Since the thread concerning "Return RO:CA" has generated a fair deal of interest, I thought it might not be a bad idea to attempt to model Ostfront in the same way that CA was, in terms of the basic gameplay mechanics as well as things such as sounds and skins. Now, although I never played the mod extensively, I would imagine that we would need to work on the following:

Removal of the indicator of how many enemies are in a cap
Removal of the blinking cap zone icons
Requirement for more than one teammate to be present to initiate a cap
More prevalent momentum system
3D Audio for voice commands
Peripheral blurring in iron sights
Various audio assets (infantry movement, rifles, etc)
Darker/More Varied Uniforms (maybe)

I've probably left out a lot because I, like I said, didn't play the mod excessively.

So I mean, with a community initiative, can we do it?

Is this simply replacing something like the ostfront movement code with the 3.3 movement code for example?
 

EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
Well the mod code isn't really available so one has to work off of the Ostfront material and figure out how to "undo" stuff, stuff that I haven't had the time to work on. Very busy, and this is a project I knew I would not be able to handle alone anyway.
 

BulletTooth

FNG / Fresh Meat
Jul 21, 2007
13
0
0
Well the mod code isn't really available so one has to work off of the Ostfront material and figure out how to "undo" stuff, stuff that I haven't had the time to work on. Very busy, and this is a project I knew I would not be able to handle alone anyway.

I see. Well if the mod code is not available wouldn't it be impossible to get it right with Ostfront? I'm talking a total 3.3 reversion.