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RMFMOD with Realwar Server

Introduction of server of RMFMOD

Introduction of server of RMFMOD

To mueck & for Serveradmins

1. red orchestra folder of RMFMOD is overwrited to the red orchestra folder of the server.

2.RedOrchestra.ini is opened.

3.MAP that is given of the "RMF" name that exists in the MAP folder of RMFMOD is written in RedOrchestra.ini.
( [DefaultRO MaplistRecord] & [ROInterface.ROMapList] )
(You should remove RO default MAP of the same name. )

4.The Webadmin is opened.
(I am making mutators effective from Webadmin. )

5.The left of screen...Tag mutators is clicked.

6.Select desired mutators.

7.RMF RealMod is checked.

8.MAP that is given of the RMF name is selected, and MAP is restarted.

RFMMOD can be applied to the server. :)


If it is a range that understands from me, let's answer as much as possible.
 
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I think I have it up and running on the Ostfront Battles server.
75.126.77.33:7757

I took all of the RMF related files in the zip file and compressed them.
I did not mess with the ahz or MOZ's textures, animations, or the other skins that came with other maps. I transferred the .uz2 files to the re-direct server and put the RMF related files in their corresponding folders on the server.

Then I added, mutator=RMFMod.RMFmod to the command line of the server and restarted it.

The first time I joined, it took about 90 seconds to DL the RMF map that was on the server, the skins, etc.

I have a maplist with only RMF maps playing at the present.

I won't swear that it is installed correctly. I did notice the tremors when a tank was nearby, the vibration when raising the rifle while standing. I did not see any new skins, but then I was only on for a couple of maps.

We'll see.

OFB
 
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>Bolt
A lot of M43・M44 standard caps might have existed than the M38 field operations cap at the World War II latter term.
However, I(RIKUSYO&Hans) wanted to catch the fact that the veteran (especially, commander) had kept patronizing M38.

Thank you for a polite point however. :)

>Catalyst
I want you to see though it is an image under development and the old one. :p

Helmet variation
http://seikouudoku.info/xoops/uploads/Hans Sachs_1165030937000_hels_large.jpg

Waffen SS
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164208320000_omake.jpg
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164208279000_Platanenmuster_Fall.jpg
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164343504000_BlurredEdge_Fall.jpg
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164343514000_BlurredEdge_Spring.jpg

Heer
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164343574000_splinter.jpg
http://seikouudoku.info/xoops/uploads/Hans Sachs_1164343589000_tan_and_water.jpg

Soviet Red Army
http://seikouudoku.info/xoops/uploads/Hans Sachs_1167048563000_amoeba.jpg
http://seikouudoku.info/xoops/uploads/Hans Sachs_1167058514000_leaf.jpg



After that, RMFMODPack can be downloaded. :D
http://seikouudoku.info/xoops/modules/mydownloads/singlefile.php?cid=5&lid=12

It includes it in the uz2 file.
It apologized because of bad English, and the server manual was put up.
Please use the server admin. :)


At the end,,,

It introduces Youtube channel of those [RMF]RIKUSYO who produce RMFMOD.
http://www.youtube.com/profile?user=RIKUSYO0426
 
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Right i've given it a go alot of the stuff works great screen shake for tanks, more ammo in mg belts, only being able to pick up one faust is great too (not too sure about the tank modifications i'd have to play on a server with people to see)
However the nade feature imho should either be refined or scrapped not only are they difficult and awkward to pick up but once you do manage to pick it up you have to pull the pin again:confused: then throw sure by that time your allready dead keep in mind im throwing these nades at my feet i wouldnt even dream of trying to return enemy nades.
IMO your going have to get rid of this silly pulling the pin again on a live nade(you'd probadly be able to delete the first few frames of the nade throw animation to do this then use this animation for nade returning i think?) then scrap the two step process pick and throw and simply have z throw it in the direction your facing. Really what im saying is find a way to speed up the whole nade return process cos atm its far far too slow to be any use at all.
Allthough the present system is ok for satchlets since you usually have plenty of time for them even though its silly pulling the chord again.
 
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If you all are going to have a lot of changed and additional content (something beyond a mutator), then you should really use the full mod architecture so you can launch your mod from the Steam browser, and so that you can put all your mod files into thier own folder. This will ensure that the mod doesn't corrupt the stock RO build. It will also ensure that it doesn't bork up the server install for server admins. Info can be found at the bottom of my first post here:
http://www.redorchestragame.com/forum/showthread.php?t=6770
 
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