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Red Orchestra 3.2 Change Log

Discussion in 'News & Articles' started by haarg, Mar 28, 2005.

  1. haarg

    haarg PC blowticious

    Apr 24, 2002
    Likes Received:
    Red Orchestra has posted the changelog for their upcoming 3.2 release. Major changes include:

    Red Orchestra now has full bot support for infantry maps and functional bot support for all other maps. Bots will fight, use iron sights,
    capture objectives, follow orders, attack/defend specific objectives, and more.
    Added the MG42 fully modeled with a true 1200 round per minute rate of fire.
    Added the IS2,Iosef Stalin 2, heavy tank. This tank features heavy armor and a large 122mm cannon that is
    more than a match for any tank it will encounter.
    Added a new motion blur effect when explosions happen near you. This new "shell-shock" effect greatly enhances
    the immersion of the game.
    New and vastly improved prone movement system. Greatly improves movement while prone while fixing many of the
    bugs with the prone system.
    Improved Voice Over IP support.
    New grenade damage model based on exposure. The less a player's body is exposed to an explosion, the less damage
    they will take.
    Vastly improved vehicle hit detection. Hit detection for vehicles now uses an ultra precise per-poly
    method to detect if a shot collided or not. This new system should also greatly reduce the load
    on the server's CPU as well.
    Improved internal damage modelling for vehicles including separate damage for the engine and ammo store areas that
    will do devastating damage to the tank when hit.
    Improved intra-vehicle communication with a new vehicle voice menu and vehicle test chat system.
    Added advanced friendly fire settings. Separate settings are now available to let server admins set different values
    for artillery, grenade, and standard damage types.
    Many optimization to decrease server side CPU load.
  2. Manticore

    Manticore Official BUF Birthday Spammer

    Nov 5, 2003
    Likes Received:

    Thanks. It's about time. In my opinion this mod (and a lot of others) are not going to progress beyond a limited user base unless they start supporting offline play. (That would appear to be extremely relevent to anyone planning to go commercial).
  3. JaFO

    JaFO bugs are features too ...

    Nov 5, 2000
    Likes Received:
    You can say that again ... finally there's bot-support.
    Of course it would be nice if it was like BiA, but I suppose we can't have everything at once ;)
  4. NeoNight

    NeoNight Lurker

    Feb 3, 2003
    Likes Received:
    wow they are including alot of nice stuff in there next release. I wonder if there able to do all that because of the fact that they have access to the ut2kx engine....
  5. Yoshiro

    Yoshiro New Member

    Jul 22, 2003
    Likes Received:
    No NeoNight, this is still a pure mod release. Any engine changes would involve a patch from EPIC.
  6. Ramm-Jaeger

    Ramm-Jaeger Tripwire Interactive - President

    Aug 9, 2004
    Likes Received:
    Ya, it would be nice if BIA had bullet ballistics, prone, sprint, 3d scopes, player controlled historically accurate artillery, weapons that worked like thier real life counterparts, simulation level vehicle combat with highly interactive high poly 3d interiors, High res high poly 3d and texture artwork like you can do on the PC. But I guess we can't have everything can we :)
  7. SiN-BiN

    SiN-BiN New Member

    Aug 21, 2004
    Likes Received:
    jealous /jk

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