Aces High Bulletin Board
General Forums => The O' Club => Topic started by: Makarov9 on October 10, 2003, 02:34:34 PM
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http://www.fileplanet.com/files/130000/131375.shtml (http://www.fileplanet.com/files/130000/131375.shtml)
http://www.unrealwarfarex.com/redorchestra (http://www.unrealwarfarex.com/redorchestra)
It's a WWII (Eastern Front) based mod similar to Day of Defeat but supposedly more realistic. Just grabbed it and will try it when I get home.
Oh, if you need Unreal Tournament 2003 you can get it at EBGames and some other stores for $19.
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looks cool....
This is an online thing?
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Yep, online only actually. I think servers can have up to 64 players if it has enough bandwidth.
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I'm still at work... Mak what do you think of it so far?
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Still at work. :(
Everything I'm reading about it, it should be damn good. I'm interested in how realistic the weapons are suppose to be. They've included bullet drop over distance. Also none of that bunny-hoppin' crap like other games/mods. :)
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what are the movement speeds like ? I always detested UT 100mph strafing and running speeds. One things that DoD had perfectly pegged was speed of movement. Fast enough to matter and not be an easy target, slow enough to be realistic.
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Yea UT2003 speed is insane, but the RO mod is suppose to be realistic human movement speed. I hope they pull this off, having a mod in the Eastern Front is a nice change.
I wonder how many 'Vassili Zaitsev / Major Konig' wannabe's there will be in the game. :)
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Just got home, DLing now.
Stupid question... do I need to patch UT2003? Im installing the game as we speak - only bought it for RO.
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You will need the UT2003 v2225 patch.
http://www.fileplanet.com/files/110000/116278.shtml (http://www.fileplanet.com/files/110000/116278.shtml)
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TY
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HOLY CRAP! I am loving this mod. The combat is so well done. The aiming is all through the iron sights. I'm having a blast with my bolt-action Moisin-Nagent.
If you have a copy of UT2003 then grab this mod. If you don't have a copy...get one! :)
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cool.. guess I know what I'm doing tonight.
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Not bad at all. Its the most polished first Beta Ive seen in awhile.
There are still some animations to do and some sound adjustments to make... I also think that the control input to action time for going prone could be a tad quicker, but the game has good feel.
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Yep lil rough in some places but a wonderful start for a beta.
My guys were being picked off and I noticed a muzzle flash in one of the windows. Took aim with Moisin-Nagant and fired at window. Got the kill.
Very realistic feel to game.
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Alright everyone list their in game names so I can add you to my ASE (All seeing Eye).
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WOW .. .is all i can say.. very impressed...
Found my DOD killer... time to uninstall HL.
Looks incredible on my card all turned up.
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My ingame name is the same here - Saurdaukar.
A couple of the guys that I was in a squad with for DoD are considering starting a RO squad.
Overall review IMO:
-For a first beta, its fantastic.
-Graphics are top notch, especially if your card and machine can support them.
-Some maps are VERY big RAM hogs.
-The iron site aiming system is the best yet, makes Vietcong and OFP look like arcade games.
-The ballistics are superb. Bullet speed and weight must be taken into account when calculating lead and drop.
-Movement is good. As mentioned before, a few things that need polishing, but it has a good feel to it. I will admit that the HL engine used by DoD still 'feels' better to me.
-The l337 crowd wont survive long in this game. DoD style 'kar whoring' is non-existant because you cant do it.
-Maps are HUGE and of good variety. City settings like Berlin and Kiev and open country maps.
-Initial weapon selection is fantastic with plans to introduce mounted MG's.
Weather effects are good.
-Team play is FORCED. Think DoD flag capturing system, only you need 6-8 guys to capture it.
Some tips to make the experience more enjoyable:
1.) Turn off the music (volume all the way down in config). It is out of place and distracts you from what important - the guys footsteps behind you with the bayonet.
2.) A 3 button mouse helps as you can include fire, secondary fire, and aim.
3.) If the game runs choppy, turn down the detail/resolution/color settings.
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Great points you made Saurdaukar. For a beta they did a wonderful job. It can only get even better.
My in-game name is Makarov.
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Whoever hasn't downloaded this mod do it!
Im having alot of fun with this mod, a few bugs but they should be crushed soon. Seems I'm a bullet magnet whenever Makarov fires his gun lol.
They need to increase the movement speed a tad and it will feel perfect imo.
BTW I read something good about this mod..
"Kool thing is it will run on UT 2003 and the future UT 2004."
Glad to see the life of this mod will be extended to the new engine. I might even try to create my map I've been toying with now that mod will have longevity.
last request anyone know online where I can find a walkthrough on tweaking the ini file so I can get this game running smooth?
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Damn, cant wait to download this. I'm out of town at the moment. I'll try to get everything fired up tonight.
Most likely my name will be "octavius" or "oct" ingame/ASE.
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i can't get a list of servers :(
Any ideas ?
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I heard the master server is down till tomorrow.. an Unreal issue outta their hands.
manually join these servers in the game, they are always full.
69.12.9.86:7777
69.12.9.88:7777
209.43.38.121:7777
69.12.9.89:7777
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Seems cool. Downloading.
See you in hell, krauts!
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The Devs posted on the RO forum (http://www.unrealwarfarex.com/redorchestra/forum/index.php?act=ST&f=1&t=3985) a list of fixes that will come out in a patch on Friday. It looks like they caught and will fix all the bugs I've seen in the game. Also new maps and features will be added.
I'm so addicted to this game. The realism of the weapons is a nice challenge. For those who want a more realistic BF1942 or DoD then this is for you.
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I feel like a handsomehunk.
Installed the mod, but there is no executable. I have no idea how to play it once I'm inside UT2003
The manual does not explain anything on the matter.
-edit-
never mind, it was an installation problem...
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handsomehunk.
:D
It's pretty cool they have an installation version for Win, Mac and Linux. Of course I wouldn't be caught dead with a Mac, but I may have to try this out on my Linux box just for the Halibut.
Last night on the Berlin map was the most fun I had. I was lucky to get the sniper spot at the start and racked up 15 kills before they hunted me down. :)
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<---Cant figure out how to manually plug in server IP's what am I missing?
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I just read the game server listing is down right now. To manually join a game hit the '~' key and type 'open x.x.x.x' where x is the IP address. The front page on Red Orchestra website has some server IPs.
Are you enjoying this game as much as I am?
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1.1 patch out anyday ( cross your fingers its this weekend). Fixes are awesome...
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New Features:
- A message will now appear when players join a game telling them how to choose a side
- Added VoteKick feature. Players can enter "VoteKick " in the console to vote out players.
Servers can set the "VoteKickPct" to the percentage of players required to oust a player
(default is 0.6).
- Overhead maps are now ingame, they are on the objective screen. Default key is 'o'
- Added delay between jumps
- Added number of players needed to capture an objective
- The scope system now has 3 settings. The texture overlay, a lower detail scope with the scope a little farther from the eye, and a high detail one with the scope close to the eye. The low detail scope should be used by default as it offers the best balance between FPS and detail.
- Texture scope view now bobs like the 3d scope view so texture scope users won't have an advantage over 3d scope users.
- Firing from the crouched position and not moving will decrease weapon spread by 15%
- Firing from the prone position will decrease weapon by 30%
- Added a temp feature so throwing your weapon will automatically drop your ammo for that weapon, this will allow you to pick the ammo up again if you dropped your weapon on accident
- Increase the range player names are visible from 32 feet to 100 feet
- Added bayonet support for the Mosin-Nagant 91/30
- Temporarily increased the amount of spread you'll experience when firing in hip mode. This will only affect rifles
- You must finish the current bash before you can do another bash.
Fixes:
- PPS-43 magazine pickups now hold 35 rounds
- Throwing your weapon in iron sights no long keeps you player in a walk state.
- Weapons now have a huge reduction in accuracy when jumping.
- The Change Scope Detail key has been disabled for non-sniper weapons
- Fixed a reloading exploit where after starting a reload, a player could bash, then attach/remove a bayonet and continue firing without completing the reload animation
- Fixed bug where Red Orchestra weapon names were showing up with UT2k3 fonts and colors.
- Fixed bug where grenades were the first weapon to come up in an online game, this caused a small problem listed in Known Bugs
- Fixed the kar98's scoped last shoot animation so it doesn't go to iron sight alignment then jump to scope alignment.
- Fixed an accessed none problem that was occuring online with ammo pickups
- Fixed a probem where starting a reload in iron sights, then hitting the iron sights button while transitioning, would cause a bad weapon FOV to be displayed
- Increased bash damage so two hits will kill
- Added better checks to prevent firing through walls exploits
- Fixed the View Shake rotation and offset time on all the pistols and the SVT-40
- Increased the volume of the bullet hit sounds
- Removed the ability to change the player view FOV while ingame
- Fixed an accessed none related to bashing
- Fixed a cause of infinite ammo bug
- Slightly increased the default spread on the rifles
- Increased the view shake rate when firing the kar 98
- Moved the Progress message position up by a small amount so server messages don't block iron sights view
- Fixed the infinite ammo bug caused when you dropped your weapon, then picked it up again.
- Fixed a bug where 1 too many magazines would drop when your weapon is thrown.
- Player HUD ammo will now be properly incremented when a magazine or clip is picked up
- Fixed a bug where the HUD ammo wouldn't update at all when a player with no ammo picked up a magazine or clip.
- The names of other weapons the player is carrying no longer show up if you try to switch weapons while your current weapon is in the middle of an action. These actions include sprinting, reloading, firing, bashing, bayonet attaching and crawling
- Added a touch message to the nagant ammo clips so you know when you are touching them
- Nagant 91/30 scoped will now be able to use ammo pickups from the Nagant 91/30 and Nagant 91/38
- Slightly increased the maximum possible recoil for firing the G-43 and SVT-40
- Temporarily increased the default spread on the G-43 and SVT-40
- Increase the view shake magnitude and speed when firing the G-43 and SVT-40.
- Increased the volume on grenade explosion sounds
- Fixed sprint-crawling bug
- Slightly reduced prone transition time period
- Objective capture bug when one team has 0 players has been fixed
- Fixed a few 3rd person animations for the sniper rifles
- Fixed scoreboard bug where names got repeated
- German hats now handed out
- Voice menu now works online
- Mine fixes
- Changed death message color
- Created a more clean RedOrchestra.ini file that solves many issues
- New grenade projectile class with some fixes
- Many menu fixes
- Fixed playing of breathing sounds after players die
- Added percentage of reinforcements left to the scoreboard
- Fixed left leg hits counting as chest hits
- Fixed stamina being taken away if walking and holding the sprint key at the same time
- Fixed the bug where you could see through to the skybox with the scopes.
- Fixed many map bugs
- Fixed invulnerable bushes
- Lots of other fixes that weren't recorded
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And it's out! I am so in luv with this game.
http://www.unrealwarfarex.com/redorchestra/ (http://www.unrealwarfarex.com/redorchestra/)
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New Red Orchestra version Beta 1.2 out today.
get it.
got it?
good.
http://www.unrealwarfarex.com/redorchestra
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Ill download it tomorrow - any good?
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finally :) only 2 weeks late!
Will DL it tomorrow too.
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Caved - downloading it now at 403kbs! I love Fileplanet. Best $7 I ever spent.
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grr :)
Going online with it Saur? Maybe I'll fire it up too.
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Originally posted by Saurdaukar
Ill download it tomorrow - any good?
Yes well worth it.
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Originally posted by Octavius
grr :)
Going online with it Saur? Maybe I'll fire it up too.
Yeah, gonna put it together now.
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Still waiting at fileplanet. Best $0.00 ever spent :)
gonna find another mirror
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Nice mod, thanks for sharing info about it.
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Yep they've done a great job with this mod. The Danzig map is beautiful.
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Two questions:
1. How much horsepower to run this? I'm AMD XP1600, GF4ti4600 and 512 on the ram.
Thinking of spending a bit and going XP2700 Barton at 333 FSD, RAM is already 333 capable.
2. How's the "damage model" work? If you shoot him in the leg, does he limp along or is it a cumulative total type "health bar" thingie?
Been doing a little AA with the sqaddies when the ummmm... umm.... less desirable AH maps are up. Not all that happy with AA.
Thanks!
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Originally posted by Makarov9
Yep they've done a great job with this mod. The Danzig map is beautiful.
and I found out why. It was created by an Epic employee. Hopefully they can get more "proffesionally" made , cause most are stinkers.
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Originally posted by Toad
Two questions:
1. How much horsepower to run this? I'm AMD XP1600, GF4ti4600 and 512 on the ram.
Thinking of spending a bit and going XP2700 Barton at 333 FSD, RAM is already 333 capable.
2. How's the "damage model" work? If you shoot him in the leg, does he limp along or is it a cumulative total type "health bar" thingie?
Been doing a little AA with the sqaddies when the ummmm... umm.... less desirable AH maps are up. Not all that happy with AA.
Thanks!
1)Well im throwing in anohter 256mb ram. This is very pretty when u can pump it up. Right now with AA and AS high I get a stutter when a solider appears on my screen, I hear there are high poly issues with some meshes in this game.
2) no limp anymore. people were abusing it shooting friendlies in the foot in the spawn to gimp em and not be punished.
games well worth a try if you own a legit UT2003 copy.
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Wow. 1.2 is outstanding. Cant wait for the implimentations in 2.0.
Toad,
Im running 1024 res at full detail and have narry a problem on my P4 2.0 with 768 megs of RAM and an ATI 9600 Pro.
Danzig is a beautiful map - although Im not sure why its sounds like its raining but there are no rain drops.
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Toad, Unreal Tournament 2003 runs a lot better with Nvidia cards. Your specs should cover it just fine and then some.
Killing the "gimp" was a good idea IMO. I hated falling just a foot too high, wounding my ankle, and being in turtle mode for the remainder of the time. It is still more 'realistic' than quake where it takes a rocket or two for death. Bullets behave like bullets.
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It's pretty good. However, if you want to be amazed, look towards this mod:
http://www.thethirdreich.com
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Looks like it has potential, but the community seems to be very small and quite vocal about lack of support.
I browsed the site for a bit and could find a projected releae date - have then targeted a month yet?
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I'm using "SimFreak" user ID in that mod. When anyone see me make sure to say 'Hi'. :D
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Russian, I will keep an eye out for you. I'm Makarov in game. :)
Someone on the RO boards summed up the feeling of RO:
"There is nothing more satisfying than sitting in a smashed up old room overlooking a plaza, thunder booming in the background, constant hail of fire all over the place, grenades going off everywhere, then....all of a sudden, spotting a slight movement in a window, or near a corner, taking your aim, waiting for them and when they make their move bringing them down with your rifle. Watch them fall and feel the enjoyment as your shell case taps onto the floor next to you"
I love the MN 91/30 bolt-action rifle. :)
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I don't have UT.... the page says something about UT2004, but you guys were talking about UT2003... are they different? Will both work?
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The mod is out for UT2003, which can be had for $20. The mod will be compatible with UT2004, and will be necessary once they add vehicles.
You will get a $10 off coupon for UT2004 when you buy UT2003 right now. Well worth it just for this mod.
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Ahhhh, I'm liking 1.2 a good deal. Mostly it's the new maps, they're just what the doctor ordered (cept RO-moscowhighway. It's poopy caca). Danzig is gorgeous, but apparently it'll never be made official because of legal issues with Epic employees creating content for third parties, or something.
The damage system isn't completely done, apparently, and they want to go back to the older limping style in newer versions
Said by RO dev Jeremy in this thread (http://www.unrealwarfarex.com/redorchestra/forum/index.php?act=ST&f=1&t=7073)
I think the intention of the new damage system is to have damage affects temporary instead of permanent. However, I guess the damage system never got completed. I would have suggested we go back to the old system instead of leaving an incomplete version of the newer one, but I guess that never happened. Expect it to get better for 2.0
One of the sweeter additions is that you're not stuck in slow-walk mode when bolting your rifle, so it's easier to shoot and scoot behind a wall.
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Is there a ETA on 2.0?
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[RO]Antarian(coder): " Unless a massive problem develops that makes 1.2 gameplay a horribly bad experience, there won't be an intermediate patch. We're devoting our full efforts to developing and releasing 2.0 before UT2k4 is out, which is going to be very tight given that we expect 2k4 sometime around march."
Looks like it'll be a few months until 2.0. Hell I can easilly play 1.2 for that long.
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I havent had to many beefs with the new version.
The ragdoll is crap but you can always download a new one since that is client side.
Love the Danzig map.. probably because its the 1st map not dominiated by snipers.I can actually survive more than 2 mins without being shot my someone the size of pixel only snipers have a chance of hitting/seeing :mad: grr they need to make sniping challenging.
I'm hoping better maps will come forth, most seem built around randomly place objects and game flow wasn't the priority hence that outdoor map with the terrible placed trench system near the train.
The new version should be incredible if they truely implement vehicles and heavy machine guns.
I'm still working on unreal ed.. I really want to finish making of map of WineMans winery. The place was awesome for paintballs.. would translate to the virtual world quite nicely.
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Blech can't get UT to run - system just freezes....
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I'm in love.....with this RO
(http://pages.sbcglobal.net/simfreak/pics/Shot00036.jpg)
(http://pages.sbcglobal.net/simfreak/pics/Shot00032.jpg)
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awesome, glad you like it Russian :)
whats your ingame CPID?
"octavius" here.
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I have to try this someday, djust played bf1942 with the Desert Combat mod for 1-2 hours... was fun at first but it got old quick...
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My user ID is "SimFreak" in OR
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Danzig is beautiful.
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Version 2.0 has been released this weekend. Requires UT2004.
http://redorchestramod.gameservers.net/
(http://redorchestramod.gameservers.net/screenshots/screenshot15.jpg)
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Been giving 2.0 a try(bought UT2k4 for mods, hate the actual game). Crappy fog everywhere, no object interaction, boring maps. One of the maps(forgot the name) has the Germans on defense but the soviets only have one wide open path so it's like shooting fish in a barrel. BUT it's only beta so we'll have to see where it goes.
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Cool, I see they have MGs implemented. Never got around to buying UT2004 yet... maybe in a few weeks when I get my FPS craving back... :)