Red Orchestra 2 Beta is Now Available on Steam

demolitio said:
It really all depends on the server with TE-FF. I think 64 players is actually overkill on that map because you'll never be able to leave the spawn building without being pick off. With 32 players, there's gaps where you can try to make a run for it to cover in the middle. But it also depends on the teams on that map since a lot of games so far consisted of NO ONE moving to the middle to capture the points. Both sides want to sit in their respective building and pick people off and that's it.

It's a great map if you have great people, but I think it could really use some alternate routes on the left and right so you aren't in a bottleneck of sorts with multiple riflemen waiting for you to enter the dead zone.

I agree about the graphics. I actually think it looks quite good in motion and it's better than most UE3 games. It's not BF3 or Crysis and no one should expect that, but it fits in with this generation better than most people are saying.

Really agree with that on FF. Playing with a good team who moves together can make it great fun, but then you sit there for 10 mins being the only one to make a move as everyone else sits there trying to snipe a blotch 100's of metres across the map rather than attacking.

Hopefully more people soon start to realise how massively slanted to points are to capturing rather than killing, it can be too easy to top the teams boards each round with a tiny number of kills.
 
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Does anyone have any comparison shots of lighting on all settings or the difference between post-processing low, medium, high?

I can't really see a big difference ingame, but I can't get the same shot and my FPS fluctuates all over even when standing still so it's hard to see the performance gains or losses...lol
 
demolitio said:
I can't really see a big difference ingame, but I can't get the same shot and my FPS fluctuates all over even when standing still so it's hard to see the performance gains or losses...lol

Unfortunately it's really hard to take comparison shots at the moment, as it's hard to find a controlled environment. Also, my hardware is a bit too high end and I end up maxing at 99fps a lot of the time so I might not necessarily be able to detect some framerate gains.

Also, if anyone is wondering about the grain in my shots above, it's not compression, it's from the War Movie filter.
 
TheExodu5 said:
Unfortunately it's really hard to take comparison shots at the moment, as it's hard to find a controlled environment. Also, my hardware is a bit too high end and I end up maxing at 99fps a lot of the time so I might not necessarily be able to detect some framerate gains.

Also, if anyone is wondering about the grain in my shots above, it's not compression, it's from the War Movie filter.
Yea, there's no way to safely get shots since SP is disabled unless I find an empty server. My framerate is so inconsistent even when standing still that it's hard to tell a thing. Sometimes I get really good FPS when I boot up the game, yet sometimes it's really low overall even with nothing running in the background. At one point I thought it was alt tabbing but it did it again so I'm not sure.

I was surprised at how well it was running last night to where I could increase the settings again so I'm a little confused...lol.

Can you tell a difference between the character details or anything like that. I couldn't see it once again...lol
 
Sethos said:
You know those moments that are pure WTF and you just act randomly out of instinct xD

Just had one ...

MNAnt.gif

Out of curiosity, what was the process of creating that GIF? (including recording in-game video)
 
TheExodu5 said:
Out of curiosity, what was the process of creating that GIF? (including recording in-game video)

Well, I'm probably using the priciest method there is. I record with FRAPS, usually a No Sound, Half-size, 45FPS for the smallest performance hit. I take that footage through Sony Vegas to cut out that segment I want to use for the GIF, then I render it in MP4 at 640 x 360 max ( So it doesn't bog down in Photoshop ), I then open up Photoshop CS5 32 Bit ( Doesn't work in 64 Bit ) - Import -> "Video Frame to Layers", pick the video and if you don't need to edit, you "Save for Web" and scale it down in size and downscale it quality wise to hit the magic 5mb limit for Imgur. ( Some people go well over that and use Abload, also makes a bitch to load. )

That's my way, you can obviously replace with some of your own tools and methods, plus this should probably be a cheaper alternative; http://www.neogaf.com/forum/showthread.php?t=438369
 
well, finally can post

nothing to say that hasnt been covered, but the game is freaking amazing and i need more i already burned through the maps trying to find every possible angle towards your objective and its simply (as expected) something completely fresh and original. Cannot wait for the full release. I really love how it still very much feels like the original RO, but incredibly advanced in many aspects.

I find myself not using the cover system much (guess that's a con? not sure) since its much more revealing than to simply stand in the right place near a window to aim your shots where you need them to be. But its helpful for suppresive fire with the SMG.
 
SalsaShark said:
well, finally can post

nothing to say that hasnt been covered, but the game is freaking amazing and i need more i already burned through the maps trying to find every possible angle towards your objective and its simply (as expected) something completely fresh and original. Cannot wait for the full release. I really love how it still very much feels like the original RO, but incredibly advanced in many aspects.

I find myself not using the cover system much (guess that's a con? not sure) since its much more revealing than to simply stand in the right place near a window to aim your shots where you need them to be. But its helpful for suppresive fire with the SMG.
How's the ping situation for you?
 
Danne-Danger said:
How's the ping situation for you?

Oh yeah that's another point i wanted to make; surprisingly good.

Not the ping (250+) but the netcode. I can play with almost no visible lag. Sure the bullets may actually hit some miliseconds later, wich can turn you off depending on how you play, but its a LOT better than i expected. The game doesnt get janky with lag at all, you dont see players disappearing or nothing like that. Its highly playable.

Im expecting south american servers after the beta anyway, but for now i can play just fine :)

The weird part is that the server browser just doesnt work for me (not even after the patch). It doesnt freeze or anything like that, it just doesnt find games. The only way for me to get in a game is to join someone else's session through the steam friendlist (or under "friends" in the browser).

Dont know what it is, but i suspect it could be that it filters servers near me, and probably doesnt find anything under 200 ping so they dont even show up.
 
SalsaShark said:
well, finally can post

nothing to say that hasnt been covered, but the game is freaking amazing and i need more i already burned through the maps trying to find every possible angle towards your objective and its simply (as expected) something completely fresh and original. Cannot wait for the full release. I really love how it still very much feels like the original RO, but incredibly advanced in many aspects.

I find myself not using the cover system much (guess that's a con? not sure) since its much more revealing than to simply stand in the right place near a window to aim your shots where you need them to be. But its helpful for suppresive fire with the SMG.
i have no idea whether this is just some psychological idiosyncracy, but for me, the cover system only began to make sense once i mapped the command to my thumb mouse button. it's certainly something you have to learn and the game doesn't force its application on you, but i already consider it essential.
 
The blank server browser isn't just you, it seems to be one of the more common bugs. Someone linked to a fix a page or so ago, and there's also a sticky about it in the official tech support forums.
 
Speaking of maps, I hope the mapvote system is optional. I much prefer static rotations, especially since people who play multiplayer shooters are awful and just want to play the same map over and over. Some of the servers, The Wild Bunch one especially, are just 24/7 servers at this point.
 
ghst said:
i have no idea whether this is just some psychological idiosyncracy, but for me, the cover system only began to make sense once i mapped the command to my thumb mouse button. it's certainly something you have to learn and the game doesn't force its application on you, but i already consider it essential.
Yeah that's how I usually map cover as well. Can you choose between toggle and hold? I've tried most variations but it always lands on the ol' mouse 4. It's the smoothest way to pop in and out for me.
Not the ping (250+) but the netcode. I can play with almost no visible lag. Sure the bullets may actually hit some miliseconds later, wich can turn you off depending on how you play, but its a LOT better than i expected. The game doesnt get janky with lag at all, you dont see players disappearing or nothing like that. Its highly playable.
That's good to hear! And you know what, I suspect that the delayed kill messages makes the horrors of lag less apparent as well.
 
Dakota47 said:
New maps, yay! The Grain Elevator map looks interesting. Look at the number of floors that building has.

Look at that thing. This is going to be so awesome.

And yes, cover to thumb mouse button is how the big boys play.
 
Arucardo said:
Besides the day 1 server browser bug I haven't really encountered anything else in the beta. Runs awesome on a i5 2500K and a 560 Ti with everything on ultra except shadows on high. The only time I get a slight fps drop is when using a scoped rifle but it's basically locked at 66fps (there's a limit in the config file but I didn't feel the need to raise it). Can't wait for the release and being able to start unlocking stuff.


Why am i getting such worse performance with an i5 750 (@3.5 Ghz) and a 6950 2gb unlocked to 6970?
Those same settings i get like 20ish fps.

Are you playing at 1920 x 1080?
 
ghst said:
i have no idea whether this is just some psychological idiosyncracy, but for me, the cover system only began to make sense once i mapped the command to my thumb mouse button. it's certainly something you have to learn and the game doesn't force its application on you, but i already consider it essential.
I had the same moment of clarity when I changed the binding from CTRL (because thats where I like crouch) to "F" which is my go-to key for any major function outside the classic FPS mechanics.
 
is it possible to enable fast switch for weapons?
oh and can i disable rumble somehow? I'm not playing with a pad so why is it rumbling? lol
 
IMACOMPUTA said:
Why am i getting such worse performance with an i5 750 (@3.5 Ghz) and a 6950 2gb unlocked to 6970?
Those same settings i get like 20ish fps.

Are you playing at 1920 x 1080?
Yeah 1080p. Try switching off ambient occlusion if you haven't already, should give a nice boost to the framerate. Probably a problem with AMD cards though.
 
Dakota47 said:
New maps, yay! The Grain Elevator map looks interesting. Look at the number of floors that building has.

A grain elevator? Seriously? I saw my first grain elevator in Montreal, and the thing is so massive and ominous. That's so fucking cool.

By the way, is it possible to cancel a Steam preorder?
 
Arucardo said:
Yeah 1080p. Try switching off ambient occlusion if you haven't already, should give a nice boost to the framerate. Probably a problem with AMD cards though.
i'm in a room with two computers powered by 6950 2gbs and they're about in line with what theexodus has been reporting with his twin 570s.

to the guy dropping frames like hot turds, try running the UE3 redist that comes with the beta download (steamapps>common>redorchestra2beta>binaries>windows>ue3redist.exe).

to oogie, i've seen the beta running at around 45fps average on medium+ settings on an e6750/260gt combo. it scales.
 
MrOogieBoogie said:
A grain elevator? Seriously? I saw my first grain elevator in Montreal, and the thing is so massive and ominous. That's so fucking cool.

By the way, is it possible to cancel a Steam preorder?

Contact Steam Support.
 
MrOogieBoogie said:
A grain elevator? Seriously? I saw my first grain elevator in Montreal, and the thing is so massive and ominous. That's so fucking cool.

By the way, is it possible to cancel a Steam preorder?
Contact Steam support for a refund.

Edit: Beaten.
 
In that case it won't hurt to preorder the game to see how the beta runs on my system.

EDIT: Wait, I can still get into the beta, right?
 
MrOogieBoogie said:
In that case it won't hurt to preorder the game to see how the beta runs on my system.

EDIT: Wait, I can still get into the beta, right?
yeah. tripwire even offer an oh so nefarious £4 "upgrade" for those who initally bought the regular edition.
 
Changelog for the patch tonight can be seen here.

http://forums.tripwireinteractive.com/showthread.php?t=59563

We're going to be rolling an update to the beta out shortly. Here is the changelog for your perusal:


- Turned on Speedhack detection and added a system to allow server admins to decide what to do with a player when they are detected using a speedhack (kick, session ban, or permanent ban).
- Fixed PreStartDuration not working properly which caused the round to start prematurely after a map change.
- Fixed getting stuck with a zoomed FOV when using grenades
- Added ability to turn off anti-aliasing
- Fixed floating meshes when a player dies
- Fixed destructibles not updating their shadows when destroyed
- Fixed DOF inside tanks
- The ranked server system is now operational
- Player progression stats are now saving and loading
- Unranked servers are now showing up as unranked in the browser
- Realism modes are hooked up and functional
- Killing a tank now gives extra points based on the number of players in the tank
- New map list: Gumrak, Grain Elevator, Barracks, Red October Factory
- Team balance changes. Commanders and top scoring players no longer get team swapped on death. The role select menu will not appear immediately to make it more obvious that you have died. Also, fixed a bug where an axis soldier could spawn on the allied team or vice versa.
- Fixed some HUD icons sticking around on the screen
- Fixed Countdown ending with time still on the clock
- Fixed automatically firing your weapon sometimes when respawning
- Fixed some issues with scoring in Firefight and prevented running out of reinforcements in this game type
- F10 will now cancel a pending server connection properly when stuck on a loading screen

Oops, missed one thing:

- Fixed the Welcome Screen editor in webadmin making the welcome screen text invisible in game
 
Anyone else not really care for Fallen Fighters? At least on TE mode...If the Allies don't have a good sniper, a lone Axis MG can essentially dominate. Maybe I just need to play it more and learn my way around it better...
 
Fuck yeah, stats work now!

I, for one, am interested in a precise qualification of just how terrible I am at this game.
 
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