Rising Storm Vietnam: Patch 1.02 released

Informationen zu den Spielen Red Orchestra / Rising Storm und Rising Storm Vietnam, sowie unseren damit verbundenen Servern
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All about the games Red Orchestra / Rising Storm and Rising Storm Vietnam, as well our related game servers
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[RC]Hunter
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15 Aug 2017, 21:30

New Additions
Map Conversions (BETA - but no longer an opt in)

Introducing SU-HueCity, TE-AnLaoValley and TE-SongBe! These map variants not only bring the existing maps to the other game modes they offer new gameplay experiences and new lighting/time of day. PLEASE NOTE: these maps are currently in a BETA state. This means there are known bugs that are present, but we are at a stage where we are ready to provide these maps to you in the current map rotation and receive your feedback.

Players can test these maps by joining our official test server located here in Atlanta (Tripwire Official ATL Test Server IP: 64.94.238.82:7787). We feel they are in very playable state and server admins can add them to their own rotations.

Once you’ve had an opportunity to test these maps be sure to drop by http://rs2vietnam.com/mapsurvey and let us know your feedback.

General Changes & Updates
Hit Registration

As of this patch, we believe that all reported or known hit registration issues have been resolved. We no longer have any data that shows us that dedicated servers are ‘throwing out’ client’s shots or hits. With that said, there may still be perceived hit registration issues due to how the damage model is setup and players’ expectation of how the damage model worked in RO2. We will keep an eye on this and make further changes as we see fit.

If you believe you have found new issues with hit registration please report them to this thread: http://steamcommunity.com/app/418460/di ... 933835398/

Server-Side Hit Detection

A note to all Server Admins that are running Server-Side Hit Detection (SSHD). We at Tripwire Interactive and Antimatter Games advise switching back to Client-Side Hit Detection (CSHD).

Players with more than +150ms ping will have an inconsistent experience shooting enemies compared to playing on servers running the default CSHD. With SSHD, every shot made by the player will be affected by their ping and in turn will often miss their target as the Server thinks the enemy is in a different position than the shooter’s client.

We are considering adding a prompt that would educate players that your Server is running Server-Side Hit Detection and that their Ping can (and will) make a major difference in their shooting and ability to hit enemies.

We understand that some Server Admins will want to keep SSHD running on their server. However, as developers, we want to be sure we’re all bringing the best experience possible to our players.

Gameplay
Added vehicle-specific keybinds to separate movement keys when playing as infantry vs pilots
Made the following changes to weapon balance:
Vertical recoil for each weapon now has consistent min/max values making the muzzle rise from recoil more predictable and less random.
Reduced recoil of AK-47 weapons by 25%
Reduced sight misalignment when rotating
Changed the hip/shouldered weapon fire spread to be identical to that when aimed
Increased suppression of all Helicopter miniguns and the M60D
Reduced recoil of the RPD by 10%
Increased suppression caused by machine guns by 33%
Reduced weapon sway on the SVD and Mosin sniper rifles
Reduced damage output of the PPSH-41, TT-33 and MAT-49 7.62 variant
Increased recoil of PPSH-41 by 15%
Reduced ammo count of the PPSH-41’s drum from 71 to 65 rounds.
Increased damage of AK, RPD, SKS when victim is less than 50m away
Added a ‘toggle sprint’ option to the gameplay options
Added decals to indicate to players exactly where fire damage will occur when napalm has hit, preventing ‘Invisible Napalm’ death's. If you continue to experience this issue, please report at the official Tripwire Interactive support forums: https://forums.tripwireinteractive.com/
Increased the duration of Lockdown from 3 min to 5 min.
Increased overall time needed to activate Lockdown if any objective has not been attacked or captured.
Reviewed and increased Squad Tunnel health from 100 to 200
Added the ability to rotate Claymores before planting. Change Fire Mode (X by default) will rotate the Claymore clockwise.
Added an option to change mouse sensitivity when using optics/scopes
Players can now double-click spawn points on the map to select a spawn and automatically ready-up for deployment
The M79 now reloads on the first click if you ‘dry-fire’ with ‘auto-reload’ enabled from the options


Maps
Increased the number of Grenadiers and RPG soldiers on Hue City by 1 for both the Territories and Supremacy version
Increased the number of Engineers, Scouts and Sappers on Hill 937 by 1
Moved objective marker C on Hue City up by 5m to prevent it from obscuring defenders


BETA Maps


Hue City (Supremacy)
The U.S. will now have a better chance of being able to attack and capture the artillery position and PAVN homebase. The odds of this occurring previously were very much stacked against the U.S.
An additional Grenadier slot has been added for the U.S.
An additional Machine Gunner slot has been added for the U.S.
U.S. reinforcements have been reduced by 80
Objective capture times are now consistent with other Supremacy maps



Song Be (Territories)
The VC now have 2 separate spawns to start out with
Spawn protection for the 1st VC spawn point has been increased
Spawn protection for the U.S. has been slightly adjusted. This will allow the VC to have better flanking options
U.S. and VC reinforcements have been increased by 150
Objective A (Hamlet and Bunkers) have been split into two objectives. This will now allow both sides to be able to engage at the objectives
Character lighting has been adjusted in the map


An Lao (Territories)
The VC now have 2 separate spawns to start out with. This will allow for a natural spreading out at the start of a round and to be able to attack from multiple angles
The U.S. spawn has been moved back some, for the first objective. This evens things out for the VC
The second objective was very difficult for the VC to capture and hold. A 2nd default spawn has been added to help the VC spread out more
VC reinforcements have been increased by 50
A 3rd RPG slot (role) has been added for the VC
An visual anomaly has been fixed in the skybox


USER INTERFACE
Added a ‘ping’ filter to the server browser filters
The state of the tactical view (T) now persist through a player’s death. This means, if you die while the tactical view is on-screen, when you respawn, the tactical view will now remain active
Added an icon to indicate when the player’s gun’s muzzle is blocked by cover when aiming over cover
The ‘artillery incoming’ icon will now always be displayed on the HUD for the duration of the ‘call in’. This change will help players who do not use the tactical view to be aware where friendly artillery and napalm is being directed
Per community request, the mouse cursor is now ‘on’ by default when the map is toggled. This included when playing as a commander
Added an option in ‘Player View and HUD’ settings to have the compass always on-screen. This will occur even when the tactical view is closed
You may now mute individual players or entire teams via the scoreboard. To access this, simply left click while the scoreboard is open to enable your cursor to mute players. Individual players can also be muted from the scoreboard.
Added an option for the user to increase the FOV in which teammate icons are visible. This option can be found in the ‘Player View and Hud’ settings
HUD Icon Opacity can now be set to 0% in HUD options. There are separate options for direct aim and iron-sights.
Adjusted the following UI windows to match the style of other UI windows:
‘leave this server’
‘select players to mute’
‘role voting’
‘‘player voting’
When respawning, the spawn menu now ‘remembers’ the previously selected spawn rather than needing to be re-selected at each deployment
Pressing the ‘Enter’ key on the spawn menu will now set the player to a ‘Ready Up’ state
The ‘Quick Refresh’ button on the server browser now updates server details
Increased the size of the ‘change camera’ text on the spectator camera
Keybind prompt when using the Command Widget is now centered and easier to notice.
Changed the color of 'Orders' text from grey to gold to increase readability of incoming orders and requests
Typed messages to your squad and team now display the words 'Say to SQUAD' and 'Say to TEAM' in their corresponding squad and team colors
You may now change the FOV on player names. The default setting is 'Narrow' and the new setting is 'Wide'. If you select 'Wide', the names and indicators on friendly players will stay on-screen at wider angles. This setting can be found under the 'Player View & HUD' settings


Audio
Improved the sound of the minigun on the Loach
Added a cooldown to prevent announcer spam when points are being contested
The ambush/force deployment audio now only broadcasts to the commander and players who spawn as a result of the ability
Improved the attenuation of the Spooky’s impact sound effects so that they can be heard from further away. The sound effects will also fade out more realistically
Tweaked the ‘headshot’ kill sound so that it’s quieter when the downed enemy is further away
Tweaked the volume of footstep sounds to make them more audible


Bug Fixes

Crashes
Fixed the #1 crash reported by bugsplat, where sometimes spawning as a Machine Gunner would cause the game to crash
Fixed an issue where players would crash on server travel
Additional misc. crash issues have been fixed


Gameplay
Fixed an issue where players would have their screen briefly fade to black after re-deploying
Fixed an issue where the camera would be stuck on a black screen when spawning in, requiring a player death to fix
Fixed an issue where re-entering a helicopter would play a temporary fade to black overlay
Fixed a hitch that occurred around player death
Explosives now destroy tripwire traps
Fixed an issue where tiebreakers would use points rather than number of objectives captured in territory mode
Fixed an issue where auto-balanced players placed in empty squads would not automatically become Squad Leader
Fixed a bug where players could become de-synced from their location and appear ‘invisible’ to other players
Fixed a bug which allowed players to fire their weapon while sprinting
Fixed an issue where switching to a pistol would briefly delay the player’s ability to fire the pistol
Fixed an issue where VC tunnel placement would go through the full animation when players were digging a tunnel too close to another, only to have it fail after the full eight seconds
Fixed an issue where players would sometimes be unable to disembark from landed Hueys
Players can no longer throw grenades from ladders and in the process, equip their primary weapon
Fixed an issue where the Loach would be moved by small arms fire and could be flipped by the DSHK
Fixed an issue where player movement would be disabled after deploying a machine gun
Fixed an issue where going in and out of iron sights while using the ‘hold to ironsights’ aiming mode would cause the weapon to glitch if players had a high ping
Fixed an issue where MGs would fire a tracer every 1-2 rounds rather than every 5. Tracers now fire every fifth round
Fixed an issue where players could take damage from the Spooky gunship before the effects appeared to have started
Fixed an issue where entering the loach as a pilot, if the loach’s current pilot is in the co-pilot’s seat, would kick the original pilot into limbo
Fixed an issue where players would be unable to leave iron-sights when aiming down the sights of the DSHK
Fixed an inconsistency where if players were aiming down sights with a Machine Gun and switched to pistol it would not automatically be in iron-sights as with other weapons
M79 smoke grenades now collide with players and damage players
Fixed an issue where chatting in global chat revealed your location via grid-reference in the console
Fixed an issue where a squad member spawning on a prone squad leader briefly spawned under the map before floating up next to the SL
Fixed an issue where players could change firing modes with binoculars
Fixed an exploit where players could keep their ammo without ever running out, using the SKS by reloading the gun when down to two cartridges
Fixed an issue where reloading an empty M37 with low reserves would result in the player receiving additional ammunition
Fixed an issue where defenders’ artillery markers would be ‘cleaned up’ after objectives were captured, but abilities could still be called on those markers and not actually trigger, wasting the ability
Interrupting the ammo change on the M79 no longer switches the ammo count to your alternative ammunition
Fixed an issue where binoculars could break after crouching and meleeing resulting in them not bringing up the binocular view
Fixed an issue where aiming down sights would cancel when moving and clicking RMB when in ‘Hold to use iron-sights’ mode
Capped the maximum number of drum magazines players can hold with the PPSH to 2
The M60D - Huey Door Gun - no longer continues to fire while the player is changing view when using the weapon


Maps

Hill 937
Fixed an issue on Hill 937 where flying too close to the canopy of the jungle could result in a ‘return to the combat zone’ timer and near-instant death
Fixed various areas on Hill 937 with the terrain which allowed players to prone and see ‘beneath’ the map

The tunnels on Hill 937 will no longer launch players into the sky on death
Fixed an issue on Hill 937 where there would be no artillery protection at objective E for the NVA after the US had captured objectives A and B
Fixed an exploit on Hill 937 which allowed players to hover a cobra at the resupply point and fire missiles into objective C, while being resupplied
Fixed an issue on Hill 937 where collision on terrain in certain spots could stop bullets hitting what looked like viable targets
Fixed a hole on the terrain on Hill 937


Song Be
Fixed an issue where there would be white lines or streaks in the skybox of Song Be
Fixed an issue on Song Be where an oversized Tree Canopy volume extended into an open area, damaging helicopters flying through apparently open sky
Removed a camera prop light from the tunnels under Song Be and replaced with candles


An Lao
Fixed ‘light bleeding’ on various rock clusters on An Lao Valley
Fixed a lighting issue on An Lao Valley where players would appear to be blanketed in shadow in well-lit areas
Lowered sandbags/cover on An Lao Valley at objective C to prevent players from accidentally shooting cover rather than over it
Fixed a draw-distance issue with a crater north of Objective C on An Lao Valley


Compound
Fixed an issue where players could not fire through a window on Compound


Hue City
Fixed an issue where the player would be launched into the sky when attempting to climb the ladder inside objective B on Hue City
Fixed an issue on Hue City where the U.S. could see and use radios on objectives A, B and C before capturing their corresponding objectives
Removed a collision volume that was blocking player movement through a doorway on Hue City
Fixed an exploit on Hue City which allowed players to place artillery near the U.S. spawn area
Fixed an issue where going prone on the grass beds around the gazebo on Hue City would cause players to sink into the ground
Fixed a blocking volume allowing players to appear to be walking on air in the attic of objective E on Hue City
Removed an invisible wall near the U.S. spawn area on Hue City
Added collision to a slab of concrete near objective C on Hue City that players previously fell through into the gutter below
Prevented players from being able to mantle over a car on Hue City which allowed them to get out of the intended play area
Added collision to broken wooden truss in the attic of objective E on Hue City


Cu Chi
Fixed an issue where a wall on Cu Chi would not cast dynamic shadows


Shooting Range
Added missing ‘weapon pickups’ to the shooting range tutorial map. All weapons should now be available for training!


All Maps

Fixed various instances of objects being culled out at inappropriate distances, allowing for various gameplay exploits or shooting walls which appeared not to be there. Thank you to the community for reporting these!
Fixed several locations across various maps where players could become stuck and needed to respawn to become free
Fixed various snags and player hitches across all maps
Fixed various floating and clipping assets across all maps


Art
Fixed an issue where sniper scopes would display a static image rather than rendering what you are supposed to be seeing
Fixed various lighting anomalies and ‘dark patches’ on meshes across all maps
Fixed various holes and open faces on meshes across all maps
Fixed an issue where players using binoculars would appear to be holding nothing in their hands if they became visible after equipping their binoculars
Fixed an issue where players with a pick mattock would appear to be holding nothing if they equipped the mattock before they became visible to the viewer
Fixed an animation hitch when trying to go into ironsights if the player repeatedly clicked the right mouse button
Fixed various Northern-Only climbable vine ladders not displaying the glowing material to players on the Northern team
Mirrored the Pinup Girl tattoo so that the text displayed correctly. Thank you to reddit user, Eleperzo, for reporting this!
Fixed a texture anomaly on the windows of the beetle vehicle showing the beetle’s texture map rather than glass - thank you to Reddit user Vlad_Dynamite for reporting this!
Fixed an issue where character customization selections would not be displayed to other players
Fixed an issue where the Spooky would appear not to spawn/would be invisible to players
Fixed an issue with collision on the gutter assets used in urban maps which allowed players to crawl through walls and see outside the map
Fixed an issue where using the DSHK could cause all guns’ recoil to appear over exaggerated
Fixed an issue where tunnels would appear over-bright on Song Be
Fixed all instances of ‘gore stretching’ on dead bodies
Fixed various trees having no collision On Compound
Added collision to the support beams on the command hut in objective A on Song Be
Added collision to a piece of corrugated metal cover on Cu Chi



User Interface
Dramatically improved the function of the scroll bar on the side of the server browser
Fixed an issue where clicking outside any of the buttons on the spawn-select menu would reset the spawn selection to ‘Auto-Select’
Fixed an issue where ‘show only my kills’ on the kill feed would continue to show the killfeed as normal
The stats page now correctly shows the weapon with which the player has the most kills as ‘top weapon’
Fixed an issue where passengers leaving the Huey with a ‘Safe to Exit’ icon on-screen could still take fall damage
Fixed an issue where auto-balanced players would be able to see their former Squad Leaders icon in tactical view
Fixed an issue where the tunnel destruction icon could get stuck on screen
Fixed an issue where text would become difficult to read after changing killfeed options
Fixed an issue where the scoreboard was not localized on non-English clients
Fixed an issue where the command widgets were not localized on non-English clients
Fixed an issue where zooming the overhead map defaulted to the center of the map rather than the player’s location
Fixed various hints displaying the incorrect key bind for their respective actions
Fixed an issue where the options menus would not be translated when playing on non-English language clients
Fixed an issue where the skirmish victory screen would get stuck on the first-person player camera when the round switched and the player was inside character customization
Fixed an issue where the last claymore detonated would not clear from the tactical view HUD
Fixed an issue where ‘Team Full’ messages would not appear on servers with the welcome screen disabled
Chat text on the vote screen no longer overflows out of the chat box. The text now wraps to the next line as intended
Fixed an issue where the wrong key would be displayed to dismantle traps, dismantle tunnels, place traps or to cycle the spectator camera
Fixed various objective outlines and misplaced icons when using the overhead map when playing small-scale territories maps
Fixed an issue where team member icons would appear at map origin before players’ first spawn
Fixed an issue where third person ammo request icons would persist through round restarts
Fixed an issue where 'switch camera modes' would appear to be unbound while viewing matches as a spectator


Audio
Fixed an issue where players would not see or hear anything related to the Spooky gunship. This led to players not hearing engine sounds, firing sounds, impact sounds, impact effects, or tracer FX
Fixed an issue where players would be shot in the head and not hear the ‘headshot sound effect’
Fixed an issue where some sound effects would stop playing on larger filled servers
Fixed an issue where players who joined servers while the Spooky was active would not see impact PFX for the minigun fire
Fixed an issue where players would only hear the Spooky’s engine sound when the ability was called, rather than the engine and intermittent gunfire/impact sounds
Fixed an issue where bullet whizzes and cracks would sometimes not play
Fixed an issue where the M37 would play the pump action sound during weapon draw and holster
Fixed an issue where many sounds (other players weapons) would play the first part of the sound from the wrong location in the world, upon becoming relevant


Optimization Passes
Made various improvements to performance on Song Be
Fixed client log spam when issuing an attack order to a Squad Leader as Commander
Fixed both server and client log spam when crashing helicopters
Fixed a minor log spam caused when emptying the M16
Fixed an issue where some weapons’ shell ejects would output warnings to the Client Log
Fixed a performance drop when using buckshot with the M37
Fixed small log spam caused by performing a full reload with the M3 Grease Gun
Fixed a log spam issue related to aerial recon


Easy Anti Cheat
Easy Anti Cheat has been updated to include protection from the latest known ‘cheats’
Various updates applied to improve end user crashing and unexpected disconnects


Miscellaneous Fixes and Updates
Added a link on the main menu to the Vietnam Trello roadmap. This will be an ongoing effort to keep the community aware of current and future planned content
Fixed an exploit where players could avoid a vote kick by switching teams
Solved various ‘hitches’ caused by logspam related to building team lists, vehicle weapon fire effects, when vehicle weapons stopped firing and setting map lists
The AdminLogout command no longer causes the admin logging out to suicide
Fixed an issue where very long server welcome screen text would break the game
Fixed an issue where Russian clients would need to download several UI files in order to connect
Vote kicks now default to restricting voting to your own team. This can be changed in the server options, by the server admin
Added a pop-up window on game start to alert players who do not have a DX11 compatible graphics card
Improved tunnel destruction vs weapon pickup prioritization to prevent players from accidentally picking up dead enemies’ weapons rather than destroying spawn tunnels
Fixed an issue where Helicopters flying into gravity volumes on custom maps would have their rotors immediately break
Disabled the ‘Custom Mode’ prompt when joining a custom server
Normalized the volume of the startup logo videos
Players using the DSHK no longer have a vehicle VOIP channel
Fixed various screen formatting issues when playing in Russian localization
Fixed an issue where some weapons would be missing from the killfeed when playing in Russian
Fixed other various localization issues
Fixed an issue where binding ‘shift to center collective’ on helicopters would also zoom the camera
Fixed an inconsistency between the use of ‘hints’ and ‘tips’ in the options menu


Web Admin
Added the ability for admins to reset squad names back to their defaults
Fixed role-kick functionality
Admins now supersede members for reserved slots
Fixed a formatting issue where reserved slots over 25 members goes over multiple pages
Fixed an issue where the ‘Use map List’ setting would not save
Removed an unlabeled column on the ‘Current Game’ page


Steam Workshop and SDK
Added .INT and .INI support to the workshop upload tool
Added tag support to the steam workshop
Added the ‘SDKExtras’ folder to the SDK shipping build, for future art assets for community mappers!
Fixed an issue where capturing an objective in ‘Play In Editor’ would cause a fatal SDK crash
Fixed an issue where lighting could not be built with lightmass when using the public SDK
Fixed various static meshes which caused lighting to fail in the public SDK
Fixed an issue where the terrain tool brush would not appear on occasion until editor restart on the public SDK
Fixed an issue where there would be no audio in ‘Play In Editor’ mode on the public SDK
Made it easier for the modding community to add custom character customization content

Localization
Added Localization support for new/modified UI elements


Special Note
We've seen the issue with the scoreboard and are looking into it now.


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

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