RS2 Vietnam: 1.03 Update Changelog

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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30 Aug 2017, 12:54

<center>[img]http://www.clusterwars.net/userpix/2_rsheader_1.jpg[/img]</center>

New Additions

New Tech: Instanced Rendering
Back in June, we announced that our engineering team was hard at work on a ‘prototype rendering system’. At that time, it was not yet ready to be delivered in a live build. We’re now at a stage of development with this new technology that we’d like to introduce it with update 1.03.

Before further explanation on what this new technology will provide to you, there are two important items that need to be stated:•This new system will be OFF by default. Should you wish to enable this system, go to the VIDEO options and select the “Instanced Renderingâ€￾ option, as seen in the below image:

<center>
[img]http://www.clusterwars.net/userpix/2_eins_1.jpg[/img]</center>

There are known issues with this technology for a certain series of video cards. The GeForce 400 and 500 series in particular. As such, we did not want to leave this new system on by default and want to leave it up to the end user to enable.

Important Message! Instanced Rendering Recommendation! On medium and lower graphics settings, various art assets may display incorrectly - if you are planning on using the experimental ‘Instanced Rendering’ mode, it is highly recommended that you do so on High graphics settings or above.

If you do not have a 400 or 500 series video card (or equivalent) and still experience issues (once enabled), please let us know with your video card model and driver version at our bug and feedback forums for the Community Test Branch: http://steamcommunity.com/app/418460/discussions/6/. You can then turn it back off in the options if it is causing issues.

Instanced Rendering Explanation

Instanced Rendering is a new addition to the engine and therefore will be OFF by default ]while we deploy it for public testing. This new rendering system takes batches of world geometry, or draw calls previously done by the CPU and places the work on the GPU. This means, underutilized GPUs can do more work and take the load off the bottlenecked Rendering Thread. Players with low frequency CPUs (sub 3.0Ghz) and a high-end GPU (GeForce GTX 980+) for example, might experience better and more stable framerate while playing.

Additionally, this system does not use LODs on instanced geometry and as a result there are no popping or visible transitions in mesh geometry while moving around the level.


Game Status Widget Overhaul

The Game Status Widget that displays all the objective and reinforcement information has received an overhaul.

The goal with this UI update is to present the game relevant information in a much more direct and cleaner fashion. The biggest update to this UI element can be seen in Supremacy with the “tug of warâ€￾ bar, as seen below.

<center>[img]http://www.clusterwars.net/userpix/2_zwei_1.jpg[/img]

[img]http://www.clusterwars.net/userpix/2_drei_1.jpg[/img]</center>


Players can now see all available objectives in the Territories game mode.

<center>[img]http://www.clusterwars.net/userpix/2_vier_1.jpg[/img]</center>


New Weapons

We’ve added two brand new weapons plus a new variation for Update 1.03, increasing the total number of weapons in Rising Storm 2: Vietnam to 41. The new guns are:

•PM Makarov pistol for the NVA and NLF factions

<center>[img]http://www.clusterwars.net/userpix/2_fuenf_1.jpg[/img]</center>

•Smith & Wesson M1917 for the US Army and USMC factions

<center>[img]http://www.clusterwars.net/userpix/2_sechs_1.jpg[/img]</center>

And the new variation is:

•XM21 with Sonics Suppressor and Subsonic Ammo for the US Army

<center>[img]http://www.clusterwars.net/userpix/2_sieben_1.jpg[/img]</center>

These weapons are available from the moment you start playing Update 1.03, we hope you enjoy them!

General Changes & Updates

•Refined the map voting system to avoid repeating recently played maps. By default, after playing a map it will not appear for voting for 2 matches. This can be configured on a server-by-server basis by modifying ROGame.ini ‘MapRepeatLimit = 2’

•Reduced the M14’s horizontal recoil significantly and slightly reduced sway

•Improved the fluidity of mantling while sprinting, including the addition of a new ‘sprint mantling’ animation, making it far quicker to traverse the battlefield. If you have feedback on this new system, please let us know!

•Improved the logic for planting Tripwire Traps. They will be much easier to place now.

•Allowed players to stay in the same squad on team swap at the end of a round

•Added an animation for spotting enemies! This animation is interruptible by firing your weapon, and does not impede gameplay.

<center>[img]http://www.clusterwars.net/userpix/2_acht_1.jpg[/img]</center>


Gameplay

•Radiomen now receive points when commanders kill enemies with call-ins made using their radio
•Increased the amount of suppression inflicted by the Loach and Cobra’s miniguns


Maps

•Players now lower their weapons at helicopter base areas, preventing rampant team killing
•Made adjustments to the number of reinforcements across all official maps. These changes are as follows:

Supremacy An Lao
•Both teams’ tickets increased from 584 to 634

Territories An Lao
•NVA attackers’ tickets increased from 684 to 734

Supremacy Song Be
•NVA tickets increased from 360 to 380

Territories Song Be
•NVA defenders’ tickets increased from 650 to 700
•US defenders’ tickets increased from 530 to 680

Hill 937
•NVA defenders’ tickets increased from 470 to 500

Cu Chi
•NLF defenders’ tickets increased from 625 to 665
•US attackers’ tickets increased from 650 to 680

Supremacy Hue City
•US tickets reduced from 570 to 490

Made various balance adjustments to the number of role slots available on all maps. Please see below for previous and updated role slot details:

Cu Chi
US Roles:
•Pointmen - Increased from 4 to 5
•Machine Gunner - Increased from 3 to 5
•Engineer - Increased from 2 to 3
•Grenadier - Increased from 2 to 3

NLF Roles:
•Scout - Decreased from 4 to 3
•Machine Gunner - Increased from 2 to 4
•Sapper - Increased from 2 to 3

Territory Hue City
US Roles:
•Machine Gunner - Increased from 2 to 5
•Engineer - Increased from 2 to 3
•Grenadier - Increased from 2 to 3

NLF Roles:
•Sniper - Increased from 2 to 3
•Machine Gunner - Increased from 2 to 5
•RPG - Increased from 1 to 2

Territory Song Be
US Roles:
•Pointmen - Decreased from 8 to 3
•Marksman - Decreased from 3 to 2
•Machine Gunner - Decreased from 4 to 3
•Engineer - Decreased from 4 to 3
•Grenadier - Decreased from 4 to 2
•Combat Pilot - Decreased from 3 to 1

NLF Roles:
•Scout - Decreased from 8 to 5
•Sniper - Decreased from 4 to 2
•Machine Gunner - Increased from 4 to 5
•Sapper - Decreased from 4 to 3

Hill 937
US Roles:
•Pointmen - Increased from 2 to 3
•Marksman - Increased from 2 to 4
•Machine Gunner - Increased from 2 to 5

NVA Roles:
•Sniper - Increased from 2 to 3
•Machine Gunner - Increased from 2 to 5
•Sapper - Increased from 2 to 3

Territory An Lao Valley
US Roles:
•Pointmen - Decreased from 4 to 3
•Engineer - Decreased from 4 to 3

NLF Roles:
•Sniper - Increased from 2 to 3
•Machine Gunner - Increased from 2 to 3

Supremacy An Lao valley
US Roles:
•Pointmen - Decreased from 4 to 3
•Marksman - Increased from 2 to 3
•Machine Gunner - Increased from 3 to 4
•Grenadier - Increased from 2 to 3

NLF Roles:
•Scout - Increased from 4 to 5
•Sniper - Increased from 2 to 3
•Machine Gunner - Increased from 2 to 3
•Sapper - Decreased from 4 to 3
•RPG - Increased from 2 to 3

Supremacy Song Be
US Roles:
•Pointmen - Decreased from 8 to 3
•Marksman - Decreased from 3 to 2
•Engineer - Decreased from 4 to 3
•Grenadier - Decreased from 4 to 3

NLF Roles:
•Scout - Decreased from 8 to 4
•Sniper - Decreased from 4 to 3
•Sapper - Decreased from 4 to 3

Supremacy Hue City
US Roles:
•Marksman - Increased from 2 to 3
•Engineer - Decreased from 4 to 3
•Grenadier - Increased from 2 to 3

NLF Roles:
•Scout - Increased from 2 to 4
•Sniper - Increased from 2 to 3
•Machine Gunner - Increased from 2 to 6


Supremacy Hue City Lighting

•Sharpened and lightened the shadows on the dusk lighting and corrected the angle of the sun relative to the angle of the map’s lighting

Art

•Smoothed the animation of rotating claymore mines. Players can now also use C to rotate the claymore in the opposite direction
•Adjusted the suspenders and M16 ammo pouches of the US Army to be period-correct to the Vietnam War. Also changed the leather holster to a more accurate black
•Removed the period-inaccurate name tags from USMC tunics


User Interface

•Servers now display in the details window of the server browser whether the server is running client or server-side hit-detection, as seen in the below image. *Note: As previously mentioned, we recommend server admins use ‘client-side hit-detection’, to improve with hit registration. You can determine if a server has ‘client-side or server-side hit detection enabled or disabled, by reviewing the below server browser example image:

<center>[img]http://www.clusterwars.net/userpix/2_neun_1.jpg[/img]</center>

•Scaled down teammate icons on the overhead map by 15%, based on community feedback

•Reverted the change to the Machine Gunner icon on the overhead map, based on community feedback

•Made the player icon brighter so that it stands out more on the overhead map

•Moved the ‘Teamkill Forgiveness’ out of chat and into the voting widget

•Added a new icon differentiating spotted tunnels to spotted players

•Offset the ‘number of people in objective’ counter to the right, still overlapping the objective icon. This is to improve readability of the objective icon as it fills during capture

•Changed the color of the reinforcement icons to match their team colors


Audio

•Improved the M79’s firing and explosion sounds sound to make it easier to judge how close you are to both the shot and the explosion

•Added a crash sound effect for recon, F4, and Spooky

•Improved the ‘Artillery Marked’ sound effect

•Added a scope adjust sound effect

•Improved the Minigun sound attenuation



Bug Fixes

Gameplay

•Fixed a bug which allowed players to sprint and fire their weapons

•Fixed an exploit where players would be able to sprint through deep water

•Fixed an issue where holding right mouse button would not allow players to zoom their camera when flying helicopters

•Fixed an issue where ambush respawn sometimes failed when triggered ‘in the field’, away from a static radio

•Fixed an issue where resetting helicopter collective in the helicopter keybinds to ‘space bar’ would overwrite Jump/Mantle

•Fixed an issue where Northern radiomen would not receive radio assist points for Anti-Air SAMs

•Players can now switch between the claymore and the clacker while prone

•Fixed an issue where Squad Leaders would not always receive a pistol when playing as classes not usually equipped with one

•Fixed an issue where NLF and NVA Squad Leaders deployed with ambush respawn would receive two pairs of binoculars

•Fixed an issue where incomplete squad tunnel placements would prevent other Squad Leaders from digging squad tunnels due to a conflict with the location of the incomplete tunnel

•Fixed an issue where the victory screen would not take players to spawn selection if the round ended while they were in Character Customization

•Fixed an issue where being decapitated would result in the player’s camera moving ~2 feet behind their own body

•Fixed an issue where ammo resupply points provided unlimited smoke grenades

•Fixed an issue where the M1917 would only fire five rounds online, rather than the intended six

•Fixed an issue where the M1917’s ammo counter displayed incorrect values

•Fixed an issue where reloading the last bullets in the M1917 would load bullets three at a time, rather than all six at once

•Fixed an issue which caused players entering passworded servers to be unable to connect and be stuck on an ‘infinite loading screen’


Maps

All Maps
•Continued to improve map collision to reduce snags and stuck locations across all maps
•Fixed various floating items across all maps


Hue City
•Fixed a spot where there was no ground under some trees in Hue City
•Fixed an issue where the roof collision was missing at objective F on Hue
•Fixed an area where players could run out-of-bounds and see ‘incomplete’ looking walls on Hue City
•Fixed a hole in which players could become stuck on Hue City
•Fixed an exploitable spot under a building near the moat on Hue City
•Fixed an issue where players could run out-of-bounds on Hue City and fall out of the map
•Added missing collision to the bridge house archway


Jungle Camp
•Fixed some floating ferns in the US spawn
•Fixed the ‘lighting needs to be rebuilt’ error on Jungle Camp


Compound
•Fixed the ‘light bleeding’ through walls across the entirety of Compound
•Fixed an issue where some window sills inside objective C did not fill their window frames completely


Firebase
•Fixed an area where players could see under the map near Objective A
•Fixed an issue where Punji Traps would appear black after planting on Firebase
•Fixed a sandbag which appeared overly dark on Firebase


Cu Chi
•Fixed an exploit with an ammo box on Cu Chi which allowed the player to throw grenades endlessly
•Fixed an exploit where players could mantle onto roofs and fall out of the map on Cu Chi
•Fixed an area where objects would cull out inappropriately when viewed through a sniper rifle near Objective B, preventing people from accurately seeing cover
•Fixed a location that players could not fit through even though it appeared that they should be able to pass through, in the western portion of Objective A


Song Be
•Fixed material inconsistencies between LODs on the houses on Song Be
•Fixed an area in which going prone caused a tree to appear to violently shake


Hill 937
•Fixed an issue where the player could spawn inside a wooden post on Hill 937
•Fixed an issue with a tunnel behind objective E, which would cause players’ bodies to be shot into the sky upon death


Training Maps
•Fixed an issue on the Helicopter Training map where when playing with Instanced Rendering turned on trees would appear to flicker
•Fixed an issue where targets would flicker in the Shooting Range map with instanced rendering enabled


BETA Maps

Supremacy Hue city
•Fixed an exploit on Supremacy Mode Hue that allowed players to access and climb ruined walls
•Fixed an issue on Supremacy Mode Hue where the NLF’s spawn protection was too small, allowing US troops to see and shoot spawning players
•The climbable vines near Objective C on Supremacy Mode Hue now glow appropriately when NLF players approach them
•Fixed an issue on Supremacy Mode Hue where the radios at A and F would not spawn until another objective was captured
•Fixed an issue on Supremacy Mode Hue where ‘light shaft’ effects did not match the direction of the sun
•Fixed an issue on Supremacy Mode Hue where if players went prone under a table in Objective E would appear to bounce
•Fixed light bleed on Supremacy Mode Hue in objectives D and F
•Removed a floating light from Supremacy Mode Hue
•Fixed an issue on Supremacy Hue City where the US commander could see NLF radio icons, and be unable to use them before capturing objectives
•Removed branches with problematic collision from Supremacy Mode Hue City


Territory Song Be
•Fixed various visual issues where areas of terrain on Territory mode Song Be would appear overly dark


Art

•Fixed an issue where smoke from M79 smoke rounds would not appear for some players
•Fixed an issue where going into iron-sights could cause animations to snap in-and-out
•Fixed an issue where the second stake of the tripwire trap would preview in white when outside the range of the planting ring
•Fixed an issue where the particle effects for the Cobra’s FFAR rockets would produce log spam for clients
•Fixed an issue where the M1917’s effects and fire animations would not always play or show particle effects
•Fixed an issue where using Instanced rendering would introduce extreme flickering after changing resolution
•Fixed an issue where Makarov Magazines would always display as ‘full’ when being loaded into the gun, even when they were not actually full


User Interface

•Fixed an issue where using the ‘unmute all’ button on the scoreboard would not unmute everyone
•Fixed an issue where players’ positions would appear offset from their actual locations on the overhead map when playing the game in 4K resolution
•Fixed an issue where the Overhead Map’s ruler would display incorrect distance values
•Fixed an issue where players playing in non-16:9 resolutions would have their unlocked achievements clip through other menu elements in the after-action report
•Fixed an issue where the Quick Order Widget text would be offset from its box
•Fixed an issue where suicides would be displayed in the killfeed when using the ‘Only Your Death’ killfeed setting
•The squad list no longer mentions when a team has no commander on maps without a commander role
•Objectives on game status HUD will no longer display incorrectly in the seconds before the round starts
•Fixed an issue where the browser would say ‘VAC Secured’ rather than ‘EAC’


Audio

•Fixed an issue where player ethnicity did not match various spoken VO lines
•Fixed an issue where the M37 shotgun bayonet attachment sound was not in sync with the animation
•Fixed an issue where players would hear multiple overlapping explosion sound effects when shooting down helicopters, resulting in a ‘gong-like’ sound
•Fixed an issue where Helicopter Minigun sounds would continue after the helicopter’s destruction


Web Admin

•Fixed an issue where ‘Members Can Spectate’ options on the dropdown were unavailable
•Fixed an issue where the Steam Workshop tool in WebAdmin would not download workshop items


Steam Workshop and SDK

•Fixed a crash when saving content using the public SDK tied to WX Widgets
•Fixed an issue where capturing an objective in Play In Editor mode would cause the editor to crash


EAC

•Various bug fixes and updates


Localization

•Corrected the spelling of ‘center’ in the helicopter keybinds settings under ‘center collective’
•Corrected the PPSh ammo description when playing the game in French
•Fixed the description of the SKS when playing the game in French


Thank you for your continued support and feedback!
Tripwire & Antimatter Games


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

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