[TW]Yoshiro  [developer] Apr 15 @ 11:55am
April 21st RO2/RS Update Changelog
Rising Storm Game of The Year Update Trailer: http://youtu.be/z73obSu7SmM

2 new Transports
  • Universal Carrier & Sonderkraftfahrzeug 251 (SDKfz 251)
  • Winter and Summer textures
  • New Achievements
  • Transports implemented in 3 maps Arad, Barashka and Rakowice


New Gametype S&D
  • 9 maps modified to work for SD (4 RO2, 5 RS)
  • 1 completely new map SD-Warehouse (for RO2 - Official Custom Map)
  • New achievements
  • Added a new bind '=' to drop the bomb in the game binding menu

New RS map Maggothill
  • Merrill's Marauders, made up of a series of light infantry assault units (lacking heavy weapons), was ordered to take up position at Nhpum Ga and hold it against attacking Japanese forces in April of 1944. Ill equipped for this holding action, the Marauders were put under siege and often time surrounded by the Japanese.

    Faced with poor health conditions and limited supplies, the Marauders managed to hold. At the end of the battle, 400 enemy were confirmed dead with 57 dead marauders and hundreds more wounded or incapacitated.

  • Modes Supported: RSFF, RSTE, RSCD, RSSD


Brewing system
  • After Brewing their map once, custom mappers shouldn’t have to brew their maps after future game updates
  • Testing has shown some existing cooked maps will work under the new system, but others have shown errors (such as missing textures) and will need to be brewed to have them corrected


MCP Winners
  • Phosphate Plant
  • Myshkova River
  • Otori Shima


Fixed Tank bugs
  • T-pose bots should no longer show up (fixed for 5 different variations)
  • Fixed vehicles staying in the wrong DepthPriorityGroup after a player finishes spectating (tanks could be seen as always on top of everything)
  • Changing position in the driver's seat of a vehicle no longer breaks the ability to switch to that seat
  • Vehicle Teamkill and Vehicle Kill Assist kill messages now display the correct text label (previously both said "Kill Assist"
  • Fixed tanks shooting off to the left when trying to shoot near an object between you and where you were aiming the cannon
  • Fixed inability to spawn in tanks as certain roles at times
  • Fixed tanks often getting stuck on objects
  • Fixed that firing HE/AP removed ammo from the MG as well
  • Made the spawntank cheat not spawn a tank stuck on the front of your tank
  • Fixed issue that makes you unable to look around on a non standard aspect ratio
  • Fixed log spam when at a resupply point
  • Fixed log spam when changing seats in a vehicle
  • When hitting an object with your tank you now hear the impact hit sounds
  • Fixed players getting insta-banned if they hit a friendly tank
  • Fixed players getting insta-banned if they drive over a friendly with a tank
  • Fixed cases of seeing tankers inside your tank without a head
  • Fixed cases of seeing the people sitting inside a tank appear through the outside of tank
  • Vehicles with a broken transmission can no longer turn
  • Destroyed T34's in non-winter paint no longer display ultra blurry, low res textures
  • Fixed spectator camera jerking around when someone changes seat
  • Tanker bots can now be removed as expected when using the KillBots() command or the Remove Bots function in WebAdmin
  • Added new setting FriendlyFireHitVehiclePunishScale to reduce instances of one-hit-bans for hitting friendly vehicles
  • Vehicle broken transmission sound no longer starts and stops abruptly. It fades in and out
  • Damaging an undamaged vehicle armour plate in an armour zone that is already in a heavily damaged state will no longer reset the zone's health back to a higher value
  • Players in vehicles should no longer be prompted to resupply MG soldiers outside the vehicle
  • Vehicle crew and passengers will now always play the correct death animation for the position/stance that they were in on death, rather than always using the one for the default position
  • Changing seat position while holding the fire button on a vehicle MG spot will cease firing as soon as the transition starts or the player is killed
  • Tank Icons on the overhead map now correctly scale with the resolution of your monitor (making them no longer appear huge on low res monitors, or tiny on high res ones)


New Tank features
  • Server ability to force players to fire the current shot before they can reload a different kind of ammo
  • Added ability to bind the rotating of a tank turret to happen by keyboard instead of mouse in the default config files (this is currently unsupported functionality but can be found commented out in the defaultroconfig.ini file)


Campaign
  • Fixed bug where roles appear to be available but are not selectable (in campaign)
  • Fixed bug that allowed players to spawn on enemy squad leader when teams were swapped
  • Fixed incorrect icons in the campaign window
  • Fixed the chat automatically scrolling back to the beginning when voting over a territory
  • Pacific campaign map in WebAdmin now matches the one in game (was previously scaled differently)
  • Fixed incorrect spelling of the Pacific Campaign territory "Volcanoes"

Weapons
  • Weapons now track ammo on both the client and the server, stopping players to fire more shots with a weapon than the mag contains
  • Fixed knee mortar reload sounds ignoring volume settings
  • Re-ranged the knee mortar to stop it from firing short
  • Bolt action rifles no longer lose shell ejections after performing a full reload
  • M1 Garand empty clip ejection no longer stops at random intervals
  • Players of the Japanese in RS can no longer get effectively unlimited booby traps
  • Players can no longer initiate a reload if they're bandaging
  • Fix for circumstances causing the player viewpoint to float above where it should be for machine gunners
  • Fixed the interruption of MG barrel change not stopping the 3p animation from playing, or preventing the code from swapping the barrel over regardless
  • Fixed machine gunners being able to unlock movement during pre-game countdown
  • Fixed Heavy machine gun ammo getting out of sync with the server when firing in fully automatic
  • Adjusted pivot points on RS MGs, so that they no longer allow the player camera to rotate behind walls
  • Fixed exploit that allowed iron sights to be raised instantly
  • You now correctly hear footstep sounds, when holding the fire button while moving around with a katana.
  • Fixed cases of deployable weapons creating T-posed soldiers or "Jazzhands"


General
  • Fixed the ability to join a full team by going spectator first and then selecting the team
  • Fixed bug that had AI being added to the wrong team when a player logged out, leading to a server crash if the other team's roles were all filled
  • Fixed exploit where footstep sounds could be disabled
  • RO2 level up messages no longer incorrectly play RS sound effects
  • Added new handling to allow native VOX for "no valid artillery target" messages when Native Voices is enabled
  • Switching to Axis spectator from the Axis team while online will no longer cause everyone in the server to speak using Allied voices
  • Teamchat messages in the campaign menu chat box now have a prefix of (TEAM) so that their teammates know that it's a private team message rather than a public one
  • Fixed a bug that limited the number of bots that could join a game
  • Fixed an issue where the camera view target would be set to the wrong thing
  • Fixed issue where reinforcements kept resetting after players have begun spawning
  • Fixed Allied players can say "argh i’m hit" with native audio from the Axis perspective
  • Automatic hint for Banzai charging should no longer appear for German soldiers
  • Selecting a role via the "Join a Squad" menu while the pre-game countdown is underway will no longer result in an un-possessed pawn at spawn

UI
  • Map/Kick/RoleKick voting menus should no longer reset to the top every time another player casts a vote
  • Germans now see that they have to type np to forgive instead of kp
  • Commander orders icons on the overhead map now clamp to the edges of the visible map when zoomed in, rather than overflowing onto the rest of the HUD
  • Commanders now see orders icons offset correctly on the overhead map when zoomed in
  • Fixed options in Steam Workshop menu being clipped off the bottom of the screen (and therefore unusable) while using non standard aspect ratios
  • Fixed inconsistent uppercase vs lowercase role names on the pre-game ready screen
  • Fixed bug where incorrect realism mode was displayed when mode and map changed by webadmin
  • Fixed objective and player spotted icons in the World Widget (HUD overlay) being located incorrectly while using non standard aspect ratios
  • Added <> brackets s to hints where a key press is required


Map changes
  • All official custom maps now have a more standardized squad unlock system, so that in low player/clan matches you do not end up with too many smgs etc.
  • Custom map names now appear on the loading screen rather than just "Custom Map"
  • Fixed misplaced tactical view ammo icons for most MCP custom maps.

Arad2
  • Moved infantry spawns closer to the villages.
  • Added AT rifles to all ammo locations around the objectives.
  • Fixed matinee tracks for recon planes - lifted their altitude.
  • Cover improvements
  • Multiple buildings opened up for infantry
  • AT rifles placed at ammunition supplies
  • Added Transport Spawns

Barashka
  • Changed North and South Village capture times from 15s to 30s to promote better fights over the final objectives
  • Marksman roles now show up with less than 16 players
  • Fixed elite assault roles not having classic mode overrides
  • Cover improvements

Bridges of Druzhina
  • Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range
  • The radio on the first bridge now works for both teams.
  • All roles have been redone from scratch hopefully fixing the invisible ppsh/ or the ptrs looking ppsh bug.
  • Cover improvements.

Coldsteel
  • Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range

Gumrak Station
  • Added squad names

Mamayev Kurgan
  • Fixed cover in one of the initial pillboxes to allow MGs to properly deploy

Myshkova River
  • Cover improvements


Rakowice
  • Cover improvements
  • Made changes so tanks can no longer easily get stuck in the trenches
  • Messages, about events moved up from the center of the screen so they are less likely to be blocking your view

Betio
  • Minor collision fixes
  • Removed ability to win 2 rounds instantly

Guadalcanal
  • Fixed players flying into the sky if you kill them in the underground airfield bunker
  • Fixed an invisible wall near the Red Cross objective

Iwo Jima
  • Changed tessellation distance to help reduce terrain related exploits

Kwajalein
  • Cover improvements


Issues that can no longer be reproduced (likely fixed by some other change)
  • Selecting the TT33 lvl25 makes you spawn with only 1 weapon
  • Selecting the SVT40 Sniper lvl50 no longer crashes your game (and your entire team)
  • Issues with the lvl 25 pzb rifle
    • When deploying when prone your character moved up into the air
    • No visible muzzle flash
    • Bullets hitting nearby objects when the player was aiming further away

Crash Fixes
  • Fixed several of the most common crash reports that came in
Last edited by [TW]Yoshiro; Apr 21 @ 11:53am
Showing 1-15 of 179 comments
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Moskeeto Apr 15 @ 12:27pm 
That is quite the awesome changelog. Quite a few nice surprises in there as well. Glad to see there were tons of tank bugs fixed.
SU-37 YELLOW Apr 15 @ 12:38pm 
This. Patch. Will. Rock.
Serge Lang Apr 15 @ 1:25pm 
One really amazing thing would be to sort the player list by alphabetical order, so you can mute/votekick easier. At the moment I believe it is sorted in some very strange way, maybe even random. Sorting that list could really help in a lot of ways. A lot of times you cannot votekick spammers/cheaters because people cannot find their name in the list.
Seangis Khan Apr 15 @ 1:25pm 
cant wait
Tig Ol Bitties Apr 15 @ 1:37pm 
Game randomly switches AP/HE rounds in tank when moving between views or positions.

Will that be fixed also? Nothing worse than realizing the game just fired an HE shell when you specifically told it to fire AP.
[TW]Yoshiro  [developer] Apr 15 @ 1:46pm 
Originally posted by Tig Ol Bitties:
Game randomly switches AP/HE rounds in tank when moving between views or positions.

Will that be fixed also? Nothing worse than realizing the game just fired an HE shell when you specifically told it to fire AP.

Its not random. Any time you are not the gunner, the AI gunner will load AP rounds as the default round it wants to fire. Changing how that system works will not happen for this update.
Moskeeto Apr 15 @ 1:52pm 
One thing that I would have liked to see fixed was the incremental throttle always resetting when changing positions.
Last edited by Moskeeto; Apr 15 @ 1:52pm
SCUM Apr 15 @ 1:55pm 
Originally posted by TWYoshiro:
Originally posted by Tig Ol Bitties:
Game randomly switches AP/HE rounds in tank when moving between views or positions.

Will that be fixed also? Nothing worse than realizing the game just fired an HE shell when you specifically told it to fire AP.

Its not random. Any time you are not the gunner, the AI gunner will load AP rounds as the default round it wants to fire. Changing how that system works will not happen for this update.

I admit I dont know how the tank AI works, but maybe have the ability to turn off the AI doing things such as driving to spots, rotating the guns or changing ammo?
Tig Ol Bitties Apr 15 @ 2:04pm 
Originally posted by TWYoshiro:
Originally posted by Tig Ol Bitties:
Game randomly switches AP/HE rounds in tank when moving between views or positions.

Will that be fixed also? Nothing worse than realizing the game just fired an HE shell when you specifically told it to fire AP.

Its not random. Any time you are not the gunner, the AI gunner will load AP rounds as the default round it wants to fire. Changing how that system works will not happen for this update.

Thanks for your response. There may still be an issue, though with the feeling of "lag" on the AP/HE designation when you come back to the position.

Glance down and confirm that AP is selected.
See enemy tank.
Fire!
HE shell impotently hits side of enemy tank.
Glance down and see HE selected.
Rage when you realize all you have done is alert the enemy tanker to your position.

It's a real issue but I'll take another look at this after the patch.
Last edited by Tig Ol Bitties; Apr 15 @ 2:05pm
Jordax142 Apr 15 @ 2:40pm 
Nice to see that some maps from the last map-making contest are going official too.

Gigantic changelog though, Tripwire did one helluva job with this patch from the looks of it.
#whiteStone Apr 15 @ 3:13pm 
only 3 maps with halftracks? i don't wanna complain here but why it's not possible to use them on redoctober, comissar house and bridges as well? there is much of space on these maps or does it have something to do with balance?

Greetings from Germany
Last edited by #whiteStone; Apr 15 @ 3:21pm
Tig Ol Bitties Apr 15 @ 3:49pm 
Originally posted by NerØ:
only 3 maps with halftracks? i don't wanna complain here but why it's not possible to use them on redoctober, comissar house and bridges as well? there is much of space on these maps or does it have something to do with balance?

Greetings from Germany:mkb:

+1. Bridges needs this badly. The first ten minutes of that absurdly long map screams out for APCs.
Keijo Apr 15 @ 4:05pm 
If a map plays well without halftracks there no point to add them because it ♥♥♥♥s the balance completely and takes a lot of extra testing to make it play out well.
3-M-i-L-i-0 Apr 15 @ 4:10pm 
WOW!! Thanks!
Ace42 Apr 15 @ 4:21pm 
Originally posted by TWYoshiro:
  • Fixed the ability to join a full team by going spectator first and then selecting the team

Well, that's killed my enjoyment of the game now I'm pretty much forced to be stuck on derp-a-derp noob team or quit the server altogether...

  • All official custom maps now have a more standardized squad unlock system, so that in low player/clan matches you do not end up with too many smgs etc.

  • Does this fix the "Squad 5 has anti-tank Rifles in it, but no-one can go Squadleader for them" issues? Does this fix the "Squad 1 and 2 has a ton of Riflemen; the rest have none" issue with people being autosorted from top-to-bottom?
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    Date Posted: Apr 15 @ 11:55am
    Posts: 179