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Red Orchestra 2: Heroes of Stalingrad

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13.01.2005
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Predstavljen - http://kotaku.com/5238727/red-orchestra-gets-sequel-redundant-subtitle

orchestra.jpg


We've quietly been fans of Tripwire's Red Orchestra mods/games for years now. But three years on from the release of Ostfront 41-45, the game is showing its age. Time, then, for a sequel!

Ahead of a cover-blowing announcement in this month's PC Gamer - which appears to have caught the devs off-guard - Tripwire have announced Red Orchestra: Heroes of Stalingrad, a full-blown sequel to Ostfront that will be built using the Unreal Engine 3.

And...that's all we know! No screens or anything, sorry, but with a name like "Heroes of Stalingrad" you get the idea.

the game will include a singleplayer campaign set around the Battle of Stalingrad, a 10-player co-op game mode similar to Rainbow Six's "Terrorist Hunt" and squad command features in singleplayer mode.
 
GC 2009: Heroes of Stalingrad: Red Orchestra
Tripwire Interactive and 1C call it the most realistic gun handling ever.

red_orchestra_2_heroes_of_stalingrad_8.jpg

In terms of weapon modeling, Heroes of Stalingrad incorporates a few details that make the experience of playing more realistic. First, there's a bit of a free aim here, so the aiming is loose. Since there's no reticle at all, you'll have to use the iron sights or scopes of your weapon if you want to score big hits. The loose aiming system means you can raise and lower your weapon without changing the focus of your viewpoint. The gun barrels also collide with objects in the environment in a more realistic fashion, so you may find yourself having to raise or lower your weapon if you're getting too close to corners or walls. The good news is that you can sense a little resistance during the collision, which clues you in to the fact that your weapon is going to move to get around the obstruction.

A full cover system allows you to maintain a first-person perspective while taking cover behind objects in the environment. From there you can peak over the top or to either side of your cover and even blind fire around it. Of course, the new bullet penetration system means that not all cover is going to offer the same level of protection. There's also fully modeled breathing that affects your aim, and the breathing itself will be tied to your overall stamina level. If you've just run around a corner, you won't be as steady at first when you zoom in on your targets.

Heroes of Stalingrad also changes the way machine gun bipods work. You can deploy them on any flat surface in the world, and instead of pivoting around the player's viewpoint, the weapons will actually pivot on the bipod. This makes it possible to tilt the weapon over and around obstructions that would normally block a weapon you were just carrying in your hand.

The game also minimizes the HUD interface elements that aren't needed. If you have full stamina, for instance, it will disappear from the HUD. If you'd like to take a look at all those elements, you can automatically pull up a tactical HUD that will show you all your stats as well as icons in the game world for your current objectives. It's a nice way to give the players the information without distracting them from the game itself.

The two new modes we saw were Territory and Skirmish. Territory is a classic assault and defend mode, but it puts the defenders in a more aggressive frame of mind with an interesting lock down mechanic. Each of the successive objectives have timers associated with them, but the defenders can accelerate these timers and lock the objective down by keeping the attackers out for a specific length of time. Defenders can even recapture objectives, but like in Unreal , the objectives are linked in a chain, so you won't be able to sneak around behind the enemy and take objectives in their rear.
...
Dying is a bit different in Heroes of Stalingrad. While you can still drop right away from a head or heart shot, there's also the opportunity to bleed out. If you're bleeding slowly, you may have the chance to apply some bandages and get back in the fight. If you're bleeding fast, the best you might be able to manage is to get off a few shots at your enemy before you succumb.

[YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/_2PN5J31mlQ&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_2PN5J31mlQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE] [YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/sVjqDVpBCZQ&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/sVjqDVpBCZQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE]
 
woow, ovo je vrhunski... nisam uopste igrao prvi deo

kakvi su utisci u multiju ako je neko pikao
 
Malo da osvježim temu. Pošto još uvijek igram RO Ostfront, ovo se uzima čim izađe.

Red Orchestra Heroes of Stalingrad
www.heroesofstalingrad.com

Uporedo rade i konverziju za RO: Heroes Of Stalingrad - Red Orchestra Heroes of Stalingrad Rising Storm
www.risingstormgame.com

Gamescon 2010 Heroes Of Stalingrad gameplay klipovi:

http://www.youtube.com/watch?v=sLCFCMfy9CA

http://www.youtube.com/watch?v=pIOjc4ivMFA

http://www.youtube.com/watch?v=dnv2pEc8mHc

http://www.youtube.com/watch?v=saoevQpUrm8


Ima finih inovacija. Npr. za snajper možeš koristiti oba nišana (iako je već viđeno u Infiltrationu) ili upucavanje nišana. Fino fino jedva čekam :D:D
 
pu bre pa ovo tek 2011 :) uh kako mi treba doza dobre ww2 pucachine :)

ove savremen puce i pucachine su iskreno totalno sprcali sa killstreakovima laserima raketama avionima... dough
 
Poslednja izmena:
Au... :)

Gaming industry 2.0. :)


http://news.bigdownload.com/2010/06...ore-from-tripwire-about-red-orchestra-heroes/

Recently you announced a rather unique program for the game's first expansion pack, Rising Storm, where members of the Red Orchestra mod community will be in charge of developing the expansion. Can you tell us why you wanted to do this?

John Gibson: Given the way we got our start as a mod team we've got very deep ties to the mod community, and believe some of the best innovation comes from the mod community. Over the past few years we've also developed a really symbiotic relationship with the mod community for our games. We've held several mapping competitions where we've put up prizes to reward the best community mappers. We've even taken some of the best maps and mods and included them as official content for our games. This is good for us as it keeps our games in peoples minds and keeps them selling, it is good for the modders as they get to hone their game development skills and possibly get jobs in the industry (we recently hired two developers out of our mod community), and most importantly the fans win because they get a lot of additional free content. The modders for our games have created some really great stuff with a lot of it being professional quality. Right now for instance 30 percent of all the players playing the original Red Orchestra are playing one of the mods called Darkest Hour. That says a lot for the quality of work coming out of the community.

As we were developing Heroes of Stalingrad we came up with some ideas on how we could take these concepts even further. So we came up with the idea for a crazy experiment we called the "All Star Mod Team." We would reach out to the mod community for Red Orchestra and the modding community at large and try and assemble a team of the best modders in the industry. We would then offer them the opportunity to work on a project under the guidance of Tripwire Interactive with an opportunity to actually earn some real money for their work. These guys would get early access to the modding SDK and actually be developing the expansion in parallel with Heroes of Stalingrad. One problem that often plagues mods is that it takes so long to make a quality total conversion mod that they often don't get released until a couple of years after the original game is released. This means a lot of a game's player base has moved on to other games by the time the best mods get released, and a lot of really great mods get overlooked (Mare Nostrum, NeoTokyo, Insurgency, Carpathian Crosses just to name a few). So we wanted to engage a mod team early on so that they can get something out the door while Heroes of Stalingrad is still fresh.

Alan Wilson: We wanted to be able to expand on the original theater for RO. We also wanted to get behind the modders who have done so much work on RO over the last few years. This way, a bunch of them get a great opportunity both to show what they can do AND earn money – and we get extra material for Heroes at a reasonably early stage. Most good mods for games take a year or two to make and we wanted this material available a lot sooner than that.


What can mod makers who want to join the Rising Storm team expect in terms of compensation?

John Gibson: As I mentioned earlier this is all new territory for the games industry and a big experiment for us. We really wanted to give a mod team an unprecedented opportunity. So this is what we are offering the mod team. If at the end of development Rising Storm is just a pretty good mod, we'll release it as an official mod for Heroes of Stalingrad the same way we've done for a couple of the mods for Red Orchestra: Ostfront 41-45. With an official mod we distribute it through Steam as essentially free DLC that anyone that owns the base game can get for free. We did this in the past for the Darkest Hour and Mare Nostrum mods for Red Orchestra: Ostfront and Defense Alliance 2 for Killing Floor.

Now here is where the real opportunity comes in for the mod team. If Rising Storm turns out to be really great then we'll actually turn it into a full paid add-on for Heroes of Stalingrad. This could very well involve us bringing the expansion in-house to give it additional QA and professional polish. The kicker is if we release Rising Storm as paid DLC we'll be sharing a percentage of the royalties with the mod team. This means that if Rising Storm does really well each member of the mod team could pocket a significant amount of money. And to ensure that the mod team gets something out of it, we're going to pay the mod team a completion bonus whether it becomes DLC or not. As the lines between the fans and the developers blur we think projects like this could be an all new way of making games. Of course it is an experiment, so we'll find out in the end how it all turns out.
 
Poslednja izmena:
Environments and weapons teaser za In Country: Vietnam:
[YOUTUBE]pBVx4MFpAoA[/YOUTUBE]


http://www.neogaf.com/forum/showpost.php?p=24898223&postcount=6

Red Orchestra 2 isn't just a game anymore, it's the counter-culture of fps.

Watching the videos is like being transported to an alternate universe where PC fps devs didn't all abandon ship and Call of Duty isn't the standard by which all shooters are judged.
http://www.neogaf.com/forum/showpost.php?p=22914928&postcount=14


2ijkrcwxbdg.gif
 
Ovdje možete pročitati ekskluzivni članak koji je izašao za PC Gamer US.

(Inside the issue there is a full 5 pages, with Evan Lahti getting a world exclusive first playtest of the game. New screenshots, a description of the playtest, Evan’s reactions – and more new information for the fans.)

http://www.mediafire.com/?kgrv2dxe4hx2rua
 
Napokon pucacina na UE3 da mi se svidja, mogao bi uskoro preorder da se pojavi :)
 
Napokon pucacina na UE3 da mi se svidja, mogao bi uskoro preorder da se pojavi :)

U potpunosti se slazem. Odusevio sam se citajuci tekst, toliko paznje detaljima i to detaljima koji ne uticu negativno na igrivost vec naprotiv, upotpunjuju atmosferu. Samo da ne bude steam only :(
 
Pa najbolje je kad su igre steam only. Ne moraš brinuti o patchevima, a znaš da će ti igra biti update-ovana kad i svima.
 
A sta bi falilo tome da bude steam only?
 
hoce li imati lan ili ded serv ?
 
Naravno da će imati. Ovo je jedna čista punokrvna PC igra. To jedan od razloga što upravo do dana danšnjeg i baš u ovome trenutku igram Red Orchestra: Ostfront 41-45.
 
Distribuiraće igru i patcheve kroz Steam kao i prvi deo. Tripwire ne bi sada postojao da nije Steam-a. Zašto ti smeta tačno?

Volim da imam fizicku kopiju i da ne trosim mesto na HDD, odn. da cekam skidanje par GB kad zelim ponovo da instaliram igru. Takodje ukoliko se nesto desi sa steam nalogom postoji rizik da se izgube sve igre.

Ali ono sto mi najvise smeta jeste njihova bezobrazna i bezobzirna poslovna politika. Uporno forsiraju kurs 1eur = 1$ i naravno, prave se blesavi.

Takodje ne zelim da palim steam svaki put kada zelim nesto da igram.


Zasto povezujete steam sa patchovanjem? Lako se moze implementirati mogucnost da prilikom svakog startovanja ili ulaska u multiplayer igra proveri da li postoji nov patch ili ne. Kao da je steam izmislio toplu vodu i patcheve, stavise steam usporoava implementaciju patcheva kod igara koje su i steam i retail (bad company 2 recimo) :trust:
 
pa mozes da bekapujes igru uvek ?
ja ne poznajem nikoga niti sam cuo da se nekom steam nalog zabagovao i da je izgubio sve igre, teoretski moze da se desi, da nekom kazes svoju sifru or something
steam se upali na startup-u i to je to, stoji u sys trayu, nije bas da smara zato sto je upaljen
sistem patchovanja je kontam laksi za developere nego za same korisnike. njihovo je da ga naprave a na steamu je da ga plasira pa ne moraju tim da se bave

i ja sam uvek bio za to da igru pre drzim u ruci nego na steam-u, ali vremenom zaista mi to prestaje da znaci

realno najvise boli, njihova cenovna politika, umesto da digital download bude najjeftiniji on je malte ne najskuplji
 
pa mozes da bekapujes igru uvek ?
ja ne poznajem nikoga niti sam cuo da se nekom steam nalog zabagovao i da je izgubio sve igre, teoretski moze da se desi, da nekom kazes svoju sifru or something
steam se upali na startup-u i to je to, stoji u sys trayu, nije bas da smara zato sto je upaljen
sistem patchovanja je kontam laksi za developere nego za same korisnike. njihovo je da ga naprave a na steamu je da ga plasira pa ne moraju tim da se bave

i ja sam uvek bio za to da igru pre drzim u ruci nego na steam-u, ali vremenom zaista mi to prestaje da znaci

realno najvise boli, njihova cenovna politika, umesto da digital download bude najjeftiniji on je malte ne najskuplji

Dobro, ne mislim na gubljenje naloga zbog njihovih servera vec zbog raznih keyloggera i ostalih cudesa. Pre mesec dana su mi gmail nalog "provalili". I dan danas mi nije jasno zasto a komp cist ko suza.

A cenovna politika je kljucni faktor u svemu ovome, to sam zaboravio da naglasim.
 
Uporno forsiraju kurs 1eur = 1$ i naravno, prave se blesavi.

Da, to je problem, ali samo na launchu. Ali nisu oni krivi za to, već izdavači koji ne žele da konkurišu svojim retail praternima.

Zasto povezujete steam sa patchovanjem? Lako se moze implementirati mogucnost da prilikom svakog startovanja ili ulaska u multiplayer igra proveri da li postoji nov patch ili ne. Kao da je steam izmislio toplu vodu i patcheve, stavise steam usporoava implementaciju patcheva kod igara koje su i steam i retail (bad company 2 recimo) :trust:

Istina, samo verujem da će RO2 doći sa Steamworks-om, što znači da će se i retail kopija aktivirati kroz Steam i sav dodatni sadržaj vezan za igru distribuirati tako.
 
Poslednja izmena:
Imat ćeš fizičku kopiju igre. Tako se prodavao i RO: Ostfront 41-45.

11493.jpg
 
Zasto povezujete steam sa patchovanjem? Lako se moze implementirati mogucnost da prilikom svakog startovanja ili ulaska u multiplayer igra proveri da li postoji nov patch ili ne. Kao da je steam izmislio toplu vodu i patcheve, stavise steam usporoava implementaciju patcheva kod igara koje su i steam i retail (bad company 2 recimo) :trust:

Pazi, meni se recimo steam diže sa os-om, i više volim da odradi update u pozadini, neprimetno, nego da me iznenadi poveći download kada palim igru, nema ništa gore nego čekati da se to skine, baš kad ti se igra, kao recimo ovaj poslednji update za retail BC2 od skoro 2gb, koji čak ne možeš ni pauzirati, jer ako se prekineš kreneiz početka, a u međuvremenu taj launcher koristi 50% procesorske snage..
 
Pa bas zato, bolje da mu ja kazem kada ce da mi uzme 50% resursa nego kad se njemu ili njima cefne. Vise volim da ja kliknem "update" i da pogledam film ili tako nesto, a ne da mi zatreba komp ili net a ono resursa nema jer steam radi update.
 
Momci, tema nije "prednosti i mane Steam-a".
 
Pa bas zato, bolje da mu ja kazem kada ce da mi uzme 50% resursa nego kad se njemu ili njima cefne. Vise volim da ja kliknem "update" i da pogledam film ili tako nesto, a ne da mi zatreba komp ili net a ono resursa nema jer steam radi update.

Pa možeš i tako, samo štikliraš u steamu da ti ne radi autoupdate i miran si. Desni klik na igru, properties, updates i "Do not automatically update this game" :)
 
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