Red Orchestra: Combined Arms

Red Orchestra: Combined Arms is the award-winning game, built on Epic’s Unreal Tournament 2004. It is a First Person Shooter, with sim...

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Red Orchestra: Combined Arms is the award-winning game, built on Epic’s Unreal Tournament 2004. It is a First Person Shooter, with simulation-level realism, set on the Eastern Front of WWII. Take up arms as Germans or Soviets, fighting over the historical battlefields. Enter the fray as anything from a simple rifleman to a tank commander. Play online alongside your comrades or play offline against intelligent AI infantry. In Red Orchestra, It's war.

-------------------- New Features: --------------------

- Full AI support for infantry and vehicles added. - German MG42 - the first-ever representation of it firing at its full 1200 rounds per minute. - Soviet IS-2 Heavy Tank, with its powerful 122mm gun, added to counter the threat of the Panther - and any other German tank! - Shell-shock: when close to any explosion, the player will experience motion blur, with the player taking time to recover. - Grenade Damage model now works on exposure of the player: the less of the player exposed to a blast, the less damage taken. - Vehicle Hit Detection now uses an ultra-precise per-poly method, with specific engine and ammo locations to blow up. - New Vehicle Voice Menu, allowing communication within a tank. - Multiple improvements made to code Reducing CPU Load.

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****Major Changes/Additions****

- Red Orchestra now has full bot support for infantry
maps and functional bot support for all other maps. Bots
will fight, use iron sights, capture objectives, follow
orders, attack/defend specific objectives, and more.

- Added the MG42 fully modeled with a true 1200 round per
minute rate of fire.

- Added the IS2,Iosef Stalin 2, heavy tank. This tank
features heavy armor and a large 122mm cannon that is
more than a match for any tank it will encounter.

- Added a new motion blur effect when explosions happen
near you. This new "shell-shock" effect greatly enhances
the immersion of the game.

- New and vastly improved prone movement system. Greatly
improves movement while prone while fixing many of the
bugs with the prone system.

- Improved Voice Over IP support.

- New grenade damage model based on exposure. The less a
player's body is exposed to an explosion, the less damage
they will take.

- Vastly improved vehicle hit detection. Hit detection
for vehicles now uses an ultra precise per-poly
method to detect if a shot collided or not. This
New system should also greatly reduce the load
on the server's CPU as well.

- Improved internal damage modelling for vehicles including
separate damage for the engine and ammo store areas that
will do devastating damage to the tank when hit.

- Improved intra-vehicle communication with a new vehicle
voice menu and vehicle test chat system.

- Added advanced friendly fire settings. Separate settings
are now available to let server admins set different values
for artillery, grenade, and standard damage types.

- Many optimization to decrease server side CPU load.


****Detailed Changelog****

**Additions**

==Optimization==

- Added a new system for looping ambient fire sounds for
high ROF weapons. Should sound much smoother, use less
CPU, and less network traffic.

- Added a new system for looping weapon fire animations
for high ROF weapons. This should allow much smoother
firing animations for high ROF weapons.

- Added a new system for handling hit effect and tracer
spawning for high rate of fire weapons. Should greatly
reduce network traffic and CPU usage.

- Converted the MG34, DP28, MG42, PPSH41, PPS43, and the
PPD40 over to the new ambient fire sound system and
special high rate of fire optimized code.

==Players==

- New and vastly improved prone movement system. Greatly
improves movement while prone while fixing many of the
bugs with the prone system.

- Players view now rotates correctly while prone rather than
rotating at the angle of the terrain the player is prone
one.

- Players now move correctly and their view works correctly
while prone on certain surface types (static meshes).

==Voice Over IP==

- When speaking with VOIP, you can now see how loud
your voice is, and what channel your speaking in.

- Added custom voice level system using an analog
style VU meter with needle.

==Weapons==

- New smoother shoot animations for SMGs and semi autos.
Animations should be much more fluid.

- Added the MG42 fully modeled with a true 1200 round per
minute rate of fire.

- New recoil system. Provides much smoother recoil online
especially in high ping situations.

- New grenade damage model based on exposure. The less a
player's body is exposed to an explosion, the less damage
they will take.

- The amount of blur a player gets from an explosion is now
reduced based on their exposure to the explosion.

==Vehicles==

- Added the IS2,Iosef Stalin 2, heavy tank. This tank
features heavy armor and a large 122mm cannon that is
more than a match for any tank it will encounter.

- Vastly improved vehicle hit detection. Hit detection
for vehicles now uses an ultra precise per-poly
method to detect if a shot collided or not. This
New system should also greatly reduce the load
on the server's CPU as well.

- Lowering the slats on the Half track will now protect
the driver.

- Added internal Ammo Storage hit point for tanks. Any
penetrating hit to the ammo storage will destroy the tank.

- A red track icon is now displayed on the hud when
a tank track gets disabled

- Added a separate engine damage system. Hits to the engine
can now disable a vehicle if enough damage is done to the
engine and the vehicle is not destroyed.

- A damaged/disabled engine icon is now displayed when
the engine is damaged/disabled

- If a vehicle is disabled and the crew abandon it, the
vehicle is destroyed after a few seconds.

- Added a voice menu for vehicles. This allows the vehicle
crew to quickly communicate tactical information such as
"stop", "forward", "enemy ahead", etc. The keys are bound
to the numpad keys by default. The bindings can be modified
under the Configure->Input->Speech Binder. Access the voice
menu by pressing the voice menu key (default is "V").

- Added a vehicle only chat (chat messages only go to
people in your vehicle). (Default key is "U").

- New and improved tread textures for the IS2 and KV1

==BOTS==

- Defending bots now have greatly increased tactical
awareness. Defending bots will now purposefully attack
recappable objectives they have lost.

- Bots are now scared of grenades, satchel charges, and
artillery strikes. They might still attack if they are
really mad and trying to kill you.

- Added code to get the bots using vehicles a little better.

- Bots will now have specialized traits based on their
role type. For example, SMG roles will attack up close
more often, while rifle roles will try and make long
range shots more often.

- Human players will now kick bots off of a role if
the human tries to select a role that is full that
the bot is occupying.

- Roles that are full but have bots in the role will
be noted by a "*" next to the role.

- Set all long range weapons up to be able to be used properly
by bots with sniper defense points.

- Added additional functionality for Attack and Defend
in the bot menu. Bots will now attack/defend the
specific objective you tell them to attack/defend. This
is beyond the standard attack/defend "anything"
functionality that UT2k4 has.

- Disabled grenades for bots for the time being until they can
be taught how to use them properly.

- Any role can now give orders to bots offline. Online
officers are the only ones that can give bots
orders.

- Bots now have more historically accurate names.

- Bots now use ironsights. The system is rudimentary, but
the bots are now more accurate because they use iron sights.

- Bots now know when an objective has been completed, and should
move on to attacking/defending their next objective.

- Added a system for prioritizing the objectives for bots. This
system is flexible enough to support linear attack/defend type
maps, or non-linear maps.

- Added AI code so the bots will understand the new objective
prioritization system.

- Bots should now generally know whether they should attack or
defend. This system still needs some work, but is quite functional.

- Bots now correctly animate when crouching

- Bots now respond when issued voice commands

- Bots no longer are transfixed with dropped ammo or
weapons.

- Bots are no longer transfixed with dead bodies.

- Bots are now aware of the objectives, and will try and
capture/defend.

- Bots will now open doors when the doors are properly
configured by a mapper.

- Bots will now leave the spawn and go out
and do things.

==Server Administration==

- Added advanced friendly fire settings. Separate settings
are now available to let server admins set different values
for artillery, grenade, and standard damage types. The new
settings are called:

FFArtyScale
FFExplosivesScale

FFArtyScale will scale artillery FF kills by this value. So
for example, if it usually takes 1 kill to be kicked, if
FFArtyScale was set to 0.25, it would take 4 friendly fire
kills from artillery to be kicked. It works in a similar
manner for Explosive damage (nades, satchels, tanks shells,
etc).

Essentially, this will allow admins to reduce (or increase
if they feel so inclined) damage done by indirect weapons
like nades and arty, while still keeping a high level of
punishment for straight up shooting someone with a rifle.

==Effects==

- Artillery and grenades will now cause the players
view to shake if they explode near them.

- Artillery and grenades will now cause a motion
blur effect if they go off near you.

- New and improved tracer effects for MGs

- New and greatly improved bullet hit effects.

- Added a menu option to turn switch the motion blur to an
alternate system for users that run OpenGL or users with
low end machines. Set motion blur to "off" in the detail
settings menu to enable the alternate system.

==Misc==

- Glass no longer stops bullets. Bullets will now pass
through glass, break it, and then continue on.

- Added a new scoreboard based on Crube's BFE
scoreboard mutator. (Used with permission)

- Added icons for ROObjectives and ROSatchelObjectives
in the editor. The art looks a little goofy, and you
might want to have an artists make them look better.

- Added a web based news page that is dynamically updated.
You will see this under news when you open up the
multiplayer menu.

- Voice menu now matches the rest of the User Interface
instead of being UT2k4 blue.


**Changes**

==Weapons==

- Increased recoil for semi autos

- Bolts, Semis, and STG44 are now slightly more accurate

- Sniper rifles now get sway reduction for crouch and
prone just like the rest of the weapons.

- Improved Bipod mounted weapon deployment. Bipod mounted
weapons should find deployment spots easier especially
while crouched.

- MG34 and MG42 3rd person ejected rounds now fall out
the bottom of the weapon instead of the side.

- All automatic weapons have improved/tweaked firing
animations to work better with the new autofiring
code

==Vehicles==

- Swapped out per-poly collision on tank turrets due to
a bug with the system. Per poly hit detection remains
for tank and vehicle bodies.

- Removed the vehicle horns until we get proper sounds

- Disabled bots using MG roles for now until they can be
taught to use them properly.

- Adjusted Panther front armor back up to correct levels
now that penetration is working properly. T34-85 can
penetrate the front of the Panther at < 100 meters.
IS2 can penetrate the front at any range. KV1 can
never penetrate the front of the Panther.

- Adjusted KV1 armor down to realistic levels.

- Plugged the new ambient fire sounds into the vehicle
mgs.

- Set the radius that players will try and get into
vehicles to half the size.

==Optimization==

- Greatly optimized sections of the player movement
and animation checking code for the server. This
code is some of the most executed code server side.

- Restructured the Bipod and MG mounted weapon classes so
they will work better, be more efficient, and easier to
understand.

- Cleaned up and reworked large sections of the MG system
to work better and be more efficient.

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Red Orchestra Dev Team


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Registered 28th August 2004

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