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09-06-2017, 10:55 AM
Bericht: #41
RE: Rising Storm 2 Vietnam
Reddit threadje waar ik het met een aantal punten wel mee eens ben:

https://www.reddit.com/r/rs2vietnam/comm...nfinished/

[Afbeelding: PW35sOYkzgp5xU%2BujLx3Ag2KQB0%3D.png]
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09-06-2017, 07:27 PM
Bericht: #42
RE: Rising Storm 2 Vietnam
(09-06-2017 10:55 AM)NyteMyre schreef:  Reddit threadje waar ik het met een aantal punten wel mee eens ben:

https://www.reddit.com/r/rs2vietnam/comm...nfinished/

Het spel heeft nog wel wat patches nodig, dat is zeker.

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20-06-2017, 04:52 PM
Bericht: #43
RE: Rising Storm 2 Vietnam
Patch 1.01 is uit:

Citaat:Patch 1.01 Is Now Released
Rising Storm 2: Vietnam - [TW]Yoshiro


The first post launch update is here! This is a required update for clients and servers. The full changelog is as follows:


General Changes & Updates
Gameplay
Changed the way tiebreakers work on Territory mode - now the team which captures the most points will win in a tiebreaker situation, not the team with more points.
Made it vastly easier to pick up dropped weapons
Now by default, sprinting from prone will no longer return the player back to the prone stance when the player stops sprinting. You can change this setting in the gameplay options
Various tweaks to various weapons’ collision, correcting the distance to walls at which certain weapons ‘lower’
Reduced player movement speed while climbing ladders
Reduced friendly fire penalties for commanders
Increased the default pre-round delay from 10 seconds to 30. FYI, this will reset all servers to this new default time.
Various tweaks to the order in which some items are listed in the inventory
Tweaks to mouse sensitivity when using iron sights after adjusting slider values in settings


Maps
Removed one specific tree from the landing zone in An Lao Valley, per a request from reddit user SprayAndPlay. We agree with you, sir!
Added more solid cover to Objective A on Cu Chi
Improved the lighting inside Objective B on Compound
Extended artillery protection zones to cover the entirety of the US spawns on Hill 937


Art
Added a red tunnel preview mesh which displays during the cooldown following the destruction of a spawn tunnel
Improved the mesh for destroyed squad tunnel. Destroyed tunnels will very much look destroyed now
Improved the animations when sprinting with grenades to avoid ‘foot sliding’
Improved the third person animations for sprinting uphill with a sniper rifle equipped
Improved the saturation and readability of the overhead maps
Added an idle pose to the SVD when the magazine is empty, preventing the bolt handle from sliding forward incorrectly
Bullet decals now stay on objects and surfaces on all maps for longer across all graphics settings


GUI
The ‘After Action Report’ has been modified to show separate round end and match end slates. This makes it less confusing on which team exactly won
Enlarged the ‘Change Camera’ text on the spectator view


Audio
Updated the AK single fire sound to more closely match the full auto fire mode
Updated the sound of the Bird Dog recon plane
Improved the attenuation of grenade bounce sounds


Player Vote Kick System
Vote kicking is now default to Team-Only. This means that by default, servers will allow vote kicks only for members of your own team


Bug Fixes
Crashes
The game client will no longer crash when shooting Cobra rockets at a manned Dshk
Fixed several crashes that would occur on game start
Fixed ‘Garbage Collection’ crashes on server travel. This will solve the majority of crashes at map change for all players. As always, please be sure to continue to report crashes as they occur. Please also include your email address in the bugsplat report along with as much detail as to what you were doing right before the crash occurred


Gameplay
Fixed the ‘Sprint-Fire’ exploit/bug
Fixed an exploit where enemies could use DShKs inside spawn protection
Fixed an issue where the Spooky Gunship damage zone could appear desynchronised from where it appeared to be firing
Fixed an issue where U.S. players would sometimes be unable to spawn on Squad Leader
Fixed an issue where shotguns would fire ‘low and to the left’ of their intended target
Fixed an issue where following team swap players would miss initial spawn
Fixed an issue where players could throw grenades from ladders
Fixed an issue where the screen would be permanently red if players left the combat area and then returned back to play
Fixed an issue where the game would hitch momentarily as a player died
Fixed an issue which caused Napalm canisters to occasionally land off-target
Fixed various issues with the role voting system not removing players from the role, or being blocked from re-selecting a role at their death
Fixed an issue where following team swap, there would be a delay before the next round would begin
Fixed a bug prevented the ‘Vehicle’ VOIP channel from working
Fixed grenade animations being skipped when players are prone
Fixed an issue where M79 smoke grenades’ smoke would pass through walls/terrain
Fixed an issue where players could fire the Mosin Nagant before the reload animation ends
Fixed an issue where commanders would receive assist points for Loach Spotting rather than the Loach pilot
Fixed an issue where the ‘constructing tunnel’ animation could be interrupted and then restarted, resulting in multiple tunnel meshes being displayed
Fixed an issue which prevented players from using the scroll wheel on the Huey Door M60 to switch between positions
Fixed an issue where dying with an attempt to leave a helicopter would leave players with a completely dark screen until bringing up the escape menu
Fixed an issue where the RDG1 smoke grenade appeared in the Equipment inventory group rather than the grenade group
Fixed an issue where the ‘Daisy Chain’ achievement would not unlock
Fixed an issue where the XM21’s bayonet would not count towards the ‘5 Bayonet Kills’ achievement
Fixed an issue which caused the ‘Oh Baby, A Double’, achievement, to unlock under incorrect conditions
Fixed an issue where the achievement ‘Help Is On The Way’ would not unlock if players were in the spawn queue on Skirmish
Fixed an issue where squad leaders who were also playing as Marksmen would receive an extra set of binoculars
Fixed an issue where ammo checking with manual bolting would cycle a round in code, but not in animation



Maps
Fixed an exploit on Hue City where NLF players could shoot into US spawn from a rooftop west of Objective C
Fixed an exploit on Cu Chi where players could get onto an unintended rooftop and snipe players approaching Objective C
Fixed an exploit on Song Be where players at objective B could crouch through a tunnel wall and shoot players
Fixed a rooftop on Hue City which had no collision, allowing players inside the model. This also fixed a number of exploitable rooftops across the map.
Fixed collision on the outer wall of Objective F on Hue City to prevent exploits
Fixed an exploit on Hue City where the player could mantle onto unintended rooftops in the shanty town around Objective C
Fixed an exploit on Hue City where players could get into unintended areas in the stairwell of Objective B
Fixed an exploit on Hue where players could prone under the citadel walls and see enemies crossing the moat
Fixed the issue with Cu Chi where the U.S. failing to capture F in the first round of a match could break the map for subsequent rounds
Fixed various snags, stuck locations and collision issues across all maps. This will provide for a smoother and streamlined experience
Fixed an issue where smoke effects would appear transparent on Hill 937 when viewed from certain directions
Fixed an area of the tunnels under Cu Chi which players could stand under Objective D and capture the point
Fixed various areas where players could see through the map in the tunnels under Hue City
Fixed an issue where NVA players could mark artillery on US spawn after Objective B had been taken
Fixed an issue where players would teleport/mantle across the map when vaulting over walls on various maps
Fixed various clipping and floating art issues across all maps
Fixed various small holes and seams across all maps
Fixed an issue where a door on Hue had no collision and allowed players into unintended areas
Fixed an issue on An Lao Valley where some mountains would not fully destroy helicopters on collision
Added collision to a bush near objective C on Cu Chi inside which players could hide
Fixed an issue on Hue City where players could mantle onto an unintended rooftop across from Objective A
Fixed an issue where the US could lose artillery protection for their spawn area when attacking objectives D and E on Cu Chi
Fixed overly dark tunnel lighting and odd shadows in the Cu Chi tunnels
Fixed an issue on Cu Chi where trenches would cull out too early and players could see through the map
Fixed an area on Cu Chi where players could see under the map under the steps of Objective C
Fixed an area of Compound where players could crawl through a gutter and fall out of the map
Fixed an area where players could fall through out of the map in US spawn on Hue City
Prevented players from being able to reach the low poly houses to the far-South of the play area on Song Be
Players can no longer walk on barbed wire South of Objective G on Song Be
Players can no longer clip through the roof of the destroyed house in Objective G on Song Be
Candles now properly illuminate the dark room at U.S. spawn on Song Be
Fixed a pit on Hill 937 into which players could fall and become stuck
Fixed an issue with Territories mode on Compound where the U.S. team could fire into NLF spawn at Objective A
Made it easier to access the radio in Objective G on Cu Chi
Fixed a blocking volume that prevented free movement in a hut in Objective A of Hill 937
Removed an unlit poster hanging in an underground room on Hill 937
Fixed the ‘screen dimming’ error, present on Hue City in the tunnels near C
Fixed an issue where players could see the underside of a rock face in the Northern valley of Song Be
Fixed a small terrain mesh with no collision at Objective B on Song Be
Fixed several instances of floating/clipping/incorrectly placed grass on Song Be
Fixed the overly dark/floating grass in some areas of An Lao Valley
Moved a dresser which was clipping through an open door on Cu Chi


Art
Players manning the DShK will no longer appear as if they are missing geometry
Bullets now correctly penetrate bamboo fences
Bullets now properly penetrate the chain link fence on Song Be at Objective G
Modified the collision on the ramp out of the tunnels on Hue at Objective C to prevent players from being snagged or stopped at the tunnel mouth
Fixed the stretching issue present on the hands/arms of corpses
Fixed various instanced of ‘light bleeding’ which caused rocks to appear white where they intersected with the ground on An Lao Valley
Fixed an issue where characters’ feet could sometimes behave strangely when operating the DShK on Cu Chi and An Lao Valley
Fixed an issue where the M79’s sight floated above the gun model during reload when viewed at range
Corrected the collision length for the Mosin Nagant from 1 meter to the correct length of 1.23 meters
Fixed an issue where various 3rd person player attachments would cause incorrect character lighting in some areas
Fixed an issue where the smoke trail behind a crashing cobra would pop away rather than fade out
Fixed an issue where pressing RMB would interrupt machine gun reloads and allow players to move around/glitch the animation
Fixed an issue where the player’s arms would clip with the camera when using the RPD
Fixed a bug where the spawn tunnel preview mesh would become locked in position when players began charging with the pick mattock
Fixed an issue where the Cobra’s FFAR rockets would not display smoke trails correctly
Fixed an issue where the DShK’s shells would bounce back and forth towards the muzzle of the weapon when ejected
Added a glow effect to the drainpipe that NLF players can climb to reach the roof of Objective A on Cu Chi
Fixed an issue where characters would not perform the throwing animation for grenades when prone and leaning to the right
Fixed some trees on An Lao Valley missing collision


WEAPONS
Potential fix put in place for static images appearing on the sniper scope rather than the rendered scene. Please report any further instances, with as much detail as possible, if this you still have this occur. You can report your bug at: https://forums.tripwireinteractive.com/ under the Rising Storm 2: Vietnam section


GUI
Fixed an issue where the ‘Friends’ tab of the server browser would not list servers
Fixed killfeed options ‘Only Own Kills’ and ‘Only Squad Kills’ not working
Fixed an issue where the Commander ‘Star’ icon could become stuck on the Radioman’s first-person camera
The ‘Filters’ panel in the server browser no longer defaults to open
Fixed an issue where the incorrect icon would appear on the ‘Digging Tunnel’ progress bar
Fixed an issue where kills with the XM21’s bayonet would display the wrong kill icon
Fixed an issue where the killfeed displayed a skull icon for flamethrower kills caused by fire on the ground
Fixed an issue where the enemy commander’s name would be used when using the Northern Forces’ ambush deployment
Fixed an issue where the last claymore detonated would not clear from the tactical view
Fixed an issue where Players’ own claymores/C4 didn’t show up on the HUD unless they were very close to the planted explosive
Fixed an issue where no HUD indicator appeared for players using vehicle chat in the Huey
Fixed an issue where pilots outside helicopters could still see the Vehicle Chat HUD identifier
Fixed an issue where team member icons appeared at map origin before initial spawn
Fixed an issue where the player count number for teams changed orientation depending on resolution for the NLF and NVA
Fixed an error where total wins could go above 100% on the player stats screen
Fixed an issue on non-16:9 resolutions where ‘Select Deployment Location’ exceeded the given space for that text
Fixed an issue where issuing an order to a friendly objective would cause the icon for that objective to be layered ‘behind’ other icons on the compass widget
Fixed an issue where the grenade counter would default to the M61 grenade regardless of team
Fixed an issue where US shotguns would display an incorrect ammo count for remaining shells


Audio
Fixed an issue where the radius on player screams was too small, meaning they would appear not to play to players at range
Fixed an issue where death screams would still play after players’ bodies had despawned
Fixed an issue where no sound played when an RPG hit a helicopter
Fixed an issue where the Main Menu music would only play once rather than loop
Fixed an issue where the M18 smoke grenade audio would still play after particles had stopped emitting
Fixed an issue where the RPD had no sound for its ammo check
Added a missing sound to the RPG’s handle switch at the end of its reload animation
Fixed an issue where pistol sounds would not be muffled inside tunnels on Hill 937
Added missing audio to a waterfall on An Lao Valley
Fixed an issue where river sound effects would fade out as you approached a waterfall on An Lao Valley
Players no longer play ‘Artillery Incoming’ voice lines when M79 rounds hit


Miscellaneous Fixes & Updates
Fixed an issue with reserved server slots leading to incorrect ‘Server is Full’ errors
Changed the game’s default display from ‘Borderless Windowed’ to ‘Fullscreen’ to prevent players from losing mouse focus during gameplay
Fixed an issue with the Members feature not reserving slots on servers
Extended various tunnel volumes to encompass the entire tunnel across all maps, this fix will also prevent players from failing to unlock the ‘Tunnel Rat’ achievement in these areas
Refined third person weapon lowering
Players’ stats now properly save if players vote to switch maps mid-round
Corrected the spelling of ‘Requires Password’ on the Filters section of the server browser
Changed the wording for Empty/Full servers on the Server Browser filter options
Fixed an issue where players could not change their spectate view target after selecting a spawn point while waiting to deploy
Corrected the description of the in game ‘Folding Stocks’ tip
Changed the wording on ‘Framerate Smoothing’ option to ‘Limit FPS’ in Advanced Graphics Settings
Although fixed in a previous patch, the issues with the AC-47’s sounds are now fixed



Optimization Passes
Completed a network relevancy optimization pass on Song Be
Fixed an issue where the commander’s tactical view would cause log spam when viewing Squad Leader icons at distance
Fixed log spam when launching the client with the Compact Communication Widget enabled
Fixed log spam connected to pilot battle chatter


Web Admin
Fixed an issue where ‘Use Captures for Tiebreaker’ server option would not change the tiebreaker logic
Fixed an issue where the ‘Use Map List’ setting would not save
Removed an unused and unlabelled column from the Current Game page


Localization
Fixed an issue where Cyrillic text rendered too small to be readable on the player level indicator
Fixed an issue where in German, the ‘refresh all’ button in the Server Browser would appear translated, and then switch to English



The teams at Tripwire Interactive and Antimatter Games continue to work towards even more improvements as well as additional content. For more information on what is coming in the future, check out the Roadmap on Trello, here: http://rs2vietnam.com/roadmap.

TS: ts.tangodown.nl (ww=tangodown) // Wiki // Falcon BMS //Youtube // Xfire groep // Steam groep
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15-07-2017, 09:52 AM
Bericht: #44
RE: Rising Storm 2 Vietnam
Updates met bug fixes, nieuwe maps, wapens en voertuigen bevestigd:

Citaat:State Of The Game


Hello,

Here at Tripwire Interactive and Antimatter Games, it’s important that our studios continue to keep community interaction to high standards. After all, it’s you the community, who we want to ensure are having an enjoyable experience each time you log in to Vietnam and run through the jungle. First, from everyone at Tripwire Interactive and Antimatter Games, we would like to thank you for your continued interest and support of our game.

As to where we are today, you may have already seen our presence on the Reddit boards, official Tripwire forums and the Steam discussions. That presence will continue each and every day. While we may not be able to respond to every single thread, rest assured... we are reading, reviewing and notating on a daily basis.


As such, we'd like to take a few moments to discuss what has occurred since the launch of Vietnam and what we have planned for the future. While there is too much to list on what exactly has been addressed, we do want to call out some of the major issues that you, the community, have provided terrific feedback and bug reports on.

First up, let’s discuss what’s occurred since launch, back on May 30th. Since that time, our immediate attention has been focused on resolving top reported community issues and feedback. The top 3 issues consisted of:

Game crashes
Game launch issues
Stuttering and overall performance

Creating a multiplayer game, especially a FPS, which runs perfectly on all types of PCs, is one of the most challenging technical aspects of game development. We are happy to report that the above issues have been addressed and are in the current Live build. Community feedback and reception has been very positive. This does not mean that our job is over, however. We will continue to ensure that the overall gaming experience not only meets our expectations, but yours as well.



Next, allow us to speak about upcoming content and the future of Vietnam. As previously mentioned, we continue to focus on bugs but we are already underway on additional Summer content along with content for the latter part of this year. Please keep in mind, that the below details are planned 'goals'. Development progress may result in these items coming at a later than originally scheduled time frame. We will of course update you on such changes, to ensure the community has complete visibility.

In the short term, over the next few updates we are expecting the following to roll out over a series of updates in the coming weeks and months:

Content
Have you wanted to play Hue City in Supremacy mode or Song Be in Territories mode? While the development team continues to work hard at bringing you update 1.02, we are also planning to push an interim build to add prototype conversions of the existing TE/SU maps to deliver new experiences on current maps. AMG will continue to work towards bringing completely new content to Vietnam. We will have more to share on that in a future news update!

Lastly, two brand new weapons and a variant of an existing one are also in the works. We will be providing more details on this soon!



Quality of Life

Separate control binding for infantry and vehicle settings
Along with official Xbox and Steam Controller Support
Scoreboard improvements, such as having the ability to directly select and mute other players
Instanced Rendering - new rendering method which offloads work to the GPU allowing for more items on screen (with less objects popping into view) and less CPU hit (potential performance improvement for lower end CPU’s with better GPU combinations)
Having the announcer only announce to the players who are affected by Rapid/Ambush Deployment
Improvements to the Spawn Selection menu, such as the menu remembering your last selected spawn and being able to ‘Ready Up’ by pressing ‘Enter’
And a lot more that we're not quite ready to share!

Bugs
The QA team has continued to investigate bugs and looks at community reproductions and believe we have found the root cause of:

Rare Player/Server positional desync
Several audio sounds being cut-off or not playing at all. Such an example is the Spooky
And a whole lot more!

We are still investigating and looking for reliable reproduction cases of the following and could use any community input to help us find them:

Any video step by step instructions or detailed write ups that can cause hit registration issues to occur 100% of the time, if followed exactly. We have seen the issue happen but have had trouble making it happen ‘on command’ so we can capture the root of the issue and work to resolve it.

Over the course of the rest of the year we are working towards our first major content update which is planned to include:

Brand New Maps
Brand New Weapons
Brand New Vehicles
And More!

All throughout, we will continue to look at top community requested features and quality of life improvements. As such, please keep those suggestions and requests rolling in!

And do not forget to check out some of the maps (and mods) that the community has started putting together. To our modding community, there are requested improvements and bug fixes coming as well. One such request is improvement to the upload tool by adding config and localization file support. We are also working directly with Valve to track down why servers are not properly grabbing updated Workshop files.

While details for our future new content updates are not yet available, you can keep an eye on the Rising Storm 2: Vietnam Roadmap for a detailed look at our near future changes and a loose look at our long term plans. Please keep in mind, items are subject to change for various reasons (including date shifting or an entire feature being cut).

Once again, we thank you for your continued support, patronage and interest in Rising Storm 2: Vietnam

Tripwire Interactive and Antimatter Games


See you then. Cheers!

— RS2:Vietnam Developers

http://steamcommunity.com/games/418460/a...0144109928

https://trello.com/b/pTmp5jlk/rising-sto...am-roadmap

TS: ts.tangodown.nl (ww=tangodown) // Wiki // Falcon BMS //Youtube // Xfire groep // Steam groep
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12-01-2018, 08:23 PM (Dit bericht is het laatst bewerkt op 12-01-2018 om 08:24 PM door Nimster.)
Bericht: #45
RE: Rising Storm 2 Vietnam
RS zit op dit moment in een Humble Bundle, samen met andere Tripwire titels.

https://www.humblebundle.com/games/hope-...ans-bundle

TS: ts.tangodown.nl (ww=tangodown) // Wiki // Falcon BMS //Youtube // Xfire groep // Steam groep
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