╦╤─ Pongamos al día el hilo ╦╤─
Empecemos con una recopilación de los parches que han salido estos días. Optimizaciones generosas y correcciones de errores con algún balanceo de por medio. Se ha remodelado por completo la funcionalidad del VOIP, importante.
As you may have noticed, this past saturday you downloaded a patch for RO 2.
The changelog is as follows:
- fixed DDE content being awarded when it should/shouldn't be
- fixed RO1 content being awarded when it should/shouldn't be
- fixed the server browser not responding after disconnecting from a game
- removed MKB/AVT from Squad Leaders/Commanders, only Assault gets it now
And an update released yesterday included an undocumented change:
- improved performance for the Ultra setting
We are working on another patch that will likely come out this evening.
- Various crash fixes for server and client
- Client performance optimizations
- Single Player Fix - fixed "double music" playing when loading the game from a checkpoint
- Added the ability to enable webadmin through the commandline. This will allow you to override what is in the ini files, thus fixing up any issues with inis getting overwritten by updates. To enable webadmin via the commandline add EnableWebAdmin=True to the "?" separated commandline parameters. To set the webadmin port add WebAdminPort= to the "?" separated commandline parameters.
As a heads up, we are continuing to work on the following:
- VOIP
- Stats
- Crashes
- Optimization
Update: We are rolling out the sound fix as on some machines it is resulting in a frame rate decrease.
We are pushing out an update tonight. The change log is as follows:
- Significantly improved VOIP system
- Optimized Fallen Fighters map
- Fixed some Single Player spawn issues
- Various crash fixes for server and client
- Client performance optimizations
- Fixed Hit indications when manual bolting is turned on
Servers will need to update.
Ahora un poquillo de polémica, y es que tras una de estas actualizaciones, varios jugadores con una configuración gráfica media o alta, se percataron de que en algunos mapas habían desaparecido algunos escombros (notoriamente en el mapa "Pavlov's House", del tamaño de ladrillos aproximadamente, no juegan ningún papel en la jugabilidad), y se preguntaron por qué las optimizaciones habían modificado tal parámetro, pues lo estimaban de mínimo peso en la carga visual por ser un detalle de estructura muy sencilla. Ha habido respuesta oficial, y no está de más leerla para conocer un poco mejor los quebraderos de cabeza que pueden producir las optimizaciones a cualquier equipo desarrollador de videojuegos. Los ladrillos quizás vuelvan para las configuraciones visuales más altas (menos mal que aquí no hay palmeras, que si no... xD).
So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release except for the bricks. Days of placing every clump of bricks to perfectly align with the terrain the back aches, the eye strain..there is a lot of love there and possibly some floaters . It was the last map we worked on so we had already committed to a visual style of bricks everywhere but when the call came in to optimize everyone pointed to the bricks. It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map.. those damn dirty bricks and i said no.. then they asked again and again until the decision was made...select all... delete...nooooooooo.. but fear not, every map update will not delete anything. I'm hoping that we can make the game look better in time not worse. as performance levels out and we polish up the bugs if I can help it the bricks will be back.. (for ultra only of course,I saved them don't worry)
so please guys enjoy the game, we don't want to loose detail either the environment team has been optimizing all maps again and we're the ones that really don't want to see things get deleted. i'm actually glad so many of you appreciate what we did enough to make and/or answer this thread. so for that I'm really going to try and resurrect Pavlov's ultra only bricks when we go and do another optimize pass on that map. And if we can't get it running better they might have to wait a bit.
Thanks for noticing the bricks.
Pasamos a las buenas nuevas, pues el prometido SDK ya está disponible, aunque de forma limitada y en "alpha". La gente interesada debe pedir acceso y entonces se le enviará una clave. Hay que tener en cuenta, importante, que su desarrollo está muy verde todavía, además de requerir una máquina muy potente para ejecutarlo correctamente y que no se pueden jugar los mapas que se hagan (se activará eesta función en la próxima actualización), únicamente visualizarlos con un cámara "flotante". Es más bien una toma de contacto para la gente más interesada en comenzar a experimentar con él que un SDK al uso, pero al menos la cosa avanza. Aquí la nota de anuncio con más detalles sobre esta versión de prueba:
We have put a "Preview Release" of the RO2 SDK up on Steam. We're calling it a preview release because not all functionality is enabled yet (actually functionality is pretty limited). As such instead of making it available to everyone, we're going to be giving out Steam keys to people that want to give the preview SDK a whirl. We'll give pretty much any one that wants to a key, just be aware that is basically "unsupported" at this point and is for early adopters/people that just can't wait
So what does it include:
- All of the Unrealscript code for the game
- The Unreal editor
What works:
- You should be able to compile the Unrealscript code and play around with that
- With levels you can open, edit, build, save, and fly around in them
What doesn't work or hasn't been tested:
- Pretty much everything else
- You can't play levels yet. If you start them up in PIE (play in editor) you can fly around in the level, but the editor will crash if you try and spawn by choosing a team. The levels made in the editor won't run within the live build of the game yet either.
- Mutators may or may not work, we haven't tested creating/running them with this SDK yet
System Requirements:
- A really fast quad core machine
- 64 Bit OS and Machine
- 10 Gigs of ram to build some of the larger maps
- A fast video card with lots of ram won't hurt
How you get a key:
- If you are the leader of a mod team, PM Yoshiro and ask him for Steam keys for your team. Let him know how many team members you have
- If you are an individual mapper/modder, just post here that you want a key, and Yoshiro will PM you one soon
Have fun guys, and remember this is a preview build. More functionality will be coming online shortly.
-- UPDATE--
YOU NEED TO LAUNCH THE EDITOR FROM THE BATCH FILE LOCATED IN THE MAIN RO2 DIRECTORY.
Por el momento, el juego exprime los procesadores que da gusto, pero Tripwire está trabajando duro para rebajar esa tendencia. Además, parece que están preparando algo más gordo (primer DLC gratuíto quizás?) para dentro de no muchos días, según se intuye en los foros oficiales.
Por el momento, hay dos actualizaciones en camino, con cambios muy importantes. Ya lo están probando en la beta, por lo que esta misma semana estará lista. Será algo así:
Hey guys,
It has been a few days since I last had a chance to talk with you. While I was out of town at a wedding, the team has been hard at work bringing you another update for RO 2. This will be a large update (several gigs in size) due to the art/level changes that have gone into it dealing with performance and graphical improvements (which will cause some areas on the maps as well as weapons/characters in some situations to look significantly better when not in the primary light source).
We've also been actively running the stand alone beta build of the game to identify and fix stats and achievement issues. If all goes well we believe we will have this wrapped up soon.
So in summary here is what you can expect:
1) Graphical Improvements in some lighting conditions
2) Improved performance in nearly every map
3) Stats/achievements systems fixed
4) Fix of the sound loss on map change (again... this time with feeling)
5) Several minor performance enhancements in code
At the same time we will likely roll out our next update of the SDK for those who have it, fixing a few more issues (the highlight being Play In Editor).
The timing of when this update rolls out largely depends on how our testing of the stats system goes in the beta build. When we push out the next update for it, we would appreciate your help hammering at it. See you on the front!
La otra es... Que van a reiniciar las estadísticas y progreso! El inicio tan sobresaltado que ha tenido el juego en sus primeros días ha hecho que para muchos jugadores, sus perfiles y registro fuesen un lío y crease un desequilibrio. La única manera que han encontrado de solucionarlo es hacer un reseteo de las estadísticas y logros. Para los jugadores que hayan adquirido el juego antes de que eso ocurra, se les agasajará con un logro y medalla llamado "In B4 Reset", además de que prometen que estos serán recompensados de alguna otra manera en el futuro. Los días siguientes a que eso ocurra, se obtendrá el doble de puntos de experiencia de forma limitada. Aquí la nota de anuncio:
So we planned on putting this press release out as soon as we put out the update that fixed the stats. But since the achievement "In B4 Reset" found its way into to public already, I'll go ahead and post this up here now so you guys know what is coming up. You'll likely see a modified version of this press release come out in the next few days when we release the update. And this is the current plan, but things can always change, so if something changes please don't come back later and go "but you guys promised you were going to do X" We don't promise, we let you know what the current plans/ideas are, but those can always change!
Red Orchestra 2 - The State of the Game
By most business measures Red Orchestra 2 has been a smashing success for Tripwire Interactive. Within 2 days of the launch of Red Orchestra 2 it had surpassed the lifetime revenue of the original Red Orchestra that has been selling for over 5 years. The pre-sales and launch week sales of the game broke all company records even beating out our hit game Killing Floor by a three times margin. And Red Orchestra 2 has quickly established itself as one of the most played games on Steam. But for all of this success we've not done as well as we would have liked in the most important area to us - the happiness of all of our customers. To put it bluntly the game had a rough launch. We've been working diligently since launch to get these issues sorted and have made great progress fixing issues with matchmaking, VOIP, and stability as well as improving performance. The final major area that we've been working on is stats, player progression, and ranking.
We believe we have all of the major issues worked out with the stats system and are rolling out an update soon that should address these issues. Due to the problems with stats and players either earning stats and achievements that they didn't actually earn or earning stats at many times the intended rate we are going to have to do a global reset of all stats for the game. This means all achievements, stats and player progression will be rolled back as if all players were new. This was not an easy decision for us to make, but one we felt we needed to do to preserve the integrity of the stats and ranking system, and to provide all of the players the best experience with the game over the long term. Knowing that there are people that have been playing the game for a few weeks now and will lose the stats for that time we are going to provide a special bonus to all players. For a limited time all players will earn double experience in Red Orchestra 2. Additionally, we going to give all players that own the game before the reset a special achievement called "In B4 Reset". Right now this is just an achievement, but we're going to be looking at ways to give special rewards to the players that have this achievement in the future.
Thank you to all of the players that have made Red Orchestra 2 a hit so far. We've got a lot of exciting things in store with free content coming for the game so stay tuned for news on that.
Positivamente, parece que las ventas de RO2 van viento en popa, y el juego, a estas alturas, ya ha superado con creces la rentabilidad que consiguió el original en 5 años, y ha roto todas las expectativas de los desarrolladores. esto sólo conseguirá que se esfuercen incluso más por mantener a su público satisfecho con el producto y reciban más valor por lo que han pagado. Me alegro enormemente por Tripwire, se lo merecen leñe!
En otro orden de cosas, la BSO ya está disponible en
iTunes (de momento sólo en EEUU) y en
Amazon por 9/10$ (descarga digital).

Veinticinco geniales temas para ambientar la batalla más sangrienta de la historia reciente de la humanidad. Absolutamente recomendable.
Ahora, vamos a recopilar una buena cantidad de análisis, la mayoría en inglés, algunos de medios españoles (resaltados) y alguno que otro de risa. Destacaré aquellas que lo merezcan, por ser francas e imparciales, profundizar detalladamente en la mecánica del juego o por ser una lectura recomendable si tienes dudas con el título y te gustaría informarte sobre él.
Y ahora, los medios españoles. Notas muy similares, al igual que las conclusiones. Me parecen de los análisis más justos y completos que he leído sobre el juego (sólo eché en falta que Freeman puntualizase que están preparando gran cantidad de DLC gratuíto), le hacen mérito:
Meristation - 9/10
3DJuegos - 8'8/10
Hardgame2 - 8'5/10
Pero no todo iba a ser texto, no? Así que vamos con algo un poquito más entretenido; táctica! xD Un jugador se ha currado un buen vídeo que puede ayudar a los poco iniciados en el RO y conocer mejor los mapas y qué hacer en diversas situaciones. Hay que decir, de todas formas, que no es muy completo y que se inclina más hacia el trabajo y apoyo en la periferia del objetivo a capturar que en cómo conquistarlo, pero aún así, puede ser una referencia para los nuevos jugadores por seguir una forma de jugar menos arriesgada y pausada, por lo tanto, más segura y menos frustrante. Merece la pena verlo, os dejo con él:
En este otro, se nos muestra cómo exprimir cada recoveco del escenario y convertirlo en una cobertura, algo básico en HoS. También hay vídeos básicos sobre cómo utilizar tanto infantería como los ametralladores pesados. No tiene desperdicio, consejos simple pero útiles para mejorar:
Y por último, una retrospectiva de toda la saga, con análisis final de HoS, donde se ve la enorme evolución que ha tenido RO desde que era un ambicioso mod hasta lo que es hoy día, y a su par, Tripwire, todavía conservando esa pasión por cada pequeño detalle.
Y en un entorno particular, esta semana me montaré un pepinaco de PC, con lo que por fin podré disfrutar de este juegazo en todo su esplendor y como debe jugarse, así que... Nos vemos en el frente, camaradas! Cпасибо!