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SandSukka

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Everything posted by SandSukka

  1. Still having this issue. Also, when I click on any post, I get an error.
  2. I'm running an older rig (i5-2500k, GTX 770, and a 1680x1050 monitor) and I'm having issues with the UI scale in game. Certain elements of the UI are overlapping each other. One example is the spawn menu. The map deployment points list is overlapping the squad member list, making it difficult to see player names. I'm also unable to ever kick a member from my squad. Not sure if this is related or not. Secondly, some of the text of the scoreboard is off screen. Look at the banner at top of screenshot. The word "Scoreboard" is off screen. Map overlap issue: u Scoreboard text off screen:
  3. Tripwire just announced a sequel to Rising Storm, this time in Vietnam. Not sure if the engine has been changed. Doesn't look like it. It also seems that Tripwire is publishing it but Anti-Matter games is developing. Not sure what that's about. Honestly I was hoping for a WWII shooter with a modernized engine, but I'm just happy to see these guys doing well and continuing to come out with great games. Trailer: http://youtu.be/yBYMluk3R4s http://www.tripwireinteractive.com/news/rising-storm-2-vietnam-officially-announced!.aspx [MEDIA=youtube]lL6WoBuASig[/MEDIA] http://www.risingstorm2.com/ The sequel to PC Gamer's 2013 multiplayer game of the year. For the first time, the authentic gunplay and brutal first-person action of the Red Orchestra series is coming to an era of automatic rifles and man-portable grenade launchers. Rising Storm 2 casts you into a brutal, authentic recreation of the Vietnam war. RS2:Vietnam Features ⟱ ASYMMETRICAL WARFARE UNITED STATES The United States Armed Forces, with state-of-the-art weapons, powerful air support, and napalm sought to destroy the threat of Communism in Vietnam. NORTH VIETNAM North Vietnamese forces used stealth, traps, improvised weaponry, coupled with the ability to move with ease through their home front made them a force to be reckoned with. CONVENTIONAL VS GUERRILLA FORCES Each of the armies in Rising Storm 2: Vietnam uses different tactics and abilities to gain victory over their enemy. The US Armed Forces use the era's most powerful weapons and conventional military tactics, and can call in gunships, napalm, and recon aircraft to pinpoint and destroy the North Vietnamese forces. The NVA and Viet Cong, conversely, make use of improvised weapons, traps, ambushes and guerrilla warfare to outwit and outmanoeuvre the enemy, and can make use of the enhanced logistics provided by the Ho Chi Minh trail DETAIL & AUTHENTICITY HISTORICAL DETAILS Period-accurate weapons, uniforms, gear and maps make RS2: Vietnam an accurate, true-to-life representation of the Vietnam War. Careful research and attention to detail has gone into every location, weapon, sound and army depicted in the game. WEAPON BALLISITICS In a game where every shot counts, realistic ballistic modelling is vital. Range the enemy, dial in your sights and fire! All weapons are fine-tuned to their real-life counterparts, so whether you're using a shotgun, a sniper rifle or a grenade launcher you will experience a true-to-life, authentic first-person shooter. DETAILED CHARACTERS Every soldier has a role on the battlefield, with different weapons, gear and uniforms researched for historical accuracy. Combining these roles tactically and making use of traps, smoke and loadouts can give your team the advantage in controlling the flow of battle. WEAPON HANDLING Weapons handling has been updated to include recoil-induced sight misalignment, to accurately depict the automatic weapons of the era. Weapons also have features such as collapsible stocks, multiple fire modes and detachable bayonets, allowing for a variety of playstyles. JUNGLE The lush jungles of Vietnam were a prime opportunity for ambushes, hidden VC camps and deadly traps, laid in the thick undergrowth. Watch your step! RURAL Rice paddies and farmland made for a beautiful backdrop against which many of Vietnam's bloodiest battles were fought. Open fields make for long lines of sight, so be prepared to pop some smoke. URBAN The towns and cities of Vietnam often played host to intense urban firefights, and building-to-building CQB through the homes and businesses of the native Vietnamese. SQUADS & COMMAND CREATE SQUADS WITH FRIENDS Want to co-ordinate with comrades you know and trust? RS2's new Squad System allows players to create, name and lock custom squads. Doing so is easy, and allows for varied and intimate team-play, with friends or strangers. SQUAD BENEFITS Playing in a squad provides a host of benefits, including dedicated squad text and VOIP chat, and score bonuses for specific actions. Defending your Squad Leader, working together to capture objectives and assisting your team all yield significant points. NEW GAMETYPES TERRITORY A classic game mode, returning from previous instalments of the Red Orchestra and Rising Storm franchises, Territories sees combatants fighting to capture objectives in an effort the dominate the battlefield. SKIRMISH A brand new game mode, designed for smaller, 8 v 8 battles. In Skirmish you must constantly capture objectives to increase the time in your spawn window. Once that window closes, the fight becomes a tense single-life mode to be the last man standing. UNANNOUNCED MODE An unannounced mode, coming soon! LARGE-SCALE BATTLES LARGE & REALISTIC LEVELS Experience Vietnam in huge levels, based on real-world battles and real locations. Fight through historically recreated city streets and rural rice fields, with huge engagement distances to cover and support for dynamic battles and intense firefights. UP TO 64 PLAYER SERVERS Fight in all-out war in 32-a-side conflicts with support for multiple squads and rewarding team-play. Play on maps designed to support fighting on multiple fronts, and use the new squad system and commander abilities to defeat the enemy! SDK & STEAM WORKSHOP UNREAL ENGINE 3 SDK RS2: Vietnam comes bundled with its own SDK, which should look familiar to anyone familiar with the Unreal Engine 3 workflow. A tried-and-tested editor, used by the developers when actually creating RS2 comes with the game completely free! IMPROVED MOD SUPPORT Improved back-end systems, such as engine-based mantling and bipod deployment make creating custom maps a significantly more user-friendly experience compared to RO2/RS1. Create your own battles, armies and content with ease! STEAM WORKSHOP Create your own content and host it on Steam Workshop for other players to easily download. RS2 comes with full Steam Workshop support, making finding and installing mods, custom maps and other content simple and easy.
  4. Announcement: Alpha 9 Features & Changelog

    Oh yeah, didn't even think about that. That would be hell. So maybe the strategy is to dig up the spawn point first, then deal with the radio, however insanely protected it may be. Sent from my iPhone using Tapatalk
  5. Announcement: Alpha 9 Features & Changelog

    With this new FOB, implentstion, What will prevent someone from burying the radio under hescos, sand bags, and razor wire? Sent from my iPhone using Tapatalk
  6. Gamma Settings

    I'm surprised that no topic has been started to discuss gamma. I start out with the usual disclaimer. This is closed pre-alpha and we all realize that everything in game is in its infancy. Graphical optimization and possible game exploits are low on the priority list as the devs work on core game mechanics. Still, I wanted to start a discussion because I'm curious how everyone feels about the current gamma option in game, especially when it comes to night maps. I think the night maps are awesome, but it seems people are already maxing out their gamma setting to make those night maps into day maps. Gamma "hacks" or "exploits" are probably one of the top reasons most multiplayer FPS games don't have true night maps. Instead the game will create ambiance of night time with moon and stars and maybe darker screen, but you can still see perfectly. The Squad night maps really are night maps and it's pretty darn awesome. Unfortunately the gamma range can turn those night maps bright. I wish I had some screenshots or video to demonstrate but the following picture from Wikipedia will have to suffice. As you can see, as gamma goes up, the darker areas of the picture become brighter. In the example below, the 2nd picture might represent a night map in Squad as the devs intended for you to see it. You can see some stuff, but there could be anyone lurking in the shadows. Anything less than gamma of 1 is what happens when you move that gamma slider up. Now you can see everything. That poor guy who thought he was hiding in the dark can be seen plain as day. It is my understanding that the gamma setting is there so that if the screen is too dark, players can make adjustments accordingly. What I don't fully grasp is how the in-game gamma relates to the computer monitor's brightness and contrast settings. Here's a great explanation though: http://gaming.stackexchange.com/questions/80766/how-does-the-gamma-correction-feature-affect-my-gaming-experience Do you guys think the gamma adjustment range needs to be reduced? Is gamma adjust in modern gaming even a necessity? Can we assume everyone has an LCD/LED monitor now or are some people still rocking the CRT?
  7. Sat. 29 Oct 2016 Alpha 8 Play Test Feedback

    I ran 50 fps for the hour or so that I played with all setting on Epic expect no AA, super sampling, or motion blur. Can't remember which map. Im running i5-2500k OC'd to 4GHz GTX 770 Single display at 1680x1050 Sent from my iPhone using Tapatalk
  8. Sat. 29 Oct 2016 Alpha 8 Play Test Feedback

    Performance was vastly improved. I normally have to run all low with Smooth's ultra low custom settings just to get 35-45 FPS. With A8, I was getting 50+ FPS on EPIC (No AA, Motion Blur, or supersampling). When can this alpha become gold!?!?!!?! SUPER EXCITED!!! I'm running a dinosaur of a rig as well: i5-2500k GTX 770 1680x1050 What resolution are you running Des? That makes a world o' difference.
  9. This article will help you make sense of the numbers: https://www.unrealengine.com/blog/how-to-improve-game-thread-cpu-performance Looking at your numbers, I would think that you are experiencing a bottleneck at your graphics card or in the game thread which could mean your CPU. Because your game and GPU times are so close to each lther, it's difficult to determine which is the problem. Sent from my iPhone using Tapatalk Your numbers indicate your GPU is the bottleneck. Sent from my iPhone using Tapatalk
  10. Yeah I suppose that is fair that the focus button would affect binoculars as well Sent from my iPhone using Tapatalk
  11. Ranks

    happy to hear that is still something you guys are standing strong on Sent from my iPhone using Tapatalk
  12. I think you would be very surprised by how impossible it is to hold high power binoculars steady. That is why many bird and wildlife watchers use tripods with their binoculars Sent from my iPhone using Tapatalk
  13. Kicked for Refusing to Suicide

    Shitty situation but best taken up with server admins. Also a good reason to be selective about the servers you join and even more about the squad to join. There are a lot of terrible and clueless squad leaders out there, especially after the update Sent from my iPhone using Tapatalk
  14. Graphics look shiny and updated?

    I can attest that it definitely looks better in v7! Sent from my iPhone using Tapatalk
  15. I dunno man, even your GPU is weak. I have an over clocked gtx770 and I sometimes struggle with performance. It might be time to bite the bullet and upgrade Sent from my iPhone using Tapatalk
  16. Worst sin Don't do it. Teamspeak abuse

    It's a matter of breaking the habit and educating people about the in-game Comms. So many people are used to games having really crappy or non-existent Comms, that they habitually rely on Teamspeak or similar programs Sent from my iPhone using Tapatalk
  17. Update: Alpha 7 Major Changes Preview

    So excited!! Still a bit disappointed that an infinite number of FOBs can be placed without logistics. Hopefully that is just temporary. My issues with unlimited FOBs here:
  18. Is there a way to buy Squad shirts?

    You'd be surprised. There are company's with websites for this. There's zero startup costs. Obviously the company takes most of the sales, but you get a small percentage. All it takes is someone with a little free time (not it!) http://www.zazzle.com/sell http://www.cafepress.com/cp/shopkeepers/index.aspx?page=make-money Sent from my iPhone using Tapatalk
  19. 64 vs 70 players on a server

    You could be CPU limited. The more players, the more CPU intensive things are. The i3 is probably Lt the weakest link in your setup Sent from my iPhone using Tapatalk
  20. Is there a way to buy Squad shirts?

    This is a great idea. I actually think the devs should design something and sell them. Then the proceeds can go towards further development resources Sent from my iPhone using Tapatalk
  21. Gamma Settings

    People who use gamma for an advantage in game are not going to be discouraged by a little extra hassle Sent from my iPhone using Tapatalk
  22. Squad has come a long way!

    Remember 12 fps? Haha Hope the progress continues and that Squad attract even more new players from both PR and the outside! Sent from my iPhone using Tapatalk
  23. Revive Enemy

    How long has this bug been in existence. I play medic all the time and never noticed. Sent from my iPhone using Tapatalk
  24. Hilarious! Enemy Medic revives Enemy accidentally ROFL!!

    Wait what!? You can't revive enemies. Sent from my iPhone using Tapatalk
  25. Logistics and FOB's (Vehicle update)

    Maybe they are just trying to ease us into it. If they switch to relying 100% on logistics overnight, there might be a lot of angry/confused people. I think it's safe to say that a large percentage of the player base has never heard of or played PR. Some consideration of that is probably needed. Sent from my iPhone using Tapatalk
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