Red Orchestra v3.2
****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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