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Red Orchestra Mod Released For UT2004

MigrantHail writes "According to the official site, the Red Orchestra 2 mod has just been released for Unreal Tournament 2004. Red Orchestra is a popular, freely downloadable total conversion mod which takes place in World War II, on the Eastern front (Germany against Russia, mainly.) The mod tries to give a more realistic WWII experience by not using crosshairs (aim down the barrels) and keeping the guns true to history."

15 of 48 comments (clear)

  1. Linux users, read: by floamy · · Score: 5, Informative
    Here's how I got it installed and working in Linux:
    1. Download the .zip version ("ro_beta_v2.0_full_installer.zip")
    2. Extract to your ~/.ut2004 directory, so that it's in ~/.ut2004/RedOrchestra
    3. There's a bug with the current Linux release that causes the KarmaData dir in the mod's direcotry not to be searched, so you'll have to copy ~/.ut2004/RedOrchestra/KarmaData/redorchestra.ka to /where/ut2004/is/installed/KarmaData/ if you want people to ragdoll when they die
    4. Start the game with "ut2004 -mod=redorchestra"
    5. I've been playing this game all day, it's lots of fun.
    1. Re:Linux users, read: by wolf31o2 · · Score: 2, Informative

      ...and to anyone running Gentoo, I should have an ebuild in portage some time next week, so a simple "emerge ut2004-redorchestra" would give you the mod.

    2. Re:Linux users, read: by Directrix1 · · Score: 2, Informative

      Well, here's the email I got from them:

      From: "Mark Rein" <xxxxxxx@epicgames.com>
      To: XXXXXXXXXXX
      CC: "Jay Wilbur" <xxxxxxx@epicgames.com>
      Content-Length: 1857

      XXXXXXX,

      Our engines always start out this way. It is not practical to develop across multiple PC APIs or operating systems until the feature set is finalized or we're near to the release of a game. I'm sure that once we're close to releasing a game with this tech that we'll do our usual slate of ports (OpenGL, Linux, Mac, etc.) as per what makes sense based on market condtitions at the time.

      This only applies to PC (and Mac) support for next gen console platforms and 64-bit processing are being built-in from the start.

      Hope that helps you understand our process.

      Mark Rein
      Epic Games Inc.

      -----Original Message-----
      From: xxxxxxxxxxxxxxxxxx
      To: licensing@epicgames.com <licensing@epicgames.com>
      Sent: Sun May 23 16:13:39 2004
      Subject: Unreal Engine 3 Feature Set Inquiry

      Hello Sir or Madam,
      I am writing this email regarding your Unreal Engine 3 feature set. As this was the only point of contact accessible from your tech page, I would ask that you forward this to the appropriate department if you are not capable, or responsible, for the delivery of these types of answers. According to your unrealtech page for Unreal Engine 3 you state:

      Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PC's, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers.

      In the past it seemed that your engines have benefitted from high levels of platform independance, but this new engine, as described, looks as if it would be specific to Microsoft based platforms and next-generation console devices. If you could please clarify on the following three points I would greatly appreciate it:

      * Does the software still include an OpenGL renderer?
      * If yes, are there any limitations inherent in using it?
      * What are your plans for providing the engine on MacOS / Linux?
      * Do you plan on producing binaries to support AMD64, PPC, or any other PC based instruction sets?

      I look forward to hearing your responses. Thank you for your time and cooperation.

      Sincerely,
      xxxxxxxx

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
  2. Easy cheat/hack for it.... by lhaeh · · Score: 2, Funny

    Just make a stick on crosshair (duh) people have done this in Halo. I believe you can even buy easily removeable plastic printed ones.

  3. Original! by Yorrike · · Score: 4, Interesting
    Wow, a WWII based FPS/mod, haven't seen that before.

    I don't mean to trivialise the project, but can't these people come up with something original? There's been hundreds of wars with guns, pick something different for a change!

    What about the war of 1812 between Canada and the US? I'd be interested in playing that. Or make something up, an original story based around Sweden invading Tonga or something.

    --

    Looks can be deceiving. Or CAN they?

    1. Re:Original! by Txiasaeia · · Score: 5, Interesting
      Given the current state of US/Canada relations, a game where Canadians burn down the White House might not be such a hot idea ;)

      Seriously, you're absolutely right. Where's my WWIII game w/fancy rifles and a nuclear-scarred landscape? What about a First Nations tribal conflict game/mod where archers hunt each other through thick, old growth forests with bows and arrows (and the arrow arc, a la the stake gun from Painkiller)? A colonial war where the US fights England in the War of Independence, with muskets and sneaky Yanks sniping massive hordes of ordered Brits? How about a 23rd century game that takes place on Mars, where contact between Mars and Earth has broken down (due to massive conflict on Earth), and the various settlers on Mars are forced to duke it out, Wild West meets SF (a la Firefly) style? Think Red Neck Rampage on Mars :) How about a feudal Japan mod where one side play as samurai, and the other as musket-wielding peasants in the 16th century? Post-apocalyptic where various mutants fight each other with old revolvers, bow and arrow, grenades and alien blasters (Fallout meets FPS)?

      Folks, I've got a million of them. In the last few years we've had Medal of Honor, Wolfenstein, Battlefield 1942, and the one where you storm Stalingrad from the beach (can't remember name). These have all been breakaway successes. Most FPSers worth ther salt have played, played, and replayed them. Can we move on from the WWII genre now? Maybe limit them to one per year? I'd love to see a scripted single player campaign in any of the above settings I've described... Red Faction was pretty good, Halo was okay, we've had BF Vietnam, true, Doom III and HL2 will be released soon, but there are certainly more historical FPS settings to explore than the 20th century.

      --
      Condemnant quod non intellegunt.
    2. Re:Original! by BrookHarty · · Score: 4, Insightful

      We need Hexen or Heretic ported to a newer engine. Miss having a FPS with a porkolator or turn people into chickens. Tribes Vengence, CounterStrike Source (aka HL2 multiplayer) are also ones I'm waiting to come out.

      History games are ok, but I miss games as fun as Duke Nuke3d, with trip wires, and shrink rays, or even classic the SkyNet terminator game. Fakk2 was another great FPS, or American McGee's Alice in wonderland.

      Maybe a time travel game, where you have to go back and win old battles with modern weapons. Nice snipers rifle against some pirates. Oh the carnage.

      -
      Powerups are for nerds

    3. Re:Original! by zaxer · · Score: 5, Insightful
      Certainly the WWII genre is overplayed, but you still need to keep in mind that for conflicts to be potential multiplayer games, the sides need to be somewhat equal.

      For example, the colonial war. You state the problem yourself - you need a bunch more people playing Brits than Americans, while the Americans have much more fun, because they can snipe and be original, while the Brits just march around everywhere and obey orders. Not a game I'd want to play.

      Or feudal Japan? Who would want to point and click a gun when you have swords with a ton of cool moves that go along? I wouldn't.

      That said, I think there still are a lot of options. It would be good for game developers to be much more original... but not every conflict would work.

    4. Re:Original! by Dizzle · · Score: 2, Interesting

      I think you're on to something here. Well, maybe not, but it certainly has inspired me. Maybe allow the Brit player to be in command of the Army. A strategy game if you will. Let the US players play the other side as an FPS. Think of it like taking over one of the characters in a RTS. That could possibly work given the right programming talent...

      --
      -Dizzle
      "I most likely AM so interested in myself."
  4. Best FPS game, hands down. by agent+oranje · · Score: 4, Interesting

    I've been playing Red Orchestra for several months, and have been waiting for this new version for quite some time. Yes, it's "another WWII FPS," but it's an excellent one at that. Believe it or not, it's more strategy than skill, so the old-timers can actually hold their own against the 12-year-olds... and impressive battles result!

    I highly recommend this mod to anyone out there who wants something more out of an FPS game. The developers have polished this further than the vast majority of commercial releases, and it shows. But be warned - it has, by far, the steepest learning curve of any FPS game in existence... mainly because you have to think, not just click'n'kill.

    --
    -agent oranje.
  5. Re:Easy FORMER cheat/hack for it.... by MachDelta · · Score: 4, Interesting

    Sorry, won't work anymore. A new feature in this latest release here is the concept of "Free Aim" (FA). Some of you gamers may be familiar with it, but for those of you who aren't, here's a brief explanation: Basically, there's a small (invisible) square in the center of your screen that you move your crosshair (also invisible) around in. When you move your mouse around in this area, your screen also moves, but at a reduced rate. So you can shift your 'weapon' (crosshair) 6 inches to the left, but your 'head' (field of view) will only move 3 inches, or whatever the case may be. This allows your weapon to roam around a little without being locked to the center of your screen. When your mouse hits the edges of the box, then your weapon and head lock in that direction, and you turn as normal. When you go to turn back the opposite direction, you'll have to bring your mouse all the way across the box before you start turning at full speed again. It sounds complicated and weird, but its not. It only took me two days to get totally comfortable with it. The hardest thing to get used to is the jump in accelleration when you're riding the edge of the box. But as for the system itself, it certainly does its job. Your exact aim isn't dead center anymore, so tape is useless. It IS still possible to hip-shoot people though (especially once you get a feel for free aim), but you can't cheat the game anymore.
    Of course, when you actually raise your sights, free aim goes away and you stare straight down the irons. Oh, and there's no free aim when you're prone. But when you're prone theres no point to not having your sights up to shoot anyways, so its no big deal. Overall I (and from what I can tell, most of the community) really like the change.

    Happy fraggin :)

  6. Re:Easy FORMER cheat/hack for it.... by Dizzle · · Score: 2, Interesting

    If the purpose of FA is to simulate a real reaction, isn't it feasible that I would turn my gun at the same time as I turn my head? In theory, they should be independent of one another. Maybe a tweak of this could include looking to one side or the other (don't know how they would pull that one off... the folks at Google probably do though!) without actually aiming in that direction. Maybe make it quicker to look without moving your gun or...

    I'm not really sure where I'm going with this. And I'm sure current technology (input included) doesn't allow for this.

    --
    -Dizzle
    "I most likely AM so interested in myself."
  7. Re:Linux server by MachDelta · · Score: 4, Informative
    ../UT2004/RedOrchestra/Technical Documents/Linux-server-guide.txt says:
    Red Orchestra 2.0 Linux Installer

    This is the linux installer to configure your server to run RO 2.0.

    **Note: You should have some previous knowledge on how linux servers and their config files work.

    1.Extract your .zip file into a temporary directory.

    2.Create a folder called "RedOrchestra" in your ut2k4 root folder.

    3.Install all the files in your temp Red Orchestra folder into the newly created "RedOrchestra" folder.

    Ut2k4/RedOrchestra/- Animations
    Cache
    Game Manuals
    Help
    KarmaData
    Maps
    Music
    Sounds
    StaticMeshes
    System
    Technical Documents
    Textures

    4. Rename your "roserver.ini" file into "Redorchestra.ini" and save it.

    5.Copy your new "RedOrchestra.ini" file into your ut2k4/System folder.

    6.Server settings can be changed in the file "RedOrchestra.ini" in the directory ut2k4/System

    The following settings are most useful when changing server behavior

    Port=7777 - This is the gameport of your server.

    Listenport=8085 - This is the port used by webadmin and can be found in the [Uweb.WebServer] section. Default value is 8085

    7.Edit your UT2004 start-up script to include the following parameters:

    Gametype Variables:

    gametype=RO-Kaukasus?game=ROGame.ROTeamGame

    Server Variables:

    server_exec="ucc-bin"
    game_directory="ut2k4/System"
    server_ini="RedOrchestra.ini"
    server_ip="xxx.xxx.xxx.xxx"
    username="yourusernamegoeshere"
    Help? :)
  8. no crosshair != realism by SurgeryByNumbers · · Score: 2, Insightful

    Why do people think that removing the crosshair makes a game more realistic? The whole reason it's there is to compensate for what you lose by actually having the gun in your hands: a mental crosshair. You can't tell me that a soldier doesn't have a strong idea of where a bullet will land when he fires. Painting a pretty dot in the middle of the screen is the best we can approximate the experiance.

    So unless we start playing with light guns (or something resembling a holodeck), leave the crosshair in!

    Now, if you want to punish accuracy when firing from the hip over looking down the barrel, that's another story...

    1. Re:no crosshair != realism by MachDelta · · Score: 2, Insightful
      You can't tell me that a soldier doesn't have a strong idea of where a bullet will land when he fires.
      Of course he does. Thats why he's looking down the sights of his rifle. :)
      If you mean hip firing, well that only happens in the movies. Yeah, a real life soldier might have a rough idea of where the bullet will hit - but so do the players in the game. Even moderately experienced players will have a vauge idea of where their center is. Not precise enough to hit a distant target with, but good enough to (maybe) drop an enemy from 20 feet when they suprise you.

      Whats not realistic about that? :)