MSim
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http://store.steampowered.com/news/?appids=418460 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 weaponsNow 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 optionsVarious tweaks to various weapons’ collision, correcting the distance to walls at which certain weapons ‘lower’Reduced player movement speed while climbing laddersReduced friendly fire penalties for commandersIncreased 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 inventoryTweaks 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 ChiImproved the lighting inside Objective B on CompoundExtended 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 tunnelImproved the mesh for destroyed squad tunnel. Destroyed tunnels will very much look destroyed nowImproved the animations when sprinting with grenades to avoid ‘foot sliding’Improved the third person animations for sprinting uphill with a sniper rifle equippedImproved the saturation and readability of the overhead mapsAdded an idle pose to the SVD when the magazine is empty, preventing the bolt handle from sliding forward incorrectlyBullet 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 wonEnlarged the ‘Change Camera’ text on the spectator view
Audio Updated the AK single fire sound to more closely match the full auto fire modeUpdated the sound of the Bird Dog recon planeImproved 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 DshkFixed several crashes that would occur on game startFixed ‘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/bugFixed an exploit where enemies could use DShKs inside spawn protectionFixed an issue where the Spooky Gunship damage zone could appear desynchronised from where it appeared to be firingFixed an issue where U.S. players would sometimes be unable to spawn on Squad LeaderFixed an issue where shotguns would fire ‘low and to the left’ of their intended targetFixed an issue where following team swap players would miss initial spawnFixed an issue where players could throw grenades from laddersFixed an issue where the screen would be permanently red if players left the combat area and then returned back to playFixed an issue where the game would hitch momentarily as a player diedFixed an issue which caused Napalm canisters to occasionally land off-targetFixed various issues with the role voting system not removing players from the role, or being blocked from re-selecting a role at their deathFixed an issue where following team swap, there would be a delay before the next round would beginFixed a bug prevented the ‘Vehicle’ VOIP channel from workingFixed grenade animations being skipped when players are proneFixed an issue where M79 smoke grenades’ smoke would pass through walls/terrainFixed an issue where players could fire the Mosin Nagant before the reload animation endsFixed an issue where commanders would receive assist points for Loach Spotting rather than the Loach pilotFixed an issue where the ‘constructing tunnel’ animation could be interrupted and then restarted, resulting in multiple tunnel meshes being displayedFixed an issue which prevented players from using the scroll wheel on the Huey Door M60 to switch between positionsFixed an issue where dying with an attempt to leave a helicopter would leave players with a completely dark screen until bringing up the escape menuFixed an issue where the RDG1 smoke grenade appeared in the Equipment inventory group rather than the grenade groupFixed an issue where the ‘Daisy Chain’ achievement would not unlockFixed an issue where the XM21’s bayonet would not count towards the ‘5 Bayonet Kills’ achievementFixed an issue which caused the ‘Oh Baby, A Double’, achievement, to unlock under incorrect conditionsFixed an issue where the achievement ‘Help Is On The Way’ would not unlock if players were in the spawn queue on SkirmishFixed an issue where squad leaders who were also playing as Marksmen would receive an extra set of binocularsFixed 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 CFixed an exploit on Cu Chi where players could get onto an unintended rooftop and snipe players approaching Objective CFixed an exploit on Song Be where players at objective B could crouch through a tunnel wall and shoot playersFixed 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 exploitsFixed an exploit on Hue City where the player could mantle onto unintended rooftops in the shanty town around Objective CFixed an exploit on Hue City where players could get into unintended areas in the stairwell of Objective BFixed an exploit on Hue where players could prone under the citadel walls and see enemies crossing the moatFixed 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 roundsFixed various snags, stuck locations and collision issues across all maps. This will provide for a smoother and streamlined experienceFixed an issue where smoke effects would appear transparent on Hill 937 when viewed from certain directionsFixed an area of the tunnels under Cu Chi which players could stand under Objective D and capture the pointFixed various areas where players could see through the map in the tunnels under Hue CityFixed an issue where NVA players could mark artillery on US spawn after Objective B had been takenFixed an issue where players would teleport/mantle across the map when vaulting over walls on various mapsFixed various clipping and floating art issues across all mapsFixed various small holes and seams across all mapsFixed an issue where a door on Hue had no collision and allowed players into unintended areasFixed an issue on An Lao Valley where some mountains would not fully destroy helicopters on collisionAdded collision to a bush near objective C on Cu Chi inside which players could hideFixed an issue on Hue City where players could mantle onto an unintended rooftop across from Objective AFixed an issue where the US could lose artillery protection for their spawn area when attacking objectives D and E on Cu ChiFixed overly dark tunnel lighting and odd shadows in the Cu Chi tunnelsFixed an issue on Cu Chi where trenches would cull out too early and players could see through the mapFixed an area on Cu Chi where players could see under the map under the steps of Objective CFixed an area of Compound where players could crawl through a gutter and fall out of the mapFixed an area where players could fall through out of the map in US spawn on Hue CityPrevented players from being able to reach the low poly houses to the far-South of the play area on Song BePlayers can no longer walk on barbed wire South of Objective G on Song BePlayers can no longer clip through the roof of the destroyed house in Objective G on Song BeCandles now properly illuminate the dark room at U.S. spawn on Song BeFixed a pit on Hill 937 into which players could fall and become stuckFixed an issue with Territories mode on Compound where the U.S. team could fire into NLF spawn at Objective AMade it easier to access the radio in Objective G on Cu ChiFixed a blocking volume that prevented free movement in a hut in Objective A of Hill 937Removed an unlit poster hanging in an underground room on Hill 937Fixed the ‘screen dimming’ error, present on Hue City in the tunnels near CFixed an issue where players could see the underside of a rock face in the Northern valley of Song BeFixed a small terrain mesh with no collision at Objective B on Song BeFixed several instances of floating/clipping/incorrectly placed grass on Song BeFixed the overly dark/floating grass in some areas of An Lao ValleyMoved 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 geometryBullets now correctly penetrate bamboo fencesBullets now properly penetrate the chain link fence on Song Be at Objective GModified 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 mouthFixed the stretching issue present on the hands/arms of corpsesFixed various instanced of ‘light bleeding’ which caused rocks to appear white where they intersected with the ground on An Lao ValleyFixed an issue where characters’ feet could sometimes behave strangely when operating the DShK on Cu Chi and An Lao ValleyFixed an issue where the M79’s sight floated above the gun model during reload when viewed at rangeCorrected the collision length for the Mosin Nagant from 1 meter to the correct length of 1.23 metersFixed an issue where various 3rd person player attachments would cause incorrect character lighting in some areasFixed an issue where the smoke trail behind a crashing cobra would pop away rather than fade outFixed an issue where pressing RMB would interrupt machine gun reloads and allow players to move around/glitch the animationFixed an issue where the player’s arms would clip with the camera when using the RPDFixed a bug where the spawn tunnel preview mesh would become locked in position when players began charging with the pick mattockFixed an issue where the Cobra’s FFAR rockets would not display smoke trails correctlyFixed an issue where the DShK’s shells would bounce back and forth towards the muzzle of the weapon when ejectedAdded a glow effect to the drainpipe that NLF players can climb to reach the roof of Objective A on Cu ChiFixed an issue where characters would not perform the throwing animation for grenades when prone and leaning to the rightFixed 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 serversFixed killfeed options ‘Only Own Kills’ and ‘Only Squad Kills’ not workingFixed an issue where the Commander ‘Star’ icon could become stuck on the Radioman’s first-person cameraThe ‘Filters’ panel in the server browser no longer defaults to openFixed an issue where the incorrect icon would appear on the ‘Digging Tunnel’ progress barFixed an issue where kills with the XM21’s bayonet would display the wrong kill iconFixed an issue where the killfeed displayed a skull icon for flamethrower kills caused by fire on the groundFixed an issue where the enemy commander’s name would be used when using the Northern Forces’ ambush deploymentFixed an issue where the last claymore detonated would not clear from the tactical viewFixed an issue where Players’ own claymores/C4 didn’t show up on the HUD unless they were very close to the planted explosiveFixed an issue where no HUD indicator appeared for players using vehicle chat in the HueyFixed an issue where pilots outside helicopters could still see the Vehicle Chat HUD identifierFixed an issue where team member icons appeared at map origin before initial spawnFixed an issue where the player count number for teams changed orientation depending on resolution for the NLF and NVAFixed an error where total wins could go above 100% on the player stats screenFixed an issue on non-16:9 resolutions where ‘Select Deployment Location’ exceeded the given space for that textFixed 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 widgetFixed an issue where the grenade counter would default to the M61 grenade regardless of teamFixed 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 rangeFixed an issue where death screams would still play after players’ bodies had despawnedFixed an issue where no sound played when an RPG hit a helicopterFixed an issue where the Main Menu music would only play once rather than loopFixed an issue where the M18 smoke grenade audio would still play after particles had stopped emittingFixed an issue where the RPD had no sound for its ammo checkAdded a missing sound to the RPG’s handle switch at the end of its reload animationFixed an issue where pistol sounds would not be muffled inside tunnels on Hill 937Added missing audio to a waterfall on An Lao ValleyFixed an issue where river sound effects would fade out as you approached a waterfall on An Lao ValleyPlayers 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’ errorsChanged the game’s default display from ‘Borderless Windowed’ to ‘Fullscreen’ to prevent players from losing mouse focus during gameplayFixed an issue with the Members feature not reserving slots on serversExtended 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 areasRefined third person weapon loweringPlayers’ stats now properly save if players vote to switch maps mid-roundCorrected the spelling of ‘Requires Password’ on the Filters section of the server browserChanged the wording for Empty/Full servers on the Server Browser filter optionsFixed an issue where players could not change their spectate view target after selecting a spawn point while waiting to deployCorrected the description of the in game ‘Folding Stocks’ tipChanged the wording on ‘Framerate Smoothing’ option to ‘Limit FPS’ in Advanced Graphics SettingsAlthough 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 BeFixed an issue where the commander’s tactical view would cause log spam when viewing Squad Leader icons at distanceFixed log spam when launching the client with the Compact Communication Widget enabledFixed log spam connected to pilot battle chatter
Web Admin Fixed an issue where ‘Use Captures for Tiebreaker’ server option would not change the tiebreaker logicFixed an issue where the ‘Use Map List’ setting would not saveRemoved 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 indicatorFixed 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.
This patch is 2.3GB
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ILikeBeans
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/20 22:49:44
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MSim This patch is 2.3GB Uh Oh, sounds like there will be patches for the patch.
post edited by ILikeBeans - 2017/06/20 22:52:12
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Hoggle
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/21 00:35:37
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That is a long list of fixes. Hopefully it doesn't cause other problems and fixes the majority of issues. I like patches but kind of hate seeing when they do a list of fixes with so many issues fixed.
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fearpoint
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/21 14:38:29
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Did the player control and shooting get better?
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aka_STEVE_b
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/22 08:40:21
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AMD RYZEN 9 5900X 12-core cpu~ ASUS ROG Crosshair VIII Dark Hero ~ EVGA RTX 3080 Ti FTW3~ G.SKILL Trident Z NEO 32GB DDR4-3600 ~ Phanteks Eclipse P400s red case ~ EVGA SuperNOVA 1000 G+ PSU ~ Intel 660p M.2 drive~ Crucial MX300 275 GB SSD ~WD 2TB SSD ~CORSAIR H115i RGB Pro XT 280mm cooler ~ CORSAIR Dark Core RGB Pro mouse ~ CORSAIR K68 Mech keyboard ~ HGST 4TB Hd.~ AOC AGON 32" monitor 1440p @ 144Hz ~ Win 10 x64
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sinned.
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/22 15:33:07
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That game has potential to be a lot of fun. Reminds me (the look not the gameplay) of BF:Nam which is still my 2nd favorite BF... 2142 being my fav.
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Bassist97
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/23 03:53:16
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Pitfighter
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/23 09:16:53
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I might give this game a go.
Any feedback on this game from forum members?
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OGM3X
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/23 20:03:33
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MSim
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/24 02:21:36
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Bassist97 Is the game worth a try?
Do you like games where they limit which guns or kits you can use? It's hard to say if this game would be worth it to you or not. At least 10 people on my steam friends list purchased this game when it first came out (May 30th 2017). I only see many 1 or 2 that have played it in the past two weeks. The player base for this game is already tanking 24h peak 3.8k. BF1 24h peak 27kBF4 24h peak is 15k I only paid $13 for it and i regret spending that much on the game. I just couldn't get into it at all.
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fearpoint
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/26 14:32:59
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MSim
Bassist97 Is the game worth a try?
Do you like games where they limit which guns or kits you can use? It's hard to say if this game would be worth it to you or not. At least 10 people on my steam friends list purchased this game when it first came out (May 30th 2017). I only see many 1 or 2 that have played it in the past two weeks. The player base for this game is already tanking 24h peak 3.8k. BF1 24h peak 27k BF4 24h peak is 15k I only paid $13 for it and i regret spending that much on the game. I just couldn't get into it at all.
It's not very forgiving that's for sure. I lasted about 10 minutes in the beta before I uninstalled it. The player control and shooting compared to Killing Floor 2 is just unacceptably bad. It's one of those multiplayer games where in theory is sounds fun, but how it actually plays is just frustrating. This reviews pretty much nails it.
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Shogunzek
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/29 11:14:57
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It's sad the playerbase dropped so quickly. A campaign mode would have been great for the new players.
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ARMYguy
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Re: Rising Storm 2: Vietnam Patch 1.01
2017/06/29 13:11:09
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It's red orchestra 2 in nam. If you went into it expecting anything else... well. not sure. I loved it, because i loved those other games.
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