W oczekiwaniu na nowe “RO”, myślę że warto sobie przypomnieć jak to wszystko się zaczęło. I nie mam tu na myśli premiery Ostfronta, ale czasy gdy Tripwire Interactive nie było jeszcze studiem, a grupką modderów, fanów Drugiej Wojny Światowej.
Trochę historii: 10 września 2003, wtedy to światło dzienne ujrzała modyfikacja do gry Unreal Tournament 2003 – Red Orchestra 1.0. 16 maja 2004, zostaje wydana wersja 2.0 na silniki Unreal Tournament 2004 30 październik 2004, opublikowano listę zmian oraz nowości wersji 3.0
skrócona lista:
Level Design
– stunning scale recreations of actual World War II Eastern Front settings
– historically accurate combat scenarios
– rich, detailed environmental effects including rain, fog, and snow
– rich level design Foley
Player Models
– over 54 stunning very high-detail player models uniform combination
– hundreds of original rich, realistic and subtle player animations
– player facial animation system
– high detail ‘to the button & thread authentic uniforms
– detailed player equipment and insignia
– original unique Unit and character feature
– very high detail player models with authentic uniforms and equipment
– detailed facial animations
– subtle secondary animation and 3rd person weapon animation
Weapons & Munitions
– massive arsenal of weapons and munitions
– the richest & most detailed to the screw weapon models in FPS gaming
– the most detailed and realistic scale ironsights system in FPS realism
– scale player/weapon vection effects
– state of the art scale FPP scope optics system
– massive armory of over 20 weapons & 12 munitions
– end to end scale weapon design
– high resolution projectile code ballistics
– HD scale model based ironsights system (the best you’ll find anywhere)
– bayonet attachment
– bashing & stabbing close quarter melee combat
– realistic machine gun deployment & support system
– weapon heating and barrel change system
– highly detailed scale weapon specific features
– scale weapon performance
– detailed scale weapon attachment features for bayonets
– butting & pistol whipping, and bayonet stabbing
– detailed reloading, and weapon handing control and animation
– machine gun barrel changing
– subtle, easy and intuitive weapon handing interface
– stunning weapon sample sounds
Combat Vehicles
– scale combat vehicle system with high resolution physics
– multiple action station combat vehicles
– rich vehicle Foley system
– scale animated tracks, guns, hatches, cupolas, turrets etc.
– multiple munition types, along with true ballistics
– precision location specific damage system
– precision vehicle operator hit system
Player Interface Design
– light-weight HUD design with subtle, intuitive analog interface elements
– scale intuitive weapon handling interface and control system
– elegant and intuitive player movement interface
Sound Design
– hundreds of original sounds sampled from real weapons and vehicles
– scale surface calculated environmental reverberaton
– rich Foley system
– all original voice acting in English, German, and Russian
Game Play
– rich voice bind system in English, German, and Russian
– original multi-player tactical mission objective based game design
– rich player specialty system
Technology
– precision player LSD (Location Specific Damage) system for players
– precision vehicle LSD system
– Rag doll physics for chillingly realistic death animations
– hundreds of original textures high resolution textures
– HRPC& high resolution projectile code ballistics system
24 stycznia 2005, Red Orchestra zdobywa pierwszą nagrodę w konkursie na najlepszy mod Make Something Unreal. Studio Epic wręcza założycielom Tripwire czek na 1mln $ oraz licencję na stworzenie komercyjnej gry na ich silniku Enreal Engine 2.x. Maj 2005, Tripwire już oficjalnie. Początek rekrutacji nowych członków załogi. 14 Marzec 2006, Red Orchestra: Ostfront wydana na platformie Steam, 3 miesiące później dostępna w Polsce.
Red Orchestra pomimo sędziwego już wieku trzyma się dobrze. Wiele rozwiązań zastosowanych w Ostfroncie nie zostało jeszcze przez żadne inne studio przegonione. Do dziś nie ma gry multiplayer FPS, w której możemy uczestniczyć jednocześnie w pojedynkach pancernych oraz piechotnych, a wszystko to na najwyższym poziomie realizmu i z wykorzystaniem zaawansowanej detekcji uszkodzeń pojazdów.
Warto też wspomnieć o modach, które nie zawsze docenione wniosły dużo do RO i pozwoliły cieszyć się grą znacznie dłużej – tutaj mam na myśli m.in. Darkest Hour, Carpathian Crosses, Mare Nostrum.
Due to an issue The Steam has made us by making Linux servers not register with VAC system (and are not displayed in game server browser) you need to join by console command 𝒐𝒑𝒆𝒏 𝟖𝟕.𝟗𝟖.𝟐𝟑𝟕.𝟏𝟗𝟑:𝟕𝟕𝟓𝟕 for events on our server (Mare Nostrum & Siebenbürgen). Sorry but it is NOT our fault... So copy&paste this in console: open 87.98.237.193:7757. As for external server (Achievements RO-Classic & Savv’s Pick – Forgotten Maps) use game browser or server IP: 5.75.142.51:7757
FightNights schedule Mar 2024 (Fridays 20:00 CET)
- Achievement RO-Classic (external server)
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses) our server (in console type: open 87.98.237.193:7757)
- Mare Nostrum our server (in console type: open 87.98.237.193:7757)
- Savv’s Pick – Forgotten Maps (mappack here: https://tinyurl.com/savvmappack ) (external server)
External server IP: 5.75.142.51:7757
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://s.team/chat/cHAlEaby
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:15 Map: PittenPass
03:38 Join our Discord
03:48 See previous themed FightNight
Due to an issue The Steam has made us by making Linux servers not register with VAC system (and are not displayed in game server browser) you need to join by console command 𝒐𝒑𝒆𝒏 𝟖𝟕.𝟗𝟖.𝟐𝟑𝟕.𝟏𝟗𝟑:𝟕𝟕𝟓𝟕 for events on our server (Mare Nostrum & Siebenbürgen). Sorry but it is NOT our fault... So copy&paste this in console: open 87.98.237.193:7757. As for external server (Achievements RO-Classic & Savv’s Pick – Forgotten Maps) use game browser or server IP: 5.75.142.51:7757
FightNights schedule Mar 2024 (Fridays 20:00 CET)
- Achievement RO-Classic (external server)
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses) our server (in console type: open 87.98.237.193:7757)
- Mare Nostrum our server (in console type: open 87.98.237.193:7757)
- Savv’s Pick – Forgotten Maps (mappack here: https://tinyurl.com/savvmappack ) (external server)
External server IP: 5.75.142.51:7757
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://s.team/chat/cHAlEaby
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:15 Map: Basovka (TPP)
01:42 Map: Danzig (TPP/FPP)
06:56 Map: Leningrad (FPP)
12:51 Map: Barashka (FPP)
15:39 Join our Discord
15:49 See previous themed FightNight
Due to an issue The Steam has made us by making Linux servers not register with VAC system (and are not displayed in game server browser) you need to join by console command 𝒐𝒑𝒆𝒏 𝟖𝟕.𝟗𝟖.𝟐𝟑𝟕.𝟏𝟗𝟑:𝟕𝟕𝟓𝟕 for events on our server (Mare Nostrum & Siebenbürgen). Sorry but it is NOT our fault... So copy&paste this in console: open 87.98.237.193:7757. As for external server (Achievements RO-Classic & Savv’s Pick – Forgotten Maps) use game browser or server IP: 5.75.142.51:7757
FightNights schedule Feb 2024 (Fridays 20:00 CET)
- Achievement RO-Classic (external server)
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses) our server (in console type: open 87.98.237.193:7757)
- Mare Nostrum our server (in console type: open 87.98.237.193:7757)
- Savv’s Pick – Forgotten Maps (mappack here: https://tinyurl.com/savvmappack ) (external server)
External server IP: 5.75.142.51:7757
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://s.team/chat/cHAlEaby
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:15 Map: Muddy Tigers
02:24 Map: MGA
09:54 Join our Discord
10:04 See previous themed FightNight