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First Person Shooters (Games) PC Games (Games) Entertainment Games

Red Orchestra Mod Released For UT2004 48

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."
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Red Orchestra Mod Released For UT2004

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  • Linux users, read: (Score:5, Informative)

    by floamy ( 608691 ) <floam@WELTYsh.nu minus author> on Sunday May 23, 2004 @01:33AM (#9228155)
    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.
    • by wolf31o2 ( 778801 )
      ...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.
      • Speaking of linux/unreal issues. Have you looked at the Unreal Engine 3 [unrealtechnology.com] tech page?

        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.

        I mean wtf? Sure it looks nice, but are us linux users being betrayed here? I have always supported Epic, but I will fight them with every ounce of my life if they go to being
        • Sadly yes, Epic has sold its soul to Microsoft. The Unreal Engine 3 is going to one of the first engines built for Microsoft's new PC/XBox crossplatform development environment called "XNA".

          So enjoy UT2004, it's definitely going to be the last Unreal game you'll ever be able to play natively under Linux.
          • Heh, you are wrong. UnrealEngine 3 will have an OpenGL rendnder for Linux and Mac OS X folk, and Ryan Gordon (icculus) has said on IRC there will be a Linux release. Also, they're doing the editor with WxWidgets so that Linux folks can have a GTK2 build, and Mac guys can have an Aqua version.
            • 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.)
  • Just make a stick on crosshair (duh) people have done this in Halo. I believe you can even buy easily removeable plastic printed ones.
    • by MachDelta ( 704883 ) on Sunday May 23, 2004 @04:04AM (#9228556)
      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 :)
      • 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 c
    • What's the point of doing it in Halo? Every weapon has a crosshair already.
  • Original! (Score:5, Interesting)

    by Yorrike ( 322502 ) on Sunday May 23, 2004 @01:43AM (#9228173) Journal
    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.

    • Re:Original! (Score:5, Interesting)

      by Txiasaeia ( 581598 ) on Sunday May 23, 2004 @01:58AM (#9228207)
      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.

      • Re:Original! (Score:5, Insightful)

        by BrookHarty ( 9119 ) on Sunday May 23, 2004 @03:01AM (#9228402) Journal
        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
          1. We need Hexen or Heretic ported to a newer engine.

          I'd be happy if Heretic II (Linux) could be fixed. It's a great game, though it's also one of the few titles from Loki that no longer works on a modern distribution.

          • I'd be happy if Heretic II (Linux) could be fixed.

            Won't happen until Heretic II (Windows) becomes fixed. While it does work with on a regular version of Windows XP, it is quite possible to get it to crash consistantly. I still haven't isolated the faulty driver or something, but Heretic II seems to demand older drivers.

            I suspect that the latest NVidia drivers are to blame, namely because they aren't always stable - my previous attempts to use the latest drivers generally failed because they always bro

              1. Won't happen until Heretic II (Windows) becomes fixed.

              ...and Loki is reborn! (Ya, right.)

              Thanks for letting me know that it's a more general issue -- not just with the Linux port.

              With the Linux port, though, I can run it in software mode just not with 3D. You probably can too...though software mode is horrid.

              • Thanks for letting me know that it's a more general issue -- not just with the Linux port.

                Actually, I think I'm talking about a different issue. With Heretic 2, the problem occurrs when you attempt to perform any single player mission (although I have yet to search for the faulty driver.) The multiplayer portion is functional, but that's about it - single player requires keeping an older computer in place to play the game.

                I've seen different issues occurr with the games written with the Quake 2 engine

        • check out http://www.doomsdayhq.com/; the engine not only runs doom, but also heretic and hexen. check out the screenshots for doom [doomsdayhq.com], heretic [doomsdayhq.com], and hexen [doomsdayhq.com]. though i'm not positive, i think the engine is currently being ported to linux as well. joy.
      • Re:Original! (Score:5, Insightful)

        by zaxer ( 739595 ) <zaxer100@@@hotmail...com> on Sunday May 23, 2004 @03:02AM (#9228404)
        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.

        • Re:Original! (Score:2, Interesting)

          by Dizzle ( 781717 )
          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...
          • Holycrap that's a brilliant Idea!

            It would lead to all kinds of games with unbalanced teams.

            Though I don't think that American's won because they used superior tactics, they won because they were more motivated as individuals.

            Something the current U.S. army is learning about, fighting an enemy who will hide an rpg under their bed for 3 years before blowing up a tank.
            • The US did not win because of supierior tactics, we won because of terrible ones on the Brittish side.

              There is some scholarly debate as to weather the brits did this on purpose (letting washington escape as he did). Because a whole lot of the Brittish people were on the side of the colonies, but they did not want to look like they were not putting up a fight, lest the situation be repeated in other areas.
    • Re:Original! (Score:1, Interesting)

      by Asmor ( 775910 )
      How about Canada invading Turkey? Greatest military coup in history, lie low for ~200 years, then bust into Turkey. "We're takin' it over, and we're callin' it Chicken, eh!"
  • by agent oranje ( 169160 ) on Sunday May 23, 2004 @03:59AM (#9228543) Journal
    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.

  • Does anyone have any guides on how to get this mod running on a linux dedicated server? I have a bog standard UT2004 server running but I've never installed a mod before.
    • Re:Linux server (Score:5, Informative)

      by MachDelta ( 704883 ) on Sunday May 23, 2004 @05:36AM (#9228756)
      ../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? :)
  • 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!
    • 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 (ma

  • Maybe it's just the learning curve, but I find they sacrifice too much fun for the sake of realism.
  • Does anyone know if its possible to get this mod running on the demo of UT2K4? (this is for my cheap/stupid friends who dont have it yet)
    • Not possible. The demo doesn't have either complete enough or the latest stable of code to get mods (particularly of RO's scale) running.

      Tell your friends to get off the cheap wagon. UT2k4 is worthy buy on it's own, and this next couple of months you are going to see dozens of mods large and small that you'll be able to download for free. Easily the best bang for your FPS buck right now.
  • you can look here: unrealmods.org [unrealmods.org]

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