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.
Servers have been fixed (𝗡𝗢𝗧 with Steam Support) so after 2 years of us in "underground FightNights" we are now visible in game browser again!
FightNights schedule December 2024 (Fridays 20:00 CET) (in console type: open 87.98.237.193:7757)
- Classic Ostfront
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses)
- Mare Nostrum
- Savv’s Pick – Forgotten Maps (mappack here: https://drive.google.com/drive/folders/1KWAavA0UYjFcDvttw7IHEawirdnmeqoh?usp=sharing )
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://steamcommunity.com/chat/invite/IvjUtdaq
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:10 Map: Chisinau
00:56 Map: Battle in Hungarian House
06:16 Map: [CC]-Lyes Krovy
09:48 Join our Discord
09:58 See previous themed FightNight
Servers have been fixed (𝗡𝗢𝗧 with Steam Support) so after 2 years of us in "underground FightNights" we are now visible in game browser again!
FightNights schedule December 2024 (Fridays 20:00 CET) (in console type: open 87.98.237.193:7757)
- Classic Ostfront
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses)
- Mare Nostrum
- Savv’s Pick – Forgotten Maps (mappack here: https://drive.google.com/drive/folders/1KWAavA0UYjFcDvttw7IHEawirdnmeqoh?usp=sharing )
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://steamcommunity.com/chat/invite/IvjUtdaq
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:15 Map: Kaukasus
03:00 Map: Zhitomir 1941
11:23 Join our Discord
11:33 See previous themed FightNight
Servers have been fixed (𝗡𝗢𝗧 with Steam Support) so after 2 years of us in "underground FightNights" we are now visible in game browser again!
FightNights schedule December 2024 (Fridays 20:00 CET) (in console type: open 87.98.237.193:7757)
- Classic Ostfront
- Siebenbürgen (Revenge of the Turul + Carpathian Crosses)
- Mare Nostrum
- Savv’s Pick – Forgotten Maps (mappack here: https://drive.google.com/drive/folders/1KWAavA0UYjFcDvttw7IHEawirdnmeqoh?usp=sharing )
FightNight's DISCORD https://tinyurl.com/ROPLDiscord
RedOrchestraPoland Steam Group Chat: https://steamcommunity.com/chat/invite/IvjUtdaq
FACEBOOK: https://www.facebook.com/RedOrchestraPoland/
In this video:
00:00 Let's begin
00:15 Map: Zhitomir 1943
07:30 Map: Ponyri
16:02 Join our Discord
16:12 See previous themed FightNight