Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

TE-Taman1941
8 Comments
Chillhelm der Breite 3 Dec, 2017 @ 3:52pm 
Where is the update? :(:steamsad:
Sven71  [author] 14 Nov, 2016 @ 9:03am 
Currently working on town part. No updates to be expected before 01/2017
Sven71  [author] 25 Oct, 2016 @ 12:19pm 
Hello Villie, it is only one map actually and the file you need to start is TE-Taman1941.ROE. The map uses level streaming, hence there are more .ROE files, but they are NOT separate maps. Think of them as compunds of the base map mentioned above. The purpose is to have a big map and still have a detailed environment that will be loaded into the base map dependend on where your player is located on the base map. The yellow lines in the background picture at the top should give you an idea of the map construction.

In order to start without running into issues you also need the .upk files you find in this collection.
"vil" 21 Oct, 2016 @ 8:49pm 
Which maps are actually playable/loadable? Most of the ones I've tried either go straight to a black screen when I try to load or go into the loading only to CtD.
Sven71  [author] 29 Sep, 2016 @ 4:33pm 
Level streaming has been fixed. All levels are being preloaded now, the volumes only handle visibility. Further "tuning" of visibility switches is till to be accomplished in future updates. Paths also have been slightly improved for bots.
Sven71  [author] 29 Sep, 2016 @ 4:29pm 
Welcome on this collection.
mei1212123 28 Sep, 2016 @ 7:37pm 
hi
Sven71  [author] 27 Sep, 2016 @ 7:23am 
The current stage of the map has working volume level streaming. If you do not follow the obvious way along the objectives but try to cross one of the narrow cliff passageways, which is possible by design, your client is likely to crash (not the server) after a short period of heavy lag due to a level streaming overload by the broad landscape behind the cliff.
I am currently altering the streaming system in a way that has all levels loaded at game start while the streaming volumes only control visibility for performance improvement but do NOT load / unload levels. You shouldn't be too short of RAM regarding this.