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Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Red Orchestra 2
FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: General
Posted: Thursday, Sep. 15, 2011 12:25 pm
I love this game! the gameplay is raw and unforgiving! just what I needed to renew my enthusiasm, after years of killstreaks and fookin rubbish perks! [cool]

30 hours on the beta and 6 on the full release at the moment.

definately gonna try and find the time to map for it, assuming its easy to pick up the UE editor....[thumbs_up]
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Welshy
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Since: Feb 16, 2007
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Last: Apr 15, 2018
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Category: General
Posted: Friday, Sep. 16, 2011 03:51 pm
I'm also loving the game.

There are a few bugs, the latest patch however has pretty much fixed everything that was wrong (Although as I write this, the game just crashed on me). Tripwire is doing a great job on fixing issues and supporting the game. Single player is pretty much multiplayer but with bots, but it's fun non the less. This is also a PC only game, Made for PC by PC players and developers, No console ports here.

As for the SDK, it's coming soon. Tripwire says that their priority at the moment is fixes, patches and to get the game perfect for everyone. I was able to find out that it may require 64 bit windows, as the amount of memory required to "build" aka compile maps uses is at least 6GB even on low detail with a small to medium sized map.

Tripwire staff member johnein posted this on the official forums...



Quote:
I built Pavlov's House on Preview (lowest quality setting, with Production being the highest) and this is what the memory usage was. I'd say you might be able to skate by with 6GB on a low detail, small/medium sized map.

So it looks like the SDK is going to need, but not necessarily require at least 6GB of RAM to build maps, I guess you could get away with less but if you want to actually play the map in the next ten years it going to be a struggle.

I'll let you guys know when I have some more information.

On a side note, Anyone else remember Pavlov's house from CoD1?. I loved that map and it's just as good in this game.
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Category: General
Posted: Saturday, Sep. 17, 2011 01:32 am
6GB to compile at low detail? Well that going to limit the modding scene even more and to be honest a game like this needs modding to stay alive. Hopefully they can optimize the tools a bit better before release otherwise i see problems for the future..
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: General
Posted: Saturday, Sep. 17, 2011 05:27 am
bloody hell that sounds excessive! [lol]

8gb DDR3 is £45...looks like I'm flogging my 4GB then!! [crazy]
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Welshy
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Last: Apr 15, 2018
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Category: General
Posted: Saturday, Sep. 17, 2011 05:59 am
Got some more infomation on it

Quote:
The editor with a map loaded is usually 2GB+. Couple this with building a map and you're over the 3.2GB limit of 32bit, easily. If we released a 32bit version it would be almost completely unusable without crashing from being out of memory. To build one of the official maps on Production Lighting Quality REQUIRES 12GB of memory.

As games get more advanced so do the tools and hardware required to build those games. This is just a simple fact of development. Most companies don't release mod tools because they don't expect the community to have the hardware to required to develop custom content with their tools.

Edit: Also, with 10+ machines on our Swarm, building maps on Production takes around an hour. All of those machines have 2.6ghz Core i7s. If a single machine were to build a map, it'd probably take 10+ hours.
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: General
Posted: Saturday, Sep. 17, 2011 06:10 am
only have 2 slots so looks like I'm SOL! [cry]
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Welshy
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Category: General
Posted: Saturday, Sep. 17, 2011 06:20 am
From what I understand it's not a requirement to create maps. It's just a requirement if you wish to render production quality lighting and have huge maps with a lot of static models in them.

It should be achievable it's just your maps won't have as good lighting as tripwires do...

I still digging for information on this, I'll get back to you guys when I know more.
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