Red Orchestra (2) : Heroes of Stalingrad

YAY - Server now visible again.

The little scamps released another server update last night after the major one however no release notes or announcements for it and the same version number - lol
 
I thougth that but it is on the forum on the RO2 website.

Link please.?

I must have missed it.

The v6 server update is known about but there was another minor update which appears to be undocumented which was made earlier this morning (well, no post made about it I could see).
 
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Whats it fix ?

http://forums.overclockers.co.uk/showpost.php?p=20108036&postcount=2295

Bug Fixes
-Fixed a bug where players could spawn without a class
-Fixed a bug with auto reloading when using a manual bolt rifle
-Minor performance improvements

Level/Gameplay Fixes
Pavlov's House
-Added wall to block line of sight to one of the Allied tank spawns
-Allies now correctly get a forward spawn when capturing Zab's House
-German spawn protection was toned down to prevent Allied attackers in
inside of the Voyentorg from being killed by spawn protection when
objectives changed hands

Commissar's House
-Gave Allies 40 more reinforcements
-Default Allied spawn in more directly in line with Building 81
-Moved one of the initial Axis spawns back further from the Water Refinery
-Increased spawn protection and no artillery volumes for Allies
-Various cover fixes
 
Yay for fixing no class spawns!

And Commissar's house needed some balancing for sure because it was super hard for allies.
 
It does seem to struggle a bit at full 64 players, like pings increase to over 200 on average, not sure if thats a server issue or a netcode issue but was less noticable on the 48 - I think for most people the problem is the 64 players, with so much going off, gun fire/sounds and amount of things to render its their systems i reckon, mine included.
 
It does seem to struggle a bit at full 64 players, like pings increase to over 200 on average, not sure if thats a server issue or a netcode issue but was less noticable on the 48 - I think for most people the problem is the 64 players, with so much going off, gun fire/sounds and amount of things to render its their systems i reckon, mine included.

Also with the increase in slots you then have the issue of higher cpu usage thus worse performance, unless they have managed to fix this in the recent patches.

Im sure with the patch fixes they are releasing it should improve over time... hopefully!
 
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I believe it is client side, not server side.

The server spec is:

  • Intel Xeon E3-1240 Processor (4 x 3.30 - 3.70GHz, 8MB Cache).
  • 4 physical and 4 logical CPU's scaling to 3.70Ghz
  • 8GB ECC 1333MHz DDR3 Ram (4x2GB Single Ranked LV UDIMMs).
  • Sata2 250GB 16MB cache hard drive.

The game uses just under a single core when running 64 players.
 
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It does seem to struggle a bit at full 64 players, like pings increase to over 200 on average, not sure if thats a server issue or a netcode issue but was less noticable on the 48 - I think for most people the problem is the 64 players, with so much going off, gun fire/sounds and amount of things to render its their systems i reckon, mine included.

I did notice that last night actually. Though I thought it was just my pc that was struggling, which it is. :(
 
I wondered why my machine suddenly started struggling on 64 player servers, before the patch it seems ok.
 
Servers becoming Ranked & Unranked is a pain in the ass.

I've been struggling to get mine Ranked at all.

Totally had to start afresh as even John Gibson from Tripwire couldn't see any issue with our configs or settings.

Fingers crossed we've fixed it, but it's so flakey with the Ranked thing.
 
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