• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

Red Orchestra: Ostfront 41-45 - [ TÓPICO OFICIAL ]

Vamos participar da Nations Cup de Red Orchestra deste ano, quem quiser participar basta ir lá no fórum da comunidade www.redorchestra.com.br/forum/, registrar-se e ver as instruções que colocamos lá.

A Nations Cup é um evento realizado pela ROLadder www.roladder.net, que é a principal liga de clãs de Red Orchestra, contando com times de diversas nacionalidades.

As inscrições vão até o fim do mês e em Setembro iremos fazer treinos para nos preparar para o campeonato. Todos os que participarem dos treinos e estiverem empenhados irão ter vaga para jogar, independente de habilidade, clan e tudo mais.

Quem não estiver afim de participar do campeonato mas queira jogar alguns jogos organizados, podem colar lá na comunidade também que estamos fazendo jogos organizados entre o pessoal da comunidade aos domingos, com uso de Teamspeak e tal.

Obrigado pela atenção :D
 
Última edição:
Eu mexi sem querer na config do jogo tentando colocar Widescreen, mudei algo que tava em DX9 para Software e agora não consigo mais abrir o jogo dando o seguinte erro: (http://yfrog.com/bdcapturarg)

Build RedOrchestra_Build_[2005-11-27_10.48]

OS: Windows NT 6.0 (Build: 6000)
CPU: GenuineIntel PentiumPro-class processor @ 2667 MHz with 1023MB RAM
Video: No Video

General protection fault!

History: UWindowsViewport::TryRenderDevice <- UWindowsViewport::OpenWindow <- UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
 
Desculpa trazer esse tópico das sombras, mas saiu uma notícia no RPS sobre o lançamento do novo Darkest Hour. E para estar lá deve ser algo bom, por isso pergunto, tem onde jogar isso com um ping bom?

darkest.jpg


http://www.rockpapershotgun.com/2011/05/09/mortar-the-point-darkest-hour-hits-v5-0/#more-58820
E o changelog que é enorme:
Maps

Additions

* Bridgehead
* Caen
* Cambes-en-Plaine
* Carentan Causeway
* Gran
* Hill 400
* Kommerscheidt
* Lutremange
* Poteau Ambush
* Simonskall
* Vieux Recon

Changes

* Bois Jacques
o Reduced round timer by 2 minutes.
o Last Allied spawn moved closer to ‘Hill’ objective.
* Brecourt
o Removed artillery crew and artillery officer roles.
* Dog Green
o Removed German anti-tank role.
o Sturmgewehr 44 removed from weapon selection.
o Fixed issue with ‘Western Sandbank’ objective that made it incredibly difficult to capture.
o Reduced intensity of random artillery on the beach.
o Increased the amount and density of beach obstacles.
o German resupply areas are now placed in more tactical locations.
o Fixed ‘Main Beachhead’ objective name.
o Removed destroyed anti-tank guns from all bunkers.
* Foy
o Removed German anti-tank role.
* Ginkel Heath
o Reduced round timer by 3 minutes.
* Hill 108
o Completely redesigned defensive perimeter, including the addition of wire obstacles and “real” minefields.
o Objective has been redefined as “Destroy Flak Emplacements”.
o Secondary ‘phase line’ objectives added to advance/withdraw spawn areas.
o German reinforcement pool increased by 66%.
o Time limit increased to 30 minutes.
o Widened flanks and increased overall foliage density; all trees now “real”.
* Hürtgenwald
o Flak 36 and Pak 40 guns no longer re-spawn when destroyed.
o Pak bunker interior updated.
o Sherman M4A1 75 limited to 6 spawns.
o Sherman M4A3E2 ‘Jumbo’ added with 2 spawns once the North or South bunker is captured.
* Juno
o Allies limited to 4 Sherman DD tanks.
o Removed Flak 36 facing the beach.
* La Chapelle
o German anti-tank units now receive Panzerfausts instead of Panzerschrecks.
o Added German mortar pit behind church.
o Added German anti-tank dugout near North Village.
* Noville
o Added more cover to eastern town approach.
o Increased Allied reinforcements.
* Raids
o British now receive 2 Cromwell tanks limited to 3 spawns each.
o German StuG III G limited to 4 spawns.
* Stoumont
o German anti-tank units now receive Panzerfausts instead of Panzerschreck
o Germans now receive a “Sniper” role
o US now receive a “Sniper” role
* Wacht am Rhein
o US forces now receive Jackson tanks.
o US forces now receive M4A3 Sherman 75mm & 76mm.
o German forces now receive StuH 42.
o German forces now receive Jagdpanzer IV l/70.
o German forces now receive a Funktrupp (radioman) role.
o Removed Jeep & Kübelwagen.
o Reduced amount of German heavy tanks in first and second spawn.

Miscellaneous

* Unified naming convention for maps with spaces in the name.
* All official maps now have more more historically accurate role allocations.
* Most resupply areas are now team specific.

Gameplay

Additions

* Players can catch fire from nearby exploding vehicles and world fires.
* Non-mortar operators carry one ammunition resupply for mortars.
* Players shot in the legs or feet while sprinting will fall on the ground.
* Players shot in the chest will have their stamina dropped to 0.
* Players that sustain falling damage will fall on the ground and drop their weapon.
* Mobile Deploy Vehicles added.
o Can be driven only by squad leaders.
o Can be deployed to as long as the vehicle is not in a capture area or near enemies.
* Added mapping variables which can disable armor crews and players in vehicles to count towards capturing objectives. Most maps now have this functionality activated.
* Mortar operators, mortar observers and reconnaissance crewmen can have separate spawn areas.
* Players can pick up enemy grenades from enemy resupply points.

Changes

* Default field of view reduced from 85 to 72.
* Colored smoke grenades no longer mark rally points.
* Machine-gunners can no longer resupply others with machine-gun ammunition.
* Anti-tank infantry can no longer resupply others with anti-tank rockets.
* Players can only carry one anti-tank and machine-gun resupply.
* Maximum roles increased from 10 to 16 per team.
* New win music for both sides.

HUD

Additions

* New hint messages for many features that do not exist in Red Orchestra (mortars, mantling, vehicle features, etc.)
* Death messages can be disabled from the HUD tab in the Configuration page.
* Voice icon displays above nearby players’ heads when using their microphone.
* Voice Icon can be enabled or disabled from the HUD tab in the Configuration page.

Changes

* Reinforcement count now displays the actual number of reinforcements left rather than a percentage.
* You can no longer see the enemy’s reinforcement levels.
* Death messages are delayed by 5 seconds and fade-in instead of appearing instantaneously.

Vehicles

Additions

* Allies
o Sherman M4A3E2 ‘Jumbo’
o GMC 2.5 Ton Truck
o Sherman M4A3 (75 mm)W
o Sherman M4A3 (76 mm)W
o M-8 Greyhound
o M-18 Hellcat
* Axis
o Jagdtiger (Jagdpanzer VI Ausf. B)
o Marder III Ausf. M
o SdKfz 234/1
o SdKfz 234/2 “Puma”
o Jagdpanzer IV Ausf F (L/48)
o Jagdpanzer IV Ausf J (L/70)
o StuH 42

Changes

* Allies
o Sherman M4A1 skins updated.
o Replaced M5A1 Stuart engine sounds.
o Replaced vehicle borne .30 cal machinegun sound effects
o Added HE shells to US 57mm anti-tank gun.
o Added HE shells to M5A1 Stuart.
o Removed smoke shells from M5A1 Stuart (no 37mm smoke shell existed)
o Bren carrier now actually carries a Bren gun.
o Fixed Achilles driver’s position texture issue.
o Optimized texture assignments for Firefly and Sherman M4A1 75.
* Axis
o Completely revised Panzer IV Ausf. H and J exterior and interior models
o Completely revised Panzer III Ausf. M & N exterior and interior models
o Completely revised Stug III G early and late exterior model
o Substantial revisions to King Tiger exterior and interior models
o Increased damage radius of Panzer III N and Panzer IV HEAT rounds.
o Added green, gray, and snow versions of the Flak 36

Miscellaneous Features & Changes

* Vehicle Engines can be turned on and off using the “primary fire” button.
* Powered turrets forced into manual mode if vehicle engine is destroyed or switched off.
* Penetration code completely revamped to account for the individual slope effects of APC/APCBC, HVAP/APCR, APDS, and HEAT.
* Turret component damage system now working completely
* Point scoring system added for killing vehicles.
* Reviewed all shell penetration and ballistics data and corrected as necessary.
* Opel Blitz, GMC 2.5 Ton Truck, and Bren carrier now act as mobile resupply points to infantry and armor.
* British APDS shell spead is now randomly enabled; max spread reduced by half from current.
* Chance of shell shatter at certain velocities for 76mm and 37mm APC, as well as APDS, HVAP, and APCR.
* Fine tuned how vehicle reset times work (i.e. abandoned vehicles will no longer stay on the battlefield indefinitely but respawn will not be called if crew members are still nearby).
* Top speed of wheeled vehicles reduced to top safe off road rating.
* Added camera shake and blur for shell hits/penetrations to vehicles.
* Reduced radius that engine on/off sounds can be heard.
* Revamped gunsight reticles for: Achilles, Wolverine, Sherman 75, Sherman 76, Flak 36, and US 57mm anti-tank gun.
* Wheeled vehicles can no longer be captured by opposing forces.
* Reduced chance that rear penetrations will reach the crew area of tanks.
* Turret penetrations now have a chance of detonating tanks.
* Increased brightness of tank shell tracers.
* Added unique death messages for each tank and anti-tank gun shell type.
* Added chance of sabotage to anti-tank guns.
* Revised high-explosive round penetration tables.
* Substantially reduced view shake when anti-tank guns and tanks fire their main guns.
* Increased vehicle recoil when main gun fires (aka “gun jump”).
* Removed view shake from tank co-axial machineguns.
* Reduced view shake on bow machine-guns.
* Improved artwork for some tank shell HUD elements.
* Reduced anti-tank gun traverse speeds.
* Offsets of German bow MG optics are correct (now off to the left instead of on top).
* Various improvements to the M3A1 mounted .30 cal.
* Added winter skin variants for nearly all vehicles.

Infantry Weapons

Additions

* German Kurz 8cm Granatwerfer 42.
* American M2 60mm Mortar.

Changes

* Decreased field of view when iron-sighted with most weapons.
* Adjusted penetration values of portable anti-tank weaponry.
* Adjusted flight time of Panzerfaust 60 warhead.
* Gewehr 43’s recoil and spread reduced.
* Gewehr 43’s firing sound replaced.
* B.A.R. recoil increased.
* PIAT can no longer be fired from the hip.
* PIAT can no longer reload while prone.
* Fixed grammatical errors in infantry anti-tank notification messages.
* Sturmgewehr 44 recoil increased.
* Maschinenpistole 40 rate of fire slightly increased.
* Effective range of portable anti-tank weapons decreased.
* Maschinengewehr 42 and Browning M1919A4 .30 Caliber spread reduced.
* Vision blur when firing the Browning M1919A4 .30 Caliber reduced.
* Maschinengewehr 34 now start with 7 drum magazines instead of 4.
* Maschinengewehr 34 is now resupplied with 2 drum magazines instead of 1.
* Maschinengewehr 42 and Browning M1919A4 .30 Caliber start with 3 ammunition belts instead of 2.
* All machine-guns take longer to overheat.
* Significantly reduced recoil of bipod-deployed weapons.
* Default amount of concealment and colored smoke grenades that can be carried reduced from 2 to 1.
* Inventory slot numbers adjusted for heavy weapons.
* Machine-gunners can no longer resupply other machine-guns.
* Anti-tank units can no longer resupply others’ anti-tank weapons.
* Machine-guns can no longer be deployed while moving.
* Most weapons adjusted ballistic coefficients and muzzle velocities to better reflect real-world values.

Roles

Additions

* United States
o Corporal
Equipped like a standard rifleman with one concealment smoke grenade.
* Germany
o Fireteam Leader
Equipped like a Squad Leader without smoke grenades.
o Radio Operator
Same functionality as American and Commonwealth radio operators.
* Commonwealth
o Lance Corporal
o Equipped like a Corporal without a colored smoke grenade.
* Universal
o Mortar Operator
Lightly equipped, carries and operates mortars.
o Mortar Observer
Equipped like a rifleman. Marks targets for mortar operator.

Changes

* Officer role replaced with Artillery Officer role. The Artillery Officer is equipped as a rifleman but has the ability to call in off-map artillery.
* Anti-tank roles now carry 1 concealment smoke grenade.
* Combat engineer roles now carry 1 concealment smoke grenade.
* Maximum amount of colored smoke grenades able to be carried reduced to 1.
* Colored smoke grenades can not be discarded and do not drop off of dead bodies.
* All airborne units are now equipped with pistols.
* Commonwealth Sniper roles are now equipped with 1 fragmentation grenade.
* German “semi-automatic rifleman” role now obsolete; a warning will appear when compiling a map that uses them.

Miscellaneous

* All role descriptions have been rewritten.
* Nearly all roles have had their equipment load-outs modified.

Bug Fixes

* Fixed bug that prevented tanks from burning down to death if the entire crew bailed out.
* Fixed bug where tanks would prematurely detonate when commander exited through burning turret hatch.
* Fixed bug that allowed non-penetrating vehicle hits to start fires (also know as the “fire bug”)
* Flak 36 gunner can now be killed.
* Fixed a rare mantling bug that could cause a player to float through the air or fall through the map under certain circumstances.
* Fixed bug where Panzerfaust 60 could not fire more than 30 meters during online play
* Fixed missing animations when jumping and falling while unarmed.
* Panzerschreck now displays proper message when attempting to reload while prone.
* Fixed commander’s hit box on M10 Wolverine, Achilles and M36 Jackson. You can no longer shoot them with small arms through the side of turret.
* Grenades and satchels are now oriented correctly when they come to rest on the ground.
* Players can now carry all 3 types of grenades instead of 2.
* Fixed an exploit where players could sprint backwards at forward sprinting speed.
* Players manning anti-tank guns are no longer immune to small arms fire.
* Switching from a deployed set of binoculars will properly un-deploy the binoculars and reset your player’s walking speed.
* ‘Mantis’ wrists on dead player rag-dolls eliminated.
* Fixed specific German sniper player model that would freeze in place when killed. Also known as the ‘zombie’ bug.
* Fixed issue where machine-gunners that were player resupplied would continue to be marked as ‘needing resupply’ even with full ammunition.
* Fixed issue where machine-guns would fire on the client side and overheat, but no actual bullets would be fired.
* Fixed some discrepancies regarding machine gun tracer effects.
 
Desculpa trazer esse tópico das sombras, mas saiu uma notícia no RPS sobre o lançamento do novo Darkest Hour. E para estar lá deve ser algo bom, por isso pergunto, tem onde jogar isso com um ping bom?

http://www.rockpapershotgun.com/images/11/may/darkest.jpg

http://www.rockpapershotgun.com/2011/05/09/mortar-the-point-darkest-hour-hits-v5-0/#more-58820
E o changelog que é enorme:

Então cara sábado passado chegou o meu G-13 e logo que abri ele para minha surpresa tinha a key desse jogo para baixar pela steam , ai até baixei ele lá por curiosidade e junto baixou esse Darkest Hour , mas nem testei por que tava sem tempo , depois dou uma olhada e te falo , mesmo porque nunca joguei esse game na vida.....
 
RO no BRAZIL ZIL ZIL

Apenas para os informar aos interessados que tem 4 clans brasileiros ativos no Red Orchestra e um servidor BR (CLICK21).

Qualquer dúvida acessem aqui nosso forum estão todos convidados: http://brandenburg.forumeiros.org/forum
 
Alguém aí ainda joga? Compensa comprar ainda? Eu vi que tá U$9,99 na Steam. E quem tiver ele ganha 20% de desconto na compra do PRE-ORDER do Red Orchestra: Heroes of Stalingrad.
 
É mais válido pegar o RO 2 com 10% de desconto de pre-order agora.
 

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