HUD Indicators

HUD indicators for frozen team mates added (by arrow 1).  If the frozen player is out-of-sight or behind a wall, the indicators opacity will reduce so it’s less invasive on the screen (below arrow 2).  May also add distance to target below the indicator to help the player.

These HUD indicators will appear depending on which HINT value you have set in your options (currently only a beta option).

Frozen Team Mate HUD Indicators



RO2 Game Mode : Freeze Tag (WIP)

Been busy working on a game mode for Red Orchestra 2 – FreezeTag is my favourite game mode of any game which is why I am writing it for RO2.

I don’t expect many people to play it when it’s ready for testing as RO2 is a realism based game, but it’s for those who want a bit of different fun action for this game.

A single frozen german player shamefully team killed by me


A row of frozen germans (again team killed by me)


HUD showing the delayed thawed messages


A partially thawed team mate


Modified overhead map with snow flakes positioned for frozen team mates

Still have quite a bit to do, but it’s playable to a certain extent.

Line of Sight thawing – code already written, just need to hook it up to the mapped [USE]  key
Get the Iceberg mesh correctly using a darker red material for Axis, and blue for Allies to make it easy to distinguish in game
AI can still sometimes run around after being shot
Change start round text to display ‘Freeze Tag’ instead of Firefight – that seems to be ridiculously hard!
Test win conditions work properly
Test online to see if everything works as exepected
Some how get the compass to update to be like the modified overhead map (showing frozen team mates as snowflakes)

RO2 FreezeTag gametype under way

Ive been wanting to recreate my all time favourite game mode for RO2, so last night began writing FreezeTag.

Although the RO2 community is based around realism, I am sure many of the players will enjoy FreezeTag as it’s a huge amount of fun and still requires a lot of communication to win.

Basic Gameplay
For those who do not know what FreezeTag is, it’s basically a variant of TDM, but instead of killing the enemy, you shoot them to freeze them on the spot.   When you are frozen, a team mate can thaw you and get you back in game by standing next for a defined period of time (usually 5 seconds), or you can be thawed from a distance by someone looking at you through their iron sights and pressing the [USE] key (again for a number of seconds).

The RO2 version will extend the FireFight game mode because it is already round based and has much of the logic in-built, and the game mode will also run on any FireFight map.

Round Win Conditions
1 team freezes the entire opposing team before the round timer runs out.

Game Win Conditions
1 team reaches the goal score first

Beta 2 Release (last weekend)

Forgot to mention that I actually released a stable version of DieBresche last weekend.

The release thread can be found here:

It contains info on the map, and some bugs being reported.

You can download the map from here:

Player Files

Server Files:

Map Beta Ready + Rename

Preparing the beta files now ready for a sunday release.  Have also renamed the map from Volkhovsky to DieBresche because the map ended up nothing like a forest map.

DieBresche will be tested first on the TOGA main server and will then be released to other server admins If I am happy that the map is playing correctly with no gremlins like other level designers have experienced recently in online play.

Almost ready….

Just another quick update.  It looks like the objectives and spawns are now fully setup in Kismet.

So now all I need to do is hook up the FixedMGs (as two are not spawning for some reason) and then get the boundaries appearing on the overhead map for the objectives.

Once that is done and put out a first beta.

But in the mean time I am also knocking up a Cache Extractor Tool to help people get their downloads into the correct locations:

Objectives and Spawns setup

Quick update – I finally have hooked up the kismet to do the objective and spawn point system.  It seems to work ok (offline) from the Allies (attackers) point of view.

Have a few things to tidy up before putting a new test version on server this week to try out the axis spawns with other players.

If that works ok, it will be a case of adding bot support and preparing a release for this weekend.  Although other mappers are having problems with spawn point cameras and servers crashing since the last patch!