


Nevertheless, the end result here is still set to be Rising Storm coming out within a year of Heroes of Stalingrad. One of my main jobs as a producer has been to try and maintain momentum, even when we have not had our 'ideal world' checklist of features ticked off. This means that we have had challenges in integrating available functionality with our workflow. Tony: We have been working along with various iterations of the SDK, as Tripwire is able to pass them to us. From here, they'll be able to take everything they've already done (player, weapon, vehicle models, for example) and get them in game, accelerate the mapping efforts and look at tweaking systems to suit Rising Storm. But, given that we were finishing off a lot of in-game systems, it would have gotten very confusing.
#RISING STORM RED ORCHESTRA 2 MODS FULL#
Just how early did the team get their hands on the SDK? Alan: Tony has actually had access to the dev build from a long way out, but they've only had "pre-alpha" versions of the full SDK, which has inevitably held them back some. GameSpy: To really get the ball rolling, Tripwire gave the modding team access to the RO2 software development kit while Heroes of Stalingrad was still in development. This team was recruited, with me approaching a 'hit-list' of existing modders who had worked with Tripwire before. Tony: As Red Orchestra: Ostfront had such an avid modding community, producing some pretty good content, it made sense for the Tripwire team, the core of whom were ex-modders themselves, to offer this opportunity to a team of modders. Then we picked up a producer to lead it for us (Tony) and it went from there. We toyed around with the ideas, talked to a few people who modded for RO1, came up with the Pacific theater and took it from there. So, we wanted to try and give some people a head start - which is where the idea for Rising Storm came from.
#RISING STORM RED ORCHESTRA 2 MODS MODS#
However, those big mods can take a long time to build, not being available until a year or two after the game launches. How did it all get started? Alan: It started from the thought that mods like Darkest Hour and Mare Nostrum were really popular for the original Red Orchestra, and we wanted more like them for RO2. GameSpy: Rising Storm is a unique project in more ways than one.
