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Messages - SgtAlex

Pages: 1 [2] 3
16
General Discussion / Re: CMP Map Question
« on: 10-01-2019, 04:01:33 »
We may wait a bit more then

Personally, I'm waiting for that day to come ;D

17
General Discussion / Re: CMP Map Question
« on: 08-01-2019, 18:01:32 »
Since last FH2 update, some rework is needed on the maps. That work is still being done and a first release of some maps is already planned in the months to come.

18
Suggestions / Re: The Minor Suggestions Thread
« on: 04-01-2019, 17:01:11 »
Hi all.

I've searched if anyone else has already asked/suggested this and I haven't found anything so here it goes:

Let's say we have a Flak 88, shoot and reload, get out of it and and then get in again. At this time, we have to reload the gun again even if it was already loaded when we left it. This same thing happens with any cannon-kind weapon as mortars and tanks.

My question is: could this be changed so when we use a asset of this kind, it recovers the state it was when it was left? If it was unloaded, we will need to reload, otherwise we can use it directly.

I've opened BF2 to check this and it works this way with the only difference that the reload is made even if no one is inside, but maybe this behavior can be changed to the one I said

19
Modding / Re: I finally made it! :D
« on: 31-12-2018, 15:12:49 »
I like the end music!! That was a nice introduction in BF3

20
Modding / Re: HELP with Sound editing...
« on: 31-12-2018, 15:12:55 »

21
Modding / Re: Berlin
« on: 30-12-2018, 21:12:29 »
Another option is to make the lightposts destroyable, I remember that there is a stop sign in BF2 that is destroyable by any vehicle, you can drive over it and destroy it. There is a tutorial about how to do destroyable statics in the editor itself, help tab iirc. Maybe it can be done via tmp.con, so no need of a new static. This last thing is just a supposition.

There is a big lack of destroyable objects in the mod, I read once that they affected perfomance or something like that, cant remember exactly what was the reason, but 15 years later of BF2 launch, I dont think a little more of workload will significantly affect perfomance, but of course I doubt it's matter of hardware, but the engine itself. However, BF2 had many destroyable objects, fuel barrels, bridges, road signs, wooden walls, wooden crates... and perfomance was good back then, so...

22
Modding / Re: Berlin
« on: 08-12-2018, 18:12:30 »
It would be easier if mods defined licenses for their content (creative commons for example)

23
Developer Blogs / Re: The road to Prokhorovka New Update
« on: 09-11-2018, 15:11:34 »
Any news on the map? Any chance to see it released on 2018? It would be a nice Xmas gift dont you think?

24
Modding / Re: BringWar sound modification for FH2
« on: 18-10-2018, 20:10:02 »
Now, yesterday while I was at Firing Range I found a pair of bugs:

  • First and most important, 3p sounds of cannons in planes are bugged real bad, makes gunfire 1/10 times or so, so that must be removed from the pack meanwhile it's fixed. 1p sounds and MGs sounds (1p & 3p) work just fine.
  • Turret slewing sound volume on PzIII (all versions) is to high, even higher than main cannon sound.

25
Modding / Re: BringWar sound modification for FH2
« on: 18-10-2018, 20:10:53 »
In fact voice commands aren't a big improvement, I prefer original voices. Moreover, I noticed a big increase of voice commands spam since I installed it, so drives me crazy, BUT about explosions, vehicles and guns sounds I still think they are good, many of them better than the original ones.

If you want to keep original voice commands or any other original sound just remove them from the pack or unmount the pack that contains it (note that this wont mount any of the files inside that pack), for example in the case of voice commands remove the line in ClientArchives.con that says BringWar_Misc.zip (unmount the whole MISC pack) or unzip /BringWar_Misc.zip, remove all sounds you dont like and rezip

I highly recommend this sound pack, and I actually think that some of this sounds MUST become official.

You can think whatever you like, but it doesn't mean you are right. I hope you know that.

Of course that's what I think, is a subjective opinion and you are free to agree or not, no one is pushing you to agree.

I'll do a new video at Firing Range to get rid of every extra sound/noise so we can focus on one sound in a time. Anyway, I never said that all sounds must be set as original or that must be done immediately, but they must be taken into account at least and see if after some analysis and tweaks they may fit in.

26
Modding / Re: BringWar sound modification for FH2
« on: 17-10-2018, 11:10:41 »
It's good to see that you are up to take his work into account. He said that copyright-free was one of his objectives so he recorded sounds from copyright-free videos on youtube and some recordings he made at Normandy where he lives.

Anyway it's up to him and you guys to check that everything is usable. I'm looking forward to see some of this sounds as part of the official release.

Keep up the great job!

27
Modding / Re: BringWar sound modification for FH2
« on: 16-10-2018, 23:10:44 »
Well I tried this today and although I didnt expect much I was incredibly surprised, I cant believe I have been playing for years without this, this sound mod has become a must for FH2 for me, together with reshade. Both things together achieve a rework to FH2 interface, quality and richness of sound and video widely improved.

You have made a very very good job by doing this, although you say it is not perfect, you must be proud of what you made because some of the sounds are actually perfect, I specially like the sound of engines that make each vehicle unique, and also, the sounds of Sten, K98, Flak 88 (https://youtu.be/D7KlUIeZpVQ?t=313), MG34 and 42, all tank's MGs, explosions, artillery, voice commands...

I highly recommend this sound pack, and I actually think that some of this sounds MUST become official.

I made 2 live videos today while testing this out, here they are if anyone wants to check the sound mod:


28
Pacific maps are baaack! I missed them so much

29
Suggestions / Re: The Minor Suggestions Thread
« on: 12-06-2018, 17:06:44 »
Now that we're talking about tank repairs, I'd like to see Repair Stations like the ones there use to be on BF1942

Any chance to see them on FH2?

30
Suggestions / Re: The Minor Suggestions Thread
« on: 06-06-2018, 21:06:12 »
IMO all commander cupolas seats should be removed, together with taking the ability to use weapons in the passenger seats away from all tanks, to get rid of the wrench squads, making tanks immortal on the battlefield.

Aaaand thats how you kill teamwork, it's true that it's frustrating sometimes when fighting tanks with repair-crew, but thats not the problem, the problem is that you dont have any, they are cooperating and playing as a team, you are not. So if passenger seats are removed no one would repair tanks but the driver, no one would be running after a tank, fully exposed just to repair it when needed.

Instead, I agree with blander, repair rate should be increased so engineers crews cant repair a tank faster than the enemy tank reload its gun

I also agree about external fuel tanks, they look horrible in game and have no use at all.

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