Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - blander

Pages: 1 [2] 3 4 ... 16
16
Modding / Re: Berlin
« on: 06-04-2019, 21:04:18 »
That is indeed a good find.

Berlin map is not ready yet though it is in the very last stages. I just have to fix a couple of details, modify a few more textures and make lightmaps final.

If you are making a SP version I'd suggest you to wait for the final version of the map as there might be some changes.

The VS model was taken from a minimod called Warsaw Uprising. I just added the armband and the CMP crew helped me fix the texture. The model's head needs to be modified since it's too big and sticks out of the cap or helmet it wears. All the files are in the map's folder. For the texture check objects_client.zip.

17
Modding / Re: Berlin
« on: 27-03-2019, 13:03:51 »
Yeah, I have seen all of these, I like them. I didn't want to use the most known ones but it seems there are not many after all.

18
Modding / Re: Berlin
« on: 26-03-2019, 20:03:43 »
Anything would be alright. I guess you can make your own selection and post it here, I guess 4 pics would be enough for the loading screen.

19
Modding / Re: Berlin
« on: 26-03-2019, 03:03:43 »
I would appreciate pictures for the map loading screen, if you want to collaborate.

20
Modding / Re: Berlin
« on: 25-03-2019, 17:03:38 »
One of the Panthers had a different skin but I was told to make them all 1945. I was thinking about this in the future:



Pz.Kpfw. V Panther Ausf. G, coded “333”, of 5th Panzer Battalion, 25th Panzer Grenadier Division; area east of Berlin, April 1945. [Painted by Arkadiusz Wróbel]

21
Modding / Re: Berlin
« on: 21-03-2019, 09:03:26 »



22
Modding / Re: Berlin
« on: 13-03-2019, 03:03:30 »
We will probably have a new gametest next saturday. Some improvements:

- Darker sky and lighting.

- Better optimization (less objects, less unique objects, less poly heavy objects, 10 mts. shorter viewdistance).

- Less tanks on both sides, more limited spawnable AT kits and 1 grenade max per assault kit.

- More cover for infantry everywhere and added gameplay among the ruins.

- Boulevard flag is now non-recap and German heavy tanks only spawn after it is captured.

The general idea is to give the infantry more prominence with improved cover and less explosions everywhere.




















23
Suggestions / Re: Bullets going through soft materials
« on: 11-03-2019, 05:03:49 »
Yeah but there are lots of objects that can be improved. For instance today I noticed that Vossenack's church has impenetrable window glasses. Things like that could get a fix.

24
Suggestions / Bullets going through soft materials
« on: 10-03-2019, 03:03:41 »
I thought it would be nice to modify some materials (or colmeshes, don´t know exactly how this works) like wood from tables so that they would only be suitable for visual cover, not actual bullet stopping cover.

I wonder if this is actually possible (I´m pretty sure it is) and if it would be too much work to modify this, at least in the long term?

25
Modding / Re: Berlin
« on: 20-02-2019, 19:02:29 »
The Panther already is in a strategic intersection. The russians have to go through its line of fire in order to capture any flag from the sector. I´ve changed the german tank spawners so that tanks will come into battle only after Boulevard is taken. If I added additional defense (like the dugin Panther) to Boulevard it would be impossible to cap by the russians.

26
Modding / Re: Berlin
« on: 19-02-2019, 07:02:28 »
That´s a lot of good stuff.

So far I have done the following:

- Reduced the amount of tanks and increased spawn times
- Removed the spawnable Geballte Ladung to even up the fact that tanks will appear less frequently
- Replaced statics used only once or twice
- Reduced viewdistance a bit
- Replaced poly heavy buildings with lighter variations and ruins

Still pending (in the next few days):

- Fixing the russian main
- Working on ground textures
- A grimmer skybox and according light settings
- A few building layout modification to improve gameplay
- Limiting grenades

I´d like to finish these things in order to have another play-test some time before the next CMP campaign starts. Could be in a month or so.

27
Modding / Re: Berlin
« on: 17-02-2019, 17:02:03 »
The number of vehicles has been reduced already since previous tests. In which sector do you think they should be reduced and why? I ask this because tank spawners change from sector to sector so it may be alright in a sector but too many in others. If I am to reduce the number of soviet tanks then I have to reduce the availability of AT weapons for the germans to keep it even.

I thought about limiting grenades from the start but I got some complaints about it when I started to create the map. After this test it is clear that kits should not have more than 1 grenade.

I´ve tested reducing the viewdistance and I got to the best possible point. Increasing it is not necessary but decreasing it makes the map look weird, I´m not touching that. I tested fog too and it also make the map look weird with the current light settings. Undergrowth view distance has been reduced to the minimum without making it look bad. Lightmap and skybox tweaking is something being considered.

I will definately look into replacing the Chateau and the church, other than that there is not a LOT more I can do right now to optimize the map before I get into model tweaking. I can remove a few open buildings but I know it won´t make a big difference because I have tested it already.

28
Modding / Re: Berlin
« on: 17-02-2019, 17:02:26 »
After the first game test months ago I made a thorough investigation to see which buildings cause more lag. I realized that some closed buildings are actually memory-heavier than some open ones. I agree the Chateau and the destroyed church are a bit heavy in polys but that´s about it, the rest of the buildings I´ve chosen are very light on polys.

Non-stock buildings are not correctly optimized and do add to the lag but even so, I have chosen the ones that are more optimized. Little objects like barrels and crates ended up not being very important as I once thought, I did lots of testing after which I added back a lot of small objects to the map since they don´t make as much of a difference as unoptimized buildings do.

There are much smaller urban type maps such as Brest or Tunis (to a degree) where players are supposed to die a lot because there is constant CQB action. I think what happened in Berlin is that people don´t know the map so they don´t really take precautions about staying alive and that´s why the tickets ran dry so quickly on the first round. Bear in mind there is no artillery on the map for a good reason, which kind of bothers me because the russians had brought a heavy amount of artillery to the battle. I cannot replicate that because it would make the map unplayable.

Speaking of aesthetics I have planned some re-texturing and of course getting those french signs turned to german. After all, being in Berlin doesn´t mean the Reichstag has to be there no matter what. The map could be just any big german city.

29
Modding / Re: Berlin
« on: 17-02-2019, 06:02:04 »
On the topic of optimization:

There are non-stock FH2 buildings that don´t have proper LODs and thus they tend to lag the game. I think those are the number one problem behind lag right now. The thing is I have to learn how to fix those models myself and I don´t even know if I will ever achieve it since I know little to nothing about modeling.

My goal is to release a playable Berlin as soon as possible and afterwards work on a patch with a variety of improvements regarding gameplay, optimization, aesthetics, etc.

There are yet lots of things to do to make the map ready for the new map-pack so first I want to address the most important stuff.

In general I need to keep the staticobject count where it is now (less would be even better). In order to widen/open an area of the map I would need to close/delete another area first to keep the number of statics fairly even.

I will analyze the first round we played since it had around 70 players.

----

1st Sector:

It resulted in a horrible bottleneck-grenade-fest so definately something has to be done about it. Originally there was an extra passage appart from the 3 streets. I ended up taking it away but maybe I will have to either re-open it or make the streets a bit wider. Connected ruined buildings and wider flagzones could definately help avoid the grenade spam.

2nd Sector:

Again, too many players for too few narrow streets. Expanding this sector is not an option since it lags the most so I would rely on weakening the german assets. Maybe limit more the machineguns and statics AT guns.

3rd Sector:

Make Boulevard flag un-recappable and add some infantry-only passage to allow some flanking through the ruins to get out of the choke point. This is where the main battle goes on and it´s a very wide sector so I wouldn´t modify much here.

4th Sector:

I put a lot of effort and detail into this sector so I don´t want it to become the german mainbase. Instead I would keep it as it is but also remove german tank spawns at this point so the russians would expect to finish this off in around 5 minutes.

---

Back on optimization:

I agree on replacing some open buildings but keep in mind that the heaviest statics do not belong to stock FH2 and if managed to fix those then probably the lag problem would have diminished.

Lastly, I copy-pasted bleed settings from Seelow Heights. In Berlin it seems people die a lot more so I would rise the tickets a little bit to give the russians a few more minutes to reach the last sector of the map.

30
Modding / Re: Berlin
« on: 16-02-2019, 14:02:30 »
Thanks for that. I already knew it though, along with other similar glitches. I did not address those kind of issues yet because I want to test the gameplay and team balance first. For instance, there is an area of the map I plan on deleting thus it wouldn´t make sense to polish it yet. It will depend on how the final test goes today.

Any more bugs/glitches/suggestions are welcome!

Pages: 1 [2] 3 4 ... 16