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Messages - 0utlaw

Pages: [1] 2 3 ... 10
1
FH2 Help / Support / Sec. Radio Button (spotting, etc.)
« on: 21-05-2023, 18:05:30 »
Nevermind Imma noob, close topic.

2
Suggestions / Mobile Artillery
« on: 30-05-2022, 20:05:25 »
Any chance to make mobile artillery all 1 manned vehicles or locked in some manner when already in use? It never fails on the public server some new player or smacktard starts driving off with the mobile artillery while another player was already using the vehicle. I know this isnt historically accurate, but for gameplay may be better off.

3
Bug Reporting / 2.6 broke prone
« on: 19-05-2022, 22:05:38 »
There are many times in game when even standing still prone does not work. Usually when I try to lay mines down, nothing to do with dolphin diving btw.

4
Announcements / Re: The Road to Forgotten Hope 2.6
« on: 08-05-2022, 19:05:19 »
You guys are awesome, hope it continues!

5
Gaming / venice unleashed
« on: 16-06-2021, 21:06:22 »
https://veniceunleashed.net/

id buy bf3 and learn the mod tools to port over some maps to help out  :D

6
Gaming / Re: Battlefield 3
« on: 16-06-2021, 21:06:13 »
https://veniceunleashed.net/

id buy bf3 and learn the mod tools to help port over some maps to help out  :D

7
Suggestions / Re: The Minor Suggestions Thread
« on: 09-01-2018, 19:01:29 »
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.

8
Suggestions / Re: The Minor Suggestions Thread
« on: 08-01-2018, 20:01:51 »
Ive always agreed with no hit indicators and no dynamic spotting enemy positions/movements. Id rather have minimap markers for sqdleads/command or something similar to it.

9
Feel free to use any of the maps that i have ported over for sp/coop if wanted. However, eventually I will be cleaning up the performance issues and adding push code when i finally get more time to map again, thanks.

pacific ports
cmp iwo jima
cmp invasion of the philippines
cmp guadalcanal

10
Ok guys anyone pls
-How are rivers and waterfalls made,where in editor?
-Can 30 or more waterfalls be put on map,performance?

waterfalls and rivers can be placed like statics, with rivers  using the bf2 water planes (ie bf2 dragon valley). both are available in bf2, not sure if fh2 created or tweaked their own. bf2 water planes can be found in bf2/objects/water; bf2 waterfalls in bf2/objects/staticobjects/ambienteffects. there could be more or other locations for fh2, but im not too sure about that. i would assume the more waterfalls, the lower performance since those are ambient effects, so 30 may not be a good idea. not sure about the threshold, but try it out and see how many is too much. good luck with your project.

11
nice guys!  ;D

12
Modding / Re: FH2 Modding Q&A
« on: 21-01-2017, 18:01:36 »
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.


As Ts suggested check the info folder, usually that is the problem. The overall map folder should be only lowercase, also be sure the map.desc and <name> 1_test </name> are correct.

14
Modding / Re: FH2 Modding Q&A
« on: 17-01-2017, 00:01:37 »
shouldnt have to delete, just place the new files in the editor folder of the map. After saving the map will have the new textures/colormaps you created.

15
Off-Topic / Re: Merry Christmas (2016)
« on: 24-12-2016, 23:12:40 »
Happy Birthday Jesus!

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