Author Topic: Forgotten Hope News Update: Road to 2.3: Part 2  (Read 20566 times)

Offline Fuchs

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #60 on: 29-09-2010, 20:09:44 »
No they had their own little teaparty!
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Offline Mayhemic.MAD

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #61 on: 29-09-2010, 20:09:44 »
Code: [Select]
Bipodless Bar1918 for ramelle.  Also make Bar1918 folded 450rpm, and Bar1918 deployed 600rpm (kev4000)So the rates of fire got switched for the bar or am I mistaken ? afaik the deployed version has slower rof with less recoil.  ???
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Offline VonMudra

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #62 on: 29-09-2010, 20:09:01 »
It makes perfect sense though.  Why would you the harder to control rate of fire on the non deployed type ;)

Offline djinn

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #63 on: 29-09-2010, 20:09:58 »
I really wish they'd at least have acknowledged Drawde, if no one else (Besides Remick ofcourse) for the SP in 2.3. His work in conjunction with Remick04 was what solved non-functioning stuff and bugs that plagued FH singleplayer since 2.0

There was alot of backchanneling with Clivewill (who ACTUALLY solved the rocket issue). I've mentioned all these solutions before and I'm sure they're in the changelog, but the key ones that were milestones were:
/Planes being able to drop bombs in a dive - issue since 2.0
/Mortar being able to fire - Issue since FH1
/Artillery firing at range - Issue since 2.0
/Reversal of HE as weapon 1, and AP as weapon 2 to make bots fire HE first in arty
/Use of charges esp. Gabeltadung - since 2.0
/Tanks recongnizing armor types and swtiching between HE, AP, smoke and capped AP - since 2.0
/Not to mention Clivewill's superb stuka divehorn and automatic activation of it in a steep dive (Not in 2.3)


If Remick was the navmesher and team-leader, Drawde was the artificial intelligence developer. He came in only just before 2.25 was released (Barely 5 or 6 months ago) and has totally changed AI for the better

I really am more than a little peeved he is not mentioned even once in changelog or even in the update :-(

Offline Mayhemic.MAD

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #64 on: 29-09-2010, 20:09:10 »
It makes perfect sense though.  Why would you the harder to control rate of fire on the non deployed type ;)
Indeed, it does. I wonder that no one complained until now. Even I was wondering why it was this way but did just get used to it instead of asking or reporting it on the forum :)
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Offline Paasky

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #65 on: 29-09-2010, 20:09:50 »
All these cool stuff in the logs but only a fraction of it in the actual files makes me a very very sad panda....

Unless the SOP has been changed since 2.26. I liked 2.0 & 2.2, we got all sorts of cool stuff that haven't been included in any map which makes making custom maps & tournament play so much more fun.


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Offline Sgt. Powderhound

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #66 on: 29-09-2010, 20:09:08 »
It makes perfect sense though.  Why would you the harder to control rate of fire on the non deployed type ;)

I'd been wondering about that after suddenly discovering that the current system made the Tommy guns completely pointless on PdH. :D

Offline Paavopesusieni

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #67 on: 29-09-2010, 20:09:54 »
WOW that a lot of SP stuff! I really want to try out how SP works now. I play El Alamein singleplayer at times now lets see how much it is improved 8).

Now to the change log...

Offline djinn

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #68 on: 29-09-2010, 20:09:40 »
That map was totally re-navmeshed by Remick so i would guarrantee more smooth sailing than previously

azreal

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #69 on: 29-09-2010, 21:09:07 »
I really am more than a little peeved he is not mentioned even once in changelog or even in the update :-(

Drawde and Clivewill are not part of the team! Code in bf2 is just lines of text, very easy to recreate, and hard to backtrack the original user. I asked Remick for all the necessary SP stuff, and nowhere did he mention any of those two people. If they did contribute work behind the scenes of the dev team, then their work is appreciated, but how was I supposed to know?

Offline Natty

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #70 on: 29-09-2010, 21:09:02 »
WOW that a lot of SP stuff! I really want to try out how SP works now. I play El Alamein singleplayer at times now lets see how much it is improved 8).

try Brest with 64 bots  :o :o :o :o :o :o

Offline djinn

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #71 on: 29-09-2010, 21:09:24 »
WOW that a lot of SP stuff! I really want to try out how SP works now. I play El Alamein singleplayer at times now lets see how much it is improved 8).

try Brest with 64 bots  :o :o :o :o :o :o

I usually play with 96... should I be concerned?

@Azreal
I hear what you are saying, and I didn't mean for them to be in the changelog, but its still sad Drawde was not acknowleged in the update... maybe no ones fault - Still a tragedy though

oh, and yes, he fixed the maps that CTDed for no reason since 2.2, most notably Goodwood

Offline Slayer

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #72 on: 29-09-2010, 21:09:53 »
I LOVE YOU FH2 DEVS I never multi post but I take back every negative thing I have ever said!!!!
There should be more people like you ;)

Offline Natty

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #73 on: 29-09-2010, 21:09:44 »
I usually play with 96... should I be concerned?

HAHAA sry,  I played with 32.. not 64.. and it was epic... a real thriller.. felt like a CoD 2 mission only better. Really great map this.

Offline Paavopesusieni

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Re: Forgotten Hope News Update: Road to 2.3: Part 2
« Reply #74 on: 29-09-2010, 21:09:07 »
Do I see lots of new 3p animations? Awesome, all hail Kev!