Forgotten Hope Public Forum

Announcements => Announcements => Topic started by: Mayhemic.MAD on 12-07-2011, 19:07:19

Title: Road To Forgotten Hope 2.4: Part 2
Post by: Mayhemic.MAD on 12-07-2011, 19:07:19
Part 2 of the Road to Forgotten Hope 2.4.

Update coming in a few minutes. Enjoy!
http://forgottenhope.warumdarum.de/
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: VonMudra on 12-07-2011, 19:07:34
Huzzah!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: K.Cower on 12-07-2011, 19:07:03
Third! Whole week  - orgasm...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 12-07-2011, 19:07:31
yay! 4th!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Oberst Topgun on 12-07-2011, 19:07:47
keep cool, site will crash anyways :D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: VonMudra on 12-07-2011, 20:07:33
Annnddd, get ready for the site crash :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: K.Cower on 12-07-2011, 20:07:07
Crashed...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 20:07:20
here we go
Quote
Oops! Google Chrome could not connect to forgottenhope.warumdarum.de
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Tuco on 12-07-2011, 20:07:08
crashed for me to  :-\
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 12-07-2011, 20:07:42
oh the joy...

(http://img96.imageshack.us/img96/9159/joyue.jpg)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: RAnDOOm on 12-07-2011, 20:07:13
(http://www.atruk.com/usrimage/ramonesb469.jpg)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: FatJoe on 12-07-2011, 20:07:41
I'd like to take the opportunity and remind everyone of this - http://fhpubforum.warumdarum.de/index.php?topic=15051.0

;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Potilas on 12-07-2011, 20:07:15
Access forbidden!

You don't have permission to access the requested object. It is either read-protected or not readable by the server.

They banned me :o LOL
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: K.Cower on 12-07-2011, 20:07:31
"google chome isn't compatible with road to 2.4 part 2. "  :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Eat Uranium on 12-07-2011, 20:07:39
Save the exasperation of the site crash for IRC.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: OlBloodnGuts on 12-07-2011, 20:07:00
crashed for me as well.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: :| Hi on 12-07-2011, 20:07:46
Hurray page 2!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Potilas on 12-07-2011, 20:07:19
nOw its working :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: RAnDOOm on 12-07-2011, 20:07:46
Awesome news once again.

This is going to be a fantastic update!

 8)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 12-07-2011, 20:07:35
German Bias lol, cannot kill panthers anymore.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Tuco on 12-07-2011, 20:07:45
Yay Vossenack, new tanking system and sherman are nice to. Thx devs.  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 20:07:55
most epic update since the discovery of epic updates.

Tank system. no words I need to say!

Changelog will give me a whole evening reading, and the sherman looks nice too.

But the map really blast me off. Looks damm beautiful, and interesting too. Also note the new camo for SdKfz 251.  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Wulfburk on 12-07-2011, 20:07:40
Awesome!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:03
Epic M4a3 76mm is epic


So    no moar whining plx about german tanks being weak now

i might be worried now tbh with most maps having almost the same amount of german tanks as allied tanks
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 12-07-2011, 20:07:07
changeloooooooog!!! fuck yeah!!!!  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Slayer on 12-07-2011, 20:07:00
i might be worried now tbh with most maps having almost the same amount of german tanks as allied tanks
Thanks, I won my bet now ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Atkins on 12-07-2011, 20:07:55
Looks nice and good to see the changelog forehand, although I was hoping for a team-tanking/driver position to be added in the new tanking system :-/
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: VonMudra on 12-07-2011, 20:07:42
Donno where to begin, but I love this update <3
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: ajappat on 12-07-2011, 20:07:04
Awesome.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Captain Pyjama Shark on 12-07-2011, 20:07:42
hooray for no more invisible death explosions!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Flippy Warbear on 12-07-2011, 20:07:07
Ever since the effects work online, the battlefield has become far more scarier. Now that you see tanks and artillery hammering areas where you DONT want to go into. Scary!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Raziel on 12-07-2011, 20:07:46
Another GRREEEAAAT update! Don't know whether my heart can take all this excitement!
Tanking system upgrade sounds epic. (Djinn should be happy now that he can control tank turrets using the arrow keys  ;D )
Map looks really great! Feels like a movie! Love the new church steeple!
Every screenshot that I see of 2.4 makes me shatt bricks man! Can't imagine what I will be shatting on Friday 15th - damn maybe armoured concrete!  :o

I have only praise for you FH2 devs. Thanks once again!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:06
i might be worried now tbh with most maps having almost the same amount of german tanks as allied tanks
Thanks, I won my bet now ;)
Then again, Allied tanks are OP in NA     So that compensates  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Wulfburk on 12-07-2011, 20:07:59
Soooo another update tomorrow or not?  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Ts4EVER on 12-07-2011, 20:07:23
Of course.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: TheRevoluzer on 12-07-2011, 20:07:47
But when will the preload be available - please give a hint :'(

Otherwise great update - especially the tank update and the map  :D
Now you have a map(vossenack) that is part of the hurtgen wald and a map called hurtgen wald?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Butcher on 12-07-2011, 20:07:59
YOU GUYS ARE GODS!!!!!!

i love the update. best thing that has ever happened to FH2!!!!
finally pantehrs become usefull! i love you!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: McCloskey on 12-07-2011, 20:07:08
oh my GAAAAAAAAAWWWWWWWD. I FUCKING CAME. this is even better than yesterday's update!!!!!!1!11!1!1 :o :o :o

Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Rustysteel on 12-07-2011, 20:07:30
Fantastic update thanks FH team!

Love the new tanking system, no more turbo turret tigers and panthers ;D and vossenack looks beautiful

How hard was it to get the angle system form FH42 to work ingame? Does it apply to the top of turrets as well as the sides of the tanks?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:37
Fantastic update thanks FH team!

Love the new tanking system, no more turbo turret tigers and panthers ;D and vossenack looks beautiful

How hard was it to get the angle system form FH42 to work ingame? Does it apply to the top of turrets as well as the sides of the tanks?
This applies to every surface


so if you hit a sherman like that

or a CHURCHILL

(http://xkcd.nl/drv/trollface.jpg)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 20:07:43
as we can controll Turret with arrow keys, will we be able to controll it with joystick too? that would be cool
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Flippy Warbear on 12-07-2011, 20:07:31
Now you have a map(vossenack) that is part of the hurtgen wald and a map called hurtgen wald?

Vossenack is direct continuance to Hurtgen Forest map. Where Hurtgen ends, Vossenack begins.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:51
Now you have a map(vossenack) that is part of the hurtgen wald and a map called hurtgen wald?

Vossenack is direct continuance to Hurtgen Forest map. Where Hurtgen ends, Vossenack begins.
now THIS is epic!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: djinn on 12-07-2011, 20:07:05
Tanking system upgrade sounds epic. (Djinn should be happy now that he can control tank turrets using the arrow keys  ;D )


What would most make me impressed is resting assured Singleplayer benefits from all that new content and maps...

Sucks the effect of smoke screens on bots wasn't ready in time for this release though, or ESAI...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Professor Anthrax on 12-07-2011, 20:07:49
Awesome updates yesterday and today! Can't wait until Friday. This will mean players every night for North American servers again(for a while at least). I'll be on Wolf all weekend  ;D (and Thursday of course for a "Wolf FH2 Thursday" send off to good 'ole 2.3)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: KAIZER SOSA on 12-07-2011, 20:07:23
Amazing update. It just keeps getting better and better...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Butcher on 12-07-2011, 20:07:26

so if you hit a sherman like that

or a CHURCHILL

(http://xkcd.nl/drv/trollface.jpg)

churchill ok ... but  if a panther hits the 38mm of sherman side armour it also goes down to 0 damage? enlighten me?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Ts4EVER on 12-07-2011, 20:07:24
if you hit it from a really steep angle, yes.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Butcher on 12-07-2011, 20:07:24
yeah, sounds realistic. 1 degree shots wouldnt damage it. now you have to use your brain to kill tanks. love it.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: McCloskey on 12-07-2011, 20:07:51
heeeey isn't that (http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.4release/voss_12.jpg) the church that will be used on Foy? :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Guderian on 12-07-2011, 20:07:12
YOU GUYS ARE GODS!!!!!!

i love the update. best thing that has ever happened to FH2!!!!
finally pantehrs become usefull! i love you!

In two days you will understand why all the devs and testers struggle to play 2.3 pubby. Their is no comparison!!

Friday will be a day you remember as the biggest step forward in the mods history. The experience will be crazy with many happy gamers.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Ts4EVER on 12-07-2011, 20:07:37
heeeey isn't that (http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.4release/voss_12.jpg) the church that will be used on Foy? :)

(http://www.freewebs.com/uo101sta-clan/250px-Kirche_foy.jpg)

that's the church in foy
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Gezoes on 12-07-2011, 20:07:40
* Add partisan secret weapon.  (remdul)
Gold Beach, St. Mere, Foy, Overlord

Nice read  8)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Butcher on 12-07-2011, 20:07:15
Sorry, i start to spam now. but the epic question is - CAN WE USE MAHLZEITSTELLUNG ON TIGER NOW? the 80mm side armour angled at 45 degrees give it more armour protection than the front:

(http://img706.imageshack.us/img706/1727/tankse.jpg)

acutal ww2 tactics now in FH2!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Paythoss on 12-07-2011, 20:07:30
So , goodbye Panther hitting a poor Sherman , direct in to the top of turret , from behind a wall  ... imokeywiththat.jpg  ;D
StuG is more safe now ... im think ,  im gonna be in love for FH2.4  ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Slayer on 12-07-2011, 20:07:58
i might be worried now tbh with most maps having almost the same amount of german tanks as allied tanks
Thanks, I won my bet now ;)
Then again, Allied tanks are OP in NA     So that compensates  ;D
Eehm, well, yes, at least for a few more days, yes.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:05

so if you hit a sherman like that

or a CHURCHILL

(http://xkcd.nl/drv/trollface.jpg)

churchill ok ... but  if a panther hits the 38mm of sherman side armour it also goes down to 0 damage? enlighten me?
Panthers side armor is 45mm.. Problem?

No seriously, if you would hit a armor in that angle, it would bounce off.Even on tanks like the stuart wich have thinner armour
 If the armor is thin enough however, the Sheer mass of the shell Might do the trick however. So i hope this issent implented on APCS trucks and such

Quote
Eehm, well, yes, at least for a few more days, yes.

So this pretty means german tanks in Normandy will have the big advantage due to almost equal numbers as allied tanks?  And now with HVAP and such removed....

I could live with it in 2.3..   but with these improvements, wich pretty much affects german tanks alone..
This is not about bias or anything, this is a thing i really am worried about.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 12-07-2011, 20:07:26
imagine how useless the 2 pounder would be against PzIII now... I'll get my tanker medal in a PzIII!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: MaJ.P.Bouras on 12-07-2011, 20:07:23
Just 3 more fucking days

Three more fucking days...


ARGH THE AGONY!!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Slayer on 12-07-2011, 20:07:49
So this pretty means german tanks in Normandy will have the advantage due to almost equal numbers as allied tanks?  And now with HVAP and such removed....
You were talking about Africa and now you start about Normandy... I'm lost now.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: VonMudra on 12-07-2011, 20:07:25
Sorry, i start to spam now. but the epic question is - CAN WE USE MAHLZEITSTELLUNG ON TIGER NOW? the 80mm side armour angled at 45 degrees give it more armour protection than the front:

(http://img706.imageshack.us/img706/1727/tankse.jpg)

acutal ww2 tactics now in FH2!

In theory, it might work now! :D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:59
So this pretty means german tanks in Normandy will have the advantage due to almost equal numbers as allied tanks?  And now with HVAP and such removed....
You were talking about Africa and now you start about Normandy... I'm lost now.
Well if NA is fixed, i am very glad. But i always worried about the large number of german tanks and there ratio against allied tanks(In normandy). It was very historical inaccurate aswel

But seeing how panthers got killed on tracks, KT on top armour in 2.2-2.3.. then it wassent really an issue

But seeing now how this new tank system is implented...With HVAP removed aswel.....This is something i am worried now, as Normandy might become like NA Tank balance was in 2.2 2.25 2.26 and 2.3

Dont get me wrong, i am very glad HVAP is gone on shermans(aswel as PZG40   it wassent needed and it dint fit) and this new tank system is awesome..but i do hope the German tank numbers wont give a major buffing to the current normandy maps...

oh well, we will see.
But mark me words  ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: RAnDOOm on 12-07-2011, 20:07:09
Statics
 -------
  * Rock textures for Fruehlingswind (lili)


Operation Fruehlingswind maybe ?

 ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Eat Uranium on 12-07-2011, 20:07:25
Sorry, i start to spam now. but the epic question is - CAN WE USE MAHLZEITSTELLUNG ON TIGER NOW? the 80mm side armour angled at 45 degrees give it more armour protection than the front:

acutal ww2 tactics now in FH2!
No.  Anglemod modifies damage after the materials.  Since the materials determine how 'thick' armour is, the side of the Tiger will always be 80mm thick no matter what angle it faces.  Once you hit it, the damage you do is then reduced (if you glanced it).

So i hope this issent implented on APCS trucks and such
It has to be otherwise they start taking unacceptable damage driving over even the smallest of bumps.  It is not applied as fully though.  No application to planes or playermodels.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:02
Statics
 -------
  * Rock textures for Fruehlingswind (lili)


Operation Fruehlingswind maybe ?

 ;D
Kasserine?   ;D

naah that would be beyond our dreams

NOW the real issue that haunts us all=

THE SPRINGFIELD M1903 A3 and MG26!
WILL it be included? And where! tell us bitte!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Ts4EVER on 12-07-2011, 20:07:02
Both on PdH.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Flippy Warbear on 12-07-2011, 20:07:34
Dont get me wrong, i am very glad HVAP is gone on shermans(aswel as PZG40   it wassent needed and it dint fit) and this new tank system is awesome..but i do hope the German tank numbers wont give a major buffing to the current normandy maps...


I can side with your concerns, however, we will see how things fare out with the old content when this puppy goes out. The public is the ultimate testing force after all. Its you the mindless, I mean, efficient lot who will show us how the maps actually play in a long term and then changes can be done accordingly to results and feedback we receive.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Nissi on 12-07-2011, 20:07:21
From my point of view this new tanking system is the best I've ever enjoyed. It's just nice. 1 Shot one Kill is reduced quite a lot and many interesting battles are now possible. It's really an amazing work Kev realised.  :D

Vossenack is my prefered map of the upcoming release when speaking about gameplay - while Hurtgen Forest is with its very nice infantry combat on the very same hotness level. Vossenack is really nice both for infantry and tankers. Looking forward to playing it finally online.  ;D

Given that the FH2 server run in the future almost all maps the variety has risen imensly. The Bulge release has so nice diversity in it that I just love it much more than all the Normandy patches together.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Rustysteel on 12-07-2011, 20:07:36
Thank you Kev for ace new tanking system 8)

I forgot to ask, this is pretty minor so forgive me, but when you shot a panther on the front glacis plate you got this really cool richochet effect and would see the round bounce off up into the air. Does this happen with the new angle modifier system when you hit the sides or top from silly angles where penetration will not occur? If it doesn't it's no big deal I'm still psyched for the impending wargasm happening on friday ;D but it would be a nice wee effect for some far off distant update.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 20:07:39
Fantastic update thanks FH team!
Love the new tanking system, no more turbo turret tigers and panthers ;D and vossenack looks beautiful
How hard was it to get the angle system form FH42 to work ingame? Does it apply to the top of turrets as well as the sides of the tanks?

Was just a few settings, to my surprise.
However the harder part is to clean up the vehicle collision meshes. Most worked rather well out of the box, however we're continuing a cleanup to make the system more predictable. But don't worry, in gameplay it works as intended in 99% of cases.

as we can controll Turret with arrow keys, will we be able to controll it with joystick too? that would be cool

Yes, this can now be set in the controls menu, which is more customizable for tanks. Will be explained in an upcoming User Manual detailing new settings and other technical changes in 2.4.

Sorry, i start to spam now. but the epic question is - CAN WE USE MAHLZEITSTELLUNG ON TIGER NOW? the 80mm side armour angled at 45 degrees give it more armour protection than the front:
acutal ww2 tactics now in FH2!

It may actually help in some situations, more so on tanks with already sloped armour. But that is not exactly as it works.
The projectile's damage drops off, not the amount of penetration. Overall, there's some amount of unpredictability resulting from it.
But it does bring about the intended gameplay. If a tank has more frontal armour then you can penetrate, you must actually flank them.

Anglemod is for any angle, its based on the angle of polygon vs angle of the projectile. 0 - 60 degree hits are the same though, so in 2/3 of cases it will not make any difference.
But even a panther hitting a sherman at a high angle, it may survive. So there's no one-way balance change here.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: :| Hi on 12-07-2011, 20:07:59
YOU GUYS ARE GODS!!!!!!

i love the update. best thing that has ever happened to FH2!!!!
finally pantehrs become usefull! i love you!

In two days you will understand why all the devs and testers struggle to play 2.3 pubby. Their is no comparison!!

Friday will be a day you remember as the biggest step forward in the mods history. The experience will be crazy with many happy gamers.

^ This.
After starting TB for 2.4, my level of playing on pubby dropped like a rock
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 20:07:26
Dont get me wrong, i am very glad HVAP is gone on shermans(aswel as PZG40   it wassent needed and it dint fit) and this new tank system is awesome..but i do hope the German tank numbers wont give a major buffing to the current normandy maps...


I can side with your concerns, however, we will see how things fare out with the old content when this puppy goes out. The public is the ultimate testing force after all. Its you the mindless, I mean, efficient lot who will show us how the maps actually play in a long term and then changes can be done accordingly to results and feedback we receive.
yes you are absolutely correct

i am very looking forward now aswel to NA tank combat. I cannot wait to drive on gazala with mah M13/40 and actually see axis win  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 21:07:50
thanks Kev for the work, and the detailed answer now. Im really looking forwart to the joysticking tanks.
In addition will different speed also be able now?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 21:07:06
Thank you Kev for ace new tanking system 8)

I forgot to ask, this is pretty minor so forgive me, but when you shot a panther on the front glacis plate you got this really cool richochet effect and would see the round bounce off up into the air. Does this happen with the new angle modifier system when you hit the sides or top from silly angles where penetration will not occur? If it doesn't it's no big deal I'm still psyched for the impending wargasm happening on friday ;D but it would be a nice wee effect for some far off distant update.

Nope, the system is still heavily limited, so you will not see the ricochets from angled shots that would otherwise penetrate. Naturally we'd prefer angles actually increasing the amount of armour instead of decreasing the damage dealt.
One could say its more of a glitch fix then a new system. However just because of that, do not underestimate its impact on gameplay!

thanks Kev for the work, and the detailed answer now. Im really looking forwart to the joysticking tanks.
In addition will different speed also be able now?

If you're using an analog input for Tank Throttle controls you can adjust it. Can also do so for infantry. But that was possible all along.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 21:07:05
oh well 2 more days


i cannot believe i am looking more forward to the ZB26 (MG26't' for you bastards) and SPringfield M1903 A3 then the entire bulge


Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 21:07:26
Quote
If you're using an analog input for Tank Throttle controls you can adjust it. Can also do so for infantry. But that was possible all along.

I have a joystick with such a controll bar. Its USB connected^^ Now idea if that works. It works well with plane speed
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 12-07-2011, 21:07:15
So the tank barrel and turret can be controlled by a joystick?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: IrishReloaded on 12-07-2011, 21:07:40
yes, as they will be controlled by arrow keys, and arrow keys leads directly to joystick,
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 21:07:21
Quote
If you're using an analog input for Tank Throttle controls you can adjust it. Can also do so for infantry. But that was possible all along.

I have a joystick with such a controll bar. Its USB connected^^ Now idea if that works. It works well with plane speed

Its quite simple. In 2.3 there's land vehicle controls. Change key for throttle, move joystick analog throttle forward. Voila!
In 2.4 however there's a separate Tank Controls menu, replacing the Helicopter one from vBF2. It has got more functionality as well for binding turret traverse, gun sights, etc. so it is all customizable in the menu.
I've been digging a lot around in the controls configs in the past month. There's some additional tweaks that can be done for arrowkey/POV freelook, will be explained in the technical user manual I've been writing. 2.4 will reset controls to default. However, the manual also explains how to retrieve your old 2.3 controls layouts, so there's no need to worry for complex custom layouts.

So the tank barrel and turret can be controlled by a joystick?

No need to worry, if you look at the picture below, you can simply click the secondary control, and move the joystick for native support. Though personally I tried it myself, it didn't seem all too useful. But may be after getting accustomed.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Watchtower1001 on 12-07-2011, 21:07:33
Okay I have a serious bone to pick with the change log.

Even for me as a developer, its hard to put together exactly what you guys are changing/putting together in 2.4, along with tweaks.  This looks more like a SVN log.

This is an example of a Team Fortress 2 update log on Steam. 

To the PR department --

I suggest a more 'user friendly' change log that is much more easier to understand for the general public detailing the specific changes from 2.3 to 2.4


EXAMPLE:

Team Fortress 2 Update Released
Product Update - Valve
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to prevent client cheats
Fixed a bug with playback of SourceTV demos

Team Fortress 2
Fixed a bug where Medics using the Quick-Fix could easily identify disguised Spies
Fixed a bug where healing a Scout while they change class in the spawn room would allow the Medic to keep the Scout speed
Fixed a bug with honorbound weapons allowing themselves to be holstered before getting a kill
Improved matchmaking logic
Fixed a case where players were being matched to full servers
Updated the localization files
Updated Pl_Barnblitz
Reduced Blue respawn time at cap 1
Fixed cart not allowing overtime when it has to stop at the turn table
Fixed players getting stuck in spawn doors when blue captures a point
Fixed spawn doors staying open when points are captured
Various clipping and exploit fixes




Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 12-07-2011, 21:07:34
who cares about the changelog? full of spoilers
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Rustysteel on 12-07-2011, 21:07:32
Thank you Kev for ace new tanking system 8)

I forgot to ask, this is pretty minor so forgive me, but when you shot a panther on the front glacis plate you got this really cool richochet effect and would see the round bounce off up into the air. Does this happen with the new angle modifier system when you hit the sides or top from silly angles where penetration will not occur? If it doesn't it's no big deal I'm still psyched for the impending wargasm happening on friday ;D but it would be a nice wee effect for some far off distant update.

Nope, the system is still heavily limited, so you will not see the ricochets from angled shots that would otherwise penetrate. Naturally we'd prefer angles actually increasing the amount of armour instead of decreasing the damage dealt.
One could say its more of a glitch fix then a new system. However just because of that, do not underestimate its impact on gameplay!



Ah, no worries thanks for letting us know anyway, still... can't wait to play with this new system! and I understand now with this and other improvements you guys made why you couldn't play pubby 2.3  :D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 21:07:46
(edited 2 mins late)
Our "changelogs" were never meant to be user friendly. They're ment for our beta testers, so they know what to look for. Its just us being kind and releasing them uncensored for the extreme FH2'ers whom might find interest in them.
But you're correct that its an SVN log. However its not a complete SVN log, just changes we feel the testers should be aware of for the next session.
The "user friendly" changelogs we refer to as news updates.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Watchtower1001 on 12-07-2011, 21:07:55
Well that's extremely disappointing to read Kev, because A LOT of people will be wanting to see a proper change log, including public and tournament people. 
...Your news is quite lacking then.
No mention of tweaks to weapons or the weapon system, no mentions to updates/fixes to previous/existing maps, no mention of performance & bug fixes...
Believe me, a lot of people want to know whats being fixed, and also believe that will affect the success of the game.
 People come and go with mods, if they read something substantial has been changed that they stopped playing for some reason (aka smg recoil) ...they might come back.  FH2 needs players.  Once all the dust has settled, you don't want to end up with only the 762 server populated with Europeans.
You guys won MoTY on Moddb.com.  Ante up.
edit - don't waste space
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 12-07-2011, 21:07:13
Sweet! Okay one thing, I have two throttles on my joy stick. Is it possible to make those operate to drive the tank?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: :| Hi on 12-07-2011, 21:07:29
Well that's extremely disappointing to read Kev, because A LOT of people will be wanting to see a proper change log, including public and tournament people. 

...Your news is quite lacking then.

No mention of tweaks to weapons or the weapon system, no mentions to updates/fixes to previous/existing maps, no mention of performance & bug fixes...

Believe me, a lot of people want to know whats being fixed, and also believe that will affect the success of the game.

 People come and go with mods, if they read something substantial has been changed that they stopped playing for some reason (aka smg recoil) ...they might come back.  FH2 needs players.  Once all the dust has settled, you don't want to end up with only the 762 server populated with Europeans.

You guys won MoTY on Moddb.com.  Ante up.

Just a question, how many FH2 updates/releases have you actually been here for?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Flippy Warbear on 12-07-2011, 21:07:30
Wow, never seen anyone having sand in his/her vagoo about some changelog. I dont think I have ever seen anyone whine about the log before. Please correct me if theres been such before.  :P
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kelmola on 12-07-2011, 21:07:35
Quote
fifth and final map
No Ste. Mere-Eglise? No Gold Beach? No Foy? No Puffendorf? We get maps like de_tunis and Ram-er-le but quality maps are abandoned or pushed into the "when we have time" zone ie. never-never-land as Keren was? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU---

At least there's the French Hope public beta. Ummm, let me guess. No new Western Front maps before 2.5 aka Ostfront "because we have bigger and better things to do and there's nobody interested"?

Quote
revised tanking
Any news on the tanking front is good news but it's still kinda meh, but that's probably more due to BF2 "Refractor" engine. Plus even though teased otherwise, this is not going to help in any which way with the ridiculously nerfed Geballte Ladungs, or the wonky BF2 hitboxes that allow Achilles to survive a Panzerfaust to the rear or top (on the contrary, even).

Sorry guys, but I'll be only convinced once I play. I really thought that 2.4 would be something groundbreaking regarding playing mechanics, but according to the relased news updates, it's just going to be the "same old, same old", only slightly tweaked. A complete reworking of capzones, the infantry & SL system, plus tanky things not possible in Refractor, along with some "signature" Normandy maps and MOAR Bulge would have been more like it. Oh well, at least it's not as rigid as that other mod which I'm still not interested in.

Quote
that other mod's release date
h8ers gonna h8 and wanna kill FH2 because it's not "hardcore" enuff (read: not as retardedly limiting and nevertheless just as (un)realistic). Either that or school/university summer vacations are kicking in even in the countries far away from Finland (and even up here, workers laden with the unearthly heavy duty of making quarterly report are promised their annual leave around these days).

Signed, FH2 addict for nearly 3 years and counting.

/troll
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Eat Uranium on 12-07-2011, 21:07:45
Quote
fifth and final map
No Ste. Mere-Eglise? No Gold Beach? No Foy? No Puffendorf? We get maps like de_tunis and Ram-er-le but quality maps are abandoned or pushed into the "when we have time" zone ie. never-never-land as Keren was?
The only one of these maps it is possible for you to have seen is Keren.  How then are you to judge that they have 'quality' enough to make a release?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Tiny on 12-07-2011, 22:07:47
YAY FINALLY WE CAN SEE THE EXPLOSIONS!!!

MORE IMMERSION TO THE PEOPLE!!!!!

PRAISE FH2 TEAM!!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Mazz on 12-07-2011, 22:07:00
I am a little worried myself that after all these tank changes come about in 16v16 battles, that I'm going to hop on the pub and be fighting Panthers and Tigers that I can't kill because I can't flank them with 32 people in the way and 3 routes to take, 2 of which he can negate with proper positioning.

It all sounds interesting, but for someone who only really plays this mod to tank, and has done so for countless hours over at WaW (the pub is hard to play after WaW battles, and generally dead the times I look), I am pretty worried about the real outcome to these changes. Compare the Panther in 2.2 to 2.25, if you knew how to use it, needing to be shot in the side twice was like being in god mode.

Basically, your looking to make heavy armor matter more, but in real life that was offset by so many other variables, here its just another tank on the field with a 60 second spawn timer.

Worried might not be the best choice of words, more like apprehensive.

I've gone 40-0 with the Panther on Goodwood just by playing the terrain, for people like me its just going to get easier/worse, depending on your perspective. I definitely won't pass judgement without playing beforehand, but I will be sure to give you guys my feedback.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Guderian on 12-07-2011, 22:07:16
Quote
fifth and final map
No Ste. Mere-Eglise? No Gold Beach? No Foy? No Puffendorf? We get maps like de_tunis and Ram-er-le but quality maps are abandoned or pushed into the "when we have time" zone ie. never-never-land as Keren was?
The only one of these maps it is possible for you to have seen is Keren.  How then are you to judge that they have 'quality' enough to make a release?

Will you please just stop and listen to yourself  :o

FH2 has over 35 quality maps in the mod and several still in the development stages...R U Serious? hahaha

I suggest you apply to the team as an applicant mapper and experience for yourself the high standards we have for our maps before they get released. Hell, I'll take you under the wing so you can hear first hand the insane level of dedication needed to get a map into the mod. Only then will you understand the lunacy of your comments.  :D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kelmola on 12-07-2011, 22:07:40
Only then will you notice the "/troll" at the end of the post. Oh the internet, where you can not imply sarcasm without a thousand smilies.

Yes, I am mildly disappointed in that some of the maps who were spotted on the test server which, based on their title, could have had unique gameplay (invasion, paradrop) did not make it and the new front will have initially only three maps (but then again, a snowdrift or a snowy fir tree are universally exploitable statics, as I have said in numerous threads before so the value of Bulge lies not in the maps alone but also in the statics).

To clarify, I enjoy most maps and even play the-map-that-shall-not-be-named grinding my teeth. However, what is the most significant difference between FH2 official maps and 99,9% of fan/tournament maps is the "art direction". FH2 locations have each a distinct theme and feel "lived in", that is, items feel naturally placed. Even many very polished, apparently very much time and effort consuming fanmaps feel just like that: maps for a third-person shooter. For some maps, it is "sufficient". For others, maybe not. And it is this "art direction" (for the lack of a better word) that I must commend all the devs and mappers for, and this is one of the most important reasons why I will keep playing FH up to infinity.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Watchtower1001 on 12-07-2011, 22:07:58
Wow, never seen anyone having sand in his/her vagoo about some changelog. I dont think I have ever seen anyone whine about the log before. Please correct me if theres been such before.  :P

I love how friendly people are around here, you're staff and beta testers really really want to make me come to your forums.    I fail to see how stating 'extreme disappointment' counts as whining, but it seems to me that in my brief time I've spent on the forums here, expressing any sort of dislike or disappointment about the way the mod is operates somehow constitutes whining.  Not everyone is here to kiss the boots of the developers.

If you fail to see how creating a  proper 'user friendly' change log for the is a good idea, then I'd call you a very poor developer.  Kev I'm sure you do, and I'm sure your busy, but take my advice and put something proper together. 

Valve does it right, I humbly suggest you take a good look at what they are doing.  It's clean, simple and easy to read (which your SVN log is not) and the general public has something to take away, discuss and distribute easily.  ESPECIALLY Moddb.com, where thousands of people visit and look for these kind of things. 

Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: VonMudra on 12-07-2011, 22:07:23
Dude, its a change log...why do you care how its presented.  The newsupdates will all contain the valuable stuff you want, and the change log is purely a dev thing they show to us out of the goodness of their hearts.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: K.Cower on 12-07-2011, 22:07:46
changelog-maniac. No comments.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Flippy Warbear on 12-07-2011, 22:07:58
I think this guy could have a job at writing our next log.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: FatJoe on 12-07-2011, 22:07:43
Okay I have a serious bone to pick with the change log.

Even for me as a developer, its hard to put together exactly what you guys are changing/putting together in 2.4, along with tweaks.  This looks more like a SVN log.

This is an example of a Team Fortress 2 update log on Steam. 

To the PR department --

I suggest a more 'user friendly' change log that is much more easier to understand for the general public detailing the specific changes from 2.3 to 2.4


I am sorry for your annoyance with our changelog and it's lack of user friendliness and professionalism.
I will very much admit that a public changelog is in no way user friendly, so it's certainly a valid suggestion, worth looking into for our next patch ;)

Thank you for your suggestion. :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 22:07:07
Well that's extremely disappointing to read Kev, because A LOT of people will be wanting to see a proper change log, including public and tournament people. 
...Your news is quite lacking then.
Your complain is concerning lack of detailed news updates, in a thread for discussion on a detailed news update? Anyways back on topic please.

I am a little worried myself that after all these tank changes come about in 16v16 battles, that I'm going to hop on the pub and be fighting Panthers and Tigers that I can't kill because I can't flank them with 32 people in the way and 3 routes to take, 2 of which he can negate with proper positioning.

We've tested it for many months. It doesn't introduce unintended bias towards heavier tanks.
It does however introduce intended bias. Which we've also rebalanced some maps accordingly for. Such as the KT on Goodwood.
It is only in effect at high angles. 0 - 60 degrees hits remain the same. And it still does a great deal of damage from 60 - 70 degrees.
If you've got a semi-clear view of a panther's side armour, you may still destroy it. However if it is only exposing a few pixels, it will not do any damage. The picture in the news isn't entirely accurate.
Hope that clears up any worry.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Hockeywarrior on 12-07-2011, 22:07:52
Neeeeeeomahgod.

These changes to the tanking system look AMAZING. I always wanted to enjoy the tanking experience in FH2, but little issues like those that are being addressed in this update always kind of dampened the experience. Thanks for being coding gods and figuring all this out!

And thank the lord you fixed the HE bug. That has to be the single most annoying bug in FH2 atm. The map looks nice too! I didn't expect to see so many pre-battle of the bulge maps, but it's a nice surprise.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kwiot on 12-07-2011, 22:07:57
Wow, now the penetration will depend on angle! I thought it's impossible to make!  ;D Now, I hope that I will feel like "Pride of the Fatherland" in my Panther/Tiger/KT and other German stuff!  ;D I'm thinking of changing the side in the next FH campaign... Nah, just joking - I'll be always on the correct side!  :P
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: djinn on 12-07-2011, 22:07:53
I noted from your screenshot of the settings screen, Kev, that the Devs have finally customized it for WWII... nice.

Its nice to see the mod going in a more realism-centered direction, without overdoing it. I wonder how no crosshairs will play out, since I was one of those concerned about it, but hey! till I play, I cannot judge.

But it does seem a tad meh compared to the hype - But again, maybe its something that needs to be experienced.

I can imagine the ability to see explosions, tank damage and the Shaders will do ALOT for immersive gameplay - And that WILL make 2.3 seem so weird...

Still, for me, the BIG thing is what Natty did with sound and where SP-support starts and stops. I sure hope nothing got broken...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 12-07-2011, 22:07:15
I love this update in every single detail, but what about improvements to the planes? Will tommorow update contain some or we need to find out by ourselves on friday?  :P
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Oberst Topgun on 12-07-2011, 22:07:39
I love this update in every single detail, but what about improvements to the planes? Will tommorow update contain some or we need to find out by ourselves on friday?  :P

i think you will be more enlightened tomorrow ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: DLFReporter on 12-07-2011, 23:07:42
Ach Djinn, you really need to get some grass and smoke it... lighten up Dude.
And I'm afraid, as you can see with the changelog, not that much was done for SP. There enjoy your evening.  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: djinn on 12-07-2011, 23:07:39
Ach Djinn, you really need to get some grass and smoke it... lighten up Dude.
And I'm afraid, as you can see with the changelog, not that much was done for SP. There enjoy your evening.  ;D

That's just mean... :(
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: LuckyOne on 12-07-2011, 23:07:38
So I was partially correct with my guess of implementing some kind of angled shots in 2.4?  8)

The news sound great, can't wait for more!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 12-07-2011, 23:07:29
Ach Djinn, you really need to get some grass and smoke it... lighten up Dude.
And I'm afraid, as you can see with the changelog, not that much was done for SP. There enjoy your evening.  ;D

That's just mean... :(

Btw he's the bad cop, I'm the good cop.
There's a lot of changes to AI! A lot of fixes and more, which Remick has worked on. Will come more info on it.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: NTH on 13-07-2011, 00:07:47
Just a heads up for Vossenack. If you spawn in the U.S. Mainbase take the road Northeast and drive through the forest. It's worth the detour  :)
About the change log criticism, it is legit, but offensively given, hence the defensiveness of some of the residents here, Watchtower.
You can not assert, without being a HF2 fanatic, from the change log what exactly is released and changed in 2.4 and what is created for later purpose.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: McCloskey on 13-07-2011, 00:07:22
As a huge fan of hull MGs, looking at the pictures of M4A3(76)W there's one thing I'm worried about - isn't that stupid wheel in the middle going to obstruct MG's left side of the field of view? I hope not.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kubador on 13-07-2011, 00:07:27
If it is it would be a big bug we overlooked which I really doubt it's the case here :P
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Smiles on 13-07-2011, 00:07:52
I have a hunch for thursday, Well see Omaha!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 13-07-2011, 00:07:29
I pray to god hull MGs get a second view!!!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 00:07:48
I pray to god hull MGs get a second view!!!!

Funny thing I actually added a 3p cam to them.
Not of any gameplay value, tho, as you cannot see much from the 3p cam.
I just always felt claustrophobic in them.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: McCloskey on 13-07-2011, 00:07:55
I have a hunch for thursday, Well see Omaha!

Well, I wonder where did that come from
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 13-07-2011, 00:07:10
I pray to god hull MGs get a second view!!!!

Funny thing I actually added a 3p cam to them.
Not of any gameplay value, tho, as you cannot see much from the 3p cam.
I just always felt claustrophobic in them.

Really? As in like over the hatch? Is it going to be in the 2.4?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Wulfburk on 13-07-2011, 00:07:49
i bet tomorrow we will some updates on air combat and a few more stuff, and on Thursday we will get some updates on normandy (omaha beach would be swell) and maybe afrika!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 13-07-2011, 00:07:59
If my aunt had balls she'd be my uncle. We shall see.   ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 13-07-2011, 01:07:17
omg ppl, stop this bullshit and learn to read!!!  :-\

"The last item for today is the fifth and final map that will be featured in version 2.4."
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Smiles on 13-07-2011, 01:07:27
Partypooper
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 01:07:19
Really? As in like over the hatch? Is it going to be in the 2.4?

No not over hatch. That would've required adding in a bunch of code uniquely positions for each tank etc. and delay release by a month :P
Its just a simple rear 3p chasecam, though very limited in view. Eitherway it is not of any significance.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 13-07-2011, 01:07:11
I hoped that 3rd person cameras will be removed from all vehicles... :(
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Dukat on 13-07-2011, 01:07:30
I just always felt claustrophobic in them.

OMG Thanks!

I hoped that 3rd person cameras will be removed from all vehicles... :(

OMG hell no! Not as long as viewing slits require the driver to strech inside his seat.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Zulnex on 13-07-2011, 02:07:08
Fantastic update as always. Thank you very much for your hard and excellent work: DEVs, MODs, Beta Testers and everyone involved. 8)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Matthew_Baker on 13-07-2011, 03:07:59
its about to get frosty up in this bitch
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 04:07:40
its about to get frosty up in this bitch

And then hot again. And then wet. And then muddy. And then cloudy. And then sunny. And then frosty again!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 13-07-2011, 05:07:18
I love Bipolar weather!!!!!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: KomradePedrovsk on 13-07-2011, 06:07:03
Wow no more invisible explosions! I've been wishing for that for so long, awesome job!

Even in FH1 they were never eradicated, especially with artillery, even though it wasn't as bad as in FH2.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: kingtiger1891 on 13-07-2011, 06:07:39
Yeah, I just know it can be done! Now if the angle system works as it's supposed to, this can be the major 2.4 improvement for me.

Just a few questions, does the system work for side armor alone, or all part of armor? I mean if a 17 pounder hit panther glacis plate at 70 degrees, would it do less damage than usual? And does it solve cupola and top armor problem?

I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Tuco on 13-07-2011, 06:07:32
Cant wait to fight a PzIV with my helpless 2 pdr.  8)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: tom-at-o on 13-07-2011, 06:07:49
Hi. Can anyone tell me if the patch is incremental or is everything too different? My FH2 folder is very full because of the maps i have added over the last year. It now stands at 4.5GB for this Mod alone. I would probably be better off with one single new install.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: azreal on 13-07-2011, 06:07:58
There will be both a full-installer and an incremental patch. That will all be discussed tomorrow.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: flyboy_fx on 13-07-2011, 07:07:06
I might just do the full install. Clean start! :D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Miklas on 13-07-2011, 07:07:38
Yeah, I just know it can be done! Now if the angle system works as it's supposed to, this can be the major 2.4 improvement for me.

Just a few questions, does the system work for side armor alone, or all part of armor? I mean if a 17 pounder hit panther glacis plate at 70 degrees, would it do less damage than usual? And does it solve cupola and top armor problem?

I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)
I think Kev said a few pages back that the angle system was for all polygons.

OnT: I love this update! Best news ever that some sort of angle system is implemented. Now I will finally be afraid when I see a KT!
Love the map and the explosion-thingy is surely going to be awsome.  8)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Priestdk on 13-07-2011, 07:07:51
Vossenack, well what can be said about that map ohh yes everyone ho plays this map is going to whant to go to church;-)
And in some cases the forrest north and south is your friend.

About the tank system, it makes tanking so mutch more interesting and fun, the right tanks in the hands of the right people and they all have there advantages and disadvantages etc. Atleast now if you drive a heavy/medium/light tank it also feels like it in meny ways.

Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: :| Hi on 13-07-2011, 08:07:22
And think about it, there are two maybe three more updates coming  ;)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 12:07:24
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: hitm4k3r on 13-07-2011, 12:07:17
Very nice update for today. It is nice to see, how Forgotten Hope 2 is growing over time, not only in the amount of items and maps for different theaters of WWII, also gameplaywise and how everything fits together. Btw: I am not a developer and had no problems with reading the changelog. You got interesting stuff right in there (TT33, Schoenauer 1903/14). Can't wait to see St. Mere Eglise in the future. Seems, that there is done a lot of work on this map.  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Butcher on 13-07-2011, 12:07:36
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: fh_spitfire on 13-07-2011, 12:07:11
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?
Actually, now they are bigger because they are not zoomed-out.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Moku on 13-07-2011, 12:07:30
Nice! Now FH2 is more or less like FH1 in when tanking and with all the FH2 additions! Only thing missing is the "mobility kill" that could happen when health was extremely low or did it happen after a critical hit.

DH also has Vossenack so its interesting to see FH's version of it. And if it plays anything like in DH its going to be awesome. :D

By the way is this last western front release or is this start of the long wait for Ostfront?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 12:07:53
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?

Hard to put it in laymen's terms. Technically FoV was changed from 1.3 to 1.0 for driver. For gunner from 0.4 to 0.5 (so less zoom as well). But these values are not in angles, nor linear.
For all practical purposes it just feels more natural.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Raziel on 13-07-2011, 13:07:35
Quote
Arrowkeys for freelook (kev4000)

Does this mean that, one can press the Ctrl key and use the arrows to freelook instead of moving your hands over onto the mouse and then back again on keyboard? (referring to aircraft controls here)

If yes, Excellent!!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kev4000 on 13-07-2011, 13:07:29
Quote
Arrowkeys for freelook (kev4000)

Does this mean that, one can press the Ctrl key and use the arrows to freelook instead of moving your hands over onto the mouse and then back again on keyboard? (referring to aircraft controls here)

If yes, Excellent!!!

Yes. Though it is not provided natively, doing so will be explained.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Meadow on 13-07-2011, 13:07:39
I think I'll have to come back for a while once this is out. Will we see an update tonight or tomorrow on the infantry changes? The movement and looking and 'feeling more like BF1942' stuff that was talked about a while back. I'm very excited about that.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: DLFReporter on 13-07-2011, 13:07:03
No. It's definitely not like BF42. 
It's much better!  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Meadow on 13-07-2011, 13:07:41
No. It's definitely not like BF42. 
It's much better!  ;D

You know what I mean. FH2's infantry play has always felt quite clunky compared to even other BF2 mods. It's been advertised that 2.4 changes that. Looking forward to trying it out.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 13-07-2011, 13:07:45
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 13-07-2011, 15:07:00
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 13-07-2011, 15:07:33
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

and wrong gun for Grants... that was the most German biased patch ever.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 13-07-2011, 15:07:38
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

and wrong gun for Grants... that was the most German biased patch ever.
2.2 was also a bit better for the german panzers in Normandy. Panther tanks surviving 3 shots everywhere on sides and rear... God that was carnage

aaaah   2.2... its where the german bias meme first saw light  ;D

but ye, Shermans vs PZIII in NA was also........very........

Or gazala in 2.3...my god    that was terrible for the axis team

because not enough italian stuff there  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 13-07-2011, 15:07:58
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

and wrong gun for Grants... that was the most German biased patch ever.
2.2 was also a bit better for the german panzers in Normandy. Panther tanks surviving 3 shots everywhere on sides and rear... God that was carnage

aaaah   2.2... its where the german bias meme first saw light  ;D

but ye, Shermans vs PZIII in NA was also........very........

Or gazala in 2.3...my god    that was terrible for the axis team

because not enough italian stuff there  ;D

Shermans got one-shot by PzIII lol.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: THeTA0123 on 13-07-2011, 16:07:57
Well thats normal

The sherman armor was very effective frontally against the 5CM gun of the PZIII. Even the long barrel one.  But the sides where only 30mm thick. 4 -5 shots are needed in 2.3 to kill a sherman there  ;D
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Die Happy on 13-07-2011, 16:07:37
2pdr vs panzer IV D (short barrel) front - the panzer usually dies in up to medium distance engagements from 1 hit. unless you angle the hull -> decreasing the incoming damage.  you wont do miracles with this but it can help survive a 1 shot more than you would otherwise.

cant remember if the panzer IV F2 front is impenetrable.

about possible german bias with their heavy tanks like tiger & panther with the angle mod.

dont forget this also counts for the allied tanks.
the sherman front is quite nicely sloped, and so it the crusader.
while most early war german vehicles dont have this, pzIV, pz III, stugs ...
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: General_Henry on 13-07-2011, 16:07:18
one hit from 2 pounders? are you serious?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Die Happy on 13-07-2011, 17:07:26
look what i wrote
panzer IV D the short barrel version has like NO armor
Front Turret: 30/10
Front Upper Hull: 30/7
Front Lower Hull: 30/12
Gun Mantlet: 35/0

2pdr cuts through that like butter up to medium range it always 1-shot  this panzer IV version. with the new angle mod you can SURVIVE 1 shot.

even the Panzer IV F1 (still short barrel)  "only" has 50mm frontal armor.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 13-07-2011, 17:07:45
A little "off topic" which new "Angled Damage Modifier" reminded me of - I am just curious about how thick is average bottom armor of the tanks?
Are tanks 1s1k from the bottom? I mean something like this: http://www.youtube.com/watch?v=szTGXeLk2Jg&t=5m38s (http://www.youtube.com/watch?v=szTGXeLk2Jg&t=5m38s)  ???
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Die Happy on 13-07-2011, 17:07:04
bottom armor of tanks is always the weakest, thats why mines are so effective.

but i cant think of many instances in FH2 where i would be able to hit the bottom of a tank.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Musti on 13-07-2011, 17:07:56
Panzer IV rolling down from the hill?
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Wulfburk on 13-07-2011, 18:07:56
hm small question:

Will you be able to use the ctrl key on a 360 degree to see the sides and rear of the tank while the turret stays still like in 2.3 or not? that was good to see if there would be any infantry trying to blow you up.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kubador on 13-07-2011, 18:07:15
Yes, Ctrl look is still available and is even better than 2.3 one.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Wulfburk on 13-07-2011, 18:07:19
thanks, good to know!   :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: kettcar on 14-07-2011, 10:07:25
some more Vossenack Screens +

(http://www.abload.de/img/voss2opsp.jpg)

(http://www.abload.de/img/voss347g8.jpg)

(http://www.abload.de/img/voss4r76t.jpg)

(http://www.abload.de/img/voss6v7mb.jpg)

(http://www.abload.de/img/voss5p7xg.jpg)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Raziel on 14-07-2011, 11:07:11
^ Swweeeeettttt  :)
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: jan_kurator on 14-07-2011, 11:07:36
This will be the best release ever, can't wait for tommorow!! I love that second pic, with cross and bench - it's pretty!!
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Oberst on 14-07-2011, 15:07:32
Can someone explain again what the "angled damage modifier" does. According to the news I just thought it will instantly drop the damage to zero, if you hit a tank in an angle between 60 to 90 degrees. But a few pages ago someone said the angle will also modify your damage, so you might survive shots, which penetrate and would have instakill you under a lower angle, but now does lower damge because of the angle.   ???
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Miklas on 14-07-2011, 15:07:37
The way I understood it was that if a shell hits the armor at 90 degrees no damage is dealt. If the shell hits at 60 degrees 100% damage is dealt. If the shell hits between 60 and 90 degrees the damage dealt will drop accordingly the steeper the angle is.
I.e. A 80 degree shot would do very little damage while a 65 degree shot would do a lot of damage.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kelmola on 14-07-2011, 16:07:35
Can someone explain again what the "angled damage modifier" does. According to the news I just thought it will instantly drop the damage to zero, if you hit a tank in an angle between 60 to 90 degrees. But a few pages ago someone said the angle will also modify your damage, so you might survive shots, which penetrate and would have instakill you under a lower angle, but now does lower damge because of the angle.   ???
See this diagram.
(http://img233.imageshack.us/img233/7964/sloped.png)
Let T be the thickness of armour and T1 the effective thickness. Let A be the angle at which the shell hits the armour. A1 or 90-A is the angle we're interested in, as it helps us to calculate T1. Using basic trigonometry, sin A1 = T / T1 <=> T1 = T / sin A1. For example, a shell hitting a 60mm armour at 75 degree angle, we get T1 = 60 / sin (90-75) = 232mm.

Actually, if the damage modifier is relative to the effective thickness, sin (90-angle) is all we need to know since that is the ratio; in this case, sin 15 =  0,259, meaning that 25,9% of damage is applied to the target.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: McCloskey on 14-07-2011, 16:07:53
here I thought that if you actually hit something under the 90° angle, you will have the best chance of penetrating (do the most damage).. and if it's more than 90 (91-180°) or less (89-0°) then the shot would more likely deflect (in this case the damage would drop).
The way I understood it was that if a shell hits the armor at 90 degrees no damage is dealt. If the shell hits at 60 degrees 100% damage is dealt. If the shell hits between 60 and 90 degrees the damage dealt will drop accordingly the steeper the angle is.
I.e. A 80 degree shot would do very little damage while a 65 degree shot would do a lot of damage.
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kelmola on 14-07-2011, 16:07:58
Whoops. Got confused and assumed that the degrees were "deviation from straight angle" and not absolute. Well my illustration and formula still works, only that A1 is of course the angle used without having to calculate it, so 15 degrees is 15 degrees. And sin 15 = 25,9%
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Cory the Otter on 14-07-2011, 16:07:06
And I'll be 2 days late for the premiere!  :'(
Title: Re: Road To Forgotten Hope 2.4: Part 2
Post by: Kwiot on 14-07-2011, 18:07:30
Well, I'll be 2 weeks late... Going tomorrow morning to Italy...  ::)

I have 2 questions- is Matilda still haxed tank? And was the driving Marder, Panzer IV, M10, Sherman improved? No more rolling over?