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Topics - Watchtower1001

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** Update **

Appears servers are back up - but restarts may continue to happen.


Hey Fh2 -

In case you are wondering World at War (WAW) is in the process of updating their servers and tools, and thus the FH2 master server may be up and down periodically.  I personally have no direct knowledge of when it will be back up and running for good.

http://bfewaw.com/content.php?r=997-Server-Upgrade

[WaW]CA|Melvin
Published on 02-16-2017 03:32 AM
When: Friday 17 February 2017
Downtime: Unknown; only told it will be Friday (host is on US East Coast time)
Affected: All game servers, TeamSpeak 3, forums, and development tools

The transfer is to even better hardware. The physical transfer should take only a matter of hours. But since it is not a clone transfer, it could take some time to complete installation of all services. Although, Wir3tap has worked miracles in the past, so... pray for him.
This article was originally published in forum thread: Server Upgrade started by [WaW]CA|Melvin View original post

2
Suggestions / Admin Wiki Needed !
« on: 01-09-2012, 19:09:07 »
http://wiki.rustyinplaces.org/article/Basic_BF2:PR_Admin

...Would be a handy tool for FH2 admins, so my suggestion to the FH2 team is come up with a version of this for FH2.  All the maps, layers and modes easily readable.

3
General Discussion / FH2 v2.45 Changelog discussion!
« on: 13-07-2012, 03:07:48 »
Read the Changelog and discuss your likes, dislikes, biggest surprises, disappointments, and the forum busting flame war starting 'I can't believe they did/didn't do this' !!

Changelog:  http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.45_release/changelog_fh2.4.txt

I'm gonna chime in and say..."wow" to what an overall nice new set of features and changes.

**Spoilers Below**




Pretty sure many small things were not mentioned so it's hard to see until it's in our hands.  BUT--

Biggest shock:  Removing stamina penalty for sprinting / jumping, effectively allowing UNLIMITED SPRINTING or maybe BF3 type sprinting (my best guess, Am I wrong??) which is AWESOME.  I think that should've made it into v2.4, but v2.4's running system was a huge step in the right direction after the adjustment getting used to a slower walk/jog, but no stamina penalty on sprint is most welcome now considering the gigantic map sizes and you cannot fire your weapon running anyways.  And no,  this does not mean bunny hopping ppl.

General likes:  King of the Hill, obj modes, Removal of multi-player (2+ players) flag capping requirements in many map flags, tweaked lethality radius of HE projectiles allowing more survivability, and what I'm reading as "standardized ticket/bleed system" which hopefully improves great maps like Tunis which has a ticket bleed system that is just jacked and unfair and ruins the whole thing.  Upgraded Op. Cobra which seems to be one of the biggest FH2 flagship maps.

Some general disappointment not seeing the US .30cal kits being added to more maps as a stock option, with the exception of Hurtgen Forest.  German mg42 vs the BAR isn't quite a great match most of the time.  Brest could've really use a .30cal class, among others.  Still no historically accurate Cycle Rate for Thompson/Mp40 (700/575) :'( but now mg42 is 1200rpm (2.4=900rpm) so a partial redemption, but many of us still wait for "historical realism" with regard to the weapons rate of fire esp. with the iconic SMGs.

Biggest disappointment:  Ramelle tweaks, or, lackthereof.  No mention of removal of 2nd Tiger from Ramelle (at least not mentioned in log), which unbalances the map entirely esp. in a smaller game of 32p or less, still no 16/32p support!!  This ain't a movie, it's a game, so balance accordingly.  Boo + :( .

Overall though as a regular player everything is looking awesome.


4
Watchtower1001 FH2 v2.4 Sound Conversion - v2.0

Released - Version 2.0

http://www.mediafire.com/?cjnv53vtfxtqijg

Size - 93.82mb

Special Note:
Please remove the sound mod (see removal instructions below) before patching as it may cause patching problems.

==================================

---About---

Phew...Version 2.0 !! Finally.  Over 200 downloads for v1.0 and a few months later...we have liftoff.  A whopping 480 files coming in at 93mb, this is a sound conversion!

After hours of testing, re-testing, and testing again, it your's to try and hopefully enjoy.

Big special thanks to people's feedback & encouragement both in-game and here in the forums. 

Feedback most welcome and wanted.  Download, check it out, and come back and tell me what ya think!

==================================

Features for v2.0:

-  Covers every infantry weapon in the game!
-  Many new and improved or replaced weapon sounds from v1.0, too many to name.
-  Fixed sync errors on the BAR and others
-  New subtle indoor/outdoor transitions for most weapons, no harsh eq changes
-  New Distance Effects
-  Some new reloads
-  Some new material effects
-  Added ambient effects
-  Restored default Bullet-Crack sounds

==================================

What I'm working on:

- Complete Reload sound replacements
- Footsteps
- Vehicle engines
- Level ambience

==================================

RE Online Play:

- Your client will not be altered, original FH2 sounds will not be overwritten. 
- Tested without any kicks/bans/problems on the servers, including 762, WOLF, HSLAN, WaW, Forgotten Honor, and tournament servers.

==================================

Install Instructions:

1.)  Extract the downloaded zip file to Battlefield 2\mods
2.)  If asked, overwrite any files.  A backup of clientarchive.con (clientarchive - copy.con) will be extracted to Battlefield 2\mods\fh2
3.)  Play!

==================================

Removal Instructions:

1.)  Delete Battlefield 2\mods\watchtower1001 folder
2.)  Delete Battlefield 2\mods\fh2\clientarchives.con
3.)  Rename Battlefield 2\mods\fh2\clientarchives  - copy.con to "clientarchives.con"

==================================

Thanks for checking it out, and enjoy!  There will be a new updated version post-patch at some point.

See ya in-game!
-Watchtower1001

5
Modding / [REL] "Enemy Unit Spotted" radio click & null
« on: 07-09-2011, 18:09:13 »
Tired of annoying spammers hitting "Enemy Unit Spotted" 5-6 times in a row?  Me too. 

So, per a few requests and my own personal annoyance:


Version 1:

Speech for all factions is removed and replaced with a quiet radio-click.  May not be audible at all times.

Download - http://www.mediafire.com/?ajokp0joj0jid0p

Version 2:

Complete NULL sounds for "Enemy Unit Spotted"

Download - http://www.mediafire.com/?kavj3r0xlgjvxi3


Install:  Extract all contents to your main \Battlefield 2\ folder.

When prompted, overwrite ClientArchive.con ; A backup of this file is included in the .zip file. 
Works without breaking my released sound mod.

Removal instructions included.

Enjoy, Requests welcome via PM


6
FH2 Help / Support / Double Vision bluriness
« on: 24-08-2011, 02:08:57 »
Can someone explain this???  This is near double vision.   Seems to happen when going into iron-sights.

 The right side of the screen is also about 40x blurrier than the left.  Take a look.

 Nothing seems to fix it.  deleted profiles, folders, shader tool, swapped out post production shaders.

All in-game settings to maximum, AA off in-game.  Nvidia CP 16xQ AA, latest drivers 11.08.2011 280.xx gtx260.  Having/not having nvidia profile/overrides doesn't fix it.
Using win7 x64, compat - xpsp2, admin

edit - running at 1680x1050 @60hz, multi monitor setup (will test that)






7
Watchtower1001 FH2 v2.4 Sound Conversion - b1

Released - Version 1



Size - 82.6 MB

RE Online Play:

- Your client will not be altered, original FH2 sounds will not be overwritten. 
- Tested without any kicks/bans/problems on many servers, including 762 1 & 2, Wolf Gaming, WaW, Forgotten Honor, and the tournament servers and others.

---About---

This is my "beta 1"  of my sound mod. 

It may contain some small errors and issues.  At this point I consider the conversion a work in progress and is lacking a few things that will be added in my next version.

However, I'm ready for public feedback as I continue working on it.  If you don't like it and have nothing constructive or helpful to say, please don't.

Features for RC1:

Near Complete Weapons Replacement for British, Italy, U.S. & Germany from Pistols, Rifles, SMG's and MG's.
-  New Tank & Vehicle and emplacement weapon sounds
-  New Explosions
-  New Distance Effects
-  New Material effects
-  Reduced all Victory and Loss music by -5 db;  End round music now fades out to allow chatting afterwards.


--What I'm working on--

- Major WIP with Materials and some Effects going on at the moment
- Still tweaking some weapons


Install Instructions:

1.)  Extract the downloaded zip file to Battlefield 2\mods
2.)  If asked, overwrite any files.  A backup of clientarchive.con will be extracted to Battlefield 2\mods\fh2
3.)  Play!

Removal Instructions:

1.)  Delete Battlefield 2\mods\watchtower1001 folder
2.)  Delete Battlefield 2\mods\fh2\clientarchives.con
3.)  Rename Battlefield 2\mods\fh2\clientarchives_backup.con to "clientarchives.con"

My sound mod contains small bits and pieces from HYDR4's release, as it was the inspiration and a starting point.
Check out his Soundpack for v2.3 here:  http://fhpubforum.warumdarum.de/index.php?topic=14919.0

Thanks for checking it out, and enjoy!  Check back for updates.  If you see me in game, lemme know what you think!



8
I'm nearly ready to release this and as such I'm releasing some media for preview. 

REL v1.0 http://www.mediafire.com/?cjnv53vtfxtqijg
REL v2.0 http://www.mediafire.com/?5wcqn31gnn6tgul

Videos:

http://www.youtube.com/watch?v=G4-OEI7f5-0&feature=channel_video_title
http://www.youtube.com/watch?v=JyEwgn-jOdg

Audio Only:
http://www.youtube.com/watch?v=FMwZyyMQOiM

Some sound warping may occur, the videos are compressed and as such will not 100% reflect the quality of the sounds. 
This is most apparent with rifles sounding washy.


Features:

- Full infantry weapons makeover.

Every weapon is replaced, edited or enhanced.  Includes every faction, including all deployable and turret mounted weapons, new v2.4 additions,   Bazookas & Anti Tank Rifles.

- Nearly every Tank, Mortar, Anti-Air & Anti-Tank Gun
- Some Air Weapons
- New distance effects sounds
- New explosions
- Impacts, Material effects
- Does not include new vehicle engine sounds (possible future endeavor)

Note - Contains samples of actual real world guns recorded, previously released sound packs, and some games. Each sound is a new original mix edited in some fashion to be original and unique -- contains no 100% direct sound rips.


Whats Left ?

-  No. 4 & Springfield & Carcano Rifle final tweaks
-  MG42 editing
-  Adjusting on distance sounds
-  Mortar & Shell whizzes

Approximate release:

I'm hoping to release this before *edit* 7/31  I've been working on it since about a month before 2.4 came out and have put a lot of time into it.

Does it work online / pure servers?

Yes.   Guaranteed no kicks/bans or punkbuster issues* No problems on any of the FH2 servers including:

 762 1 & 2, HSLAN, Forgotten Honor Pub, Tourney & 126,  World at War Tournament & Public Servers, Wolf Gaming, etc.


For Optimum Playback Quality, I Recommend these Equalizer & Balance Settings -



X-Fi Users are encouraged to use "Game Mode"
*I totally can't guarantee that

9
Suggestions / Melee Combat, Health Packs, Helmets
« on: 26-07-2011, 04:07:11 »
Have a few bits of feedback after playing 2.4 a bit:

- Melee Combat with bayonets

Mainly the gripe is not being able to fire after fixing a bayonet.  I'm sure it's been mentioned, but not sure if anyone recommended what I have to say though.  You'll never sell me however, on the fact that somehow a rifle is not able to fire once a bayonet is fixed.  It's ludicrous, don't try. 

Perhaps this has been done/tried/tested/thought of, but I think it might be cool to look into once a bayonet is fixed, you can no longer go into iron-site mode, but still allow you to fire your weapon, as right-clicking will bayonet attack instead of iron-sites.  With the removal of the crosshair in v2.4, I think it's a viable solution/trade off.

Summarized:

-Fix bayonet
-Allow Rifle to shoot
-No iron-site, no crosshair
-Rifle Accuracy is as the rest of the game when non-zoomed/ non iron-site mode,  or perhaps even a accuracy penalty is added to a rifle that has a fixed bayonet.
-bayonet attack is right-click

Please, Again -
Don't take my 'me not liking it' as 'me not understanding' why you did what you did.  I get it, just think it can be better, especially with crosshair removal.


- Health Pack

This area of the game feels very clumsy, unrealistic and frankly a bit dated.  Understandably this isn't a priority, but, since injuries occur quite often it may be time for another look at your current system and upgrade a bit.   

Obviously the health pack works like a grenade under the hood.  Your player selects bandage (like a weapon) and throws it on the ground and walks over it.  Well, just saying it out-loud makes it sound like nonsense, and it feels that way in game sometimes.

At times, I worry that a teammate is gonna accidentally steal my health bandage if he is injured nearby as well, or its gonna roll of the cliff, bottom of a crater,  and I can't chase after it.  Even if it's not possible, it adds this sense of 'no control' to the game in a very critical moment where one definitely wants the feeling that you aren't gonna accidentally mess up bandaging yourself, and it doesn't feel good at all.  Thumbs up if you agree.

I think instead of doing that, perhaps hit up the animation department for something along the lines of Left 4 Dead style bandaging instead, where the player bandages himself (minus the view skipping to 3rd person) but perhaps staying in the first person view.  Just throwing it out there, being able to bandage someone like Left 4 Dead definitely adds to immersion and promotes teamwork and adds a more personal hands on touch to the game.  Just food for thought.

_1p:  The hands are seen moving, opening the bandage kit,  perhaps the player wraps his hand, gear rustle sounds, ouch, ooh, ahh, tape sounds, perhaps the camera moves with the head (moving the camera view would add a certain element of risk knowing that your view is temporarily out of your control, therefore, add excitement), and in "_3p" view it looks something more like Left 4 Dead.  Whatever.  Point is, this would be a lot more realistic and less clumsy than the current system which feels very archaic. 

Contentions would have to be made while attempting this in the prone/crouched position. But I think if you saw your player wrapping his hands up in prone, and in crouched/standing have a player wrap his belt/torso/chest area up this could be quite possible.  If you have any kind of attachment system on the player models, simply attach a bandage wrap to a bone with a low-res model and have it fade after 'x' seconds like any other model.   Looks good enough in l4d.

The whole bandaging system seems like it was done, and you guys moved on, and there haven't been any improvements for awhile.  I may be wrong on that, but, it could be a cleaner system with less randomness involved.  Throwing something like a pack and running over it on the ground seems a very TF2 way of going about it.

The original Day of Defeat had a 1 touch bandaging system that simply striped the players weapon for a few moments.  Although the game was much more faster paced than you guys intend, the fact that it was streamlined and you didn't have to select a bandage from a list, push the fire button, and then navigate towards wherever it fell made it much more user friendly.  A dedicated key that you'd have to hold like L4D (and if injured, bumped or stunned interrupts the process) seems a much more visceral way of going about it.  User-friendly doesn't have to mean 'arcadey' either.  I simply mean done in a streamlined, intuitive manner.

Helmet go flying

-  Have helmets go flying when a large or nearby explosion is within 'x' units.

Since you have the logic for detecting a nearby explosion with the suppression/concussion effect, it's logical that it could be used for a helmet flying off.  Only thing is I'm not sure if BF2 has any kind of player model attachment system which would allow you to kill a sub-model off a bone, ( LOD System hack?) but the helmet could easily be spawned off the top of the player like any other model is in certain situations.



10
Modding / Mounting a sound mod in the .Con file ... How?
« on: 25-07-2011, 18:07:23 »
Hello, would appreciate a quick hand from someone who knows how.

I want to mount a sound mod so as not to modify the original client .zip files for FH2 in the mods/fh2/clientarchives.con file

I am wondering what line to add if the zip file name was "soundmod.zip"

I tried adding this line
fileManager.mountArchive soundmod.zip Objects

in the mods/fh2 folder with no luck

Also I tried this:
fileManager.mountArchive ../../mods/fh2/soundmod.zip Objects

No luck.  Anyone know what to do?

(This is a copy of the original contents)

rem fh2 archives
fileManager.mountArchive Objects_client.zip Objects
fileManager.mountArchive Objects_Vehicles_client.zip Objects
fileManager.mountArchive Objects_Weapons_client.zip Objects
fileManager.mountArchive Objects_Statics_client.zip Objects
fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive Menu_client.zip Menu
fileManager.mountArchive Fonts_client.zip Fonts
fileManager.mountArchive ../../mods/fh2/Shaders_client.zip Shaders

rem bf2 archives
fileManager.mountArchive ../../mods/bf2/Objects_client.zip Objects
fileManager.mountArchive ../../mods/bf2/Common_client.zip Common
fileManager.mountArchive ../../mods/bf2/Menu_client.zip Menu
fileManager.mountArchive ../../mods/bf2/Fonts_client.zip Fonts

11

Live Stream - 128 players - Battle of Brest

http://www.justin.tv/pesticide#/w/1490568208

Earlier footage of Operation Luttich
http://www.justin.tv/pesticide/b/290482886

Check it out.  Feel free to moderate/lock thread after its expired.

12
Bug Reporting / Actnoville 16 - British NCO Bug
« on: 18-07-2011, 08:07:58 »
On Actnoville 16, the British NCO had the following problems.

 I'm not sure if it was the online server or if its a real bug as reproducing this in a MP environment is nay impossible for me, so I took pictures.

- Sten Kit was replaced by a Thompson (not sure which because...)
- Thompson was invisible
- Thompson played no _1p sound
- Lee Enfield was swapped for a M1 Carbine (fully functional)

Pics:


This was suppossed to be a Sten, instead, an invisible Thompson


This was suppossed to be the No.4 Enfield.  Note the hilarious message by someone when I mentioned it.

Also un-related but I'm sure you know:

This ladder in Eppeldorf doesn't work

gg

13
For those wanting to check out FH2's media while the site is being hit, I'd suggest going to Moddb.com which hopefully is up-to-date with the latest info:

Profile
http://www.moddb.com/mods/forgotten-hope-2

Images:
http://www.moddb.com/mods/forgotten-hope-2/images

Videos
http://www.moddb.com/videos

14
Suggestions / Kit Selection Suggestions
« on: 24-06-2011, 05:06:21 »


Here are my suggestions to the Kit Selection Menu.




Full Size:





-Add numbers to kits reflecting current game and/or Fireteam Status
-Use RED to denote maximum number of kits used
-Use YELLOW to match text
-Use GREEN (not shown) to show # of kits in squad  (see anti-tank kit)


Why Add this?

-More information to player is better.
-Less Frustration.
-No more guessing games (annoying) to player when trying to choose a weapon.  
-Plenty of Space.  Easy and clear to read and does not clutter menu.  Color coding aids this.

-Number can possibly fetched from another source being outputted (such as scoreboard)

-Promotes quicker decision for player and less chance a player will miss a respawn wave
-Can show how many of each kit is being used in Squad to promote better teamwork and weapon diversity.
-Can highlight the need for a specific role within the squad



Squads Menu

-Makes FH2 feel more like WW2/FH2 and not BF2
-Historically Accurate is always a plus.
-This is text so it may be as simple as editing a list(s) somewhere in the code.

15
Suggestions / New players opinion on weapons.
« on: 24-05-2011, 07:05:31 »
Hello, I'm a new player and I just want to add my input.


I'm not here to argue or discuss proper weapon ballistics, effective ranges, historical accuracy or anything of the sort.  Rather...I'd like to talk about what makes a shooter fun for me.


- Weapons that don't take a few sessions to master, rather a few minutes.
- The act as they are supposed to.
- Historical accuracy should be sacrificed in the name of "fun and easy to use"

The SMGs in this game in my opinion are really poorly done.  Compared to many other games calling them 'realistic, historically accurate, arcadey, or any other description....' the guns feel awkward, clumsy and basically...no fun.

There is a reason why Call of Duty and Bad Company 2 are ridiculously popular games.  You can hop in, run around, and actually hit your targets without cursing and they are fun in the process.



The proof is in the pudding, the numbers don't lie.

  Of the perhaps 40-60 hours of gameplay ive logged for forgotten hope 2, even in full servers, the number of SMG's even when not limited are 1 , 2 or 3 players per team tops.

That there tells me more information than any number or percentage of recoil, effective range, etc you can throw at me and frankly I don't care to hear.  The bottom line is...no one uses them.  And the reason why is that they are not fun, they don't work as 99.9% of today's shooters do, and as such, people don't bother.  Barely anyone uses SMG's or MG's.  Play the game yourself, look and see how many gunners you see running around. 

Again, the bottom line despite whatever opinion everyone has...play the game, look for yourself.


You can get a 1 hit one kill with a rifle from half way across the map, but at times its nearly impossible to fire a 6 round burst of an automatic weapon without losing complete control of it and the bullets going all over the place and missing someone literally standing directly in front of you.

For me, Bad Company 2 & Day of Defeat Source got the Thompson 100% right.  Fast rate of fire, large spread, not too effective at long range, but still quite usable and fun none-the-less.


----

For me...I care much less about historical accuracy or rather, one programmers opinion of it.  Myself being a game developer and designer/programmer/artist for a few mods, I can tell you fun and effective weaponry was our number one priority.

It seems to me the Fh2 team has gone about the game in a quantity over quality aspect and has forgotten the fun factor versus "we have this many guns and this is what we call 'historically accurate." 


For that to the development team, I tell you that basically how you programmed SMG's and other automatics needs to be looked at again, as personally I call them a miserable failure, awful to use, and no fun, at all.  Day of Defeat and Day of Defeat source have proved to be much fun for a ww2 shooter.  Apples and Oranges, but...again I know fun when I play it.

And really, that is my only gripe with the game.  I feel the vehicles are done quite well, love the artillery, planes, etc.  The SMg's, and automatics...just, bad.

Thanks for listening and as a mod team I sincerely hope that you look at what is being said over and over,  and decide once and for all to take action and try something new with your SMGs.

gg





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