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Messages - Lupin

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61
Modding / Re: FH2 Zombies(ReleasE)
« on: 21-08-2012, 14:08:22 »
Here's something very special that I cooked up last night!

Thumbnail:


Russians! Not really sure what I'm going to do with them but..

RUSSIANS!!

62
Bug Reporting / Player shadow visible through wall.
« on: 18-08-2012, 07:08:21 »
This happened on Brest. I could see the shadow of an allied soldier through the wall.

I'm positive that this is caused by the transparency of the ivy growing on the side of the building. I showed it to multiple people, so this isn't simply a problem on my end.

I suggest either moving or reshaping the ivy. This bug has to be fixed because without it I would not have known that somebody was up there.

Thumbnail:

63
The only servers showing up there are official ranked once, so 762s don't show up at all, even though they form more than half of the player base.

Yes, but that half of the player base completely vanishes during American prime time (evenings), so for us in the States all that awaits us in the server browser is a wasteland of empty servers.

FH2 is alive and well for the Europeans, but it might as well not even exist outside of Thursday for the majority of American players. Most of us can't play during European Prime time either because it's when a lot of us are working (or just getting home). The pings are extremely restrictive for us as well, I get a 300 ping to the European servers and I can only imagine what our friends in South America get.

I haven't even seen a full American server in this version.

What I think needs to be done is a large scale advertising campaign on gaming websites, and forums to draw in new blood. Maybe even send a global email to everyone registered on the forum notifying them that there's a new FH2 version. I didn't even know FH2 had come out until a week after it happened because there was no news about it anywhere except here.

64
Modding / Re: FH2 Zombies(ReleasE)
« on: 16-08-2012, 10:08:15 »
The new skins look very good; one question though: Will we play German survivors only or will it be the same mix as in the old version?

Both. There will be a couple German-survivor only maps, but most of them will be a mix like the last version.

65
Modding / Re: FH2 Zombies(ReleasE)
« on: 16-08-2012, 03:08:51 »
New survivor texture!




Zombies!


66
Modding / Re: FH2 Zombies(ReleasE)
« on: 14-08-2012, 04:08:56 »
Isn't this how it was last time? Lupin doing the work and Havick just playing?  ;D

It was actually the opposite, lol.

Basically I coded the very very first internal version, as a proof of concept. Then Havick completely reworked it into what became the public release.

As development went on, I became more of the "ideas" guy.

So Havick deserves most of the credit for the last release.  ;D

67
Modding / Re: FH2 Zombies(ReleasE)
« on: 14-08-2012, 04:08:27 »
Got a lot done today. Reworked the materials myself so zombies can hurt vehicles again.



I also managed to get a crude flashlight working, although it needs some work.

""Fixed"" the Keren ctd with a crude workaround as well.

68
Modding / Re: FH2 Zombies(ReleasE)
« on: 13-08-2012, 02:08:57 »
Pitchfork zombie? :D
Anyway, how about a proper set of zombie voices? I don't think it would be that hard to make. And I'm sure someone would be willing to record some zombie-noises :D.

I dunno, I'm pretty satisfied with the old voices right now.

69
Modding / Re: FH2 Zombies(ReleasE)
« on: 12-08-2012, 23:08:19 »
Yeah, there's nothing preventing a player from switching to the zombie side. The mod isn't designed for it, but one or two player zombies won't hurt much.

I've been considering adding a limited-spawn "special" zombie, which I'm sure will be a player favorite if I get it coded right. ;)

70
Modding / Re: FH2 Zombies(ReleasE)
« on: 12-08-2012, 21:08:15 »






Not my favorite new skin, but it gets the job done. ;D

71
Modding / Re: FH2 Zombies(ReleasE)
« on: 11-08-2012, 22:08:20 »
I'm sure we will; will they they scream "Nächstes mal!" too, when they die?

Sometimes.  ;)

72
Modding / Re: FH2 Zombies(ReleasE)
« on: 11-08-2012, 04:08:15 »
No releasable screenshots right now, but I've pretty much completed the code framework for the next version of the mod. What needs to be done next is for havick to redo the projectile code, and for the maps to be converted/remade/etc. Personally, I've got some big plans for Escape from Crete, and if I can manage to learn the map editor I'm going to give it a real visual makeover.

I also finished making a completely new set of zombie skins, and I think you guys will really like them. ;)

73
Gaming / Re: World of Tanks
« on: 03-08-2012, 03:08:14 »
I used the 57mm with my T-28. 77% win rate in it.

Stop derp brawling and start 57mm sniping. :P

The tank isn't bad. Win ratio wasn't the point. But the F-30 gun was tier 6 and you could hammer tier 6 tanks while being considered scout.

The 57mm can kill high tier tanks, if you hit the right spots. I'm pretty sure I've killed lowes with my T-34/57.

Then again I may be biased because I hate using howitzers. ;)

74
Gaming / Re: World of Tanks
« on: 03-08-2012, 01:08:39 »
I used the 57mm with my T-28. 77% win rate in it.

Stop derp brawling and start 57mm sniping. :P

75
Off-Topic / Re: Militaria
« on: 02-08-2012, 01:08:12 »
dunno if this belongs to militaria, but I've just found an old "american army officer's overcoat" from 1944/45 in my granddads closet. Being unable to take a photo and upload it at this time, I'd like to ask someone if able to link a good quality walkaround of the coat so I can see if what I found is the real deal.


You know, the double-breasted 3 button overcoat, the regular green color, not wool but cotton I'd say (but don't listen to me eh, lighter than wool in any case), the ethiquette on the left (and only) inside pocket saying "Regulation - Officer's - O'coat Field"

I have one of those. Same production date too.

Mine was re-issued post war to the Okinawan occupation forces if I recall.

Looks like this, right?

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