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Messages - Kev4000

Pages: 1 [2] 3 4 ... 68
16
Modding / Re: [FH2 2.45] Crash problem
« on: 20-07-2012, 17:07:30 »
Squadleader weapon code was simplified. We must trick the BF2 engine into displaying the secondary weapon. Example stg44 nco code:

Code: [Select]
ObjectTemplate.addTemplate StG44
ObjectTemplate.addTemplate alt_GW_NCO_StG44

ObjectTemplate.create ItemContainer alt_GW_NCO_StG44
ObjectTemplate.addTemplate G43
ObjectTemplate.replaceItem StG44
ObjectTemplate.unlockLevel 1

Easier to recreate your custom kit from 2.45's objects_server.zip/kits/gw/gw_nco_stg44.inc
Place it in .con in custom archive.  No need to then link it from tmp.con.

17
Modding / Re: [FH2 2.45] Crash problem
« on: 20-07-2012, 16:07:11 »
This reduces 200MB of texture load. Random CTDs were intensified severely in the developer build and extended beta, its a necessity for the more fronts we implement. Copying it from an existing map which has same kit setup will work until we get those scripts up.

We will provide scripts that automate the making of the list very soon (few days max). It automatically scans gameplayobjects.con for _pickup kits and init.con for kits, and appends the info to the tmp.con.
Python 2.7 will be required, get it here:
http://python.org/ftp/python/2.7.3/python-2.7.3.msi


EDIT: The scripts were already released! Added to top of mapping files post.
http://fhpubforum.warumdarum.de/index.php?topic=1804.0

EDIT:
For custom archives, you may keep them as .con files and remove them manually from the tmp.con. Con files are automatically loaded by all maps. If packed as .con in custom map archives the paths will be wrong as only the name is scanned, _pickup will automatically go to spawnable folder.
Keeping them as in 2.4, as .con files, they make no difference in memory usage for map-specific custom archives. Simply keep as .con, and remove references to them from the TMP.con.
Run the script each time vanilla FH2 kits are changed and re-apply removal of custom kits.
These are a bit complex, and we've yet to deal with custom map problems and solutions.
Catch me on IRC for help with it, http://forgottenhope.warumdarum.de/irc.html
Once we get solutions to the most common problems, can list them on forums.

18
Suggestions / Re: 37mm Gun M1
« on: 17-07-2012, 16:07:25 »
We actually did consider this. However not worthwhile, we've already got mobile AA for Americans for every timeframe, and its a very complex model. Modelers probably want to prioritize some mobile AA for Russians, there's plenty of options here, so suggestions are welcome.
Well kev. I should note however, that the M15 MGMC was sended to the soviet union.500 to be exact. This was because the 37mm M1A1 shared the same ammo as the 37mm Ammo used in the T4 autocannons of the thousands of P-39 airacobras.

Soviets also had 1000 quad .50 halftracks M17 MGMC (same as M16 MGMC).
My personal opinion, is we should not use lend lease equipment as generic content, unless it fills a gap in gameplay or was so omnipresent its unavoidable. Don't fear - lend lease is and will be represented. Having a Sherman, Stuart, or Lee on most maps could ruin the variety that makes it unique. I'd prefer having an M15A1 MGMC to the M17 MGMC, but would like to explore other options as well.

19
Modding / Re: [Files] 2.4 Mapping Files
« on: 15-07-2012, 13:07:14 »
There's new map packing scripts required for FH2.45. These are introduced to reduce memory load greatly on FH2 maps by manually specifying which kits and weapons to load, instead of loading all.
You may notice kits are gone in spawn menu if loading the map regularly.
Will provide scripts and how-to soon.

* edit: updated most links in main post, packing scripts need some work will be shortly.

20
Suggestions / Re: Trench Binoculars
« on: 13-07-2012, 14:07:11 »
THEY ADDED THEM! THEY ADDED THEM! MY DREAMS HAVE COME TRUE!!!!!!!!

Looked at the changelog and BAM! "* Added SF14 Periscope"

!!!!!!!!!!!!!!!!!!!!!!!!!

Awesome, awesome job Devs! Not sure if this was the result of my suggestion here, or if it was already planned, but I'm so pumped to check these out!

Viva FH 2.45!

I figured people would be happen when they saw that change.  And yes, yes you can call in arty strikes with them  ;D

Or spot enemies old-school. Its unfortunately only on a couple maps so far.

21
Suggestions / Re: 37mm Gun M1
« on: 13-07-2012, 13:07:50 »
We actually did consider this. However not worthwhile, we've already got mobile AA for Americans for every timeframe, and its a very complex model. Modelers probably want to prioritize some mobile AA for Russians, there's plenty of options here, so suggestions are welcome.

22
Announcements / Re: Road to Forgotten Hope 2.45
« on: 12-07-2012, 09:07:50 »
Looks like a awesome update. Has the M3 Lee/Grant 37mm Cupola view been fixed?

yes

23
Announcements / Re: Road to Forgotten Hope 2.45
« on: 11-07-2012, 11:07:26 »
Will AT ahalftrack have special ammo and can it damge a Tiger frontally with regular ammo?

Also do the Americans have another At gun besides the small 37mm one?

Thanks

Not special ammo exactly, however they were in the transition period between AP and APC shells. APC shells are designed specifically for penetrating face hardened German armour. You will find both on Sidi Bou Zid, however APC shells are not special ammo they were standard issue. Your vehicle will come equipped with either AP or APC, not both.
We only compensate for this in FH2, we don't do calculations that differ for face hardened armour.
So the 37mm can penetrate up to 50mm armour in Sidi Bou Zid. This is also introduced for some other guns such as the 2 pounder, which is given APC ammo for late desert maps which penetrates 50mm, and only 40mm in early war.
For the Tiger, you will need several sideshots with the 75mm to take it out. There's also explosives to take it on.

24
Announcements / Re: Road to Forgotten Hope 2.45
« on: 11-07-2012, 10:07:18 »
I really can't wait to use the 75mm cannon version. I think that in real life this vehicle would have had some serious issues with recoil or was it fired only from a parked position? (with chocks placed behind wheels)
The vehicle weighs 9100KG. It can shoot on the run without recoil problems.

As for suppression, its a bugged feature due to a variety of reasons, consider it scrapped though it may still exist for some.

25
Announcements / Re: Road to Forgotten Hope 2.45
« on: 11-07-2012, 10:07:55 »
ah yes finally I can show my M3 montage shot. How many M3s do you spot?
(old, skins may have been updated since)

26
Suggestions / Re: Small Lee enfield No 4 suggestions
« on: 27-04-2012, 18:04:41 »
The SMLE has been given a touchup by Kraetzer and I for the next patch. The overall thickness of the model and the normal map/wood grain has been touched up.
I'd love to see some variations here personally, but I'm no modeler, I'll ask around perhaps there's some interest.

27
General / Re: Bugged and unbalanced hits on tanks
« on: 19-04-2012, 23:04:42 »
A lot of tanks are improved upcoming version. It'll never be perfect unfortunately, which is why HSlan has been running nerfed angled damage mod.
http://fhpubforum.warumdarum.de/index.php?topic=17026.0

Most of the hits would likely be due to high angles. What is a high angle? When we first implemented angled damage, we were aware that it could cause some bugs due to messy hitboxes, as the hitboxes weren't made with angled damage in mind. Due to massive amounts of FH2 tanks that exist, we must manually remove small details from their hitboxes tank by tank. We decided to implement it in 2.4 even though nowhere near the majority of tanks had their hitboxes cleaned - in 2.45 a lot more tanks have had their hitboxes cleaned up, including the chaffee.
The marder has a material on its superstructure which is penetrable, so you can kill those behind it without killing the tank. This is removed upcoming patch already. On the Normandy marder, a bit unsure, will doublecheck, also the Crusader and others.

A small detail like a wrench could mean your shot doesn't deal any damage. Its a quite bad bug - the other option is a Cruiser I can destroy a Tiger II frontally by hitting its roof on a small pixel.
The left arrow hitting the side there would not deal any damage, though is a very unlikely hit. The right one would deal full damage. There's maybe a 5% chance not even of hitting such angles as they're barely visible if at all. Other tanks maybe worse though, so thanks and keep up the reports.

28
You're running dedicated coop game beside game? Is your Ping at 0?
Try connect to IP - 127.0.0.1
This will connect directly through localhost, if running dedicated coop game, it could very well be attempting to send through network cable.

29
General / Re: HSlan angled damage change
« on: 04-04-2012, 12:04:05 »
Since a buttload of us never play on the Euro servers, would it not be feasible to implement these changes to WaW?

the pubby crew for WOLF Thursday and WaW Fridays would definitely provide tons of input,

Yes, can contact me on #fhmod in IRC for the files.
I also do wish to try the reverse - make it even higher and see if people notice a difference for worse or better.

30
General / Re: HSlan angled damage change
« on: 03-04-2012, 13:04:51 »
It isn't expected to be particularly noticeable.
Anyone not notice the change on Hslan?

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