Forgotten Hope Public Forum
Forgotten Hope 2 => Singleplayer and Coop => Topic started by: gavrant on 02-12-2012, 06:12:19
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(http://i48.tinypic.com/qpexiu.jpg)
By this post the Singleplayer Task Force is proud to present you our efforts for the past month - the Singleplayer Über Patch ausf. B for Forgotten Hope 2.45, or "Patch B" for short.
THE PATCH IS SUPERSEDED BY PATCH C (http://fhpubforum.warumdarum.de/index.php?topic=19022.0)
Download link: <REMOVED>
Reserve link: <REMOVED>
The patch size is ~260 MB.
Public Coop server, running Patch B: [FMR][PzDF] FH 2.45 COOP Patch B
IP: 95.156.229.29:16567
Location: Germany
Managed by and thanks to: Plattfuss
INSTALLATION
Just run the installer, select your FH2 folder (e.g., C:\Program Files\EA Games\Battlefield 2\mods\fh2) and click the "Install" button.
The patch can be installed both on "vanilla" FH 2.45 and on FH 2.45 patched with the previous hot fix ("THE SINGLEPLAYER 2.45 HOT FIX").
NOTE: The patch is not multiplayer compatible. If you try to join any multiplayer server with patched FH, most likely you'll get kicked. So creating a copy of your ...\Battlefield 2\mods\fh2 folder before installing the patch is strongly recommended, if not for the sake of multiplayer, but at least for backup purposes.
CHANGELOG
The patch includes the stuff from "THE SINGLEPLAYER 2.45 HOT FIX" (http://fhpubforum.warumdarum.de/index.php?topic=17570.0) and the following updates:
Rebuilt maps*
- Operation Cobra
- Operation Luttich (including 16 map size)
- Tunis
* "Rebuilt" means that the maps got new navmeshes, up-to-date gameplay and completely rebuilt and strengthened AI - sane spawning (no more "We will spawn on the base while the enemy takes our front line flags"), emplacements get manned at proper times and by proper teams, everything that should ride or fly - rides and flies.
Maps with updated navmeshes
- Giarabub
- Hurtgen Forest
- Mersa Matruh
- Purple Heart Lane
- Sidi Bou Zid
- Villers Bocage
Bug fixes
- Fixed Marmon-Herrington Armoured Car (the cure for CTDs on Keren and Siege of Tobruk).
- Fixed CTDs and gameplay issues on Falaise Pocket (still not perfect, but at least it doesn't crash).
- Fixed Sherman Firefly and Piper Cub (the American spotter plane) (CTDs on enter, Villers Bocage and Bastogne respectively).
- Updates and fixes for quite a few vehicles and weapons, including: fixed remaining "choo-choo" sounds for tanks, fixed AI issues with reloading M1 Garand rifle in Coop, and so on.
- Fixed wrong number of tickets at the start of Coop rounds (vBF2 bug - the game used to take tickets number from 16 map size instead of 64).
- Fixed ticket bleed speed for a lot of maps (but not all).
- Fixed Bardia missing from Coop maplist.
Changes in gameplay
- In all American bazooka kits the Colt pistol was replaced with the Winchester shotgun. It fixes hanging and freezing bazooka-bots and besides, it's, um, funnier in that way.
- Destructible emplaced MGs - the German bipods, the Lewis gun and Breda M37. In FH 2.45 they are almost or completely indestructible, now in the patch you can kill them by applying 1 or 2 grenades to the place that hurts.
CREDITS
- Remick04 - navmeshing, vehicles and weapons AI.
- ballard44 - navmeshing, vehicles and weapons AI.
- gavrant - coding and map rebuilding.
- djinn - testing and theorizing :P
Special thanks goes to the FH Dev team, especially to Mayhemic.MAD for file hosting and to Kev4000 and Spitfire (fh_spitfire) for general advice and assistance.
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Thanks, lads! This is like an early Christmas present to me! Finally, I can enjoy Keren and Tobruk again.
I'll be playing FH2 for the rest of the day and report back any issues that I may find.
Once more, thank you!
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Thank you very much :)
Will test it.
And may I ask? ))
How can I merge this with the "THE 2.45 UBER MAPPACK"?
Conflicts is possible?
Or I need just one of them?
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And may I ask? ))
How can I merge this with the "THE 2.45 UBER MAPPACK"?
Conflicts is possible?
Or I need just one of them?
The patch can be installed both on "vanilla" FH 2.45 and on FH 2.45 patched with the previous hot fix ("THE SINGLEPLAYER 2.45 HOT FIX").
;)
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Guys, this patch is an update for "THE SINGLEPLAYER 2.45 HOT FIX" aka "THE 2.45 UBER MAPPACK" and includes all the stuff from that hot fix. In other words, you don't need that hot fix any more.
Ksl94, how was your all-day-long FH2 session? ;)
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Awesome :)
Loving the shotgun/bazooka combo! So fun :D
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Thanks for another great Coop package. Will try this out.
Happy modding
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So if I want to try this and still go back to multiplayer, I need to back up FH2 folder, then install this, play single player, then delete and replace FH2 folder with back up? I want to try this but dont want to mess up multiplayer.
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Yes, create a copy of the whole ...\mods\fh2 folder, install the patch. Then, when you decide to go back to multiplayer, delete the patched fh2 folder and put the copy instead. Or you can rename the patched folder to fh2_sp, for example, in case you will want to play it in the future.
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Thanks for this patch, its great!
Are you going to fix the other maps too, like Ramelle, Meuse River, Battle of Keren ....? Or are these maps ok and need no patch or fix?
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Of course, the ultimate goal is to fix and polish every single map, vehicle and weapon. Ramelle and Alam Halfa are currently in the process of rebuilding. Regarding the other maps to work on we were going to ask the community, but I think the clear winners will be the 3 new maps - Keren, Sidi Bou Zid and St Vith.
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Patch is installed on our server:
(http://cache.www.gametracker.com/server_info/95.156.229.29:16567/b_560_95_1.png) (http://www.gametracker.com/server_info/95.156.229.29:16567/)
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Mersa Matruh is crashing after 15% loading!
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Plattfuss, I couldn't reproduce the 15% crash, my Mersa Matruh successfully loaded. My guess is a missing file in your case. Check the content of the Mersa Matruh folder, it should look like this:
(http://i46.tinypic.com/353a91i.png)
("КБ" means "kilobytes")
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It´s crashing on our server, while the map is loading. Except the client.zip all files are on the server.
Same problem with Siege of Tobruk. Both maps should run as coop64!
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Let's continue our investigation through PMs, I just dropped you one.
EDIT: The problem solved, it was not in the patch.
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Guys, this patch is an update for "THE SINGLEPLAYER 2.45 HOT FIX" aka "THE 2.45 UBER MAPPACK" and includes all the stuff from that hot fix. In other words, you don't need that hot fix any more.
Ksl94, how was your all-day-long FH2 session? ;)
Awesome mate, simply awesome! ;D Thanks for all the all the endeavours you developers have put into this patch, it was more than worth it! The only crash that I experienced was on Operation Hyacinth. But I was happy that it even worked at all. Now I'll try to find out what may cause this. I will post my assumptions in this thread. Also, the pathfinding on Keren is, simply put, an all-out tragedy, for the map is of sheer and overwhelming beauty but the bots drive their vehicles into the woods and reverse, only to start this gormless action over and over. They should never be allowed to enter areas which contain such a vast amount of greenery and over obstacles like rocks, unless they are able to navigate through them. Actually, this is the most grievous problem that we are suffering from: Bots can't pass through narrow passages like an arch, gates, clutters of rocks or, and this is worst part of it, bridges. It looks like they estimate that their vehicle has not enough clearance and will collide with the obastacles ahead of them.
I have yet another question: Is there any possibility of a soon release of the 32-size map layers of Eppeldorf 1944 and my beloved Battle of Keren? The navmeshing is already there, so at least from a laymans perspective, it shouldn't be too time consuming to make them available for COOP and SP.
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Thanks so much for this, I just finished playing through Operation Cobra and Tunis, and the rebuilt maps are great, there are a few more I want to try this evening, but I'm really impressed so far, great work!
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The only crash that I experienced was on Operation Hyacinth. But I was happy that it even worked at all. Now I'll try to find out what may cause this. I will post my assumptions in this thread.
The goode olde crash in the middle of a round on Hyacinth, is it still here? I remember it since 2.2-something.
Are you going to fix the other maps too, like Ramelle, Meuse River, Battle of Keren ....?
Is there any possibility of a soon release of the 32-size map layers of Eppeldorf 1944 and my beloved Battle of Keren?
Everyone has his/her own favourite maps and there's no particular order in what maps are fixed or rebuilt. So let's do this: if you'd like to see some map(s) to be fixed first, just name the map here, in this topic. The most frequently named maps will get the highest priority in our to do list. So far we have 2 votes for Keren. Ramelle (it's already underway), Meuse and Eppeldorf got 1 vote each.
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Any word on the Siege of Tobruk crash?
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Well, Siege of Tobruk doesn't crash with this patch. The 15% crash reported earlier was of a different nature, we fixed it.
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I think that Keren and Mareth Line are the two most unplayable maps that currently are in FH2 and, unfortunately, also two of the most beautiful ones in my opinion. Therefore, I would vote for these two maps.
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What's wrong with Mareth? Runs fine on my computer, and my computer is a heap of crap
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Well, I wasn't referring to performance issues but to gameplay issues. For example, the British bots never use the churchill and the bren carriers at the anteriour spawn points. The bots spawn there, but die immidiately as if they got struck by lightning. Also, they never manage to cross the bridges.
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Good point, I think there should actually be a bolt of lightning that kills them instead of them just dropping dead.
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Will there be an update for crete too?
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Will there be an update for crete too?
I shurely hope so!
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Mmmkay, so far we've got:
- Keren - 2 votes
- Mareth Line - 2 votes ("Add lightings (from Anctoville?) or explosions to justify sudden bots deaths. Explain it as divine intervention.")
- Crete - 2 votes
- Ramelle - 1 vote
- Meuse River - 1 vote
- Eppeldorf - 1 vote
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+ For Keren,
Although my heart is with Vossenack
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Might I ask what the difference between co-op support and SP support is?
EDIT: I'd LOVE to see those navmeshed one day
http://forgottenhope.warumdarum.de/news.php?id_news=418
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Might I ask what the difference between co-op support and SP support is?
EDIT: I'd LOVE to see those navmeshed one day
http://forgottenhope.warumdarum.de/news.php?id_news=418
In core the navmeshes/files are the same for SP/coop I think. I prefer coop anyway as it is way more adjustable
But you are absolutely right Navmeshes for Italy would be AWESOME as it would add a new "storyline" to FH2 a whole new front for us Coop players. Hope that will come some day.
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Yes, a map in BF2 can have only one set of navmeshes, so SP's path finding is identical to Coop's path finding. As for gameplay (control points, spawn points, vehicles, etc.), for all rebuilt maps and for many of re-navmeshed maps SP game modes were copy-pasted from Coop. On the rest of the maps SP most probably is the same as Coop, but I can't guarantee this without checking. One thing I know for certain is that Vossenack is currently playable only in Coop.
Regarding the Italian tournament maps... The main goal for these patches is to fix AI for almost 40 official 2.45 maps and then contribute all the stuff to the next release of FH2, so we won't need to fix it again. If anyone endeavours to add AI support to FH2T's maps, it will be a side project.
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fixed remaining "choo-choo" sounds for tanks,
This I almost wish I'd had a chance to witness :P
djinn - testing and theorizing :P
LMAO ! ;D Bless you Djinn. The theorising works 8)
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WOW. You guys did an un-freaking-believable job with this. I downloaded and played a couple rounds of Cobra and it was just spectacular. Fun, pure and simple. The bots were challenging, but not unreasonably so. Great "teamwork" with the bots on your team. It played the way singleplayer should play.
Awesome, awesome job. If anyone is wondering whether to download or not, do it.
I'm really hoping that the changes you guys made makes its way into the next official release of FH! Also, please see if this can be publicized on the home page. Some week when there's not much news and when you feel the SP fix is complete to a point where you'd want to share it, lets try to get it out to a wider audience! This will undoubtable bring more folks to the mod, seeing as how only a small percentage of FH fans visit the forums.
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Yes, I second that. The SP patch deserves an official news release ! ;D
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Thank you, Tasser and Barney!
I'm really hoping that the changes you guys made makes its way into the next official release of FH!
As the team is composed of developers and beta-testers, the chances that this stuff will find its way to the next release are fairly close to 100%.
Also, please see if this can be publicized on the home page. Some week when there's not much news and when you feel the SP fix is complete to a point where you'd want to share it, lets try to get it out to a wider audience! This will undoubtable bring more folks to the mod, seeing as how only a small percentage of FH fans visit the forums.
It's my fault that the patch has not been PRed on the official site. Faced with the choice between PR and working on further AI improvements, I chose the latter. Well, I won't make this error for incoming Patch C :)
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100% eh? I like those odds... 8)
Highly recommend the official PR. I figured since it is an ongoing improvement you guys were planning on getting to the rest of the maps (or at least the majority of them) before unveiling this blessing to mankind on the FH homepage so that the mod's brilliant rays of truth can touch all corners of the world.
FH has historically been pretty weak on the SP side of the game, this is a great way to show the public the mod is still going strong.
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It's my fault that the patch has not been PRed on the official site. Faced with the choice between PR and working on further AI improvements, I chose the latter. Well, I won't make this error for incoming Patch C :)
[/quote]
:o That's a lot more thrilling than the Eastern Front news updates in my opinion...
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Bah ! That Mooning the Enemy news release is just as interesting and important as any SP news release.
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Please keep in mind that I am hopelessly addicted to SP and COOP and that this pecularity greatly influences my formation of opinion. ;D
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If I change the recoil of a weapon in FH2, will it affect AI handling of it, too?
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HI,
thanks for patch B, it improves lots of things.
Just noticed that there are maps with 9999 tickets when palying 64 coop settings. Vossenack and purple heart lane are examples. If I find more I reply here with map names.
If there will be patch C can you please set those tickets to around 300?
Where one can find the correct place in files to modify it, I would like to set them to ~300 to use those maps at next LAN party.
Thanks for supporting coop and SP! Coop helps a lot at LANs where there are never enought players.
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HI,
thanks for patch B, it improves lots of things.
Just noticed that there are maps with 9999 tickets when palying 64 coop settings. Vossenack and purple heart lane are examples. If I find more I reply here with map names.
If there will be patch C can you please set those tickets to around 300?
Where one can find the correct place in files to modify it, I would like to set them to ~300 to use those maps at next LAN party.
Thanks for supporting coop and SP! Coop helps a lot at LANs where there are never enought players.
The maps with 9999 tickets are supposed to be "King of the Hill" game mode... Where you fight for control of a single flag, and the team that is losing is bleeding fast.... The bleed is timed so that if a team can't take the flag the round should last around 10 minutes.
Don't know if they work well with bots though...
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HI,
thanks for patch B, it improves lots of things.
Just noticed that there are maps with 9999 tickets when palying 64 coop settings. Vossenack and purple heart lane are examples. If I find more I reply here with map names.
If there will be patch C can you please set those tickets to around 300?
Where one can find the correct place in files to modify it, I would like to set them to ~300 to use those maps at next LAN party.
Thanks for supporting coop and SP! Coop helps a lot at LANs where there are never enought players.
The maps with 9999 tickets are supposed to be "King of the Hill" game mode... Where you fight for control of a single flag, and the team that is losing is bleeding fast.... The bleed is timed so that if a team can't take the flag the round should last around 10 minutes.
Don't know if they work well with bots though...
Did not seem to work with Coop. It takes ages to reduce the tickets. Thats why I would like to be able to reduce the amount of tickets.
King of the hill is fun at online, but does not work that well with coop.
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eldiablo, both Purple Heart Lane and Vossenack have 9999 tickets only on 16 map sizes, and Patch B fixes this issue:
- Fixed wrong number of tickets at the start of Coop rounds (vBF2 bug - the game used to take tickets number from 16 map size instead of 64).
So in theory you should get 500 tickets on Vossenack 64 and 1000 tickets on Purple Heart Lane 64 (+ increased ticket bleed on both maps, the patch fixes that too).
Could you check the modification date of the following file: ...\Battlefield 2\mods\fh2\python\game\gamemodes\gpm_coop.pyc? If the file is dated July or August 2012, then the patch is not properly installed. But if the file is dated December 2012 (can be 30 November, depending on time zone), it'll require further investigation.
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HI Gavrant,
Thanks for help. I had to reapply the patch. Data was from august and is now from december.
Sorry for late reply, your help is much appreciated.
eldiablo, both Purple Heart Lane and Vossenack have 9999 tickets only on 16 map sizes, and Patch B fixes this issue:
- Fixed wrong number of tickets at the start of Coop rounds (vBF2 bug - the game used to take tickets number from 16 map size instead of 64).
So in theory you should get 500 tickets on Vossenack 64 and 1000 tickets on Purple Heart Lane 64 (+ increased ticket bleed on both maps, the patch fixes that too).
Could you check the modification date of the following file: ...\Battlefield 2\mods\fh2\python\game\gamemodes\gpm_coop.pyc? If the file is dated July or August 2012, then the patch is not properly installed. But if the file is dated December 2012 (can be 30 November, depending on time zone), it'll require further investigation.
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I think there is a connection between the bot's inability to drive and the awful turn radii and vehicle behaviour in general. The bots seem to be unable to manoevre in tight spaces, e.g. St. Vith, where they are going forward, reversing and then realining only to start all over again. If the vehicles ingame would behave like a real ones in terms of handling, then both the bots and the real players would be able to drive a lot better.
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I just got massively frustrated while playing Mareth line. The bots were unable to even leave the main! They were not just going forth and back but turning backwards, blocking intersections, ramming each other like a bunch of DUI suspects on a parking lot! And of course the few that could make it before the big chaos ensued did the same BS at the bidges AGAIN untile they got vulcanized by the German Nebelwerfers.
Can this amount of AI inablilty solely stem from bad pathfinding? Whatever the reason for it, I beg you AI developers to please look into it! The strange thing is that the map was still perfectly playable in the last release. :P
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Could you please provide an update on the progress concerning the re-navmeshing of the troublesome maps?
It would be really great if you could release some of the really unplayable maps like Keren or Mareth Line before the next release of FH2 :-* .
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Keren has new navmeshing, Mareth Line is yet to get. Only 2 half-baked maps prevent Patch C from being released now, one of them is among the requested maps.
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Great! Now bots wont get stuck on the railroad in Keren! :D
Could you please rearrange the navmeshes of Hyacinth please? It would be really fun if bots could get in the vehicles and the airfield was defended better.
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I'm not authorised to comment on Hyacinth. The official position regarding the map will be announced at proper time, through proper channels :D
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Yay! This means good.
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Thanks, Gavrant! These news really sweeten my weekend :-* . I truly can't wait to play all those 'new maps'!
:D
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I just finished testing all the available maps after upgrading my server and client to patch B. Awesome job, guys! Tons of issues resolved, much better bot behaviour, gameplay more interesting, etc. My server is now publicly online, running patch B: [JDR] FH 2.45 COOP PATCH B.
That said, there are still a few issues. Some of these have been reported elsewhere, and some are probably in the BF2 engine and not fixable, but I figured I'd post them all here anyway in the hope that the information may be of some use to the FH2 devs.
[1] Bots have a lot of trouble with bridges and other similar obstructions. They slow down to a crawl, and although they sometimes get across, they often don't.
[2] Currently, reloading sounds, and the reloading progress bar - when switching ammo type in tanks, artillery, etc. - don't seem to happen. So there's no way to hear or see when the reload is complete, as there is on normal reload.
[3] Bots tend to TK a lot. They don't seem to notice when their fellow soldiers are in the line of fire. Happens on foot as well as in vehicles.
[4] The view cannot be changed during coax MG reloading in tanks. For example, if you are in zoomed view, and the coax MG starts to reload, you can't unzoom until reload is complete.
[5] If you are prone and zoomed with certain infantry weapons (AT mostly?) and stand up, you can't unzoom until you go prone again (confirmed with AT rifles). This is a nightmare because movement is very slow, view is restricted, and you can't shoot! The solution is (presumably) to force un-zoom when changing stance to standing with those weapons equipped.
[6] Bring back the overview of captured flags below the minimap. I understand that the 'invisible' flags added for many FH2 maps are the reason this was removed, but it sure would be handy to find a way around this.
[7] Some maps start with all bots dying, which is not really a problem, but it is weirdly distracting. The only map that still does this that I've noticed is Battle of Keren.
[8] I'd like to see a server option to allow external view in armour. Driving is a lot easier with an unobstructed view.
[9] I'd like to see a server option to allow nose view in planes. I know this is problematic, but for many players (me!), it's the only way they can accomplish anything while flying.
[10] Maps with issues since patch B (from my own testing):
Battle of Keren: server crashes about five minutes in, consistently.
Operation Hyacinth: server crashes immediately after first spawn.
Mareth Line: server crashes about five minutes in.
Port En Bessin: client crashes on join; server sometimes crashes during map load.
Eppeldorf: server crashes on join if playing Allied side (weird).
Meuse River: server crashes about 20 minutes in.
Okay, that's it for now. Again, great job, guys! Let me know if I can help with any map testing.
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[1] Bots have a lot of trouble with bridges and other similar obstructions. They slow down to a crawl, and although they sometimes get across, they often don't.
Yeah, FH2 maps are quite tight for AI. The situation is worsened by the fact that a lot of areas are intentionally trashed to hamper tanks. Plus we can't make an area passable for vehicles but not passable for infantry, so barbed wire, for example, is no-go for tanks. On the bright side, we've got some aces in the hole to turn the tide, not on 180 degrees, but maybe on 60-90, so to speak.
[2] Currently, reloading sounds, and the reloading progress bar - when switching ammo type in tanks, artillery, etc. - don't seem to happen. So there's no way to hear or see when the reload is complete, as there is on normal reload.
Not an AI game modes issue.
[3] Bots tend to TK a lot. They don't seem to notice when their fellow soldiers are in the line of fire. Happens on foot as well as in vehicles.
Will be partially fixed in Patch C: handheld MGs - 90% less TKs, explosives - to some degree.
[4] The view cannot be changed during coax MG reloading in tanks. For example, if you are in zoomed view, and the coax MG starts to reload, you can't unzoom until reload is complete.
[5] If you are prone and zoomed with certain infantry weapons (AT mostly?) and stand up, you can't unzoom until you go prone again (confirmed with AT rifles). This is a nightmare because movement is very slow, view is restricted, and you can't shoot! The solution is (presumably) to force un-zoom when changing stance to standing with those weapons equipped.
Again, not AI game modes issues.
[6] Bring back the overview of captured flags below the minimap. I understand that the 'invisible' flags added for many FH2 maps are the reason this was removed, but it sure would be handy to find a way around this.
Sorry, don't understand this point. What is "the overview of captured flags below the minimap"?
[7] Some maps start with all bots dying, which is not really a problem, but it is weirdly distracting. The only map that still does this that I've noticed is Battle of Keren.
It's caused by bots spawning in not navmeshed areas (that is, areas where AI pathfinding is undefined). We're fixing the issue map by map.
[8] I'd like to see a server option to allow external view in armour. Driving is a lot easier with an unobstructed view.
[9] I'd like to see a server option to allow nose view in planes. I know this is problematic, but for many players (me!), it's the only way they can accomplish anything while flying.
Well, allowing external view in tanks and nose cams for planes is possible with some tweaking, but, TBH, I consider external view as cheating, tanks are supposed to be semi-blind at close quarters.
[10] Maps with issues since patch B (from my own testing):
Battle of Keren: server crashes about five minutes in, consistently.
Operation Hyacinth: server crashes immediately after first spawn.
Mareth Line: server crashes about five minutes in.
Port En Bessin: client crashes on join; server sometimes crashes during map load.
Eppeldorf: server crashes on join if playing Allied side (weird).
Meuse River: server crashes about 20 minutes in.
Fixed Keren, Hyacinth, Eppeldorf and Meuse will be released in Patch C. I'm not sure about Port En Bessin, needs checking. Mareth is yet to get new AI pathfinding, not fixed ATM.
And to tease you to the death, guys, Patch C will be released on the next Thursday, April 25th (GMT).
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Gavrant:
Good to hear that you guys still have ideas for the bot driving issues. I look forward to any progress along those lines. Your explanation for bots dying at the start of a round makes sense, and I'm happy to hear there will be fixes for that as well. Also great news on the likelihood of reducing bot TKs.
Regarding 2, 4, 5, 6, 8 and 9: I understand that that these aren't AI issues, so I should report them elsewhere. What's the best forum for reporting general FH2 issues?
Issue 6, about the captured flag overview: it's not an AI issue, but basically it's this: in BF2, below the minimap, there's a row of indicators, one for each flag. The indicators show which team owns the corresponding flag. It's a great way to quickly check flag status for the whole map. It was apparently removed for FH2 because it gets messed up by the invisible flags added on many FH2 maps.
As for external views, I'm just saying it would be nice if it was a server option, so that the server admin could decide. It's really a personal preference thing, as it's hard to make a really convincing argument that it's not realistic. For instance, I only use external view when driving in tanks, not when fighting. Still, I see what you mean: as long as I'm in external view, it's a lot harder for someone to sneak up and plant explosives on my tank.
Again, thanks for the awesome work. Looking forward to patch C!
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Locking the thread to avoid confusion with more recent Patch C: http://fhpubforum.warumdarum.de/index.php?topic=19022.0