Author Topic: FH2 Zombies(ReleasE)  (Read 32205 times)

Offline Josh094

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Re: FH2 Zombies(ReleasE)
« Reply #30 on: 17-11-2010, 23:11:09 »
Online play with Bravo and Havick was fun! Can't wait to start working on this mod again :P


Offline Havick

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Re: FH2 Zombies(ReleasE)
« Reply #31 on: 18-11-2010, 00:11:09 »
If you get a bug with the tanktracks, do the following

Remove the files-directories in /my documents/battlefield 2/cache and /my documents/battlefield 2/mods/bf2/cache and /my documents/battlefield 2/mods/fh2/cache. Tip: The FHToolbox has a tool to do this for you!
« Last Edit: 18-11-2010, 01:11:29 by Havick »
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline Rumia

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Re: FH2 Zombies(ReleasE)
« Reply #32 on: 18-11-2010, 03:11:19 »
Find something:
Crete and Totalize have series of digits in their EnvMaps.
The 'EnvMap25.dds' in Crete is still a daylight version.
German Rifleman Assualt Kit in Goodwood shows a G43 in spawn menu but spawns with a M30 Drilling

I have sent you a personal message, please take a look ::)
« Last Edit: 18-11-2010, 03:11:16 by Rumia »

Offline Alakazou

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Re: FH2 Zombies(ReleasE)
« Reply #33 on: 18-11-2010, 03:11:12 »

German Rifleman Assualt Kit in Goodwood shows a G43 in spawn menu but spawns with a M30 Drilling

Yeah like the ammo kit with american. It's a no4 but we have a enfield p17. I think it's not a bug, but a lack of design for the menu kit :)

Offline Havick

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Re: FH2 Zombies(ReleasE)
« Reply #34 on: 18-11-2010, 04:11:28 »
Read PM. 
Drilling has a G43 Icon because the drilling doesnt have a menu icon, and I haven't gotten around to making one.
Same with the american ammo kit and the E1917 with no4 icon
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline sheikyerbouti

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Re: FH2 Zombies(ReleasE)
« Reply #35 on: 18-11-2010, 08:11:50 »
 I definitely would love to see some screenie's posted here eventually,

Since COOP is so big nowadays, this mini-mod is a great addition, would be cool to see you guys integrated into the bigger FH2 picture though.
My Quebec includes Canada

Offline Alakazou

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Re: FH2 Zombies(ReleasE)
« Reply #36 on: 18-11-2010, 09:11:22 »
This mini mod have big potentiel :)
But you know, I really don't understand why you have disabled the tank crosshair. Did it was to easy?

Offline IrishReloaded

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Re: FH2 Zombies(ReleasE)
« Reply #37 on: 18-11-2010, 09:11:16 »
mhm dissapearing tank tracks stay even after clearing chache..
Problem with Crete: you have to wait ages to cap the last flag + the waiting time of the Ju. When the Ju spawms its hard to fly which this timepressur and to land.


rest is cool, Wake is funy with the howitzer on the flightdeck and the planes

Offline Lupin

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Re: FH2 Zombies(ReleasE)
« Reply #38 on: 18-11-2010, 11:11:14 »
This mini mod have big potentiel :)
But you know, I really don't understand why you have disabled the tank crosshair. Did it was to easy?

I'm pretty sure we didn't disable the tank aiming scope. Maybe you need to reconfig your controls or something.

If you mean bf2 style crosshairs, FH2 just doesn't have them for tanks (I think)..

"Problem with Crete: you have to wait ages to cap the last flag + the waiting time of the Ju. When the Ju spawms its hard to fly which this timepressur and to land."

This is intentional to make the map more difficult.
« Last Edit: 18-11-2010, 11:11:21 by Lupin »

Offline Forlorn_Hope

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Re: FH2 Zombies(ReleasE)
« Reply #39 on: 18-11-2010, 13:11:36 »
Equipment-wise I think it would be nice if there were a more weapons to choose from, especially ones like FG42 and STG44 that you don't usually have the chance to use in the original mod.

It's a great idea to put the M30 drilling in a kit, although I think the kit is a bit weak compared to other ones. A single-shot rifle and a two-shot shotgun without pistols or any kind of explosives/especial equipment is not the best kit to use in zombie survival.  ::)
3rdCEF Steele_Xia


Offline Havick

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Re: FH2 Zombies(ReleasE)
« Reply #40 on: 18-11-2010, 14:11:15 »
mhm dissapearing tank tracks stay even after clearing chache..
Problem with Crete: you have to wait ages to cap the last flag + the waiting time of the Ju. When the Ju spawms its hard to fly which this timepressur and to land.


rest is cool, Wake is funy with the howitzer on the flightdeck and the planes

Lupin already mentioned crete so I'll talk to you about the tank tracks

Bravo(randomnumbershere) was having issues with it last night, I had him delete the folder inside of cache and completely delete all of the folders in mods(Docs/Battlefield 2/mods), then I had him launch via the FH2 Icon and switch via the community tab, this seemed to have fixed it for him.   So let me know if it works for you too.  


@ Alakazou the only tank that shouldn't have a crosshair is the Easteregg tank, and honestly with that one you don't need one to blow everything up.
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline Alakazou

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Re: FH2 Zombies(ReleasE)
« Reply #41 on: 18-11-2010, 17:11:37 »
This mini mod have big potentiel :)
But you know, I really don't understand why you have disabled the tank crosshair. Did it was to easy?

I'm pretty sure we didn't disable the tank aiming scope. Maybe you need to reconfig your controls or something.

If you mean bf2 style crosshairs, FH2 just doesn't have them for tanks (I think)..

"Problem with Crete: you have to wait ages to cap the last flag + the waiting time of the Ju. When the Ju spawms its hard to fly which this timepressur and to land."

This is intentional to make the map more difficult.

Ok, because I change my option and nothing happen. I will look that.

Offline kettcar

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Re: FH2 Zombies(ReleasE)
« Reply #42 on: 18-11-2010, 19:11:50 »
I definitely would love to see some screenie's posted here eventually,




Offline kettcar

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Re: FH2 Zombies(ReleasE)
« Reply #43 on: 18-11-2010, 23:11:27 »
Server is not working, get a Network error, pls restart etc....

News about your minimod is tomorrow at 12:oo utc at www.bf-games.net live

Offline Lupin

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Re: FH2 Zombies(ReleasE)
« Reply #44 on: 19-11-2010, 00:11:57 »
Server is not working, get a Network error, pls restart etc....

News about your minimod is tomorrow at 12:oo utc at www.bf-games.net live

I'll mention this to him ASAP. He probably had another power outage.

Equipment-wise I think it would be nice if there were a more weapons to choose from, especially ones like FG42 and STG44 that you don't usually have the chance to use in the original mod.

It's a great idea to put the M30 drilling in a kit, although I think the kit is a bit weak compared to other ones. A single-shot rifle and a two-shot shotgun without pistols or any kind of explosives/especial equipment is not the best kit to use in zombie survival.  ::)

We had a map like that in the old version. German DAK vs zombies. Fall of Tobruk or something.

I don't know why Havocide didn't include it in this version.. Maybe we could release a small patch or something.
« Last Edit: 19-11-2010, 00:11:15 by Lupin »