Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - fh_spitfire

Pages: 1 [2] 3 4 ... 28
16
Bug Reporting / Re: Brest 16 US Reinforcement flag
« on: 12-05-2013, 11:05:01 »
Did you lose ability to spawn there? Most likely this was a graphical glitch.

17
Bug Reporting / Re: Win8 install problem
« on: 01-05-2013, 12:05:07 »
Hmm that is strange, can you please check the md5 sum of your downloaded files? The correct md5s are: http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/Forgotten%20Hope%202.45.md5

Also, what are your PC specs? Mostly the partition type (FAT or NTFS?), CPU model and OS architecture (32bit or 64bit?)?

18
FH2 packing scripts are compatible and tested only with python 2 (2.6 or newer, maybe 2.5 also but it wasn't tested in a long while).

Using moded scripts to pack under python 3 is not recommended and not supported:)

19
Modding / Re: FH2 Modding Q&A
« on: 29-04-2013, 16:04:11 »
Well...i am such a noob at this, is there some tutorials? ;D
http://forgottenhope.warumdarum.de/tutorials/

You need a bit more then this to deploy a custom map ( http://fhpubforum.warumdarum.de/index.php?topic=1804.msg261225#msg261225 ), but those are the basics.

20
Bug Reporting / Re: Win8 install problem
« on: 26-04-2013, 15:04:44 »
Make sure you have enough free space on your system partition. FH2 installer needs as much free space in system partition as it weights (it unpacks itself to the temp folder and instals from there). Strange I know, but thanks to that we can ship in 2 parts, not 4.

Alternatively, if space is not the problem, you can open 7zip file manager, and open FH2 installer with it. Inside you'll find some files, just unpack them anywhere you like and run setup.exe

21
Off-Topic / Re: German Telekom: 75GB max. traffic
« on: 26-04-2013, 14:04:08 »
Internet traffic limit? Seriously? Are we back in 1990's?

22
Modding / Re: FH2 Modding Q&A
« on: 10-04-2013, 16:04:26 »
I've already asked about it but there was no response... So, I ask again - why can't I see pickup kits in the editor? I can see them in game, but not in the editor. I remember it was possible with the previous mapping files... Maybe should I enable something? Any ideas, solutions?
1) Get this con file: http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/include-kits.con

2) Save it in mods/fh2 dir.

3) In editor, go to Mod manager -> mod content and add this file to "add specific files to load" list

4) Click apply, OK, and now kits should be back in the editor.

23
Modding / Re: FH2 Modding Q&A
« on: 25-02-2013, 12:02:01 »
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...
Mouse scrollwheel lets you adjust the camera speed in editor.

24
Modding / Re: FH2 Modding Q&A
« on: 16-09-2012, 22:09:32 »
I have a question for the devs and amateur modders; is vehicle-skinning hard? (If not, I'll try it out.  :) )
Depends on what is "hard" for you... Some have the skill for it, some don't, some love it, some hate. It is really hard to tell.

25
Modding / Re: Changing plane sight
« on: 31-08-2012, 11:08:03 »
PB screenshots have to be taken manually by admin, you know...

27
Modding / Re: FH2 Modding Q&A
« on: 29-08-2012, 12:08:05 »
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.

Code: [Select]
fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
If you mean the effect settings:
Code: [Select]
fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak

28
Modding / Re: Inactive buttons oen and new in BF2Editor
« on: 29-08-2012, 12:08:07 »
From the list below the menu bar, select Level Editor or Terrain Editor

29
Modding / Custom maps - making NCO kits work
« on: 03-08-2012, 15:08:22 »
Since our wiki is down, I'll quickly post a tutorial here on how to make rifle NCO kits work in a custom map.

If Sfakia was a custom map, I'd modify it's mapdata.py file to look like this (compare with original):

Code: [Select]
from game.plugins import plugin, limitKit, ticketLoss, NCOrifleData

kit_limits = [
    plugin(limitKit, team = 1, kit = 'GM_Limited_Assault_MP40_K98', slot = 1, limit = 0.07),
    plugin(limitKit, team = 2, kit = 'BA_Limited_Assault_TommygunD_No4', slot = 1, limit = 0.07),
    plugin(limitKit, team = 1, kit = 'GM_Limited_Support_MG34_K98', slot = 3, limit = 0.09),
    plugin(limitKit, team = 2, kit = 'BA_Limited_Support_Bren_No4', slot = 3, limit = 0.1),
]
tickets = [
plugin(ticketLoss, ticketLoss1 = 4, ticketLoss2 = 4)

]

rifleNCO = [plugin(NCOrifleData, kits = ('GM_NCOMP40', 'BA_NCOTommygunS')),]

gpm_cq = {
  64: tickets + kit_limits + rifleNCO,
  16: kit_limits + rifleNCO,
}

Notice the additional plugin "NCORifleData" imported and used. It provides info on what NCO kits are used on a map, this should always be the same as kits set in Init.con !

30
That case is being taken care of :)

Pages: 1 [2] 3 4 ... 28