Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: Archimonday on 23-09-2012, 18:09:49

Title: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 18:09:49
Alright guys, going to leave this topic here to update from time to time with some articles regarding what I'm doing to hopefully restore No Mans Land to a working condition, and then to expand upon it.

-----------------------------------------------

(http://www.theeasterrising.eu/230WorldWarOne/jpg/WhenAreTheOthers.jpg)


Rubbing Off The Mud by Archimonday

It's been almost seven months now since I last saw any part of No Mans Land and its content, and five thousand miles from home the little projects I had going are now nonexistent. Upon returning from my training I had searched in vain for the old public release of NML, in hopes I might continue working on it in my spare time, but to my dismay a prompt on Gamefront informed me that new policy said that files which were not downloaded within a set period of time were deleted. Discouraged I moved on.

That was until last night, when a question about it in the General Discussion threw my gaze back on the old set of tweaked and modded files. Evidently somebody, somewhere, had done quite a bit of complaining to the old Filefront website, because all the files were now back and ready for download. I was excited, and quickly downloaded the old outdated public release, originally only intended to play one map.

To my dismay though the updates that have flooded Forgotten Hope 2 in my absence rendered the small modification useless. Crashes on every map were the norm. There is no need to threat however, No Mans Land still remains intact, and the few maps we had going for us are still ready to be fixed. However, which ones to save? Certainly we want the experience of both a large, and small map to test out the entirety of our efforts. Can both be achieved on the same ground? I believe so.

I remember mapping for Battlefield 1942, those were the golden days. Our clan fired out map packs, and I was even sucked onto the small team that turned out a map pack for Battlefield Pirates (another favorite mod of mine.) Battlefield 2 has, as of yet, really thrown me for a loop. I tried mapping about a year ago and found that I had little time to do so, and even then I knew very little of the Level Editor. Perhaps even less now. However, since I have returned from the blazing hot forests of Ft. Benning, GA. I've found a new understanding in some things I previously had none.

So whats the first thing I do? I open each map individually, replace flags, spawn points, and other like items. All in hopes that I can get one of the maps up and running on Forgotten Hope 2, and begin scratching off the mud left from almost a year in the trenches without use.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/BF2Editor2012-09-2408-35-19-38_zpsb73aa195.jpg?t=1348418601)


P.S. Administrators feel free to merge (or preferably) delete the old thread to tidy up a bit. This is where I'll be posting about anything I do for No Mans Land from now on.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: pizzzaman on 23-09-2012, 18:09:38
So the mini-mod is back?  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: GIJordncc1701d on 23-09-2012, 18:09:07
Because I haven't been with FH2 all that long (well, around 2 years) I have no idea what this mini-mod is about. What kinds of maps and what era?

I'm always in support of more maps and more mini-mods. Thanks for putting in the work! I really wish I had the skills to do the same.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 18:09:27
It was our simple attempt at World War 1.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-09-2012, 19:09:41
Looks like NML has got out from its grave! (amirite?  :D ) ;D I hope you get succesfull guys, me and all others are always here to support you! Good luck and please update this topic with your new content once in a while! Im so happy its back. Was waiting this kind of quality WW1 FPS since BF1918. Now I have a few questions for you:

- Do you have ground vehicles right now?

- Did BF1918 donate some things? (I know another mod donated a few biplanes)

- What are your future plans after you clean up the  old content remaining?

Gosh, Im so excited! Thanks for everything!  :) :D ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 20:09:01

- Do you have ground vehicles right now?

- Did BF1918 donate some things? (I know another mod donated a few biplanes)

- What are your future plans after you clean up the  old content remaining?

Gosh, Im so excited! Thanks for everything!  :) :D ;D


- Yes, we have a few armored cars.

- Yes, they donated quite a bit actually

- We'll see what happens in the future, right now I just wanna get the old maps working again.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-09-2012, 20:09:37

- Do you have ground vehicles right now?

- Did BF1918 donate some things? (I know another mod donated a few biplanes)

- What are your future plans after you clean up the  old content remaining?

Gosh, Im so excited! Thanks for everything!  :) :D ;D


- Yes, we have a few armored cars.

- Yes, they donated quite a bit actually

- We'll see what happens in the future, right now I just wanna get the old maps working again.

Thanks for the answers. Are you te only one working on the minimod atm?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 20:09:02
For the moment. Unless others wanna join in.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-09-2012, 20:09:17
You hear that people? We need modder here! wish I had modding skills, I'd really like to help   :-[
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: McCloskey on 23-09-2012, 20:09:52
You can always learn... it's not like the people developing games/mods were born with it, they had to start somewhere too. ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-09-2012, 20:09:54
You can always learn... it's not like the people developing games/mods were born with it, they had to start somewhere too. ;)

I have future plans to start either vehicle skinning or doing playermodels, but you know; exams and educational stuff... :P Turkey's educational systems keeps getting worse and worse and never gives the student some free time  :-\ But I've a date set: next summer I'll give it a chance and start learning.  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 23-09-2012, 21:09:44
What a suprise, after so long time! Best news for a longer while definitely.

What I'd suggest doing once the olde version is compatible, is to check the NML forums for informations, links, models and whatnot. There should aswell be link to our FTP I talked about in my earlier post.

Tally ho!



Title: Re: Over The Top: No Mans Land Refurbishment
Post by: chad509 on 23-09-2012, 21:09:29
I cant wait for this, been a huge fan! Glad to hear it back in development. :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 21:09:13
Update as of 11:45. Cantigny is almost up and running, as soon as I find the damn object using a less than illustrious missile trail, it should be playable again.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-09-2012, 21:09:26
Have you found a solution to the casual CTD's Radetzky was talking about?  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: kummitus on 23-09-2012, 22:09:38
I don't believe I'll have any time in near future.

You should also have some look on linux compatibility, was one of them major issues when we worked on it last time.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-09-2012, 22:09:55
The linux problem should be fixed. I remember that being a problem because of capital letters in map names.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 24-09-2012, 00:09:47
Well, I think I'll be able to salvage what is here, its just going to take a bit more effort than I originally had hoped. No worries. Hopefully by next week Cantigny or Argonne will be back up and running.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: TASSER on 24-09-2012, 02:09:49
Thanks for taking this on Archimonday :) Looking forward to following your progress!
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 25-09-2012, 06:09:56
The Needle in a Haystack

As it turns out, the beta version of NML wasn't actually broken. In-fact 99.9% of everything we did works great. There is one needle in a haystack though, that is bringing down the house like a lost game of Jenga. Locating the specific object, and then fixing it will require tedious amounts of time spent sifting through the files. Thanks to a somehow recycled BF2 missile trail, the entire mini-mod fails to load on map start-up.

Other problems like the linux issue, can easily be fixed in other ways. For now, I spend my time sifting, in hopes of stumbling across the object that has screwed the entire object.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: [130.Pz]S.Lainer on 25-09-2012, 08:09:04
  If you just need a little debugging help here and there Archi I would love to help out once I get some of my own shit squared away.  Adding tons of overly complex stupid things and then tracking down my fuck ups has become second nature to me by now.  ;D 

Hit me up on TS some night.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 25-09-2012, 09:09:50
I wish you good luck finding the broken thingy. Hope this project doesnt fail.  :-\
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 25-09-2012, 17:09:06
Very glad to hear about the progress, if may I suggest, one of the devs might have updated the beta on FTP, could be worth checking if there aren't some improvements.

Other than this, I wish you patience with fixing the stuff, it was quite a pain already earlier (when the development still went on).
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 25-09-2012, 17:09:41
I hope you get successfull :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 26-09-2012, 06:09:11
Anything new since yesterday?...
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: titsmcgee852 on 26-09-2012, 06:09:11
^ be patient, modding takes time
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 26-09-2012, 10:09:17
I'll try to be, but Im so excited! ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 26-09-2012, 21:09:30
Checked your youtue channel, great vids! I hope more gets uploaded in the future. :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 27-09-2012, 05:09:21
Will be resuming work on it tomorrow, getting out of work early so I'll have some time. This weekend should also be pretty productive.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Rabbit032 on 27-09-2012, 08:09:17
Welcome back to the world and into the world of crossed rifles, can't wait to see where this mod goes.

-032
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: sn00x on 27-09-2012, 12:09:53
cant wait archi!  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 27-09-2012, 12:09:47
I found a list of NML devs on the ModDB:

Quote
Graf Radetzky       Leader, Researcher, News                 
Kev4000              Coder (external)
Meadow               Researcher, Codder, Mapper
Desertfox             Mapper
Masaca                Coder
Flyboy fx             Skinner, mapper
Oddball                Researcher
Aggroman            Modeler
Josh                    Skinner, Artwork
Cheeseontoast      Coder
[MTP] Paasky       Export
Kiwikiwi                Skinner
60Maj Niklas          Tester, Mapper
Mike Beehan        Tester
:Hi                          Tester
The Warrior          Lead Researcher, Artwork, News-Writer and Dreamcrusher



Where are all these people gone? It seems Archimonday is the only one which is working on NML atm as he said.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 27-09-2012, 14:09:33
I found a list of NML devs on the ModDB:

Quote
Graf Radetzky       Leader, Researcher, News  It's not that I have or had any modding qualities, I can do bit of additional research if needed, as I did before :)               
Kev4000              Coder (external)    FH2 is enough work innit.
Meadow               Researcher, Codder, Mapper  Long gone, even when the mod was going on
Desertfox             Mapper  ^
Masaca                Coder   ^
Flyboy fx             Skinner, mapper   ^
Oddball                Researcher      ^
Aggroman            Modeler       ^
Josh                    Skinner, Artwork     Got busy with FH2 betatesting afaik
Cheeseontoast      Coder               Left long ago
[MTP] Paasky       Export               The same
Kiwikiwi                Skinner                Busy with BF1918
60Maj Niklas          Tester, Mapper      Testers didnt have anything to test
Mike Beehan        Tester                      ^
:Hi                          Tester              ^
The Warrior          Lead Researcher, Artwork, News-Writer and Dreamcrusher    Lost interest it seems



Where are all these people gone? It seems Archimonday is the only one which is working on NML atm as he said.
Comprehensive enough? Sad to write, but it is so.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 27-09-2012, 14:09:19
Sad  :( I hope you guys gather some interest from modders. Btw what do you mean by "^"?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: McCloskey on 27-09-2012, 15:09:32
lol, the "^" means "ditto".
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: :| Hi on 27-09-2012, 15:09:24
I'll be sure to talk to that ass hat Flyboy_fx for you Archi. I'm still open for testing NML too.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 27-09-2012, 17:09:34
Meant ^ as same as above  :P

And same with me regarding testing.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: chad509 on 28-09-2012, 19:09:23
I loved bf 1918 still have it and play it, i love this mod! I would like to help in anyway i can?  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: [KamiKaze] Destroyer on 28-09-2012, 20:09:07
I wonder, does this need some installation files or are those only maps with new content (The content is inside the maps)? =)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 28-09-2012, 22:09:10
I loved bf 1918 still have it and play it, i love this mod! I would like to help in anyway i can?  ;D

Got a Xfire? Skype? Anything like that?  :D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: chad509 on 28-09-2012, 22:09:22
Hey Archi! My xfire should be: chad5099. Whats your xfire?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 29-09-2012, 02:09:54
Its Archiwednesday. I sent you an invite earlier.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: sheikyerbouti on 29-09-2012, 04:09:42
 Give'er

 I look forward to this mod and zombies becoming an official part of the greatness that is Fh2.


 hoo-ah
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: titsmcgee852 on 29-09-2012, 05:09:09
Its Archiwednesday. I sent you an invite earlier.
Do you have an internet account called Archituesday then?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 29-09-2012, 10:09:54
I look forward to this mod and zombies becoming an official part of the greatness that is Fh2.

Why not a combination? I think WW1 is way more "arcane" / Gothic than WW2 and a better platform for weird science and occult stuff. I received an interesting boardgame for birthday called Tannhäuser which is based on an alternative future where the Great War never ended, with weird experiments etc... seems very cool, and has almost like a FPS styled squad-based battle mechanic.

A "Tannhäuser" mod on NML would be kinda epic

http://boardgamegeek.com/boardgame/25261/tannhauser

(http://cf.geekdo-images.com/images/pic191492_md.jpg)

(http://www.criticalgamers.com/archives/pictures/TannhauserHermonHietzinger.JPG)

http://i61.photobucket.com/albums/h44/Malechi_HeroScape/stuff/Tannhauser/FoixAlarmOff.jpg

Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 29-09-2012, 10:09:18
Interesting board game. But since NML isn that wide atm, a Tannhäuser mod would be impossible.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: sheikyerbouti on 29-09-2012, 10:09:46
 @ natty,

 it's more about broadening the base of players that could be attracted to the mother mod of FH2.

 I understand why you would oppose them but many of us players see the benefit of having new modes, theatres and ideas that can help keep FH2 fresh within an increasingly competitive gaming climate. IMO, it doesn't subtract from the work that you do...


 Kind of like how PR has Vietnam and (soon to be) Falklands add-ons.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 29-09-2012, 20:09:46
Today's Goals 30 Sep. 2012

(http://www.pinetreeweb.com/bp-ww1-poster.jpg)

All good days of work begin with the setting of goals. This is especially true for content development for games. Sitting down to decide a starting point, and an end point, and all the possible variables between is important for success. For me especially, not having a clear aim as to the days efforts is to doom me to failure. So what are my goals for today?

Well I can say with confidence that the map Argonne is now up and running again, but what still needs to be done to it?

The maps concept is simple. An opposing British and German force face off over one of three neutral flags that run along a river which pierces through the forests center. This waterway in the center was designed to be a more open area where just about anything can happen. Along with the unique kit limitations in NML, the banks of the river should turn into a blood bath of rifle and machine gun fire, and the constant hovering intensity of melee. I'm glad to see this map more than the others up and running, since, being an infantry map it plays to my personal curiosities much more.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/update3_zpsc3094446.jpg)

As of this moment, only one weapon has been restored to working order. The G98 and its Bayonet. This version of the G98, (where its bayonet is not permanently attached) will be for our Assault class. The class will be limited to about one or two per squad. This class will have the rifle, an attachable bayonet, and grenades for the offensive. Playing sister with this kit will be the unlimited Rifleman kit. The Rifleman kit is much simpler, and hosts only a Rifle (w/attached bayonet) and the Bayonet itself. This kit will be in the hands of more than half the soldiers on the field, and its quick transition from shot to melee will make it the kit of choice for close quarters rifle combat.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/update3_zpsc3094446.jpg)

Today's goal is to get all the kits back up to their running status, and get the core infantry game-play back to where we had it before the mod went silent.

-Kit Descriptions-

Assault - The Assault class is similar to the rifleman, and is second in ready availability. Distinguishing it from the Rifleman, is its slower deployment time to its melee component, and the addition of grenades.

Rifleman - The most readily available kit. Unlimited, the rifleman kit hosts nothing more than a rifle and its bayonet. Its trademark characteristic is how quickly one can switch between the two. This quick transition will be the crucial decider in infantry combat in the future.

Grenadier - One per squad, the Grenadier will have a Rifle, melee weapon, and Rifle Grenades. Their primary difference to the assault class is the distance at which they can employ their grenades on the offense or defense. Don't get too hasty with them though, one wrong step and your grenade might just blow you and your friends up!

Engineer - Used to repair crucial static assets and vehicles. A trench knife, rifle, and repair tool will be his trademark equipment.

Medic - Rifles do not kill in a single hit in NML. You will be wounded before you die, and it will take a lot longer to bleed out. Each kit will eventually come with a field bandage with a single use, but after that, it will be up to the players to locate the medics on the field, and request aid from their medic bags to keep them in the fight. The medic will not be decent at long range, but his Pistol and Trench knife will make him a decent close quarters combatant should he be ambushed and surrounded.

Machine Gunner - Machine guns in World War 1 were quite rare until the late war. In-fact they were treated as artillery pieces, and put into batteries. However, by the end of the war countries on all sides saw the need for lighter, man portable machine guns, which could be moved around. This led to increases in the number of machine guns from 1915 onward. In No Mans Land, Machine guns will be a devastating force on the battlefield when employed in the proper locations. Whether its the MG08 or the Lewis, the teams two machine gunners will make a crucial asset that if employed correctly can turn the tide of an attack.

NCO - The officer corp of all armies is important. That's no different here. Officers will carry into battle their swords and pistols. To support their team, they will supply obscuration smoke, and artillery spots for the gun crews, as well as inspire their soldiers with signature high pitched whistles. Plus, they have cool hats.


Gewehr 98 created by Streetveiter, textured by Blackjack
Battle of Argonne Map created by Josh
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: pizzzaman on 29-09-2012, 20:09:07
Nice!
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 29-09-2012, 21:09:52
Going good! But I have a few questions though;

- shouldnt be the G98 damage be the same as k98?

- this map doesnt contain any vehicles?

-are the mp18 and the g98zf pickupkits?

Thanks in advance, your effort is much appreciated!  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 29-09-2012, 21:09:45
Going good! But I have a few questions though;

- shouldnt be the G98 damage be the same as k98?


Originally it was. Then I remember we had a discussion about medics. Originally NML wanted to put a bunch of secondary roles in, so that players would have to engage in more team oriented support tasks, while at the same time maintaining a good amount of combat power. This meant that there were specialty kits like the Medic which we wanted to see put in. We discussed revives, and how we might like the medic to be able to do so, but after some discussion the better solution was to increase the amount of time it took for the soldiers to bleed out, and force them to go find a medic whilst they were wounded. That being said, the rifles, killing in one shot, and being in such abundance, made this change meaningless. So two shots for a kill was adopted, except for a head shot.


- this map doesnt contain any vehicles?


This map currently does not contain any vehicles. In the future it might contain an armored car and some artillery pieces. But for now it is strictly an infantry map.


-are the mp18 and the g98zf pickupkits?


Both of those will be pick ups, but both will be extraordinarily rare. Not only will a sniper have his scope for long range shooting, but will also be the only other soldier on the field who can spot for artillery besides the non-commissioned officers. Trench Assault kits, with Mp18's will eventually be added in too, but since Machine pistols were less used than one might think, they will remain in the same sort of rare category as shotguns and other weapons. These will be attainable from weapons caches at the main bases and as your team captures more flags, slowly kits will spawn on those flags too.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 30-09-2012, 07:09:00
I understand why you would oppose them

what are you talking about?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Steel_Lion_FIN on 30-09-2012, 11:09:36
I'm slowly growing more and more interested in this modception. (See what I did there?)

Questions: Will there be Vickers machine guns, and if there will be americans, the M1917 Watercooled mg? And then there's the question of the M2 .50 cal? Will it be in-game? And will there be Broomhandle Mausers? In select-fire?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 30-09-2012, 12:09:19
Awesome to see another update Archi!

Few points:

This map was to be Germans vs US. See bellow:
This map after "Lost batallion" was made by Josh. Kummitus made Argon village map, which was different, true trench map. I am not sure whether it was finished or if it survived. Therefore I suggest for third time to read through NML forums and FTP. Lots of models and builds are preserved there, be it separate models with links or the famous BF1918 donated pack.

Regarding kits, wanted to point out small detail, sappers/engineers will use carbines. For brits Pattern 14 (taken model of Enfield 1917 and texture of P14(scoped)), for germans K98AZ (likely K98k as placeholder first) and for Amis Springfield.

Originally we planed to split sapper and miner into 2 (one having mines-wooden box with arty shell inside, second demolition charges) and MGs being pickup, but if you ensure there will only be few LMG-gunners (MG08/15, Lewis, etc.) at the same time on the map (no Rambos), there can be only one engineer kit. Here was the olde list (private part of forums):
http://nmlmod.forum-motion.com/t225-what-need-to-be-done-for-first-release

@Steel Lion:
-Of course there will be Vickers MGs, since they are in FH2.
-Americans are in aswell, M1917 should be in.
-M2 .50? If you mean M2 Browning, that was from 1933 wasnt it?
-C96 yes, and afaik it was only semi-auto during WWI era.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Flippy Warbear on 30-09-2012, 12:09:41
I deeply apologize if Im talking out of line but back then when NML was starting, we (betatesters & some devs) tested a very early trench map which was highly interesting concept. There was an invisible barrier outside the trenches, which disappeared accompanied by a whistle sound. During this duration the side with the barrier gone had an opportunity to rise up and dash across no man's land to the opposing positions. It was helluva cool idea and while it was quite buggy, I always hoped to see that map being finalized. It seemed the most unique and true to the whole concept. :)

Good going Archi & whoever else is included in this continued development of NML, I personally hope to see NML releasing at some point and tbh, I would love it if we could just stick it into official FH2 rather than have it as minimod because... well, you know, we already have a small playerbase, so I'd welcome NML as an official extension to FH2's map pool. I believe we have room for couple of WW1 maps just like we have room for a movie map.

Thumbs up!  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 30-09-2012, 14:09:30
agreed. You need only one map, finish it and I'll personally submit all the files to our system and release it.

Bring it to 80% done and we can fix the rest :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 30-09-2012, 14:09:17
agreed. You need only one map...

One map? Isn't that too low for some kind of "expansion pack" for the mod? I think at least 3-5 maps. Anyways, we dont get to decide the future of NML right now, so lets wait for the process, ok?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: JackONeill on 30-09-2012, 14:09:56
As a former BF1918 developer (bot support for v3.1) I like that development of NML seems to be back up again.

I also like the idea to integrate it in future versions of FH2. I'm pretty sure you will gain more players this way than releasing it as a seperate mod-mod. But of course there has to be a playable version at first.

I really hope you keep this up as I enjoyed every news back then. I even tested the alpha version when it came up on this forums some time ago.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 30-09-2012, 15:09:11
Hello JackONeil,

If you could inform the other BF1918 devs about this, Im sure everyone would like to see what the BF1918 devs think about this project.  :) By the way, did the devellopement of BF1918 ended? where is Inside1918.net?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 30-09-2012, 15:09:40
Hello JackONeil,

If you could inform the other BF1918 devs about this, Im sure everyone would like to see what the BF1918 devs think about this project.  :) By the way, did the devellopement of BF1918 ended? where is Inside1918.net?
BF1918 of course knows about this, afterall we received lot of support (like the G98 on previous page). If I ever see Kiwikiwi online on ICQ again, I'll tell him that after so long time (year or longer?) and lost hopes, NML got revived  :D

BF1918 development ended with release of 3,1 afaik.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 30-09-2012, 15:09:19
...and lost hopes, NML got revived  :D

Can I be proud of being the one that launched a thread about it and started the revive?  ;D

BF1918 development ended with release of 3,1 afaik.

(http://landofodd.files.wordpress.com/2011/09/darth_vader_noooo11.jpg?w=604)


I loved BF1918  :'( It was my reason to buy Bf1942. That explains why the website is down.  :-[
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 30-09-2012, 16:09:44
One map? Isn't that too low for some kind of "expansion pack" for the mod? I think at least 3-5 maps. Anyways, we dont get to decide the future of NML right now, so lets wait for the process, ok?

I'm talking about incorporating it in to FH2 if it's finished and plays well (we can touch up the art stuff)

if one map gets in, we can discuss more maps after... Sounds reasonable, or?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 30-09-2012, 16:09:48
One map? Isn't that too low for some kind of "expansion pack" for the mod? I think at least 3-5 maps. Anyways, we dont get to decide the future of NML right now, so lets wait for the process, ok?

I'm talking about incorporating it in to FH2 if it's finished and plays well (we can touch up the art stuff)

if one map gets in, we can discuss more maps after... Sounds reasonable, or?

Yeah, reasonable enough.  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 30-09-2012, 18:09:16
Awesome to see another update Archi!

Few points:

This map was to be Germans vs US. See bellow:
This map after "Lost batallion" was made by Josh. Kummitus made Argon village map, which was different, true trench map. I am not sure whether it was finished or if it survived. Therefore I suggest for third time to read through NML forums and FTP. Lots of models and builds are preserved there, be it separate models with links or the famous BF1918 donated pack.

Regarding kits, wanted to point out small detail, sappers/engineers will use carbines. For brits Pattern 14 (taken model of Enfield 1917 and texture of P14(scoped)), for germans K98AZ (likely K98k as placeholder first) and for Amis Springfield.

Originally we planed to split sapper and miner into 2 (one having mines-wooden box with arty shell inside, second demolition charges) and MGs being pickup, but if you ensure there will only be few LMG-gunners (MG08/15, Lewis, etc.) at the same time on the map (no Rambos), there can be only one engineer kit. Here was the olde list (private part of forums):
http://nmlmod.forum-motion.com/t225-what-need-to-be-done-for-first-release

@Steel Lion:
-Of course there will be Vickers MGs, since they are in FH2.
-Americans are in aswell, M1917 should be in.
-M2 .50? If you mean M2 Browning, that was from 1933 wasnt it?
-C96 yes, and afaik it was only semi-auto during WWI era.

Thanks for the info. I did go back to the forums and search around for who made this stuff. I'll change the names in the post.

Trying to put all the pieces together after so long is confusing.

@Natty and Flippy

Currently trying to keep NML designed in such a way that FH2 will just switch back and forth. But, theres no way to tell without a proper server test at some point. Once I get Argonne fully functional again, with all kits and weapons, I'll find some way to run a server test of it to see if FH2 can successfully switch from this back to world war 2, and vice versa. We had the problem before that it couldn't.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Wakain on 30-09-2012, 18:09:51
Great initiative guys, and lovely it might get incorporated into fh2
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 30-09-2012, 20:09:06

@Natty and Flippy

Currently trying to keep NML designed in such a way that FH2 will just switch back and forth. But, theres no way to tell without a proper server test at some point. Once I get Argonne fully functional again, with all kits and weapons, I'll find some way to run a server test of it to see if FH2 can successfully switch from this back to world war 2, and vice versa. We had the problem before that it couldn't.

With the switching you mean it switches like when you start FH2 in an already running instance of BF2 through the community tab? I think that only happens if you create your mod as a mini mod add on.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 30-09-2012, 20:09:02

@Natty and Flippy

Currently trying to keep NML designed in such a way that FH2 will just switch back and forth. But, theres no way to tell without a proper server test at some point. Once I get Argonne fully functional again, with all kits and weapons, I'll find some way to run a server test of it to see if FH2 can successfully switch from this back to world war 2, and vice versa. We had the problem before that it couldn't.



With the switching you mean it switches like when you start FH2 in an already running instance of BF2 through the community tab? I think that only happens if you create your mod as a mini mod add on.


No, not like that. Say your playing a round of Goodwood, then Argonne gets thrown into the map rotation. when Argonne is loaded, NML will be too, but as soon as you switch back to another map, say, PHL, its FH2 again.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 30-09-2012, 20:09:58
British Infantry, re-exported the kits. Should stop floating now. haha

(http://i82.photobucket.com/albums/j242/Archimonde0_0/brit_zpsb6402c48.jpg)

Just tested the kits out with a friend! Finally fixed that damn floating issue.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 30-09-2012, 21:09:02
Awesome! The helmet looks a bit off though... Will we see the German ones anytime soon?  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 01-10-2012, 07:10:40
but if we incorporate all your stuff straight in to the mod you wont have to worry about the switching?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 01-10-2012, 15:10:15
but if we incorporate all your stuff straight in to the mod you wont have to worry about the switching?

That was what I wanted to suggest. Making a playable map is imo more important then having the right kits , models etc at the moment. You could work with placeholders, just to check if your map has the proper look&feel and the gameplay is believable for a WWI game.

I am really looking forward to this Archi, I have never seen a game/mod portray WW1 properly, BF1918 was the closest thing.
Hats off to you if you can make it work.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: [130.Pz]S.Lainer on 01-10-2012, 16:10:45
but if we incorporate all your stuff straight in to the mod you wont have to worry about the switching?

What is this switching thing you talk of?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: [KamiKaze] Destroyer on 01-10-2012, 17:10:02
I guess, switching from one mod to another if there is map from one mod on a server and another map from other mod... =)

Could be done like WaW mini-mod through ;P But best would be to indeed include it into FH2 base files ;D

Archimonday, As it looks right now, you got a map (with modded content integrated into that map) that would be avalible for community map pack? ;) From what i read so far, your work looks intresting to me =)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 01-10-2012, 17:10:44
I guess, switching from one mod to another if there is map from one mod on a server and another map from other mod... =)

Could be done like WaW mini-mod through ;P But best would be to indeed include it into FH2 base files ;D

Archimonday, As it looks right now, you got a map (with modded content integrated into that map) that would be avalible for community map pack? ;) From what i read so far, your work looks intresting to me =)

Well this is exactly one reason why I advocate keeping it separated from Forgotten Hope 2's base files. Having our own nml folder inside FH2's root directory in BF2, will allow us to direct our maps to that location to run the custom files, and minor modifications that it makes to some vanilla content. That way, instead of having to constantly try and update FH2, we can release a series of incremental patches to nml that will slowly broaden its scope.

Argonne will be released when I get all the weapons back up to par and on-line with the design. Then, after it has been released, I will begin working on a map to show off what vehicles we managed to build and gather together. I think once both of those maps are released and working properly, then community members could easily start making maps for NML and contribute to it.

The Ultimate idea is to allow NML to be integrated into FH2. So a server could be playing Purple Heart Lane one moment, and Battle of Argonne the next, and immediately go back to Goodwood without any break in the gameplay. Allowing servers to throw the maps on there for diversity.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 01-10-2012, 18:10:15
Great! I hope to try out my chance this summer about mapping and modding  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 01-10-2012, 18:10:52
Archi, aim for it immediately instead. Run a few public test sessions until you're confident with how the map plays, then we add it intenally to the mod and run it by our testers. You can continue developing NML and more maps yourself, and we can release the one we incorporate in a patch, then when you'r happy with the next one, we add that. Kind of like parallell teams working on the same thing.
We have no problems taking a 80-90% done map and finalize it.. problem with most custom maps is that they are at 40-60% finished at most. And dont worry about the art stuff such as textures, light, sounds etc, it's easier if we finish that also.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 04-10-2012, 06:10:10
Got a 4 day weekend coming up, expect some progress.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 04-10-2012, 15:10:04
Hell yea! We appreciate your hard work very much, thank you.  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 04-10-2012, 16:10:50
 Very excited about this project Archimonday.

 Cant wait for the 1st map to be test-ready.

 
 Once you get this released i will offer my FH2 Weapons check format for some of the maps if you wish.
 8)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 06-10-2012, 18:10:10
Three Day Plan

I purposely spent all of yesterday getting minor chores done so I'd have the time to sit down today and work on some stuff. I hadn't really decided what I was going to do. Then I sat down and bought some books from Osprey Publishing, and thought to myself, "Yes, that sounds like a good idea." Today I will spend time working on some uniforms for the different classes, and equipment for the Germans. Making characters seems somewhat daunting to me, but I'm confident with a little patience and attention to detail I can get some pretty decent works going.

When it comes to this focus though, it becomes a question of personality. Stereotypes and reality are two different things, and in my opinion, depending on which is used effects the feel and flow of end outcome. I think early only it was decided that late war was easier for us, but does that mean I have to steer away from the stereotypical uniforms that everybody could easily recognize if they saw them? A pickelhaube makes a pretty big statement!

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL5_zps838f896d.jpg)

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL1_zps4840099e.jpg)

These early war Germans sport a mix of caps and helmets, something I definitely want, as well as signature equipment for their kit parts that will make recognition of a soldiers class easy on the field. I always loved old uniforms, especially those of officers with their high boots and sometimes flared pants.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL4_zps5e918dbc.jpg)"


This late war medic would also make a good addition to the Germans.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL3_zpsa8a8ba43.jpg)

There is however a soft spot in my heart for the late war gear. Being a soldier myself I know the feeling of being laden down in full kit, and to see these men here wearing all sorts of assorted gear only makes me feel the pain in their shoulders and backs.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL2_zpsd1f5c8b8.jpg)

I like this illustration, since eventually flamethrowers will find their way in. This Engineer Guard looks ready to take out some trenchs.

(http://i82.photobucket.com/albums/j242/Archimonde0_0/IL6_zps7e2f6cd9.jpg)

I was also particularly fond of this light infantryman. Someday in the future, I'll probably find a way to add him in, if not a variation of him in.

All in all great illustrations like these help me get a feel for how I can make a German uniform that will suit almost all of our current scenarios without sacrificing an insane amount of historical inaccuracy.

For the rest of the weekend straight through monday, its putting the finishing touches on the remaining kits that need equipment.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Slayer on 07-10-2012, 01:10:05
That last guy looks like a policeman. Isn't he MP or something?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 07-10-2012, 09:10:35
Great news! Expecting to see great uniforms  ;)

That last guy looks like a policeman. Isn't he MP or something?
Yeah, thats the German police cap of the era.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Wakain on 08-10-2012, 00:10:24
light infantry (Jäger) wore those caps, maybe something for the scout-class?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Tim270 on 09-10-2012, 00:10:45
Having a speadsheet/design document that is open would also help if people want to chip in with getting some tasks done.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 09-10-2012, 03:10:30
Having a speadsheet/design document that is open would also help if people want to chip in with getting some tasks done.

You're right. I'll work on one this week and post it up, so people can look it over if they want, and add to it, or debate removal of items etc.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 12-10-2012, 03:10:07
Getting off early tomorrow. I'll be able to start doing some more stuff then.  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: psykfallet on 12-10-2012, 10:10:52
there was a guy giving away ww1 weapons (bf1918 2) at bfeditor forums, maybe something you'd be interested in?
http://www.bfeditor.org/forums/index.php?showtopic=15608
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 12-10-2012, 11:10:59
İnteressting.... Pick up Cauchat and Lebel for future French fractions... ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: [KamiKaze] Destroyer on 12-10-2012, 11:10:48
There is however a soft spot in my heart for the late war gear. Being a soldier myself I know the feeling of being laden down in full kit, and to see these men here wearing all sorts of assorted gear only makes me feel the pain in their shoulders and backs.
I think that most soldiers were not equiped that well, no? =) The images show standard equipment, but probobly most abonded a lot of this stuff, i mean, those pictures are taken out of "factory" not out of the "trench"? =)

Well, just an opinion =)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 12-10-2012, 12:10:35
In the Argonne map, we should have the Germans not carrying those equipment bags, but the Americans should. But later at the early war maps, we should have the both sides carrying those 40kg bags, because they're the attacking and the war was more mobile in the beggining and soldiers didnt have time to lay down their equipment.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 12-10-2012, 13:10:42
There is however a soft spot in my heart for the late war gear. Being a soldier myself I know the feeling of being laden down in full kit, and to see these men here wearing all sorts of assorted gear only makes me feel the pain in their shoulders and backs.
I think that most soldiers were not equiped that well, no? =) The images show standard equipment, but probobly most abonded a lot of this stuff, i mean, those pictures are taken out of "factory" not out of the "trench"? =)

Well, just an opinion =)

I don't know about abandoned, but definitely stowed some place. You would have carried a large amount of equipment on you for the march, and then kept it someplace safe whilst you fought. Makes you more effective. We still practice this today.

That would have been large packs though. For instance, I always laugh at Napoleon or Empire Total War, to see the units lugging around backpacks whilst they fight. Simply not what they would have done.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 12-10-2012, 14:10:31
Yes, they somewhat dropped most equipment. You're right on the Napoleonic Wars thingy, its ridiculous!  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 14-10-2012, 21:10:38
anything?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 14-10-2012, 21:10:44
Working on stuff now, probably will post later tonight. Things have been busy around the barracks lately. Trying to balance my time.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 14-10-2012, 22:10:19
Allright, take your time  ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: ScreamingEagle_USA on 15-10-2012, 16:10:43
Wow WWI :D. My great, great grandfather was in the signal corps during WWI! My moms family is all Polish and had a few soldiers who fought around WWI I guess.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 16-10-2012, 06:10:04
 Archimonday i know you mentioned in a previous post that the initial release will concentrate on infantry battles.

 My question is will we see some smoke cans for the infy and/or a chemical canister that can do damage to the enemy?


 ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 16-10-2012, 06:10:22
You mean poison gas?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 16-10-2012, 12:10:30
Archimonday i know you mentioned in a previous post that the initial release will concentrate on infantry battles.

 My question is will we see some smoke cans for the infy and/or a chemical canister that can do damage to the enemy?


 ;)

Maybe at some point. Right now just tryin to get a good map up and running so I have a base to work off of, and to get documentation out so people can contribute easier.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 16-10-2012, 12:10:23
Aıx mod has gas which makes your vision blurry and takes 1/3 of the health bar. Maybe borrow it and make it another commander asset? Of course after you have one map running.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 19-10-2012, 23:10:27
Well the craziness has finally ended here at Ft Waintwright AK, which means I can get more than five minutes of modding done this weekend.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 22-10-2012, 01:10:30
Looking for some direction. If you guys are following my efforts on this, take the time to explain to me what your perfect World War 1 game would be like, and what the ultimate World War 1 mod for battlefield would encompass.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: chad509 on 22-10-2012, 01:10:19
BF1918 was just about the best for me.  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 22-10-2012, 02:10:34
(http://www.ww1-source.com/images/header.jpg)

VIDEO: http://www.youtube.com/watch?v=--YGUcl0h2o

 Something like this mod would be good.



 ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: TASSER on 22-10-2012, 02:10:42
Filthy, miserable, muddy trenches. A landscape just void of life, trees cut down to the bare trunks and smoke/fog slowly traversing the field of death that is "no man's land." The sheer misery of your life is thrown into turmoil as the officer blows his whistle and your countrymen in the trench hurdle over the top and sprint towards the enemy line, bayonettes fixed. The enemy machine guns open up taking out those on your left and right. You're pinned down until your artillery zero's in and decimates the enemy, now having given away their position. In the midst of the barrage, you're laying on your back in a puddle of water, clutching your helmet to your head as the earth shakes. You can't help but realize how utterly insignificant your superiors view your life, and pray that you will survive the day.

Thats how I'd imagine a WWI game. Epic trenches, artillery, and a way to simulate coordinated waves of attacks against enemy positions. The ambient sounds would have to be spectacular. Distant artillery faintly echoing across the landscape and the occasional machine gun sputtering off a few rounds. In essence, pure lonely desolation mixed with moments of sheer turmoil. :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Cheesus Krighst on 22-10-2012, 04:10:13
Hopefully the rifles in this mini mod wont be FH2 laser guns.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Uberplatypus on 22-10-2012, 07:10:47
IMO, the Western Front was always my least favorite front in BF1918. Sure there were some really fun maps, (Hindenburg Line during Campaign 3 was insane) but the trenches got pretty boring. I always loved the fact that BF1918 had every front. I loved Tanga, I loved Brusilov Offensive, I absolutely adored any and all Italian Front maps.. I just think that they add a lot of flavor. Not that they would be included in NML until 2023 or something, but they just made the game shine.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 22-10-2012, 11:10:31
Heh, I remember downloading BF1918 and the first map I played was Bismarck Archipelago. The mod would be my source of fun for years, then I found out FH2 and bought BF2.  ;D But BF1918 is my alltime favourite and it came in just the time I was looking for a quality WW1 game. I hope NML sparks that fire in me...  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 22-10-2012, 12:10:17
Archi what is needed is this:

- A Whistle
- 3 trenches. One Uncap which belongs to the attackers. 2 Cappable ones belonging to the defenders
- Lots of crater holes and tree stumps  between said trenches
- Foggy atmosphere
- 1 MG for the defender per trench
- Attackers must have bayonets
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: sn00x on 22-10-2012, 13:10:17
Archi what is needed is this:

- A Whistle
- 3 trenches. One Uncap which belongs to the attackers. 2 Cappable ones belonging to the defenders
- Lots of crater holes and tree stumps  between said trenches
- Foggy atmosphere
- 1 MG for the defender per trench
- Attackers must have bayonets

how strange do you want that map to be with only 1mg per trench? 50m x 500m?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 22-10-2012, 14:10:48
Build it and they will come ...
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Wakain on 22-10-2012, 15:10:58
read Erich Maria Remarque's 'Im Westen Nichts Neues' (All Quiet on the Western Front) and Ernst Jünger's 'In Stahlgewittern' (Storm of Steel, glorifying war, I know, but still an interesting read).

Capture those atmospheres and you'll sell.;)

-gameplay related: keep it as infantry focused as possible. arty should also be very prominent.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 22-10-2012, 23:10:34
Quick question: Are you using FH2 soldier voices or BF1918 soldier voices?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 22-10-2012, 23:10:20
- A Whistle
- 3 trenches. One Uncap which belongs to the attackers. 2 Cappable ones belonging to the defenders
- Lots of crater holes and tree stumps  between said trenches
- Foggy atmosphere
- 1 MG for the defender per trench
- Attackers must have bayonets

Pretty much sums up my expectations as well. Adding:
- Very monochrome colors
- Ambient explosions going off everywhere (not killing players though)
- Some simple structures like bunkers or whatnots
- Ruined and burned to the ground houses to squat in

For first release I would have nailed down the infantry combat in such a map, then expanded and including tanks and planes in next map.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-10-2012, 18:10:39
Interesting stuff guys. Plan to have Argonne finished up this weekend. So, perhaps a public test sometime soon?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-10-2012, 18:10:59
Please  :) but not this 4 days in front of us please, Im really busy and Im willing to join the test more than anything.  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Rabbit032 on 23-10-2012, 20:10:16
Filthy, miserable, muddy trenches. A landscape just void of life, trees cut down to the bare trunks and smoke/fog slowly traversing the field of death that is "no man's land." The sheer misery of your life is thrown into turmoil as the officer blows his whistle and your countrymen in the trench hurdle over the top and sprint towards the enemy line, bayonettes fixed. The enemy machine guns open up taking out those on your left and right. You're pinned down until your artillery zero's in and decimates the enemy, now having given away their position. In the midst of the barrage, you're laying on your back in a puddle of water, clutching your helmet to your head as the earth shakes. You can't help but realize how utterly insignificant your superiors view your life, and pray that you will survive the day.


Like this?

(http://imageshack.us/a/img687/1479/screen035w.jpg) (http://imageshack.us/photo/my-images/687/screen035w.jpg/)

(http://imageshack.us/a/img33/366/screen036n.jpg) (http://imageshack.us/photo/my-images/33/screen036n.jpg/)

Rain and snow mix, viability 100 meters, mud and puddle all over the ground with wood planks on the ground, shells exploding in the void that is no mans land?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 23-10-2012, 21:10:42
yepp.. as long as the woodplanks dont have collision so you bump in to them and get stuck  ;)

Im also expecting clever covers and path layouts, not just random stuff everywhere to make the scene look busy... sorry, seen too many crap custom maps... but I approve of these two screenies!

Can we have a conceptual overview, where is cover, where is "death zone" where is important vantage points, where is it "best" to attack and defend, etc?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Rabbit032 on 23-10-2012, 21:10:44
yepp.. as long as the woodplanks dont have collision so you bump in to them and get stuck  ;)

Im also expecting clever covers and path layouts, not just random stuff everywhere to make the scene look busy... sorry, seen too many crap custom maps... but I approve of these two screenies!

Can we have a conceptual overview, where is cover, where is "death zone" where is important vantage points, where is it "best" to attack and defend, etc?

It's not a level, just an "environment" I threw together in a few minutes, if you want one of my crappy maps in progress look here.

http://fhpubforum.warumdarum.de/index.php?topic=18092.75
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 23-10-2012, 22:10:34
Interesting stuff guys. Plan to have Argonne finished up this weekend. So, perhaps a public test sometime soon?

If it has whistle then yes  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 23-10-2012, 23:10:18
Interesting stuff guys. Plan to have Argonne finished up this weekend. So, perhaps a public test sometime soon?

If it has whistle then yes  :)
What the hell is a whistle going to add?
I realize the significance historically, but really?

 :-*
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-10-2012, 23:10:52
Now Im sure this minimod will be great, but no mod did recereate those huge charges the infantry made during ww1, so the whistle will be used for nothing untill someone decides to do sth like that. But its still cool anyways.  8)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: TASSER on 24-10-2012, 01:10:40
Like this?

Umm... YES!!!

Definitely looking good!
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Wilhelm on 24-10-2012, 02:10:10
Now Im sure this minimod will be great, but no mod did recereate those huge charges the infantry made during ww1, so the whistle will be used for nothing untill someone decides to do sth like that. But its still cool anyways.  8)

I thought about a game mode that would sort of simulate WW1 trench warfare a while back.

Trench Assault:

Both teams start in a forward trench and are "locked in" by some invisible wall above the trench line or something (this would have to be designed in some way to feel natural).  Each team would alternate between an "Attack" phase and a "Defense" phase; ie. Team A's barrier would be lifted and a whistle sound would blow and they then had a certain amount of time/chunk of tickets to attack across no man's land and try and capture the enemy trench.  Team B would only be able to respawn behind the main trench line in supporting trenches in the rear or so.  Team A's respawn time would also be significantly less than Team B's.  After this amount of time if Team A failed on the attack, the roles would reverse and Team B gets to attack. 

That is just a rough brainstorm for the concept.  There could be a lot of different tweaks and additional functionality to create pretty cool scenarios. 

Of course, this assumes such a thing could be coded via python.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: TASSER on 24-10-2012, 03:10:37
Yeah I remember you mentioning that Wilhelm. I really like the idea, the invisible wall would be a great way to simulate the grouped assult and the feeling of emptying the trenches.

Also, a good pump up for NML: http://armorgames.com/play/2267/warfare-1917
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 24-10-2012, 07:10:52
Great idea, a gamemode like this would support the usages of machnineguns and bayonets in a significant way. But lets make sure there are no kills/death scores counted because we all know who's gonna get the most deaths ...   :P
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 25-10-2012, 00:10:27
Interesting stuff guys. Plan to have Argonne finished up this weekend. So, perhaps a public test sometime soon?

If it has whistle then yes  :)
What the hell is a whistle going to add?
I realize the significance historically, but really?

 :-*
(http://cdn.memegenerator.net/instances/400x/28939475.jpg)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: :| Hi on 25-10-2012, 00:10:43
@Invisible wall charges, very early on when NML was barely starting up, there was a test map that had such a thing, was quite fun to derp around it but it was the definition of alpha. Dunno whatever became of it
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 27-10-2012, 20:10:26
Hoping to have Argonne all set up by late Sunday night. Then I'll see if I can organize an event.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: pizzzaman on 27-10-2012, 20:10:54
Is this an open event? If it is, I will be there.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Natty on 27-10-2012, 20:10:09
I recommend to code something like an "ABC" area instead, which changes, so you open up new areas for them, not invisible walls.... It can be coded with killing areas and you have python send a HUD message.

We wouldn't add a map with invisible walls to FH2 because it feels too much like a "haxx" rather than a real feature, but the idea itself is really cool. A bit like in Rush when the new stage opens up :)
I fully support the idea, but advice you to look at alternate means than having invisible walls that get activated/deactivated.

Look at the problem your trying to solve; which if Im correct is 'how to make players attack together at the same time' and not "go before it's allowed". You could for example brutally have the death area be activated on the attackers as well, forcing them to charge (or simulate being "shot for cowardism) all depending on where on the freedom-VS-forced gameplay scale you are prepared to commit to.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 27-10-2012, 21:10:08
Awesome news Archi! Hope to have time to joint this event!  :D What are you planning to work on after Argonne is finished?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 27-10-2012, 21:10:16
Well Argonne is sort of a test of the infantry concept. Even though it has no trenches, it should give me a good idea of how the infantry works, plus, it'll open the floor to improvements based on suggestions and observations that a single person can't make on his own. With that info, it can begin to be shaped into something good by constructive feedback, plus, a vehicle map can then slowly be created.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: NTH on 28-10-2012, 10:10:47
Looking forward to it.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Latreillle on 28-10-2012, 12:10:40
Look at the problem your trying to solve; which if Im correct is 'how to make players attack together at the same time' and not "go before it's allowed". You could for example brutally have the death area be activated on the attackers as well, forcing them to charge (or simulate being "shot for cowardism) all depending on where on the freedom-VS-forced gameplay scale you are prepared to commit to.
A gas attack would do it, they will move.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Tim270 on 28-10-2012, 15:10:07
If you are still looking for content I suggest asking Harry if you can use some of his ww1 models.

http://www.cdg.net/forums/viewtopic.php?f=19&t=60932

All are untextured, although I made a skin for the chauchat a while ago. (http://i.imgur.com/94WKP.jpg)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: TASSER on 28-10-2012, 15:10:22
Nice find! Thanks for the heads up Tim!
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 28-10-2012, 16:10:51
Wow, Tim! You're really doing great things for the community.  :D I'm sure these will find a use.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 28-10-2012, 18:10:12
Outline for today,

Finish German Kit loadouts
Fix Spawn Points on Map
Flag Radius' and Capture Time, and Required Player Amount
Webley Camera Spring Fix
Reanimate the Lewis Gun
Fix Texture issue on Medical Kit
Maybe some selection menu work
Argonne Loading Screen and Music
Work on super secret stuff
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: pizzzaman on 28-10-2012, 18:10:24
Work on super secret stuff

Cool.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 28-10-2012, 18:10:41
Work on super secret stuff

Cool.

If something is both "super" AND "secret" it MUST be really cool!  ;D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 28-10-2012, 23:10:52
 Here is a cool flash timeline of WW1:
 http://www.dipity.com/991402418/World-War-1-Timeline-Events/

Also check this Indie Game Out Called "The Trench"
http://www.indiedb.com/games/the-trench

As far as a loading screen, i like this image:

(http://cdn.dipity.com/uploads/events/b6bce94024f1582bc86278176a23b79a_1M.png)

Title: American soldiers in the Argonne Forest during World War One.
Date: 1918


 8)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 29-10-2012, 07:10:34
Also check this Indie Game Out Called "The Trench"
http://www.indiedb.com/games/the-trench

As far as a loading screen, i like this image:

(http://cdn.dipity.com/uploads/events/b6bce94024f1582bc86278176a23b79a_1M.png)

Title: American soldiers in the Argonne Forest during World War One.
Date: 1918


 8)

I used this same photo for my WW1 essay presentation in school about a week ago  :D

About The Trench, they said it would be out at july last year, and there is no news from the game for months! This is the same shit as Verdun Online ( there used to be a game which was in devellopement )
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 03-11-2012, 23:11:56
Also found this badass German uniform which is made the guy Tim270 talked about:

(http://dl.dropbox.com/u/11806970/wips/ger.png)

Whole thread here:
http://fhpubforum.warumdarum.de/index.php?topic=16870.0
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 04-11-2012, 00:11:17
I emailed harry earlier last week. No response as of yet. No news at the current. But I'll keep you guys informed as I make progress.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 04-11-2012, 00:11:24
I emailed harry earlier last week. No response as of yet. No news at the current. But I'll keep you guys informed as I make progress.

Allright, It would be so awesome to have some of his cool stuff.  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Tim270 on 04-11-2012, 03:11:49
If you dont get a response, pm on his forums (http://harrysite.net/talk/index.php) and you should get a reply.


Anyhow, really wish I could chip in with getting some content done but my hands are full :(
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 07-11-2012, 22:11:52
4 Day weekend this week, and one after that! So stay tuned.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 10-11-2012, 21:11:01
Anyone know about this mod:

http://www.moddb.com/mods/battlefield19182

Everyone says its dead but it seems like it was released on some website. Anyone know the content already made? Might be useful for NML or could be a base.

EDIT: Looks like they got some armoured cars, tanks and planes:

http://www.bf-games.net/showmod/173/battlefield_1918_2.html
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 10-11-2012, 21:11:26
Yes, that's where we got most of our stuff from..
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 10-11-2012, 21:11:33
Oh, so they cancelled their project and gave away what they had? Like a garage sale?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 10-11-2012, 22:11:09
Oh, so they cancelled their project and gave away what they had? Like a garage sale?
Something along those lines, but more complicated. The final result including stuff from this project should be rather grand though! :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 10-11-2012, 23:11:13
Didnt know they had moved that forward, there is nothing on their ModDB page. Nice to know!  :D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 11-11-2012, 08:11:50
I found a download link of BF1918/2 but it seems to be outdated and it could not be found.  :-\ Anyone have an up to date download link?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: radiosmersh on 11-11-2012, 09:11:48
I've found working link: http://www.shacknews.com/file/26958/battlefield-1942-battlefield-1918-31
The installers are in one archive, so you don't have to download 3 parts.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 11-11-2012, 09:11:59
I've found working link: http://www.shacknews.com/file/26958/battlefield-1942-battlefield-1918-31
The installers are in one archive, so you don't have to download 3 parts.

Thanks Radiosmersh, but this is the Bf42 version. Im looking for BF1918/2 for BF2  :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: radiosmersh on 11-11-2012, 10:11:42
Sorry, I read it inattentively. Anyway, found working link for battlefield 1918/2:
http://planetbattlefield.gamespy.com/View.php?view=BF2Mods.Detail&id=115
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 11-11-2012, 10:11:18
Thank you very much!  :D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 17-11-2012, 21:11:27
I've got some big ideas rolling around in my head right now. Its just a matter of finding the right time to work on it all. I do apologize for the lack of anything.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 17-11-2012, 22:11:39
What kind of ideas?  :)

Also, did this come to life:

http://fhpubforum.warumdarum.de/index.php?topic=6694.0

And this one also:

http://fhpubforum.warumdarum.de/index.php?topic=1415.0
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Tim270 on 21-11-2012, 22:11:16
Is there a list of art assets you are looking for Archi?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 24-11-2012, 08:11:17
Well, I wont be able to really pick this back up till maybe mid December. In the interim if people want to start working on stuff, theres TONS that I still need.
 
French Equipment and Soldiers
US Equipment and Soldiers
German Rifle Grenades
Static Objects
any Plethora of Vehicles
Mortars and Artillery Pieces for the countries
Various types of Grenades (including Smoke)
Various Equipment (Could use a new medical kit)

Theres really plenty to be worked on. Currently I've only got these assets in-game and being worked on:

SMLEs and Bayonets
G98 and Bayonets (and ZF)
MG08/15
Lewis Gun
Webley Mk6
1897 Sword
Whistles
Colt M1911
German M1917 Hand Grenades
Mills Bombs
P08
Mp18
M1917 Enfield
C96
Winchester
UK Entrenching Tool
Trench Knife
German Entrenching Tool

For Vehicles I currently have these (Although newer versions are always cool too!)

Spad XIII
Halberstadt
Fokker (Tri-plane)
DH2
Camel
Breguet
Albatros DIII
Albatros

Ehrhardt
German 77mm AA Gun
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 05-12-2012, 16:12:07
Vote for NML on ModDB!  :D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 14-12-2012, 18:12:27
Should be able to pick this up again this weekend!
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 14-12-2012, 18:12:30
Wohoo!  :D
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 22-12-2012, 18:12:17
http://www.youtube.com/watch?feature=player_detailpage&v=QeQowe1DOH8

IS this map the one NML devs created after getting inspired by the movie "Lost Battalion"?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Graf_Radetzky(CZ) on 22-12-2012, 19:12:39
http://www.youtube.com/watch?feature=player_detailpage&v=QeQowe1DOH8

IS this map the one NML devs created after getting inspired by the movie "Lost Battalion"?
No that's the ol'Cantigny, which was probably scrapped (not too sure about that though), because new Cantigny was made, this was just conversion of BF2 map for testing purposes.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 22-12-2012, 19:12:28
Oh, ok I was about to say that it didnt really looked like the one in the movie...  :P
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 27-12-2012, 12:12:48
French Equipment and Soldiers

(http://media.moddb.com/cache/images/mods/1/15/14922/thumb_620x2000/ft17wipnmlinblack.png)

is this model still available or was it lost like many other stuff you guys talked about?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 16-01-2013, 16:01:59
Have you guys seen this:

(http://media.moddb.com/cache/images/members/1/302/301188/thumb_620x2000/Gewehr_98_weapon_model.png)

a guy called volcol did it. I think it looks pretty good. Here is his ModDB page:

http://www.moddb.com/members/volcol
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Jimi Hendrix on 17-01-2013, 17:01:02
 Ive noticed from several projects on this board (Maps, Mods ect..), that if they go longer than say 4 or 5 months they are never finished or released.

 In this case i see way too much work for a 1 man team.

 How about just working on 1 map and releasing it? Starting with an Infy map.

 Does a mod really need 5 or 6 finished maps before release.........

 that would take a very long time.



 Good Luck...
 ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 17-01-2013, 17:01:27
Archi hasnt been around here for a few months, we cant tell anything specific without him.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: chad509 on 25-01-2013, 08:01:59
Yea volcol is a great artist, currently working with him on the the indie CE3 game "Traction Wars". :)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: versus on 25-01-2013, 10:01:08
Been following that game for months now... I'm really excited to see what you guys will put together ;)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 25-01-2013, 11:01:49
Yea volcol is a great artist, currently working with him on the the indie CE3 game "Traction Wars". :)

I discovered the project about a month ago or so.  :D I can tell, Traction Wars looks appetizing already.

Hope he could share that G98, it looks way better than the NML G98.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Archimonday on 23-02-2013, 07:02:04
I felt compelled tonight, to sit down and explain why some-lets be honest-most, of my projects have gone unfinished.

There was a time when I looked forward to nothing else, than coming home from school or work, to sit down at my desk and get to work creating new content for Battlefield. It was my hobby. I loved it. Mods like Battlefield Pirates, and Forgotten Hope; coupled with extra-ordinary communities fueled a fire inside me that kept me driving to mod. It was a way to distract myself from everything I did, a place where I made many good friends, and learned skills that people have paid lots of money for to learn. I used to sit in the Battlecraft Editor for hours tossing static objects around, and finding ways to realize ideas that I had.

Something changed though. This change has left me fundamentally unable to rekindle the old spirit I had for modding. I sit down to do something simple, like code some AI for myself to test a single-player theory. Or to sit down and try to animate a weapon for a project like No Mans Land, and soon find myself bored of it very quickly. For a reason I cannot explain my Battlefield flame has burned out. I used to play these wonderful games for hours. I once did the math, and I have played Battlefield 1942 on average, everyday, for at least 30 minutes, for the past eight years straight; that is how many hours I have records of.

Somehow Battlefield's old glory has died on me though. It has perished in a way I cannot possibly explain. It feels terrible to sit here and realize that I could be making something spectacular for us all to enjoy, but for some reason I don't.

In a way all these words form into an apology to the community. I won't be working on these projects anymore, not because I don't want to see them realized; and not because I see them as hopeless endeavors, but because for some reason...I no longer like Battlefield. Its crazy to say those words. I've met my best friend, and hopeful future wife through the game, gotten offered scholarships to attend college, and even can thank Forgotten Hope as a foremost inspiration into my private studies of military history, which ultimately led to my enlistment in the United States Army. Battlefield is as much a defining force of my life as my parents were.

I keep an eye on these forums, occasionally throwing my two cents in where it seems viable. I still play Battlefield on the weekends for a round or two. I even joined in on a match of FH2 last week. But, here is where I must both apologize for, and announce my leave from these projects.

-Archi
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-02-2013, 09:02:13
www.youtube.com/#/watch?v=WWaLxFIVX1s&desktop_uri=%2Fwatch%3Fv%3DWWaLxFIVX1s

 :-[

Will you release the files so someone else who is willing to do it might continue?
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: ksl94 on 23-02-2013, 18:02:25
That is really sad to hear and really was a surprise! A massive one, I might want to add. However, there is one thing that I want to do, and that is to thank you for all of your efforts. Sometimes, I also lost the joy of playing FH/Battlefield and then turned to other activities. In the end FH2 always managed to catch up with me, though. Your skills have really been those of an FH developer when I think of the projects you posted here in the forums. I hope that you will find enjoyment in FH again after a while and that you will be able to rejoice in modding once more.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 23-02-2013, 18:02:05
That is really sad to hear and really was a surprise! A massive one, I might want to add. However, there is one thing that I want to do, and that is to thank you for all of your efforts. Sometimes, I also lost the joy of playing FH/Battlefield and then turned to other activities. In the end FH2 always managed to catch up with me, though. Your skills have really been those of an FH developer when I think of the projects you posted here in the forums. I hope that you will find enjoyment in FH again after a while and that you will be able to rejoice in modding once more.

+1 (http://fhpubforum.warumdarum.de/Themes/ForgottenHope/images/post/thumbup.gif) yeah same here. I hope some day you return.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Roughbeak on 24-02-2013, 22:02:05
It was a sad day when i found out the No Mans Land was Dead... :o
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: Turkish007 on 24-02-2013, 22:02:06
Now it dies the second time...  :-[
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: buschhans on 11-03-2013, 14:03:05
Did you have a good present NoMansLand news after more than 1 Year?
If do you have a some, i want present the news around the communities for expand your modding team?
I think the WW1 war have the chance, for winning very much fans as well!!!
But at first it needs a release, it doesnt matter if only one or two maps ready.
But that help for happy the hungry WW1 people outside the world.;-)
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: radiosmersh on 16-04-2014, 01:04:15
Does anyone still have alpha version, since Gamefront link has gone? I will be pleased, if anyone will upload it somewhere.
Title: Re: Over The Top: No Mans Land Refurbishment
Post by: D.Arya on 01-09-2016, 05:09:45
is this mod dead ? I hope someone will revive this and continue this mod ,