Forgotten Hope Public Forum

Forgotten Hope 2 => Normandy maps => Feedback => Anctoville => Topic started by: Toddel on 11-01-2010, 16:01:48

Title: Anctoville 64
Post by: Toddel on 11-01-2010, 16:01:48
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Anctoville 64
Post by: Steel_Lion_FIN on 11-01-2010, 19:01:40
Can't play the map, the framerate is hidious, and i think it's because of the number of objects and the rain effect.

Nice layout though.
Title: Re: Anctoville 64
Post by: Torenico on 11-01-2010, 21:01:11
Disable AA and Lightning.

It runs bad if theres 64, but that only happens when i just joined the game, after a minute the FPS returns to normal, and that means, time to kick ass.
Title: Re: Anctoville 64
Post by: Guderian on 11-01-2010, 23:01:24
Can't play the map, the framerate is hidious, and i think it's because of the number of objects and the rain effect.

Nice layout though.

Please post your PC specs.
Title: Re: Anctoville 64
Post by: Deadmonkiefart on 12-01-2010, 00:01:26
I get a really bad framerate on this map in particular.  Here are my system specs: Windows XP Pentium 4 CPU 2.79Ghz 2.0Gb RAM NVIDIA Geforce 8600 GT.
Title: Re: Anctoville 64
Post by: Kelmola on 12-01-2010, 00:01:38
For me, turning the "Effects" to low were the key. I can run everything else, including Filtering, on Medium and 2x AA on.

Before 2.2 I managed to keep Textures at High, but Cagny area in Op Goodwood lagged too much with that, so dropped them to Medium as well. When 2.25 came, Anctoville and the town area in Villers Bocage were still lagging, so started to experiment again.

Disabling Lighting or Shadows isn't really recommended, indoors will look absolutely hideous after that (bright white, for example, or poisonous green; think the original Wolfenstein 3D but without even pre-drawn shadows), lowering the Effects will do the same trick and is hardly noticeable.

Specs: AMD3000+ 32bit single-core, 2GB RAM, GF7600 AGP 256MB, WinXPSP3.
Title: Re: Anctoville 64
Post by: Desertfox on 12-01-2010, 02:01:32
I can play it with 2.1Ghz processor 8500GT 1gig DDR2-800  8) so the map reall won't cause people trouble unless they can barely run FH2
Title: Re: Anctoville 64
Post by: General Tso on 12-01-2010, 03:01:48
Unplayable for me, I will turn the effects down to low next time I play.  Here are my specs:

AMD 3200+ 64 Bit processor
1.5 GB of RAM
7800GS w/256MB RAM
WinXP SP3

Edit:  I lowered the effects setting and the FPS was 15-18.  I have a feeling that the FPS meter doesn't go below 15.   :(
Title: Re: Anctoville 64
Post by: otolikos on 12-01-2010, 17:01:28
For those who have low fps on anctoville and not on other maps, try to set audio to software mode and disable eax.It helps in lot of cases.
Title: Re: Anctoville 64
Post by: tosh on 14-01-2010, 12:01:32
Phenom II x2 550
Radeon HD4850
DDR3-1333 4GB
x-fi xtreme gamer
WinXP SP3

EAX ON / Ultra High = 60-65fps
EAX ON / High = 97-98fps
EAX ON / Middle = 97-98fps
EAX ON / Low = 99.9fps
EAX OFF / Ultra High = 60-65fps
EAX OFF / High = 97-98fps
EAX OFF / Middle = 97-98fps
EAX OFF / Low = 99.9fps

change sound card, auzentech x-fi forte 7.1
EAX ON / Ultra High = 65-70fps
Title: Re: Anctoville 64
Post by: otolikos on 14-01-2010, 21:01:53
thx for this. :)
Title: Re: Anctoville 64
Post by: General Tso on 15-01-2010, 00:01:09
Just bump it off Ultra High and get a 30+ framerate increase.  Interesting.  I bet the phantom Kubelwagen/Jeep clutch noises will disappear, too (although they aren't on this map).
Title: Re: Anctoville 64
Post by: Knitschi on 15-01-2010, 14:01:14
Changing to software mode solved the problem for me. I had 15 fps and it was unplayable. Now I have 30 or more and it is not perfect but playable. I think I have ultra high quality and EAX enabled. When I played the map for the first time I was afraid I had to retire from FH2 until I get a better PC. I am so relieved now!  ;D

Can someone tell me what the difference between the software mode and the hardware mode is. Is there an audible difference or is it only that in software mode the sound is computed by the cpu.
Title: Re: Anctoville 64
Post by: General Tso on 15-01-2010, 17:01:09
I'll venture a guess and say that hardware mode forces your sound card chip to most of the work processing the sound.  In theory, this should save CPU cycles and improve performance.  But maybe with ancient computers (i.e. single core CPUs), this is no longer the case.  With more computing power with multiple core processors, software might be the way to go...?  I'm confused.
Title: Re: Anctoville 64
Post by: Alberto22 on 15-01-2010, 18:01:23
very beautiful map, works perfectly for me
but need more teamplay
Title: Re: Anctoville 64
Post by: VonMudra on 15-01-2010, 20:01:52
Works fine for me, runs smooth, and the rain effects <3

I'm so glad I have a good computer.  ;D
Title: Re: Anctoville 64
Post by: Knitschi on 16-01-2010, 10:01:38
I have to correct myself here.
You can not have ultra high setting with software mode.

I noticed some other differences:

I don't have 5.1 sound in software anymore   :-[ Only stereo.
With hardware sound, there was kind of a low-pass filter applied to the sounds, what sounded quite good. The disatvantage was that the hearing distance was shorter. But I am not sure if the not so muffled distant sounds are because of the new sounds in 2.25 or because of the change from hardware to software mode.

A wild guess of me is that software mode does not apply all/any? of the computations (filter) to the sounds.

Afaik the rain effect is placed a lot of times on the map. Is it possible that each of these effect areas plays a rain sound and that all of them played together overcharge the soundcard which can only compute 128 voices at a time? If that is true one could delete the sound of the effect and replace it by one global rain sound.

I miss my surround sound so much  :'( !! PLEASE fix this.

Edit:

With more computing power with multiple core processors, software might be the way to go...?  I'm confused.

Hm I doubt that the sound is computed on another core in BF2, but the cores got faster too since the game was released.
Title: Re: Anctoville 64
Post by: sn00x on 16-01-2010, 10:01:31
is it just me, or is rain effect missing allot of places?
Title: Re: Anctoville 64
Post by: Thorondor123 on 16-01-2010, 11:01:01
is it just me, or is rain effect missing allot of places?
Inside buildings and heavy vegetation :P
Title: Re: Anctoville 64
Post by: Rexalot on 16-01-2010, 20:01:18
The map played fine for me from a computer standpoint. Smooth etc. The "effects" didn't cause me any trouble.

I didn't like the flag cap pattern, it didn't seem to have any flow or order. To many points with no squad leader spawn and the one man in radius cap feature makes it near impossible to hold ground. Get a smaller then full server and all you end up doing is chasing the white flags. I would much rather see a flow. The push should be north/east then sweeping south.

I realize that the squad leader spawn is replaced with spawn trucks. That works for team play on an organized server. It doesn't work well in the pub style of play. It takes one village idiot to drive the vehicle across the map and then park it right in front of an enemy tank who'll camp it. It then becomes useless to the rest of the team. If your going to push the "spawn trucks" then you best include several more then what you have on the map or decrease the time to respawn when destroyed or the time before it self destructs when left empty.

I would also like to see flag caps that require more than one individual within the radius. Promote team play and team work. Right now this map does niether. No reason to join a sqaud (no S/L spawn) and anyone can spawn off the truck to make his or her own way to a flag point.

Last, the map is "dark". I'm sure this is part of the "effect" with the rain.

Title: Re: Anctoville 64
Post by: sn00x on 17-01-2010, 14:01:03
is it just me, or is rain effect missing allot of places?
Inside buildings and heavy vegetation :P

not sure what you mean with that but ok? when i get a new hdd ill get some pictures so show what i mean
Title: Re: Anctoville 64
Post by: Thorondor123 on 17-01-2010, 15:01:28
I mean that there's no rain inside buildings and under heavy vegetation? :P

If you spot a place where the rain effect is missing (where it shouldn't be) please go ahead and take a picture.
Title: Re: Anctoville 64
Post by: Ts4EVER on 17-01-2010, 16:01:13
I noticed that the rain is sometimes not rendered for a while and then starts up again.
Title: Re: Anctoville 64
Post by: sn00x on 17-01-2010, 17:01:27
ofcourse there is no rain inside buildings, you think am stupid..? >.<

no when i say there is no rain at certain points i mean like in open fields
Title: Re: Anctoville 64
Post by: hslan.GN_Angrybeaver on 18-01-2010, 00:01:32
ofcourse there is no rain inside buildings, you think am stupid..? >.<

no when i say there is no rain at certain points i mean like in open fields

i noticed that too sometimes
Title: Re: Anctoville 64
Post by: Flippy Warbear on 18-01-2010, 00:01:57
Have to limit the rain from places where people dont usually spend too much time in. Its more important in relevant areas than in the corner of a map to where no one ever goes to. Performance has its costs.

sn00x, dont worry. Töris is just... well, Töris.
Title: Re: Anctoville 64
Post by: Rexalot on 23-01-2010, 23:01:54
I've played this map with as few as 5 and as many as 58 on the server in the 64 player mode. In the several times that I've played the Germans have won the round only once and that was 2 vs 3 and the timer ran out preventing the 3 British players to make a final cap out. (FH2 DevGunnie and I held the "free flag")

The map plays out the same regardless the number of players. You chase the white flags. Some radiuses take one guy, others two. If I'm not mistaken the flags nearest the German "base" take one while the flag in the NE corner takes 2. Is the design to block the Germans or the British? And why the "free" flag in the top NW? Is that so when the lone Brit gets by the starting western flag he can flip it so that they can now spawn behind the line for the jump on the church that no German is defending since all the action is focused at the starting flag. If nothing else, the map description states the the center flag opens ALL others. It clearly does not.

Since the actual gameplay of this map is of no concern and all posts so far have been about the "weather" I can comment there to. The rain is nothing more than annoyance. It adds nothing to the gameplay of the map. It's raining in the town, but dry along the borders. You have only created a "performance" issue for the players with limited CPU's.

Overall, the map would be ideal for a tourney. It is not for pubby play where you have limited to no teamwork. The map is a free for all and will always end in a German defeat.
Title: Re: Anctoville 64
Post by: sniper77shot on 06-02-2010, 00:02:53
German Uncappable so they can win for once.
Title: Re: Anctoville 64
Post by: Slayer on 07-02-2010, 20:02:33
There is already a German uncappable. If you mean one of the flags in the village should be made uncappable, which one do you mean?
Title: Re: Anctoville 64
Post by: psykfallet on 13-02-2010, 15:02:49
I really think this should have squadleader spawn, many seems to dislike this map because of the unorganized BF42 deathmatch feel. Also what's up with M3a1 requiring 2 panzerfausts to kill when hanomag takes one piat?
Title: Re: Anctoville 64
Post by: hankypanky on 15-02-2010, 06:02:17
I really think this should have squadleader spawn, many seems to dislike this map because of the unorganized BF42 deathmatch feel. Also what's up with M3a1 requiring 2 panzerfausts to kill when hanomag takes one piat?
I think its a glitch, once I shot it with panzerfaust, and it was smoking. But when I shot a fresh one it totally died. Funny the apcs can take two hits, but the Cromwell and the Sherman take one :)
Title: Re: Anctoville 64
Post by: Thorondor123 on 15-02-2010, 13:02:57
You must hit the APC's engine or other vital parts. Molten metal jet through the wall of the open passenger compartment doesn't really damage the vehicle.

Tanks are small closed space where HEAT hit would cause lot more trouble.
Title: Re: Anctoville 64
Post by: sniper77shot on 15-02-2010, 19:02:09
(http://screenshot.xfire.com/screenshot/large/72527c53927658a467ab7e207b83d91034632687.jpg)
Germany can win.
Title: Re: Anctoville 64
Post by: Ts4EVER on 15-02-2010, 22:02:41
Oh really?

http://fh2.bfstats.info/map.php?map=anctoville_1944&maptype=64

Seems they win not too rarely.
Title: Re: Anctoville 64
Post by: Natty on 22-02-2010, 21:02:22
Oh really?

http://fh2.bfstats.info/map.php?map=anctoville_1944&maptype=64

Seems they win not too rarely.

what are you talking about? that link points to a site telling 70 rounds of anctoville is 35/35 for GB and DE... perfect balance  :)
Title: Re: Anctoville 64
Post by: Ts4EVER on 22-02-2010, 21:02:38
Yeah, that's why I said not too rarely.
Title: Re: Anctoville 64
Post by: THeTA0123 on 22-02-2010, 22:02:48
Replace the useless PIAT pickup kit and place some Sten gun kits with No69 grenades!
Title: Re: Anctoville 64
Post by: Frnz.nl on 25-02-2010, 12:02:46
I really think this should have squadleader spawn, many seems to dislike this map because of the unorganized BF42 deathmatch feel. Also what's up with M3a1 requiring 2 panzerfausts to kill when hanomag takes one piat?

+1
It's a map with potential, but at this point it is just total chaos. I think the map would be better of with spawning enabled on the squad leader. You also might want to move the spawn points closer to the flags their related to.

And maybe it's an idea to think about removing one of the "Secteur Nord" or "les Fermes a l'Est" flags. Often I'm just running around to capture a flag the enemy has just taken only to find the flag undefended. It's a real capture the flag game then, but without the fighting.
Title: Re: Anctoville 64
Post by: Beaufort on 05-03-2010, 12:03:28
I really think this should have squadleader spawn, many seems to dislike this map because of the unorganized BF42 deathmatch feel. Also what's up with M3a1 requiring 2 panzerfausts to kill when hanomag takes one piat?

+1
It's a map with potential, but at this point it is just total chaos. I think the map would be better of with spawning enabled on the squad leader. You also might want to move the spawn points closer to the flags their related to.

And maybe it's an idea to think about removing one of the "Secteur Nord" or "les Fermes a l'Est" flags. Often I'm just running around to capture a flag the enemy has just taken only to find the flag undefended. It's a real capture the flag game then, but without the fighting.

I realy don't know about SL spawn. It's worth trying I guess. Nobody came up with a good argument to keep the "classical" way so far...

But I think "les Fermes à l'Est" should be the farm (with an mg 42 in the window just like FHT's version of the map) and not the field. The field is too close to Mairie : sometimes, you just have to make a few steps from your spawnpoint to shoot the ennemy's :P ... And It would make it easier for the germans to defend the farm and "les écuries"... The map would then become a real defensive arm-wrestling match with some epic battle at Mairie or Church to inflict the bleed.

... and by the way I think the minimap shows water where there is not, at the right of Mairie and below the farms i'm talking about...
Title: Re: Anctoville 64
Post by: Ionizer on 05-03-2010, 21:03:29
Any chance the Control point names will be translated into English?  I know its great to see French names and stuff, but whenever you have to stammer out "Panther at Les...Les Ec...  Les Miserables  Les Ecu... fuck it: the East flag!" over VoIP it gets kinda annoying.  Actually, I'm not even sure I want them changed, but: for example, I have no idea which flags Spitfire is talking about above.  Also, the special "Gameplay Tactics" type part of the loading screen calls the control points by their English translations, which is confusing.  For example: it talks about the "Church" flag instead of "Eglise."  Maybe just make it consistent?

Again, I'm not even sure I really want them changed, since it adds a uniqueness to the map (you know, besides the rain and No-SL spawn)...
Title: Re: Anctoville 64
Post by: Frnz.nl on 15-03-2010, 20:03:44
I really think this should have squadleader spawn, many seems to dislike this map because of the unorganized BF42 deathmatch feel. Also what's up with M3a1 requiring 2 panzerfausts to kill when hanomag takes one piat?

+1
It's a map with potential, but at this point it is just total chaos. I think the map would be better of with spawning enabled on the squad leader. You also might want to move the spawn points closer to the flags their related to.

And maybe it's an idea to think about removing one of the "Secteur Nord" or "les Fermes a l'Est" flags. Often I'm just running around to capture a flag the enemy has just taken only to find the flag undefended. It's a real capture the flag game then, but without the fighting.

I realy don't know about SL spawn. It's worth trying I guess. Nobody came up with a good argument to keep the "classical" way so far...

...

It was worth trying for sure. But right now even some of the best squads are fragmented with squad members often running around in different directions. I believe that with the SL-spawn people are more encouraged to operate as a squad. Might be a step towards a more structural gameplay on this map..
Title: Re: Anctoville 64
Post by: Grober on 22-06-2010, 18:06:54
I see in this map 2 problems


First. British has a very hard way to take and hold for first 2 min first flag (mostly fontein)
Second. Germans can't stop british after they take fontein and flow over city!


So for first problem i suggest spawn able halftrack needs come back! Allso i suggest some tank. But not from begining. Somthing like 5 mins before its gona spawn.

For second problem i suggest to take farm brist needs to have nord. Also meby some tank when germans are losing marie and church ? because that panther fail in city
Title: Re: Anctoville 64
Post by: Laffey on 19-07-2010, 01:07:58
I think Panzer4 shouldnt spawn at the start and maybe the Brits should get the Recce Stuart (the one with 2 MG) at the start to signify the leading elements of the division
Title: Re: Anctoville 64
Post by: Ts4EVER on 19-07-2010, 02:07:42
The Panzer IV is an oversight we missed during testing, it will be fixed in the next patch.
Title: Re: Anctoville 64
Post by: THeTA0123 on 19-07-2010, 16:07:48
I think Panzer4 shouldnt spawn at the start and maybe the Brits should get the Recce Stuart (the one with 2 MG) at the start to signify the leading elements of the division
a PZIV at the start? Ow yes let the killwhoring begin...

Then their should be a 6PDR at the start aswel. Because really, if that PZIV reaches the first flag, it will be impossible to kill because you cant get behind it
Title: Re: Anctoville 64
Post by: corsair89 on 01-08-2010, 02:08:16
This map is a real nightmare if the PzIV reach the "Rue de la Fontaine" (aka the first flag) or camp the road to "Secteur Nord", as there is no way to flank it...Hope this will be fixed.

Also some details nitpicking about the map description :

The description says the battle is set during the 12th of June, while the British are advancing on Caen. I'm not a specialist nor an historian but for me, it seems incorrect since Anctoville is located southwest of Caen. This area was the place where Operation Bluecoat was launched (from the 30th of July to the 7th of August). I've also read that Anctoville was liberated the 1st.

Anyone with more infos on this battle ? :)
Title: Re: Anctoville 64
Post by: otolikos on 07-10-2010, 16:10:06
Map has changed since 2.3, feel free to comment or make suggestions. :)
Title: Re: Anctoville 64
Post by: THeTA0123 on 07-10-2010, 18:10:41
euhm

Why so much german tanks?
Armor balance is completly ruined now
Title: Re: Anctoville 64
Post by: NTH on 07-10-2010, 19:10:35
Map has changed since 2.3, feel free to comment or make suggestions. :)

Ignore the standard TAO reply  ;)
Maps is much better with only APC in the beginning. I just played and the big fight was around the church flags and not at the first flag as was in 2.26
Title: Re: Anctoville 64
Post by: Josh094 on 07-10-2010, 19:10:29
euhm

Why so much german tanks?
Armor balance is completly ruined now

^ This.

I was playing and we couldn't even leave our main as the allies. 2 panthers and a panzer 4 camping on the outskirts of the town.. Far too much German armor, if it is even needed at all! Also I prefered the shermans on the map rather than the Cromwell, unless a secondary speed is implimented the cromwell is too fast to drive in the streets.
Title: Re: Anctoville 64
Post by: THeTA0123 on 07-10-2010, 20:10:54
Map has changed since 2.3, feel free to comment or make suggestions. :)

Ignore the standard TAO reply  ;)
Maps is much better with only APC in the beginning. I just played and the big fight was around the church flags and not at the first flag as was in 2.26
Euhm... mate. I joined Hslan yesterday and they just came back from a round of anctoville, EVERYONE was complaining about to much german tanks

Wtf is a sherman II , a cromwell and a firefly gonna do against 2 panthers and 2 PZIV?
Title: Re: Anctoville 64
Post by: Ts4EVER on 07-10-2010, 20:10:08
According to the files the Germans get 1 Panther and 1 PIV.

edit: And the Sherman spawns twice.
Title: Re: Anctoville 64
Post by: THeTA0123 on 08-10-2010, 12:10:41
According to the files the Germans get 1 Panther and 1 PIV.

edit: And the Sherman spawns twice.
Negative. Double that.And i know what i saw, and everyone else saw. Enough people saying "wtf with 4 german tanks?"

Title: Re: Anctoville 64
Post by: Ts4EVER on 08-10-2010, 12:10:28
Then that must have been some kind of bug.
Title: Re: Anctoville 64
Post by: THeTA0123 on 08-10-2010, 12:10:25
Could be possible. Maybe something went wrong that made a Panther and PZIV respawn like it does with the Sherman II

I am 100% sure that i saw 4 tanks on the battlefield( i was driving one of the panthers)

And when i saw Hslan right after anctoville, it was chaos and rage on both sides with "wtf 4 panzers?"
Not just because of the huge tank imbalance, but mostly because the infantery fighting was ruined
Title: Re: Anctoville 64
Post by: NTH on 08-10-2010, 16:10:27
Map has changed since 2.3, feel free to comment or make suggestions. :)

Ignore the standard TAO reply  ;)
Maps is much better with only APC in the beginning. I just played and the big fight was around the church flags and not at the first flag as was in 2.26
Euhm... mate. I joined Hslan yesterday and they just came back from a round of anctoville, EVERYONE was complaining about to much german tanks

Wtf is a sherman II , a cromwell and a firefly gonna do against 2 panthers and 2 PZIV?

Doesn't HSLAN know that server side modding kills puppies  ;)
But in this case I will take my reply on your comment  back. Four german tanks would be insane.
I was playing on Exvas server and there were only German 2 tanks and they were no problem for the piat or Shermans.
Title: Re: Anctoville 64
Post by: Smiles on 11-10-2010, 22:10:27
Yup, 3 pnz4 and 1 panther on HSLAN today. And i did not enjoy the map, sorry.
Title: Re: Anctoville 64
Post by: otolikos on 12-10-2010, 07:10:19
4 panzers? ???  really strange, it's supposed to be only 2 tanks at the meantime.  :-\
Title: Re: Anctoville 64
Post by: THeTA0123 on 12-10-2010, 16:10:12
4 panzers? ???  really strange, it's supposed to be only 2 tanks at the meantime.  :-\
I am 100% sure i saw 4 tanks :o
Title: Re: Anctoville 64
Post by: THeTA0123 on 17-10-2010, 22:10:28
Proof=


Got CTD before the second panther spawned
Title: Re: Anctoville 64
Post by: naoko on 06-12-2010, 16:12:54
if i say this map is not good for big tank like sherman and panzer. The street is too small.
And find the error (see the green text)
(http://i300.photobucket.com/albums/nn12/naoko2/screen015.jpg?t=1291647965)
Title: Re: Anctoville 64
Post by: THeTA0123 on 20-03-2011, 12:03:30
Please give the PIAT its origenal 4 bombs instead of 2. It is already frakking hard to kill even one panzer on this map, and now the ammo amount is reduced by half?

Title: Re: Anctoville 64
Post by: Vicious on 21-04-2011, 23:04:43
the first flag showed british today although it was german controled. fountaine.
Title: Re: Anctoville 64
Post by: DLFReporter on 22-04-2011, 07:04:40
That's a Pythonerror. try restarting the server Vicious.
Title: Re: Anctoville 64
Post by: ajappat on 15-02-2012, 00:02:51
After playing this quite a few times lately on hslan, I see that this map just wont work.

Things might go well and map plays out as it was intended, but more often, germans capture fountain flag and start siege on allied base. Map is so narrow beween fountain flag and allied base, that germans can easily defend there for whole round. Could make things easier, if OOB areas would be opened north and south from allied base. More room to sneak trough  :-*
Title: Re: Anctoville 64
Post by: colores on 11-03-2012, 03:03:32
The sound of thunder does not seem real. I can collaborate with better sound?
Title: Re: Anctoville 64
Post by: Slayer on 11-03-2012, 15:03:01
The sound of thunder does not seem real. I can collaborate with better sound?
Cool, colores! If you want to contribute to the mod, please send an application to the devs. Describe what you can do, and you might have a chance to add your sounds to the mod. Read more info here: http://fhpubforum.warumdarum.de/index.php?topic=13734.msg186153#msg186153
Title: Re: Anctoville 64
Post by: colores on 11-03-2012, 17:03:45
The sound of thunder does not seem real. I can collaborate with better sound?
Cool, colores! If you want to contribute to the mod, please send an application to the devs. Describe what you can do, and you might have a chance to add your sounds to the mod. Read more info here: http://fhpubforum.warumdarum.de/index.php?topic=13734.msg186153#msg186153

thanks!
Title: Re: Anctoville 64
Post by: titsmcgee852 on 05-04-2012, 11:04:35
CTDs right away for me, not sure why. Not a massive fan of rain maps anyway so I'm not too worried.
Title: Re: Anctoville 64
Post by: Steel_Lion_FIN on 15-07-2012, 22:07:32
had a bug today where objectives were destroyed but they didn't register as destroyed, so the next objectives didn't appear
Title: Re: Anctoville 64
Post by: gavrant on 15-07-2012, 23:07:06
We had it too, we stuck at objective to the right of the church (Allied right, Flak on the left side of the road).
Title: Re: Anctoville 64
Post by: Steel_Lion_FIN on 16-07-2012, 00:07:24
the first belgian gate and the first 88?
Title: Re: Anctoville 64
Post by: gavrant on 16-07-2012, 00:07:48
No, we got it with flak of the second wave of objectives.
Title: Re: Anctoville 64
Post by: x4fun ODIUM on 17-07-2012, 21:07:10
My admins (Kuhlrabbi and Horstpetersens) just told me that the map gets stuck after the first 2 stars have been blown up. Any way to fix that? I would not like to have to take Anctoville out of the rotation.
Title: Re: Anctoville 64
Post by: Natty on 19-07-2012, 12:07:23
My admins (Kuhlrabbi and Horstpetersens) just told me that the map gets stuck after the first 2 stars have been blown up. Any way to fix that? I would not like to have to take Anctoville out of the rotation.

Can you explain "get stuck" please? and do you mean the first 2 stars in the first sector, or the 2 first sectors?

please try to restart the server also.. python usually fixes itself better when that is done... hope to be able to help! thx for reporting. FYI: there is a server hotfix in progress for you guys.
Title: Re: Anctoville 64
Post by: x4fun ODIUM on 19-07-2012, 15:07:17
It gets stuck in a sense that although the first 2 objects are blown up, their stars still show on the minimap and the following objectives do not appear on the minimap.

That is what they told me, I have not played much of 2.45 myself, only 3 days on the weekend :)
Will get back to it from August onwards.

When we tested Anctoville 16 as Kettcar requested, the players mostly quit the server after trying it out for half an hour. At round start we had 60, when after 30 mins it plummeted down to 30, we agreed to the players requests and ran next map. Mostly they say because of the MGs in the streets it is a slaughter without movement. I am just reporting here.

On the other hand, the 16 player version of Eppeldorf (KotH) was welcomed by the players, the server stayed full with 64 players for the whole duration of that map.

About the round results statistics, suffice to say we have them.
Title: Re: Anctoville 64
Post by: Ts4EVER on 19-07-2012, 15:07:01
We also had the problem of stars remaining on the mao during testing, but the sectors always advanced normally.
Title: Re: Anctoville 64
Post by: Steel_Lion_FIN on 19-07-2012, 15:07:40
This machinegun:
(http://farm9.staticflickr.com/8156/7603362402_a86b3c0f53_n.jpg)

View glitches through walls:
(http://farm8.staticflickr.com/7273/7603362220_6a4e5905c3.jpg)

Sometimes you can't even see where you're aiming:
(http://farm9.staticflickr.com/8422/7603362102_264af17844.jpg)
Title: Re: Anctoville 64
Post by: LuckyOne on 03-08-2012, 01:08:21
The objective bugs and the fact that all objectives can be destroyed before the defending team realizes what they need to defend make this map a much less enjoyable experience than it could provide.
Title: Re: Anctoville 64
Post by: Kwiot on 03-08-2012, 01:08:25
After playing as Brits on this map I was quite excited - I could feel some new experience to FH (yeah, I know it there was Hyacinth 32 before).  However after playing as German I was really disappointed. Pity that objectives can be destroyed before stars appeared or Brits can manage to get there before (not sure about destroying before), so Germans dont have time to prepare the defence. Especially when they're still defending the objective which was already destroyed...  ::)

So my suggestions:
- remove push objective mode and add stable objectives
- or manage to make temporary close area like in BC2 (but I think it's impossible)
- also it will be nice to hear when the objective is lost, you will hear the command - like with flags

Title: Re: Anctoville 64
Post by: Turkish007 on 20-09-2012, 18:09:28
Nice idea;

(http://desmond.imageshack.us/Himg528/scaled.php?server=528&filename=screen020x.jpg&res=landing)

Could we have it on this one and other static vehicles in nightmaps too?

(http://desmond.imageshack.us/Himg850/scaled.php?server=850&filename=screen021m.jpg&res=landing)
Title: Re: Anctoville 64
Post by: gavrant on 09-04-2014, 17:04:45
2.46 changelog for Anctoville 64

Title: Re: Anctoville 64
Post by: Mudzin on 21-04-2014, 03:04:27
Small issue, but The static Lewis MG at church tower is doubled. If you try to man, you'll understand what I mean.
Title: Re: Anctoville 64
Post by: Kelmola on 28-04-2014, 22:04:16
...so, Churchill HE shells now destroy the objectives, 1-2 is usually enough. Is it physically even possible for the Britons to lose anymore?

Discovered this quite by accident, meant just to clear the surroundings of an object, when it in fact blew up. So I of course then exploited this fully and proceeded to blast all that I could.

wow
so surprise
many butthurts
much ragequit
many whining
such ALLIED BIAS
Title: Re: Anctoville 64
Post by: gavrant on 28-04-2014, 22:04:19
Thank gods, nobody knows that in 2.45 the guns on PdH could be destroyed by the mortars! :)
But seriously, what objectives specifically - the gates, the flaks, the radios, the tanks?
Title: Re: Anctoville 64
Post by: Ts4EVER on 28-04-2014, 23:04:55
The radios. And that was always this way, frankly I thought it was intended.
Title: Re: Anctoville 64
Post by: Kelmola on 28-04-2014, 23:04:18
Not only radios - Flaks and tanks too now. Can confirm flak at the northwestern courtyard, radio in the churchtower, radio in the basement north of church, flak just north of church, flak alongside south street, Panther at the northeastern farm - or at least it started burning when I fired at it before getting fausted because I was getting cocky by that time.

Not sure about gates, main street gates got taken out before I could shoot them, unsure about the gate on the northwestern road which I did shoot but since the blast took out 4+ germans I might have missed the "objective cleared" announcement (being unaware of the feature at the time).
Title: Re: Anctoville 64
Post by: Mudzin on 29-04-2014, 19:04:49
That's not a new thing, it was also possible in 2.4...
Title: Re: Anctoville 64
Post by: x4fun ODIUM on 24-07-2014, 14:07:11
Hey guys,

we have had some remarks by players about the objective game mode / map design of Anctoville.
At the moment, we are running a poll to get a clearer picture.

http://www.762-ranking.de/forum/showthread.php?1227-Anctoville-with-or-without-objects-Vote!&p=11917&viewfull=1#post11917

Could one of the mods open a poll of with the same questions/options here to see how
this forum's users feel about it - if possible?
Title: Re: Anctoville 64
Post by: Ts4EVER on 24-07-2014, 14:07:44
IMO you can just run the 32p version for now. That being said, after playing the 64p version a few times, I concluded that especially the last sectors are too hard for the Germans, so in the next version they will receive a Panzer IVH once the first sector falls.
Title: Re: Anctoville 64
Post by: Matthew_Baker on 25-07-2014, 01:07:42
I gotta agree that the objective version of this map should be held out of the rotation 'till it's fixed :(. A lot of people get bored and hop off when it comes up, not to mention the people who just don't know how to play objective mode yet.

I'm still a really big proponent of objective mode tho. With some proper teamwork and people who know how it works, it can be a really fun game-mode, and until we see more maps that play it (not just Operation Agreement) the casual pubbie players aren't going to bother with it. So even tho it's historically inaccurate, I'd like to see it brought back when it's fixed. 
Title: Re: Anctoville 64
Post by: Ts4EVER on 27-07-2014, 17:07:39
2.48 changelog for Anctoville 64

Title: Re: Anctoville 64
Post by: Bob_0403 on 28-02-2015, 23:02:18
A little suggestion/question: why don't you use the thunders from BF1942's Mounte Cassino? I think they are extremely good and accurate, especially when you turn up your volume.
Title: Re: Anctoville 64
Post by: Kinryu on 28-10-2015, 02:10:40
Not a bad idea.
Title: Re: Anctoville 64
Post by: Ts4EVER on 28-10-2015, 20:10:58
Isnt there already thunder on there?
Title: Re: Anctoville 64
Post by: jan_kurator on 29-10-2015, 00:10:36
there is one, and I don't see a reason to change it ???
Title: Re: Anctoville 64
Post by: Bob_0403 on 12-01-2016, 19:01:32
Yes I know that there is one already, but I think BF1942's sound is somehow more realistic.
Actually on normal sound level it is nothing special, but when you turn up your volume, it becomes incredibly realistic (bass sounds come alive and so on...). I used to start empty single player rounds and listen to the sound ;D
But in 1942 it is unplayable because everything else -apart from the thunder- become too loud
Title: Re: Anctoville 64
Post by: gavrant on 08-02-2016, 14:02:05
2.5 changelog for Anctoville 64

Title: Re: Anctoville 64
Post by: SchwarzeNuss on 28-12-2019, 13:12:19
Part of the shelf is cut off by the wall.

Ein Teil des Regals wird durch die Wand abgeschnitten.

(https://www.bilder-upload.eu/thumb/97071b-1577536903.png) (https://www.bilder-upload.eu/bild-97071b-1577536903.png.html)

(https://www.bilder-upload.eu/thumb/ec6de3-1577536921.png) (https://www.bilder-upload.eu/bild-ec6de3-1577536921.png.html)