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Messages - robbob42

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OK, after playing a while I noticed the thin blue & red bars shrink in length as the game plays on. So I'm assuming each bar's length is a general representation of the ticket count - like a reverse progress bar(?). I guess it's something, but I prefer to see the actual numbers - especially if it's a tight came going down to the wire.

Not sure what the logic was behind changing to this method....

Singleplayer and Coop / No more "ticket" counters in 2.63?
« on: 28-11-2023, 00:11:13 »
I fired up the 2.63 I recently downloaded to do my first full coop play session and noticed the "ticket" counters that used to be in the upper right corner were no longer there - just narrow red and blue bars. Is this a permanent change, and/or is there a setting/way to put them back?

I don't see any reference to it in the changelog, other than "Complete in-game HUD overhaul". I hope they're not permanently gone - I would miss that a lot. Is there rational behind this change?


It doesn't come up often, but when it does I'd been looking (hoping?) for a way to do it on that initial screen. You have to enter the map to get the "Suicide" button, but it works. And it's quicker than reloading the map like I was doing.
Once you switch back to your original team you once again can't do any more switching. So yeah, limiting team-switching abuse seems to be the driving force. Makes sense from that perspective. You get one chance to switch per "life".

Thanks, Seth!

In coop, when you first load up a map and are at the team/kit selection screen, you can change teams at that point, but once you do you can't switch back? Even tho the "switch teams" icon is still there (the double circular arrows), clicking on it does nothing. You stay on the team you switched to no matter what. The only way out of it I can find is to reload the map.

I just did a "clean" install of 2.63, hoping the latest version would have fixed this, but apparently not.
Is there a setting I'm missing? Am I doing something wrong? It seems like a pretty simple thing to be able to do, but it's been this way for as long as I remember.


I fire up the FH2 launcher, then click on PLAY. The screen goes black for around 30-40 seconds before the SELECT ACCOUNT screen appears. After that, the game runs fine. It always went black before, but only for a few seconds, not 30-40. During the time it's black, there's a couple of faint flickers, as if the  monitor backlight is going on and off, but the screen is basically black the entire time.

This has started happening on all 3 PCs I run the game on, and there doesn't seem to be a logical reason why it suddenly started - other than it SEEMS to have started after a Windows 10 update a number of months ago. Coincidence?

It's not critical - just annoying. I'm on FH2 3.7.606 (according to the launcher), and haven't done any FH2 updates prior to this starting. Any ideas?

UPDATE (5/1/2022)
It appears to be related to ForgottenHope2.exe in the main Battlefield2 folder. When I double-click on it I get the same result - a black screen for 30-40 seconds, then the account selection screen.


FH2 Help / Support / Re: What version do I have??
« on: 14-02-2021, 20:02:45 »
Thanks. The reason I ask is that I've customized a number of things for our style of play, and every time I update I have to put them back in. Not a small endeavor. So I don't do every update that comes out - depends what the enhancements are. We play coop exclusively, and it seems a lot of what gets updated doesn't pertain to coop. :-\

I just thought there'd be a relatively easy way to tell (that I had overlooked). Most software products let you click on an "About" (or similar) to see it, but "About" in the launcher doesn't seem to jive with the release version number. Since I do every update, I frequently forget what version I'm on.


FH2 Help / Support / What version do I have??
« on: 08-02-2021, 20:02:49 »
Trying to load some additional maps, and at one point their instructions say I need version 2.57. Where do you look to see what version you have? The only thing I can find is clicking on "About" in the FH2 launcher, which says version 3.4.666 (which isn't even close), with the installer being

This is a reply to an old post, but I just had to say, "Figaro, dude, freakin' awesome!" ;D
Worked like a charm on Carentan - can't wait to try it on others.

I only recently came across this map pack and was disappointed the 1st two I tried (Bloody Gulch & Carentan) did the CTD within 3 minutes of gameplay. Having done some VERY miniscule modding (adding a couple new weapons), I tried to find the cause (off & on) for 3 days - including comparing files with maps that did work (Argentan), etc - but no luck.

Given the differences between even various tmp.con files, and not knowing enough about how the code all works (everything I "know" is self-taught), I was at a loss. So I started searching forums and just now came across this post. Many many thanks, Figaro, for taking the time to post this! You just never know when someone might need some valuable info like this down the line.

I also want to include a huge, HUUUGE thank you to Darman and all the others who've contributed so much to making this mod the best! Can't tell you how many (thousands?) of hours of fun we've had playing it! ;D

Well, after a year+ hiatus I revisited this and eventually figured it out. Tho it's an old topic, I'm posting the solution here in case someone needs this info in the future.

The difference with this kit was that I had ADDED the rifle to, as opposed to replacing the rifle in the other kits (since there was no rifle in that AT kit to replace). Given the Piat seems to be the rifle-equivalent weapon in it's various kits, it's tweak file isn't set up for it be shown as a secondary/alternate weapon. So when I added the new rifle, it's graphic "overrode" the Piat's.

Bottom line, what controls how items are displayed in each kit's selection box is the
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\ (or \xxx.tga)
line in the weapon's tweak file. When an item is the primary weapon (displayed on the left), it looks something like:
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\
where would be the graphic used in the kit selection box.

To make the Piat be the secondary/alternate weapon I changed this line to:
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\placeholder.tga
That keeps it from being displayed as the primary weapon in the selection box, while the placeholder.tga reserves that spot for the new rifle I'm adding.
Then I added a new line:
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\Ability\
which then causes the Piat to be displayed as the secondary weapon.

I also had to copy the file from\HUD\Texture\Ingame\Weapons\Icons\Hud
to the\HUD\Texture\Ingame\Weapons\Icons\Hud\Ability folder so the game wouldn't crash trying to find the newly-added path.

So now it all works, other than the Piat is shown tiny (as apparently all secondary weapons are in the kit selection box). The caveat is that if there are other kits using the Piat as the primary weapon, it'll show up as the secondary with a "blank" spot for the primary - since the above changes now define the Piat as a secondary weapon (i.e. for display purposes). For me that doesn't matter.

A bit long-winded, but hope it helps someone down the road...

OK, from prior post I have my newly-imported rifle up & running for coop play, and have added it the British Antitank Limited kit ( When I fire up the Lebisey map (which uses that kit), the Piat graphic that used to be there on the HUD in the ANTI TANK LIMITED kit selection "box" (on the spawnpoint selection screen) has been replaced with the new rifle graphic I created for it. Both weapons are there when I enter the game, but only the rifle shows up in the HUD on the spawnpoint screen.

Previously, I'd done virtually the identical same thing for the US - added an imported rifle to the US Antitank Assault Limited kit (, and both the rifle & bazooka display in the kit selection box on all the maps that use that kit. How do I get both my "new" rifle and the Piat to display the same way for the British Antitank kit?

Most of the other kits on that map show two of the items in the kit. I guess the real question is: What controls how many and/or what items are displayed in each kit's selection box? Comparing the US vs British .inc kit files hasn't given me a clue.

Thanks in advance!

Modding / Re: How can I alter iron sight animation?
« on: 22-07-2018, 05:07:07 »
OK, I seemed to have figured it out. In the weapon's file, there is a line near the top called:
animationSystem.cameraSpring.amplitude which had values of 0.03/0.02/0.03.

It appears the 1st number controls how much the weapon swings to the side (and how far the iron sights drift out of alignment) when it's moved laterally.
The 2nd number controls how much the weapon swings up or down (and sights drift) when it's moved vertically.
Haven't figured out what the 3rd number does.

I dropped the values to:
animationSystem.cameraSpring.amplitude 0.001/0.001/0.02
and now the iron sights stay almost perfectly aligned when you swing the rifle around. If you know to look you can see them drift just a tiny fraction. I imagine even smaller values will virtually lock it in place, but this is sufficient for me.
I did drop the 3rd number a bit to see if there was any effect, but didn't see any difference. Might have been too small a change to notice anything.

Curiously, the Colt 1911's amplitude numbers are quite a bit higher at 0.1/0.035/0.2, yet its irons sights remain rock steady as you swing it around. Perhaps because it's a smaller/lighter weapon?

So, that's apparently what cameraSpring.amplitude does....

Modding / How can I alter iron sight animation?
« on: 21-07-2018, 04:07:41 »
I'm far from an experienced modder - pretty much just modifying .tweak, .inc files, etc. I've managed to import a rifle weapon from another BF2 mod for our coop play, and all is working fine but for one annoyance: when you rotate right, left, up, or down, the rifle's aim point drifts off center. When you stop rotating, it takes like 3-4 seconds for the aim point to drift back to where it should. It's particularly noticeable using iron sights where it takes 3-4 seconds for the front & rear sights to re-align themselves (once you stop moving the rifle).

This seems abnormally long - especially given that when you first bring the iron sights up it only takes a second for them to align. Why would it take 4x as long to re-align the sights when you already have them up to your eye? I'd like to drop that timespan to 1 second or less.

It seems to be something in that weapon's animation, as none of the other original weapons do this. I've looked thru various animation files, hoping to find an animationManager.length I could tweak, and even tried removing various zoom animations in the & files, but nothing seems to have any effect. What kind of animation is this (i.e. what would it be called)? There's 'turnLeft', 'turnRight', etc, but it also happens looking up or down - almost as if it's tied to the mouse look function.

I don't have access to animation software to create my own, so I'm hoping there's a setting for this somewhere that obviously eludes me. If someone could point me in the right direction that would be great!  Thanks!

CORRECTION: Didn't word it correctly. I'd like to incorporate the ability to use permanent enemy weapons placements (machine gun nests, etc), and tanks. Is there a tweak/way to accomplish this?


Modding / Re: Pointe du Hoc crashes 10 secs into gameplay
« on: 03-05-2018, 05:05:48 »
Well, problem solved I guess - tho I have no idea what the initial cause was.

I restored my pre-G3 backup, tested the map, then systematically re-installed all the G3-related files I had pulled together, one at a time, re-testing the map after each one. After I installed the final file everything ran fine (???).

Can only assume I inadvertently changed something else, but have no idea what.

Modding / Re: Pointe du Hoc crashes 10 secs into gameplay
« on: 26-04-2018, 18:04:51 »
Thanks Jan,
The pattern of events seemed to fit the hypothesis, but guess I'll have to look elsewhere. It's seems to be something that happens in-game, but I can't think of any other game event that would fit what's happening. And why only this map/level. There's gotta be something unique about it. Frustrating.... it's one of our more favorite maps.

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