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Messages - hitm4k3r

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1
General Discussion / Re: The future of FH2
« on: 17-08-2018, 17:08:36 »
As I have a few minutes of sparetime between work and exams I thought I would give my two cents about the topic, just from my pure own personal perspective as a player and fan and not so much from the development team perspective.

1. I see FH2 still having a few more years ahead, even if development seems slow or even inactive at times. There are quite a few people who sometimes feel the urge to produce some content for the mod in one way or another and I hope that it stays like that. I also want to encourage people to apply for a dev position, when they feel that they can contribute something. Because that is essentialy the best way to keep this monster alive.

2. How can we compete with upcoming games? After playing Post Scriptum I am not sure if those new games and FH2 are even competing in the same league. It may sound arrogant but firing up FH2 it feels like playing a very fine and polished game thanks to all the people who have dedicated their work to this project in the last 10 years, compared to Post Scriptum (wich is the only WWII next gen game available) wich lags alot of polish and has a long way ahead before I would even consider it in a releasable state - the release week was very messy and the ressonance shows this. How HLL and Traction Wars will do needs to be seen, but I don't suspect games with the sheer scale of FH2, even if HLL looks like the most promising from my perspective. Lets see.

3. So what should be up on the agenda? Simple: the devs and the community should concetrate on what they have and rely on the roots and strengths of this game and eliminate a few weak points. Once the devs feel like there is nothing more to gain or if the mod feels complete, then devs should move one. That's actually the hard part because there is so much potential stuff that fits in the grand scheme of FH2.

4. What is the most annoying thing that still needs to be fixed? The most annoying things in FH2 were the netcode, the tank physics and from my perspective the infinite sprint option. Most of it is in the nature of FH2/BF2 and coming back from PS or ArmA III I still feel that we are mostly on the better end when it comes to a polished game experience. But the infinite stamina is still one of the things that I would like to see removed to make the game perfect.

2
Bug Reporting / Re: CTD on map loading
« on: 30-05-2018, 23:05:45 »
Hey Blander, yeah I had the same problem now also with Gazala. On the 762 server this time.

Before Gazala we played Arad with 100 people. Now Gazala has 87 players, so there might be some more peopel with the same problem.

I deleted the gazala map from my EA games-bf2-mods-fh2-levels directory and after that 'repaired' with FH2 updater (Gazala map 70Mb download). Unfortunately that did not solve the problem.

About the remark from hitm4k3r; you said you saw people disconnect. That is not the same problem I think, we do not really get into the server, we crash out of the game while loading the next map, or am I wrong here?

I should have worded it better: the people did not disconnect from the server by themself, but they actually got disconnected wich gets shown as a message even after loading into a map after the mapchange. So we are indeed speaking about the same issues and we are actually planning on investigating and checking this as there seem to be quite a few people affected. With the different ways of installing and updating FH2 it is a bit difficult to track down currently what could be causing those problems.

Btw: regarding those CTDs: is it crashing when the loading is finished or when there is a certain percentage reached?

3
Bug Reporting / Re: Bug on Ogledow Estate
« on: 28-05-2018, 12:05:48 »
Hi dead_man, sorry for the late reply. Can you try deleting your shaders cache under:
C:\Users\xxxxx\Documents\Forgottenhp 2\mods\bf2\cache

I talked to Flippy and he had noticable performance issues on Ihantala. Cleaning and recompiling the shaders helped him.

4
Bug Reporting / Re: CTD on map loading
« on: 28-05-2018, 12:05:51 »
I have noticed quite a few people disconnecting after map change, both on the CMP and the 762 servers. I am not sure if it is a structural problem with the mod (like the pretty common CTDs that we are all experiencing once in a while) or if it is connected to the new patch.

5
Announcements / Re: The Road to Forgotten Hope 2.53
« on: 23-05-2018, 00:05:54 »
Oh my goodness, the amount of craters I see on Ihantala's minimap is surreal. Looking good!

That's what I thought while painting them. I am still not sure if I missed one ;D

6
Modding / Re: Berlin
« on: 19-05-2018, 20:05:38 »
In theory you only have do disable the driver seat of the vehicle pretty similar to how you disable the different seats for the non usable vehicles on objective maps. But keep in mind that you won't be able to have the same asset with driver and without a driver position on the same layer. I you want to have a static and a non static version on the same layer you will have to clone the tank obviously.

How you disable the seats/enterable positions is something that you can check out on allready existent objective maps in the mod ;)

If you need further assistence then let me know. Would check it out myself, but pretty low on time right now  ;)

7
Bug Reporting / Re: American Panther spotted!
« on: 08-11-2017, 18:11:51 »
There is one similar bug like this one. For example it is possible that enemies get your teams uniforms. I am not sure what causes it but I wouldn't be surprised if this is a similar bug. Don't panic I would say  ;D

8
General Discussion / Re: Conspiracies Thread Mk II
« on: 26-02-2017, 20:02:07 »
The reason, why we don't have any French Hope map in FH2 is basicly the same reason why Ste Mere Eglise is in the CMP and not in the official mod. It's one thing to have a good start to work with, but it is a completely different topic to keep at it, to polish everything and to simply finalize it and to say to yourself: that's the maximum that I can achieve. I recently made some further improvements to Ste Mere Eglise again, even after all the hours I spent on the map and I allways find something where I am not confident with something. Dead ends are one of the biggest issues with the map and it would equal basicly creating the map from scratch to fix all that stuff. At the end I sometimes get burnt out allways working on the same map and I don't feel like starting from scratch just to have a proper official SME where everything is perfect, if that's even something to achieve for me.

Creating my own project from scratch on the other hand and following my own workflow makes it easier for me and keeps me motivated as I am able to spent my time efficiently without fixing other peoples oversights or mistakes. It's no biggy for me, if I have to fix my own crap though.  ;D

9
General Discussion / Re: Would you remove any maps?
« on: 15-02-2017, 19:02:37 »
Why are people so keen of removing stuff in a free mod is beyond my imagination? Creating is harder than destroying ::)

Even if stuff was handled different back in the days or under different standards, I would find it to be a disrespect to remove content created by people who have contributed to this mod and aren't still around anymore. What we like or not in this mod, is most of the time pretty subjective.

10
Makes me wonder why some people tend to use those questionable nick names and want to be taken serious? The time I saw that nick name I knew that the ban was most likely justified. Some people really need to grow up  :(

11
Community Polls / Re: What is your favorite CMP map?
« on: 01-02-2017, 13:02:56 »
What the hell is up with those spellings?

But I got to say, nothing beats Bloody Clutch with Ar*chloch Switch being a close second  ;D ;D ;D ;D

12
Modding / Re: FH2 Modding Q&A
« on: 27-01-2017, 10:01:22 »
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.

To get this thread back on rails:

-you need to render the lightmaps of one object and compile the Lightmap atlas to be able to load the map
-you need a tmp.con in your level folder with the following lines:

run ClientArchives.con
run ../../objects/Common/CommonSpawners.con

physics.airDensityZeroAtHeight 3000
windmanager.globalWindSpeed 1
windmanager.globalWinddirection 0.66/-0.5/0.66

-and you need to pack the map with the pack-map.py skript, so python 2.7.v is required
-I haven't tried to run a map without a mapdata.py, but try to copy one from an existing map and remove stuff like pushcode and make it fit to the classes in your init.con


13
Modding / Re: FH2 Modding Q&A
« on: 15-01-2017, 15:01:10 »
@ Ivancic: I would go with a 512x2 map for that area and add use realistics scales as much as possible. That's a map where you can actually use realistic scales so just go for it and use the opportunity. Just keep in mind that city maps with that size are alot of work. Ste Mere Eglise was a pain to work with and that area is alot smaller IIRC than your map.

@Hjaldergud: If you want to get your homevillage in a realistic scale into the editor, you have to measure how long and wide your area is in real life and scale the height accordingly. Lets say your area is 12x12km and 600 metres height difference in reality for example and you want to make a 1024 map with scale 2 you have to devide your height by the factor of 6 to get the realsitic height scale. So at the end you have your area with roughly 2x2 km and a height of 100 meter in the game. Note that some areas will be flat as a pancake, so you can play a bit with the height scale to expose terrain features more, wich isn't realistic but makes the game more interesting at times. ;)

14
General Discussion / Re: Conspiracies Thread Mk II
« on: 12-01-2017, 19:01:26 »
I haven't seen any evidence yet, why it should be a map suggested by you guys. Especialy not based on the image I posted. There are so many hints everywhere what it is or could be and yet noone made a well founded guess. Just spamming guesses and estimations will not get you anywhere. It's the same with those stories in thrillers. Just guessing without any proven logic will get you nowhere when you are confronted with the judge.  ;D

15
General Discussion / Re: Conspiracies Thread Mk II
« on: 12-01-2017, 16:01:34 »
One of the things you listed, should tell you where it is located. But I will not tell you what. And I will not give you more information until I read a well reasoned solution to the puzzle. :P

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