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Messages - Knochenlutscher

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31
As a an active Modder in the IL-2 community I can say from Mods alone you don't receive
such stuff. Some OS and Antivirus may want to prevent you from using archives,
giving warnings and refusing to let it install. With proper Admin rights this can be tackled.

Sounds like some serious malware stuff, here affecting your Browser, maybe the sytem itself.
I would backup stuff and start serious business, formatting, setting up your rig again.
Fighting such a case is hilarious and often makes things worser than it is building up all again.
Just my 0,02 €

Best wishes

32
I have now 2 versions of FH2 running side by side.
One 2.45 and 2.52.
As for the 2.52 and latest Map-Pack: Beda Fomm + Arty Cam,
the Artillery Camera is indeed the cause, the last entry from the .con
pointing to the .tweak file is missing. That causes the crash when
requesting artillery fire.

...\fh2\objects_weapons_server.zip\Weapons\Common\artillerycamera_de\artillerycamera_de.con

leave a blank line at the bottom and paste this in

Code: [Select]
include artillerycamera_de.tweak

I jumped upon this as I see both the Mortars and this artillery camera have been tweaked
at the same timeline.
First I had the same crash, after editing, all fine, arty cam back.

Edit:

Just jumped over Reichswald, what a jolly good Map. Fitting like a glove. I like it
when Axis is pushed to Schottheide, awesome fierce fighting.
Thanks for adding this Map.

33
Off-Topic / Re: Which kind of music are you listening to?
« on: 04-10-2015, 01:10:38 »
Basicly Metal, to me everything except whimpy Music aka
Glam, too much progressive or psychedelic vibes.
I can't stand Jazz 'n kettledrums.

Destruction - Curse the Gods  :)

34
Modding / Re: Need help with BFEditor - on "how it works"
« on: 22-07-2015, 10:07:42 »
Use Search function and human function to read through Posts,
if you grassed up here and found it's not enough go to Google
and start over... The Threads are there, but nobody takes you by the hand.

35
Modding / Re: how to change the guns damage????
« on: 22-07-2015, 10:07:20 »
That directory don't exist here, since the data was compiled in the projectiles
tweaks. Not all. Mixing up the calibers I don't like.

Get to know the major calibers, by their class, rifles, smgs
then tweak in a flush.

Each weapons tweak contain a projectile naming
the handweapons projectiles are changed here:

objects_weapons_server.zip\Weapons\Projectiles\Handweapons

con is an index showing the calibers
tweak contains the data you're seeking for

You don't need to tweak much if you adjust deviation right away, which in FH2 or other
BF2 Mods is too sensitive and imminent. I found reducing it too brought up
better results, than just tweaking projectiles. On default STG Dev he can
go for sniper and barely get the result he wants.
SMG, I preffered my own settings.
Default may come across at the recruiting center,
but battlehardened Chaps bear a lot more punch, recoil.
At the STG, to me it had the usual to whacky Deviation settings.
To get a less dance around the table STG tone down Deviation values a bit,
they implement the up/down movements.
Some values are for standin, crouchin and laying. You need to find out which
is responsible for what.
But before you tinker, get to know how they work, go to BattlefieldSingleplayer
and search that Topic.

These settings are global, means what you change may Bots use as well,
so becoming an Elephant is daily life then... ;D
this limits the amount of tweaking idea. Get to know Bots then can kill you
in one shot too. That is game balance. But you gotta learn right away.
Remember these tweaks are for OFFLINE only, and Backup.
Unless you want to screw up your Game.

36
You need to find most by playing a Map again and again.
Even then it is a matter of taste.

Fall of Tobruk/Axis (at later stages/Cap-Points positive to avoid flanking)

Between Aussie Main wooden stairs and the large Tanks at Harbour Outskirts
you'll see two Ruins, chose the one on the right side if facing Aussie Main from Harbour.
Crouch inside, then you can enter a part of the ruin compartment under comfortable floors.
This is a vital position that will free you from heavy Barrage as expected in the closer compound to
that main. The Mortar shells halfway to Harbour and the Hotel area, see this estimated
Map, as well a screenshot showing this position. I use to have a good sight even to the front,
thanks to a door opening where you can trace them walking for you.
If you ran out of Ammo, Harbour Cap Point is the best choice, just watch for Hostiles, Bullets.
You can easilly re-enter that Spot then.

37
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 14-06-2015, 02:06:41 »
Awsome, really happy this Map get's the help.
Thanks for the Info Gavrant

38
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 08-06-2015, 10:06:00 »
I made an alternate Vossenack, where some Vehicles are almost never unused, even if under Shelter.
I can't recall the changes I made, but as soon as I return to default setup, they act as non-interesting to bots and that surplus to 70% of the inventory.
I was simply cloning some of the spawnboxes, on others I gave them new Boxes, the mix of
both made it. My version has no unused Vehicle, though it is a Tank frenzy. Main problem on Vossenack for Bots in Vehicles, is everything East of Church area, the objects are good enough for Human to drive trhough with a Vehicle, but for Bots this area is a messy adventure, they stuck at literally every object placed a bit on the streets. Ever wondered why the rush-out on Vossenack Axis Main is stuck before the wooden fence, it is one of this Wooden fence objects possibly seen as unpassable. When trying to drive trough you actually sense some object you pass, not like the other passable fence objects.
In notepad I've seen that this fenceobject is littered all across the Map and the reason for some areas not passable for Bots, although Navmeshed, as they want to pass.
I tried 2 version removing them completely, or changing with passable fences. Returning to stock layout I can't pass one of this section though, my tank just slides upwards on that fence. It is the vertical object of that fence part that remains unpassable/solid and causing laggs.
By removing that fence object, the Map has a 50% rush, that you can enjoy playing. The consolidated Vehicles spawns are surplus additions to the default very slow going Map.

They get trapped before entering neat points, Axis at entrance, where the Anti-Tank barrier resides, you can free this area from litter, 3 up to 5 vehicles still stuck, sth. initially slowing down the push of the Map, so I think it is some sort of neat point of Vehicle Navmesh causing culprit. To really get hell-of a tanking Map, it needs to get rid of such tiny hangers, more Bot-friendly Navmesh, but that calls for less litter in Church area and really closer look at all objects and make them passable, luckily this Map didn't need much overhaul, just a bit consolidation.
Apart from that it is a careless Map, I can only recall one major thing that needed overhaul, the 88 on that hill trench.
needs some lifting, as the bushes/vegetation cover the gunsight aiming, I put her on an
palette object slightly lifted, now the gunsight is free and good to use.

39
That's true, it is not navmeshed, possibly hard to establish though.
The center Tunnel owns a Spawnpoint inside, though Bots seem to
cross that Tunnel to leave at Mussolini Plaza on some rare occasions.
I enabled them as I recognized Bots have a hunt-you-down behaviour
and follow you in, until you're finished. I found this usefull,
when low on Ammo and Health, by simply closing the doors they ommit
chasing me, but do so as far as I put my head out. A nice side-feature,
but most of the time they're just useless, for Player immersion only of course.

40
Darman, can't recall the trouble now, all fine. Just stumbled over the great
Presentation and work of these new Additions, awesome.
Incredible Christmas surprise, thanks Mate

41
-Download Bunkerdoors Fall of Tobruk.txt
-edit mentioned .con Files in Wordpad
-Start game
-search Tunnel/door and hit "E"



On Fall of Tobruk we have Tunnels, but without doors.
Mussolini Piazza and Town Center Cap Points
have two of the 6 entries to the tunnel system.
You can find 3 tunnels. 10 moveable Doors and one static added.
By Default Bunker Doors are open, stay close and hit "E",
door will shut.

...mods\fh2\levels\fall_of_tobruk\server.zip

You must add the lines needed yourself, I can't share my StaticObjects.con as I use custom Objects,
it would literally crash your game.
Before you start Modding Backup the Files you change, intentionally the whole Map Folder is
being safe.
See below are the Trigger Files, change the extension to .con
The Static Con you must fiddle yourself, add 2 lines as stated in the files above.
Have phunn

42
I could solve the CTD, was a due to a Kits conflict.
Though the flickering of the Skydome Texture is imminent,
the Texture frequently turns into bright white overall,
every 15 secs?!

Your renewed current Beda-Fomm Sky would be perfect, I like the
fogsettings blending in the terrain. But the sun Flare position is wrong,
in order to solve, you must get an old FH2 Texture Gazala.dds (i.e. FH2 2.1) and
rework the Sky.con (Beda_Fomm_Final.rar) accordingly.
I'm testing some settings from you on this.
Thanks for your efforts
Knoch


43
Your Kasserine keeps crashing,
Please check the Textures again:
Skydome.cloudTexture common\textures\cloud\cloud08 BF2
Skydome.cloudTexture2 common\textures\cloud\cloud06 FH2
Skydome.skyTexture common\textures\sky\skyclear09 BF2

Your Map client should include it, instead I found 2 unused Skytextures,
Bou Zid and Overcast.



Regards
Knoch

44
Singleplayer and Coop / Fall of Tobruk/SP-COOP Bunkerdoors
« on: 25-11-2014, 16:11:24 »
Some time ago I had nothing better to do than this.
Tweak your Fall of Tobruk, to engage some underground refurbishing.

StaticObjects.con:
Triggerables.con:
TriggerableTemplates.con:

See Text-File below...


This enables fully functional Bunkerdoors on Fall of Tobruk.
This is not official, please Backup your initial Files and add in SP/COOP.
Credits to FH2 Team for a great Mod
Have Phunn

45
Suggestions / Re: Airplane suggestions
« on: 22-11-2014, 22:11:18 »
Thanks for stopping by
Regards
Knochenlutscher

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