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Messages - Knochenlutscher

Pages: 1 2 3 [4] 5
46
Suggestions / Airplane suggestions
« on: 20-11-2014, 23:11:22 »
Hi dear FH-2 Team/Devs,

Let me suggest the following:

1.Tropicalised Hurricane Mk.I i.e. with a 80.Sqn Skin for
dual purpose on greek and early Western Desert Maps
2.Hurricane Mk.I or Mk.I/Trop with SAAF Skin exclusively for KerenMap
3.independent Skin for Hurricane Mk.II/C from Mk.II/D
4.Hurricane Mk.II/B & Mk.II/B/Trop, both should suit Western desert and Russian Maps too
5. Ju52 static SAAF skin for Keren Map
6.Fw190 standin Skin for Tunisian Maps to swap out the Bf109F
There could be a SKG10 Skin for the bombed up version and/or a JG1 Skin for
the fighter. I preferr the Jabo myself in my install.

I know the Würger ingame represents a late model and lacks the Filters,
but there were filterless in service too and the Würger just gives that final immersion
for a map like Bou-Zid.

Suggestion for correct Skins:
7.The current Kittyhawk represents a false serial/marking outfit.
Recently I released a large P-40 No.112 Sqn. Skinpack on the actual Desert Sharks on Mission4Today.

AK772 was Clive Caldwell's famous "London Pride" it bore GA-Y for tacticals and a completely different
Sharknose design.
See here:
http://www.mts.net/~royb/112_photos_page_2.html


GA-T could be a different type, but not under this Serial allocation.

Anyway how you decide or what you pick up from here, Thanks for this great Mod.
Regards
Knochenlutscher

47
Developer Blogs / Re: Tanksystem Update
« on: 01-11-2013, 19:11:20 »
Cool, Thanks for the good News

48
Modding / Re: Custom maps - making NCO kits work
« on: 02-03-2013, 13:03:22 »
 ;) In 2.45 it's not as easy as editing the Mapdata.py, though it's a Python editing, but you must
take a file from 2.40 and update according the Levels you have installed.
WORDPAD or TEXTEDITOR is good to go

The following is OFFLINE ONLY, DON'T USE when Multiplayer addict, may result in Banns, Flames or other Insults. ONLY FOR THE ADVANCED OFFLINE FIDDLER.

The File that is not easy to edit in 2.45, but in 2.40, is called:
...\EA GAMES\Battlefield 2\mods\fh2\python\game\plugins\NCOrifleData.pyc

Editing in this older is easier, takes 5 Minutes, but be as precise as a swiss watch and control
each init.con in all Mapfolders. Maps that you haven't got in Levels, but in this original file, are from the Devs (Kuuterselka, Crimea...).
I took the naming for my files from the Levelfolder Mapfolders and deleted these WIP stuff.

REMEMBER TO MAKE A BACKUP First of a Clean 2.45, SP Patch Fixed, your custom FH2 AND HERE'S THE EXAMPLE WHY YOU SHOULD KEEP A CLEAN BACKUP OF OLDER 2.40, MAKES MODDING EASIER.
ALL NCO RIFLES will be activated even on custom Maps. Even in Bootcamp_1 (Multiplayer only).

NO CLASSES ARE SHOWN IN SELECTION SCREEN
PICKUP KITS ARE NOT SHOWN INGAME

A: tmp.con not handling init.con content, i.e. you tried converting a 2.40 Custom Map to 2.45 which wasn't delivered a tmp.con, then you supposedly get empty selection screen or CTD before seeing the Map-start screen.
B: Map is supposed to be 2.45 standard, but your custom Classkits not showing up, nor your Pickupkits ingame. Make sure to use the classkits of init.con and place their lines to tmp.con as described above
(only 14!!!, not one single more, 7 per side!!!), same for the pickupkits you wanna see ingame.
Those you forgot, you won't see ingame.

In case of custom Classes and Kits:
All is corrected and you still experience this BUG, then you made a mess with conflicting Weapon-indexes
or using a non handled weapon (without AI code).
I made myself an Excel file handling all ingame Weapons indices and showing them correctly.
This is crucial if you wanna create custom-kits bug-free.
MAPDATA.py and old custom Maps:
You can try to create a mapdata.py the way described above and still it won't work flawless,
NOT ENABLING RIFLE NCO's nor other things written in the Mapdata.py. Why? Don't ask, I tried all.
Best is:
If the map lacks this file, that is no problem to run in 2.45 as some may think.
My old maps run fine and CTD free without, if delivered without originally, creating this file causes problems and seems to be CTD prone to the bone.
Not to mention it is best to use the original mapdata.py on their pre-defined Maps.

UPDATED
Knoch

49
Suggestions / Re: 2.45 Boot Camp Maps
« on: 26-02-2013, 21:02:59 »
I have, though it is just a bit Notepad fiddling.
I found this out myself, after I missed Operation Aberdeen.
Ask the Devs or Forum officials if I'm allowed to post the needed tmp.con and init.con for you to work in
2.45. It's not my stuff, so asking first is crucial. Note, my version of tmp.con contains all classes and Pickupkits, so Devs may find this destructive, loading takes a bit longer, as I was lazy to pick out the GPo/init.con handled kits. I have no Internet at Home, also I must prepare the files and delete my personal Kits from it, next time I'm here I could then give a link if we have the OK.
Regards Knochenlutscher

50
Thanks for another great Coop package. Will try this out.
Happy modding

51
NEW ÜBER-Patch issues:

-SemoventeL40 causes crashes (AI?) i.e. Gazalah, my Beda Fomm GPO.
Can be changed to another vehicle, than Map loads and no CTD.
-Still this Patch breaks a few custom Maps, like latest Hyacinth, Battle of Keren (2.45), Mersa Matruh Night and Siege Of Tobruk, CTDs after initial Map-loading finished.

The Patch itself is über-cool, no words, needed
Hope this helps, Thanks for the Support


52
Singleplayer and Coop / Re: New COOP Layout
« on: 15-07-2012, 15:07:41 »
Unchecked Friendly Fire and Auto-Balance, now all working as it should.
Didn't disabled after install, unaware of the affects
Thread marked as Solved

53
Singleplayer and Coop / New COOP Layout (SOLVED)
« on: 14-07-2012, 16:07:27 »
A lot of fairly good changes made it's way to the new Patch, one that is really
giving me headaches is this PR style COOP Layout where I'm forced to play what the Game tells me.
It might be good for Online Players or on LAN, but I'm a purist, OFFLINER, so this cuts a lot from me.
Any chance to cure this in my strictly Offline Install, ini tweaking? or sth. like that?

Any Help or suggestion is welcome,
Thanks a lot

54
Suggestions / Re: Removal of Tank Siren
« on: 14-07-2012, 14:07:01 »
Stay objective Mates.
It's the Buzz_loop.wav right? Can you confirm? I changed it to pure_silence and my Panther didn't screamed while being destroyed.
If you're left one mark in health-bar, this is an international sign for gamers knowing, another hit and Bye.
The sound of the burning tank was always a good additional sign in this case, not too noisy, I got used to it, hope we can have this back at least.

55
General Discussion / Re: Your epic fail in FH1/FH2!
« on: 10-06-2012, 18:06:41 »
Fh 2 today, Map Fall of Tobruk, playing Fh2 a couple of years, but only today I found out to my surprise that
the church tower has stairs and a nice spot to snipe.  ???
I was really wondering and searching that door a couple times. My epic fail, to blind to get closer and examine that hole in the wall.

56
Modding / STUG IV firing Smoke rounds?
« on: 10-06-2012, 12:06:07 »
Hi Mates, recently I have found in SP/Coop if manned by bots the StuGIV's fire a bit too much smoke rounds instead armor piercing like they should.
Not to mention they use to throw these towards enemy tanks like HEAT rounds.
Been buisy to delete all Smokegrenades from the Kits, to get a somewhat less AI-smokey atmosphere,
but this keeps me bugging.
Is there a way to manually tweak the StuG IV, maybe someone pointing to a .con or line that is causing them smoke-proning?
Thanks for any Help

57
Suggestions / Re: Jagdtiger
« on: 10-06-2012, 11:06:32 »
The great mass fought in the West, a small part fought on the Eastern Front, at least in Sternburg/Austria around 5th May 45. This included the Red Army to capture at least 2 intact, which where taken to trials.
We have pics of these Trials, the JT was left in its finnish, markings.
There are a (Henschel) of an unidentified unit and one (Henschel) of 501. sSSPzAbt. The last was used in Gun Trials 1946 in Russia and is now on display in the Kubinka Tank museum.
Information according Kubinka Museum Archives, as I visited once myself.
Hungary and Poland are myths, needs to be proven if they were in combat there. Records and archives also lack information in this point, only indicating personnel movement.
This myth started by people thinking about unit re-groupings from or to schwere Pz. Heeresabteilungen.
If people think a JT can pop-up in everywhere.

Well back to topic, not call the Jagdtiger one the most prominent actors in FH 1, at least for me it was the
reason to play Sector 318 and the other Maps, having a lot of fun. Would be really awesome to see this Tank in FH2 too, sometime. Oh the good ol days.
Useful or limited in use in R/L?, well it's about a game and fun, Jagdtiger means definitely fun in the late war scenario. Give the Shermans a nut to crack (food) and a good Map, where we can have fun with this useless Toy ahem. Tank.

How a good looking tank can catch attraction

58
Take a closer look at this, I can't help myself.
???
>Panther, StuG, PzIV and Tiger II

http://ironfront.deepsilver.com/en/vehicles-of-the-wehrmacht


59
I found the incorrect lines in objects_weapons_server.zip/Weapons/handheld/... in the .tweak files.
Some weapons Hud symbols where missing.
Added the missing .dds files myself. All working now.

60
Modding / Re: [WIP] Carentan
« on: 26-05-2012, 09:05:19 »
AI has two different behaviour,
US rushing, making it fun to play, as AI supports Player on this side the best.
Flag cap radius (in the Town) is great enough to win the game in less than a minute.
Town has easy to outflank blank areas, besides streets, in the back of german main etc. where I grab my head thinking, that's all they put up? I can outflank a whole division alone, better than Hollywood.

Playing as a German, you see most of them staying around waiting and simply no defense.
When 2 or more flags are capped by US, they became sth. more active, moving.
Playing the Germans, Players actions are too weighty, like Rambo style. Here too, if Player acts like Rambo, he can rush in his StuGIV capping a simply empty(defense) Northern Approach or US HQ/Farm and win the Match.
I caught myself being bored from doing the job almost alone, having 5-6 Bots by my side,
just getting killed, like bullet magnets.

Player needs definitely more Bot-support, there's also a lack of Bot-accessible static defenses,
i.e. MGs. Player has some creative ones to choose, but rarely seen Bots manning them.
What frustrates Player too are some defense positions in the Town being turned against Defenders.
Curiosly enough I have seen US manning the SDKFZ Wreck MGs, instead my Bots. Good enough for US,
these positions are too turned in favour of attacker?!
Church, here I saw a tactical good positioned US-MG, well, I don't think only US were clever to find such good positions, so I changed it to German side too, from us-only. The 2 other roof-MG-Nests are nice but useless in game, as Player gets killed as soon as sniping AI can see trough the heavy fog, where Player has some deficits.
I recently put up 2 static MGs near the stonebridge myself in text-editor, at vital sandbags. At least this helps a bit, as they get manned by Bots. Now Willy has a prob rushing at the last strongpoint, he can cap, but his action soon cracked by fierce resistance. At least sth. I Know from default Maps.
To use unused blank territory in back of the german main, I would recommend add another flagpoint at the Villa/Railwaystation, just to stretch gameplay and bring battle in this vital nicely built quarter.
Also added ESAI to it, but I have no slightest clue if it's better or not. Will test this further, with and without ESAI.

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