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Messages - pheeph

Pages: [1] 2 3 ... 12
1
Modding / Re: Map Crash Percentages and Easy fixes
« on: 27-03-2016, 23:03:19 »
Oh.... I thought they meant gameplay.con.  I didn't it was called gameplayobjects.con.  I see about a dozen of those in the folder.  Does the gameplayobjects.con have to be in a specific place in the map folder?

Besides, my map has more than just a firing range.  It also has a large battle area.

2
Modding / Re: Map Crash Percentages and Easy fixes
« on: 27-03-2016, 20:03:12 »
I'm not sure if I'm in the right thread, but I'm having crash issues when my boot camp map stopped at 14%.  -I don't have a mapdata.py for it
-I don't see a gameplay.con for the map
-Overgrowth? I don't think I have that since the trees are static objects.

3
Modding / Re: FH2 Modding Q&A
« on: 13-03-2016, 08:03:16 »
Okay, my map has been crashing at 14%.  I was reading the "Map Crash Percentages and Easy fixes" thread, but so far the problems are...

-My map doesn't have a mapdata file.
-Gameplay.con file?  Is this file supposed to be in a map or something?  If it is, I don't see it.
-Regenerate overgrowth... All those trees and hedgerows static objects folder and they don't appear in the terrain tool.

4
Modding / Re: FH2 Modding Q&A
« on: 09-03-2016, 05:03:05 »
Okay, I managed to rename the folder and modified the necessary files to "boot_camp_1" and now the map-packing tool works... now I have to figure out the crash issue...

5
Modding / Re: FH2 Modding Q&A
« on: 08-03-2016, 07:03:05 »
Yes that's the name of the folder.  The boot_camp_1.desc is in the info folder.

So, I should lower case the map name and .desc file?

6
Modding / Re: FH2 Modding Q&A
« on: 06-03-2016, 23:03:00 »
Okay, I activated it with python, they tell me which map to pack.  When I type in "Boot_Camp_1", the program couldn't find it...

7
Modding / Re: FH2 Modding Q&A
« on: 05-03-2016, 06:03:46 »
I'm still new to this python stuff... I don't exactly know where to begin... Do I just activate the Python shell program and type the .py file with the map?  Or do I use the command line for that?

8
Modding / Re: FH2 Modding Q&A
« on: 02-03-2016, 08:03:51 »
Since I haven't packed my map in such a long time, how do I use the new map-packing tool in python?

9
Modding / Re: FH2 Modding Q&A
« on: 13-02-2016, 18:02:32 »
Umm, what happened to the weapons kits?  I was trying to create object spawners for those, but they're not there.

10
Modding / Re: FH2 Modding Q&A
« on: 11-02-2016, 06:02:30 »
Hey again... As I was reworking my map and placing my object spawners, I noticed that the machine guns aren't in the right position... For the Axis team, I have an mg15 placed on a small wall by its bipod.  When I switch to the Allied team with a Vickers bipod, the bipod is not on the wall and it's like the mg is in mid air...

11
Modding / Re: FH2 Modding Q&A
« on: 09-02-2016, 21:02:12 »
I recently tried to update my old map to the current version... but I may have missed out a lot since I haven't touched the map in a long time... the textures are no longer on the map and the object spawners aren't there...

12
Looking at all that stuff in the FH2 teaser, I'd better start digging out the old Boot Camp map and rework it for the next version...

13
Man, I've been gone for a long time... so will the PTRD and PTRS do enough damage to Panzer IVs?

14
This plane is definitely going to cause problems for the FW 190 and Bf109.  According the "The Illustrated Directory of Fighters", one ace scored a sizable number victories flying the La-5 at two artificial feet...

15
Wow... this is what I get for not paying attention to the FH2 news... Man, that  IL-2 Sturmovik looks awesome.  It was rumored that people that the Soviet government didn't like were assigned to the tailguns....

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