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Messages - Ts4EVER

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7681
General Discussion / Re: why is FH2 moving so slow?
« on: 04-04-2009, 17:04:25 »
A few days ago, one of the devs said that most of the stuff that is going on right now is coding and testing work.  Not exactly something you can take a screeenshot of and post it up on the news page. 

somebody should take a screenshot of some lines of code or whatever and post it. for fun.

7682
Off-Topic / Re: XWW2 strikes back
« on: 04-04-2009, 15:04:23 »
The last pic with the German transport plane (not sure if it's a Junkers Ju 52 ?) looks awesome!

 

It's a glider of some sort I think.

7683
Off-Topic / XWW2 strikes back
« on: 04-04-2009, 15:04:56 »
XWW2 is not dead after all and released pictures of their Crete map:








I have to say, I am impressed (especially since the first pictures I saw were rather... mediocre). I will definetly check it out once it is released.

7684
General Discussion / Re: Colour Lobby got its way
« on: 04-04-2009, 12:04:57 »
Well its not all of the first its only till 12 noon.

Yeah, but it's a world wide event  ;)

7685
Modding / Re: [WIP] Meknassy
« on: 04-04-2009, 03:04:19 »
Yeah, I added more details since I took that picture. Smaller objects also don't render at that distance. I played around with the lighting settings a little bit, added more details and areas and placed control points. Little question: How do you change Team 1 to Italians  ???

I took some more pics, mind that there are still some graphical errors because of the editor:











7686
Modding / Re: BF2Editor on Vista?
« on: 04-04-2009, 01:04:46 »
I run it on vista and it crashes everytime I close it. other than that, stable.

7687
Off-Topic / Re: JumJum you were right !
« on: 03-04-2009, 23:04:00 »
Nope, it was his speeches, and videos of her visit to the US.

er... fail?

7688
Modding / Re: [WIP] Meknassy
« on: 03-04-2009, 03:04:19 »
I drew it on with paint  ;D

7689
Modding / Re: [WIP] Meknassy
« on: 03-04-2009, 03:04:46 »
I used the "dry stone wall" object and a height difference to create a passage that can only be crossed in one direction. I was going to use it as a protected spawn point, but it turned out way more useful to get into the flag area quickly. I will try to create more of such protected passages to make safe movement into relevant positions possible.

Ok.

Once the town is further along can you give us an overhead picture?

Ok, I continued working on the village and finished the basic layout. The top down view below shows the planned flagzones + spawnpoints. The red mess to the west is the out of bounds area.


7690
Modding / Re: [WIP] Battle of the Camps
« on: 03-04-2009, 02:04:41 »
The Pak 40 will rip through the matilda like.... like a knife through butter or something.

7691
Modding / Re: [WIP] Meknassy
« on: 03-04-2009, 00:04:32 »
Yeah sure.

7692
Modding / Re: [WIP] Meknassy
« on: 03-04-2009, 00:04:08 »
I used the "dry stone wall" object and a height difference to create a passage that can only be crossed in one direction. I was going to use it as a protected spawn point, but it turned out way more useful to get into the flag area quickly. I will try to create more of such protected passages to make safe movement into relevant positions possible.

7693
Modding / Re: [WIP] Battle of the Camps
« on: 03-04-2009, 00:04:49 »
There must be something to counter that.. italians did IRL.. so we can do it too!

no they didn't they got kicked through the desert and ended up looking like nubs.

7694
Suggestions / Re: cannons towing?
« on: 03-04-2009, 00:04:36 »
Fastropes are the window-deployed MGs of PR.

7695
Modding / Re: [WIP] Meknassy
« on: 02-04-2009, 23:04:29 »
I think the town looks like some fun combat  :).

I sure hope so. There will be two flags in the town, with two other cappable flags to provide spawns for counterattacks\flanking movements.
The fighting will therefore be concentrated in the relatively tight space of the town. To prevent the sort of chokepoint situation we see in Tunis I use a lot of vegetation, height differences and boxes (the town will look like a hastily assembled supply depot) to sort of "break up" lines of fire while not impairing movement as much. This will hopefully force players to close in to kill the enemy and enable them to use flanking movements, without being forced into "hoses" that can be effectively blocked.

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