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Messages - Devilman

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61
General Discussion / Re: Post your FH2 Screenshots
« on: 20-03-2011, 13:03:52 »
Maybe you can post your modded shots in the /Offtopic forum. The thread title isn't "Post your FH2 Screenshots" for nothing, you know...  ::)

So just exactly,what part of this dont you understand  ::) ::) ::)

Quote
that aren't directly related to FH

 

62
General Discussion / Re: Post your FH2 Screenshots
« on: 20-03-2011, 12:03:33 »
 :)




63
General Discussion / Re: FH 128 hosting
« on: 19-03-2011, 08:03:31 »
what the devs should do is to

Actually,what the Devs should do,is to make a minimod for the 128 player server
It is the only way to have 64 & 128 player maps/mods running as desired for each player size server
As what works on a 64 player server,in many cases is not suitable for a 128 player server and vice versa
The best of both worlds

64
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 16-03-2011, 09:03:28 »
And BTW,I saw you made a moving carrier.(Controled?)
Will be the carriers destroyable just like the buildings?That would be simply awesome,since it can also prevent enemies from spawning for a while.

The Carrier in the videos is automated (goes by itself),and set to move along the non combat side of the existing carrier,with a new one spawning every 60 seconds

the below pics are of my controlled/drivable carriers










if the normal BF2 Carrier is destroyed,it will just mean,instead of spawning on the deck,you will spawn in the air,as the spawn points have their X,Y,Z coordinates written into the maps GPO file,and arent attached to the carrier in any way
Though a PCO Carrier which is destroyable,may loose its spawn points,with some clever coding,but may cause CTD's in SP Mode,as the "hold object code" doesnt work with bots when entering a PCO with the hold object code attatched to it (based on prior knowledge and not thorough testing)

65
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 16-03-2011, 01:03:21 »
Was you that made the F-14 and the (I suppose) B-52?Is there a link for DLL?
 

ha ha,i wish i had such talent to make something as great as that
it was made by AIX Dev Clivewil,and can be downloaded here

http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=13781

66
General / Re: 128p technical feedback
« on: 15-03-2011, 12:03:02 »
If you find out what it is you get a special mention on the website or something.  :P

is there a time limit ?

67
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 15-03-2011, 09:03:59 »
Yes i am the coder
everything on my youtube page is my coding,except for the "crazy missiles" video

Never said anything else.
Or did I misread a slight hostility in your reply?

i took this as a question,without the question mark
Quote
You are the coder.

and also mentioned "everything on my youtube page is my coding,except for the "crazy missiles" video"
so as to save any future similar questions,may they arise
no hostility whatsoever  :)

68
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 15-03-2011, 09:03:50 »
Yes it is possible with the BF2 Engine
you just need a building wreck,which BF2 only has 1
http://www.youtube.com/watch?v=EKtj0nk6C4w

^This then^
You are the coder.

Yes i am the coder
everything on my youtube page is my coding,except for the "crazy missiles" video

69
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 15-03-2011, 07:03:18 »
I think that is not possible with the BF2 Engine.

Yes it is possible with the BF2 Engine
you just need a building wreck,which BF2 only has 1

http://www.youtube.com/watch?v=EKtj0nk6C4w

70
Off-Topic / Xpack Aircraft Carrier W.I.P.
« on: 13-03-2011, 04:03:15 »
Xpack Aircraft Carrier W.I.P.

http://www.youtube.com/watch?v=uzDbkfxLMo0

71
Is it not something that is easily exploitable though?

You code it accordinaly so it isnt exploitable
This can be done through several factors
mag size
deviation
overheat/cool down and associated coding
damage/minimum damage
fire rate
recoil
projectile time to live
delay to use
projectile material
projectile On Time Effect
projectile gravity Modifier
projectile dist To Start Lose Damage
projectile dist To Min Damage
destroy on exit

and a few other coding factors

72
You would not be able to be that accurate on say, a window sill.
Why wouldnt it be accurate on a window sill ?



Also, by doing that, you lose all the point of a bipod MG, which is mobility, by having to constantly deploy it, then enter it as a vehicle.

Can you explain the above a bit more
Also how is a bipod MG mobile ?
It takes less than 2 seconds to deploy and enter a deployable MG

73
4: MGs can mount on all sorts of cover. A good example is Red Orchestra Ostfront. You can mount mobile MGs almost anywhere, whether prone or sitting behind a window or setting one up on sandbags.

Something like this
Note...It is a very,very quickly made deployable MG,and i am aware of the minor imperfections and how to fix them

http://www.youtube.com/watch?v=GfROXCJbAA8

74
The last bug was that of the CTD on Purple Heart Lane and that took forever till Devilman diagnosed it.

Contact remick04 specifically in PM about this. But it might be something any independent AI modder might find worth their while - Drawde, Aserafimov, Devilman...

But it might be something any independent AI modder might find worth their while - Drawde, Aserafimov,

75
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 02-02-2011, 03:02:33 »

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