Author Topic: Hungarian Front 2 (still alive)  (Read 44230 times)

Offline Natty

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Re: Hungarian Front 2 (still alive)
« Reply #150 on: 17-04-2010, 19:04:18 »
Lets hope I'm wrong.

yes, you are wrong. Toddel is right. we do not have the time to work with external modteams for some "maybe" mod....... We have no guarantees that Hungarian mod will ever be done.....so: should we invest our limited time and devs to something we.... dont own? dont control?.... we have barely time to finish our own projects... there are mappers knocking on our door every day with maps for our mod.. we have one upcoming new front allreadt in progress, and another one planned in pre-production..

We are not a gaming studio. We are not 20 guys in some office, developing from 0800 - 1700 mon-fri, we scramble together FH2 on spare hours. before dinner, on weekends, when we have time... We have limited testers, who also have RL.
really..... form a mod team, produce a mod for many years, manage a community, make a full 64player map, develop a game.. you will see how it is to prioritize.

A good mod comes not from how much cool shit you throw in to the mod, it is about how much you are willing to not throw in.

If there is a link some day http://www.downloadhungarianfrontmodhere.com <<<< I will click it, and play it, and we can talk. Until then, it is no point talking. Release! and we will raise eye-brows  8)

Offline NTH

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Re: Hungarian Front 2 (still alive)
« Reply #151 on: 19-04-2010, 11:04:14 »
Lets hope I'm wrong.

yes, you are wrong. Toddel is right. we do not have the time to work with external modteams for some "maybe" mod....... We have no guarantees that Hungarian mod will ever be done.....so: should we invest our limited time and devs to something we.... dont own? dont control?.... we have barely time to finish our own projects... there are mappers knocking on our door every day with maps for our mod.. we have one upcoming new front allreadt in progress, and another one planned in pre-production..

We are not a gaming studio. We are not 20 guys in some office, developing from 0800 - 1700 mon-fri, we scramble together FH2 on spare hours. before dinner, on weekends, when we have time... We have limited testers, who also have RL.
really..... form a mod team, produce a mod for many years, manage a community, make a full 64player map, develop a game.. you will see how it is to prioritize.

A good mod comes not from how much cool shit you throw in to the mod, it is about how much you are willing to not throw in.

If there is a link some day http://www.downloadhungarianfrontmodhere.com <<<< I will click it, and play it, and we can talk. Until then, it is no point talking. Release! and we will raise eye-brows  8)

2 Fronts? That sounds great. Speculating mod on Ardennes (more and less said before by Taranov) and Eastern front.
Just spill the beans, Natty.  :D


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Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #152 on: 21-04-2010, 12:04:35 »
ahm okk..
I dont wana many help from FH just waht we development put in to main relese example FH 3.0
The team try do all part in mod! Maping, animating, coding and modelling.

Offline Big Lebowski

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Re: Hungarian Front 2 (still alive)
« Reply #153 on: 30-04-2010, 16:04:51 »
Take a look at PR if you want to know how to incorporate mods into the main build.

Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #154 on: 03-05-2010, 21:05:21 »
HY!
Dev.: Have cornfield in fh2? or have you planed it?

Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #155 on: 05-05-2010, 11:05:07 »
Hy guys..
Iw loose mi toldi track mesh in hard disk crash..
So i must creat a new. Now... some question:
How many segments are you use exp: for wheels?
What is the minimum and may the max?

Offline DLFReporter

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Re: Hungarian Front 2 (still alive)
« Reply #156 on: 05-05-2010, 11:05:13 »
HY!
Dev.: Have cornfield in fh2? or have you planed it?

Iirc there is a cornfield in 2.25. :)
Gravity is a habit that is hard to shake off

Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #157 on: 05-05-2010, 11:05:44 »
HY!
Dev.: Have cornfield in fh2? or have you planed it?

Iirc there is a cornfield in 2.25. :)
That sounds good! only need the files name :)

Offline sn00x

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Re: Hungarian Front 2 (still alive)
« Reply #158 on: 05-05-2010, 16:05:06 »
undergrowth

Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #159 on: 05-05-2010, 20:05:15 »
undergrowth

Hmm i didnt findthis name...
You check in editor?

Offline kummitus

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Re: Hungarian Front 2 (still alive)
« Reply #160 on: 05-05-2010, 21:05:20 »
you know how undergrowth works?
CMP Gaming

Offline mastert

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Re: Hungarian Front 2 (still alive)
« Reply #161 on: 05-05-2010, 23:05:54 »
you know how undergrowth works?
What do you mean it?

Offline Kev4000

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Re: Hungarian Front 2 (still alive)
« Reply #162 on: 14-05-2010, 05:05:10 »
Take a look at PR if you want to know how to incorporate mods into the main build.

Its different with FH2. Realistic architecture for the period and location is something we consider a must, and probably the most time consuming job there is. If it were as simple as importing a few new weapons and vehicles, of course we'd be open to it.

That being said, if all the content is present in the future, we can re-evaluate the idea.

Offline Timmay9/11

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Re: Hungarian Front 2 (still alive)
« Reply #163 on: 14-05-2010, 20:05:25 »
some new textures? would like to see your soldier model textured
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Offline psykfallet

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Re: Hungarian Front 2 (still alive)
« Reply #164 on: 20-05-2010, 08:05:22 »
I think the best thing for you guys to do is to work on your hungarian stuff and some wip maps and concentrate on polishing it to perfection (ie FH2 standards). Because you need a russian side from the fh devs and that is not going to come soon, so that also mean you have some time to do this.