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Topics - Kev4000

Pages: [1]
2
General / HSlan angled damage change
« on: 31-03-2012, 21:03:17 »
Angle damage modifier has been reduced on HSlan serverside.
This affects how fast damage will dropoff when hitting enemies at an angle.
Anglemod wasn't without compromise. However, the benefits exceed the drawbacks tenfold.
The intention of this is to reduce the amount of shots which do no damage but otherwise should. As illustrated below, hitting this part would previously not do any damage due to the high angle. It should now do some damage, but little especially vs. heavy tanks.

The bad news is this may increase the chances of getting "sideshot the the front".
Technically the value controlling damage dropoff is changed from 1.75 to 1.35.

The change is very sublte, but sensitive. Give feedback on an overall impression, if noticeable at all. Do attempt to differentiate anglemod from network lag or other reasons your hit may not have done any damage. Attempt to glitch, by shooting King Tiger in roof armour etc. and especially do test AT rifles vs. tank turret tops.

3
Developer Blogs / Mobile Anti-tank guns
« on: 05-03-2012, 22:03:18 »
The effectiveness of mobile anti-tank guns ingame has been limited by issues of stability or sliding, maximum traverse and elevation limits, and general mobility.

For our next public release, these will receive a major overhaul!
Changes include:
- Separation of gunner and pusher. Including a walking animation for the pusher.
- Stability. When gunning, the guns will not slide around.
- Most gunners are positioned better behind the shields.
- Faster pushing, especially on the smaller ones.

Find your AT gun, push it into position, and await enemies!

4
Developer Blogs / thermite fx
« on: 01-02-2012, 06:02:30 »
http://www.youtube.com/watch?v=4TGdKsKQaIM

A small change to make it look more like thermite and less like a flare. One of many small changes you won't think twice over upcoming version.

5
Developer Blogs / Content ingames
« on: 22-01-2012, 20:01:01 »
We often show only renders of content. Here's some ingames. Additionally, one of the vechiels was shown in render before 2.4! Unfortunately, it didn't make it ingame for the last patch, but will be included coming patch.







6
General / Airplanes!
« on: 31-12-2011, 07:12:09 »
Your two favourite! Explain why you love it, or why you hate it. Or anything relating to balance factors.
Also, do you feel the plane operates as intended in relation to its advantages and disadvantages?

7
General / Tank turrets
« on: 13-09-2011, 01:09:09 »
In 2.4, we implemented new tank turret acceleration/deceleration handling.
We've been very restricted in exactly how these operate due to BF2 engine limitations. Thus unfortunately there is no way to, for example, keep the new acceleration and old deceleration.

Anyhow, please give your feedback and experiences.
1.) What did you think of it at first try?
2.) What do you now think of it?
3.) Do you find the new system better overall? Give pros and cons.
Only for high pingers 100+ (please state your usual ping)
4.) Does the jitter/wharping lag affect your skill level when aiming? If so, how much?

8
Modding / Custom Colour Correction
« on: 02-08-2011, 23:08:57 »
Here's the workings on creating custom colour correction filters.

Choosing your own colour correction
In the /fh2/common_client.zip/textures/ folder there is a file called "noise.dds", which contains the information of the filter. This file is read for maps which do not have their own filters and does nothing, except add the darkening of the edges of the screen.
For most official maps, we've used custom texture suffix' included in common_client.zip. Below explains how to change the colour correction on your map without modifying the FH2 archives:
1.) Copy /mods/fh2/levels/bastogne/noise.zip to your map's folder
2.) Replace noise.zip/textures/noise_snow.dds with the colour correction you wish to have. It must be renamed to match your map's texture suffix.
3.) In your map's tmp.con, add "run ClientArchives.con"
4.) Create a ClientArchives.con file that contains "fileManager.mountArchive /Levels/levelname/noise.zip Common"
Check Bastogne's files for reference if you're confused.

There's a couple limitations:
- You cannot use existing FH2 suffix' besides noise_snow.dds.
- For example if using suffix "phl" it will cause the noise_phl.dds to be loaded from common_client.zip/textures/noise_phl.dds.
- In other words, if the file exists in common_client.zip/textures/, it will be loaded from here instead.

You may also use this method for custom trench skirts textures, as seen on Bastogne with suffix snow.

Creating your own custom colour corrections
How do you change the noise.dds to get the look you want? Quite simple:
  • Open a screenshot of your map in photoshop, preferrably one with both light and dark areas so you can see how they will be affected.
  • Open noise.dds.
  • Remove the alpha channel.
  • Copy and paste noise.dds onto your map screenshot and move it somewhere where it's not in the way.
  • Now you're ready to apply some adjustment layers. Go to layers, adjustment layers and pick the ones you want to add. Remdul suggested starting with 'curves' to make the darkest areas of the map a little lighter. Then go on to colours, brightness, contrast, saturation, etc...
  • Once done with your adjustments, flatten layers.
  • Go back to noise.dds and undo deleting the alpha channel.
  • Copy your noise picture from the screenshot and paste it back into the noise.dds.
  • Save noise.dds as noise_suffix.dds, where "suffix" is your map's texture suffix. Make sure you save as 8888 ARGB with no mipmaps
And that's it. Below the instructions in picture format. Hope it's all clear.

9
Singleplayer and Coop / performance improvement
« on: 17-03-2011, 16:03:07 »
Just a thought for you SP'ers out there.

Run a BF2 dedicated server in LAN mode:
C:\Program Files\EA GAMES\Battlefield 2\BF2ServerLauncher.exe

Open task manager - processes - right click "bf2_w32ded.exe" and set affinity CPU1 only.

Then run BF2, and do the same in task manager just set it to CPU0 only. Then join local.

This may increase performance by quite a bit, since you'll use one CPU core for processing bots, and another for the game.

10
General / 128p technical feedback
« on: 12-03-2011, 20:03:22 »
Report crashes, lag, and any other TECHNICAL feedback here.

Get a crash? Run FH2 in windowed and try playing again:
"C:\Program Files\EA GAMES\Battlefield 2\FH2.exe" +fullscreen 0 +szx 800 +szy 600
This will display an error message

If you're reporting lag, please post:
- ping
- location
- internet bandwidth
- ISP

Got a crash? Please post:
- error message
- PC specs (Ram, graphics card)
- OS

Also post other technical problems, such as PB kicks.

11
General / Which resolution do you play in?
« on: 29-07-2010, 08:07:20 »
Just a little poll for the fun of it, may have a minor impact somewhere down the line as to texture and hud resolutions.

12
General / HSLAN possible no flying ragdolls fix
« on: 19-03-2010, 04:03:55 »
HSLan is now running their server with a 1 second mandowntime in order to prevent the flying ragdolls.
We've been testing in private the past few weeks, and we've had no reports of flying ragdolls. But I'm still not satisfied, I want to know for sure. Which is why I've asked HSLan to set mandowntime to 1.

Report here at once if you see any flying ragdolls on HSLan. Preferably with screenshots, if possible.

For those interested in my theory of how it works:
As you may know, ragdolls may be at a different location on your computer then on someone elses. This is because their movement is not transmitted over the server.
"Mandowns" however are networked. This is needed so the player knows where to apply the shock paddles in vanilla BF2.
For every non-networked object, your computer will predict its movement. This can be seen with flying tanks when you lose connection to the server. Also note that flying ragdolls do not occur offline.
The flying ragdolls are thus caused by Dice screwing up their prediction code. Setting the mandowntime to 1 makes the server tell the player that the ragdolls are not flying.

13
Off-Topic / Youtube madness
« on: 19-11-2009, 03:11:31 »
So I've started going mad on youtube, here's some of my videos

Preview video of 2.25 weapons handling (WIP feel free to give feedback):
http://www.youtube.com/watch?v=hjOV4DR_H24&fmt=22

Some fun I had on PDH (includes the weapon tweaks):
http://www.youtube.com/watch?v=bI2eMzQfrII&fmt=22

And my favorite toy, the benchmade model 42 (yes, I'm a spy):
http://www.youtube.com/watch?v=UbPJkPTpIeI

Post your youtube videos!

14
General / Weapon 3D ironsights/sway feedback
« on: 13-09-2009, 01:09:02 »
Give me feedback on the 3D ironsights here.
To let me explain, there are 4 animations for each of the 3D ironsights, 6 animations for guns with rifle calibers (for sway).

Generic animations:
-tozoom: the transition between standing and zoom_stand. Bren and BAR for example have a longer animation than M1 Garand of Enfields tozoom.
-zoom_stand: the main ironsight animation. Rifles: have sway here, +/- 0.15 degrees. SMGs: usually have an up/down sway, mostly irrelevant to gameplay since they're not accurate enough for sway to make a difference.
-zoom run: animation that moves the gun right/down, back to center, then left/down.
-Zoom fire: The animation played when firing. Cycles the bolt, makes the weapon bounce full of recoil.

Rifle caliber only animations:
-zoom_crouch: the ironsight animation played when crouching. Only rifles have this one. +/- 0.10 degree sway
-zoom_prone: ironsight animation with no sway. Makes shooting prone extremely accurate.

Note about sway: it goes down/right, back to center, down/left, back to center, and loops. The bullet will always shoot center!
Technical notes sway: It rotates down .15 degrees, and right/left .15 degrees, pivoting from the camera.
Technical notes M1 Garand/G43 zoom_fire: It rotates, pivoting from the camera, upwards 4.5 degrees. It returns to normal after 9 frames, which means 0.36 seconds after firing, the ironsight will return to center. I can supply more technical data on other guns by request.

Keep to constructive criticism, and try to keep it technical. For example, if you want less sway, tell me how many degrees of sway you want. I'll add good suggestions to our internal build for gameplay testing by our testers, however I will not guarantee anything will make it into the public version unless the testers approve of it.

15
Modding / Airplane gun convergance map specific
« on: 06-05-2009, 21:05:10 »
After [F|H]Spit asked for some help with adding airplane convergance to be map specific in the tmp.con file I went on through and figured out how to, for all you fan mappers out there. Open your map's tmp.con file and add the following example:

Quote

ObjectTemplate.create GenericFireArm hurricanemkiid_Cannons1
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 900
ObjectTemplate.fire.batchSize 2

rem Notice name change from barrel01 and 02 to 03 and 04
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel03
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel04
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 15
ObjectTemplate.ammo.magSize 2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.recoilSize 2
ObjectTemplate.recoil.recoilSpeed 20
ObjectTemplate.recoil.recoilForce 5
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 6
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_cannons1AI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Zoom

rem Notice name change from barrel01 and 02 to 03 and 04 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel03
ObjectTemplate.setPosition -1.79456/-0.805058/2.17684
ObjectTemplate.setRotation 0.823/0/0
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel04
ObjectTemplate.setPosition 1.79456/-0.805058/2.17684
ObjectTemplate.setRotation -0.823/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 2Pdr-AP-Projectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 615
 ObjectTemplate.isSelectable 0
ObjectTemplate.heatAddWhenFire 0.005
ObjectTemplate.coolDownPerSec 0.3
ObjectTemplate.overheatPenalty 1.25



rem Notice name change from barrel01 to 03 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel03
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------



rem Notice name change from barrel02 to 04 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel04
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------



ObjectTemplate.create GenericFireArm hurricanemkiid_WingMG
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
ObjectTemplate.weaponHud.switchGuiOnCamera 1
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.fireInput PIAltFire

rem notice name change from _barrel TO _barrel2
ObjectTemplate.fire.addBarrelName hurricanemkiid_WingMG_barrel2
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1200
ObjectTemplate.ammo.reloadTime 5
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 0.5
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:ToggleCameraComp ---
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.changeCameraId 3
ObjectTemplate.zoom.cameraInput PIFlareFire
ObjectTemplate.zoom.zoomInput PIFlareFire
ObjectTemplate.zoom.changeCameraViewMode 1
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_WingMGAI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Zoom

rem notice name change from _barrel TO _barrel2 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition 2.47301/-0.445384/1.11821
ObjectTemplate.setRotation -1.133/0/0
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition -2.47301/-0.445384/1.11821
ObjectTemplate.setRotation 1.133/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 7,92x57mmProjectileAir
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 823
ObjectTemplate.heatAddWhenFire 0.001
ObjectTemplate.coolDownPerSec 0.4
ObjectTemplate.overheatPenalty 5



rem notice name change from _barrel TO _barrel2 here also
ObjectTemplate.create Bundle hurricanemkiid_WingMG_barrel2
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_coax
rem -------------------------------------

If I wasn't such a lazy bastard I'd do it for the other planes aswell, but I'm sure someone will figure it out and make that aswell ;)

For the calculations in the rotations, look no further then this topic in the old forums:
http://forums.filefront.com/fh2-suggestions/392332-airoplane-gun-convergence-2.html#post4803020

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