Forgotten Hope Public Forum
Forgotten Hope 2 => General Discussion => Topic started by: Lightning on 14-07-2011, 21:07:55
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After Tuesday's release of our internal changelog (http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.4release/changelog.txt), there were some understandable complaints that it was incomplete, largely ambiguous and partly incomprehensible, so I have taken the time to completely rewrite it to a form which is clean, structured and hopefully a lot less ambiguous, so it is clear to everyone what exactly has been changed. I have filtered out all messages relating to content that was not included in 2.4 and I have removed all messages relating to the development and tweaking of new content. I have also rewritten every single entry to it's easier to understand and added many entries (especially in the levels section) that were not in the internal changelog at all. Since the internal changelog is largely incomprehensible (even to a developer) I'm sure I did not manage to include every change that was made, but I do estimate I've listed about 85%.
So, here it is:
Forgotten Hope 2 version 2.3 - version 2.4 Complete Changelog (http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.4release/changelog_fh2.4.txt)
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your work is appreciated Lightning,
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I'll post here then:
* Made MG42 fire 1x900 rpm instead of 2x600 rpm
WAT
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Now bullets make sense. And it's a game, you wont notice any real difference.
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But, to quote my post in the update thread:
Yeah, but, now its just a MG34 with more ammo. There is literally no fire rate difference, it is not putting more bullets down range per burst. It can fire for longer, but that doesn't mean its any different from the MG34 in terms of fire rate. You might as well just give the MG34 the belt that it SHOULD have on the lafette and bipod (the drums stopped being used in the late war anyways), and just use that on all maps.
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Well, Von Mudra, we cannot have the actual rate of fire of 1200 rpm because of engine limitations, so we've got either the option of 2x600 rpm, which would be the correct ROF, but has the downside of not being as effective, as 2 bullets usually have the same effect as 1 bullet (it kills the player), or 1x900 rpm, which would be an incorrect ROF, but makes the gun more effective. Since we feel it's more important for immersion for the gun to be effective, rather than have the (strictly speaking) correct ROF, we have chosen the second option.
The downside is that it's practically identical to the MG34 now, that's true. The only real difference is that it has 250 bullet belts instead of 50 bullet magazines.
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Well, I don't see the problem therein though. Since it kills the player no matter if its one bullet or two bullets, but you're gonna hit the player with several no matter what with a burst (face it, when DO you go and use a MG42 as a single shot weapon), the dual bullet thing created a nicer stream of rounds with a correct rain of fire. The two bullets firing made sure that any hit was a kill, and it put more rounds on target. With a change to the MG34 way of firing, all you have now is exactly the same weapon, only with a longer belt (despite the fact that, as noted, the MG34 should really have a belt too, not a drum, in most cases, including when mounted on lafette.).
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I'm liking the no more grenade shout, nice work!
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Great job on clearing up the changelog, I was kinda confused when I read the first one...
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Well, I don't see the problem therein though. Since it kills the player no matter if its one bullet or two bullets, but you're gonna hit the player with several no matter what with a burst (face it, when DO you go and use a MG42 as a single shot weapon), the dual bullet thing created a nicer stream of rounds with a correct rain of fire.
But that's only when you're close to your target. Far away and you'll have the deviation to worry about. Your cone of fire will be much larger than your target and you'll need more bullets before you score a hit. Now you fire 1.5 times as many bullets per time interval at the cost of a moderately reduced lethality. Additionally, you have twice as many bullets.
Anyway, it's already in the mod, so you'll just have to check it out in game and see for yourself.
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I do plan on checking it out, but I can already tell I'm not going to like it. It's just gonna feel like a MG34, not at all like a MG42.
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I do plan on checking it out, but I can already tell I'm not going to like it. It's just gonna feel like a MG34, not at all like a MG42.
I'm willing to bet that if you hadn't seen it in the changelog and the number of bullets in the belt hadn't been changed, you would not have noticed a thing.
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I do plan on checking it out, but I can already tell I'm not going to like it. It's just gonna feel like a MG34, not at all like a MG42.
Well, maybe for you, because you know it's a fact that bugs you, but for a regular player, it will feel much better than before. ;)
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cant please everyone
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* Fixed Marder I flipping over too easily
Yay! No more wobbly AT Gun ride of death!
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Nice. Cheers for the revise.
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What about 1800 rpm for MG 42 then as Kelmola said? But maybe it would make MG 42 too overpowered :-\ I'm not sure about this one, as i am comfortable enough with MG 34 rate of fire.
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one of my favorites:
* Fixed first person weapon model flickering
YAY for no more ugly flickering on my gunz ;D
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I do plan on checking it out, but I can already tell I'm not going to like it. It's just gonna feel like a MG34, not at all like a MG42.
Well, maybe for you, because you know it's a fact that bugs you, but for a regular player, it will feel much better than before. ;)
What about those fuck heads zipping about in there little cars honking their horns? The old 1200RPM MG42 shut those bastards up pretty fast. I hope it gets switched back next patch myself. That and a couple other little niggly bits are about my only problems with 2.4. Other then that I will have to say this release is gold! The devs brought me in as a beta guy during that long spell we all had in the desert. I have to say even though I was extremely pleased with Normandy release it does not hold a candle to this release as far as the wow factor. So beautiful and it plays so damn nice.
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At least the sound now matches the ROF, as does many of the weapons do now.
What about those fuck heads zipping about in there little submarines honking their horns?
You will see what I mean soon ;)
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I'm liking the no more grenade shout, nice work!
Sad, those "Fire in the hole!" shouts saved my life so many times at close quarters!
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BTW, recoil gives you firing patterns like this:
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2x600 | 900
Much harder to miss someone in the gap at 900.
The fact of the matter is that "These changes have ruined the mod even though I haven't played yet" is currently in effect.
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* Added new bolt-action ironsights animations
Hey hey! High five ;D Bout time you guys adopted this.
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BTW, recoil gives you firing patterns like this:
: .
.
:
.
: .
.
:
2x600 | 900
Much harder to miss someone in the gap at 900.
The fact of the matter is that "These changes have ruined the mod even though I haven't played yet" is currently in effect.
It's not ruined, it's just made the MG42 no different than a MG34
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You dont know yet, play tomorrow and then make an opinion if it was a bad change or not
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What i'm burning with desire to learn is how was the bayonet fixed...Definitely something to use tomorrow
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*Looks for Watchtower1001*
(http://l0lwut.com/f/z/pics/lulz/nope.jpg)
jk jk
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What i'm burning with desire to learn is how was the bayonet fixed...Definitely something to use tomorrow
whats wrong with the bayonet ? works perfectly fine.
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Well I think they do work better now...If I recall.
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What i'm burning with desire to learn is how was the bayonet fixed...Definitely something to use tomorrow
whats wrong with the bayonet ? works perfectly fine.
Slashing over 3 times only to be shot in the head and be killed? As of the last patch it was a waste of space in the kit....
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My favorite is the removal of grenade shouting no more warnings for the enemy that im throwing a nade;-)
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* Ramelle
* Added new python bleed (22/min for Axis)
* Fixed players being able to stand on objects in the river
* Made Germans bleed until they capture all CPs
* Added new bridge area with 2 alternative routes
* Improved performance
* Improved cover for both teams near the Bridge
* Set tickets for both teams to 1000
* Updated St.Lo Breakthrough
* Added another Halftrack to US base
* Added stone walls by the Church road
http://www.youtube.com/watch?v=P3ALwKeSEYs
:D :D
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IIRC the MG42 has different deviation fromt he MG34, making it more effective.
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Nope.....
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Thanks Lightning!
"Removed Grenade shout" - Hmmm this will bring a totally new dimension to inf combat.....sneak behind enemy, right click, drop grenade behind enemy and scram....BOOOOMMM! Lol
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It was like this until 2.2, iirc. But from then on, you get some dude running out at you, smg blazing before your animaton kicks in to switch weapons.
I do hope they put in a "Grenade!" shout in the comm-rose eventually though.. if it isn't there now *Fingers crossed*
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I'd like to think that my gentle nudging had something to do with this ^_^
That answers a lot of questions that would've been taken to the forums and caused headaches for everyone. It's an incredible list of feature additions, tweaks and changes. As an every day player...my expectations are far far exceeded for whats new, whats tweaked, and whats fixed. Now...I just want to play.
One last suggestion, and that is to make sure that change log appears on Moddb.com and every other website you possibly can so the masses of mod fans can see how much truly goes into a FH2 update.
Cheers to Lightning for this 'user friendly' edition of the change log.
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It was like this until 2.2, iirc. But from then on, you get some dude running out at you, smg blazing before your animaton kicks in to switch weapons.
I do hope they put in a "Grenade!" shout in the comm-rose eventually though.. if it isn't there now *Fingers crossed*
reminds me of FH1 satchel, when you throw it it automatically screams "fire in the hole".
Well, I remember forcing a tanker to bailout with just a grenade "ding" and use the "fire in the hole" command lol.
A good change anyway.
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I'd like to think that my gentle nudging had something to do with this ^_^
That answers a lot of questions that would've been taken to the forums and caused headaches for everyone. It's an incredible list of feature additions, tweaks and changes. As an every day player...my expectations are far far exceeded for whats new, whats tweaked, and whats fixed. Now...I just want to play.
One last suggestion, and that is to make sure that change log appears on Moddb.com and every other website you possibly can so the masses of mod fans can see how much truly goes into a FH2 update.
Cheers to Lightning for this 'user friendly' edition of the change log.
Make a squad! :D
And good idea about moddb!
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Well, Von Mudra, we cannot have the actual rate of fire of 1200 rpm because of engine limitations, so we've got either the option of 2x600 rpm, which would be the correct ROF, but has the downside of not being as effective, as 2 bullets usually have the same effect as 1 bullet (it kills the player), or 1x900 rpm, which would be an incorrect ROF, but makes the gun more effective. Since we feel it's more important for immersion for the gun to be effective, rather than have the (strictly speaking) correct ROF, we have chosen the second option.
The downside is that it's practically identical to the MG34 now, that's true. The only real difference is that it has 250 bullet belts instead of 50 bullet magazines.
But hey! MG26! and its only lebisey! PDH!
Btw on what maps will the springfield M1903A3 appear?
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Well, Von Mudra, we cannot have the actual rate of fire of 1200 rpm because of engine limitations, so we've got either the option of 2x600 rpm, which would be the correct ROF, but has the downside of not being as effective, as 2 bullets usually have the same effect as 1 bullet (it kills the player), or 1x900 rpm, which would be an incorrect ROF, but makes the gun more effective. Since we feel it's more important for immersion for the gun to be effective, rather than have the (strictly speaking) correct ROF, we have chosen the second option.
The downside is that it's practically identical to the MG34 now, that's true. The only real difference is that it has 250 bullet belts instead of 50 bullet magazines.
But hey! MG26! and its only lebisey! PDH!
Btw on what maps will the springfield M1903A3 appear?
Recon kit on PDH at least has it. it's my favourite normandy rifle, best sights by far, rivals with africa K98.