Author Topic: Road to Forgotten Hope 2.4: Part 4  (Read 17004 times)

Offline Ciupita

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #105 on: 15-07-2011, 13:07:44 »

- Added Pak35s for german defense at Aerodrome, Suda Bay & Chania


This ALMOST makes up for the MG42 change.

You won't notice MG42 change in-game.. I used it a lot when we were filming the trailer.. Didn't know it was changed until now
« Last Edit: 15-07-2011, 13:07:55 by Ciupita »

Offline Eat Uranium

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #106 on: 15-07-2011, 13:07:43 »
FH2.4 Profiles, Configuration and more.

Read this topic.

Seriously.  It will make installing and playing 2.4 this evening much less stressful.

Offline Watchtower1001

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #107 on: 15-07-2011, 14:07:20 »
I hope my nagging had something to do with adding a good change log...That answers a lot of questions that would've been taken to the forums and caused headaches for everyone.

To comment on the many changes:

It's a very impressive list of feature changes which I am very much looking forward to seeing in action, and I for one congratulate the team on such an impressive undertaking and overhaul. 

This obviously has been something in the works for the better part of a year so I say take a break and come play with the fans!  Hope to see some devs out there in the game, please...add a [FH2 Dev] Tag to your name so we can say thanks!  You guys have out-done yourselves again, as an everyday player myself my expectations for the patch are far far exceeded.

As a mod team it's very important to strive to keep improving a game among a every growing sea of amazing AAA titles, even if it's on an older engine, there definitely is always something that can be improved.  I believe  AAA developers get away with doing nothing to improve their games all the time, especially considering the money they rake in, with the exception of Valve me thinks.  So again kudos to FH2 for continuing their amazing work!



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Offline Lightning

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #108 on: 15-07-2011, 15:07:07 »
I hope my nagging had something to do with adding a good change log...

Yes, I read your posts and figured you were right. Took me almost an entire day though and there's still some stuff missing.


Hope to see some devs out there in the game, please...add a [FH2 Dev] Tag to your name so we can say thanks!

If you play on a ranked server the developers will have a special FH2 icon instead of a rank icon.

Developers have:

In the awards website you can also identify betatesters by a green FH2 icon, but ingame they have a lieutenant general's rank.

Betatesters have on website:
« Last Edit: 15-07-2011, 16:07:22 by Lightning »

Offline Flippy Warbear

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #109 on: 15-07-2011, 15:07:13 »
Beta's however got three stars in their rank icon.

Offline Watchtower1001

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #110 on: 15-07-2011, 15:07:19 »

...Took me almost an entire day though and there's still some stuff missing.

Your work will be well appreciated by many.  If you happen to revise it, like adding stuff,  please let us know!

You can always give people a heads up that the change log has undergone changes, so make sure to make a change log of changes made to the change log ^_^

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Offline djinn

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #111 on: 15-07-2011, 20:07:10 »
No good deed goes unpunished, ei Lightning  ;D


...Took me almost an entire day though and there's still some stuff missing.

Your work will be well appreciated by many.  If you happen to revise it, like adding stuff,  please let us know!

You can always give people a heads up that the change log has undergone changes, so make sure to make a change log of changes made to the change log ^_^

Offline OlBloodnGuts

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #112 on: 15-07-2011, 20:07:40 »
Anyone else notice that Project Reality released their new patch on the same day as the new FH2 patch? Coincidence perhaps?
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Offline Ts4EVER

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #113 on: 15-07-2011, 21:07:54 »
Yeah coincidence. The two mod teams don't really tell each other what they are doing most of the time.

Offline :| Hi

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #114 on: 15-07-2011, 22:07:48 »
I killed Anubis in his Jagdpanther with a Jeep Calliope. 3 rounds to the back  :-*

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline Musti

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #115 on: 16-07-2011, 00:07:32 »
Meh me and Theta were driving around in Calliope all the time killing tanks.
its even better than Zookawilly!
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Offline PanzerKnacker

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #116 on: 16-07-2011, 01:07:46 »
It's freaking awesome!

Thank you Devs!
He was not wrong. Amateurs talk tactics, pros talk logistics.

Offline DaWorg!

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #117 on: 16-07-2011, 04:07:37 »
Meh me and Theta were driving around in Calliope all the time killing tanks.
its even better than Zookawilly!

And because of people like you, i cant shoot with SMG from jeeps!  :'(  ;D
"The roar of engines, the recoil of cannons. That is where the true joy of battle lies."

Offline KevinWad

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #118 on: 16-07-2011, 04:07:51 »
I don't think it was mentioned, but I just noticed, does the weapons really sound different when inside and out, or is this something else?

EDIT: also why can't I see that new map that begins with an "e" on singleplayer but I can on coop?
« Last Edit: 16-07-2011, 05:07:37 by KevinWad »

Offline jan_kurator

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #119 on: 16-07-2011, 05:07:06 »
I don't think it was mentioned, but I just noticed, does the weapons really sound different when inside and out, or is this something else?
Effects & Sounds
 ----------------
  *...
  * Added updated indoors/outdoors sounds

You are correct!