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Messages - default_player

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1
Suggestions / Re: 1st person hit/health depletion
« on: 21-08-2013, 00:08:08 »
I am behind in the dev loop, but take my account name into mind as well (I'm strictly single player experience)

What I think about this one, is that it is very difficult to make. Not all hits are causing blood to appear on the sleeves, it would be weird if it does on hits in the stomach, for example. And to code it in a way that it only appears when logical is very hard, I guess.

It could be a combo of sleeves or hand, ultimately it would all depend on both how it looks and how it functions. Ideally it would be neat to be able to toggle it with a key or button similar to the night vision in vanilla special forces. Aside from 1st person, a simplified 3rd person animation would be interesting to see too. If anybody remembers Rogue Spear for the pc about 2001, upon wounding the player had a 50/50 chance of limping in 3rd person and there was blood decals on the player model in 3rd as well.

2
Suggestions / 1st person hit/health depletion
« on: 20-08-2013, 13:08:30 »
I'm not saying "ya have ta do this man"...because I'm not sure if it's altogether possible or that it might bloat the size of the mods rar files if it is. Most likely if all that's true or not, it would be time consuming to do anyway I'm sure. What I envisioned was some sort of gore tastefully applied - to the soldiers in first person. Essentially the forearms, hands, sleeves, etc. The blood puddle effect third person applied to the first person arms, to be activated (pop up) after receiving a wound or trauma. And just guessing here, but I'm sure that would have to be applied to each 3d model set of arms (a lot of importing/exporting and rebuilding perhaps.)

Anyway, if a shortcut or work around to limit the hassle was possible, I'm not saying use the puddles from 3p literally, I was thinking new applied texture maps. One example for long sleeves, the texture could be applied to look as if it's leaking down the sleeve/arm, but only visible at the wrist/cuff extending to the rest of the hand (picture the green-coated US faction holding a 1911 with this effect) The weapon models of course would be another separate issue to involve, but realistically too involved altogether.

3
Singleplayer and Coop / Re: Sidi Bou Zid sp?
« on: 28-01-2013, 00:01:36 »

4
Singleplayer and Coop / Re: Sidi Bou Zid sp?
« on: 28-01-2013, 00:01:52 »
You have to edit the DESC file in the maps info folder in order to tell fh2 to display it in sp, like so --

<map>
<name> Sidi Bou Zid </name>
<briefing locid="LOADINGSCREEN_MAPDESCRIPTION_Sidi_Bou_Zid"></briefing>
<music> common/sound/menu/music/sidi_bou_zid_loadingmusic.ogg </music>
<modes>
   <mode type="gpm_cq">
         <maptype ai="1" players="16" type="headon" locid="GAMEMODE_DESCRIPTION_headon"></maptype>
         <maptype ai="1" players="32" type="headon" locid="GAMEMODE_DESCRIPTION_headon"></maptype>
         <maptype ai="1" players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon"></maptype>
      </mode>
      <mode type="gpm_coop">
            <maptype ai="1" players="16" type="headon" locid="GAMEMODE_DESCRIPTION_COOP_headon"></maptype>
            <maptype ai="1" players="32" type="headon" locid="GAMEMODE_DESCRIPTION_COOP_headon"></maptype>
            <maptype ai="1" players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon"></maptype>
      </mode>
      <mode type="sp1"></mode>
      <mode type="sp2"></mode>
      <mode type="sp3"></mode>
   </modes>
</map>

5
Singleplayer and Coop / Re: Sidi Bou Zid sp?
« on: 25-01-2013, 03:01:46 »
However, in SinglePlayer mode, Sidi Bou Zid is not aavailable.

Only in Multiplayer Co-Op mode.

it works fine in sp64 for me...

6
Singleplayer and Coop / Re: Sidi Bou Zid sp?
« on: 19-01-2013, 18:01:56 »
great, thank you (works perfect) That could have been right in my face, last hotfix patch I downloaded was at the end of long thread weeks ago. Patch B is where it's at, now I'm up to speed.

7
Singleplayer and Coop / Sidi Bou Zid sp?
« on: 19-01-2013, 15:01:41 »
I'm sure odds are slim, but is anybody aware if sp version of Sidi was ever made available for the latest version of FH2? That would be Western Desert map after "Supercharge"...Be somewhat neat to have US forces on one map in the desert.

8
This is a pretty interesting read with some nice reference pictures (scroll down 12th & 14th post)--

http://forums.gunboards.com/showthread.php?245773-Grenade-Launching-Carcano

I think it's a bit too obscure and involved for FH2, but really a neat piece of history from a rifle collectors stand point. To sum up the article for those who like the condensed version --

The grenade attachment was activated by removing the bolt from the receiver and inserting it into the grenade assembly.

The grenade itself was more of a "stun" grenade that produced little fragmentation (idea was to launch one off prior to charging a trench in order to gain an element of surprise over the enemy)

Pre ww2 design (1928)

Extremely rare, only 14 "milsurp" examples ever documented. Royal Italian army designated it the "Tromboncino" model 28

9
wonderful. Thanks for taking the time to re-navmesh it.

10
Thank you for this update...

11
They're getting hung up on a static object in that case (the wood plank)...It's just a drawback of the coded ai. Slight change in statics like small curb elevations can hang up a bot and eventually kill it after a struggle to regain it's route.

12
Suggestions / Re: Medics
« on: 04-04-2012, 16:04:48 »
glad this is getting shot down, I say get rid of the wrench while at it. Nothing worse than a full fledged armor engagement taking place, drilling some armor to over halfway critical and having some brit in shorts dash out and magically repair the entire tank literally in seconds by cranking on thin air with a small adjustable wrench intended for small puny fasteners. 

13
Tactics & Tutorials / Re: M1 Carbine
« on: 24-03-2012, 17:03:12 »
But I imagine that we will never see the auto version of the M1 in FH2..

adapting the m1 to fire full auto (any cyclic rof) can be achieved in seconds simply by editing the weapons init as with most weapons.

I mostly wanted to say for historical accuracy aspect, not the coding aspect. The full auto M1 carbine were probably not enough common to be added in the game.

I guess unless you added it in as a pickup, but I wasn't really much aware of fully auto m1s to start with aside from the m2-carbine which happened around the Korean conflict or around there.

14
Suggestions / Re: weapon posture
« on: 24-03-2012, 16:03:19 »
great reply, thanks. That makes a lot of sense (from hip, to aim, to dash) ideally you want two hands on the weapon at all times and preferably the weapon to point forwards the direction the bot is moving to simplify transitions. PR springs to mind as well, in where they have more of a tactical stance with the rifles (muzzle pointed towards the ground)...Trade off is for every round fired it's a huge arc/swing up to aiming position and then back down to that tactical stance (can get to look odd under rapid single shot, the constant jerkiness)

Also as far as moving around any animation files or anything, each time before I mention anything like that I like to stress about backing up whatever it is you're toying with. Any tip like that would be unsupported of course, but I bet out of all of the weapons and animations out there be it from fh2 or some other mod, there's bound to be a close if not perfect match. Reworking an animation can be a big deal, I was just sharing an easy customizing trick I've discovered over the course of getting to learn this shooter.

15
Suggestions / Re: weapon posture
« on: 24-03-2012, 09:03:24 »
If theres something to fix, the devs will fix them. Thankyouverymuch.

I don't think anything need be fixed, just making a suggestion in the suggestion forum. The tankbuster poster pointed out the thumb, correct (I was aware of that upon posting the pics) -- as far as my own end of things though on my pc or whatever, I like to be hands on with a lot of things as I'm sure others do to. 

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