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Messages - Pacifist

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1
Suggestions / Re: Better Artillery Tactics and Ammunition
« on: 16-11-2011, 02:11:02 »
Modern combat so much easier to code than that old ww2 junk.
Artillery? in modern days it isn't allowed to move. Against the law I hear.
Boats? They only engage at distances of over 25 miles. So boring why bother. Subs are even worse.
Flight physics? We have jets!!! Gravity no longer applies.
Numbers? Congress doesn't allow more than 32 people to fight at a time.

Like jan said different game they simply didn't code or even allow for a lot of the things 1942 had. Such as a vehicle material people could safely walk on at high speed.

The FH2 team have done wonders with the coding they were given.


Closer to the topic I remember getting sick of the 3 linked US 105mm howies on guadacanal. They simply spammed the axis airfield all day. Cloud spotted them and kept them down with the Jap 75mm arty that no one ever used. Good times.

Maybe we need linked arty again or linked AA?



2
General Discussion / Re: Show us your FH2/FH1 Videos
« on: 15-11-2011, 01:11:52 »
Now, if the Benny Hill lumberyard is from actual WaW game, the fun factor of the video triples instantly. :)

And makes me wonder who the hell came up with a flag area like that!

Map was made by Scholl and yes that was during a battle.


Damn I really hoped the Vickers will win miraculously!  :P

I should have flanked. The tiger died about 10 seconds later when the m36 I was providing a distraction for surprised the tiger and hit it from a side street.

3
General Discussion / Re: Show us your FH2/FH1 Videos
« on: 13-11-2011, 19:11:12 »
A few old vids.

Why I never got my JU52 pilots license.
http://youtu.be/bf6YokTI3cI

A bit of Benny Hill madness in a lumberyard flag.
http://youtu.be/UI4IoJ1n8rA

Tiger vs Vickers VI
http://youtu.be/6UKVYDMX4DM


4
Modding / Fixing editor to prevent undergrowth crashes
« on: 13-07-2011, 16:07:14 »
Quote
Sorry if this is known, but I didn't find any info about it on this forum.

Simply bf2editor.exe that can use up to 3GB (on properly configured 32bit windows) or 4GB (on 64bit windows) of RAM.

Download from here: http://ifihada.com/~spitfire/bf2editorlaa/bf2editor.exe

So far I've received quite nice feedback on it, many mappers say they crash less when using this exe. I'm really surprised this wasn't known commonly before, as it was 5 minutes job to modify the executable.

Anyway, I hope this helps.

Cheers,
Spit (Forgotten Hope Dev)

Copied from BF2 editor forums. Posted by Spitfire.

5
Suggestions / Re: Phosphor grenades & mortar shells
« on: 30-04-2011, 23:04:02 »
It didn't burn them.  The white smoke would get sucked into the tank, and the tank crew would think that the tank was on fire, so would bail.  The most famous case of this is when a sherman knocked out two Tigers in a row just by firing smoke shells on to them.

But he claimed that he had seen how they were burning!

The WP smoke could have caught small amounts of stray power on fire similar to the problem the sherman had prior to wet storage racks being installed Or simply set various in inflammables to smoldering. And as stated earlier it sucks to breath.

Several german held forts were captured by simply pounding them with hundreds of 75mm WP shells for several days.

6
Suggestions / Re: Phosphor grenades & mortar shells
« on: 30-04-2011, 05:04:48 »
32_cm_Nebelwerfer_41

http://en.wikipedia.org/wiki/28/32_cm_Nebelwerfer_41

The 28/32 cm NbW 41 was a six-barreled rocket launcher mounted on a two-wheeled carriage. Two stabilizer arms and a spade under the towing ring served to steady the carriage while firing. It used used two different rockets. The open metal frames of the launcher were sized to fit the 32 centimetres (13 in) rocket, but adapter rails were provided to allow the 28 centimetres (11 in) rockets to fit. The 28 cm Wurfkörper Spreng (Explosive missile) rocket weighed 82 kilograms (180 lb) and had a 50 kilograms (110 lb) high-explosive warhead. The 32 cm Wurfkörper Flamm (Incendiary missile) was normally filled with 50 litres (13 US gal) (45 kilograms (99 lb)) of incendiary oil (Flammöl), but could carry poison gases or decontamination fluids. The oil could cover 200 square metres (2,200 sq ft)

A bit overkill for FH2 map sizes.

7
General Discussion / Re: Maps
« on: 20-04-2011, 23:04:57 »
As stated before both WAW and FHT have an excellent selection of custom maps made for their tourneys.

There is no way to directly port over FH1 maps. You can port over terrain heightmaps and colormaps to get you started though. Everything else you'll have to do yourself.

The WAW editor thread contains the steps needed to port over terrain heightmaps and colormaps. http://myinternetservices.com/tournaments/showthread.php?t=269112

Some FH1 to FH2 Conversions.
Ramelle, gazala, goodwood, hell in the bocage.
http://www.gamefront.com/files/20224805/Pac%27s_FH2_Mappack_Maps.rar

I know someone's done el alemain as well but I'd have to find it.

8
Modding / Re: Custommap Research
« on: 16-04-2011, 01:04:39 »
I hope WAW will soon organize special event with these maps  8)

Edit: Thanks for uploading, at first look I liked them  :) However Ramelle without wrench kit will be difficult for axis - in FH2 Tiger's armour is much worse than in FH1. As a result, tank drivers will camp more instead of driving further...

I'll see what can be done about a special event.

The Tiger's armor isn't actually that bad the problem is the special ammo making a fearsome tank into a 1 shot kill. Since there isn't any for the allies having only a sherman flame and m3a1 w/ 75mm both on long delay spawns. The only real threat will be pickup bazooka's and the 105 howi.

 As to tanks camping rather than pushing that's up to the driver as always.

9
Modding / Re: Custommap Research
« on: 15-04-2011, 03:04:04 »
Since we've stalled yet again. ::)  Here's the final versions of Squarebasher's and my maps. Enjoy.

Map Installation:
Extract the rar file to this folder:
Battlefield 2\mods\fh2\levels

http://www.gamefront.com/files/20224805/Pac%27s_FH2_Mappack_Maps.rar

Contains FH2 versions of
Classic Gazala
Classic Ramelle Neuville
Classic Goodwood
In the Hell of Bocage

The sherman 105, sherman flametank, churchill mk7 crocodile, M3a1 with mounted 75mm, Pz3M flametank,
 StuH 105mm, and static 50 cal have all been modified from FH2 models by WAW.

10
Modding / Map Crash Percentages and Easy fixes
« on: 10-03-2011, 21:03:45 »
A thread to compile a list of fixes and likely problems for when your map craps out at ?%.

Windowed mode shortcut. Using this will almost always provide you with a error message specifying the
problem file when you crash from your map.

To enter windowed mode make a copy of your FH2.exe and change it's shortcut as follows.

"D:\Games\Battlefield 2\FH2.exe" changes into "D:\Games\Battlefield 2\FH2.exe" +fullscreen 0

If you crash and still don't receive an error message check the rest of the post.


  • Map doesn't show up in loading screen list:  check INFO folder/ DESC file for correct name
  • Map shows in Create Local Game, Server Launcher and BF2CC Map List.  Refuses to run from the map list on a linux server with the message:

"Unable to add Map "(map name)" because it does NOT Exist in the Mod "fh2".
Check the map folder, info sub-folder and (map name).desc file for capitalised names. On Linux servers all file and folder names are required in lower case.

14%
  • check mapdata file
  • check gameplay.con
  • Re-Generate your Overgrowth
  • Crash on dedicated server (server side crash) - Missing surrounding terrain .raw files
  • Check your navmesh (possible isolated vertices)
15%
  • Patch incompatibilities The patch broke or removed one of your statics
  • No serverarchives path in tmp. Only important when using a object_server.zip for custom equipment/statics.
  • Broken terrain.raw
  • One of the items in your object_server.zip is duplicated in the minimod or main game. IE An m10 Early which is in the mod is also bundled in minimod with an identical name will cause a conflict.
  • Check weapon item index(es)
45%-59%
  • Remove vegetation placed on the secondary terrain around the map.
62%
  • Check your custom kits
64%
  • Texture error-Check your statics
74%
  • Check custom sky textures
80%
  • Check custom textures on equipment(Tanks/Planes/Infantry skins and the like)
100%
  • check your spawnable custom kits
  • 'join game' crash. if the map has proper low detail textures generated, but still crashes at 'join game' while on low graphic settings, check the water.con. renderer.waterAnimSpeed needs to be > 0 or the map will crash on low graphic settings at 'join game'.
Easy fixes.

Problem: Finding out what side of the ladder is climbable.
Solution: Go to [Level Editor/Render/Toggle draw collision meshes/Physic meshes] switch it to on. The green side is climbable blue is not.

Problem: Terrain textures resemble a checkerboard.
Solution: Go to [Terrain Editor/Texture/Set low detail Texture(at the bottom of the right hand menu)] Select the only dds file shown. Then select the button below it [Generate Low Detail Map].

Problem: Shadows are pitch black.
Solution: Copy/paste the Objectlight.con from another map into your editor folder.

Problem: Porting over a FH1 map makes the terrain to high.
Solution: Use the terrain height indicator in the levels tweak to adjust it.

Problem: Statically placed overgrowth becomes boxes of texture at distance.
Solution: Generate overgrowth atlas.

Problem: Crashing in editor while placing undergrowth.
Solution: Use this .exe file http://ifihada.com/~spitfire/bf2editorlaa/bf2editor.exe


Post more up as you find them.

11
Modding / Re: Classic in the hell of bocage
« on: 01-09-2010, 13:09:15 »
Constructive criticism is always welcome.

There are area's with several destroyed buildings together or with just one alone. Both happened in war.

You may be right about the hedgehogs I'll probably remove some.

The tanks were all destroyed by tank and inf AT fire so no large craters such as you'd get from bombing runs. Save for the one at mansion where the tank was using a hole in a wall created by a earlier bomb drop to attack a house.
 

12
Modding / Re: Classic in the hell of bocage
« on: 01-09-2010, 05:09:08 »
Long time no see vicious.

Maps finished


The gliders of death


Farm


Church


Radar


Mansion


I would release the map for people to play and test but it's been explained to me that the proper thing to
 do after making a map is to sit on it. So expect it to be released sometime after the next patch.

13
Modding / Re: Custommap Research
« on: 01-09-2010, 03:09:07 »
So people do read this thread.

As to releasing it myself let me tell you without FH2 dev support mappacks fail. As kettcar is now a dev it makes sense to go through him.

So because there is the possibility that when an update comes some maps may have issues we shouldn't release the maps.
So since regardless of when they are released the maps in question will have to be fixed. Why not let people play on them until such time? Learning what else needs to be fixed.

The mod is how many years old?. 3? 4? There are 28 pubby maps right now 16 africa of which 5 are played and 12 normandy maps. This mappack adds 15 maps. I'd like to see some new maps on the pubby.


But fine you win we should all wait. Probably won't see you on pubby for a while. ;D



14
Modding / Re: Custommap Research
« on: 31-08-2010, 05:08:31 »
Ask a silly question....


A list of ready maps was posted a month and a half ago. Release set for 3 days later. This is the third FH2 mappack I've been involved in releasing. I really thought it might not get bogged down this time too.  :-\



15
Modding / Re: Custommap Research
« on: 26-08-2010, 23:08:38 »
So out of curiosity why are we waiting till the next FH2 release? It would seem more reasonable to make it available now, get servers playing them, and get feedback. Allowing whatever errors in the maps be it statics, flags, or loadout to be fixed before we get the influx of new players. It's not too hard to release the pack again with corrections after the patch has been released or even alongside. Adding some of the newly presented maps for the second mappack release.

I'm just afraid the new guys will show up play the 3 new maps for 2 days and leave. I'd rather they found 18 new maps to look at than 3.

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