Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: garylee on 28-06-2019, 16:06:00

Title: Ogledow unofficial Coop Support now available!)
Post by: garylee on 28-06-2019, 16:06:00
Coop Gameplay tested with 100 bots

https://www.youtube.com/watch?v=SkTSpl-SuqA (https://www.youtube.com/watch?v=SkTSpl-SuqA)

I added two additional control points in addition to vanilla one, as to motivate the German AI to attack CP Estate and Defense Line, so playing as the soviet side will be more challenging.
Also added more tanks for both German and Soviet sides , and added more MGs and anti-tank gun for soviet sides to replicate the large scale and fierce tank battle.

Changelog (0.3beta):
05/Jan/2020
-change two panther tanks to king tigers with new camouflage and the rest to pz4 with skirts
-change some t-34 to ones with new camouflage
-add mgs in wooden house in Barn
-bots will now try to occupy all mgs and AT guns in control points
-more interesting vehicles are included in EF_Coop_fix.zip, you guys can add new vehicles by your own
(eg. BT7, T26, KV2)

Changelog (0.2):
22/Jul/2019
-Removed enemy spawn point at stones and tree trunks in front of CP defense line
-Fixed ISU-122 AI issue (Thanks to Anton), but the problem "cannot fire shells after switching shell types" wait to be fixed
-Reworked navmesh so AI vehicles will not get stucked at grassfield in front of CP_observation post
-AI is now a bit more willing to attack CP estate/Manor

Changelog (0.1):
1/Jul/2019
-Removed enemy spawn point at CP estate after flag is captured.
-Shorter object spawn time for some soviet Anti-tank guns and MGs
-Slightly fewer German vehicles
-Minor Spawnpoint adjustment


Link:
Version 0.3 Beta
http://www.mediafire.com/file/tfcrofm2df7lyna/ogledow_0.3_beta.rar/file (http://www.mediafire.com/file/tfcrofm2df7lyna/ogledow_0.3_beta.rar/file)

Version 0.2
http://www.mediafire.com/file/i76a42m84iayfou/ogledow_coop_0.2.zip/file (http://www.mediafire.com/file/i76a42m84iayfou/ogledow_coop_0.2.zip/file)


Enjoy!) ;) ::)
(https://upload.cc/i1/2019/07/03/dlX4Ur.jpg)
(https://upload.cc/i1/2019/07/03/63newM.jpg)
(https://upload.cc/i1/2019/07/03/0NW1QT.jpg)
(https://upload.cc/i1/2019/07/03/MT4m9e.jpg)
(https://upload.cc/i1/2019/07/03/74axb9.jpg)
(https://upload.cc/i1/2019/07/03/wpvc6A.jpg)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Michael Z Freeman on 28-06-2019, 22:06:41
Wow. This looks interesting. Is this one of the new fh2 maps with the new content ? What ever it is any new coop/sp maps are welcome !  ;D
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: jan_kurator on 29-06-2019, 07:06:39
This is one of the "new" (multiplayer only) FH2 maps. It's about the Tiger's II debut on the Easter Front. Very cool map, I dunno how well it is portrayed in SP/COOP, but in Conquest mode soviets are in a defense, with ISU122s, IS-2s, plenty of T34s and heavy 122m mortar. It has one of the best looking static buildings in the mod too ;)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: jan_kurator on 29-06-2019, 08:06:23
garylee, can you use an alternative upload host, please? I downloaded your .rar file but it seems to be broken, it gives me error when I'm trying to unpack it. Also, don't forget to visit us on Discord (https://discordapp.com/invite/hU878P4)! This forums isn't so popular anymore, there is definitely bigger traffic on Discord, so you can reach more people there  ;)

EDIT:

Thanks for the reupload!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Flippy Warbear on 29-06-2019, 09:06:47
Wow. This looks interesting. Is this one of the new fh2 maps with the new content ? What ever it is any new coop/sp maps are welcome !  ;D

It was released May 2018: http://forgottenhope.warumdarum.de/fh2_maps.php?map=51
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Oberst_Kroenen on 29-06-2019, 13:06:23
Great work adding COOP support to this awesome map! More COOP maps are always welcome so thanks a lot!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Oberst_Kroenen on 29-06-2019, 17:06:57
Ok so i just played a round with the germans and enjoyed it however there were a few issues. Mainly the germans aren't very keen on attacking at the beginning but things got moving once i captured a point. However a bigger issue is that the soviet bots keep spawning on flags that have already been taken. This was mostly in the estate and the flag south of it. This makes it almost impossible to hold the estate capture point as the bots constantly span there even if the flag is white.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: batistadk on 01-07-2019, 05:07:20
Hi gary!

First of all, I would like to thank you for your outstanding work here on Ogledow. The rounds I played worked just fine and the map is stable, no crashes or any other big problems! Now, some gameplay sidenotes:

1. As Oberst said before, I confirm the problem with Russians spawning on German flags. I can't confirm the exact positions it happens, but I noticed Russians recapturing a couple of flags time after time with much ease.
2. The game reports some Python problems right on the round beginning, but just it; no bigger issues or crashes.
3. The ticket ratio on the default value (200) gives both teams an overwhelming 9999 tickets; you should consider keep the tickets close to the original map values.
4. There are too many vehicles spawning on the round start, and the number keep increasing as the Germans advance and capture more flags; you should consider decrease the number of assests closer to the original map, but this is my two cents here; you do it as you seen fit.

All in all, you just created a good basis to keep improving this COOP project. I hope we can see a patch in the near future...  ::) Thanks for your efforts here sir!

Best regards,

batistadk
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VacMaster1991 on 19-07-2019, 00:07:33
WOW, Amazing. I  played it and the experience was great. I just have 2 problems, When I get inside the ISU-122 it immediately CTD's, Plus the ticket ratio is way to high, 150% is over 5000 tickets. I have to set the ticket ratio under 30 to get under 1000 tickets. Keep up the great work. 
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: SadCamelion on 20-07-2019, 14:07:29
Even after the patch of first of July, the soviets still have spawns at the two hedgerows with stones and a tree trunk in front of the 53. Guards Tank Brigade flag when the germans capped it. Most of the time they get ignored by german tanks already at the guards flag and pose a major problem.

I hope this gets fixed, otherwise the map is really cool (I think the AT-guns and MGs at the flag respawn too fast, but that might just be me ;))
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: garylee on 21-07-2019, 18:07:36
Thanks for feedback :) I have removed some spawnpoints in front of 53 guard tank brigade defense line in the latest 0.2 version.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Michael Z Freeman on 31-07-2019, 19:07:22
Looks great but, unless I'm doing something wrong, I have a name conflict. There is already the official directory for this map in there. I don't want to overwrite it and I don't think its as simple as just putting it in a directory with a different name. The name has to be different in the game menu as well. Darman usually names the directory "<original_name>_coop" and alters the in game menu name in some way.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VacMaster1991 on 01-08-2019, 02:08:17
Michael Z Freeman, Copy the existing Ogledow to another folder. Delete it from your FH maps directory then. Copy the new one to your maps folder.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Michael Z Freeman on 01-08-2019, 17:08:53
Michael Z Freeman, Copy the existing Ogledow to another folder. Delete it from your FH maps directory then. Copy the new one to your maps folder.

This is OK for solo players but not for people who play online and need the official map installed.

I did temporarily rename the official map to "ogledow_original" and played it but the dedicated server crashed after about a minute. Looks good form what I saw !
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VacMaster1991 on 03-08-2019, 08:08:23
Michael Z freeman, I guess it's a choice between SP and Online. Or you can have 2 copies of FH2 installed. One for offline one for online.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Michael Z Freeman on 03-08-2019, 11:08:45
That's just silly. Look at the way Darman has done it (http://fhpubforum.warumdarum.de/index.php?topic=20003.0).
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VacMaster1991 on 13-08-2019, 08:08:14
Well. I guess he will add multi and singleplayer support when he can. You could Also rename the Coop Ogledow to "Ogledow Coop" for the coop version so you can have both The MP and Goop  installed.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Michael Z Freeman on 14-08-2019, 15:08:24
Yes. I was just being a pedantic arse really  ::).
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Knochenlutscher on 07-10-2019, 10:10:21
Thanks for this cool Map. Is a fun to play, runs fine in Coop.
Still about to sightseeing when I can, it's a pressure running Map.
When it comes to run there's pretty dense Battle, good pressing.
Spawnpoints are excellently placed, for my discomfort, but really
in a manner a good Map has. They crowl from every angle, there's no
safe place, just battle. Finally a Layout for Kingtiger, where he loses
teeth if not on focus.
A nice Map for Infantry too, you never run out of jobs.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Gregb1955 on 04-11-2019, 04:11:04
Hi garylee,
Great game, played it for hours.
Thanks,
 Greg.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: garylee on 05-01-2020, 17:01:51
guys,

0.3 beta is uploaded. a few changes were made and you may tell me which version is better after trying it. ;) ;)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Gregb1955 on 06-01-2020, 05:01:11
Played as Axis for about an hour with latest version.  Definitely a step up from previous one! Bots man the mg’s and anti-tank.
I Thank you.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: RayderPSG on 06-01-2020, 12:01:44
I hope devs contact you and make this one official! Great job dude!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Oberst_Kroenen on 07-01-2020, 18:01:34
Nice work! Will give it a spin this weekend.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Gregb1955 on 08-01-2020, 05:01:30
Played a few more hours as the Axis. The pivotal capture point is the Estate building. I notice the building has extra MG positions added inside from the previous version. It needed them to make the capture harder. I found it still too easy to run in the front or back door and take out the bot manned MG’s. Just a suggestion, but could those extra MG’s be mounted at those doors? Also could one of the spawn points include a stug iii g?
Keep up the good work, thanks. ( Just read about the battle, only Pz Iv and Tiger II’s involved)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: garylee on 08-01-2020, 14:01:35
Yup. I can add some more extra mg at doors of estate, or more simple way is put it at the end of the long corridor so bots can guard the exits with minimal mgs ( because i dont want to add too many mgs inside the building)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: garylee on 08-01-2020, 14:01:58
I have some more questions in optimizing this coop map...
1. if i change the map mode to push mode, will this help improve the ai to organise attack better?

2. Since in history there were no panthers involved.. so i changed those panthers to king tigers. But it seems king tigers are too invincible so i think 3 king tigers with the rest of tanks to be Panzer IV with skirts.. what do you guys think about this?

3. How to force the ai infantry to attack estate more aggressively? Now the ai will only try to reach there via vehicles and at most 3-4 germans enter estate at once
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Gregb1955 on 09-01-2020, 00:01:24
I can only say that it’s a fine balance between realism ( actual historic battle) and game play. After reading about the battle, the KT’s got knocked out from side on, and most of the unit was destroyed. Surprised me! I can’t help you about the other questions. But it’s interesting watching your journey with this map project.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: jan_kurator on 10-01-2020, 06:01:32
Gary, you will be more likely to get answers on our Discord (https://discordapp.com/invite/hU878P4). Not many people use forums anymore. Sadly, we don't have any active SP/COOP devs, but as far as I know:

1. Bots don't care about push mode and may occasionally attack crossed out flags I think? They sometimes do that with main bases you can't capture.

2. Three KTs and mix of Panzer IV with and without skirts sounds like reasonable mix of vehicles. Panthers were only added to online version of the map due to balance reasons. Map turned out to be too difficult for the attackers.

3. Sadly, there is no way. Forcing bots to do stuff is the biggest problem of SP in BF2 engine.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Ts4EVER on 10-01-2020, 13:01:06
Note that the Panthers will be gone again next version anyway.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VolkssturmGewehr on 07-04-2020, 09:04:06
I just downloaded your Ogledow 0.3, was taking a peek in EF_Coop_fix_server.zip and noticed the panzer38t folder. Checked to make sure it was coded for AI, it was, couldn't help myself & added to one of my own custom maps to test it and of course it works beautifully. This makes me very happy as I've wanted a Panzer 38(t) for awhile. I just generated a new navmesh for Mount Olympus + am working on a new early Eastern Front map and the entire time I've been thinking how cool it'd be to have a 38(t). I've heard a 38(t) exists for FH2 but of course it isn't public.

Presumably this is one of Toddel's models.


Anyway, I'm off to finally check out your coop Ogledow. If you want I can help with some of it. The kit limits in the the mapdata.py aren't setup for co-op. I started navmeshing the Eastern Front maps + a few CMP maps along with coding all of the CMP vehicles for AI (that needed it) a few months ago when my PC died. I just got a new one a couple of weeks ago so now I can finally resume the project.


Edit: Oh, and nice job my friend!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Stubbfan on 07-04-2020, 17:04:41
Cool Stuff. Did you ever join Discord? I can't recall. If not, please do and talk to me so i can include your AI files into CMP mod directly.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VolkssturmGewehr on 08-04-2020, 03:04:44
Cool Stuff. Did you ever join Discord? I can't recall. If not, please do and talk to me so i can include your AI files into CMP mod directly.


I remember I did get on Discord but was unfamiliar with the platform & how to use it. I intended to get back on there, then within days my PC died & thus I only had a tablet up until just a couple of weeks ago.

Since it has been several months I am going to have to make a sure I download the most up to date version of CMP that way I can ensure the files I have modified for AI are the most up to date.

Currently trying to work out a brand new issue with BF2 Editor which I think is going to require me to fully reformat my HDD and do a completely clean BF2 + FH2 + BF2 Editor install as I am totally stumped on it.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: valleyman on 10-04-2020, 21:04:31
What is the issue?
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: jan_kurator on 11-04-2020, 09:04:33
I just downloaded your Ogledow 0.3, was taking a peek in EF_Coop_fix_server.zip and noticed the panzer38t folder. Checked to make sure it was coded for AI, it was, couldn't help myself & added to one of my own custom maps to test it and of course it works beautifully...
wait, what? Panzer 38(t)? where did you get it exactly? can you post some screenshots?  ;)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Oberst_Kroenen on 11-04-2020, 10:04:14
Anyway, I'm off to finally check out your coop Ogledow. If you want I can help with some of it. The kit limits in the the mapdata.py aren't setup for co-op. I started navmeshing the Eastern Front maps + a few CMP maps along with coding all of the CMP vehicles for AI (that needed it) a few months ago when my PC died. I just got a new one a couple of weeks ago so now I can finally resume the project.

It would be awesome if you make more maps available for co-op!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VolkssturmGewehr on 13-04-2020, 09:04:37
wait, what? Panzer 38(t)? where did you get it exactly? can you post some screenshots?  ;)

(https://i.imgur.com/AWH3k5K.jpg)

(https://i.imgur.com/4s5Iqz5.jpg)

(https://i.imgur.com/hOkrkKM.jpg)

(https://i.imgur.com/xOpija7.jpg)


It's located in the EF_Coop_fix_server.zip of garylee's co-op Ogledow 0.3. There's also a Hummel folder which I haven't tested yet. I don't know where OP got them from. The Panzer 38(t) doesn't look quite the same as the one from FH1 but I suppose it could be. (Don't go off my screenshots, my graphics settings aren't maxed.)

The reason I assumed it was one of Toddel's models is because it says "Thorsten" in the .tweak. The Hummel says "jbp" in the .tweak and "Phil" in the .con so presumably it's an official FH2 vehicle as well? Neither of these vehicles are included in the official FH2 files nor CMP.

The 38(t) has a couple small issues I've been meaning to look into. One where the turret disappears at only around 40m away. Presumably a cull distance error. Also an issue where the view stays zoomed after aiming down the optic.

It would be awesome if you make more maps available for co-op!

I am happy to finally be able to resume the project again, I assure you I am working on it!  ;D
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Matthew_Baker on 13-04-2020, 15:04:16
That one is from Battlegroup Frontlines.  https://battlegroup42.fandom.com/wiki/Panzer_38(t) (https://battlegroup42.fandom.com/wiki/Panzer_38(t)) but also made by our FH2 dev Kratzer. I’m not sure how it got released. Ik that the BGF devs have allowed some of their models to be used freely by anyone, but not all of them. Maybe this one is on the list.

I’d assume it doesn’t work like other FH2 tanks with proper sights etc...
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VolkssturmGewehr on 13-04-2020, 17:04:40
I see. I don't have the files for the BF1942 version of BGF, only the 1.5 for BF2 which doesn't have a 38(t), at least not in the archive I have so that's why I didn't know where it came from. There's several other BGF vehicles in the archive such as the KV2, T26, BA6, GAZ67. I converted those over to FH2 use & coded for AI for use on my own custom maps about 2 years ago so I knew where those came from. The 38(t) has been coded for FH2, correct optic, projectile, armor, etc. Besides the two minor bugs I mentioned it works well.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Matthew_Baker on 13-04-2020, 18:04:39
Yea, their T-26 and KV-2 I’ve seen passed around in a few mods. Their BT-7, T-26 & Polikarpov I-16 from the BF2 mod were used in the custom Khalkhin Gol map, but they still needed a lot of work.

Wonder if anyone got permission to port their Pz 35(t)
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: VolkssturmGewehr on 14-04-2020, 04:04:44
The main thing which made me believe the Panzer 38(t) was made by Toddel is that in the panzer38t.tweak it says
Code: [Select]
ObjectTemplate.modifiedByUser "Thorsten" That led me to believe he was involved in one way or another. Whereas the BGF files say
Code: [Select]
ObjectTemplate.modifiedByUser "Sarge31FR" the BGF dev.

I've been wanting to look into what is required in order to port vehicles from FH1 to FH2. I know it isn't a simple process, but there isn't really anything I'm incapable of learning as long as I have access to the right tools. IE software like 3ds Max 9 which is no longer supported thus I have been unable to purchase or obtain a license for it. (This is what I've been told by a Project Reality dev, that only Max 9 is compatible with BF2 tools) That puts a massive entry barrier on new FH2 developers as 3ds Max 9 is required, thus even if someone knows how to use 3ds Max 9 they'll be unable to create new models, animations, etc. for FH2.


All of the work I've done with FH2 co-op was initially just for my own personal use as I have a lot of fun playing FH2 co-op & wanted to improve upon/customize several things. I didn't put much thought into uploading it for others to play as I had seen several posts here saying no one plays co-op, thus it isn't worth working on. However since then I've seen quite a few members show interest in co-op. Darman's thread on the unofficial EF co-op maps has been viewed 40379 times, so it seems there might be a handful of co-op players who simply don't participate in the community. If even 0.5% of that number play co-op then that's still over 200 people (I'm aware that's just the view count, which is why I chose such a tiny percentage for my guess.) I didn't have a PC for months so I wasn't able to get much done over that timespan until recently when I finally got a new one. The CMP devs are interested in co-op so I've been working on getting a package of the CMP things I've coded for AI together + the navmeshes I've generated for it.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Gregb1955 on 14-04-2020, 10:04:25
I believe that there are a lot of closet co-op players. ( with bots) I am one of them.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Matthew_Baker on 14-04-2020, 14:04:11
The main thing which made me believe the Panzer 38(t) was made by Toddel is that in the panzer38t.tweak it says
Code: [Select]
ObjectTemplate.modifiedByUser "Thorsten" That led me to believe he was involved in one way or another. Whereas the BGF files say
Code: [Select]
ObjectTemplate.modifiedByUser "Sarge31FR" the BGF dev.

Sometimes, when I’m exporting a weapon or vehicle etc... I’ll copy the tweak file from something similar and change stuff from there, and that usually includes copying the name. Pretty sure if you go into the Centaur IV tweak file whenever the next release comes out it’ll say like “Natty” or someone did it even tho he’s not around anymore ;D but he (probably) did most of the work on the vehicle that I copied from.

Quote
I've been wanting to look into what is required in order to port vehicles from FH1 to FH2. I know it isn't a simple process, but there isn't really anything I'm incapable of learning as long as I have access to the right tools. IE software like 3ds Max 9 which is no longer supported thus I have been unable to purchase or obtain a license for it. (This is what I've been told by a Project Reality dev, that only Max 9 is compatible with BF2 tools) That puts a massive entry barrier on new FH2 developers as 3ds Max 9 is required, thus even if someone knows how to use 3ds Max 9 they'll be unable to create new models, animations, etc. for FH2.

You can use the import/ export tools for newer versions of 3DsMax now. Check out this thread https://www.realitymod.com/forum/showthread.php?t=145720 (https://www.realitymod.com/forum/showthread.php?t=145720)

I’m not sure how to import models from BF1942 into 3DsMax, but I think there’s import tools out here somewhere. Check out here I think http://bfmods.com/mdt/Tutorials/Editing%20Models/3D%20-%20Standard%20Mesh.html (http://bfmods.com/mdt/Tutorials/Editing%20Models/3D%20-%20Standard%20Mesh.html)

And then from there, you just treat it as a new model and set it up for export into BF2. Ive only ever imported a few hand weapons and 1 vehicle into BF2 at this point. And the tracked vehicles are pretty complicated, but we have a workshop channel on our discord where you can go and ask questions etc... it’s very helpful.

The devs and especially the guys who mod CMP are always on the lookout for people who can export from FHSW and import into BF2.

Quote
All of the work I've done with FH2 co-op was initially just for my own personal use as I have a lot of fun playing FH2 co-op & wanted to improve upon/customize several things. I didn't put much thought into uploading it for others to play as I had seen several posts here saying no one plays co-op, thus it isn't worth working on. However since then I've seen quite a few members show interest in co-op. Darman's thread on the unofficial EF co-op maps has been viewed 40379 times, so it seems there might be a handful of co-op players who simply don't participate in the community. If even 0.5% of that number play co-op then that's still over 200 people (I'm aware that's just the view count, which is why I chose such a tiny percentage for my guess.) I didn't have a PC for months so I wasn't able to get much done over that timespan until recently when I finally got a new one. The CMP devs are interested in co-op so I've been working on getting a package of the CMP things I've coded for AI together + the navmeshes I've generated for it.

We certainly could use someone who knows Navmeshing and COOP development in general. There’s a huge chunk of our player base that only plays COOP but we don’t really have many devs who know how to mod that stuff and have the time to do it.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Oberst_Kroenen on 17-04-2020, 10:04:14
That Panzer38(t) looks pretty cool. And yes there are a lot of people who enjoy co-op. I'm one of them and am looking forward to your work. Thanks a lot for putting the time and effort into this!
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: nysä on 17-04-2020, 13:04:57
The Hummel says "jbp" in the .tweak and "Phil" in the .con so presumably it's an official FH2 vehicle as well? Neither of these vehicles are included in the official FH2 files nor CMP.

So what's the story with the Hummel... ? Another imported model or not really?
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Ts4EVER on 17-04-2020, 15:04:33
That Panzer 38(t) is not an official FH2 vehicle. I think it is from BGF. We have our own model that looks different.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Matthew_Baker on 17-04-2020, 18:04:40
The Hummel says "jbp" in the .tweak and "Phil" in the .con so presumably it's an official FH2 vehicle as well? Neither of these vehicles are included in the official FH2 files nor CMP.

So what's the story with the Hummel... ? Another imported model or not really?

If it had to guess, I’d say it’s also from BGF. (https://battlegroup42.de/wp-content/uploads/2018/12/BG_RC4news_hummel.jpg)

Title: Re: Ogledow unofficial Coop Support now available!)
Post by: nysä on 18-04-2020, 06:04:38
Alright. Thanks.
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Kandel on 11-05-2020, 14:05:25
How to install that custom tanks ?
Title: Re: Ogledow unofficial Coop Support now available!)
Post by: Chad1992 on 28-07-2020, 20:07:36
Map seems to crash when i select russian mechanic kit anyone else have this issue?