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Messages - blander

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1
Modding / Re: Berlin
« on: 04-10-2018, 08:10:26 »
Fixed. The secondary terrain was corrupted.

2
Modding / Re: Berlin
« on: 02-10-2018, 20:10:45 »
It has no overgrowth, only static trees and undergrowth. How can I discard possibilities?

3
Modding / Re: Berlin
« on: 02-10-2018, 05:10:09 »
The map is crashing at 14%.

I checked and double-checked the map crash percentages thread but I failed to find a solution.

I tried deleting gameplayobjects.con and staticobjects.con, among other things, but that didn´t fix it. In one of the ocations I had a memory error message, I don´t remember what it said exactly.

I really don´t know what else to try. I took a break from working on this map 15 days ago so now I don´t remember exactly what was the last thing I did to the map that could be causing this problem. I added a few more static objects, that´s for sure, but I think that wouldn´t be the reason of this crash.

4
Suggestions / Re: Tiering system for the vehicles
« on: 10-09-2018, 05:09:42 »
Even though a meaningful idea, it is too much for FH2 playstyle I think. Forbidding newbies from taking important assets sounds like killing the joy of playing the mod for newcomers. Even though it sucks, I think there is no fair way to prevent this other than enforcing the "wait for your turn" rule.

5
Modding / Re: Berlin
« on: 03-09-2018, 08:09:08 »
I´m worried about performance. I don´t know the details about CPU usage limit and stuff like that. In general I try to copy the object saturation from other maps. I´d like to add a ton of details (and I had) but I chose to remove hundreds of objects to have 6000 max in total.

I am kind of measuring the performance with the FPS since my computer is old and it goes up and down considerably depending on the static objects´ saturation. FPS drop at the hospital area so I´m only adding what is 100% necessary.

What parameter should I take into consideration to know if the amount of statics I´m placing is within acceptable limits?

I´ll stuff up those rooms a bit more and give them a more chaotic feel.

I added a lot more smoke columns everywhere. Do they consume too much memory? Should I be careful with that or is it acceptable to have lots of smoke around all the map?

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Looks promising! Another suggestion, the walls could use some random morale scribbles like "Berlin bleibt deutsch", as seen in the Seelow Heights. And perhaps some bicycles?

I used 2 or 3 from Seelow already and I plan on having at least 1 new one. I might ask for suggestions here when I get to that phase. I also gathered lots of signs from different maps to have them re-textured to "Friseur", "Lebensmittel-Geschäft", "Brauerei", "Apotheke", "Hotel-Pension" etc. The bar will have a Fanta ad.

6
Modding / Re: Berlin
« on: 03-09-2018, 07:09:31 »











7
I got the same problem too.

8
I played like 4 rounds today but I didn´t see anything different from usual. Yeah, SLs get more points but most squad members just wander alone, away from the squad, if they even get into one.

9
Modding / Re: Berlin
« on: 22-08-2018, 01:08:02 »
There are a lot of tanks, yes. The soviets fielded lots of armor for this battle so I think it's fine. For example I hate to play Tobruk as allies because of the constant deaths to enemy artillery. But hey, if the real battle was like that then I respect it.

I carefully placed open buildings and cover for the german AT infantry to hide in. Besides, there are plenty AT guns, it's not like every soviet tank will be alive all the time through the whole map.

Right now I'd say 90% of the map is complete. Little things are missing like cables, ambient sounds, french sign textures need to be replaced, lightmap, combat area, etc.

My goal is to have the map incorporated into the CMP pool. Tournament usage has been taken out of the question because it's a straight forward push map.


10
Modding / Re: Berlin
« on: 21-08-2018, 12:08:02 »
I would have liked to create a more ruined city but there's a lack of destroyed statics. I placed as many as I could without being too repetitive.

The lightmap will be created when I finish adding small objects. I saved the lightmap settings I liked after days of testing, it is not nearly as dark and grim as the FH1 version, that one seemed really exagerated imo.

I checked the FHSW map and it was made in 1:1 scale apparently. That would make it impossible to combine the city's outskirts and the Reichstag obviously. Even if I managed to impot the Reichstag in the future I would save it for a 1:1 scaled map like FHSW, even though the surrounding statics would not look appropiate and if I am not mistaken the Reichstag model is closed, it has no interior to fight for.

Any changes are welcome though, even if they are major, as long as they enrich the map since I guess no one else will ever make another Berlin map for this mod (I hope I'm wrong).

About the layout:

1. Ruins / Yard

It was briefely tested with about 12 players, I like how it did. That is all the map testing I got and will ever get, at least from CMP. The 3 streets are connected. I added a fourth one and then I removed it. Russians start off with 4 tanks, that should be enough to break through eventually. Germans only have a pair of static AT guns.

2. Hospital / Supply Dump

Approaches are very open. Germans have 3 static guns and 2  tanks. Russians get 7 tanks.

3. Boulevard

Recently added to link up with the next sector. It should mainly serve as a spawn point for the russians. It's very open and easy to take with superior tank numbers.

4. Square / Altona

Wide, long and open streets. Little cover, long range engagements. Tank dominance. 4 german tanks along with 2 immobilized used as pillboxes. Russians get 9 tanks. I expect this sector to be the defining one, it's hard to capture.

5. Last flags

Short range engagements. Even though bloody, I expect the russians to end it quickly because they are close to eachother and close to Altona. In short, a very action packed ending, no more than 5 mins.

11
Modding / Re: Berlin
« on: 19-08-2018, 09:08:50 »
The total object count went up to 6300 so I shrunk the gameplay area once again to cut off the object count. My goal is to finish the map under 6000 objects. Added a new flag for less walking and more action (the map is still big). Also redid all russian tank spawns so they gradually spawn closer to the frontline, eliminating the previous spawners, like it was done in Ogledow.


















12
Community Polls / Transports showing in mini-map
« on: 18-08-2018, 21:08:55 »
Using a transport vehicle like a truck or a jeep and parking it close to an enemy position is a worthless strategy because the vehicle will appear in the enemy´s mini-map and thus the attack becomes visible, the surprise element is lost.

13
General Discussion / Re: The future of FH2
« on: 17-08-2018, 17:08:39 »
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How do you imagine the FH2 of the future? What can we as a community do to make such a future happen?

First of all I´d like to see 2 game servers being active at the same time. It´s annoying when when server is full with 100 people and 0 in the rest. Everyone is trying to join that server, waiting for someone to leave.

I´ve been back to FH2 after 8 years of being away from computer games. I´ve been playing again since less than a year ago, I don´t know much about the history of the mod. What I did see is how the player base increased since the last mod update. So yeah, more frequent updates are needed.

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How do you think should the mod we all know and love rise up to the challenge of the newcomers, with their shiny graphics, smooth engines, innovative gameplay mechanics, never before seen factions and map locations?

Shiny graphics and stuff are great but I prefer a more complete game. It´s that easy. FH2 has like 60 maps (official and CMP). How can other game compete with 10 years of work? The BF2 engine is still good enough to deliver many more years of action before it REALLY gets outdated like the BF1942 one has.

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What should the main focus of a future FH2 be ? The goal is to scoop up some stragglers and lost souls that will inevitably come when they get bored/disappointed of the new games.
New factions and content, more insanely polished maps, new game modes, new gameplay mechanics, easier distribution, installation and learning curve for the newbies?

Integration of all the community! It feels like there is an official FH2 community and then all the others. Why so much arrogance? Devs need players and players need devs. The community is small already. No more arrogance please, let us all become one community.

I think all FH2 related forums should merge. Make it easier for everyone to be in contact.

FH2 lacks devs? There are people willing to collaborate (me for example) but don´t find a common place to work on their ideas. Most likely that work ends up being lost. I could elaborate more on this but I don´t think this is the right place.

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Go back to a time when you first discovered FH2. What were the things that annoyed you the most, the main sources of frustration? What were your expectations and greatest disappointments you had while playing? How does the game of today compare? Have the issues been fixed?

At the start of 2005 I discovered the BF1942 public release which you could download and play for free, the only map available was Wake Island. I was AMAZED about the integration of land, air and sea assests in a single battle. 6 months later I read that BF2 was coming out. Since BF2 was not based on WW2 I said to myself I should go a bit ahead and see what else BF1942 had to offer.

Google then taught me about the existance of the BF1942 WaW tournament. Oh my... THIS is what I´ve been looking for! Oh wait, they use a mod called FH, alright lets give it a try. OMG! It´s even better than vanilla BF1942! I became addicted to FH from that point up to the first year of FH2, when only the african campaign was available. WaW battles lasted 12 hours, I usually played them straight from start to end.

In short, I was looking for the most realistic (at least from my point of view) integrated WW2 experience, that´s why I ended up where I ended up. I´ve told my gamer friends about FH but they prefer easier run n gun games. I think FH should advertise where target players (WW2 fans) are more likely to be.

14
Modding / Re: Berlin
« on: 06-08-2018, 11:08:08 »
I´ve been trying to figure out how to create .ogg files for the map but I cannot follow instructions because tutorials are very old with outdates links. Where can I find all the sound tools and info I need?

15
Modding / Re: Berlin
« on: 04-08-2018, 19:08:15 »
I tried to clone it but it seems the collisionmesh of the hull behaves buggy when dug in. I was not able to remove it. I checked the turret gun on Omaha but it´s different from the real tank´s geometry, the mesh file is different. I basically tried to strip off the hull entirely but I failed.

Long story short, I don´t want to waste more time on this so I´ll go for this setup, which is much easier to achieve:



You are right nysä, panthera_late_alt has no cupola MG, I´ll use that one.

Thanks for your replies!

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