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Messages - Stubbfan

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1
General Discussion / Re: Unofficial Complete FH2 Installer
« on: 21-02-2018, 09:02:50 »
 ::) Installer is not official either. You can always delete the maps.

2
Modding / Re: Making a Map.
« on: 18-02-2018, 09:02:00 »
Are you talking about kits? Then it's not updated because most people don't use it, but rather change the kits in the gameplayobject.con files directly.

3
General / Re: Turning radius on fighters
« on: 17-02-2018, 01:02:04 »
The code actually suggest that the spit5 should turn better than the 109e7. The 109 have slightly more torque so can climb a bit better.

4
Modding / Re: [WIP] Seez
« on: 10-02-2018, 10:02:55 »
If you dont paint colortexture it will just be black. Colortexture is blended together with the detailtexture (which normally is black and white). Best thing to do is to select a single color for each detailtexture layer which fits (and not use the colortextures included). This will make it far easier to edit the colormaps in photoshop later for added details.

Yes limit of detailtexture layer is 6.

5
Modding / Re: Custom font in FH2
« on: 09-02-2018, 18:02:40 »
I've got yelled at many times by fellow devs for using wordpad to edit all the vehicle/weapon/equipment code with over the years. But hey, it works :)

6
FH2 Help / Support / Re: Dealing with high ping
« on: 06-02-2018, 21:02:33 »
The bfewaw servers are on the US east coast. But i don't think they are populated at all anymore. Used to at least be some people once a week on there.

7
General / Re: Turning radius on fighters
« on: 06-02-2018, 21:02:11 »
This is something that probably could be done yes. It was on the table some years ago, but time didn't allow it.

The plane balance isn't something overlooked, it was tested a lot back in the day with some competent pilots from the community. Although im sure there's room for improvement. Best would be if one could code the planes to turn worse at higher speeds.

8
General / Re: Turning radius on fighters
« on: 05-02-2018, 18:02:11 »
Spitfire5 should turn faster than the 109F4 at the same speed. Problem could be that the f4 is faster and in the engine that means when going faster you can also turn better.

Spitfire9 is faster and thereas can turn better.

9
General / Re: Turning radius on fighters
« on: 02-02-2018, 23:02:38 »
Which Spitfire model and which 109 model? IIRC from coding the planes (years ago) this shouldn't be the case.

10
FH2 Help / Support / Re: Getting online.
« on: 01-02-2018, 17:02:46 »
FH 0.7 is Forgotten Hope 1 for Battlefield 1942, so you don't need that one (unless you want to try out the old mod)

With the Fh2 launcher, when you choose 'play' you will be able to get online since we have our custom login server set up.

11
Another point, don't place overgrowth in any area that random generation would cause such problems.  Place static vegetation there instead.  You can make it look better that way and it is more stable.  Certainly do this around trenches, flag zones, etc.

I agree with your statement, but several maps such as Sammatus have a ton of overgrowth surrounding trenches, flag zones, etc. anyway. Which is not any big deal now that I've learned I can adjust the draw distance manually in the .con & it won't regenerate the overgrowth ingame thus interfering with the navmesh. I just don't do any overgrowth work within the editor once I've changed the draw distance.

Sent you a PM.

12
Yeah this is what happens when you change OG viewdistance for some silly reason.

You should however be able to change it in the con file, as long as you don't go in the editor to resave afterwards. So basically, once the map is finished, go into the confile and change it to whatever value you want and then run the game.

13
FH2 Help / Support / Re: Request for unban
« on: 27-12-2017, 16:12:49 »
Go to http://www.762-ranking.de/site/ for support on their server.

14
FH2 Help / Support / Re: Distant sounds
« on: 27-12-2017, 15:12:43 »
Make sure they arent saved in stereo.

15
Modding / Re: FH2 Modding Q&A
« on: 13-06-2017, 12:06:08 »
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"
Texture for what? Vehicle, weapon, static? (Be more detailed)

You cannot paint vehicle, weapon or static textured in the editor.

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