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Messages - Matthew_Baker

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Off-Topic / Re: Picture of the Day
« on: 12-12-2018, 16:12:19 »
I hope so. Late war British have very cool equipment imo. I would love to see a Scheldt estuary map with Buffalos like Westkapelle or something too. Would be cool.

Off-Topic / Re: Picture of the Day
« on: 12-12-2018, 14:12:18 »
Awesome picture. Firefly is from A Squadron of some outfit. Any more info? Operation Blackcock perhaps? Could also be just taking up defensive positions during the Ardennes offensive in late ‘44.

Meuse River / Re: Meuse River 64
« on: 12-12-2018, 14:12:50 »
I think it would be best to tie it to spawn only when the axis planes spawn. Same with the flak. That should be possible.

Off-Topic / Re: Picture of the Day
« on: 09-12-2018, 06:12:25 »

US Staff Sergent Francis Daggert of the Military Police and a 15 year old Wehrmacht soldier in the city of Kronach, Germany 1945. I’ve read another source that said he was 10 but only told the Americans he was 15. There’s a good amount of info from an Instagram Post

He possibly served as flakhelfer, and was part of a group of 28 young teenage soldiers, some as young as 13, who were captured by troops of the 11th Armored Division near Kulmbach, Bavaria, Germany. The youngsters had been awakened early in the morning of April 8th, 1945 and given their marching orders. They set off for the Czechoslovakian border after being told that approaching Americans would kill them if they were caught. Homesick, hungry and tired, they were picked up a week later on April 15th. After, the boys were taken to the Kronach town hall and their uniforms removed and burned, Major Ernest L Booth, personally delivered the youngsters, dressed in their civilian clothes that they had under their uniforms, to their homes in 6 different towns in the Kronach area.

Modding / Re: Berlin
« on: 08-12-2018, 17:12:44 »
@Jimi I don’t wanna derail this thread
that’s all well and good, but fair use doesn’t apply here. There’s no law saying that we can’t use that content. Even the Chinese mods that steal FH2s stuff get no real reprocussion because nobody has the time or patience to follow up on that stuff.

It’s more a question of morality. Those people worked really hard on their models and textures, and there’s no telling if they would’ve really been okay with others using their work for something else. Some (most) of them might not give a fuck, some of them might get legitimately angry that someone is using their work out of context. It’s not our position to say what they would’ve wanted.

Also, if we start just taking content for use in our own projects, it gives us no moral backup when we see others stealing our content.

To top that off, afaik the FH and CMP devs won’t release anything that hasn’t gotten explicit permission from the previous owner to be used. This is just a courtesy to other modders.

Keep working on the map, I’m curious to see how it plays.

Modding / Re: Berlin
« on: 07-12-2018, 16:12:37 »
If that’s the case, we’d have to make sure the assets are allowed to be used, otherwise nobody will release the map.

I’d hope you’re willing to make sure the map runs and plays well with the assets that you’re using, and do as much as you can to polish it before ‘finishing’ it. It might not include making statics, but it will still be a lot of work to polish as much as possible.

Modding / Re: Berlin
« on: 07-12-2018, 16:12:04 »
Yea, maybe CMP or someone has gotten permission. But make sure not to release it without getting permission to use the stuff. We have to respect other people’s work, no matter how old it is.

Honestly, if the map is good, someone could come along a make some statics for it one day, you never know. Just concentrate on gameplay, I believe people liked the first test, so with tweaks hopefully it can be better on the 2nd test.

I think that once gameplay is where you want it, you can comb through an polish it to fix things like player movement and FPS drops and memory issues. Then things like textures, statics and lightmaps could be worked on to make it feel finished.

Modding / Re: Berlin
« on: 07-12-2018, 14:12:25 »
So you’re not exporting them from 3ds max then.

Is this a map you’re hoping to add to the CMP map-pack or are you trying to add it to the mod officially one day?

Modding / Re: Berlin
« on: 07-12-2018, 13:12:11 »
Are you the one exporting these statics into the game yourself? I ask because if you have that knowledge and skill, you can make a block out of buildings in a modeling program and export them to be modeled properly in the future.

Imo it would be best to use the stuff in the “vanilla” FH folder for now (even if it’s repetative) and make note of the places that would need a custom static to be replaced later. Ultimately that’s what this map would need in the end, and right now you’re still focusing on gameplay.

Plus these unique buildings (if not exported propoerly) could be causing some lag or memory issues and prevent you from finding out if you map is optimized or not.

General Discussion / Re: Blinking flag
« on: 07-12-2018, 02:12:32 »
I'll copy pasta from when this was discussed in another thread;

It's a way of neutralizing precappers on push maps and back cappers on conquest maps. I personally love this change, and I know that many of the devs and testers do as well.

To me- I don't like "sneaky" people back capping flags or pre-capping flags since it seems like a cheap way of taking a point. Imo it's more fun to fight over a flag instead of sneaking behind everyone and taking it without contest. It's definitely a more arcade-ish change, but it fits within the gameplay of FH2 imo (a balance of arcade and realism)

The idea is to give your typical pub player a better idea of what's going on, and give the whole team the same situational awareness. As an example; I was moving up with my squad as Russians on Ihantala from the Bridge to the Highway flag. We saw the bridge flag blinking and the team made a collective effort to stop running forward and fall back to defend. It made us attack and defend as a team rather than being caught in no-man's land.

Imo it's not intrusive (only on the minimap) and serves its purpose (curtailing the effectiveness of back cappers/ pre cappers and promoting teamwork)

I'll also add that I don’t understand the appeal of capping a flag with no resistance. I want to fight over the flag and win it, not just crouch next to my teammates until a timer is up, hop in the car and peace out. It also makes you think twice about attacking (if you’re smart) to wait for teammates and not just jump into a flag by yourself hoping to surprise the enemy. It just never appealed to me to hop in a Jeep and bum rush a flag that no ones defending. I never felt satisfaction from capping it. Especially because 9/10 my SL would have us all hop back into the Jeep and find another flag that no ones defending. It seems like a driving simulator when it plays out that way.

It IS a problem if the defender can instantly see via flashing flag that one of his flags is under attack. Way before it turns white and denies him the possibility to instantly join on that flag and prop it up with defending players. It gives him an unfair advantage.

I don't see the advantage that an attacker has here. He can spawn into the flag and contest it, but he risks;
a) being the only one that spawns there
b) getting spawn killed

If anything, it evens the playing field because now both the attacker and defender have the same information about the status of the flag and can act accordingly.

In the same way that I can see the enemy's tickets and if they're bleeding or not; both teams get the same information and can act accordingly.

...But in conquest maps it just kills the essence of the game mode.

I'd argue that the essence of conquest is for flags to be fought over and not for people to take flags without anyone else noticing. Conquest stems from 'vanilla' Battlefield, where the devs have consistently tried to make it clear to players that a flag is falling before it goes neutral. BF2 had giant flag poles sticking up to show you the progress on the flag and BFV has the same thing, accompanied with an indicator on the minimap.

The intention of the change was to encourage players to fight over flags, and not take them without contest. This change succeeds in doing that, and it's a change that makes the game more fun (imo).

Modding / Re: Historical German skins and symbols
« on: 06-12-2018, 05:12:54 »
I assume it adds swastikas to planes, boxes afrika korps tanks etc...

Modding / Re: Berlin
« on: 05-12-2018, 21:12:27 »
Try not to use anyone’s content in the playtest unless they give permission.

I look forward to the next one tho :)

Off-Topic / Re: Picture of the Day
« on: 05-12-2018, 19:12:25 »
Everything about the kit and uniform seems early war, I’m taking a stab at Poland ‘39?

Modding / Re: Berlin
« on: 05-12-2018, 17:12:47 »
Nice train car, who made it?

Modding / Re: Berlin
« on: 03-12-2018, 13:12:51 »
If you have the static modeling skill to make sets of buildings without rear faces for the map boundaries, that would be ideal. The trick is making them modular as well so they can be used on other maps, and also come in set sizes (2m, 4m, 6m, 8m etc... similar to how our trenches and walls are set up).

In the end, this map might require a static modeling expert, it’s just a matter of if you wear both of those hats or not. (It would take a lot of time) I think if the models we have are placed right, a retexture can make it convincing.

Whatever you do to the map, you want to get it to a point where it doesn’t cause the flag bug or severe FPS drops, otherwise, it won’t be played on a public server. It’s always a balance of gameplay (I want this open building here for people to fight in) vs performance (I need to close this building to improve the maps performance) so those are just some tips to improve the latter.

I’ll upload the pics when I’m home and imgur let’s me

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