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Topics - McCloskey

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1
Gaming / Battlefield 1942 - Now Free
« on: 05-11-2012, 18:11:26 »
As a part of the 10 years of Battlefield anniversary, DICE/EA are giving away the original Battlefield game for free.

Origin link: http://store.origin.com/store/eaemea/en_IE/html/pbPage.demos-en_IE

Personally, I hope mods will be compatible so I can try the original FH and FHSW.

2
Modding / MG export issue
« on: 20-09-2012, 22:09:17 »
I've been trying to export the .30 cal (M1919A6) and all seemed fine in third person, but when I switched to first person, I realized this isn't gonna be as easy as I thought it to be. Basically, it appears some of the meshes are using wrong mesh bones resulting in this:

http://www.youtube.com/watch?v=mIgbZfkszFc

I believe I had set up the hierarchy correctly though:



Any idea what's going on? I already exported a Bazooka (switched the crappy 3p lod0 geometry with the detailed 1p geom) without any problems, so I'm kind of puzzled. ???

3
Modding / FH2 Basic Training Video
« on: 15-09-2012, 00:09:17 »
http://www.youtube.com/watch?v=d-fV0ZZwi4s

How was the British soldier @0:09 done? Was it shot in game with a special idle animation or was it a scene in 3ds max? I'm curious.

4
Bug Reporting / AEC Deacon
« on: 09-09-2012, 21:09:25 »
is totally fucked up, the shots land somewhere in the right bottom corner of the screen... it's like the sniper scene in SPR :-X

5
OH. MY. GOD. Someone pass me a bottle of painkillers. Is it possible to make the stupid "enemy spotted" voice over message only local? As in I don't hear constant "FEINDLICHE EINHEIT GESICHTET FEINDLICHE EINHEIT GESICHTET FEINDLICHE EINHEIT GESICHTET" from 20 other players who are 10 miles far from my position. It's so irritating and breaks immersion so much... not to mention the voices are really.. well, they're from a game that's 10 years old. If we at least had multiple versions of one voice command, then I guess it would be on a border of being bearable, but after a round on El Alamein on the 64+ server my ears and brains are bleeding. Especially if devs are really going to support more than 64 players now, this seriously needs to be dealt with. I noticed there are various commands in the commorose files like "TCLocalTeam", "TCTeamAndLocalEnemies" etc. I also found a list of bf2 commands:

TCGlobal
TCPlayer
TCServerTeamMessage
TCServerMessage
TCVehicle
TCLocalTeam
TCLocalAirVehicle
TCLocalGroundVehicle
TCAutoLocalRevive
TCLocalRevive
TCLocalTeamMedic
TCLocal
TCSquadAndLocalEnemies
TCSquadLeader
TCSquadId
TCSquad
TCCommander
TCTeamAndLocalEnemies
TCTeam

- to my understanding it should be possible to change the voice commands so while using TCVehicle for instance, the command would only be transmitted to people in other vehicles? Realisically, all of the commands should be set to TCLocal if it does what I think it does (everything is heard only when you're near the player who used the commorose, be it a friendly or an enemy) with the exception of Scouts, who should actually have TCTeamAndLocalEnemies if using binoculars.

I tried changing this myself but seemingly to no avail.

6
Suggestions / Lower the LMG hipfire spread
« on: 05-09-2012, 22:09:14 »
At just a few feet distance you SHOULD be able to hit something while hipfiring with BAR/BREN... currently it's simply a joke. I mean wtf, Thompson has a higher RoF, yet you can run'n'gun with it just fine, while BAR is a useless POS.

7
Modding / Backpack radio
« on: 17-08-2012, 08:08:49 »
Where IS IT ;D I've been searching for it all night long to no avail. There is even kitmesh with gasmasks for Omaha goddammit, but the radio that is in the frickin game already is nowhere to be found! I load up the radio uw_kits.con in the 'radio' subfolder but there is only haversack and musette bags in Max showing up :-\

8
Suggestions / Future Vehicle Wrecks
« on: 16-08-2012, 20:08:50 »
This is more of a suggestion into the future pointed towards FH2's vehicle modellers coders (so basically.. Kev?):

It would be neat to have the wreck geometry of the vehicle with the turret/cannon being "seperate" i.e. not being actually part of the tank's hull, meaning after the tank is destroyed, the turret/cannon stays aimed where it was aimed before the tank was blown up. I noticed Toddel's tanks usually have this (Tiger, Panther) but it most likely isn't a developer's thing as some of his other tanks (StuGs) don't possess this feature.

As it "should" be:



As it is on most tanks now:




Browsing through the fh2 stuff I also recalled that the spinner of Spitfire Mk.IX's propeller is static...



I (probably) can't hope for it to be reexported, especially when the model was donated by a third party, but one thing I think should be fixable is the flaps. Currently, there is a mishap in the code (I believe it is the code) and the flaps' rotation is inverted. What that means is that if you wanna pull up, the flaps turn down instead of up just as they turn down when you're pushing the stick (in the cockpit) forward desiring to lower the altitude.

Well, I guess that's about it.

9
Suggestions / Knives...
« on: 14-08-2012, 14:08:10 »
...need to be 1s1k. I'm tired of the times when I finally manage to sneak up on a rifleman, pull out my knife, scratch him oh his back only to be shot in the weener after the enemy instaturns around. Really tired.

10
General Discussion / Flag names messed up?
« on: 01-08-2012, 00:08:11 »
wtf is this?


11
Bug Reporting / Spitfire on Totalize
« on: 27-07-2012, 18:07:18 »
I think it's Mk. IX (the new one), it has inverted flaps (meaning if you go up, the flaps go down). It looks just so weird :D

12
Suggestions / Iron sights for sniper rifles
« on: 22-07-2012, 08:07:03 »
How about adding iron sights to sniper rifles? Like in RO2. It would be "simple", really - add another weapon slot with the exact same model (ie with scope), just change animation for that slot so that you don't aim through the scope, but through the sights. Then you can easily switch between them using the keys 3 and 4 (defaults). Would be cool to have that ;)

13
Suggestions / (American) Kit Revision
« on: 15-07-2011, 16:07:46 »
Okay, so as FH2's player models are of topmost quality, it kind of hurts to see them being rather plain as in not having enough equipment strapped on them (I'm talking mostly American kits here).

For example, I can think of only about two kit geometries having a canteen on the belt. Same goes for a shovel, it is used only in a couple of geometries, one of them being the tanker (or driver, not sure now) kit geometry, neither of them officially used on any map with any kit. Also a lot of stuff is missing and/or is used incorrectly - e.g. no Thompson/M3 Grease Gun magazine pouches AT ALL, which is something you notice rather heavily (and it looks twice as awkward to have en-bloc clip pouches for M1 Garand instead; and the Germans actually do have MP40 mag pouches.. mhmm GERMAN BIAS!), would be great to see BAR and M1 Carbine ammo pouches as well (the M1 one has even been modelled already, as it is on the actual gun itself - altho something is telling me you can't just take that part of the model and put it in another :/) with Colt mag pouches for NCO geometry.

Furthermore, it might be interesting to see frag/smoke grenades "hanging" on the soldier's chest. (I also wouldn't mind seeing more kits with goggles, for example Assault kit could have them :P).

Finally, given that we now actually have Airborne models coming with the Ardennes, it would make me really happy, if there were two sets of geometries (UW and UB), the latter one being obviously used for Paratroopers and having M1936 Musette bags exclusively (i.e. no 1928 Haversacks).

I guess it isn't going to happen, but I just had to put it out there since I believe it would make soldiers look much more believable/real. Please don't punch me ;)

14
Bug Reporting / M4A1 Sherman insta exploding
« on: 21-06-2011, 20:06:50 »
just happened to me, I was on the .50 and saw a StuG, bailed out, 2 seconds later the Sherman went ka-boom while I was 5 m away from it and I survived with minor bleeding... until that frakkin wreck exploded 1 second after. guess it ain't a bug per se, but it's REALLY annoying  >:(

afaik, this was the case with P4 pre-2.3 which was fixed, dunno why it's happening with the M4 now :(

15
Suggestions / Bazooka idle/hold anim
« on: 16-05-2011, 14:05:02 »
Right, so in the last patch, the stance of most weapons was lowered (but somehow G43 with ZF managed to slip through your fingers, it is still being held unnaturally high ;)) which is great and looks/feels much better and is a nice compromise. But I'd like to propose a similar thing for handheld AT, that is M1A1/M9(A1?) Bazookas, RPzB 54 Panzerschreck, Panzerfausts and PIAT. Although you may shoot all those weapons all you like without aiming down the sights, it will get you killed in almost any instance so ppl use it practically only with sights. So why not make soldiers holding these AT weapons like the lil' fella below does? (basically it is the same stance as if you're sprinting so not much of a hassle making this I guess)



edit, now with even moar nitpicking ;) - seeing as the soldier is holding the new M9 Bazooka in one of the newest pictures, would it be a lot of work to change the animation so his right hand would operate the trigger and the left hand would underlay the other hand? I mean, the FH2's Bazooka doesn't even have a stock a soldier could grip...  afaik, an update or two back, pistols were hold in the same manner. anyway, a picture is worth a thousand words so this is what I'm thinking:


this would be cool for the M1A1 version as well :P :-*

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