Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lupin

Pages: 1 2 [3] 4 5 ... 19
31
Modding / Re: FH2 Zombies(ReleasE)
« on: 19-01-2013, 09:01:37 »
Right now there's 8 maps.

Anctoville 16 and 64
Brest 64
Keren 64
Escape from Crete
El Al 16 and 64
Eppeldorf 64
Goodwood 64 (thought fh2 had a 16p version..)
Vossenack 64

The maps are a bit bigger this time around, but that just allows a bit more free roaming.

To be honest, a lot of the maps have a stock selection of equipment, and I'm sorry about that. I'll eventually release a map pack/patch with all the other FH2 maps and try to spice things up a bit. But for now, at least there's lots of zombies.  ;)

Also, :| Hi I'm pretty sure I animated that tank gif in your avatar years ago lol. It's always funny seeing my old metal slug sprites.  ;D

32
Modding / Re: FH2 Zombies(ReleasE)
« on: 19-01-2013, 04:01:55 »
I think I'm going to release soon (tomorrow). There might be some minor bugs, and it's lacking a bit of polish (I can't change mini-map icons for some reason..), but I feel bad because you've all been so patient and I keep slacking because I don't like working on the maps :P

The mod is very playable at the moment and should be fun enough as is.

When I release, I will request that this thread be locked, because I'm going to make a new one.

33
Modding / Re: FH2 Zombies(ReleasE)
« on: 07-01-2013, 11:01:29 »
Are those supposed to be zombies?  ;D

And isnt that Anctoville?

Yeah, I did some work on Goodwood, and set up the frame work for Ancto.

Unfortunately, I forgot to swap the team numbers in Ancto so there's a massive Brit swarm and no zombies lol.

34
Modding / Re: FH2 Zombies(ReleasE)
« on: 07-01-2013, 09:01:59 »
I was converting Operation Goodwood and was about to fix some minor problems with it when the folder literally vanished without a trace.

Needless to say I rage quit from modding for the day.


Edit:

Whoops...

35
Modding / Re: FH2 Zombies(ReleasE)
« on: 03-01-2013, 01:01:50 »
Hey, Lupin! Are you planning to put on some servers, when this is all done, or will you trust this task in the hands of some big game community (762, VBIOS, hslan)?

Me and Havocide have been talking about renting a server. The problem is that I only have about $5 to my name right now and can't pay for it.

So things are a bit complicated.

People might just have to do lan over tuungle for the first release.
Thanks :). It's good to hear that you are atlest planning to do that. I, however have another question.
Is FH2 Zombies cosidered as a map-pack with zombie models and AI OR as a mini-mod?

Mini mod. You need to use a separate icon to launch it.

And there's a bunch of graphics and coding assets etc.

36
Modding / Re: FH2 Zombies(ReleasE)
« on: 02-01-2013, 16:01:16 »
Hey, Lupin! Are you planning to put on some servers, when this is all done, or will you trust this task in the hands of some big game community (762, VBIOS, hslan)?

Me and Havocide have been talking about renting a server. The problem is that I only have about $5 to my name right now and can't pay for it.

So things are a bit complicated.

People might just have to do lan over tuungle for the first release.

37
Modding / Re: FH2 Zombies(ReleasE)
« on: 01-01-2013, 11:01:44 »
LOL!   ;D this made my day!

 ;D

Just finished up an easteregg tank.

Havocide's toying around with some interesting vehicles as well.

Here's a couple misc shots:
http://i45.tinypic.com/34pnuxi.jpg
http://i50.tinypic.com/rk39yu.jpg
http://i49.tinypic.com/25t7mzn.jpg
http://i46.tinypic.com/28ahjzq.jpg
http://i46.tinypic.com/30jh5jc.jpg

38
Modding / Re: FH2 Zombies(ReleasE)
« on: 01-01-2013, 06:01:10 »


...Whoops. Now it's like a Metal Slug tanks idle animation.

39
Modding / Re: FH2 Zombies(ReleasE)
« on: 31-12-2012, 04:12:11 »
Good to hear, Lupin :)

The good news is that with each day the quality is pretty much increasing exponentially.

40
Modding / Re: FH2 Zombies(ReleasE)
« on: 30-12-2012, 02:12:25 »
Arrgh, we've got some more last minute problems that just happen to show up when I get ready to shove it out.

In compensation for all these delays, I'm going to add a couple more smaller maps and some more interesting vehicles and what not.

It will be done in the coming days, and hopefully problem free this time.

41
Modding / Re: FH2 Zombies(ReleasE)
« on: 29-12-2012, 08:12:27 »
Could you tell me which maps did you convert to Russians by the way?

Just Vossenack.

There might be a beta tomorrow, I don't know. I've gotta wrap up some annoying problems like ticket bleed, zombies cuddling in the flag zones, etc.

The map list right now is:

Escape from crete, the classic. Early war german/brit.
Vossenack. Russians. Western counterparts of Soviet weapons.
Brest. German survivors defending.
Keren, brits with a full compliment of equipment attacking zombies.
El al 64, Italians attacking zombies with a full compliment of equipment, but each vehicle only gets 1 spawn.
El al 16, Italians defending/attacking with only a sdkfz 234.
Eppeldorf. Spawn with pistols only. Random kits tossed everywhere. Assaulting map to make it extra hard.


Maybe:
Hurtgen forest
PDH
Wake island

42
Modding / Re: FH2 Modding Q&A
« on: 26-12-2012, 01:12:45 »
Do you mean Zombies trying to steal your tank? ^^

The code works fine for tanks, it's just civ trucks, jeeps, and other things that aren't normally locked that cause the crash.

Edit:

Nevermind, trying out the "ObjectTemplate.dontClearTeamOnExit 1" code now.

43
Modding / Re: FH2 Zombies(ReleasE)
« on: 26-12-2012, 01:12:47 »
Still working on it. I might be able to get an """open FH forums only beta""" out today. It will be a little.. rough, but I said I would release on Christmas.

Just need to fix the jeep locking problem first.


Edit:

Now to convert Russian voice files... with bf2s lovely ogg format this is going to take forever..

Edit 2:

Just had some random crash bug on one of the maps.. and I'm not sure why. I've been working on this for the past 8 hours so this will just have to wait until tomorrow afternoon..

44
Modding / Re: FH2 Modding Q&A
« on: 25-12-2012, 12:12:20 »
I'm getting a CTD when I team lock trucks/civ trucks because the enemy bots still try to enter them.

I've checked the vehicle files, and ai files, but haven't found anything related to vehicle locking. Is there any way to make trucks (civ truck in particular) properly team locked?

45
Modding / Re: FH2 Zombies(ReleasE)
« on: 25-12-2012, 02:12:54 »
Going to be hella' busy working on the mod tonight.

Unfortunately, we don't have a server yet. So lan + tunngle are going to be the only way for a while.

Pages: 1 2 [3] 4 5 ... 19