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Messages - Ahonen

Pages: 1 2 [3] 4 5 ... 17
31
General Discussion / Re: FH2.45 Feedback
« on: 15-07-2012, 22:07:05 »
Anctoville's objectives were bugged today. The first barrier was destroyed correctly, but when we destroyed the second, its marker disappeared (as it should) but the first one's appeared again.
The first 88 gun's marker wouldn't go away after destruction either, and the game was stuck like this. We went on to the next map with voting.

Also, Sidi had what some people said was a feature and some others said was a bug: upon capturing the last flag before the US base, the german team got it's starting tickets back, while the US's started to drain slowly.


Love both maps though, guess the bugs came from the server (was on 762).
We really need more objective based modes.

32
General Discussion / Re: FH2.45 Feedback
« on: 15-07-2012, 14:07:04 »
The new sounds used on lighter tank guns (ie. 2 Pounder) are louder and "stronger" than the old ones still used on larger guns (Sherman 75mm). Feels weird.

33
General Discussion / Re: FH2 v2.45 Changelog discussion!
« on: 14-07-2012, 15:07:10 »
Removal of multi-player (2+ players) flag capping requirements in many map flags,

I'm not sure I'll like this as it seems it will encourage lonewolfing. And abusing the push bug where some guy gets behind enemy lines and auto caps all flags as the push progresses... This will only make it easier for them...

I don't see it in the changelog. It's a lie right? Last thing we need is more lone capping.

34
Developer Blogs / Re: Firearm Animation Preview #3
« on: 12-07-2012, 17:07:25 »
Weren't the Enfield rifles the only ones to have such fast bolts (excluding ones not in the mod)? The K98 looks mighty fast here.

35
Announcements / Re: Road to Forgotten Hope 2.45
« on: 10-07-2012, 16:07:00 »
Oh man, the tears won't stop.

36
Suggestions / Re: about dead bodies and violence
« on: 09-07-2012, 04:07:03 »
Then I don't have to wait until my kids are 16 or 18 to introduce them to it.

Why would you even wait, regardless of game? Violence is part of life, might as well get them used to it sooner.


On-topic now, I've got a question. I know that BF2 struggles with randomizing things, and would like to know if Refractor 2 can randomize weapon damage between set values. If so, one could make it so rifle rounds have a half chance of not killing you, but crippling you seriously (ie. needing more than one bandage to fully survive).
If not, maybe the devs could try out changing the received damage on player models, randomizing spots that trigger instant kills and ones that don't, leaving aside heads that always do and legs that always don't. Of course, the exact locations of those spots would have to be kept secret from the players in some way. Not sure if that's possible.

As for the laser accuracy problem, I wouldn't know how to solve it. Since Refractor 2 is incapable of simulating true deviation (which would be needed for weapons to actually follow the model's movement), simulating the shooter's slight movement as he holds his rifle is impossible.

37
General Discussion / Re: Mic/headset recommendations
« on: 17-05-2012, 11:05:41 »
Good old Sennheiser PC150.

Dirt cheap yet good.

38
General Discussion / Re: Laws of FH2
« on: 30-04-2012, 00:04:32 »
-The AT kit is never available when needed.
-The enemy vehicle is always destroyed just as you spawn with said AT kit.
-Enemy infantry abounds and enemy vehicles vanish just as you get your hands on an AT kit.
 Abandon it and the chances of suddenly meeting an enemy tank are tripled.

-Mortars can be affected by one of two statuses:
 "Manned by enemy": +75% to accuracy on target.
 "Manned by ally": -75% to accuracy on target.

39
Damn great finally seeing those in.
No more static 202's on Sidi Rezegh taunting me throughout games on this map.

40
Suggestions / Re: Landing Gear Issue
« on: 29-03-2012, 21:03:15 »
I wonder about manual landing gear control being impossible.

We can manually open/close doors/flatbed panels on trucks and the LCA's ramp, and those are part of the vehicles' model, with collision involved.

Something could be done for landing gears. Maybe.

41
General Discussion / Re: Going to Play FH2?
« on: 28-02-2012, 15:02:40 »
I'll be there in a minute.


42
General Discussion / Re: New Engine
« on: 21-02-2012, 17:02:30 »
component damage (incl. immoblization) to vehicles
Bolded the ones PR has managed to pull off for BF2 ;)

Damn right.

While some of those are rather buggy, the "component" damage in PR (as it isn't true localized part damage) is quite good.
Last night an RPG-26 hit my squad's BTR and got the turret stuck, forcing us to have it retreat somewhere safe for repairs.

Tanks are disposable enough in FH2 that most people would just ditch their tank if that happened, but the simple fact that we'd be able to disable armored vehicles without having to shoot them until they erupt in flames would be nice.

43
General Discussion / Re: Your epic fail in FH1/FH2!
« on: 20-02-2012, 21:02:06 »
Whenever I walk into one of steiner-I-cross's AP mines right after he warned us about 'em.

He drops some everytime we get into a house and bunker up inside (which happens several times per round when you're in this guy's squad), and yet I never remember to check around for mines.



44
Suggestions / Re: High-res client texture pack.
« on: 19-02-2012, 23:02:59 »
If the current textures are indeed compressed/resized from higher-res originals, I'd love to have access to these.

45
Bug Reporting / Re: FH2 Crash when map change!
« on: 30-11-2011, 21:11:39 »
I'm pretty sure these CTD's during map changing only happen on 32bit operating system setups. I used to have them as well when I still played on a 32bit setup. These systems simply run out of physical memory during the loading process. This is not only caused by FH2 itself (playing FH2 on "max/high" settings takes up faaarrrr(!) more physical memory than running vanilla BF2 on similar settings - some FH2 maps can take up to 2.2Gbytes on full 64p servers - this is due to better textures, bigger maps, more different vehicles driving around at the same time etc.), but these memory issues are worsened by the way BF2 handles memory in general due to bad design.

Normally a game stores files (data - textures etc.) in the RAM and clears these files after they are not needed anymore, for instance if you change from one map to another, freeing up available RAM space. This doesn't happen in BF2. During switching of maps in BF2/FH2 new files get being added to the RAM before the old, unneeded files are being removed. This will very often cause 32 bit operation systems to simply run out of physical memory (RAM) - the game can't dump any files anymore in the RAM - before the map is being loaded as 32 bit OS machines can only allocate up to 2 Gbytes.     

I haven't tried them myself but there seem to be some workarounds around this memory issue on the net. You can try them at your own risk:

http://merk.clannow.com/forum/page/1/m/654690/viewthread/579618-pr-ctd-memory-issue

http://www.realitymod.com/forum/f370-pr-tech-archives/52607-crashing-desktop-2.html

The most easy way to reduce the memory load in BF2/FH2 is to set your ingame video settings to ''medium'' or even "low" settings - low/no dynamic shadows, med or low textures. 

So if you play FH2 on a system that is running a 32 bit version of Windows (XP, Vista, 7) and you don't want to sacrifice on the "looks" of the game, fiddle around with some settings, or change to a 64bit OS than you are just plain out of luck for the time being. However the dev team is still hard at work trying to reduce the overal memory load of all its content in order to tackle this problem.

I've been playing on a 32bit system at max settings for years and never crashed on map loading in FH2, nor did I ever suffer from low framerate.
Only thing I fiddled with was force GPU AA.

2 Gbs of RAM are more than enough for FH2.

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