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Messages - Guderian

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31
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 05:03:28 »
It was not intended or directed at you Devilman. It's just my general feeling I get when people attempt to shoot holes in others work. I think your willingness to experiment is greatly appreciated by me.

32
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 05:03:11 »
Not to be a douche, but I find it so annoying when people post as if they "know" what is possible in regard to coding. Sometimes you just just need to eat humble pie and acknowledge others abilities.

33
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 04:03:13 »
Interesting Devilman. I notice all our weapons have this line of code.
ObjectTemplate.fire.fireInCameraDof 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

I may have to experiment :D

34
General Discussion / Re: FH 128 hosting
« on: 22-03-2011, 03:03:27 »
As a level designer I must teach players impulse control that's why I place minimal transport on maps. Players that are allowed complete freedom generally create disorganized chaos from a lack of discipline regardless of age. A players irresponsible attitude produces an irrational behavior that's destructive to gameplay. The players need to be more accountable for their actions.

Also, adding an abundance of vehicle assets contribute to breakdown of teamwork and instead encourages the lone wolves in a game that is designed for teamplay.

I teach kids everyday so trust me I have years of experience.

35
General Discussion / Re: FH 128 hosting
« on: 12-03-2011, 17:03:44 »
Donated 20 Euros. Let's play Fh2 with 128 people tonight!  

36
Modding / Re: Map Juin 44
« on: 11-03-2011, 05:03:17 »
Hey Den75,

I just had a quick run around on your map and I like what you've done!

I have a few small suggestions to improve the map performance because I drop from 80+ fps to 40+ in places.
The first thing you need to do is reduce the undergrowth density from 10 to like .5 on two of your materials. That is causing the major issue. The second would be too reduce the draw distance from 100 to 75-80 meters. It's a dark map and to be honest I really don't see an advantage.

Tweak those settings and test it locally in the single player mode. I bet you'll see a huge performance boost. :)

37
St lo Breakthrough / Re: St lo Breakthrough 64
« on: 11-03-2011, 04:03:27 »
Changes for the next patch

*Added* US will receive an extra M3A1 (APC) transport at their Main Base
*Modified* US will be getting 60 more tickets
*Added* Working bleed. The broken bleed (default 10 per minute) has been fixed by Spitfire so in the next patch the US=6 per min  DE=8 per min. This will give the US plenty of time to coordinate their attack and then defend their foothold.
*Added* Villiers Fossard & Les Foulons will have spawn points for the DE if they capture either flag.


In terms of your suggestions

-"Make the first 3 flags uncappable by germans once allies have captured all 3". I like the idea, but that would eliminate the re-attacking of Hill 108 for the Germans and that would suck and not be a true historically accurate betrayal of the battle.
-The map is too small for the Puma /Greyhound (tested) even-though they were seen on the battlefield during that time.
-Their is a Pak 40 inside the apple orchard just south of the Windmill.
-The Zooka/Faust pick up.....maybe, but the kit limits seem to balance the tanks.

38
For a 128 Tunis: Remove the push and combat zone. Larger flag radius and longer capture times then it would succeed and play rather nicely.

39
General Discussion / Re: Forgotten Hope 2 wants YOU!
« on: 23-02-2011, 00:02:38 »
This thread is a request to community members to offer help to the mod they enjoy playing by adding new potential team members that will move the mod forward with more frequent releases.

Mapping is an all consuming "grinder" that requires an incredible about of energy. We need applicant mappers that can take an existing map or create a new map and work to its completion. I don't have the desire or energy to take on more work.

Personally, I've been working on a map for the past 4 months and now I'm beginning the most exhausting part in development, finishing the map to the FH2 standard. That's the point Azreal is trying to make.  

I was given Villers-Bocage as my application. For several months, I was given an enormous amount feedback and subsequent work from our group of level designers to help develop my overall skills. So, we offer self-motivated and dedicated guys an opportunity to join the team and reap the rewards of working with one of the best mods of all-time.

40
General Discussion / Re: new patch
« on: 16-02-2011, 02:02:57 »
Nah.......i believe we have an agreement that we all need a vacation and to get laid...

..there all better....


 now back on topic...


 Will next patch contain maps from 1 theatre or multiple theatres of war?

 :-*

Let's just say we have several things going on behind the scenes. Enough stuff that I'm excited about the next release. The maps as expected will be awesome, but the gameplay and immersive feeling will be what I think the community will be pumped to read about in the upcoming weeks.

41
Villers-Bocage / Re: Villers-Bocage 64
« on: 30-01-2011, 23:01:16 »
Thanks, I'll raise the terrain a bit higher to match the farm wall. :)

42
I am in the process of making a 1024x2 map and adding another 36 players (total 100: 50 per team) would make the battle extremely intense. Not for every map due to design limitations, but rest assured I would be the first to endorse the increased player count!

43
Suggestions / Re: Altered: Tank combat system
« on: 23-01-2011, 21:01:28 »
You do realize that in FH2 the driver of an immobilized tank would just bail it and run away from it right?

Unless he had the MG gunner wrench it up while the driver stays on the main gun . The MG gunner (passenger or anyone actually) must receive repair points in order to encourage teamwork.

44
Modding / Re: [WIP] Hanley's Historical Texture Pack
« on: 20-01-2011, 23:01:48 »
^ What he said! Nice Hanley.

45
Suggestions / Re: Altered: Tank combat system
« on: 11-01-2011, 04:01:45 »
djinn points have been noted by others within the team, but let's be realistic. To achieve a "perfect" system of balance with historical accuracy where everyone is happy is impossible. However, anything at this point will be an improvement to the current situation. We are taking small steps forward. Have faith :)

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