Recent Posts

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21
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Kasztelan on 18-02-2019, 13:02:42 »


Republican troops using Maxim-Tokariev machine gun during Battle of Teruel, Spanish Civil War.
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General Discussion / Re: Feedback Thread: Motovskiy Bay
« Last post by RayderPSG on 18-02-2019, 10:02:58 »
First of all, the map played amazingly well for me! I thought it was going to be annoying but no. Atmosphere was great, I really felt we were somewhere blank. I played in both sides and and had fun on both of. As matt says, it would be a unique map and I see it worth working on it.

Map was chaotic yes, but that also happens with other maps and it makes it exciting and funny. It remembered me to sfakia, where that happens a lot. Specially because defensive team normally doesn't stay on flags but moves wherever they lose a flag, that makes it easier for the attacking side and is a well known issue in FH IMO.

But overall I agree with Matt who knows  a lot more than me about maps. The north main, well it was too easy to spot the germans coming since beginning.
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Off-Topic / Re: Picture of the Day
« Last post by nysä on 18-02-2019, 08:02:28 »


StuG III Ausf. B. France, late August 1940
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Modding / Re: Berlin
« Last post by Slayer on 17-02-2019, 23:02:31 »
I can remove a few open buildings but I know it won´t make a big difference because I have tested it already.
And what about those non-FH2 statics? Are they ABSOLUTELY necessary? Or can they be replaced with a closed FH2 static with a different skin/texture? Replacing those might help a lot, why not make a copy of the map and do it on that just to try it out?
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General Discussion / Re: FH Game Night 23
« Last post by jan_kurator on 17-02-2019, 20:02:14 »
Oglendoov.
I love you for how you spelled it ;)
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General Discussion / Re: FH Game Night 23
« Last post by Adûnâi on 17-02-2019, 19:02:18 »
Hype! This is actually almost exactly the list I voted for - with that exception that I preferred Arad over Oglendoov.

Also, both Pegasus & Ihantala, so incredible.
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Modding / Re: Berlin
« Last post by jan_kurator on 17-02-2019, 18:02:01 »
Both 1st and 2nd sector had either too many tanks or their spawn times should be increased. About the statics: make a tiny bit of difference here and there and overall performance will improve significantly, you have many duplicates, static on top of statics etc and some of them can be easily cut out. I still believe that fog can be added and view distance reduced too, so lots of stuff won't have to render far away. Sometimes you need to sacrifice what you like about the map and go for solution that will make it work well.
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Modding / Re: Berlin
« Last post by blander on 17-02-2019, 17:02:03 »
The number of vehicles has been reduced already since previous tests. In which sector do you think they should be reduced and why? I ask this because tank spawners change from sector to sector so it may be alright in a sector but too many in others. If I am to reduce the number of soviet tanks then I have to reduce the availability of AT weapons for the germans to keep it even.

I thought about limiting grenades from the start but I got some complaints about it when I started to create the map. After this test it is clear that kits should not have more than 1 grenade.

I´ve tested reducing the viewdistance and I got to the best possible point. Increasing it is not necessary but decreasing it makes the map look weird, I´m not touching that. I tested fog too and it also make the map look weird with the current light settings. Undergrowth view distance has been reduced to the minimum without making it look bad. Lightmap and skybox tweaking is something being considered.

I will definately look into replacing the Chateau and the church, other than that there is not a LOT more I can do right now to optimize the map before I get into model tweaking. I can remove a few open buildings but I know it won´t make a big difference because I have tested it already.
29
Modding / Re: Berlin
« Last post by jan_kurator on 17-02-2019, 17:02:21 »
There are much smaller urban type maps such as Brest or Tunis (to a degree) where players are supposed to die a lot because there is constant CQB action. I think what happened in Berlin is that people don´t know the map so they don´t really take precautions about staying alive and that´s why the tickets ran dry so quickly on the first round. Bear in mind there is no artillery on the map for a good reason, which kind of bothers me because the russians had brought a heavy amount of artillery to the battle. I cannot replicate that because it would make the map unplayable.
You need to reduce number of vehicles, not knowing the map is an advantage as much as a disadvantage, people don't know the map, so campers don't know the best spots to stop enemy advance either, it works both ways. Forget about artillery, it just doesn't fit the urban maps, IRL every building can give you a shelter, in game you have none, and mortars can completely ruin the gameplay, it's the reason why they were removed from Brest. You also need to apply the stricter grenade limits like it is done on Tunis and Brest, and even Sammatus.

Other than that, map played surprisingly well, though I had massive FPS drops all over the place (up to 25fps, while I normally play with ~80), not only near custom statics. You need to reduce number of open buildings, you can also limit the view distance a bit, and render the distant fog closer. I think adding a bit of fog, reducing view distance and changing light setting to some more apocalyptic will greatly impact atmosphere on the map, making it look more like freshly ruined city.
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Modding / Re: Berlin
« Last post by blander on 17-02-2019, 17:02:26 »
After the first game test months ago I made a thorough investigation to see which buildings cause more lag. I realized that some closed buildings are actually memory-heavier than some open ones. I agree the Chateau and the destroyed church are a bit heavy in polys but that´s about it, the rest of the buildings I´ve chosen are very light on polys.

Non-stock buildings are not correctly optimized and do add to the lag but even so, I have chosen the ones that are more optimized. Little objects like barrels and crates ended up not being very important as I once thought, I did lots of testing after which I added back a lot of small objects to the map since they don´t make as much of a difference as unoptimized buildings do.

There are much smaller urban type maps such as Brest or Tunis (to a degree) where players are supposed to die a lot because there is constant CQB action. I think what happened in Berlin is that people don´t know the map so they don´t really take precautions about staying alive and that´s why the tickets ran dry so quickly on the first round. Bear in mind there is no artillery on the map for a good reason, which kind of bothers me because the russians had brought a heavy amount of artillery to the battle. I cannot replicate that because it would make the map unplayable.

Speaking of aesthetics I have planned some re-texturing and of course getting those french signs turned to german. After all, being in Berlin doesn´t mean the Reichstag has to be there no matter what. The map could be just any big german city.
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