Author Topic: FH2 Zombies(ReleasE)  (Read 29537 times)

Offline ajappat

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Re: FH2 Zombies(ReleasE)
« Reply #60 on: 21-11-2010, 14:11:33 »
Just tried this out with 2-6 other people. Mod is great, but I can see myself getting bored quite fast with most of maps. Crete was really awesome tough.

Offline Nilsson

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Re: FH2 Zombies(ReleasE)
« Reply #61 on: 21-11-2010, 16:11:55 »
That round at Crete was EPIC!!!
Battle of Breast was a hard one. Not so easy to get the last flag, but with the result of 2-0 we won!
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Offline ajappat

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Re: FH2 Zombies(ReleasE)
« Reply #62 on: 21-11-2010, 17:11:15 »
I would suggest to make capture zones smaller. So that people can keep it clear just by shooting zombies. Now we are forced to lure them away from flag zone and other people try to capture meanwhile.

Offline Josh094

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Re: FH2 Zombies(ReleasE)
« Reply #63 on: 21-11-2010, 18:11:12 »
I would suggest to make capture zones smaller. So that people can keep it clear just by shooting zombies. Now we are forced to lure them away from flag zone and other people try to capture meanwhile.

I understand you point, but i thing baiting the zombies away is quite cool and fun. Loads of Zombie films include heros baiting the zombies away for the greater good! :D


Offline Musti

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Re: FH2 Zombies(ReleasE)
« Reply #64 on: 21-11-2010, 20:11:19 »
its fun with organized team not bunch of random players  :-\
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Offline Plattfuss

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Re: FH2 Zombies(ReleasE)
« Reply #65 on: 21-11-2010, 22:11:10 »
I have brought up a server, but players always get always disconnected when joining.

Are there special settings for the server or the maplist?

Offline IrishReloaded

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Re: FH2 Zombies(ReleasE)
« Reply #66 on: 21-11-2010, 22:11:05 »
sry but, whats the sense of making a second sever for a minimod that is played by 20(?) people?

Offline Plattfuss

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Re: FH2 Zombies(ReleasE)
« Reply #67 on: 21-11-2010, 22:11:06 »
The only server is in the US, but i want a server in europe!

Offline Steel_Lion_FIN

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Re: FH2 Zombies(ReleasE)
« Reply #68 on: 22-11-2010, 00:11:26 »
Just had a little playsession with FH2_Hi, Combatwombat IIRC, Musttii and a fourth guy. One word describes it:

EPIC!

Just one thing though: lock the Abrams on Wake
I'd rather play Kimble with my ass!


Offline Havick

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Re: FH2 Zombies(ReleasE)
« Reply #69 on: 22-11-2010, 03:11:59 »
I have brought up a server, but players always get always disconnected when joining.

Are there special settings for the server or the maplist?


For the maps, make sure it is set to coop mode, also

I also have NAT negotation on due to being behind a router, If you are behind a router, make sure that the ports are forwarded and that you have NAT negotation on

I also keep team balance off and keep the team ratio very high.

Also if you want more than 48 bots, you will likely have to edit your AIdefaults.ai file
Set overrides menu to 1 instead of 0 and set your number of bots

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PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

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Ts4EVER"

Offline Havick

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Re: FH2 Zombies(ReleasE)
« Reply #70 on: 22-11-2010, 03:11:43 »
so I played yesterday too some maps, till ramelle came then I left.
was really epic, espesially the slaughting on the wake island bridge.

some suggestions (which might be a little complicate to do)
1) BAR with bipod but without the "accurate" iron sight: short: Tripod + prone + high rof +normal ironsights
2)I want this

I donno if we will see it in the normal game but it would be cool to see it here.

3) Pls Pls make something many ppl want to see in pure FH2 but they wont see. The abbilty to choose 2 weapons for every kit.
Like: As mg gunner: BAR/ Fg42.    Aussault. Sten / Stg 44   Shotgun/Drilling

I think ppl would LOVE this.

The mod is really cool, well done, funny, and addicting. Keep working on it !!!

A little late, but the bar will be easy to implement. 

I'm not sure about the .50 cal tripod, I'll have to see where it rates on the to do list.. being that It would have to be made from scratch. (truthfully I've always wanted one in FH2)

As for the multikit, The problem is, as it is currently the dual select kit is done in python, and is a pretty complex peice of python in and of its self, at my current level I can not hope to make a similar system for all of the classes, however If you know someone who could write such a peice of code, send them my way, I'd be willing to pay for it.
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline Bravo3945

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Re: FH2 Zombies(ReleasE)
« Reply #71 on: 22-11-2010, 05:11:32 »
No one ever remembers my name... :P

Offline Steel_Lion_FIN

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Re: FH2 Zombies(ReleasE)
« Reply #72 on: 22-11-2010, 09:11:40 »
Yep, it was you.
I'd rather play Kimble with my ass!


Offline Plattfuss

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Re: FH2 Zombies(ReleasE)
« Reply #73 on: 22-11-2010, 16:11:10 »
I have brought up a server, but players always get always disconnected when joining.

Are there special settings for the server or the maplist?


For the maps, make sure it is set to coop mode, also

I also have NAT negotation on due to being behind a router, If you are behind a router, make sure that the ports are forwarded and that you have NAT negotation on

I also keep team balance off and keep the team ratio very high.

Also if you want more than 48 bots, you will likely have to edit your AIdefaults.ai file
Set overrides menu to 1 instead of 0 and set your number of bots



Thx, i´ll try!

Offline ajappat

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Re: FH2 Zombies(ReleasE)
« Reply #74 on: 22-11-2010, 19:11:14 »
Just played round on Ramelle. Last flag is impossible to capture. Cap zone is HUGE and all zombie spawn are inside that zone.