Author Topic: Road To Forgotten Hope 2.4: Part 2  (Read 18681 times)

Offline IrishReloaded

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #75 on: 12-07-2011, 21:07:26 »
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If you're using an analog input for Tank Throttle controls you can adjust it. Can also do so for infantry. But that was possible all along.

I have a joystick with such a controll bar. Its USB connected^^ Now idea if that works. It works well with plane speed

Offline flyboy_fx

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #76 on: 12-07-2011, 21:07:15 »
So the tank barrel and turret can be controlled by a joystick?
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Offline IrishReloaded

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #77 on: 12-07-2011, 21:07:40 »
yes, as they will be controlled by arrow keys, and arrow keys leads directly to joystick,

Offline Kev4000

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #78 on: 12-07-2011, 21:07:21 »
Quote
If you're using an analog input for Tank Throttle controls you can adjust it. Can also do so for infantry. But that was possible all along.

I have a joystick with such a controll bar. Its USB connected^^ Now idea if that works. It works well with plane speed

Its quite simple. In 2.3 there's land vehicle controls. Change key for throttle, move joystick analog throttle forward. Voila!
In 2.4 however there's a separate Tank Controls menu, replacing the Helicopter one from vBF2. It has got more functionality as well for binding turret traverse, gun sights, etc. so it is all customizable in the menu.
I've been digging a lot around in the controls configs in the past month. There's some additional tweaks that can be done for arrowkey/POV freelook, will be explained in the technical user manual I've been writing. 2.4 will reset controls to default. However, the manual also explains how to retrieve your old 2.3 controls layouts, so there's no need to worry for complex custom layouts.

So the tank barrel and turret can be controlled by a joystick?

No need to worry, if you look at the picture below, you can simply click the secondary control, and move the joystick for native support. Though personally I tried it myself, it didn't seem all too useful. But may be after getting accustomed.
« Last Edit: 12-07-2011, 21:07:00 by Kev4000 »

Offline Watchtower1001

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #79 on: 12-07-2011, 21:07:33 »
Okay I have a serious bone to pick with the change log.

Even for me as a developer, its hard to put together exactly what you guys are changing/putting together in 2.4, along with tweaks.  This looks more like a SVN log.

This is an example of a Team Fortress 2 update log on Steam. 

To the PR department --

I suggest a more 'user friendly' change log that is much more easier to understand for the general public detailing the specific changes from 2.3 to 2.4


EXAMPLE:

Team Fortress 2 Update Released
Product Update - Valve
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to prevent client cheats
Fixed a bug with playback of SourceTV demos

Team Fortress 2
Fixed a bug where Medics using the Quick-Fix could easily identify disguised Spies
Fixed a bug where healing a Scout while they change class in the spawn room would allow the Medic to keep the Scout speed
Fixed a bug with honorbound weapons allowing themselves to be holstered before getting a kill
Improved matchmaking logic
Fixed a case where players were being matched to full servers
Updated the localization files
Updated Pl_Barnblitz
Reduced Blue respawn time at cap 1
Fixed cart not allowing overtime when it has to stop at the turn table
Fixed players getting stuck in spawn doors when blue captures a point
Fixed spawn doors staying open when points are captured
Various clipping and exploit fixes




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Offline THeTA0123

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #80 on: 12-07-2011, 21:07:34 »
who cares about the changelog? full of spoilers
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Offline Rustysteel

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #81 on: 12-07-2011, 21:07:32 »
Thank you Kev for ace new tanking system 8)

I forgot to ask, this is pretty minor so forgive me, but when you shot a panther on the front glacis plate you got this really cool richochet effect and would see the round bounce off up into the air. Does this happen with the new angle modifier system when you hit the sides or top from silly angles where penetration will not occur? If it doesn't it's no big deal I'm still psyched for the impending wargasm happening on friday ;D but it would be a nice wee effect for some far off distant update.

Nope, the system is still heavily limited, so you will not see the ricochets from angled shots that would otherwise penetrate. Naturally we'd prefer angles actually increasing the amount of armour instead of decreasing the damage dealt.
One could say its more of a glitch fix then a new system. However just because of that, do not underestimate its impact on gameplay!



Ah, no worries thanks for letting us know anyway, still... can't wait to play with this new system! and I understand now with this and other improvements you guys made why you couldn't play pubby 2.3  :D

Offline Kev4000

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #82 on: 12-07-2011, 21:07:46 »
(edited 2 mins late)
Our "changelogs" were never meant to be user friendly. They're ment for our beta testers, so they know what to look for. Its just us being kind and releasing them uncensored for the extreme FH2'ers whom might find interest in them.
But you're correct that its an SVN log. However its not a complete SVN log, just changes we feel the testers should be aware of for the next session.
The "user friendly" changelogs we refer to as news updates.
« Last Edit: 12-07-2011, 21:07:05 by Kev4000 »

Offline Watchtower1001

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #83 on: 12-07-2011, 21:07:55 »
Well that's extremely disappointing to read Kev, because A LOT of people will be wanting to see a proper change log, including public and tournament people. 
...Your news is quite lacking then.
No mention of tweaks to weapons or the weapon system, no mentions to updates/fixes to previous/existing maps, no mention of performance & bug fixes...
Believe me, a lot of people want to know whats being fixed, and also believe that will affect the success of the game.
 People come and go with mods, if they read something substantial has been changed that they stopped playing for some reason (aka smg recoil) ...they might come back.  FH2 needs players.  Once all the dust has settled, you don't want to end up with only the 762 server populated with Europeans.
You guys won MoTY on Moddb.com.  Ante up.
edit - don't waste space
« Last Edit: 12-07-2011, 22:07:13 by Kev4000 »
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Offline flyboy_fx

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #84 on: 12-07-2011, 21:07:13 »
Sweet! Okay one thing, I have two throttles on my joy stick. Is it possible to make those operate to drive the tank?
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Offline :| Hi

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #85 on: 12-07-2011, 21:07:29 »
Well that's extremely disappointing to read Kev, because A LOT of people will be wanting to see a proper change log, including public and tournament people. 

...Your news is quite lacking then.

No mention of tweaks to weapons or the weapon system, no mentions to updates/fixes to previous/existing maps, no mention of performance & bug fixes...

Believe me, a lot of people want to know whats being fixed, and also believe that will affect the success of the game.

 People come and go with mods, if they read something substantial has been changed that they stopped playing for some reason (aka smg recoil) ...they might come back.  FH2 needs players.  Once all the dust has settled, you don't want to end up with only the 762 server populated with Europeans.

You guys won MoTY on Moddb.com.  Ante up.

Just a question, how many FH2 updates/releases have you actually been here for?

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Offline Flippy Warbear

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #86 on: 12-07-2011, 21:07:30 »
Wow, never seen anyone having sand in his/her vagoo about some changelog. I dont think I have ever seen anyone whine about the log before. Please correct me if theres been such before.  :P

Offline Kelmola

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #87 on: 12-07-2011, 21:07:35 »
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fifth and final map
No Ste. Mere-Eglise? No Gold Beach? No Foy? No Puffendorf? We get maps like de_tunis and Ram-er-le but quality maps are abandoned or pushed into the "when we have time" zone ie. never-never-land as Keren was? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU---

At least there's the French Hope public beta. Ummm, let me guess. No new Western Front maps before 2.5 aka Ostfront "because we have bigger and better things to do and there's nobody interested"?

Quote
revised tanking
Any news on the tanking front is good news but it's still kinda meh, but that's probably more due to BF2 "Refractor" engine. Plus even though teased otherwise, this is not going to help in any which way with the ridiculously nerfed Geballte Ladungs, or the wonky BF2 hitboxes that allow Achilles to survive a Panzerfaust to the rear or top (on the contrary, even).

Sorry guys, but I'll be only convinced once I play. I really thought that 2.4 would be something groundbreaking regarding playing mechanics, but according to the relased news updates, it's just going to be the "same old, same old", only slightly tweaked. A complete reworking of capzones, the infantry & SL system, plus tanky things not possible in Refractor, along with some "signature" Normandy maps and MOAR Bulge would have been more like it. Oh well, at least it's not as rigid as that other mod which I'm still not interested in.

Quote
that other mod's release date
h8ers gonna h8 and wanna kill FH2 because it's not "hardcore" enuff (read: not as retardedly limiting and nevertheless just as (un)realistic). Either that or school/university summer vacations are kicking in even in the countries far away from Finland (and even up here, workers laden with the unearthly heavy duty of making quarterly report are promised their annual leave around these days).

Signed, FH2 addict for nearly 3 years and counting.

/troll

Offline Eat Uranium

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #88 on: 12-07-2011, 21:07:45 »
Quote
fifth and final map
No Ste. Mere-Eglise? No Gold Beach? No Foy? No Puffendorf? We get maps like de_tunis and Ram-er-le but quality maps are abandoned or pushed into the "when we have time" zone ie. never-never-land as Keren was?
The only one of these maps it is possible for you to have seen is Keren.  How then are you to judge that they have 'quality' enough to make a release?

Offline Tiny

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #89 on: 12-07-2011, 22:07:47 »
YAY FINALLY WE CAN SEE THE EXPLOSIONS!!!

MORE IMMERSION TO THE PEOPLE!!!!!

PRAISE FH2 TEAM!!!