Author Topic: Road to Forgotten Hope 2.4: Part 4  (Read 14393 times)

Offline Ahonen

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #75 on: 14-07-2011, 23:07:08 »
The wait is killing me.
-A certain plumber took 'shrooms when he failed to rescue his girlfriend from being raped by a gorilla. His whole experience was documented in a game.

Offline Kelmola

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #76 on: 14-07-2011, 23:07:06 »
Its actual rate of fire of 1200 rpm is not possible, as you need to be able to divide 1800 by the rate of fire (and end up with an integer).
Then why not give it the full 1800? It's not like that you would very often live long enough to worry about the ammo consumption anyway. Maybe FH2 players at the receiving end would then finally start to treat the Scourge of God as its real-life targets did.

Offline LuckyOne

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #77 on: 14-07-2011, 23:07:13 »
Great job devs! And great trailer!

P.S. I kinda agree with Kelmola on the MG 42 issue, but we'll see it ingame and then complain (if needed)...
This sentence is intentionally left unfinished...

Offline VonMudra

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #78 on: 14-07-2011, 23:07:55 »
Its actual rate of fire of 1200 rpm is not possible, as you need to be able to divide 1800 by the rate of fire (and end up with an integer).
Then why not give it the full 1800? It's not like that you would very often live long enough to worry about the ammo consumption anyway. Maybe FH2 players at the receiving end would then finally start to treat the Scourge of God as its real-life targets did.

Yep

Offline Kwiot

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #79 on: 15-07-2011, 00:07:18 »
I recommend to update site onn moddb  ;)

Offline Natty

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #80 on: 15-07-2011, 01:07:33 »
wow I just returned from a week on the Azores, and am met with an avalanche of updates and actually a release of the patch!  :o Im telling you the guys have done some serious crunching and testing to get all this stuff together these last days, nice one!

FYI:: Ive skimmed through most of the pages of these announcement threads, and the issue about the informativeness(?) of our changelogs needs perhaps a clarification; what you read there is a summary, kind of like the "highlights" of what we actually develop. A quick check ot our internal filehandling system tells me we have updated the mod mover 2,500 times since the last patch.
Obviously, we cant make a changelog with all those entries, it wouldn't be comprehensive. It is also not possible to summarize and present every single little detail, it would take weeks to write it.

For old maps, such as Crete, the changelog might just tell you "Crete updated", while in our internal automated changelog forum, the developer might have added a note for the testers to check out, in this case this was me, and the Crete changes were infact;

- Ambient sounds
- BF2 trees replaced with FH2 trees
- Removed a few (4-5) Bofors guns to make the german assault easier
- Made it possible for up to 6 german transport planes to exist at the same time (was 4)
- Re-placed german airfield spawns better (faster access to planes)
- Added Pak35s for german defense at Aerodrome, Suda Bay & Chania
- Added german pickup Mortar at Monastery and Aerodrome
- Slight redesign of "Rear Guard" flag (bigger capzone, opened one tent, repositioned spawnpoints to prevent too much spawnkilling)
- Bigger capzone at "Hill" flag
- New Lightmaps on terrain + ground (needed after new trees placements)
- Correct Game Mode Description ("Assault")
- Removed static noise from destroyable radios (mod-wide fix, as these caused soundbugs inside all houses on maps they are placed on)
- Added EAX sound file (loads openlandscape reverb properties)
- COOP / SP updates (by Remick04)
- Added working ticketbleed python plugin (by Spit)


so this is just an example of what a proper changelog would look like, for one map... We simply can not write it all in this detail for everything, it takes too much time.
Hope you enjoy the release, and I am sure in matter of hours, many of the updates we have done, will be clear to you, by experience instead of text files  :)

Thanks




Offline DaWorg!

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #81 on: 15-07-2011, 02:07:42 »
Nice changes, im really looking forward to 2.4. Also awesome trailer, my most favourite game trailer right after 2.2 axis trailer. I just have to hope, that new effects wont kill my old PC  :-\
"The roar of engines, the recoil of cannons. That is where the true joy of battle lies."

Offline :| Hi

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #82 on: 15-07-2011, 02:07:29 »
The day before FH2 releases always brings me merriment, because sometihng bound to happen everytime!

This time, my laptop wired mouse died \o/


Now act like king arthur and find the holy grail that is my wireless one

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline flyboy_fx

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #83 on: 15-07-2011, 02:07:46 »
You will be there to play tomorrow. *Jedi trick*
Don't hate the forum, hate it's users...


Offline :| Hi

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #84 on: 15-07-2011, 02:07:59 »
Depends how much magic I can work in the settings with an Xbox 360 controller  :)

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline Gl@mRock

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #85 on: 15-07-2011, 03:07:37 »
Thank you for making a game I enjoy playing so much.

*three thumbs up*

 8)

See you on the battlefield!

Offline Hockeywarrior

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #86 on: 15-07-2011, 03:07:18 »
Woot! Bring on the release baby ...

Too bad I have lots of shit to get done tomorrow. I'll have to power through it all so I can have plenty of gaming time for FH2.4!

Check out my Red Orchestra, FH2, and shooting videos!
https://www.youtube.com/channel/UCQK9lbdAEi9mAM5iGfHoeyA

Offline VonMudra

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #87 on: 15-07-2011, 03:07:08 »

- Added Pak35s for german defense at Aerodrome, Suda Bay & Chania


This ALMOST makes up for the MG42 change.

Offline McCloskey

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #88 on: 15-07-2011, 03:07:51 »
btw don't forget to update the website with all the new goodies (maps, new playermodel renders, weaps, vehicles..) ;)

Offline Jimi Hendrix

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Re: Road to Forgotten Hope 2.4: Part 4
« Reply #89 on: 15-07-2011, 04:07:01 »
 Any chance we get to see exploding trees in Bastogne or a LT. Dike (a.k.a) "Foxhole" Norman, Foxhole....




 :P