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Normandy 44 : European Theater (Sweeten2213 retired - 2.0 Alpha released))

  1. #4151
    Member Twitchy's Avatar
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    @Gilz2 - Agreed, I wouldn't mind seeing unique units like that. I'd still love to see my Fictional ones in there but I think that both ideas would work just as well. I don't think I'd make any of them Extremely hard to kill or anything of that nature although each of them would certainly stand out abit (So, basically they'd have a unique skin but it wouldn't stand out like some sort of sore thumb, it would certainly fit.) And they could act as an Officer or what have you and inspire of the men.

    Again, My idea (Because they are Fictional) would be completely optional.

    But once more I'll say that the idea to put in true characters from the war itself is a great idea in my opinion.
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  2. #4152
    Member whitewolfmxc's Avatar
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    i agree with both twitchy and glitz , but only a few and not make the game hero spammy XD

    but as a Easter egg unit , both Axis and allies get a (Normandy 44 mod team squad !) , each mod member can chose either Axis or Ally side to be put into the Mod squad XD now that would be fun , I call dibs on Axis MG42 carrying guy in the squad XD
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  3. #4153
    Member sweeten2213's Avatar
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    You guys know that I love new ideas and love the idea of keeping N44 unique and fresh. One thing I have learned, however, as I have tried taking on the mod as the only coder at the size it is at, is that our "size and options" are going to have to be our biggest draw - manily because changes on any scale have become so friggin enormous. I am a #'s guy so let me throw some #'s out there to show what I mean...

    Here is how "big" it has gotten -

    Each SBPS file is basically a squad. We have about 175 SBPS Infantry files for each faction. We have 5 factions, so that's 700 squad files for infantry alone. Each infantry squad has individual members called EBPS files. Each N44 faction has on average 350 or so EBPS infantry files. So that's 1750 EBPS infantry files all together.

    So let's say that we decide that we are going to change, say, all the squad members (EBPS) sight range to add 10 "units" and all infantry squads are going to have a new squad ability (changed in the SBPS file), say "retreat to CP" or something. Sounds easy enough, right? One part of the file changed in EBPS and one thing added in SBPS. The problem is, to do that one little change, would mean manually changing 2450 files (700 SBPS, 1750 EBPS). All of which need to be saved properly, hopefully tested, and in our case all switched over to the SVN version (hopefully without missing a file).

    Now that's just infantry - there are about 1000 vehicle SBPS files, about 750 ability files, about 1000 weapon files, etc... Not to mention 3300 lines of text used by the mod aside from vanilla lines, and an AI that is easily 100 if not 1000 times bigger than vanilla (which are also both the responsibility of this one coder ).

    Then when dealing with all these files, balance, and making any major changes at this point, I thought of a good analogy...

    You know those fruit drink mixes in a packet where you add sugar and water and get the drink? Well think of each CoH squad as a glass, and in each glass you want to get the same flavor of the fruit drink. You have an idea in the very beginning what you want it to taste like (our planning stage where each doctrine, subdoctrine, and sub-subdoctrine was planned on paper first - and based on past versions of N44). In the first glass you add one packet, a teaspoon of sugar, and a glass of water (say in N44 your basic US infantry unit). Now for the rest, you want to mix it up a little - so in the next glass say you add two packets, 2 teaspoons of sugar, and two glasses of water. The next one has 3/4 a packet, 3/4 sugar, and 3/4 glass of water, and so on... Now each squad obviously has more to it than just "3 ingrediants" (health, abilities, weapons, cost, time to build, etc...), but in the end all the drinks still have to taste the same. Adjust the flavor of one, and you have to adjust the flavor of all. So for the first 10 or 20 glasses, you can experiment. But at some point quickly, you have to decide on a flavor and stick with it. And in our case, we have about 1700 "glasses" (infantry and vehicle sbps files combined). So once you have it set, you have to stick with it. Any changes or tweaks, once things are set in motion, are no longer minor. Anything can be done, but with a mod this size changes take an extraordinary amount of time to do.

    I know it all sounds like a bunch of crap and whining

    But basically we got to this point code wise because of 100's of hours of research and planning (about 2 years ago), and 1000's of hours of coding (which started just after planning - I would say January/February of 2010) which still isn't finished!! And I do mean not finished - we are not tweaking for release or tinkering with ideas for release - it's still 100's of hours from being finished enough for an ALPHA release!!!

    So just remember this poor coder hasn't finished coding what he started a year and a half ago before we come up with any major changes
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  4. #4154
    @sweeten2213
    now honestly that's a bit of whining on your part :P

    Again - the ideas are not for now for obvious reasons. What I'd like to see changed would be those binos we were talking about. Yesterday we had a test games with TigerPhobia (6hrs or so) and it is exasperating to have zero of real recon (without a cooldown). We've ended up arguing about the balance and such but the issue were those little irritating things...

    And this will need a Doctrine maps (will do them but now I'm stuck with just two sub-subs done). As we played yesterday it was a guessing game what you will get. To me it is unacceptable as you want be able to make a informed choice. I'm getting my grey matter on how to make it visible in-game but so far can't figure it out....

  5. #4155
    Member sweeten2213's Avatar
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    OK - maybe it was a little whiney

    A note on the Bino thing to get some opinion...

    I took a look at it this morning and noticed basically why it is the way it is - options among an ability are "targeted" and "toggle" (which is what I figured I switch). The issue is binos as they stand, to reveal an area in front of you "targeted", have to be "targeted" in other to work that way. In other words "toggle" turns stuff on and off, but you can't choose an area to target. "Targeted" allows you to choose an area, but is basically by definition a timed event. It is also why the vehicle "observation halt" was chosen as a toggle, but note it reveals an area around the vehicle's radius - you can't "target" an area.

    Tell me what you think.

  6. #4156
    @sweeten2213
    dough! Does this targeting thing turns off once you move the unit? If so I would make it a 5-6 minutes ability (maybe even longer as close to perm as possible).

  7. #4157
    Member sweeten2213's Avatar
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    Well, I don't believe so. It works in a way like the way an area is revealed when you call in arty. That area will be revealed for however long you set it for.

    BTW - i agree we could use doctrine maps. Whitewolf also pointed out that it is tough to read quickly enough during doctrine selection. So, those maps are a GREAT idea

  8. #4158
    @sweeten2213
    Then we have a problem... I can't think of any idea how to solve this puzzle without either changing the whole idea or by switching it to 'targeting' mode.
    On 1v1 maps it should not be such an issue but on the bigger ones... Having 3-4 units with that kind of ability (and they are the only one that have the better LOS especially in Russian case) and having to switch between the every other minute :/

    I'd opt to have them targeted. You are man of numbers:
    normal LOS=1
    sniper LOS=1.66
    commanders LOS=1.5
    binos LOS=1.25

    something like that

    I'd do Lehr first to see how time consuming it will be (less info than I've planned just a basic tree showing your options and units in each building plus call-ins)

  9. #4159
    Member sweeten2213's Avatar
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    Well, I was looking at what the Bino ability is now. And TBH, it's already pretty "inaccurate". At the moment, when you activate it it makes the area visible for a time. However, the squad can move in any direction and it will still be visible. Not exactly simulating binoculars since you can move around. I got it directly from EF, and it is a decent attempt at trying bino's withing the engine of the game. But, the engine wasn't really designed to do so. All it is is the reveal area effect of off map arty - but without the arty and with different ranges. But to reveal a specific area, rather than increase the range in a radius around the user, it has to be "targeted" like off map arty. If it is targeted, just as if you move your Captain the area being bombed with off map arty will still be revealed, the area is revealed even if you move your squad. That's kind of crap to be honest. So...

    If I am able to make it targeted but not allow the squad to move, it wouldn't be too bad. But it would have to have a time limit. The question is, can the squad move and "cancel" the ability before the time limit? If not, the targeted idea goes out the window in my mind - allowing for an area to remain revealed, even if you move INCLUDING in the complete opposite direction for however long, is just crap.

    So if I can't figure out a way to do that, we may have to stick to the radius reveal rather than spot reveal - in which case the squad would remain locked in it's spot until toggled off (basically the same as "observation halt" and "sniper set up")

  10. #4160
    @sweeten2213
    as I said before maybe it would be better with the radius reveal rather than spot reveal - in which case the squad would remain locked in it's spot until toggled off (basically the same as "observation halt" and "sniper set up"). It sounds reasonable and less complicated both to do and to manage.

  11. #4161
    Member Twitchy's Avatar
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    @Sweeten - Hey, another semi update on some things to check.

    Luftwaffe Gehr40 ( I've no idea if that's the right name for it but it's the Artillery peice for the 91st.) Is still using the Howitzer model. I thought we had a model for this alright, correct me if I"m wrong.


    Also, could you look into the clipping on Tanks? I find that alot of the time (ESPECIALLY when you call in a Battlegroup of Armor) Tanks (Panthers are a seeming culprit) will literally go right into one another, and I know this was fairly present in Vanilla Company of Heroes, but I know that it's certainly more prevelent in our mod for some reason.

    Could you look into it please? It screws up Tank combat aswell because the tank goes "As Close as it can" which is literally inside the other tank, and then neither tank can fire nor can they really move.


    ~Twitchy

  12. #4162
    Member sweeten2213's Avatar
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    @ gliz - Ahh, sorry we had a miscommunication. We both agree then - I will make some switches tonight.

    @ Twitch - As for the model, we never did get a new model for the GebH40. As for the tanks, I am not sure what causes that to happen (I am guessing vehicle physics). We, because of skins, are basically using "old relic models" for the Panther in the event that Relic updated their model files in a patch.

    But that is just a guess - I really don't know what causes that, where to look, or how to fix it. If anyone has any ideas I'll certainly listen.

  13. #4163
    Member sweeten2213's Avatar
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    K- I finished up the bino abilities last night (of course they still gave me issues as is often the case in modding but I believe they are now bug free). Let me know how it is working.

    For those without the Alpha, here is a little backdrop. All infantry units have an ability in the bottom right square. Regular infantry, LT's, etc... have the hold position ability. AT teams and MG teams have the ambush ability. Engies usually have satchels, though some have booby trap. Then, many units have the new "binoculars" ability we have been talking about. These units include recon squads for allies, scout and aufklarung for Germany, and radzedki (scout/recon) squads for the Soviets. Sniper units also have the Bino ability. All this raises a curious question for me...

    I haven't actually playtested at all - not one bit. I have let the AI play itself to work on the AI and balance, but none with me playing. With these new recon type squads... are they being used as they were in the war in the mod? In other words, they were meant to go in front of the front lines and scout the area. The same for recon type vehicles. Are they being used this way, or are they sitting ON the front lines with their unique bino ability and "spotting" basically, but on the actual front lines? I am just curious. Obviously when I designed the docs and subs I was hoping they would be used as forward scouts - but I have to wonder if they have ended up being used as front line spotters for tanks and arty.

  14. #4164
    @sweeten2213
    Well sweeten2213 you'll be VERY dissapointed. All the recon and snipers are sitting quite behind the front line in order to allow a comfort LOS (this is a engine failure) If you'll send a scout team on a small map on a recon mission you'll get your ass kicked on a 99% basis. On a bigger maps I've seen AI and humans using the units as they were used during the war but honestly... If you have a sniper who can sit just behind the normal LOS to reveal the area for your troops to be able to see the enemy and kill him (especially for artillery purposes) would you risk this unit on sending it on a suicide mission? Nope mate cause you loose your increased LOS.
    I guess with the new unit abilities there will be more roaming of scouts (humans are using hopping techniques and the AI is unconsistent sometimes it just let the scout in one position while the other time it uses it for rushing).

    On the other hand I find the new ability very useful and perfect for the game engine. Well it's not much historically accurate but I have seen yesterday a Pzkpw IIIJ beeing hit by 2 Sherms with 75mm from say 500yards and the could not finish it (6 hits equaled to 1/3 loss of health). I just don't wanna you getting into this 'how it was in the IIWW' direction. This is always be bloody unrealistic as the engine was build for a Starcraft or AOE type of game not for kind of Close Combat....

    My next thingy would be the smokescreen for tanks. It should be costfree. It is for infantry and for tanks you have to pay for it. BTW on some occassions I've seen this is not working as enemy was shooting thru smokescreen and killed my tank.

    Will have a couple of games and will get back to you.

    PS. As to that balancing for maps issue. Well on 1v1 it works right with normal resources on 2v2 it is getting hectic on XL or XXL maps it's just unplayable (unless you have 6 players). However with high resources it's other way around. Nice work with artillery - cooldowns are very good. You build up 105mm gun but you'll be only able to use it once or twice on a small to medium map due to this cooldown - love it

  15. #4165
    Member Twitchy's Avatar
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    http://www.moddb.com/mods/coheastern...assic-car-show

    @Sweeten - Take a look at that, I think we should be using those models for the Kubelwagons instead of our current ones. The current models seem to have one "Seat" space in the front, and it looks kind of odd.

  16. #4166
    Member sweeten2213's Avatar
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    I will look into it

  17. #4167
    @sweeten2213
    one bug spotted: 2nd Armour/41st ??? MG 1919 has no MG and it does not fight at all.

    The StuH is a Tank killer in this one. Well it was capable of fighting off tanks but it rearly did as it was quite hard to get close enough (AP rounds could be fired at max of 540m) on the other hand to hit a Tank with the HE rounds was quite a task. I know we have unifed rounds in Norm'44 but this is highly unhistorical outcome and a downside in my opinion. You should be able to reload to AP or HE at extra cost of ammo (some would have AP and some HE as standard obviously). The way it is now is just not right and spoils a lot.

    The bloddy PzKpw IV is still 5% bugged. Seen it hit more 3-4 times and the rounds ricochetted off. Quite annoying for US or Brits as they tanks are ripped of with those 2-3 shots of PzKpw IV.

    The US 76mm gun of Shermans seems to be bugged. The hit ratio is horrible (16 out of 39 while the PzKpw IV was 31 out of 34 in that combat, all in LOS). And the beauty of yesterday games it a lone bazookaman with 2 PzKpw IV and a StuG each with a single shot taken! Brilliant

  18. #4168
    Member sweeten2213's Avatar
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    Odd - I just checked the Mg1919 team and all was fine - not sure what happened there.

    As for rounds - we don't really have unified rounds. Tanks use either/or. The StuH does fire HE rounds (just as the sherman 105, the short barrel tanks, a couple of the Soviet tanks, etc... - ones that fired HE primarily). What may be the issue is the penetration of the HE rounds. They are less than AP, obviously, but maybe not low enough. They do more damage (StuH does 210 while the stug does 162 for example), but that is die to the caliber. The answer would be penetration rates, but that would require a great deal of time to look at all the HE rounds. I will say that unlike AP rounds, I didn't have a set penetration rate vs armor thickness so I had to guess. At the moment (specific armor aside as all armor adjusts these base numbers) the 105mm HE StuH from long to short has a base penetration of .4, .5, .8, and 1.1. The 75mm AP StuG has .78, .93, .96, and 1. It also could be a range thing as the StuH HE has a longer range in the mod.

    The 5% bug - no clue how to fix that

    The 76mm Sherman gun has higher damage, higher accuracy, and higher penetration - so no idea what happened there

  19. #4169
    probably svn that I have not updated for a week :/

    Well the point of HE rounds was not armour piercing and while they could damage a tank or even destroy it this was rarely a case (both as the StuH was spared from antitank missions and the accuracy of HE rounds was not that great). That is way StuH had 10 AP out of 36 rounds. Try to hit a Tank with a 105mm howitzer from 1500m plus - good luck to you sir It just does not feel historical sweeten

    I will have to test it again with ze Shermans.

  20. #4170
    Member sweeten2213's Avatar
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    Which part doesn't feel historical - the power of the HE or the fact they can't fire AP? The reality is, if StuH's had an option to switch to AP rounds no one would ever buy a StuG. If the Pz IV long barrel could fire HE in addition to AP rounds, no one would ever buy the short barrel. If the Sherman 105 was able to use both types, the 76 would no be as frequent as it should be. And the list goes on. That is why I don't have the switching option and won't.

    As for the penetration of the HE rounds, that can be addressed but that is more of a "tweak" than a "finish the mod" thing.

    I'll send you a PM

  21. #4171
    Member Twitchy's Avatar
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    @Sweeten - I've noticed that at least the Older hold positions seem to be "Bugged" in the sense that once the Officer dies the unit cannot move or retreat. I know that the BK team has certainly perfected their Hold Position button.

    I dunno, that's just me. Have a look see if you have the time, I'm not trying to throw more work into your pot.

    ~Twitch

  22. #4172
    Member Gamerisin's Avatar
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    hey I'm totally with @Twitchy here...the "Hold Position" ability is somehow ummm...well it has it's...disadvantages or bad sides or whatever you wanna call it :P
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  23. #4173
    Member sweeten2213's Avatar
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    I will take a look at the hold position ability. You are correct that if the sgt/lt dies, the squad is stuck. But after the work I just did with the bino ability to get it to work bug free, I should be able to get he hold position working

    Edit - good news, worse news...

    I took a look and improved some things with the hold ability. However, the issue is the abiity was given to the EBPS file - aka the individual sgt, lt, etc... - rather than the squad or SBPS file. It has been the case since pre 1.7. However, to fix it, i would need to goto all the EBPS units that have it (100 or more and a search to find each one) and give it to all the SBPS files that need it (50 or so and a search to find which ones) - then testing to see if the ability as is would work as a squad ability in the SBPS file (some that you would think would don't, IE you can't give the squad the throw grenade ability, throw satchel, booby trap and many others - each member has to have it in their EBPS, and any ability that gets away from the main game engine abilities is usually tricky) So that will have to wait until after the Alpha (in the time it would take to do that, I could be done the Soviet squad abilities and deep into the text fixes)
    Last edited by sweeten2213; 13th Jul 11 at 5:45 PM.

  24. #4174
    Member whitewolfmxc's Avatar
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    i have problems with the special ability (forgot the name) where the whole team throws grenades , they seem to just chose to "charge" the enemy and throw it within the explosion range ??? i guess it can be looked into after alpha as sweeten suggests

  25. #4175
    @sweeten2213
    The accuracy of HE rounds is inaccurate. HE would have to hit the tank directly which was not an easy task. And AP rounds used in StuH42 and Jumbo's had max range of 540m (effective ca 450m). So it would have to get real close to the enemy to kill him with a single blow like it happens in mod. What is happening now is that you put the StuH42 or Jumbo and it wipes the enemy out of the map (I'm exaggerating bit but still). This are small matters looking at the bigger picture

  26. #4176
    As I also reported earlier about the StuH's (or Jumbo's) ability to wipe you off the map from unfair distances, I think this is one unit type that should be looked at immediately rather than later. Since the AI doesn't obey the mod's line of sight feature, it's particularly frustrating when the AI decides to line up these bombardment units outside your LOS, and there's nothing you can do but watch your front disintegrate in seconds before you can counter.

    PLEASE elevate that to a higher priority lol.

  27. #4177
    Member eliw00d's Avatar
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    @gliz2
    I would be very interested to see where you are getting these stats. The 10,5cm StuH 42 has a range of over 8km. The difference in muzzle velocity between AP and HEAT rounds is a mere 25m/s, which means the range would not suddenly drop over 7km when using AP. To compare, the 10,5cm leFH 18 has a range of over 10km and has the same barrel length, but different ammunition.

    Also, a M4A3E2 "Jumbo" uses the same 75mm (and sometimes 76mm) as the normal Shermans. Are you referring to the M4(105) or M4A3(105)?

  28. #4178
    The real problem with using HEAT rounds (High Explosive Anti-tank) is that they do not have the ballistic characteristics of a regular armour piercing round. Upon impact they detonate and form a molten jet that burns into the armour, so the tip is shaped in a less than ideal way for aerodynamics to ensure that the detonation occurs properly. This meant that the effective range of HEAT shells from tank guns was around 500m, give or take, despite the shell being capable of traveling much further. You could lob the HEAT shell several kilometers, but your chances of hitting a tank beyond 500m was very small.

    As an example, the KwK37 7.5cm gun had both a HEAT shell and a regular AP shell. The tank crews often complained about the accuracy of the HEAT shell, and using the AP whenever possible despite the HEAT having significantly better penetration.

  29. #4179
    Why not copy BK's implementation of howitzer tanks? @Greengriffon
    Last edited by borgeater; 14th Jul 11 at 7:58 PM.

  30. #4180
    borgeater - not sure that's even necessary, or that Sweeten would want to go that route. Just shorten the engagement range of StuH's and 105's, and make their rounds less powerful (or MUCH less accurate), and they will be better balanced. The trade off for such insane bombardment power should be that they at least need to move within range of the longest-range tanks like Fireflies.

    They should also be able to devastate infantry and "soft" targets, but not wipe out AFV's (chance of broken treads, etc).

  31. #4181
    Member sweeten2213's Avatar
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    I will take a look at all the HE rounds soon. I will probably lower their penetration and accuracy

    I also finished all the infantry squad abilities tonight. Tomorrow I will start on the text descriptions.

  32. #4182
    @Sturmhaubitze
    Thank you for you explanaition as I was not precise. And here are the stats for StuH42 AP and HEAT
    Pzgr rot mit Bodenzünder (100m-63mm 1000m-52mm 1500m-48mm)
    Gr.38 rot Hl/B (max 500m - 90mm)

    on standard StuH had 26 HE and 10 HEAT rounds.

    And yes - you could shoot rounds at 5-6km but the limit of the optics was for 3km. Over 2km it was used as a call-in artillery.

    The furthest confirmed hit I know of was one from some Nashorne in Autumn 1944. It was T-34 that got knocked down from 4200-4400m (the tank was hit while turning on the slope going downside so the round penetrated the soft upper back armour side and damaged the wheel). Source - some book in Russian on T-34. That was one very lucky shot. The most of long-range hits the confirmed against T-34s was 2800-3400m.

    PS. As for the resources - just get some reads on battle at Malinava. In many sources it is said Otto Carius destroyed IS-2. But in truth even Carius himselfs claims only IS-1 (and far less then many sources say). And from the front memoirs of Russians there is little proof of any IS-2 in the region. So there will be discrepancies. But I do take serious to my backproof my info

  33. #4183
    Member sweeten2213's Avatar
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    @ gliz - I put the artwork in game for the doctrine selection screens. Of course they had to be cropped and resized to fit. Let me know what you think. I had to switch a couple up from what you had them labeled (IE you had the SS troops under "terror" which is now the "Normandie Panzers" aka Lehr and 116.PzD., and Brit "armor" with the 11 AD tanks which is actually "infantry") - of course I knew what you meant

  34. #4184
    @sweeten2213
    That's great! I got some new and some old pics redone so I'll have a look and will send you some amendments
    I've also worked on the Start Up (loading screen) but I'm not happy with the work so I will start again (my idea would be to put a Soldier of each Force with some tanks and planes and a cementry field as the background). Sounds weird but I like my sketch and I think it may go well with the idea of remembering those who gave their lives defending their countries.

  35. #4185
    Member Caius Bingerus's Avatar
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    @gliz2: your idea isn't weird...i like it very much...every side has it's story...
    The duty of a soldier ends only with his death.

  36. #4186
    Member sweeten2213's Avatar
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    @ Gliz - I also like your idea

    Also food for thought with the doctrine selection screen pics - to fit they wind up being 276x128. So that may help you with cropping and resizing to make it look right and not scrunched up

    Also, as far as progress, I finished the text for the US. So progress is going well. Since I already did the art and I mentioned the infantry squad abilities, so once I get the text done for the other 4 factions (US took a couple days), I can work on some little tweaks like the HE 105's and get ready to release an Alpha

    Also, since the Brits don't have as many scout infantry squads, I made sure their vehicle scouts (they were designed to have more mobile scouting) have the observation halt ability (much like how binocs work now). That includes carriers, kangaroo carriers, dingo's and daimler AC's

  37. #4187
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    hey @sweeten I think you tried to PM me but my inbox was full...try again...anyway sorry if you didn't :P

  38. #4188
    @sweeten2213
    OK - now I should have no problems with finding the right one for doctrine pictures (one that you are going to be able to see what's on the picture).

    I've found some tips for updating music but it's rather something after Alpha

  39. #4189
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    NS,Canada
    @Gilz2 - New Music at somepoint? Lovely! Group suggestion will be allowed once we've reached that point, Right?

  40. #4190
    @Twitchy
    Don't get too excited. I have not been able to get into any details on this so no guarantees I will be able to do that. But if it is doable (as it is in the tips) then yes I will

    Suggestions will be most welcome but I warn thee... no Justin Biber :P

  41. #4191
    Member Caius Bingerus's Avatar
    Join Date
    Jan 2008
    Location
    germany, saxony, dresden
    @gliz2: may i suggest this here: http://www.youtube.com/watch?v=TLqixHqmsnY don't know if somebody of ya know this fine piece of film history "Stalingrad" , music fits very well, it's industrial, it's intense, it's melancholic...and three other suggestions for the russians friends :-) http://www.youtube.com/watch?v=AvsFj3IYy3g , http://www.youtube.com/watch?v=Rt-O0...eature=related , http://www.youtube.com/watch?v=IHlq_...eature=related

  42. #4192
    @Caius Bingerus
    well the Katyushka is a must for Russians and I like the Stalingrad movie theme - nice find.

    I will post my list (quite long) by the end of the week. My idea would be to have 2-3 alternative OST to this mod [one with just the heroic music from IIWW or from IIWW movies, one with heroic music and one with anything that is making me bloodthirsty ]

  43. #4193
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    NS,Canada
    @Gilz2 - Ah, Alright. Also, it is my Civic duty as a Kriegsmarine lover to throw this into the pot of possible music.

    http://www.youtube.com/watch?v=snnwj...eature=related

    Hope you find it enjoyable, I sure do.

    ~Twitch

  44. #4194
    @Twitchy
    Another a must on my list

    Very good version too Twitchy - thx.

  45. #4195
    Member Caius Bingerus's Avatar
    Join Date
    Jan 2008
    Location
    germany, saxony, dresden
    never thought that german war movies had such feedback and response outside..."i like it" ;-)...anyway...back on topic...quite nice soundtrack http://www.youtube.com/watch?v=RBFHhj8VP4A

  46. #4196
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    NS,Canada
    @Gilz2/Sweeten - On a side note, I'm attempting to learn how to swap skins on my own, and I'm completely out of my league here. Would one of you mind getting on some sort of messenger with me the next time you're on and helping me with it?

  47. #4197
    Member sweeten2213's Avatar
    Join Date
    Aug 2007
    Location
    NJ, USA
    @ Twitch - I have been real busy but I can try and catch you.

    A general update on coding progress...

    I finished with the Brit/CW text descriptions. I started on the Soviets as well - they will take longer as they're are more that are "off". I will then work on the Germans. After that some touch ups and I want to top of the doctrine abilities/call ins. Then we will release a public Alpha. It WILL be in 2011. I have some "target dates" sooner than the end of 2011, but all I will promise right now is a public Alpha (flaws and all ) in 2011.

  48. #4198
    2011 YAY! (not-so-secretly hopes it's before college hardtime begins in mid-October)

  49. #4199
    Hello! Im starting to get a problem with Normandy 44. After about 10 sec of starting it up the game will freeze on me. Their is only a rare chance that it will not freeze. This had only happened on my new pc which had. i7 2600k, 6950 crossfired, 8GB ram 1600, Asus p8z68-v pro. Normal CoH works without crashing. This also never happened on my old pc which was alot weaker.

  50. #4200
    @wolfsfang
    If you have N44 in Ultra settings, lower them to high.

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