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Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.61
Server-side modding 0.61
mardukDate: Friday, 2017-05-19, 9:47 AM | Message # 1
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Applied SSMs:

Battle of Angaur
  • Replaced Lion with Jenkins (Fletcher class destroyer)
  • Removed one of the additional Japanese spawn points in the woods (south of flag 5)
  • Removed Japanese spawn APC
  • Immobilized aircraft carrier
  • Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    Battle of Foy
  • Allies now bleed until they capture flag 3
  • Decreased Goliath spawn time from 5.5 to 2.5 minutes

    Berlin Outskirts
  • Changed Maus to Elephant

    Breakthrough
  • Vehicle layout restored to pre-v0.6 state.

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000

    Eagles Nest 1945
  • Doubled the respawn time of Greyhound
  • Added 15 seconds to the spawn time of Sherman w/ sandbags

    El Alamein
  • replaced Leopard with Pz III Ausf. J
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming

    Fall Gelb-1940
  • added killer cage around French which dissapears after Germans capture all other flags
  • fixed mobile Flak 18 and Stug double spawn
  • Char B1's spawn time decreased by 15 seconds

    Guadalcanal
  • fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag

    In the Hell of Bocage
  • Decreased Firefly respawn time from 150 to 100 seconds

    Kasserine Pass
  • Removed death zones at Allied base.

    Kharkov Winter
  • added 2 Schwimmwagens to German main base
  • 37 mm AA gun now spawns when Soviets take hill flag
  • added SdKfz 10/5 instead of Kettenkrad with Flak 30
  • added M3A1 with towable Bofors for Soviets
  • removed obstacles at the north bridge
  • Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg
  • added one sniper kit to each main base
  • peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV
  • peplaced one of the fighters on both sides with Ju87D and IL2 respectively
  • added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag)

    Operation Dracula
  • Removed the British destroyer

    Operation Goodwood
  • The double Tortoise spawner now releases only one tank

    Op. Kikusui Day 2
  • Moved American fleet and spawnrotator planes closer to the Japanese base.

    Pakfront
  • Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.

    Reichsbahn
  • Removed Jagdtiger that spawns at 3rd flag

    Saipan
  • Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning.
  • Increased time needed to capture flags from 10 to 15 seconds.

    Stalingrad Redsquare
  • four flags removed
  • train removed

    Westminster 1942
  • Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.

    Zveroboy
  • Restored missing knife in German AT kit

    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
  •  
    Robert_von_EberhahnDate: Monday, 2018-01-08, 11:20 PM | Message # 121
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    Quote bubu ()
    Yeah biggrin let's give it a try at least...we can always go back or keep two versions of the map lol :P


    Yes two versions! One vanilla and one quality pimped version in a mappack maybe biggrin

    Well I can only do suggestions. As mentioned before: I´m a noob in coding, developing etc

    So any other genius have to do the work

    Added (2018-01-08, 11:20 PM)
    ---------------------------------------------
    @ Radio: I´m not sure atm if we talked about that, but irc it is not possible to increase the range of sight via SSM ?!


    Gameserver admin on our FHSW Europ server
     
    RADIOSMERSHDate: Tuesday, 2018-01-09, 5:46 PM | Message # 122
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    Quote Robert_von_Eberhahn ()
    @ Radio: I´m not sure atm if we talked about that, but irc it is not possible to increase the range of sight via SSM ?!
    Yes, definitely possible.
    Quote bubu ()
    Well I have had full control for a month by now..we can try to spend hour by looking around together for clues because I checked every possible location that could be a source of problems.
    Oh, I didn't know that. Does that also mean you have an access to Hetzner control panel?
    Regarding disconnects, that's just my speculation, that's why I stated I have no solid evidence except my own observations. We can revert Kharkov Winter to its original state and see if it makes any difference (can't do that myself, unfortunately, as BF1942 server process puts locks on map files while running, thus someone need to stop it and remove SSM files manually).


    FHSW Youtube Channel
     
    Robert_von_EberhahnDate: Tuesday, 2018-01-09, 7:07 PM | Message # 123
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    Quote RADIOSMERSH ()
    Yes, definitely possible.


    Oh great !!! That opens some nice possibilitys victory


    Gameserver admin on our FHSW Europ server
     
    bubuDate: Tuesday, 2018-01-09, 11:44 PM | Message # 124
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    Quote RADIOSMERSH ()
    Oh, I didn't know that. Does that also mean you have an access to Hetzner control panel?
    Regarding disconnects, that's just my speculation, that's why I stated I have no solid evidence except my own observations. We can revert Kharkov Winter to its original state and see if it makes any difference (can't do that myself, unfortunately, as BF1942 server process puts locks on map files while running, thus someone need to stop it and remove SSM files manually).

    I ll PM you :P
     
    mardukDate: Sunday, 2018-01-14, 9:29 AM | Message # 125
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    After all those are all ideas for El Alamein and Midway:

    El Alamein
    Allies: East flag from the start
    Axis: South flag from the start

    Additional flag in the North (at the buildings where it is on Op. Rattrap):
    -infantry strongpoint with all-round defense
    -secured with sandbags, so no tanks can take it
    -one stationary 88 mm gun (that also respawns when Allies take that flag), two stationary PAK (75 mm for Germans, 57 mm for Allies)
    -two MG-kits with mines
    -one 2 cm-/Bofors-Flak on the roof of the highest accessible buidling

    Additional flag in the North (small village North of axis main)
    -same features as for the other new flag

    -add sniper rifles to all three flags in the North

    Axis/Allies main
    -add one spawn halftruck, one halftruck with mines and one ordinary halftruck instead of three tanks to each main base
    -spawn of the axis fighter by chance 50/50 with Veltro

    -increase tickets
    -when Axis and Allies have two flags each both teams bleed so they are forced to take and hold three flags in order to win

    Midway
    Axis: North and South flag from the start

    -add tank landing ship (small Daihatsu w/ tanks) for Axis
    -add one halftruck for each flag on the island
    -AT-kits for Allies
    -increase the range of sight

    @Radio: Is it possible to do all this with SSM? or

    @all: do you want to add more changes (also things that can not be done by SSM) and put those the modded versions in a new mappack ("El Alamein Day 2", "Midway Day 2")?

    I suggest to put the vanilla versions back into the rotation when we have found a solution here.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    RADIOSMERSHDate: Sunday, 2018-01-14, 10:01 AM | Message # 126
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    Quote marduk ()
    -spawn of the axis fighter by chance 50/50 with Veltro

    Actually, it's not possible to spawn different vehicles with random chance, but what I can do is to tie the spawn of Veltro to one of the flags, like if Allies hold eastern flag, for example, Germans get Veltro, otherwise BF109 spawns.

    Added (2018-01-14, 10:01 AM)
    ---------------------------------------------
    Hmm, my message got deleted for some reason, I'll repeat it then:

    Quote RADIOSMERSH ()
    @Radio: Is it possible to do all this with SSM? or

    Midway - definitely possible, not sure about El Alamein though, as I have only 10 spare spawn templates I can use. It's rather a tight fit, but I'll try to do it.


    FHSW Youtube Channel

    Message edited by RADIOSMERSH - Sunday, 2018-01-14, 9:59 AM
     
    mardukDate: Sunday, 2018-01-14, 10:05 AM | Message # 127
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    Quote Radio: "Midway - definitely possible, not sure about El Alamein though, as I have only 10 spare spawn templates I can use. It's rather a tight fit, but I'll try to do it."

    Great, thank you. Just do as much as possible, post the things you did and then we do the next step.

    Regarding the additional flags on El Alamein: if it is not possible to put those there I suggest the following:
    -when Axis/Allies take North flag a halftruck with permanent spawn spawns at the buildings where the additional flag on Op. Rattrap is + additional equipment:
    -one stationary 88 mm gun (that also respawns when Allies take that flag)
    -two stationary PAK (75 mm for Germans, 57 mm for Allies)
    -two MG-kits with mines
    -one sniper rifle
    -one 2 cm-/Bofors-Flak on the roof of the highest accessible buidling

    In this case I think it is better not to make the village North of Axis main another strongpoint because the spawning of another load of equipment there at the same time could cause trouble I reckon.

    "what I can do is to tie the spawn of Veltro to one of the flags, like if Allies hold eastern flag, for example, Germans get Veltro, otherwise BF109 spawns."

    Sounds good.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    NIMMYDate: Wednesday, Yesterday, 8:41 PM | Message # 128
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    Hey gang,

    Long time since I've posted here. Nice to pop by every now and again.

    First of all, a great big THANKS for all the continued dedication that you guys show for this great game. It's very appreciated smile

    Secondly, it was brought to my attention that Midway and El Al were taken out of rotation. I think that's a crime. These are great maps, and valuable as well: the former because of the presence of subs (a rarity in this game) and the later because of the classic desert combat aspect.

    I'm more than happy to welcome new SSM's for these maps. The suggestions are great, really.

    The question is, how long before they are back in rotation?

    Thanks in advance
     
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