Server-side modding 0.552 (r)
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Endless_Nameless | Date: Sunday, 2015-01-11, 5:19 PM | Message # 1 |
General
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| A Day of Zitadelle Prince Umeboshi ssm
Air Raid Alert Kure replaced Ise with Oyodo (Ise causes crash) removed japanese repair ship so the objective fleet units do not get repaired on their own any longer moved Allied airplanes closer to Japanese base (distance now roughly the same as pre-0.55) removed auto resupply of B29
Alpenfestung removed 20 landvehicles to reduce disconnects and lag moved 203 mm howitzer to Axis airfield killercage size reduced from 25 m to 5 m increased time to capture a flag
Arctic Convoy Mod removed 1 supply ship
Arnhem Removed: Panthers, JagdPanther, Panzer IV Ausf. H, StuG 3G, one of two Tigers Removed: Kubelwagen and Kettenkrad. Reason: decreasing the probability of the most northern flag back capping at the beginning of a game Added: SturmTiger - it doesn't get spawned immediately at the beginning of a round, you need to wait a few minutes for it to appear; it DOESN'T GET RESPAWNED once destroyed! Added: Brummbar and second Puma Added: One Sdkfz.251 and one SdKfz251/9 Stummel as the replacement of Kubelwagen and Kettenkrad Changed: Slightly increased respawn time of vehicles Changed: Initial spawn time of the Tiger was delayed by few minutes PIAT ammo changed from 2 to 4 all 6 pounders are mobile
Battle of Bougainville lowered objective HP of Allied airfields
Battle of Britain removed spawnpoints at Allied airfields
Battle of Gela North flag caged Beach flag cannot be recaptured by Axis team
Battle of Stalingrad replaced MG Stuka with bomb Stuka
Berlin Outskirts removed T-IV-100 (Russian Tiger) replaced Maus with Elephant
Battle of Angaur replaced Lion with Jenkins (Fletcher class destroyer) the additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag removed Japanese spawn APC Aircraft carrier immobilized replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
Bombing the Reich lowered objective HP from 260.000 to 100.000
Desert Rose Ark Royal spawns at the start to lock it for the Germans
El Alamein replaced bugged Wellington VII with regular Wellington bomber removed 2 fighter spawns for each side increased plane respawn times South flag in German possession at round start
Falaise pocket Added: The southernmost flag was caged to avoid back-capping Changed: Reduced the quantity of tanks
Fall Weiss Added: Polish airfield flag was caged to avoid back-capping
FHT Hongkong ticket bleed altered: Japanese bleed as long GB holds 3 flags
FHT Pasir Panjang reduced pushcage size at rice field flag
Gazala replaced bugged Wellington VII with regular Wellington bomber
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 "Bloody Ridge" flag in US possession/"Village" flag in Japanese possession at round start
Ilomantsi moved flag 4 to its original (pre 0.55) position for balance reasons
Invasion of the Philippines Japanese airplanes don't respawn when US takes the last flag
Iwo Jima (vanilla) Removed: All air counter spawns
Kharkov Winter East flag in German possession at round start
Midway increased submarine respawn time
Omaha Beach Charlie Sector removed FT-17s
Operation Hailstone increased respawn time of Allied carrier aircraft removed repair ability of Japanese supply ships
Operation Kikusui Day 1 removed all Japanese ships except Yamato
Operation Kikusui Day 2 moved US ships and planes closer to Japanese base (distance now roughly the same as pre-0.55) replaced HMS Lion with a second USS South Dakota (Lion causes crash)
Operation Rattrap nerfed 50 lbs charge so it doesn't destroy all turrets of the Ratte with one blow
Operation Spring Awakening removed 1 flag replaced ISU 122 with SU-122P reduced ticket bleed
Ramelle Neuville Added: additional sandbag walls on the stone bridge to halt the German tanks. These go vanished as soon as both of "1st" flags get captured by Germans.
Reichsbahn removed T-IV-100 (Russian Tiger)
Road to Ramelle fixed a bug related to Radio B25 and Radio Stuka
Rheinubung Battleships, Carrier: 4:55 - 5:05 min respawn time Cruisers (Hood, Eugen): 3:50 - 4:00 min respawn time Repair ships: 3:50 - 4:10 min respawn time Destroyers: (Lance & Laforey) 1:30 min respawn time; U-bots: 0:45 min respawn time Removed Ju-88 He111-H-11 replaced with He111-Z Zwilling
Salerno north and south flag cannot be recapped
Seelow Heights reduced pushcage size
Spurning Fate Day replaced one SU-76 with ZSU 37
Stalingrad Red Square Prince Umeboshi ssm
The Forgotten Jungle Allies have to cap beach flag first, all others are caged
The Storm replaced T34 with T-34_1942
Tobruk removed one Stuka Stuka respawn time increased
Tulagi Island North flag removed
Warsaw Uprising Manholes no longer respawn removed Panther and 14TP
Old thread: http://fhsw-europ.ucoz.de/forum/35-44-13
My Youtube Channel aka eYe.ris
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Endless_Nameless | Date: Monday, 2015-01-19, 7:25 PM | Message # 21 |
General
Group: Admins
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| Hmm, really? I can't even remember the last Soviets win on this map.
My Youtube Channel aka eYe.ris
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Seeman | Date: Monday, 2015-01-19, 7:44 PM | Message # 22 |
Lieutenant
Group: Trusted
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| Endless_Nameless, Yesterday...
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Mr_J | Date: Monday, 2015-01-19, 8:48 PM | Message # 23 |
Accessory Admin
Group: Admins
Messages: 635
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| Transcarpathia is fairly well balanced imo. Even though Soviets may seem to be stronger due to their armor quantity, Hungarians are expected to make use of the hilly shaped terrain.
There is another bitterness though, that is the LST-1 landing ship and similar. I like this kind of innovative vehicle carriers, however it has been badly optimized what causes significant stuttering and FPS drop as soon as it spawns. I would disable it on maps like Gela, Angaur, Iwo Jima et cetera
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marduk | Date: Tuesday, 2015-01-20, 8:34 AM | Message # 24 |
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| Quote Mr J: Transcarpathia is fairly well balanced imo. Even though Soviets may seem to be stronger due to their armor quantity, Hungarians are expected to make use of the hilly shaped terrain. I agree. This map is balanced. Soviets mostly take the first two flags very soon but then it is 50:50.
Quote Mr J: There is another bitterness though, that is the LST-1 landing ship and similar. I like this kind of innovative vehicle carriers, however it has been badly optimized what causes significant stuttering and FPS drop as soon as it spawns. I would disable it on maps like Gela, Angaur, Iwo Jima et cetera Unfortunately I have to agree to that too. Those are nice vehicles but they can cause so much lag that it is not worth keeping them on the maps. Should we also remove the ships from "Battle of Makin" and "Adak Island"?
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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(HH)Benjamin | Date: Tuesday, 2015-01-20, 5:08 PM | Message # 25 |
Colonel
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| This is just an idea, but since we are doing all of these modifications to the mod to fit our needs, maybe we should try to reincorporate some of the new elements of the version. For instance, we could try adding the destroyable objects back in, I'm not sure why those were removed but if it was because of lag then maybe it's worth bringing them back. Also, I'm not really sure where to put this but there are two glitches I've noticed when playing Op. Forager. 1-the M3 Grease Gun's firing sound bit is glitched, I'm not sure if it's just on this map or the entire mod. 2-with the S&T pack you cannot load the Op. Forager map, so you have to delete it in the pack. Just wanted to inform the community.
Message edited by (HH)Benjamin - Tuesday, 2015-01-20, 6:45 PM |
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Mr_J | Date: Tuesday, 2015-01-20, 6:46 PM | Message # 26 |
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| Quote (HH)Benjamin ( ) I'm not sure why those were removed but if it was because of lag then maybe it's worth bringing them back.
If throwing the destroyable static elements out of the mod reverted sort of the relative stability, then I would not even consider harnessing them back on a massive scale. Besides, I'm afraid the ability of using trees, fences, walls and so forth is not available anymore.
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(HH)Benjamin | Date: Tuesday, 2015-01-20, 8:08 PM | Message # 27 |
Colonel
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| Oh, ok I didn't know that they weren't available anymore or that they created very bad things for the server. I was just throwing it out there, so thank you for telling me.
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RADIOSMERSH | Date: Tuesday, 2015-01-20, 8:56 PM | Message # 28 |
FHSW Wikia Co-Admin
Group: Bronze Donator
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| Regarding Gela, will it be possible to make northern flag uncappable unless Americans capture both of second defence line flags? It is annoying when one sneaky American passes unnoticed and captures it, and, also, map can be broken when Italians and Americans capture flags simultaneously (which happened several times in the past). My idea is to put two pushcages on it, each connected to one of the second line flags.
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wewak | Date: Tuesday, 2015-01-20, 10:37 PM | Message # 29 |
Lieutenant Colonel
Group: Friends
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| I was just testing Alpenfestung offline and there is a Leopard II that spawns in axis main near E2 (maybe after allies cap some flags) and it lags my computer heavily just to look at it. Maybe this coule be the reason for some crashes.
EDIT: ok this tank does not spawn on the server. never mind.
Message edited by wewak - Wednesday, 2015-01-21, 9:51 AM |
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Mr_J | Date: Wednesday, 2015-01-21, 0:01 AM | Message # 30 |
Accessory Admin
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| Quote RADIOSMERSH ( ) Regarding Gela, will it be possible to make northern flag uncappable unless Americans capture both of second defence line flags? It is annoying when one sneaky American passes unnoticed and captures it, and, also, map can be broken when Italians and Americans capture flags simultaneously (which happened several times in the past). My idea is to put two pushcages on it, each connected to one of the second line flags.
Would you be able to make this mod yourself?
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starking018 | Date: Wednesday, 2015-01-21, 4:11 AM | Message # 31 |
Colonel
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| It looks like the server is missing a treeMesh.rfa file, because you can go through trees.
Air Troll a.k.a. starking018
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RADIOSMERSH | Date: Wednesday, 2015-01-21, 12:34 PM | Message # 32 |
FHSW Wikia Co-Admin
Group: Bronze Donator
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| Quote Mr_J ( ) Would you be able to make this mod yourself? Yep, here is it: https://dl.dropboxusercontent.com/u....001.rfa
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Mr_J | Date: Wednesday, 2015-01-21, 5:37 PM | Message # 33 |
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| Thanks but there some minor issues came out : 1. Radius of the most northern flag is larger than the cage, thus it can be captured regardless the mentioned order, just as before. 2. Both town flags (no. 2) should get the cages back as soon as Allies capture the northern no.2.
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crazygamelover | Date: Thursday, 2015-01-22, 2:55 AM | Message # 34 |
Colonel
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| If we're gonna do Operation Hailstone for the event, I have a suggestion: increase the respawn time of US planes by 2-3 seconds. When the ships are moving, the planes respawn before you've fully left the spawn-point, which either kills you or severely damages your plane. This happens because your plane gets set back a bit when you 'unfreeze' the plane and the ship is moving, thus increasing the time it takes to get airborne, and then boom.
Or of coarse you could just make the carriers immobile
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Endless_Nameless | Date: Thursday, 2015-01-22, 6:50 PM | Message # 35 |
General
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| Quote marduk ( ) Unfortunately I have to agree to that too. Those are nice vehicles but they can cause so much lag that it is not worth keeping them on the maps. Should we also remove the ships from "Battle of Makin" and "Adak Island"? They're one of my favorite additions. Might try to remove a couple of vehicles from these ships first.
Thanks for the info crazy, I increased the spawn time a bit.
My Youtube Channel aka eYe.ris
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RADIOSMERSH | Date: Thursday, 2015-01-29, 1:23 PM | Message # 36 |
FHSW Wikia Co-Admin
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| 0.552 serverside patch appeared on PrinceUmeboshi's ftp: ftp://princeumeboshi2.servegame.com/modfile....esh.rfa
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Endless_Nameless | Date: Friday, 2015-01-30, 5:33 PM | Message # 37 |
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| Thanks, but do you also know what they have changed exactly?
My Youtube Channel aka eYe.ris
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RADIOSMERSH | Date: Friday, 2015-01-30, 6:00 PM | Message # 38 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
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| Quote Endless_Nameless ( ) Thanks, but do you also know what they have changed exactly? Don't know exactly, but I've made a list of files that were changed:
KT_Hull_m1.sm Leopard_M_Hull_Addcol_m1.sm tenzan_Gear_Left.sm tenzan_Gear_Right.sm tenzan_Gear_Tail.sm
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wewak | Date: Saturday, 2015-01-31, 3:58 PM | Message # 39 |
Lieutenant Colonel
Group: Friends
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| Can we make the ticket bleed on Operation Springawakening a bit slower?
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starking018 | Date: Saturday, 2015-01-31, 4:50 PM | Message # 40 |
Colonel
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| Yeah, we played it today and a few days ago and it was over extremely quickly. We didn't even notice how fast the German tickets run out. You will get disappointed if it stays that way for tomorrow's event.
Air Troll a.k.a. starking018
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