propping weapons o -1 reply

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Solo4114

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16th September 2002

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#11 13 years ago
USMA2010RO can kiss my ass. We all know FH is better.

No, RO and FH are simply different. The one is not better than the other. I love RO's realism, weapons modeling, and tank combat. On the other hand, they have a limited number of maps, smaller servers, and it's all eastern front. FH is more arcadey, which I don't like as much, but you have a much greater breadth of combat experiences and a HUGE number of maps at this point (For FH42, that is).

RO does do some things better than FH, but FH does other things better than RO.




[130pz.]Kading

I take what n0e says way too seriously

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9th April 2005

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#12 13 years ago

i am all for this, it would make buildings into the formitable mini-fortresses that they were in urban warfare.




Admiral Donutz VIP Member

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9th December 2003

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#13 13 years ago
USMA2010Would be nice to have, if possible. Goes in the same pile as deploying your machinegun kit on a window sill. Neat, but I don't think it can be done.

Agreed.

About RO and FH, FH1 is "more arcady" but this most difference are mostly due to engine differences and combat (map / player count) size.




Fuzzy Bunny

Luke, I am your mother.

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#14 13 years ago
ChanquadThis would be neat for people carrying LMG and Mgs.. Like Bren Bar or Mg42 or something like that.

It is my humble opinion that it should only be possible to fire anything heavier than a BAR or Bren from a prone position while it's deployed, or if this is implemented, proppped up on something, and even then, firing LMGs with any degree of accuracy should be near-impossible.




bizness

FH Dev

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22nd October 2004

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#15 13 years ago
pvt. AllenBasically I think that there is no space for it if it would be supposed to be done as another position. All animations are done and grouped for those 3 different positions with specific directorys for them. It's possibly something what is done in the game main code, not on mod base.

While you might be right, there is also the stationary weapon position that could possibly work. I don't know how it would look with handweapons but it might be possible to react as if you were attached/stabilized on something.




mach1muscle351

All my base are belong to n0e

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9th February 2006

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#16 13 years ago

This would be really cool if this was implimented because you can prop it in a windowsill. Use a Tripod in windows of buildings, and so fourth and so on.




LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#17 13 years ago
Großadmiral DönitzAbout RO and FH, FH1 is "more arcady" but this most difference are mostly due to engine differences and combat (map / player count) size.

The main difference is moddability. The unreal engine has the advantage of having a very supportive developement team that helped and promoted mods and modding. They have an SDK, while FH is stuck with DICE and EA...




Solo4114

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#18 13 years ago

Yeah, that's always been the big achilles heel of FH -- inability to really mess with the engine on a fundamental level. I expect that FH would try to go the route of RO's level of realism if it were possible. But it just isn't.

The original BF1942 was NEVER meant to be modded and if you look at how the engine works (especially in the early builds like 1.0) it's INCREDIBLY clunky and inefficient. It gets the job done for vanilla BF1942, but that's it. No more, no less.

Like, at one point, I asked if they could do something like in RO where the round goes where the barrel points (to eliminate the randomness of conefire). As part of the explanation why this couldn't happen, I found out that the player's point-of-view camera is actually located somewhere around the player model's NECK of all places. This is so that the rifle appears at eye level (notice that the model never holds it up to eye level actually).

Then there's the sound code, the old netcode (where you had to lead by like a foot even at point blank range), etc., etc., etc. That's DICE for ya.

Throw EA into the mix and you get (a) a reluctance to support ANY kind of mod scene, and (b) an attitude where they jealously guard intellectual property (which prevents SDK releases).

By contrast, Epic Entertainment and 3D Realms strongly support the mod scene because THEY realize that mods are what keep your game alive beyond the 2 year mark.

Look at Half-Life 1. Released in, what, '98? And people are STILL playing Counter Strike. Granted, more are playing CS:S I'm sure, but the fact that the game survived for even FIVE years is astounding.

Look at BF1942. WOLF Servers still regularly has a full FH1942 server. We're using a 3-year old game engine and it's STILL fun, clunkiness notwithstanding, because of FH.

Now look at MOH:AA. No mod support, really. Do people still play this game? I have no idea. I'd be surprised, though. BF1942 was far better supported.

Smart companies recognize that mods improve your brand name strength. Stupid companies like EA don't care and just try to gouge you for cash with each new release. They actually (I think) WANT the games to lose popularity after, oh, 6 months to a year because then you'll be hankering for a new expansion pack (for the low, low price of $29.99 or 3 installments of $49.99! Buy now while supplies last!). EA's business model is based on churn. Crank out a new game each 6 months and then stop supporting the older ones unless they become ridiculously popular (like BF1942 did).




[79th]Sgt-D

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#19 13 years ago

yeah we all know EA/DICE attitude with the modding communauty is a little bit rude and paranoïd. Uh, still, about the propping weapons, it should be really great on windowsills at less. Not only for automatic weapons, but there are some levels in farms where you cannot fire a rifle in prone nor crouch position... (especially for scoped rifles - but NO, I'm really not a natural born sniper :nodding: ) And I agree with the fact if MGs and LMGs could be used in buildings, it would make urban close-combat more realistic and funnier. (think at Pavlov's house!!!)




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