• Festung Europa (Darkest Hour 2) V1: No one likes Tripwire Edition
    132 replies, posted
[QUOTE=bobsynergy;37446481]Also rip the animation directly from Halo for maximum effect. If it continually happens then on the 3rd time the gun burns up in flames thus setting you on completely on fire and a weapon to burn out tanks and burn out buildings and have that's left is your burning body and constant screaming. I think this could work if you want to give people nightmares, 1 up RO2 from their screaming people, someone better make that happen.[/QUOTE] flaming skeletons a'la ghost rider? YES PLZ. Also I want to be able to use empty panzerfaust tubes as clubs, and wield red-hot MG42 barrels in CQC. LIGHTSABERS MAXIMUM SUPPRESSION WHEN YOU WHIP ONE OUT (god we're such red orchestra nerds)
Did a high render mockup [img]http://niggaupload.com/images/Ym0Ed.jpg[/img] Going to apply as a concept artist now for DH, please hire me (Sorry could only find a MG34 barrel)
[QUOTE=bobsynergy;37447399]Did a high render mockup [img]http://niggaupload.com/images/Ym0Ed.jpg[/img] Going to apply as a concept artist now for DH, please hire me (Sorry could only find a MG34 barrel)[/QUOTE] thread should be called Festung Europa: Trot and Bob edition he should be riding a kettenkrad >:(
I just found this old thread and jesus this needs to happen... [quote]The following may turn out to be technically possible. So, we'd like to get your opinions on it (up or down) and if up, what you would like to see.... Option 1 is self explanatory. Option 2 means that a player could take his in-game appearance and make custom adjustments to it (within historical limits of Summer of 1944). A few Examples of this would be: Helmets with or without camo covers or netting. Use of "Poncho" for German troops in Grey or Camo Choice of Camo patterns for proper units Possible use of rank patches Tunic on or off in some cases CW Shoulder patch for unit I.D. Attached vegetation or cloth strips to uniform to add camo and break up outline You get the idea..... Option 3 would include all of Option 2 but, would go a step further and allow the player to customize the Physical appearance of the in-game persona. Simple Examples: Moustache Hair Color Height* Weight * General build* * These items may be tied into a calculation that would affect how the player moves and responds to the environment. Example: Big player may resist slight wounds or blows better but, smaller player could move faster. ALL OF THESE ARE JUST EXAMPLES TO START THE CONVERSATION----what would you like to see? What would make you more likely to buy the game? THESE, even if implemented, WOULD BE STRICTLY VOLUNTARY. If you don't want to do this module, just skip it and you will fall out in standard issue. Finally, this won't be like "Kelly's Heroes" with a bunch of odd, un-military looking players crawling the battlefield. YES, this even applies to the Dev's! Feel free to post pics of what you think looks great----just keep it to Western Front Summer of 1944. We get to the Ardennes later![/quote] Being able to change the appearance of your guy with the options of these so it stays historically accurate sounds damn awesome. Another idea I think could work is if you decide not to customize your character, it randomly generates your guy so you always have people that are looking different and I think to see stuff like that in a WW2 game would be pretty damn awesome. I hope that makes it to the final release.
I'm all for option 3, as long as I can be a 7 foot tall steroid pumped soldier with a handlebar moustache. [editline].[/editline] But I like the idea of randomly generated appearances, it adds a whole lot more immersion when you can recognize the players by their faces since everyone looks different. I'd rather have that than repeat faces and player tags all the time.
[QUOTE=Ninja Duck;37482977]I'm all for option 3, as long as I can be a 7 foot tall steroid pumped soldier with a handlebar moustache. [editline].[/editline] But I like the idea of randomly generated appearances, it adds a whole lot more immersion when you can recognize the players by their faces since everyone looks different. I'd rather have that than repeat faces and player tags all the time.[/QUOTE] yeah, randomly generated appearance would be great. they should even throw around the idea of having animations that are partly randomly generated, like taking out the mag has 2 different animations that are selected from, and inserting has 2 different animations that are selected from, and cocking has 2 different animations that are selected from. combine and you have 2^3 or 8 different animations for reloading a gun.
The animation thing could work if it's possible or if they have time, would be nice to see but in the end not really necessary (but again would be awesome) For the appearance, selecting your appearance could work dpeending on the number of options (since it's staying historically accurate and their not that big I don't know) but say for Mount and Blade, even with people selecting their look, for 200 player battles you really don't notice anyone who looks the same. So having selectable stuff could work. But in the end having a generated look would be better especially for build and such so not everyone is a 7ft tall aryan German with blue eyes and blond hair :v:
[QUOTE=bobsynergy;37483264]The animation thing could work if it's possible or if they have time, would be nice to see but in the end not really necessary (but again would be awesome) For the appearance, selecting your appearance could work dpeending on the number of options (since it's staying historically accurate and their not that big I don't know) but say for Mount and Blade, even with people selecting their look, for 200 player battles you really don't notice anyone who looks the same. So having selectable stuff could work. But in the end having a generated look would be better especially for build and such so not everyone is a 7ft tall aryan German with blue eyes and blond hair :v:[/QUOTE] I think build having an effect on gameplay would be hard to balance.
[QUOTE=trotskygrad;37483277]I think build having an effect on gameplay would be hard to balance.[/QUOTE] I don't think it would have an effect on gameplay, it's just that you will see tons of 7ft tall Germans with blond hair and blue eyes and tons of 5 ft extremely fat and round British rolling around. Seems to me it's just for looks and wouldn't effect gameplay, maybe having the uniform and such could be selected if done right (even though I think randomly generated would be better) but for build, weight and looks, nah that has to be randomly generated or else you get the above.
[QUOTE=bobsynergy;37483419]I don't think it would have an effect on gameplay, it's just that you will see tons of 7ft tall Germans with blond hair and blue eyes and tons of 5 ft extremely fat and round British rolling around. Seems to me it's just for looks and wouldn't effect gameplay, maybe having the uniform and such could be selected if done right (even though I think randomly generated would be better) but for build, weight and looks, nah that has to be randomly generated or else you get the above.[/QUOTE] well I'd say changes in build among soldiers is negligible at best, look how "uniform" german soldiers look. Plus changes in build without alteration to the hitbox would just be weird. And if it affects the hitbox it affects gameplay. if you allow height to be randomized then you may be giving players a randomized advantage, which is bad. though I'm all for randomizing faces.
[QUOTE=trotskygrad;37483470]well I'd say changes in build among soldiers is negligible at best, look how "uniform" german soldiers look. Plus changes in build without alteration to the hitbox would just be weird. And if it affects the hitbox it affects gameplay. if you allow height to be randomized then you may be giving players a randomized advantage, which is bad. though I'm all for randomizing faces.[/QUOTE] Oh right the hitboxes, and I just saw this part as well [quote]Height* Weight * General build* * These items may be tied into a calculation that would affect how the player moves and responds to the environment. Example: Big player may resist slight wounds or blows better but, smaller player could move faster. [/quote] So if that is definitely the case then it should definitely be randomized and i don't think anyone would really care because the difference of speed of a small guy running up a hill and a big guy doing it shouldn't be that much of a difference. But like they said if it's technically possible, so if it is I could see the hitboxes being ok and them setting a limit so there is a difference but not anything huge that could give people huge advantages.
[QUOTE=bobsynergy;37483569]Oh right the hitboxes, and I just saw this part as well So if that is definitely the case then it should definitely be randomized and i don't think anyone would really care because the difference of speed of a small guy running up a hill and a big guy doing it shouldn't be that much of a difference. But like they said if it's technically possible, so if it is I could see the hitboxes being ok and them setting a limit so there is a difference but not anything huge that could give people huge advantages.[/QUOTE] still, I would be pissed if I'm a fast stealth-flanker style player and I get stuck with a big bulky taller guy. IMO all these build options should be pickable, with their own advantages and nerfs. Otherwise, randomized "player performance" is asking for complaints
[QUOTE=trotskygrad;37444425][url]http://forums.tripwireinteractive.com/showthread.php?t=83073[/url][/QUOTE] I'm mostly neutral on the topic of historical accuracy, I mean, the leveling system is kinda pointless and the upgrades are mostly bullshit but there's nothing more satisfying to me than getting a totally bitching upgrade for one of my weapons, like how I showed off my Level 50 AVT because it's just kickin' rad if not authentic. At least you can't unlock World at War-esque aperture sights for the SMGs. Back to topic, you think the gunplay is gonna be more like Resistance and Liberation or are the guns tied to the center of the screen again?
[QUOTE=Hans-Gunther 3.;37484085]I'm mostly neutral on the topic of historical accuracy, I mean, the leveling system is kinda pointless and the upgrades are mostly bullshit but there's nothing more satisfying to me than getting a totally bitching upgrade for one of my weapons, like how I showed off my Level 50 AVT because it's just kickin' rad if not authentic. At least you can't unlock World at War-esque aperture sights for the SMGs. Back to topic, you think the gunplay is gonna be more like Resistance and Liberation or are the guns tied to the center of the screen again?[/QUOTE] I would totally put one of those WWII reflector "red dot" sights from the fighters on my gun. That's a GENIUS idea. I think what you're referring to in the second part is called "free-aim in ironsights". After playing a lot of RO2 (Which has free-aim in ironsights)... I think it should be a tweakable option but mandatory
[QUOTE=trotskygrad;37484141]I would totally put one of those WWII reflector "red dot" sights from the fighters on my gun. That's a GENIUS idea. I think what you're referring to in the second part is called "free-aim in ironsights". After playing a lot of RO2 (Which has free-aim in ironsights)... I think it should be a tweakable option but mandatory[/QUOTE] Sortof, while I love free-aim in ironsights, I feel like RnL pulled it better off because of its "three modes of aim" as they call it. You can stick around the standard ironsights for a more impulsive approach and quickly switch over to focused aim for long-range targets. RO2 definitely feels a lot shootier. In a nutshell, I'd describe RnL's gunplay to be like ROOST but without the awkwardness.
[QUOTE=Hans-Gunther 3.;37486815]Sortof, while I love free-aim in ironsights, I feel like RnL pulled it better off because of its "three modes of aim" as they call it. You can stick around the standard ironsights for a more impulsive approach and quickly switch over to focused aim for long-range targets. RO2 definitely feels a lot shootier. In a nutshell, I'd describe RnL's gunplay to be like ROOST but without the awkwardness.[/QUOTE] I actually saw a thread before on the forums talking about the 3 modes of aim then mentioning RnL, then someone from the Dev team was talking about how RnL did it good and he liked it and it seemed the majority supported it. So I would say the answer to your question is probably yes Well that seems a lot more likely then brining back the awkwardness, it's a sequel after all and I can see them avoiding RO2s mistakes while bringing in the good ideas.
[QUOTE=bobsynergy;37483569]Oh right the hitboxes, and I just saw this part as well So if that is definitely the case then it should definitely be randomized and i don't think anyone would really care because the difference of speed of a small guy running up a hill and a big guy doing it shouldn't be that much of a difference. But like they said if it's technically possible, so if it is I could see the hitboxes being ok and them setting a limit so there is a difference but not anything huge that could give people huge advantages.[/QUOTE] I think just having three different basic options each for height and general build could work well, and still offer decent customizing so not everyone is the same. There could be short (some inches above five feet), average (around 6ft), and tall (some inches taller than 6ft) for height, and then scrawny build (not deathly thin like they're in a concentration camp, but just a thinner body than average), average build, and bulky (a mix of a good amount of muscle and some fat, so you don't look like a chubby guy running around with a rifle) for general builds. That way when you choose your height, there will only be like a 10 inch difference between short and tall which shouldn't be too much of a problem for hitboxes.
[QUOTE=Ninja Duck;37490226]I think just having three different basic options each for height and general build could work well, and still offer decent customizing so not everyone is the same. There could be short (some inches above five feet), average (around 6ft), and tall (some inches taller than 6ft) for height, and then scrawny build (not deathly thin like they're in a concentration camp, but just a thinner body than average), average build, and bulky (a mix of a good amount of muscle and some fat, so you don't look like a chubby guy running around with a rifle) for general builds. That way when you choose your height, there will only be like a 10 inch difference between short and tall which shouldn't be too much of a problem for hitboxes.[/QUOTE] that's essentially implementing classes. I'm not sure how that would go over with the community.
[QUOTE=trotskygrad;37494338]that's essentially implementing classes. I'm not sure how that would go over with the community.[/QUOTE] Isn't that like the same thing that's being suggested right now, shorter skinnier people would be able to run a bit faster while bigger guys would withstand rifle shots a bit more. Only difference between that and Ducks is that for his there is only a choice of presets while the other you can choose what you want. It's technically the same thing I also just noticed the picture is labelled as the Sten MK1 while in the FAQ it says there is a MKII confirmed, typo I'm guessing or are we getting both? If Shurek comes back I hope he answers that or I'll just go to the forum and ask. I also just saw a post saying they should move to the Arma 3 engine so we get 10km distances :v:
[QUOTE=trotskygrad;37444425][url]http://forums.tripwireinteractive.com/showthread.php?t=83073[/url][/QUOTE] To me, It looks like some idiot that wants a VIDEO GAME to be super realistic and have everything like it is in real life. It really doesn't bother me and I dont think it bothers many people its just a dumb complaint, I'm playing a game not a documentary
[QUOTE=Lone Wolf807;37498666]To me, It looks like some idiot that wants a VIDEO GAME to be super realistic and have everything like it is in real life. It really doesn't bother me and I dont think it bothers many people its just a dumb complaint, I'm playing a game not a documentary[/QUOTE] If you're marketing a game as realistic and authentic then yes you should try to get those sort of things right. It's not that TWI didn't try, they tried and got a lot of things right, but their response to the community pointing out these faults is bad.
[QUOTE=Lone Wolf807;37498666]To me, It looks like some idiot that wants a VIDEO GAME to be super realistic and have everything like it is in real life. It really doesn't bother me and I dont think it bothers many people its just a dumb complaint, I'm playing a game not a documentary[/QUOTE] Not really as that's the majority of the Red Orchestra community, (or was the majority) RO the mod and RO: OST was very popular as it was fairly realistic (think RnL with some awkwardness like ArmA so a mix between those) it was also popular because of it being authentic, sure no video game can be super realistic but RO IMO was close. It felt super real though which is what counts and those thing helped it, looking at your steam profile it shows you only own RO1 so maybe that's why? when you play RO2 it doesn't even come close, but it has the potential to. Also like Trostky said, you don't advertise the game as a successor to RO1, realistic and authentic then don't have it as such. Saw this on the FE forums, a German company is remaking STGs and they might change them to fire the right rounds but unfortunately right now it doesn't [url]http://a5.sphotos.ak.fbcdn.net/hphotos-ak-snc7/390530_228528223892083_127945120617061_482332_1000856961_n.jpg[/url] Someone go buy one :v: (when it fires the other rounds of course)
It was a typo. The model we will have in game is the Mk II, not the Mk I. The last couple of weeks have been a little slow with many of the guys on the team back in school. Despite that, we did manage to add one new piece of weaponry to the Allied kit this week - P.I.A.T. Also development of the tanks is progressing (still a long way to go). We have one vehicle in game and being tested with another on the way. Both are for the German side.
[QUOTE=Shurek;37564208]It was a typo. The model we will have in game is the Mk II, not the Mk I. The last couple of weeks have been a little slow with many of the guys on the team back in school. Despite that, we did manage to add one new piece of weaponry to the Allied kit this week - P.I.A.T. Also development of the tanks is progressing (still a long way to go). We have one vehicle in game and being tested with another on the way. Both are for the German side.[/QUOTE] can you confirm entry/exit animations? Also will we have to stand up/crouch to reload the PIAT? afaik it was very hard to reload from prone
I can't confirm any game features yet unfortunately. Those sorts of things will be revealed over time. I can confirm however that we will allow players to exit and enter vehicles in FE.
[QUOTE=Shurek;37564301]I can't confirm any game features yet unfortunately. Those sorts of things will be revealed over time. I can confirm however that we will allow players to exit and enter vehicles in FE.[/QUOTE] can you tell us what 2 vehicles are in game?
Not yet ;)
Was expecting a HOI 3 Version of this: [url]http://en.wikipedia.org/wiki/Darkest_Hour:_A_Hearts_of_Iron_Game[/url]
This is really the only RO2 mod that has me excited.
[QUOTE=Mr. Agree;37569087]This is really the only RO2 mod that has me excited.[/QUOTE] it's not a ro2 mod... seriously
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