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Experience Ww2 Finally Goes Public this weekend is official release date

#31 User is offline   DEVILMAN Icon

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Posted 13 March 2010 - 07:50 AM

View Postmschoeldgen[Xww2], on Mar 11 2010, 04:13 PM, said:

and that you were mocking about animations .


If, as you say, i was mocking your mod
Then why did i post a link to your site/mod,1 week ago,in one of China's largest BF2 sites

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#32 User is offline   mschoeldgen[Xww2] Icon

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Posted 13 March 2010 - 08:43 AM

I don't want to talk about mod internals too much but animations were one of the big issues and more than once i had to remodel weapons to fit the animators demands as he wasn't willing to animate with BF2's standard weapon setup ( pivots all in 0/0/0 ) and so on. You wouldn't believe the setup of the e.g. Webley or the Thompsons if you'd import them into Max :P

Well, its a dev forum here and you probably can imagine the back and forth between modellers and animator - cost us nearly a year..... :(
-eXperience WW2- coding,modelling,AI support
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#33 User is offline   Hyperion[matt] Icon

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Posted 13 March 2010 - 09:29 AM

I'd like to meet you guys ingame, like the mod very much!
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#34 User is offline   foggy Icon

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Posted 26 April 2010 - 06:18 PM

Congratulations on the release of your mod. Looks like you put a lot of work into it.

Just a things I noticed (was playing v1.0 with low settings):

- Nice tunnel vision effect in zoomed view on some weapon models (some have it others don't).
- Deviation settle time is very fast, thus barely noticeable (turn deviation is used).
- Soldier models show up A LOT on night maps (high contrast makes them very easy to see).
- Jump height is VERY high (no apparent reason for this--potential bunnyhopping exploit).
- High lag when vehicles present (more than it should be even for my aged PC). [?]
- AI attacks from two separate directions (rather than all bots going straight for the CP).
- AT guns lack noticeable splash damage (basically a large sniper rifle).
- Cannot swap kits (prevents unrealistic use of enemy kits).
- Maps are realistic but tend to be large and spacing between CPs makes for sluggish 'tickle' battles.
- Some infantry maps lack sufficient cover to survive getting between CPs, even using smoke grenades.
- Commander unchanged (minus UAV/SCAN/sat view)--can still spot enemies in Command screen.

Question: did tanks have turret guns (i.e. MG aligned with main gun)? All these mods do this but I've never seen that in WW2 or even today's tanks; in WW2 you had the forward MG in the chassis, and you also have the MG gunner on top, but actually in the turret itself?
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#35 User is offline   UberWazuSoldier Icon

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Posted 26 April 2010 - 07:54 PM

View Postfoggy, on 27 April 2010 - 07:18 AM, said:

Question: did tanks have turret guns (i.e. MG aligned with main gun)? All these mods do this but I've never seen that in WW2 or even today's tanks; in WW2 you had the forward MG in the chassis, and you also have the MG gunner on top, but actually in the turret itself?


I assume you mean the coaxially mounted MGs (where it's a machine gun next to the main gun)? Most tanks have them nowadays, and a lot of tanks had them back in WW2 too. It would be a bit cheeky if every mod was making this up :lol:
Roflbox/Operation Dead Dawn Developer. (Ninjamod is taking a back seat for now)

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#36 User is offline   foggy Icon

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Posted 06 May 2010 - 06:17 PM

View PostUberWazuSoldier, on 26 April 2010 - 03:54 PM, said:

I assume you mean the coaxially mounted MGs (where it's a machine gun next to the main gun)? Most tanks have them nowadays, and a lot of tanks had them back in WW2 too. It would be a bit cheeky if every mod was making this up :lol:


Ah so the in real-life the gunner using the main gun has an MG as an alternate. Huh, I had no idea. (Yeah I guess it would be a bit cheeky. :D )

The reason I brought it up is because its presence in the game--at least in mods that maintain tank settings similar to vanilla BF2--results in the tank becoming a kind of armoured sniper, using the coaxial MG with its low deviation and recoil to place highly accurate hits on distant infantry. Is that realistic?
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#37 User is offline   mschoeldgen[Xww2] Icon

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Posted 07 May 2010 - 05:36 AM

Depends heavily on the type of the mounted MG. E.g. the japanese Type 99 mounted on our Ha-Go ( Type 95 ) for the turret and the hull gunner is known for its inaccuracy . Most of the Mounted MG's also do heat up and loose accuracy.

In the mod there's also tanks without a secondary MG for the main gunner - again the Ha-Go is a good example for that with its strange rear mounted MG for the turret gunner. Most allied and german tanks do have a secondary MG, though.
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#38 User is offline   Outlawz Icon

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Posted 30 June 2010 - 11:15 AM

bumpy, is there a torrent available as I have bad experiences with direct downloads getting interrupted or corrupted on my part
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