Why is the WWII minimod not in PR?
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Wheres_my_chili
- Posts: 240
- Joined: 2011-07-31 23:35
Re: Why is the WWII minimod not in PR?
Well i for one enjoyed it quite a lot and i hope its released again soon. Though i didnt like the rough feel of some of the maps the gameplay was awesome.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Why is the WWII minimod not in PR?
We used ArmA 2 voices, they felt way more natural and fluid then vBF2 ones...Inspektura43 wrote:If you ever release ww2 mod again, dont make the mistake of changing soldiers voices.
Thanks
What do you mean? Like, hard to win?Wheres_my_chili wrote:Well i for one enjoyed it quite a lot and i hope its released again soon. Though i didnt like the rough feel of some of the maps the gameplay was awesome.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Why is the WWII minimod not in PR?
Hedgerows, those damn hedgerows were made in a way that infantry can jump over certain spots but it's usually quite an effort especially when you want to move a squad across. The fighting around the hedgerows was often awkward and frustrating thanks to everyone spamming space to get to cover/the other side.

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_Fizzco_
- Posts: 266
- Joined: 2009-06-17 12:51
Re: Why is the WWII minimod not in PR?
It wasn't that PR Normandy sucked, it was that it was horribly broken, the deviation was all off and you scope in within 0.00001 seconds and insta headshot people ontop of the bugs and such. While it was very fun, it will be 10x's better once they have polished everything.

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Jamaican
- Posts: 184
- Joined: 2007-05-27 21:04
Re: Why is the WWII minimod not in PR?
Murphy wrote:Hedgerows, those damn hedgerows were made in a way that infantry can jump over certain spots but it's usually quite an effort especially when you want to move a squad across. The fighting around the hedgerows was often awkward and frustrating thanks to everyone spamming space to get to cover/the other side.
Ive been in the countryside and those hedgerows aint that easy to get past! some are as hard as brickwalls to get past.
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Pvt.LHeureux
- Posts: 4796
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Re: Why is the WWII minimod not in PR?
It was only on Brecourt though.Murphy wrote:Hedgerows, those damn hedgerows were made in a way that infantry can jump over certain spots but it's usually quite an effort especially when you want to move a squad across. The fighting around the hedgerows was often awkward and frustrating thanks to everyone spamming space to get to cover/the other side.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Why is the WWII minimod not in PR?
I believe I read somewhere that the hedgerows where like the forts of Normandy, and that they caused the troops tremendous trouble not only because of the obvious line of sight, but also scaling them. Even tanks had trouble driving over the hedgerows, exposing there belly and where easy targets, so they had to make a special Rhino tank with teeth to cut through.Murphy wrote:Hedgerows, those damn hedgerows were made in a way that infantry can jump over certain spots but it's usually quite an effort especially when you want to move a squad across. The fighting around the hedgerows was often awkward and frustrating thanks to everyone spamming space to get to cover/the other side.
Hole made for infantry by Rhino tank


That being said undergrowth in general in PR is unreliable and not very consistent. Many things you can run right through without a problem and then there are a few that even tanks get stuck in and sometimes even blow up.It is very difficult to give a visual feedback though, without adding something extra like the terrain bumpiness that where made for that reason I believe.
The worst part is that infantry and vehicles get completely stuck, which annoys the heck out of people when it isn't so obvious that your about to get stuck.
It isn't easy to fix I think other than optimizing the spots where you get stuck and prevent vehicles from passing through certain points entirely.
Making hedgerows completely cosmetic so that you can pass right through them would remove the path-finding aspect, making the map more boring and unrealistic I think.
Last edited by Gracler on 2013-11-26 17:00, edited 8 times in total.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Why is the WWII minimod not in PR?
I'm not against them being impassable, and I get the concept the map designer was following. In game it is really an oddity that will always throw you a curveball, but I also realize that probably reflects the reality of the situation they faced.
The tanks sometimes get through with no troubles, and other drivers can never seem to find the holes/low spots. The infantry ends up spam jumping their way over, but I suppose this could simulate the awkwardness of going through the thick bushes with your gear on. I always felt that map was extremely scenic and very well planned but the behavior the hedgerows induce is weird and leads to awkward fights.
If there were a way to make the hedgerows mostly act like a wall to armor, but not to infantry, it would be much clearer. Right now there is too much uncertainty if it was intended to block all movement, some movement, or if it is meant to act as a corridor to allow certain assets through (infantry/trucks/jeeps/armor).
Don't get me wrong, I loved PR:N (excluding the plane sound on Overlord Night). I was one of those people who almost always voted Normandy maps when they popped up.
The tanks sometimes get through with no troubles, and other drivers can never seem to find the holes/low spots. The infantry ends up spam jumping their way over, but I suppose this could simulate the awkwardness of going through the thick bushes with your gear on. I always felt that map was extremely scenic and very well planned but the behavior the hedgerows induce is weird and leads to awkward fights.
If there were a way to make the hedgerows mostly act like a wall to armor, but not to infantry, it would be much clearer. Right now there is too much uncertainty if it was intended to block all movement, some movement, or if it is meant to act as a corridor to allow certain assets through (infantry/trucks/jeeps/armor).
Don't get me wrong, I loved PR:N (excluding the plane sound on Overlord Night). I was one of those people who almost always voted Normandy maps when they popped up.

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rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: Why is the WWII minimod not in PR?
Im kind of glad the map "traumatised" some people in a nearly claustrophobic way. I believe that is the feeling of that area and the characteristic of the fighting that underwent.
I always remember hearing how sometimes enemy squads were just on either side of a hedge.
Murphy, I was under the impression the hedges where easier to get through with a tank than with inf in RL.
Although I agree totally the way I did it was very noobish of myself ;P.
I always remember hearing how sometimes enemy squads were just on either side of a hedge.
Murphy, I was under the impression the hedges where easier to get through with a tank than with inf in RL.
Although I agree totally the way I did it was very noobish of myself ;P.
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Why is the WWII minimod not in PR?
Except for the parts with a lot of trees it's more like the other way around in reality though. Tanks and vehicles could force there way through mostly although like I mentioned they couldn't see what was waiting for them on the other side and where often met by incoming fire to there weak spot underneath.Murphy wrote:If there were a way to make the hedgerows mostly act like a wall to armor, but not to infantry, it would be much clearer. Right now there is too much uncertainty if it was intended to block all movement, some movement, or if it is meant to act as a corridor to allow certain assets through (infantry/trucks/jeeps/armor).
It is however possible to make objects where players can pass and vehicles cannot since it is two separate Collision models. One is for Vehicles and another is for soldiers. You may have noticed some of the fences in PR you will bump into with a soldier but vehicles pass right through, although it looks awkward since the fence isn't breaking it just isn't modeled to block Vehicles.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Why is the WWII minimod not in PR?
Well the intentions of the hedgerows gives quite the opposite effect then reality. Infantry can almost always spam jump over the little hills while armor is pretty much at the mercy of the incline.

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DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Why is the WWII minimod not in PR?
My dream vBF2 WWII mod would be all the models, statics, voices, maps, etc from FH2 combined with PR's FOB/logistics, rally points, and medic with revive capability.
Boom. Done. Call it a day.
Boom. Done. Call it a day.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Why is the WWII minimod not in PR?
The problem with Brecourt was that the hedgerows were spiky because of BF2 engine's. Big *** hedgerows should be impassable by tanks and bumpy, etc. Small hedgerows shouldn't be spiky, only bumpy. So people would know by the height of the hedgerow if they can pass it or not with vehicles.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: Why is the WWII minimod not in PR?
We are able to dream ay?DesmoLocke wrote:My dream vBF2 WWII mod would be all the models, statics, voices, maps, etc from FH2 combined with PR's FOB/logistics, rally points, and medic with revive capability.
Boom. Done. Call it a day.![]()
And now, we wait.....


