Jump to content

dimitri_harkov

Member
  • Content Count

    812
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by dimitri_harkov

  1. dimitri_harkov

    Hell in the Pacific MOD

    @Eaglezero6205: Thanks for your positive comments, and sorry for your loss. We only have three planes in-game (yet?): Zero, Hellcat, Spitfire. At least one, probably two more are in the pipeline. It also look like we are concentrating on land combat for the first release and expand the mod in the other areas later. @Wiki: Sorry, neither campaign nor SP missions have been done or even planned yet. Given our team size, I guess we need 'reinforcements' to put those in the mod. Cheers, D.
  2. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    A possible bug report: In my last game of I44, I saw groups of AI infantry hopping on disabled tanks and sitting there until the game was over or the tank blew up (there was nothing in the mission that ordered them to - they did that 'on their own'). I was using ASR_AI too, so this might not be I44's fault (and that's why I didn't post it in your CIT) - but if so, consider this a bug report ;) I'll try to replicate this without ASR_AI as soon as possible. Other than that (and the stuttering on Merderet already reported in your CIT), we had a lot of fun in our 22 player COOP/TvT-mission mix. Great job once again: lovely models and maps, great sounds, awesome features :D Cheers, D.
  3. dimitri_harkov

    September 1939 Mod

    Wow, great job Lecholas and W'39 team!
  4. dimitri_harkov

    Celle 2

    Very Nice :D Any chance of a cold war era version of the map? Cheers, D.
  5. dimitri_harkov

    Hell in the Pacific MOD

    At least for German speaking people, there is no need to. FHW is no clan, but a community that is open for everyone and just hosts a number of events. I am, for example, in a clan and also play with FHW a lot. I don't know how it is with KH or the Swedish groups, though. Cheers, D.
  6. dimitri_harkov

    Hell in the Pacific MOD

    The only 'capital' transport ship we have is the Attack Transport, which can be seen on numerous pics in this thread already. A Japanese contributer might provide an additional transporter, though. (Also many thanks for your voice acting!). Cheers, D.
  7. dimitri_harkov

    Hell in the Pacific MOD

    You're sure? :D With Midway's Eastern Island playable (yeah - playable, not finished...), I started working on Ford Island: As you can see, it's still a very rough and early WIP with heightmap and satmap only. Also, this will only ever be Ford Island and a small part of the South Eastern part of PH, turned into a smaller archipelago. Don't expect this to be in the first release, however. Cheers, D.
  8. dimitri_harkov

    Hell in the Pacific MOD

    Here are some pictures of sunday's playtest on Forgotten Hope Warzone. By Kharrn: 1,2,3,4,5 By Burns on HX3 forums HERE Many thanks guys! We skipped the COOP in favour of a second round of TvT, and some very nice and fierce battles we had :D Thanks to all involved. As usual in PvP, the pics have been taken when there was NO action going on ;) Cheers, D.
  9. dimitri_harkov

    Balkan war mod w.i.p

    Great! Congratulations! I will test this ASAP :D Cheers, D.
  10. dimitri_harkov

    DIH 1970s Generic African Units

    A first try at some Portuguese regulars: This one wears the common 'casquette Bigeard' - no clue how that cap with neck guard is called in English (Kiko cap?). btw: maybe we happen to have some Portuguese voice actors around here? If so, and you have a decent microphone, drop me a line please. Cheers, D.
  11. dimitri_harkov

    DIH 1970s Generic African Units

    I'm glad you like it :) Since I got permission to use almost everything I need from different addon makers (including Vilas, trouble, ObmaR, Waxbutter and others - thanks a lot! :D), the final version will not need P'85 anymore. It will be stand alone or at worst require CBA. Cheers, D.
  12. dimitri_harkov

    DIH 1970s Generic African Units

    Thanks :) Here is another w.i.p. pic, this time showing two of the mercenary camos: To the left is some sort of 'Tiger Stripe'-Camo, in the middle the good old Austrian Erbsenflecktarn (I just couldn't help adding it ;)). Weapons by Vilas, pic taken on Icebreakr's Lingor Island. Special thanks to Mendias for the high-res camo pics. Cheers, D.
  13. dimitri_harkov

    Hell in the Pacific MOD

    Thank you for your offer. As pointed out before, to be able to join in the beta test sessions you either need to join the HIP mod team or one of our beta test communities. --- Here's the second mission we will play next Sunday. Infos on the TvT will follow. FHW beta test session #15: Mission 2 - COOP: Exeter River Front location: British-Indian/Burmese border region time: April 2nd, 1944, 06:00 weather: overcast, ground fog situation: During the Japanese 'U GO' offensive, several surprise engagements led to battles with unclear fronts, encirclement attempts and the like. In this case, the British strongpoint Exeter near an unnamed river has been bypassed and the exposed position is likely to be overun now. Are the Allied forces able to hold off the Japanese until reinforcements arrive, or will they fall to the superiour numbers of the attackers? Task: The situation to our north is unclear. It looks like the Japanese broke throug or infiltrated the positions there. HQ fears that Strongpoint Exeter or maybe even the airstrip to it's South will be attacked from several sides. Should the enemy succeed, he could smash the front of the entire sector here. Due to the alarming situation, we have been granted reinforcements. We don't yet know when they will arrive, but we need to hold at least the airstrip, otherwise the fresh troops will no longer attempt to reach our position but try and form a new front to our south. In that case, our operation here would have failed. If we hold out until reinforcements arrive, it will start to look bad for the Japanese. They could no longer hope to push us out of the area, and we might be able to start a counter-offensive to re-capture Strongpoint Exeter, in case it was lost before. Good luck gentlemen. For the empire, god and the king! blue area to the North: Strongpoint Exeter (starting position) blue area to the South: British Airstrip red arrows: possible Japanese directions of attack friendly forces: - we are well equiped with static MGs and AT guns. - we don't have artillery pieces at the moment. - air support will be available later today. - we don't have any tanks at our disposal yet. - the reinforcements consist of several infantry platoons, tanks and artillery. They will be supported by fighter-bombers. enemy forces: - enemy strength unknown. Due to the difficult terrain, intelligence believes that we don't need to expect enemy tanks. - since yesterday, we can cearly hear that the enemies are well supported by artillery - expect enemy air attack. Notes: This mission is not based on any real battle, but I guess something like it could have taken place. We use this as test bed for some new stuff (Vickers MG), new parts of the map and new mission framework scripts. We'll let you know how it went! :D Link to original briefing on FHW (German): click me. Cheers, D.
  14. dimitri_harkov

    MCC Sandbox - The Mod

    Yeah, I know, but that system with the module has 2 major drawbacks: 1) If you put the module in the mission, everyone is forced to have MCC loaded (or does everyone have to have MCC anyway?) 2) The system is not dynamic. It's not possible to add or remove access rights during the game. But thanks for considering :) Cheers, D.
  15. Is it by design that vehicle radios are defunct in the latest version? Did you turn that feature off because they were a bit bugged before? Cheers, D.
  16. dimitri_harkov

    Enhanced Skills Slider WIP

    Yeah, this + ASR_AI => great :) Cheers, D.
  17. Confirmed. Thanks for the quick fix. Still some probably none-CBA related issues however. Details in CIT here. Cheers, D.
  18. I will, but in the mean time I can tell you that this does not only happen with CWR2 units. Cheers, D.
  19. A question regarding XEHs in a mission's description.ext. I have the following code in my desc: class Extended_Killed_EventHandlers { class cwr2_SoldierW { DIH_COOP_killed_w = "(_this select 0) removeWeapon 'ItemRadio';"; }; }; I expected that it would also work on soldiers created while the mission was running, but the code is executed for editor-placed units only. Bug or design? (That's why I didn't post this in your tracker) I'm pretty sure this used to work, but I no longer have old CBA files (possibly pre OA 1.60) to test it. Cheers, D.
  20. Will ACRE work if some people use the old JayLib for 1.60 stable and some the new version without the dsound.dll and the latest beta? Cheers, D.
  21. dimitri_harkov

    MCC Sandbox - The Mod

    A little request: Could you add a global boolean variable to the condition field of the '> Mission generator' user action? Something like MCC_user_action_visible that you set to true before adding the action to the players. This would make it easy for mission makers to restrict access to the MCC in a more flexible way without much work on your side (this would enable dynamic access restriction for example). Thanks for considering and thanks for the hard work on the MCC and for sharing it. :) Cheers, D.
  22. dimitri_harkov

    ASR AI Skills

    @Jedra: There might be more elegant and/or effective ways, but I did it like this: basically, the script waits for the last variable in the ASR_AI userconfig to be set. Cheers, D.
  23. Yeah - please provide an option to switch back to the old style.
  24. dimitri_harkov

    Project CDF

    Nice, thanks Lennard & GossamerSolid! More in the line of PRACS and the Takistani Extension is always welcome :) - Keep it up! Cheers, D.
  25. dimitri_harkov

    Hell in the Pacific MOD

    Sorry, we do not accept individual testers for a number of reasons. You would have to join one of our testing communities. Cheers, D.
×