Neuer Name und mehr neue Features

  • Das Modteam von Darkest Hour hat nun das zweite Update über den kommenden Release veröffentlicht.

    Als erstes wurde der Name des Mods verändert. Im Laufe der Zeit haben sich die Orte der Handlung ständig ausgebreitet. Ursprünglich war der Mod nur für den Bereich Normandie geplant, doch nun finden die Kämpfe bereits in den Ardennen und den Niederlanden statt. Aus diesem Grund wird der Name des Mods auf

    Darkest Hour: Europe '44-'45

    geändert.

    Wie versprochen folgt nun wieder eine Liste der neuen Features, die zu den bisherigen Neuerungen dazukommen. Damit ist die Arbeit noch nicht erledigt, denn es werden weitere Neuerungen kommen.

    Eine Liste der Neuerungen bzw. Veränderungen kann im folgenden Beitrag eingesehen werden!

    Die komplette Arbeit könnt ihr auf der Homepage von "Darkest Hour" einsehen:

    http://www.darkesthourgame.com

    Viel Spaß beim Anschauen! :D

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    Durch die Macht der Wahrheit habe ich als Lebender das Universum erobert.

  • Changelog:

    ***MAPS***

    DH-JunoBeach now confirmed - British Commonwealth (Brit & Canadian) assault on Juno Beach during the D-Day landings


    ***NEW CONTENT/FEATURES***

    *Supersonic Bullet Snaps*

    The "bullet whiz" sound that plays when a bullet passes close by has been replaced with a more realistic supersonic "snap" sound. This only plays when the weapon being used actually fires supersonic rounds, meaning that weapons like the Thompson SMG and Enfield No 2 Revolver do not have this effect. Instead they make a much quieter and drawn out whir/hiss sound.

    In reality, bullets do not make a "snap" sound for some time after they've left the barrel of the weapon. Although the bullet is travelling faster than the speed of sound, the compressed air and gas from the barrel of the gun are forced out at the same speed as it is. This means that the bullet is not travelling faster than the speed of sound in relation to the air around it. It's only after a few metres, when the air has begun to disperse and slow, that the bullet's speed becomes greater than the slowing air surrounding it and the sonic boom occurs, which is the sound that you hear.

    This "dead zone" has also been incorporated into DH. If you're within 30 metres of the firer, even if they're firing supersonic rounds at you, you will only hear a faint hiss of the bullet's passage rather than the distinctive snap that you would otherwise get.

    *Grenade Self-Sacrifice*

    Players now have the ability to dive onto live grenades and sacrifice themselves to save their teammates by absorbing the whole of the blast. While this is less necessary with the reduced blast radii, it's still extremely handy in confined spaces (small rooms, trenches) where a timely escape just isn't possible, and in cap zones where your own life in exchange for an officer's can mean the difference between glorious victory and bitter defeat.

    *New German Uniforms*

    The Germans now have two new uniform variants for autumn and winter maps. One is a smock and the other a parka. Both come in a number of autumn camouflage texture sets as well as winter variants for blending into the snow. They can be found on various maps set during those seasons. The smock will also occasionally show up as part of the camo class set and the standard WSS class set.

    Additionally, snipers in the camo class set now have slightly different uniforms to their standard soldat peers.

    *Weapon Retextures*

    In the first of what we hope to be many updates, Protector has been working hard on a new set of high resolution textures for our weapons. In this patch, the textures have been replaced on the M1 Garand and the M1 Carbine and now look _much_ nicer for the facelift.

    *New Weapon Animations*

    Our animators have been working hard to bring our weapon animations up to scratch with impressive results. These are just some of the changes, with more currently in progress:

    Thompson
    - Added empty weapon animations
    - Created completely new crawl animation
    - Adjusted rear sight aperture size
    - Improved sprint animations
    - Fixed glitch where bolt would loop twice on single shots
    - Adjusted speed of bash animation
    - Fixed bolt starting in the wrong position
    - Reload animation is now correct (bolt no longer springs closed again)

    GreaseGun
    - Increased size of rear sight aperture

    Enfield No 2
    - Created new crawl animation
    - Adjusted the half-empty reload animation
    - Improved sprint animation

    Enfield No 4 Scoped
    - Created new crawling animations

    Colt M1911
    - Created new sprint animation
    - Added new set of empty weapon animations
    - Fixed inside of weapon slide being transparent
    - Tweaked bash animation

    BAR
    - Created new crawl animations

    Sten
    - Opened up rear sight aperture slightly
    - Added empty weapon animations

    FG42
    - Completely re-rigged model and created all new animations
    - As a result this fixes the double bolt loop on single shots issue
    - Also fixes the moving hand whilst firing
    - Also fixes the "teleporting gun" glitch when hip shooting

    Bazooka & Panzerschreck
    - Both weapons now have completely new reload and assisted reload animations
    - Panzerschreck sight aperture opened up a little for better visibility
    - Adjusted bash animation speed


    ***BUG FIXES***

    -Improved behaviour of foot shots taking you down - a second shot should no longer stand you back up again, you now dive to prone when sprinting instead of just lying down
    -Fixed a couple of dozen problems that were causing hundreds/thousands of misc. errors to appear in the game logs - less errors means happier servers
    -Mappers no longer need to add a DHArtilleryTriggerUSMap/DHArtilleryTriggerBritMap to their maps to make the Allied radioman work
    -Fixed stretched and angled wrists/forearms on player ragdolls during death

    -Fixed Sten not playing animations for switching fire mode
    -Fixed Sten not displaying current fire mode HUD icon
    -30 Cal no longer has invisible bullets while reloading

    -Fixed missing recoil animations on 57mm AT Gun and Pak 40
    -Adjusted FlaK 88 gunsight so it's actually useable
    -Fixed FlaK 88 sinking into the ground
    -57mm AT Gun now sits level instead of on an angle
    -Adjusted hit points on 57mm AT Gun, Pak 40, Pak 43 and FlaK 88 to non-ridiculous levels
    -Fixed poor hit and collision registration on 57mm AT Gun, Pak 40, Pak 43 and FlaK 88
    -Fixed Pak 40, 57mm and FlaK 88 not taking damage from satchel charges
    -Pak 40 no longer magically turns 90 degrees on destruction
    -57mm Gun no longer turns 90 degrees and drops under the terrain on destruction
    -HUD reload icon sequence now plays correctly for all AT Guns
    -Players manning AT Guns are no longer invincible


    ***CHANGES***

    -Bullet impact sound volume on terrain/meshes increased
    -Suppression blur effect intensified
    -Hats/Helmets can now be knocked off without the player having to die first (occurs rarely however, as head damage usually kills instantly except in certain circumstances)
    -When helmeted players have their helmets shot off, it will result in a metallic impact sound (does not happen for hats/caps/berets)
    -Added distance sounds for all DH weapons
    -Officer can now only mark an artillery target when there is a radioman alive

    -Replaced Allied ammo request icon with one a little less Russian
    -Bren recoil slightly decreased
    -Bren accuracy slightly increased
    -Increased infantry ammo loadouts for majority of weapons

    plattsig21.png
    sysp-138588.gif

    Durch die Macht der Wahrheit habe ich als Lebender das Universum erobert.

FH2-Fightnight

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