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martincz87
martincz87 - - 39 comments @ Menu Testing and Some Realizations

I went through the article swiftly and it is a lot to take in.

But just from top of my head:

Regarding much requested FOV setting, you could have a look at Hazardmodding Team's Coop mod, where they implemented recently (v2.02) FOV in-game menu switch and see what they've done there. Or ask them maybe. Perhaps, you could even make your project compatible with their work, because it seems to be quite alive and evolving.

Anyway... Great stuff! You're doing great already IMHO. Keep it up!

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Menu Testing and Some Realizations

My thoughts exactly :)

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Medal of Honor: Community Launcher

Hi!

Man, that is just awesome! It made my evening. Thank you!

I don't know if my solution was helpful to you, the way I was suggesting it in the DMs, if so, I'm glad that I could help and be a bit active about it, for a change.

All in all, thank you for letting me know!

BTW, quite smart idea to let the program decide what fix to use based on chosen resolution :)

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Call of The Zone Weapon Pack 1.5 [CoTZ 1.2]

Hi! Great pack!

From what I played so far, and because I like it, I'll point out few little nitpicks (hopefully you don't mind):

- AK74 still shows default world model (maybe new model was problematic)

- ACOG has SUSAT as a icon in inventory also with SUSAT description (maybe intentional)

- ACOG on SIG 550 rifle in player's view sometimes doesn't show texture of the body of the scope and sometimes the texture of the lens is missing (maybe it's just my game)

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Medal of Honor: Community Launcher

Thanks for Your reply!

I've looked into it and although I'm not exactly literate in coding, I managed to make it half the size of the fixed one (not sure if it matches the original, even though both suppose to be 128x128). But the text appearing around it still seems to be quite far from the compass, more than it should I think.

I might have a look again :)

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Medal of Honor: Community Launcher

Hello!

I love the launcher, especialy the simplicity of it!

Also it seems like it is the only easy fix for messed up compass at the moment. However, for my potato laptop resolution (1366x768), the size of the HUD is just fine as it is, only 2D graphics of the compass are not aligned well. With the fix turned on, graphics of the compass are corrected but the size of it is way too big.

Is there a way to go around it manualy? Could there be "low-tier" compass fix for these kind of resolutions in the future?

Thank you very much for your efforts! Your work surely saves a lot of headaches for people :)

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Mohaa HaZardModding Coop Mod 2.01

Guys, I'm sorry to bother, but it seems it is the same file as in 2.00 version.

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ HaZardModding Coop: Medal of Honor

Great mod! Very promising.

I tried it briefly yesterday on my own and it seems already very polished. Regarding features, I think, it is taking the right direction (technical aspect and a game mode which enables players to actualy loose).

I was especially excited for the Last Man Standing but I don't know how to turn it on or how to set number of lives for players. I couldn't find right console commands or right CFG files anywhere. I've read the "Readme" files but no luck though. Could anyone help?

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Transparent Inventory 1.4.2 [CoC 1.5]

I love it the most out of all options! But can you please release also a version for 1.4.22? I would like to play with AO3.1 and that "Repair" button is bugging me :)

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

Love it and still checking here and there with hope for new things ;)

But since original creator of the mod is finnished with it (good luck for anything he is up to instead), could someone talented add an option for enemies to respawn in areas ahead of players once all of them (players) are dead and starting from last reached checkpoint/beginning? I mean something like Halo-like rules. It would bring singleplayer "quickave" feel to it and challange not to die over and over.

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ WW4 Extended - Extra Features Manual

Hi!
I love the options added!

Question: How can I run "Enable all" script and visible backpacks at the same time?

Adding everything manually just for backpack models is bit of a pain really :)

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Project VI source code (internal beta 0.3)

I really liked the sighting system which you've shown in your comparison video. Just that alone would make an awsome mod. Sadly I cannot code to do it myself :(

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

Just tested 1.0.1.. Would Love the new "g_sharedlives : bonus life" feature if it worked properly. Other than that, I'm happy you're still on it. Awesome job!

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

Uh, yeah... We had that conversation before, I think. I just wanted to express my amazement over the fact that Co-op can be done even without using respawn/revive feature...

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

Wow! I seriously thought it was dead but it seems you've overcome lot of obstacles. Big thumbs up for that! Hopefully there will be way to loose a map (and restart) in the future, then it'll be complete :)

From recent experience I would kind of like Rainbow Six 3 co-op system for this, where each player gets bunch of bots following and no spawnpoints and when your character dies you take control of another one of your team (each player has his own team). Game's over when all good guys are wiped out. This could work perfectly but firstly I don't know if it's in your capabilities, and secondly you're too far ahead with the old system. Don't mind me, keep up the good work! Cheers! :D

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

I remember playing older versions, your mod is probably based upon, with my brother and even with no danger of failing the mission (players spawning over and over) it was really entertaining. Only real spoilers of fun where missing spawn/teleport points (we always had to run across the whole map towards the firefights after dieing) and not working scripts preventing from completing the map. So if just this is finished along with stable MP code (I believe there are some bot maps working great already, so it might be ok even at this point), I'm happy person :)

Only thing I would suggest: no changes in enemy's accuracy and range and stuff like this. It's anoying when you're getting hit by every bullet of hostile burst from 100 - 200 metres by MP40. If challange needed I would only increase the damage of weapons accordingly to each piece in arsenal (but they're already deadly as you've written).

Man, this needs more watchers! :)

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

*That was me...

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

Hi! Yesterday we found this: On the map "City" of the new mappack second gate can be blocked by the track I believe, because they open towards the track. Hope this helps.

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Medal of Honor: Cooperative

Sounds good! I wonder if it still will be based on the old teleport system which was a bit clumsy (espacially if put at wrong places) and if there will be infinite respawn or the other things of those old beta versions.
I believe it certainly is a chalange :)

For me the first CoD was still kind of OK in those days, talking about your MoH/CoD hatred (yes, I was also 10 years younger :D). It was very atmospheric but I remember the real disapointment when I found out that the second one would come with health regeneration. Even in those early gameplay trailers it felt just wrong... However, I played CoD1 recently again (could be applied to MoH:AA as well) with a bit better knowledge of military tactics and I can say those games are pure shooters in the literal meaning of the word, giving an impression of the sim (goes to CoD, mostly). There is nothing like reasonable suppresion fire (to suppress a bunker with MGs actually means to shoot everyone inside - reffering to one of CoD's missions), no alternative routes to flank, no effort from enemies to be, not smart but at least initiative. Soldiers yelling orders with no real execution of them (if not scripted). Well... those games are old :) Funny how they haven't changed much, apart from the graphics.

But I can imagine lot of those missions originally quite frustrating at times to be pretty much fun by adding one or two extra players. Let's see what happens - I'll keep my MoH installed for this one ;)

Sorry for another long post from me...

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

I'm happy to see that this mod is still alive! I can't wait 'til all major bugs are fixed so you guys can focus more on the fun aspect of the game (not saying that it's boring now though!). But it's never ending process I guess 'cause every new feature brings new problems :) I always try out every new version you put up and also looking forward to 0.9.4. It's exciting to see the progress you are making with this.

By looking at it all, it gives me the impression that most of the people enjoy group "run'n'gun frag-fest" gameplay. But it's probably common nature of standard RTCW fan as there are classic DM guns like minigun or rocket launcher in the game and the general movement of the characters is quite quick. Despite the fast-paced action of the game, I have always enjoyed more the survival-like and careful aproach to my playing (you can see from there that I'm not typical public server skiller :D) soaking all that atmosphere. That's what I was hoping for a little in the coop version, especially during LAN sessions. Although there's not as much issues as such when one gets on with the rules given.

I also want to say that last thing I intend to do is to disappoint you devs, who have resurrected again a classic (at least for just few of us) which says it all. I understand what majority of people want and like and I respect that but I never completely get rid of the wishes of features bringing, let's say, more "tactical" feel everytime I launch a new release of your mod. Maybe some day you will include some small setting like this for least of us like me or maybe you're already planning it :)

Until then huge thanks anyway!!!

By the way, I love your new site - simple but nice :)

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

Sadly I don't have enough time to play nowadays, so I haven't tried 0.9.3 version yet. What I've been missing in the old ones was certain punishment for dying (loosing points, etc.) on public servers. Is there anything like that incorporated in the game yet? I also liked idea of earning extra lives but to have this with lives shared it would be even better...

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Possible new feature

Good idea! Crypt zombie level needs some as well if I'm not mistaken...

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

...and I forgot to say that the game is really good and with fair potential. I hope that bugs won't people prevent from playing so we can look forward to the patches and new features :)

Good karma+2 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

I've been playing for a while and following I would find useful to fix/change:
- Number of AI soldiers and their skill changeable separately in the menus
Ex.: If I want large army of 'Easy' ('Hard' in SP) skilled enemy soldiers.
- Earning lives even when sharing them with my mates
Note: Could depend on the number of players: 4 players - 4000 points for extra life; 8 players - 8000 points etc. Maybe counted as a sum of all scores... Don't know what would work.
- More complex way of communication - voice chat (over the mic) or richer voice commands (depends if somebody would like to make the whole new set - more neat), current order of the voice commands is also a bit messy (some are there twice or at debatable place and some are hard to 'reach')

'Unneccessary' extra ideas to consider:
- Idea for the new 'weapon': 'Health pack' - so you can collect first aid bags (not food) and give to yourself or to your friend if needed the same way as ammo.
- Idea of limited weapon slots: Let's say you could carry 5 weapons of your choice - natural creation of classes (sniper, venom guy, etc...)
- Idea for the main menu look: Instead of 3 BJs to have there MP faces looking roughly the same way but only heads like in SP (Google 'Mount Rushmore National Memorial' for an idea :D)

Good karma+3 votes
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

True (the second paragraph, of course :D), even I'm following just few months. I can patiently wait too. I guess I will be very busy anyway, especialy during the workweek.
I wish you the nerves of steel, Co-op Team :)

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

Yep. Hope you guys (RTCW Co-op Team) are doing fine and haven't encountered any major issue during debugging process. Keep up! We support you :)

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Interview

Battle mod? Let me guess but don't answer :) AI carnage on MP maps...?

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

True... (about H&D2) But there was one little aspect about H&D2 Co-op I didn't like: Even when you failed/haven't completed objectives game moved on to the next map/mission. So it felt like only thing important is to kill more Nazis than your buddies (Which is not necessarily bad - many will like it in your game/mod). Ongoing campaign where completing tasks and team work is crucial is more close to my taste. Simply they could have put there some little option box to tick like: "restart mission when failing objectives" or something like that.

I'm not going to compile the mod myself as I've mentioned earlier.

Don't get demotivated by all my twaddle :) Surely it will be awesome as it is.

Thx for the tip anyway!

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Return To Castle Wolfenstein: Cooperative Gameplay

Last night I played BMS to shorten the waiting a bit but got tired of it a little (Soundtrack is very good though, I have to say :D) and ended up on your mod's site with a modest impatience. However, gone are the days when I would be eagerly trying to find the way how to compile bare files and make it work at almost any cost (ambiciously saying, haha!).

Sadly I'm getting slightly nervous as I'm going to be fairly busy next week and on with so less time to play :( Anybody feeling the same way at least about something of what I've said?

Still, when it's done it's done.

Good karma+1 vote
martincz87
martincz87 - - 39 comments @ Short Gameplay Video

I'm not sure if linking to other sites is allowed, therefore google following (without quotation marks):
'RTCW: UPGRADE WEAPONS mod'
There suppose to be also screenshots on the site for you to make sure you're getting right stuff. Cheers!

Good karma+2 votes