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The Road to Forgotten Hope 2.64 Compagnons - Part 5

Posted by: Eat Uranium
19.01.2024 19:00 GMT

Hello and welcome back to another Forgotten Hope 2 update.

Today we are showing off a set of three new features that you will notice in our Compagnons update. The first of these in fact might even have been visible in yesterday's trailer if you were paying attention: when using bolt action rifles you will now not be forced out of ironsights to work the bolt. This is true for all manually operated rifles from the smallest carbines all the way to the largest anti-tank rifles.

This is a feature that we had long wanted to have and has in fact always been possible, but we felt that the downsides of being locked into the bolting animation until it had finished outweighed the benefits. That is until now: thanks to the coding work of Ekiso and the animation of McCloskey, we can finally bring you this feature with the ability to drop out of (and indeed rise into) ironsights while the bolting animation is playing. You can see this feature in action in this video:

Another thing you might have noticed from the trailer is the higher detail reticule textures for the crosshairs of the telescopic sights. Seth Soldier has gone through and converted all of our handweapon telescopic sights to use high resolution 2D reticules instead of the 3D modelled originals. You can see a couple of examples below.

You might have noticed that the reticule in the PU fitted to the Mosin with the BraMit suppressor is quite a bit lower than the centre of the screen. The reason for this is the reticules can now be adjusted to account for bullet drop over range. In the example above, the low velocity subsonic ammunition results in a very extreme bullet drop - the range to target is only 300 metres! The code for this was by Ekiso, with McCloskey reworking the rifles to work with the code and Eat Uranium doing the calculations needed.

The final part of this change is the need to provide more ways to estimate ranges. Rounding off all of his other high resolution reticule work, Seth Soldier has also upgraded all of our binoculars. These now feature correctly sized markings, sized in Mils, that can be used to calculate ranges to objects.

You can read all about how this works in this Field Manual, prepared by Matt Baker.


If you have missed any previous updates this week, you can find links to them here:

Go to Road to Forgotten Hope 2.64 Compagnons - Part 1

Go to Road to Forgotten Hope 2.64 Compagnons - Part 2

Go to Road to Forgotten Hope 2.64 Compagnons - Part 3

Go to Road to Forgotten Hope 2.64 Compagnons - Part 4



That's all for today, but be sure to come back next time for another update. Until then, feel free to visit our Discord, our public forums, our Twitter, our subreddit, and/or Facebook pages to discuss this update and other news.


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The Road to Forgotten Hope 2.64 Compagnons - Part 4

Posted by: Eat Uranium
18.01.2024 19:00 GMT

Hello and welcome back to another Forgotten Hope 2 update.

Today we are showing off La Hardt, the second and final of the maps coming in our Compagnons update. As with Medjez El Bab, it features the French against the Germans, however here it is much later in the war when the concept of "Free France" had simply become "France" again. La Hardt also comes with limited singleplayer support.

Before we get to that though, we are pleased to present the work of CptBocquier and John Tomasson with our trailer:

In September 1944 the campaign for the liberation of Alsace began. The 1st French and the VIIth US Army encountered stiff resistance in the Vosges Mountains against an enemy determined to defend a land that was attached to the Reich in 1940. In November, the French finally broke through the Belfort Gap, rolling down the plain from the south towards Colmar and liberating Mulhouse on the 21st.

With the Germans managing to reorganize an effective line of defense north of the city, flanking operations were launched in the La Hardt forest in order to take the Chalampé bridge on the Rhine. This would threaten the supply lines of the 19th German Army encircled in the Colmar pocket. From November 28 to December 3, bloody fighting raged in the woods to repel the French forces behind the Huningue canal, until the Jagdpanthers of the Schwere Panzerjäger-Abteilung 654 gathered for the final assault...

La Hardt was made by La Hire, who has also put together a devblog that covers some of the history and theory that went into the making of the map that you can read here. You can find the minimap and a preliminary vehicle listing here.


If you have missed any previous updates this week, you can find links to them here:

Go to Road to Forgotten Hope 2.64 Compagnons - Part 1

Go to Road to Forgotten Hope 2.64 Compagnons - Part 2

Go to Road to Forgotten Hope 2.64 Compagnons - Part 3



That's all for today, but be sure to come back next time for another update. Until then, feel free to visit our Discord, our public forums, our Twitter, our subreddit, and/or Facebook pages to discuss this update and other news.


Tell your Friends
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