RS Possibility: Drivable Ha-Go

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nymets1104

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Just talked to Yoshiro, I sent him another PM, from what it looks like so far, they decided based on how it played out on Peleliu to not complete it as they had other priorities. Which makes sense if you're in the middle of making a game and completing it. I'd much rather have a complete RS than have a half complete one with a tank.
I've helped Random with the map he's modified to include tanks, providing him with advice and solutions. I'll brew it and build it for him later today. I'll see if we can get it up on our server for testing, no guarantees on that just yet. I still have to talk to our Server Admin & we're still working out some kinks in the server itself.

So this was all done within the map file only? No changes to the game code?
 
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Yup. Literally all you have to do is make a tank spawn point and add it to the list of roles. Anyone can do it.

However, we will need to modify the code eventually to make some fine tuning.

Speaking of which I still haven't located any decent tutorials on .uc compiling OR map brewing. Why are they so difficult to find?
 
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Beskar Mando

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So this was all done within the map file only? No changes to the game code?

Yep, Like Random said it's all there, although a majority of it is placeholders, none the less it won't unrank our server nor does it require a whitelist.
I believe there is no current tank crew member roles, which is something we will have to get approved, as well as tweaking things, and replacing the placeholders.
With my help Random added a bunch of Type 3 Heat Grenades, I'll talk to someone today about getting it up.
It still needs a lot of work, but it's possible. Right now we really just need a map to test it on and see how it works, and take some notes on what we could add/improve or remove.
 
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nymets1104

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Yep, Like Random said it's all there, although a majority of it is placeholders, none the less it won't unrank our server nor does it require a whitelist.
I believe there is no current tank crew member roles, which is something we will have to get approved, as well as tweaking things, and replacing the placeholders.
With my help Random added a bunch of Type 3 Heat Grenades, I'll talk to someone today about getting it up.
It still needs a lot of work, but it's possible. Right now we really just need a map to test it on and see how it works, and take some notes on what we could add/improve or remove.

If it is this simple, I may be able to just add the Ha-Go to my Tank Gunnery Map? Then you can play around with all you want.
 

Beskar Mando

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So I've talked to Yoshiro, and from what he said, TWI felt that it didn't fit in the game play. I've tested the tank out, and I'm afraid to say this, I agree with them. It definitely doesn't work out on peleliu. I wouldn't mind having APCs or landing craft, but it just doesn't seem to work in the environment we're given.
 
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You're completely correct actually, it does feel sort of janky, and it even makes gameplay harder.

But that's only on Peleliu, on defense. What about on attack? What about other maps?

Even if we feel it doesn't work on any map or on any gamemode, that's still no reason to drop it completely.
Maybe to us it's terrible, but to some people it'll be the best thing ever.
 
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nymets1104

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You're completely correct actually, it does feel sort of janky, and it even makes gameplay harder.

But that's only on Peleliu, on defense. What about on attack? What about other maps?

Even if we feel it doesn't work on any map or on any gamemode, that's still no reason to drop it completely.
Maybe to us it's terrible, but to some people it'll be the best thing ever.

Certainly don't drop it, but a tank map needs to be planned that way from the start. It would be awkward and difficult to simply insert a tank into gameplay. If you can get a mapper to implement your accomplishments this far, then you could have more fun with the tank.

I will add it to TankGunnery along with a couple other improvements soon though.
 

Beskar Mando

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Certainly don't drop it, but a tank map needs to be planned that way from the start. It would be awkward and difficult to simply insert a tank into gameplay. If you can get a mapper to implement your accomplishments this far, then you could have more fun with the tank.

Done, I'm working on a map on the Makin Atoll, currently making two versions of it, one for private use for the 2RB (Non-conventional Map, not like a regular TE map), and playable public release, which will vary physically and also in the aspect of gameplay. (It won't have all the surprises I've made. :p) It honestly should work fine on Makin. There's another battle that I can't remember but the Japanese were able to amass over 100 tanks, light tanks that is. For a counterattack.
 

Beskar Mando

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If I remember right, there were two confirmed Ha-Go's on Butaritari in '43, though they weren't actually used in combat. Curious to see your version, as I had started the map once myself.

[url]http://forums.tripwireinteractive.com/showthread.php?t=93666[/URL]

Yeah, I know that, but creativity, and ideas eh?
What happened exactly? seems like it was going well!
In fact it looks like your terrain was more accurate than mine...
Though I was mainly using it as something to base an environment off of, in fact I'm working on that exact same stretch of the atoll, although there's not much in terms of documentation of the island & the battle( I did a lot of research), certainly not detailed to the point like Guadalcanal.
If you happened to have those files could I take a look at them?
I kinda have some messed up parts and it won't be the true Makin, I gave up on that awhile back, later I'll see if I can find some screenshots. I'm more of fledgling when it comes to actually making a map the first one I made was poorly optimized, I haven't made an actual successful map despite the 250+ hours in the SDK....:(

On a different note I got a hold of some ultra high poly models of some tanks, there's an old thread I can't find it now. But the guy who made it wanted to implement more vehicles into RO2 and was offering free high poly models that he said people could base off of. I managed to get a hold of him after about a month and a half, so I'll see how it goes, I haven't heard back from him for a day or two, but considering how patient I've been, it'll be worth it.
 
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Twrecks

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I'll try digging up some stuff, been awhile. Most was deleted to free up HD space :(

Main problem was optimization. Butaritari averages 6ft (2m) above sea level. Draw distances were huge (even at half scale), as a result FPS suffered. A friend was supposed to help skinning and modelling the custom assets to make the dead line, turned out he was not up to the task. In addition, to finish this map, I really needed some smoke barriers to break up the draw calls and some Massive LOD for large groups of palms. Given more time I prolly would have given it a go, since it was intended for the RS mapping comp, abandoned the project as entries closed.

As far as mapping goes, I enjoy the terrain making phase more than any other. So usually spend too much time there and lose interest once I start to place meshes.
 
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Beskar Mando

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I'll try digging up some stuff, been awhile. Most was deleted to free up HD space :(

Main problem was optimization. Butaritari averages 6ft (2m) above sea level. Draw distances were huge (even at half scale), as a result FPS suffered. A friend was supposed to help skinning and modelling the custom assets to make the dead line, turned out he was not up to the task. In addition, to finish this map, I really needed some smoke barriers to break up the draw calls and some Massive LOD for large groups of palms. Given more time I prolly would have given it a go, since it was intended for the RS mapping comp, abandoned the project as entries closed.

As far as mapping goes, I enjoy the terrain making phase more than any other. So usually spend too much time there and lose interest once I start to place meshes.
Hahaha! Me too! I dislike that part, I love the ability to create something that comes to life. I ended up basing mine off butaritari, although I could easily remake it into butaritari. One thing I probably should do is finalize terrain and caps before I add SM's and such... :rolleyes: whenever I map.
 

Scum82

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I'll probably start working on modifying and creating a tank crewman class & the Anti-tank class - (maybe add a Pzb AT rifle for now?)
I'd say do that, just to check to see if the tanks individual areas / hitboxes react correctly being hit. AT grenades tend to just make it go boom.
...that is if they need testing.
 

Beskar Mando

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I'd say do that, just to check to see if the tanks individual areas / hitboxes react correctly being hit. AT grenades tend to just make it go boom.
...that is if they need testing.

We probably won't need hit boxes if we get a bazooka, the light tank is dead if it gets hit, I'm just pondering at the moment, I highly doubt we'll make an american AT rifle. In fact I doubt it even has hit boxes, there wasn't need for any in testing so, I don't see why there would be...
Rough hand sketch of entire atoll
http://imgur.com/yk7UcUy
Old screenshot of alpha terrain ( I added several more terrains)
http://i.imgur.com/xO40WeO.jpg
Prime example of how to hide a bunker
http://i.imgur.com/G5S775Z.jpg
Various Screenshots of Makin (again these are fairly old...I uploaded one of them recently)
http://imgur.com/Z76h4sW,67LvSKc,aeDG0vs,jZ4uTuE,zNQKSh7,zVEkwUl,kZMRuAH,omdVFqH
http://imgur.com/WOXVIGt,OJm0o35,O5MY8Ek,baKQnBc,KdtkBcP,z85f4fa,0c5vsYx

Oh and I managed to dig up an old old screenshot from months ago of my poorly optimized map...
https://www.dropbox.com/s/nzyxzpbgunelufx/Hill.jpg?dl=0
https://www.dropbox.com/s/4slrcl1ujbo6ge2/Overview.jpg?dl=0
 
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Twrecks

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American's were using the British Boys Anti-tank rifle prior to the bazooka. IMO, it would be easier to implement as it would basically be a weapon swap with the existing AT rifles. Though animations may not line up perfectly...
 

mrsirr

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Apr 12, 2013
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Over here, no not there, here.
Yeah Bazooka would probably behave like AT grenades (I mean, it does fire an AT grenade) So it'd pretty much be ohk most of the time, and it'd largely be HP based.
I hadn't considered the Boys though, and it was more down to the Type 95's level. Off the top of my head I believe it would penetrate somewhere around 23ish mm on average (dunno what kind of steel that was though)
Though I think it had tungsten ammo that helped but I don't think they ever issued that stuff
INB4 AZZ says something about tungsten Boys ATR for Axis.
 
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