Jump to content

Zeno965

Moderator
  • Content count

    770
  • Joined

  • Last visited

2 Followers

About Zeno965

  • Rank
    Company XO

Profile Information

  • Gender
    Not Telling
  • Location
    Living with the Trolls

Recent Profile Visitors

984 profile views
  1. [WIP] Invasion of Uskedalen [Vanilla]

    i will experiment more with volumetric fog in the next week, will probably look alot better
  2. [WIP] Invasion of Uskedalen [Vanilla]

    the fogs start about the same distance as my big trees start to cull (dissapear). So while it doesnt do anything on performance, it does make the "far distance"terrain and background look alot nicer. Also its a pretty realistic setup for a foggy day here in the West coast
  3. [WIP] Invasion of Uskedalen [Vanilla]

    Work done on the harbour area today
  4. [3D] Unity Photogrammetry Workflow

    Awsome stuff! Will definitly have a look at this for my uskedalen map
  5. Would love to talk more about what type of mod the community is looking forward to the most! (Feel free to suggest alternatives that ive might have missed)
  6. Name Invasion of Uskedalen Location Westcoast, Norway Size 6x6 kilometer Teams US Marines vs Russia Gameplay Large Scale Amphibious Invasion Download link [Unreleased] Description Set in the rugged terrain of western Norway, at the enterance of the massive Hardangerfjord, the USMC is staging a counterattack by the sea, seeking to gain a foothold in the Norwegian theatre. This location features several islands, that will have to be captured before safely attacking the mainland beyond. The main combat area will be centered around the small coastal village of Uskedal, and the large island named Skorpo, with ample oppertunities for flanking via surrounding farmsteads and islands. Overview Screenshots/Media
  7. Command and Conquer Mod?

    @gamemasterme would you be willing to work on a project like this yourself or just telling other people to do it for you?
  8. Squad Masters World Championship

    definitivt med! (om eg har fri fra jobb vertfall), skal spør litt rundt å sjekke med folk ingame og
  9. Oversettelser

    Hei, tenkte det ville være greit å spørre der om hva dere foretrekker av oversettelser på det skandinaviske subforumet. hvordan synes dere den beste måten vil være angående overskrifter etc.. Sålangt har eg bare oversatt til Norsk, men kan sikkert gjøre en mix om det passer bedre for folk (om så, kan folk skrive her hvilken ord de ikke forstår i det som er allerede oversatt til nå)
  10. Suggests making a PR mod for squad, but forgets to include anything that makes PR into PR
  11. Squad leaders with no idea what they're doing

    Quoted for truth.
  12. Basicly the treaty only covers pressure detonated AP mines, which is why Command detonated mines like the claymore is still common in western armies
  13. 1997, and they won the Nobel Peace Price for it. Countries that have signed the Treaty: plus: "The treaty covers only anti-personnel mines; it does not address mixed mines, anti-tank mines, remote-controlled claymore mines, anti-handling devices (booby traps), and other "static" explosive devices."
  14. Throwing out some questions here that i have been wondering about for some time regarding the future development of vehicles and how the AT balance will play out. 1: Will APCs and IFVs get an armor reduction when heavier vehicles makes it into the game? At the moment my feelings about the vehicle combat is pretty mixed. The vehicles feels great to drive and it really improves the meta gameplay, but a BTR (and Stryker) taking 4 rockets to kill feels extremely arcady and silly in many ways. (BTR has shitty armor IRL and yet its almost considered a tank by many ingame). 2: Will HEAT rockets doing significant damage from near misses be removed? 3: What kind of depth are planned into the future armor system? ERA Tiles, countermeasures, Ricochets, Tandem warheads, top attack etc.. what is the vision on how deep this will be developed? 4: What is the logic behind the current burning system/function, and will it change(if so, in what way)? It seems extremely random, gives little indication on vehicle health and is visually very confusing, as it looks like its 10sec from turning into charcoal, but still at 90% health. Would it maybe make more sense to have different scales of fire, and a fire suppression system also (this is more of a suggestion, but to have a button that enables the fire supression system and then would have to be reloaded at repairstation, similar to the way War thunder uses fire in vehicles) (also the fire that starts when vehicles flip over lasts for over 5 min sometimes, and does almost no damage to the vehicle)
×