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RAnDOOm

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  1. The registrations for the next FH2 Campaign will open this Friday, 22nd March https://www.facebook.com/cmpgaming/videos/1821241978349251/
  2.  Join us this day, Friday 22nd March, for the opening of the Forgotten Hope 2 Campaign #15 
  3.  All HQ/CO positions for the next FH2 Campaign have now been filled.  We are ready to open registration next Friday 22nd!
  4. Thank you to the members that have volunteered until now.
  5. Thank you to the members that have volunteered until now.
  6. We are still looking for volunteers for leadership positions. Please check the first post regarding more information.
  7. Thank you to the members below that have donated to CMP this year until now on 6th February 2024 @Quicksilver - € 5 Monthly Donation Unknown - € 20 Donation @Incognito - € 20 Donation @Dani3l - € 10 Monthly Donation Unknown - € 10 Donation Unknown - € 5 Donation @Johonas - € 50 Donation
  8. Preparations have already started to setup the campaign.
  9. The Road to Forgotten Hope 2.64 Compagnons - Part 8 Posted by: Eat Uranium 23.01.2024 12:00 GMT Hello and welcome back to another Forgotten Hope 2 update. We are pleased to announce that version 2.64 Compagnons has now been released and is available to download through the FH2 Launcher. We look forward to seeing you on the servers! 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 Go to Road to Forgotten Hope 2.64 Compagnons - Part 5 Go to Road to Forgotten Hope 2.64 Compagnons - Part 6 Go to Road to Forgotten Hope 2.64 Compagnons - Part 7
  10. The Road to Forgotten Hope 2.64 Compagnons - Part 7 Posted by: Cpt Bocquier and Eat Uranium 22.01.2024 21:00 GMT Hello and welcome back to another Forgotten Hope 2 update. Today we are nearly at the end of this set of Road to news, and as is typical we end on a summary of the new content coming in 2.64 Compagnons, but not before we get one last set of playermodels in. The Tirailleurs Marocains were formed from auxiliary troops that had been formed in 1912 after the establishment of the French protectorate of Morocco. Their regular infantry units composed between 70 to 75% Moroccan soldiers. The various regiments would acquire some fame for their actions in the First World War and would also take part in various operations in the interwar period: the occupation of Rhenania, the Rif War and peace operations in Syria and Lebanon. In 1940, 1er Régiment de Tirailleurs Marocains fought at Gembloux and was caught in the Lille pocket, helping delay German forces from destroying the Dunkirk pocket. Reconstituted in June 1940, it would be a part of the Armée d'Armistice and fought against the Allied intervention in Syria and resisted the Allied landings during Operation Torch at Port-Lyautey. After the rearmament of the French forces in North Africa by the Allies, it would liberate Corsica in September 1943, breakthrough the Gustav Line in Italy then would join the fight in Alsace in late 1944 before taking part in the encirclement of the Black Forest and the campaign for Austria in 1945. Our RTM playermodels were made by CptBocquier, from our US playermodels made by Remdul, with accessories by Harmonikater and heads by DICE. Finally today, we'd like to list some of the changes coming in Compagnons: 6 New playermodels and playermodel textures: French Colonial Soldiers 1942 Free French North African Soldiers 1942 Tirailleurs Marocains 1944 Zouaves 1944 Polish Forces in the West 1944 Tropical Fallschirmjägers 1942 2 New maps: La Hardt Forest Medjez el Bab 10 New weapons, including: Beretta 38/42 MG 34/41 RG-42 Grenade Coupe-Coupe M1921 Thompson 5 New vehicles: M4A2 Sherman Panzer I Ausf.B Panzerjäger I 7.5 cm PaK 97/38 7.5 cm FK 231(f) Reworked weapons and vehicles, including: G41(W) revised bakelite handguard and bayonet M1 Garand ironsight adjustment knob reworked to correct wartime version M9 Bazooka added the shoulder rest New Finnish textures for the 122/H38 and 45 PstK/37 Many further changes, including: New high quality reticules for vehicles, snipers and binoculars Adjustable sniper scope ranging Leaning New first and third person animations for several handweapons Various code fixes and updates to solved problems and crashes A more comprehensive list of changes can be seen in the Compagnons 2.64 Changelog. 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 Go to Road to Forgotten Hope 2.64 Compagnons - Part 5 Go to Road to Forgotten Hope 2.64 Compagnons - Part 6
  11. The Road to Forgotten Hope 2.64 Compagnons - Part 6 Posted by: Eat Uranium 21.01.2024 19:00 GMT Hello and welcome back to another Forgotten Hope 2 update. Today we are showing off our M4A2 Sherman for the French on La Hardt Forest as well as another asset that has received the proper Finnish paintjob. The M4A2 Medium Tank is the variant of the Sherman that uses the GM 6046 twin diesel engine. The first of the welded hull Shermans to see service, they were mostly shipped to the Allies with only the US Marine Corps using them domestically. They would mostly see service with the British as the Sherman III, and being diesel were the preferred Sherman variant to be sent to the Soviet Union. Ours is one of the original models, produced with a 57 degree sloped frontal glacis and smaller hatches. Many of the Shermans in use with the French forces were of this type. Our M4A2 has been made by Matt Baker, who modified our M4A4 model that was made by Omni and Toddel. The Finns would capture many Soviet 45 mm anti-tank guns during the Winter and Continuation Wars. At the peak during 1942 and 1943 they had 670 in service split between various models. What they called the 45 PstK/37 was actually a subset of what the Soviets called the 45 mm Model 1937, with several other designations given to separate out guns with non-interchangeable parts. Kraetzer has painted Toddel's 45 mm gun into the Finnish tricolour camouflage. Finally today we have a compilation of 2.63 gameplay from Slayer, as well as 2 devblogs posted yesterday by Matt Baker and Ts4EVER. 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 Go to Road to Forgotten Hope 2.64 Compagnons - Part 5
  12. 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
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