Operation: Harsh Doorstop

Operation: Harsh Doorstop

Casualfield
104 Comments
SteemKenny  [author] 20 Jun @ 10:55am 
@IM_NoobPLS teach me .. yeah that's the problem you are too brutal lol

OK think some code was tripping out that shouldn't in Single Player. Please try new release r53 - see how you get on.
IM_NoobPLS teach me 19 Jun @ 10:38am 
@SteemKenny
Yeaaaaaaaaaah

so, that's the problem?
SteemKenny  [author] 17 Jun @ 1:58pm 
@IM_NoobPLS teach me .. it's possible you triggered a lock-out. Were you doing a lot of kills in a short space of time? (It's a serious question)
IM_NoobPLS teach me 16 Jun @ 9:39am 
There's a problem for singleplayer. At random times, my weapon would randomly stop firing, even if there's still a good half of ammo in the gun. Is there a way to solve this?
UrbanDeHuman 5 Mar @ 5:12am 
@SteemKenny I mean for Singleplayer, yeah
SteemKenny  [author] 5 Mar @ 4:54am 
@UrbanDeHuman There are still some serious incompatibilities with the latest OHD release, hence why the mod was originally withdrawn. It is back up, but problems persist and server crashes. Please use at your own risk!

re: captured flags spawn, do you mean for SinglePlayer or Multiplayer? I know this is currently under discussion. Of course for MP this would be up to their discretion anyway.
UrbanDeHuman 4 Mar @ 2:47pm 
Was afraid that I forgot how the mod is called as I couldn't find it on the workshop, but I guess it was just privated :D

Can you please add an option to be able to spawn on captured flags, just like it was before the 0.14.0 OHD update? I really don't find it fun that I have to traverse the entire map (and 0.14.0 did deliver some large-scale maps) after dying just so I could return to the action faster. I know that squad spawns exist, but there can be moments where the entire squad can be eliminated, so it will only allow you to spawn at the beginning.
SteemKenny  [author] 8 Jan @ 12:14am 
@zieraQ I'm afraid you are probably right. As optimised as the mod code is now, Unreal Blueprints will always take a toll on lower spec machines especially. C++ isn't allowed for mods.
zieraQ 5 Jan @ 9:25pm 
Thanks for this mod, it makes the game playable to me. However i do suffer performance decrease like others mentioned. I think it's not because any game card is unable to handle it, it's just the map or other UI asset is not optimized to run while it was displayed during active playthrough. In default while the map is opened the player would be stationary & never experience performance drop (probably) happened in the background but with this mod, it amplify the problem. I don't know if my assumptions is correct, just sharing my thoughts.
eisen 29 Dec, 2024 @ 10:57pm 
any way you could include a config option to disable hit markers, but keep the sound?
Bang-Bang! 15 Dec, 2024 @ 5:45pm 
MissNurseXochi: I think you dont understand, your card was not very good on the day of release and was not intended for demanding games. People don't have to play on this mod either, if
someone's card is too weak.
MissNurseXochi 15 Dec, 2024 @ 10:58am 
Running with framedrops to less than 30 FPS on GTX 1050 (or similar performance hardware, like on handheld PCs) is not performing "very well". A locked 60 should be the minimum.

People can turn down their settings (if they feel like they're at a disadvantage), but they can't always afford to turn them up, especially on older/weaker hardware.
SteemKenny  [author] 15 Dec, 2024 @ 2:47am 
@MissNurseXochi I am not going to dispute your comment. However, I am afraid we have to have a reasonably level playing field and we have found that people having all graphical settings on "LOW" are getting a huge game play advantage of those running on our minimum settings.

We have tested the game on graphics cards that are 8-10 years old and the game is still running very well. I am afraid there has to be some cut-off point, and having forest levels with virtually no forest is as you'd appreciate, a pointless experience.
MissNurseXochi 13 Dec, 2024 @ 8:04am 
Note for anyone with an older/weaker PC, this mod will be unplayable on your device due to demanding graphics settings that cannot be disabled.
SteemKenny  [author] 9 Dec, 2024 @ 12:24pm 
@Gatostao Thanks for leaving the comment. Appreciated!
Gatostao 6 Dec, 2024 @ 12:37pm 
Just came here to say... Fantastic work, SteemKenny!! :steamthumbsup:
SteemKenny  [author] 24 Aug, 2024 @ 5:50am 
@BLACKNIGHT I think there are already mods that provide this, I maybe combine in the future!
BLACKNIGHT 6 Aug, 2024 @ 6:31pm 
Maybe one day u can make a Hardcorefield mod for realistic damage.
SteemKenny  [author] 15 Jul, 2024 @ 2:52pm 
@f I understand. Keep coming back, we are improving it all the time.
foreskinageplayer2222 13 Jul, 2024 @ 4:22am 
Tried OHD on launch for like half an hour and haven't played since, but seeing this mod, it might bring me back :)
SteemKenny  [author] 12 Jul, 2024 @ 10:01am 
@Accessible-posse .. Thanks!
S4WEPELA 9 Jul, 2024 @ 6:56am 
nice
SteemKenny  [author] 8 Jul, 2024 @ 3:57am 
@Captainrex296 I totally agree! I hope that a lot of players might start with this mod, then after a bit feel more comfortable moving into the Vanailla version of OHD. Part of the idea is to give people a quicker path into the game, more UI etc. a helping hand if you like.
Captainrex296 7 Jul, 2024 @ 7:13pm 
i wouldn't like this if this is what the game was. but since this is a mod it nice to have when you want something different
SteemKenny  [author] 6 Jul, 2024 @ 8:17am 
@shadowjaxx974 Sorry to hear your problems. This is usually a system issue, the mod doesn't require much over the standard OHD specifications. Maybe the OHD log files on your system will contain clues. Update your GFX drivers etc. Possibly you need more system memory. Sorry I can be of more help!
SteemKenny  [author] 6 Jul, 2024 @ 8:15am 
@SilentRunner After the next release (r5) there will be still plenty that can be done, I'll take stock of the feature requests and formulate a road-map.
[FRD]Shadowjaxx974 6 Jul, 2024 @ 5:38am 
i would have liked to play this game mode but everytime i launch it the game crash:steamsad:
SilentRunner 2 Jul, 2024 @ 11:24am 
This mod is exactly what this game needed something more casual, great work on the mod and getting featured on TactiGamer. Is there a roadmap for this mod?
SteemKenny  [author] 29 Jun, 2024 @ 1:32am 
@Ballchillinger Thanks!
Ballchillinger 24 Jun, 2024 @ 11:09am 
holy crap dope dude
SteemKenny  [author] 22 Jun, 2024 @ 10:53am 
@Płachol[PL] Glad you like it! It's all about if *you* enjoy after all. :steamthumbsup:
SteemKenny  [author] 22 Jun, 2024 @ 10:52am 
@m3nda You can only bend a platform so much. Making a battle royale game out of OHD is probably a hard task. Nothing learnt with OHD SDK is lost however, 95% is just learning UE4.
m3nda 20 Jun, 2024 @ 6:01am 
@SteemKenny, all your comments resume very well why I dont really play this game :-( and i am not even willing to learn to create a battle rotaye game on top of it. Got some unreal lessons and saw that without core changes I can do nothing.
Płachol[PL] 20 Jun, 2024 @ 4:39am 
BEST OHD MOD. Playing everyday and I got best OHD exprience so far. Kudos to this mod !:)
SteemKenny  [author] 13 Jun, 2024 @ 1:20am 
@wng_kingsley No offence taken. Some comment is person opinion, but some comment is just absolute fact. The player movement over terrain/walls/objects and attempting to get into windows etc. is something that frustrates most players, myself included, every game we play. I appreciate from a developers point of view that this is a very hard area to get right, but it is possibly the biggest issue detracting with OHD infantry play at the moment. It will have to be addressed one way or another I feel - there are no grounds to defend, apart from the complexity of the task. Even Arma have sorted it [mostly] these days with Reforger.

I really think OHD multiplayer would benefit significantly with a set of [at least] US/EU official servers. Ideally a non-profit community organisation would crowdfund/Patreon/etc. to run these. The initial experience of a new OHD MP player would then not suffer from the multitude of issues caused by playing on a high ping server.
wng_kingsley 12 Jun, 2024 @ 2:39pm 
Thanks for the reply @SteemKenny, it's been interesting reading your comments. Sorry to sound impolite and swear by the end of the clip, my only intention was to highlight within the playable vanilla game (partially your mod to an extent) jumping without clipping your legs against a wall is super inconsistent in the way one can 'actually' transverse over a obstacle. I've spent probably too many hours trying to recreate 'perfect' through window running jumps or breaking the movement to get to places which aren't feasible.

On the subject of ping/packet loss...yeah. being based in the UK, my ping to most playable EU/NA servers isn't bad but has some wild inconsistencies and likewise for how the server's both register, receive and send the packets is problematic in its own right. All in all, it's been enjoyable to play your mod with space jumps imo.
SteemKenny  [author] 10 Jun, 2024 @ 2:30am 
@wng_kingsley Thank you for your comment/clip. I have thought of a way that might synchronise the kill confirmation better with the killed player entering ragdoll. This might allow the process to look less janky on high ping servers.
SteemKenny  [author] 9 Jun, 2024 @ 1:13am 
@wng_kingsley With regards to your comment at the end of the clip. The Casualfield MOD is 90% front-end/HUD with a few game additions like Squad Spawn/Revive. The movement system of the player, especially vaulting/climbing may be frustrating (certainly when compared with games such as Arma Reforger/BF2042/COD) and I appreciate this. However, this MOD does not seek to address any movement issues of OHD as this is something the core OHD game will need to improve.
SteemKenny  [author] 9 Jun, 2024 @ 1:13am 
@wng_kingsley What you are seeing there, looks to me very like the effects of playing on a high-ping server, possibly combined with packet loss. Anything above 40 ping is not ideal for multiplayer, most of the EU BF5 servers (the last time you could actually select a server in BF- were not more than 40 ping). Unfortunately, OHD does not have official regional servers - so most people playing OHD multiplayer are playing on a small set of servers outside of their region, and their experience will likely be poor.
SteemKenny  [author] 9 Jun, 2024 @ 1:13am 
@wng_kingsley The kill notification is raised from the server when the player's health reaches zero. At this point a kill is registered (same as Battlefield), the attacked player on remote clients is then told by the server to enter "downed" state (i.e. enter rag-doll, but not die). The attacked player is only technically dead (and a death registered) once they are not revived or if they choose to suicide. So in your clip, the player is not actually dead until ~45 seconds after he is downed (or before 45 seconds if he gives up).
wng_kingsley 8 Jun, 2024 @ 8:17pm 
Howdy, I'm just curious but how does your mod work if a kill notification is displayed before the player's death technically occurs after they have done the rag-doll animation?
https://clips.twitch.tv/EmpathicDeliciousTeaItsBoshyTime-z7iVDa4okoZqcuaH
SteemKenny  [author] 2 Jun, 2024 @ 11:05am 
@Alexey.Kolosov.2512 If your issue was related to invalid level protection zone in say, for example, in the castle area - on the map in question. This was a bounds bug that I've fixed for the next release.
SteemKenny  [author] 2 Jun, 2024 @ 7:17am 
@Chivas_Regal_Snow_Cone & @m3nda thank you for the suggestions. I think bots should know their place and just come and revive you no matter the danger! Will keep in mind for when hopefully we can implement this.
Chivas Regal Snow Cone 31 May, 2024 @ 2:12pm 
I'd say the bots in your squad should make you priority number 1 to get you. other bots maybe when it's clear.
m3nda 31 May, 2024 @ 10:32am 
Aside of that,a commander than can say "help", so every bot will try to help you "following your other rules".
m3nda 31 May, 2024 @ 10:31am 
@SteemKenny, go no matter what, unless someone is shooting you :) actively. 1 shot is ignored, 3 shots is a threat. If the bot is your slave, then no matter what you want 10 bots trying to rescue you :-)
SteemKenny  [author] 31 May, 2024 @ 8:16am 
@Chivas_Regal_Snow_Cone I have been thinking about this, looking at the available AI this is a possibility but probably beyond the scope of the mod at the moment. It really depends how "smart" you want the revive to be. Does the bot just go for the player and try and revive no matter the situation or does it take more into account? But in answer to your question core, yes the AI would be "able" to do it!
Chivas Regal Snow Cone 29 May, 2024 @ 1:35pm 
in the future will the AI be able to revive the player?
SteemKenny  [author] 28 May, 2024 @ 5:45am 
@Alexey.Kolosov.2512 Ah yes .. I can see how this could be an issue with maps such as Monte Cassino. I will provide a toggle. Ideally protection, capture zones etc. will support more complex volumes in the future with the base game. If not I will see if we can add such entities onto existing maps.
Alex25K12 25 May, 2024 @ 10:36am 
Monte cassino
Problème avec le système de protection des points de capture inaccessibles

Проблема с системой защиты недоступных точек захвата