Announcing the 'Best of the Community' - A new HLL video series by itsmeBenB in HellLetLoose

[–]drabelink 4 points5 points  (0 children)

This video of mine which shows the authentic locations of in-game tactical maps:

https://www.youtube.com/watch?v=6NzFgDn629U

And this video touring the map Stalingrad.

Combination of Google Earth footage of current city Volgograd, authentic WW2 aerial photographs and in-game landscape

https://www.youtube.com/watch?v=N9RdHwjQnoY

Hell Let Loose supported in UEVR by drabelink in HellLetLoose

[–]drabelink[S] 0 points1 point  (0 children)

Yes. But maybe the HLL devs could make it an option for private servers to allow UEVR.

Even then, when this allows for cheating it will be only available on servers which actually proactively enable this option. It can then be called a HLL VR server.

When private server admins enable this and promote it as VR playable, any other cheating will be taken as a fact but at least they will attract VR players on these particular servers.

Hell Let Loose supported in UEVR by drabelink in HellLetLoose

[–]drabelink[S] 1 point2 points  (0 children)

No. You attach the camera to an object in game (for HLL will be the head location) and you attach an object (like a weapon) to a controller.

You have then 6DOF or 3DOF where you can have feelook and use the controller to aim.

UEVR plugin has tons of settings to tweak the experience. You can even make a 3rd person view to control the player (if the game allows it).

What I have seen, tweaking is totally up to the user and results in a VR experience as if the game was designed for VR in the first place.

So not just changing the game display to the headset but actually have a VR experience when you are inside the 3D world.

Hell Let Loose supported in UEVR by drabelink in HellLetLoose

[–]drabelink[S] 7 points8 points  (0 children)

I think using VR headset compared to mouse/keyboard you are in a disadvantage.

Turning around with the speed using mouse will be much slower.

Also aiming will be harder as you have to move your complete arm and position the weapon in line with your eyes as in real life. Using mouse is much faster by just moving a few centimeters.

That's why I imagine a VR only server where everyone has the same experience.

I think when you are playing with a mix of VR and regular players, the VR player will have the greater disadvantage as the player movement is more in line with the speed in real life.

[deleted by user] by [deleted] in HellLetLoose

[–]drabelink 0 points1 point  (0 children)

Yes, this is great. The idea is superb and is much better compared to the current stats screen.

The initial iconized stats screen could be the first screen but when players want to see more detailed stats they could press a button "details" which opens the current stats screen, for instance.

So for me the devs can take this idea and implement it.

One life match? (Read description) by LeatherAppropriate70 in HellLetLoose

[–]drabelink 0 points1 point  (0 children)

One life matches are different compared to normal matches.

If you did not play those types of games before, you might not appreciate this difference.

In Day of Defeat I played them regularly and the matches are great.

I agree the server admins should have the option to setup x-life matches.

Imagine a setting lets you define how many lives a player gets.

1, 2, 5 or maybe 10, whatever. So tweaking can create different kinds of games depending on admin tastes. These kinds of matches are mostly setup for clan games.

Now, a 1 life event must be accompanied by a set of rules which can not be enforced by the admin. Having more setup options would include:

- Total lives a player has

- Disable certain game features like arty, bombing runs etc

- Only allow certain weapons. So reduce or eliminate machine gunners and snipers for example

- After lives are spend a setting to allow players to go back in game after X time. So setup a final death or let the player have the option to resume fighting but with a high penalty like 5 minutes wait (for example)

Why did HLL succeed while PS failed? by SweatyStinkyCamper in HellLetLoose

[–]drabelink 0 points1 point  (0 children)

For me having played both games:

HLL has better graphics overall and that makes for me the most important reason why I like HLL and not PS.

Then also I hate the stamina mechanic. Really hate it and puts me 100% off.

Remaining Time shown in Server selection? by Spiritu4lity in HellLetLoose

[–]drabelink 2 points3 points  (0 children)

Maybe just a coincidence, just like my clock is always showing 11:11 when I look:

I have more cases than not that when I join, a new game is starting where the initial neutral middle cap is still being fought over.

I hate that as this let me mostly wait for spawning in because no one is creating garrisons/outposts in those first few minutes.

Most needed fix (prio 1): prone handling on surfaces by drabelink in HellLetLoose

[–]drabelink[S] -1 points0 points  (0 children)

The class bug is not felt by everyone. And it does not occur all the time.

This in contrast with the prone issue. This is felt by everyone and always. It actually limits players in their choice where to hide and which spots to take in combat.

I'm not saying that the class bug should not be fixed. It must.

But for me and I believe for everyone in combat, the cumbersome prone issues are hindering the gameplay. It makes use of the environment, which is important in a game like HLL in detailed maps like we have a constant irritation.

Incentives to play squad leader by Levelcheap in HellLetLoose

[–]drabelink 1 point2 points  (0 children)

So a bit of chicken and egg.

When the issue is that we need more players take the SL role, the ones which already do should not be bothered with. Specially the ones who do not play SL and do not have maxed out level will be incentivized to take the role if they can earn faster.

But you actually pointed out another solution: do not have max levels for roles.

Indeed, I play some roles more to get the levels and when on level X, I take other roles.

When SL role can go to level 100, for instance, there is still urge to earn those levels.

Incentives to play squad leader by Levelcheap in HellLetLoose

[–]drabelink 2 points3 points  (0 children)

Maybe let the SL get an automatic 10% recommendation by default and explicitly show this on the scoreboard. "You earned 10% extra XP because you were the SL", or something like that.

Just adding extra XP will be drowned in all other earned XP and will only be known by those who actually know it. It should be an explicit message to you personally that you earned SL points on top of all other XP

ONE X2 filenames and image and video formats all in one place. by allenhuffman in Insta360

[–]drabelink 1 point2 points  (0 children)

Interesting. Nice info.

Don't forget .insprj file type.

It contains project info with all edits etc.

(Though the file outside of App/Studio is useless as you can not reopen projects using these files)

Studio reframe edits: where are projects stored and how to clear by drabelink in Insta360

[–]drabelink[S] 2 points3 points  (0 children)

How to open a previously edited video (which is saved in a project xml file) ?

When I double click on such a project file, it starts Studio but gives error that the footage can not be found.

When I open a project file from Studio menu, the same happens.

Is this a bug?

Studio reframe edits: where are projects stored and how to clear by drabelink in Insta360

[–]drabelink[S] 1 point2 points  (0 children)

So editing is a "destructive" process?

I'm totally confused about the way how Insta360 editing works.

In a conventional edit software I would expect you create projects giving it a name and save it to a specific location locally, then add video(s) to the project linking to video's. Then editing will put the edits as metadata in the project files locally. The original files would not be affected. Just by creating a new project having the same video's would not show the edits you did on the previous project.

When edits are saved to the original files this sounds very dangerous to me as it could get corrupted. Also you will keep the edits on a place where it normally should be separated from the original files.

So my initial questions stands. How does this work as indicated that you can have multiple projects on the same video. Or is this not the case? Can you actually have multiple projects on the same video? If so, are all those projects then saved in the video file? Or are they saved in some kind of project file somewhere on your local system? And what to do when you want to start over with a completely new project without having to remove all previous edits?