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16
Quote
......How could I fix this?

You can't. BF2 will not balance more than 96 bots.

Please try to keep this thread on topic, if you have more questions about bot ratios there is already a topic for that, or you are welcome to create a new one.

17
Singleplayer and Coop / Re: Pathway errors on NA maps
« on: 30-01-2012, 04:01:08 »
For sp development I am pretty much it right now. As far as this thread helping me out, here is an idea for you guys and some explanation:

Many of these issues being described are just due to outdated navmeshes needing to be regenerated. That is part of what I am doing these days already.

You need not tell me exact locations on sp maps where bots get stuck. Many existing sp maps are going to undergo changes in layout and flag positions under my hand anyway.

Discuss yourselves which maps have the worst pathfinding problems overall, then make a priority list. That will influence the order in which I generate new navmeshes.

18
Gavrant,

Hi, I am the new FH2 SP dev. Thank you for making fixes and posting them in the tracker. I am actively watching it.

I will have more to say about this soon, but I want you guys to know the following:

1. Any fixes submitted to the tracker started by DJ Barney are candidates for inclusion in the official build

2. If the author of any such fixes wants to see their work in the official build, the fix must be documented. I need to know what was changed, why it was changed, and what, if any, multi player side effects the change may have.

without documentation it is nearly impossible to review material that may otherwise be suitable to go official.

19
Singleplayer and Coop / Re: Coop Singleplayer Ratio Help
« on: 20-01-2012, 22:01:42 »
It is really pretty easy. I will tell you how to do it.

You don't need that code line you mentioned, just remove it.

Now then, set your max bots in AIDefault.ai

Next, start a coop server (if playing by yourself you might need to add the line "sv.numPlayersNeededToStart 1" to gamelogicinit.con)

Pick yer map, and use the slider in the menu to set the bot ratio to 100.

Now adjust the slider for Number of Bots. This is the number of bots that will be assigned to team 1. The remainder from whatever total number of bots you chose in AIDefault.ai will be assigned to team 2.

20
sounds great man. looking forward to it.

21
@Ballard44

I am on the dev team now for sp and will be taking these up to edit the game play and layout.

Thank you for your work and your contribution! I will be looking these over soon.

22
Singleplayer and Coop / Re: AI Battlechatter
« on: 04-12-2011, 02:12:29 »
Look inside menu_server to get started.

Hope you know python though. The AI Comms are python hooked.

23
Singleplayer and Coop / Re: Eppeldorf CTD
« on: 27-11-2011, 02:11:07 »
Happens to me every time. Other maps play fine, and I see nothing obviously wrong with the level's files.

Edit- I finally did a full reinstall of 2.4. The map no longer crashes. Very strange, as my original install was unmodified, but at least everything finally works now.

24
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 27-11-2011, 00:11:33 »
On sprinting bots:

AFAIK a bot's decision to sprint or not isn't under our control. Also, it might not work as well as you would expect.

When bots are walking around they are doing more than it seems - detecting enemies, targeting (this starts before the weapon is drawn, as range and target are considered before weapon choice) , as well as updating the team's common database about the location and nature of enemy units. A bot would not be as efficient at any of these things if it were constantly dashing about.

That is not to say that there are not ways to improve bot performance / survivability. I would like to see changes to the bot "attention spans" (they have them) adjusted with respect to the importance of the target, e.g., a tank should stay in a bot's "memory" longer than an enemy jeep.

Highly structured strategic strength values for all PCOs would also be nice to see in the AI templates.

On bots using that tank mg instead of the main gun: This should not be difficult to fix, I hope someone does.

25
Singleplayer and Coop / Eppeldorf CTD
« on: 26-11-2011, 22:11:38 »
I think this is a very nice map, but I get random CTD when I try and play it. I've already fixed the tweak file for the half track (sdk???_win) that referenced missing ai templates.

CTD in windowed mode, no error. Suspect that it is an AI issue, but was hoping someone could tell me what is wrong before I go through the tweak files of every vehicle in the map.

This map is my next target for the ESAI project, since the Americans are so disadvantaged with lame CO.

So, what's the deal with this one? 

26
Singleplayer and Coop / Re: Tank movement fixing thread
« on: 26-11-2011, 06:11:40 »
Tank movement can be most directly affected by changing the turn radius and max speed values in each vehicle's 'objects.ai' file.

The thing about FH2 armor is that most vehicles need to accelerate slightly to effectively turn, therefore the relationship between turn radius and max speed may not be immediately obvious. By contrast, vanilla bf2 tanks can turn effectively while at a standstill.

27
Singleplayer and Coop / Re: ESAI:FH2 Edition Releases
« on: 26-11-2011, 00:11:07 »
Hello all. No, not yet has there been a new release of ESAI, though fh2 2.4 has long been out.

 After reading some posts around here I'd like to clarify that ESAI does work with Fh2 2.4. This is mostly because it works with anything; it was designed that way.

Most of you will still need the map pack for the maps I wrote custom strategy for.

If you know how to patch zip archives, you can skip the map pack and just get ESAI:FH2 Edition. All the map files for patching come with it. You MUST include both the 'strategies.ai' files as well as the 'StrategicAreas.ai' files in your server zips for the custom strategies to work.

Again: ESAI:FH2 works with FH2 2.4

I'm just now looking at 2.4 and the changes, but a new ESAI:FH2 version is planned for the not so distant future.

28
nope.

Just checked your file Djinn, that isn't my work, or at least it isn't all of it. Not sure what happened there.

The link I just posted above is the correct map, repacked and upped straight from my current fh2 install.

Anyone that wants to try the tweaked Luttich, get the proper I posted.


29
Quote
Op. Luttich - Under ESAI.

Nope. I Just checked the download; that's not my stuff.

Don't bother to download the Alternate Luttich map from gamefront/filefront link, the real deal will be a bfsp direct d/l.

I'll up the proper in a few minutes.


Here: http://www.battlefieldsingleplayer.com/void/fh2/operation_luttich_alternate_sp_version_ESAI_patched.rar

That is full map with the new flags for 64 SP. Map is patched to run ESAI. If you try to use it without installing ESAI:FH2, your game will CTD.



 

30
RE: issue 24 (Crusader incorrectly set as armoured car)

-Found error in the AI Template plugins for all Crusader variants; strength type was incorrect. Patch kit posted on the code page.



RE: issue 12 (Crusader AA and quad .50 dont fire at aircrafts)

- Found incorrect settings for allowedDeviation vs Deviation in weapon ai template for Crusader AA. I need the correct asset name for  "quad .50"; I can't find it. Patch kit available after I know the object name for the quad.
 


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