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Messages - Darman

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16
As the author of this mappack, let me give a quick statement to avoid any confusion.

It is unfortunate (but was to be expected) that many aspects of this are now broken with the (excellent) recent patch to FH2.

This was created several years ago and I hope it was some fun to the people that enjoyed FH2 in singleplayer. Unfortunatly, due to my private life taking different directions, I can currently and in the forseeable future not work on any patch or update, or conversions for new maps. If anyone else wants to - please go ahead.

17
Singleplayer and Coop / Re: Unbalanced Teams with the Bots
« on: 23-07-2016, 22:07:25 »
There is a maximum of 48 Bots for Team 1 (Axis usually), Team 2 (Allies) has no limit.

It works like this: With a Bot Ratio of 100, the number of Bots set by the slider (48 max in the slider) will be assigned to Team 1, Team 2 will recieve the rest.

The number of Bots you set in the launcher will ignore the slider settings, however the game still assignes the bots to the teams according to the slider settings.

So, to get the right balance of bots and make your matches the most enjoyable, I'd advice to follow my simple guide here:

Co-Op Guide








It is kinda complicated to get the point across on this issue, but I hope I could make it somehow clearer.

18
Hi guys!

I am new here, just wanted to ask - how do I play specific maps on single player which is only available on MP? For ex. Eastern front maps, because on SP they aren't accessible.

Currently the EF Maps have no official bot support. But may I redirect you HERE. Instructions included in the opening post.

19
So just to make sure - you will have to access them like this:

Co-Op Guide








Do not try to play them in singleplayer and make sure to "reselect" Co-op as mode in the Local/Create Screen, as it will always show conquest maps by default.

20
Oh wtf. They are not showing up in the game at all or just in the server rotation or something?

Because the first option would be extremely weird. That should by all means not be the case.

In the second case, again - I have no clue why that would be, I never hosted a permanent server, I don't know what files the server trys to access, I don't understand the infrastructure behind it. If someone could, on a single case of a map - provide a solution blueprint, I would be happy to fix everything to get it working with the servers. Until then, I simply can't take action, because I lack the knowledge.

21
Singleplayer and Coop / Re: How do I make my game do this?
« on: 04-06-2016, 11:06:49 »
i think... maybe if u do all maps in single we will be happy because its boring olny play single with germans, britains, italians, and americans; WE NEED RUSSIANS, FINLADS, AND... CANADIANS in single, if u can do that all the comunity will be happy, if 1 of u read this mi facebook is - Minos Restrepo - And maybe we can talk about this.
Thanks

Your definition of boring might be slightly off, but here you go for additional stuff, including the Eastern Front:
Forgotten Maps SP/COOP
FH2 2.5 New Maps SP/COOP
Btw Canadians are playable on multiple maps by default. Also don't forget the Australians and New Zealanders.

22
Well, good thing the problem is easily fixable.

On the Maps that still crash/don't work:
I have no Idea why Kasserine Pass wouldn't work, maybe you are right and it is a case error.
On Valkenswaard I too experience crashing sometimes, however most of the times it runs fine - I couldn't figure out how to trigger the crash and therefore wasn't able to pinpoint the error yet.
The Reichswald issue again is/was one of double loaded networkables. It should have been resolved however in the current version of the pack. I noticed it myself and fixed it right away iirc. But I'll double check to make sure.
St Mere Eglise was always a troublemaker. I fixed a lot of issues on it recently, but I guess I'll have to look into it some more.

Now on the server topic, just out of curiosity - Are you running rotations of maps with Bots on it? Doesn't that imply that the number of Bots, their accuracy and the team ratio of the Bots is predefined and applied to every map in the same way? In that case I must warn you, most of the maps require very different Bot setups to be enjoyable.
In case you can somehow control these values while the server is running, I would be intrigued to know how.

23
Noted.

However, again - I have no clue why that would be and without any engine-based error messages I don't even have a lead on fixing this, neither do I have the option to test it myself. If you by chance find the roots of the problems or even a solution yourself, please relay them to me, I will then see to it that the files will be updated.

I can just stress once more that for me, 100% of these work on private LAN based dedicated servers every time I host one. But I figure that the framework being used for public hosting is quite different.

24
Sorry dude, I messed my projects up here. The FHT etc incompatibility may of course only occur for my Forgotten Maps, the 2.5 Maps should be safe.

As for figuring out if you are running the latest - again, I am sorry that I didn't mark them in any way yet, I will do it from now on. But really the only thing that was changed in the latest update was the Seelow 16 layer so that should not affect everything.

In addition to what I have already pointed out, as for solving this, try looking for duplicate loading of networkable objects such as vehicles. I must warn you though this also includes parts of vehicles such as tracks/rotors/wheels... I don't want to confuse you but it gets really hairy there and I sincerely hope this is not the troublemaker in the equation.

25
Actually, that doesn't mean something is missing - it means something is being loaded twice, in that case once by the server and once by the client.

Do you run the latest version of the map pack? I ran into these errors after initial release but iirc I fixed all of them, at least for my personal dedicated server launched out of the original game folder it works. Unfortunatly as for advanced Ded Server hosting, my knowledge is very limited, therefore I was never able to test in that framework or release a guide to install it properly.

Currently I am not able to look into this, but if you want to fix this, try toying around with the [mapname]/server.zip/ClientArchives.con and [mapname]/server.zip/ServerArchives.con files. They are most likely responsible.

EDIT: What came to my mind, since the map pack heavily relies on FHT/WaW content - this error may very likely appear if the FHT/762/WaW CMP is installed.

26
I figured it would only be a matter of time until someone would come up with the release-date-stamp issue :) I will keep that in mind for the next update.

The map Malmedy is "Operation Greif" - there is nothing wrong with it.

I'm afraid I'll be of limited assistance for the server-issue. I mostly run local dedicated servers out of the original FH2 mod folder. But in theory it should work.

27
Glad you enjoy it.

Taking Maps directly from FH Tournament Packs as I have done it with several in the past can prove quite complicated, especially with complex new theatres like the Pacific. In addition to that, as I have stated before, the Pacific Maps ported directly from FH 0.7 never really met the quality requirements that I had in mind for a map worth investing time into and many of those were centred around Naval and Aerial combat - a focus you don't want to have for Coop mainly because afaik there is no way of teaching the AI to use a destroyer properly, for example.

However, since the FHT / 762 / WaW Community Map Pack is about to be finished up and released, and it features several remastered Pacific Maps that look promising, I will definitly take a look at it and see wether something can be done. Since a large part of a whole new faction will have to be made AI-compatible though, this may become quite a challenge and definitly takes a lot of time. Time I don't have for at least two months, so this whole issue is scheduled for the (late) summer.

Anyway rest assured that I am always on the lookout for new quality stuff to bring AI support to, and though it has been years since I last participated in an FH campaign, I still check out the Maps they build and play regularly to evaluate wether they might just work with AI on them.

28
Modding / Re: Help on bf2 ai
« on: 16-05-2016, 15:05:55 »
No. You won't have to.

29
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 16-05-2016, 02:05:24 »
I never really looked into ESAI a lot, but in this case, it isn't that simple, I'm afraid. Also the usage of ESAI is no longer advised and can lead to unexpected or undesired outcomes such as crashes, iirc.

I suppose you are referring to my Coop version of Dukla Pass and I suppose you would like the Germans not to be able to recapture a CP once it is lost?
In case yes: This is the wrong topic, but it could be done by configuring the CPs in the GPOs to be only capturable by team 2, the Soviets. Pushmode circle markers will then appear in blue. However there are limitations to what can be done since an AI commander defend-order will stay on a CP once its lost unti the next one in the row comes under enemy pressure ( only then will the AI commander react and give out new orders). So even if the CP is taken, the Germans will move towards it until Soviets threaten the next CP they have to defend. It is worth a try, but the best approach to interesting push matches vs AI is still finding the right balance of numbers for the teams.

30
Sure, override should be safe. Supercharge is not and was never part of this pack, but since when is Supercharge unstable? Didn't play the map in ages. I will have to take a look at it.

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