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Messages - jrivett

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1
Darman: thanks for your continued efforts on this. I'll be looking at your coop fixes for the newer maps over the next few days.

Question: what about coop fixes for all the other standard FH2 maps? Most of the standard FH2 maps had coop fixes at some point, but are those fixes now included in the vanilla FH2 download?

2
It looks like you're trying to make the FH2 launcher (which is a Windows application) work with a Mac install of ReviveBF2. That won't work. Try installing the Windows version of ReviveBF2. Get it running with WINE (hopefully) and then install FH2, which will hopefully find the BF2 (ReviveBF2) install. If the FH2 install works, try running the FH2 launcher. A better bet would be to run a Windows virtual machine using software like Parallels.

3
I'll definitely post more details if I discover anything more about the problem maps. Kasserine in particular is likely a case issue and therefore easy to solve once the problem file or folder is located.

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.
Yes, the team ratio is currently 1:1 for all maps in the rotation. We're still evaluating all the new maps, but plan to set up two new map rotations once testing is complete. One rotation where humans all play as Allies, and another where humans all play as Axis. In each case, the human team has half or even fewer the number of soldiers as the other team. Usually (but not necessarily), the human side is on the attack.

4
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.
UPDATE: A friend noticed that the 'info' subdirectory of the maps that fail to appear on the map list uses mixed case. The name of the folder is 'Info' instead of 'info'. Also the 'desc' file was mixed case for several of these maps. I renamed all of the affected files and folders and restarted the server, and now they almost all appear on the map list. Testing shows that most of them play fine as well. Why is case an issue? Because I'm running a Linux server, and on Linux, the case of files and folder names matters. 'Info' is not equivalent to 'info' like it is on Windows.

Here's the current list:
FORGOTTEN MAPS THAT DON'T WORK:
- kasserine pass: "Unable to add Map "Kasserine Pass" because it does NOT Exist in the Mod "fh2""
   - presumably there's still a file or folder name with mixed case causing problems
- ste mere eglise CRASHES SERVER AFTER A FEW seconds
- valkenswaard CRASHES SERVER AFTER A FEW MINUTES
- reichswald CLIENT CRASH AT VERIFY/JOIN GAME

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.
I don't think it's really that different. Server packages for mods are just the levels folders, minus any client files, and any required mod-global files, again minus any client files. Of course FH2 is special in that it also includes its own executables.

5
Okay, for what it's worth, here are the results of my testing these maps on my public dedicated FH2 2.51 server.

X = problems; unless otherwise noted, these maps don't even show up in the server map list.
- AFRIKA
   X beda fomm
   X kasserine pass
   - operation_aberdeen
   - siege_of_tobruk_night_v3
   - mersa_macoop
   - el_agheila
   - sidi_muftah
   - fort_capuzzo
- FRANCE
   - argentan
   X bloody gulch
   - carentan
   X juin 44
   X longues sur mer
   X ste mere eglise CRASHES SERVER AFTER A FEW SECONDS
   X valkenswaard
WINTER
   - advance_on_foy
   - malmedy/greif
   - op_nordwind
   X orscholtz switch
   X reichswald

That's not bad, though: 11 of the 20 maps work fine on a dedicated server.

6
I just realized that I do in fact have some FHT stuff installed on both the server and client, in that I have installed the Forgotten Maps collection. So for example I have the mods/fh2/fht folder on both server and client. Are those maps and related FHT stuff incompatible with this Coop Map Pack?

7
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.
Interesting. Looking at the server versions of other FH2 maps, they seem to be just stripped down versions of the client files. Basically, instead of having both client.zip and server.zip, there's only server.zip. I tried removing all the client related files for one of the maps but it didn't help.

Do you run the latest version of the map pack?
I think so. I downloaded the pack around the time you last updated it on May 13, and the same files are on the server as are on my client. But how can I tell from looking at the files whether they are current? I don't really want to download them all again just to find that they are identical.

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.
I don't think there's much difference between running a dedicated server from a client folder and running a dedicated server from a separate, non-client install. Hopefully someone who understands these things better will see this and provide some clues. I do know that server installs are lighter, as they don't include any client files (mod-global and map-specific), but that's about all I know for sure.

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.
Okay, I'll poke around in those files. I also plan to compare the working map (Pegasus Coop) with the non-working ones to see if that reveals anything.

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.
Nope, that's not it. None of those things are installed on my client or server.

8
I run a dedicated FH2 2.51 coop server ([JDR] FH2 2.51 COOP). I added all five of these maps to the server, and while they don't cause any problems for the server, when clients connect, they get to where the JOIN button appears, then see this error message:
Code: [Select]
'Debug assertion failed! Text: Networkable already added to network manager, netId=0'
All but Pegasus Coop produce this client crash on connecting. Pegasus seems to work just fine. Since the other four maps presumably include Russian weapons, I'm assuming something is missing on the server.

I didn't see any instructions for installing these maps on a dedicated server, so I basically just copied all the new level folders and the mods\fh2\EF_Coop_Fix folder to the server.

Is anyone else even trying this? If so, has anyone had any luck with it?

9
Just a little heads up, minor update today that affects all packs, mostly concerning the cosmetics.
For those who care about this stuff, you'll have to redownload. Sorry. But it had to be done.
Thanks hugely for doing this work. I'm now running the maps on my dedicated coop server '[JDR] FH2 2.51 COOP':
http://www.gametracker.com/server_info/jrc-core.com:16567/

If I notice any problems, I'll post them here.

One thing: is there any chance you could add a text file somewhere that indicates the date of the version installed? Without this I can never be sure what version I'm running. For example, I know that the latest version at this point was updated on May 13, but what version do I have installed? I downloaded the files on May 13, the same day you last updated them. Did I get the most recent ones or not? I'd like to avoid downloading the files again, just to be sure I have the latest version.

Sorry, one more thing: are there any special instructions for installing the maps on a dedicated server? I just copied all the new level files and the three new folders in the mods/fh2 folder to the server, and of course added the maps to the map list. I haven't tested them fully, but they are basically working. It's just that I'd like to be sure that I haven't left out any steps.

Okay, this is weird: the Malmedy map appears as Operation Greif in some BF2 server managers and status displays.

10
Introduced new "AI push mode" on 18 maps to prevent sneaky humans from capturing rear flags (as reported by jrivett).
The push mode changes do solve the problem I reported (that taking the farthest flags first in some cases caused maps to end early), so thanks for that. And I guess if we want to be totally fair to the bots, it makes sense to prevent humans from doing things (strategically) that bots cannot do. But I would have preferred to solve the problem by making these maps (eg. Port en Bessin) work like classic BF maps, because that would allow for more possibilities. With the traditional approach, the attackers can decide which flag to attack last.

That said, the changes seem to work fine. Thanks!

11
Jeff, try running Brest and Omaha without BF2CCD and other third-party admin stuff, if you have any.
Done: I switched to running the server directly via the start script rather than via BF2CCD (and Mono, etc.) I also switched the admin script back to the default (I was previously using ModManager). The result: no change at all; Omaha crashes the server 15 seconds after the first player joins, Brest crashes the server shortly after Plaza is taken, and other maps seem to work fine (eg. Supercharge).

I'm currently looking at the mapdata.py file for Brest.

12
Jeff, try running Brest and Omaha without BF2CCD and other third-party admin stuff, if you have any.
Okay, will do. I'll let you know what I find. What about punkbuster? Should I enable it or does it make any difference? I personally hate it.

As for Mareth and Olympus, they are outdated, especially Mareth, so I can't guarantee that they are stable even in the common singleplayer.
Both of those maps worked at some point since I started running my FH2 server, but they haven't worked for a while. Server always crashes. I'll remove them from the rotation.

Add here Villers Bocage, it's tremendously outdated since FH 2.45 (that is, since 2012), I suggest removing it from rotation.
Well, that's weird, because Villers Bocage had been working great up to 2.46, but when I tried it a couple of times this morning, it crashed the server both times. Seriously, I was previously playing that map frequently and never had any problems with it until 2.47.

Actually, 1400 tickets for both teams on Purple Heart Lane is the normal setting.
I just tried PHL again and you're absolutely right: that is a good number of tickets for that map.

Quote
Another weird thing I've noticed with 2.47, and which never happened before, is that sometimes maps end early for no apparent reason. It acts just like the attacker has taken all the flags: the defender's tickets run to zero in a few seconds, but there are still several flags to take. I've seen this happen with Purple Heart Lane, Port en Bessin and Tunis. In all of those cases, someone bypassed all the intervening flags and took the 'last' flag (the one farthest away), which might be related.
I can believe that one can bypass all bots on Port en Bessin, but on PHL and Tunis?! How many bots were in the defending Axis team on those maps?
31 soldiers on each side, including three humans on the attacking side. One of them (not me) managed to get to the last point and take it (presumably by being stealthy), and the map abruptly ended.

Anyway, this exploit is known to me since the SP patches for 2.45, but it always had a low priority because I could not think that someone would voluntarily cheat in this way.
First of all, this is a new behaviour in 2.47 in my experience. I often try unusual tactics when attacking and not having much luck on a map, and that includes Port en Bessin. I really don't see how this is in any way an 'exploit' or 'cheating'. It's just a flanking maneuver. Typically I found in the past that doing this would usually (but not always) provide enough of an edge to allow winning the map. But now with 2.47, taking the farthest two flags in Port En Bessin results in an instant win, which totally messes up the map, in my opinion. In the classic BF setup, the only time the tickets drop quickly to zero is if a team no longer has anywhere to spawn, but this is now happening on several maps even when there are several places to spawn. I don't get it. Why not stick with the traditional approach, in which the attacker starts out bleeding tickets, then at some point when they take enough flags, they stop bleeding, then when they take a certain number of additional flags, the defender starts bleeding. Several of the FH2 maps have the attacker bleeding tickets no matter how many flags they take, unless they're able to take them all, which is typically almost impossible, depending on the spawn frequency. And I've always found that annoying.

Quote
I was told by one of the people on the IRC channel that the new FH2 server binary can be used to run mods other than FH2. I haven't tried it yet, but plan to do so in the near future (with AIX2). Has anyone else tried this? I'm a bit dubious, because when I look at the in-game server browser, all I see is FH2 servers.
The FH2 server binaries only accept clients who log in via the Project Reality "fake Gamespy". ATM it means only 2 mods - FH2 and PR (the latter - only in theory, that mod has its own custom binaries).
Okay, so I can run an AIX2 server with the new FH2 binary, but AIX2 clients won't be able to join. I guess I'll have to set up a separate server.

13
I recently switched my server over to 2.47 and for the most part, it's working okay. It's a 64 bit Linux 64 player coop server.
http://www.gametracker.com/server_info/jrc-core.com:16567/

Most of the maps work great, and the new AI is excellent. Bots seem much more intelligent. Nice work!

Unfortunately, there are a few maps that still cause the server to crash, namely Mareth Line, Mount Olympus and Battle of Brest. Those maps have been doing this for the past few FH2 versions. They typically crash the server after the first flag is taken.

Also, Omaha Beach looks like a great map, but it crashes the server about 15 seconds after the first player joins.

Are there any other server admins here who are running 64 bit Linux? I'd like to compare notes. I'm also using BF2CCD to manage the server, which could possibly be related to the server crashes. And I don't have Punkbuster enabled at all, which could also be part of the problem. Any ideas?

I also noticed that some of the maps now have really high ticket numbers again. This was a problem a few versions ago and was since fixed, but it's back. For example, Purple Heart Lane has over 1000 tickets for each side.

Another weird thing I've noticed with 2.47, and which never happened before, is that sometimes maps end early for no apparent reason. It acts just like the attacker has taken all the flags: the defender's tickets run to zero in a few seconds, but there are still several flags to take. I've seen this happen with Purple Heart Lane, Port en Bessin and Tunis. In all of those cases, someone bypassed all the intervening flags and took the 'last' flag (the one farthest away), which might be related.

Gold Beach seems to work fine most of the time, but in one case when it crashed I noticed this in the server monitor: "fh2: AI/AIDLL/AI/AIUtils/CustomCurve.cpp:105: float dice::hfe::ai::CustomCurve::calculate(float, bool)) const: Assertion '0' failed."

I was told by one of the people on the IRC channel that the new FH2 server binary can be used to run mods other than FH2. I haven't tried it yet, but plan to do so in the near future (with AIX2). Has anyone else tried this? I'm a bit dubious, because when I look at the in-game server browser, all I see is FH2 servers.

Question: is there a place on the forum for discussions about servers? Most of what's in this thread is about the client; maybe it would be helpful to start a new thread about server administration?

14
Villers Bocage Coop 64 player, both times I played the map I get a CTD between 5 -  10 mins from start.
I play with only 15 bots because I'm on a laptop. In windowed mode with settings at medium.

I'm also seeing problems with Villers Bocage. In my case, the server crashes a few minutes in every time. Didn't have that problem with that map in the previous version. 64 bit Ubuntu Linux, 58 bots.

15
Great job on the update! Bot behaviour has improved greatly. Love being able to tell them to get out of a vehicle at last.

The only issues I've seen so far are server crashes that also happened with FH 2.45 Coop Patch C:
- Battle Of Brest, when the Allies take the Plaza flag, or soon after (issue #85)
- Mareth Line, when the Allies take the Toujane flag, or soon after (issue #86)
- Mount Olympus, a few minutes after starting (issue #87)

I previously reported these server crashes on the FH AI issue tracker, and have updated those reports to confirm the problems still exist in 2.46. Note that these server crashes happen every time.

In issue #85, Gavrant reported that he was unable to reproduce the server crash on Brest. But Gavrant's server is Windows, and mine is Linux, which has me wondering what's handled differently on Linux. File and folder name case is one example. What about character sets and special characters? I found a special character in one of the Brest files and changed it, but it didn't help.

Anyone else running 2.46 coop on Linux who can test this?

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