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Topics - Darman

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1
Hey community,

didn't want to necro an old thread about this but I just fired up FH2 for the first time in a while to test out the new stuff and noticed that I could not see the good old wounded shader anymore.

I am running a Zotac GTX770 with 4GB VRAM newest driver 416.34 installed of course.

With FH2/BF2 AA enabled, usually none of the gameplay-relevant shaders of FH2 ever worked for me. That is: Suppression and Wounded. Without AA, they do work. But the game looks very bad without AA.

So usually I just disabled the ingame video options' AA and forced an external 8x MSAA with my Nvidia control panel. That did let me see the wounded shader, but still not the suppression mechanic.

Now, forcing MSAA with the control panel doesn't work anymore. No AA will be applied ingame anymore. FXAA works, but looks bad of course. A clean reinstall of the driver did not help. Nvidia Inspector did not help, I tried a bunch of options but to no avail. nHancer doesn't work on Win10 anymore. External SMAA with third party tools such as ReShade offers no real alternative.

Can someone confirm that behaviour? Did someone find a solution maybe? Any help or advice is appreciated.

2
[NOTE: This has been patched to work with version 2.54 of Forgotten Hope 2. It should work fine for the most part, but it is only a quick fix without a lot of testing.]

FH2: 2.5 COOP Map Pack

Gentlemen,

it took me about two weeks since the release of FH2 2.5 and the great Eastern Front expansion, but now it is done, I am pleased to announce that all 5 new Maps have successfully been navmeshed and may be played in Co-Op against Bots.

THAT INCLUDES:

ARAD
16: Skirmish over the village
32: Headon Conquest Small
64: Headon Conquest Large

DUKLA PASS
16: Push through the village, Soviets attacking
32: Push through the defensive line, Soviets attacking
64: Conquest Assault Large, Soviets attacking (not recommended, experience may disappoint)

PEGASUS BRIDGE
16: Capture the bridge, British Paras attacking at night time
32: Conquest Assault South, Capture Horsa Bridge, Wehrmacht attacking
64: Conquest Assault North, Capture Pegasus Bridge, Wehrmacht attacking

SAMMATUS
16: Skirmish over the trenches at early morning sunrise
64: Push through the defensive line, Soviets attacking

SEELOW HEIGHTS
16: Push through the defensive lines at Seelow, Soviets attacking
32: Headon Conquest Small, bad weather
64: Push through the German defense at the Seelow Heights, Soviets attacking

NOTES:

I don't own any of the maps and I didn't create any of these maps. I added bot support and therefore had to modify them a bit here and there, but the credits go, of course, to the FH2 Devs responsible for the amazing work. Keep in mind that this is not official, I am not a Dev.

This is still in an early stage. Even with a 3ds Max crash course, everyday effort and feedback from several testers, two weeks are not nearly enough to finalize complete bot support for five maps on all sizes. Plus the maps aren't made with bots in mind. More often than not I had to settle with sub-optimal AI behaviour - It is still working to a satisfying level and provides a ton of fun. If you encounter any major problems however, please report them so I will be able to fix them asap.

All layers are supported, some modified. I converted every size layer [16,32,64] for usage with bots. To create some diversity, several modes have alternate daytime and weather than the original. Pegasus is split into North [64] and South [32]. Since the AI can't cross the bridges with vehicles, the full map couldn't be supported at this time. Some 64 Maps have altered CP/Vehicle/CSW layouts to favor the AI and ensure stability.

This should not break your game for MP. The maps have custom names like "arad_coop" and will not overwrite anything. Additional base archives named "EF_Coop_Fix_client/server" will be added to the FH2 Mod folder. They are loaded with the maps, not with the mod on launch and contain fixed versions of the vehicles that are currently not supporting the AI. A complete list of these:

Fixed vehicles
  • IL-2 bomber/rockets
  • La-5 FN
  • Zis-3
  • T34/76 Camo + Beutepanzer
  • T34/85 Late

All of these maps are to be played in COOP mode. Don't try Conquest or Singleplayer. Go to Local in the multiplayer menu, choose coop mode and start your server to play on. Here is a quick guide in images:

Co-Op Guide








Patch Log Updated 10/28/2018
Patch v2.54 10/28/2018:
- Lightmapping and Python fixed for FH2.54 compatibility, minor issues and occasional ctds may remain
Patch 0.9 02/25/2016:
- La-5 FN propeller fixed
- Seelow: Further pathfinding improvement
- Seelow/Dukla/Sammatus: Defensive AT Guns/MGs now team-bound
Patch 0.91 02/27/2016:
- Pegasus: Commander Orders on 32 layer fixed
- Dukla Pass: Balance improved, Vehicle layout adjusted
Patch 0.92 02/28/2016:
- PaK 40 HE is back, AIs won't use it, everybody is happy
- Dukla Pass/Sammatus: AI view distances adjusted
Patch 0.93 05/13/2016:
- Balance tweaks, minor edits on Seelow 16 layer






I will try to provide bot support for any maps without it that will come in the future. Apart from that, if you have any map suggestions on which you would like to see bot support, feel free to leave them here or at the thread of my Forgotten Maps Project. UPDATE: Due to my private life taking different directions, I can no longer work on full scale projects. I will however try to keep this playable as it is now as long as I can.


SPECIAL THANKS TO:
  • My Beta Testers, most notably the well known forum member DJ Barney
  • gavrant, for permission and helping advice as usual
  • All original creators of these maps, for providing us the awesome stuff
  • Every single FH2 Dev, for bringing this mod alive and keeping the best mod of all times alive



3
FH2: FORGOTTEN MAPS

Gentlemen,

as some might have noticed, most of the old custom maps for FH2 are broken since the last patch or unsupported due to python issues. I always wanted to keep some of the best maps alive for me and a few friends to play in coop mode. This time I went one step further and started fixing and overhauling some old maps. And I just wanted to share it, so here you go.

First of all: I don't own any of the maps and I didn't create any of these maps. I fixed them, updated them, improved some things and added navmeshes where they were needed. Credits for the original work go to the creators, which are listed below. Also credits to gavrant, who helped me a lot with this.
If anybody of the creators should object, I'll remove his work on request.

There are currently 3 packs to download, containing 8 Africa maps, 5 winter 44/45 maps, 6 France maps + one Netherland map. In order for the maps to work, you have to download the modbase files, containing several custom objects by the Forgotten Honor community.

All of these maps are to be played in COOP mode. Don't try Conquest or Singleplayer. Go to Local in the multiplayer menu, choose coop mode and start your server to play on.
I'd recommend playing all of these maps on a local dedicated server to get the best experience. I will list my preferred serversettings for this below each map. Check out DJ Barneys HABAI mod on the forums or on Moddb for more information on dedicated servers.

PATCHLOG updated 05/13/16
05/13/16:
  • Fixed some minor issues on St. Mere Eglise.
  • Overall balance tweaks.
  • Updated all non-FHT custom loadscreens to a greatly improved quality for the polished look.
  • Dozends of localization issues fixed.

05/01/16:
  • Overhauled nearly all the Africa maps to be more historically accurate. Thanks to batistadk for the facts.
  • Overhauled AI behaviour on nearly all the Africa maps to be more fun.
  • Reichswald Map added to the Bulge Pack.
  • NCO Kit on Bulge maps hopefully fixed now.
  • Python Error on St Mere Eglise fixed.


BEDA FOMM 1941
Quote from: Original description
In late January 1941, the British learned that the Italians, fearing the British advance during Operation Compass were evacuating Cyrenaica by way of Beda Fomm. The British 7th Armoured Division was dispatched to intercept the Italian army. Halfway to their destination, it was evident that the entire division together was too slow so a 'flying column' was sent on a direct route across the desert. On 5 February 1941, they arrived at the town to cut off the retreating remnants of the Italian Tenth Army. The following day, the Italians arrived and attacked.
  • crash/python stuff fixed
  • updated AI Commander behaviour
  • improved lighting/overall look
  • added FH2-style loadscreen

Original map by: deathfromabove2010 (azreal64)

serversettings
Defend as GB
sv.coopBotRatio 100
sv.coopBotCount 70
Attack as IT
sv.coopBotRatio 100
sv.coopBotCount 75
impressions






KASSERINE PASS
Quote from: Original description
This is the first confrontation between the US and Axis forces in North Africa. The new and untested Allied troops must fight the battle-hardend Axis 10th, and 21st Armored Divisions . If the Allies fail to stop them, they could loose Tunisia.
Complete overhaul:
  • crash/python stuff fixed
  • improved sky and lighting/overall looks
  • improved vehicle spawning, changed vehicle layout
  • added new kits to the US side
  • added push mode (32p layout)
  • improved AI spawning and Commander behaviour
  • added FH2-stlye loadscreen + music

Known issues: I've experienced some ctds while testing. I fixed everything I could but sometimes it will still crash while playing. I hope to have this solved in the future.

Original map by: ImtheHeadHunter
Original coop layout by: Sturm_Tiger

serversettings
Push as DAK
sv.coopBotRatio 100
sv.coopBotCount 75
Defend as US
sv.coopBotRatio 100
sv.coopBotCount 70
impressions






OPERATION ABERDEEN
Quote
Thats right, its back. The FH2 devs might have removed it for good reasons, I think it is still worth playing in coop and it sure provides a lot of fun. Play the original double assault layout or try push mode in coop 32p.
  • python stuff fixed
  • improved AI commander behaviour
  • added push mode (32p layout)

Original map by: FH2 devs (couldn't find the one responsible)
Original coop layout by: Winter

serversettings
Push as DAK
sv.coopBotRatio 100
sv.coopBotCount 75




SIEGE OF TOBRUK NIGHT
Quote from: Original description
During the Easter Battle of April 1941, Rommel's forces try to smash through the Tobruk defensive lines with a Blitzkreig style night attack. The Allied defenders, determined and freshly dug in (made up of predominantly Australian infantry with British artillery support) must try to hang on at all costs. The Tobruk garrison O.C. Major General Morshead has directed there will be NO SURRENDER! Short on mortars and with arms mainly consisting of infantry, small and medium AT guns and some armoured units based at the town itself, the gallant defenders know they are in for a bloody fight.
  • crash/python stuff fixed
  • improved lighting/overall looks, added different time and weather modes!
  • changed vehicle layout
  • added Italians to the Axis, now mixed team
  • updated Allied kits
  • added coop 32p layout: Sandstorm
  • added coop 16p layout: Dusty Afternoon

Note: this will not overwrite the original Fh2 map or corrupt your game files. My version of the map will be shown as "Siege of Tobruk 1941" and exists parallel to the vanilla version.

Original map by: Lobo
Original night version by: ?

serversettings
Defend as GB
sv.coopBotRatio 100
sv.coopBotCount 68
Push as DAK
sv.coopBotRatio 100
sv.coopBotCount 80
impressions










MERSA MATRUH 1942
Quote
Yes, this map already exists in the current version of FH2. Yes, theres also coop. But, at least for me, the 64p coop mode is severely bugged. Most of the Axis AI will instantly die on spawning. While I was not able to fix this, I simply applied the old pre-2.45 layout to it. I also added a foggy dusk version for all those who aren't fond of night maps.
  • fixed 64p coop layout
  • Coop 64: foggy evening
  • Coop 32: original night version
  • changed vehicle layout
  • improved AI Commander behaviour

Note: this will not overwrite the original Fh2 map or corrupt your game files. My version of the map will be shown as "Mersa Matruh 1942" and exists parallel to the vanilla version.

Original map by: Lobo
Original coop layout by: WSU

serversettings
Break out as GB
sv.coopBotRatio 80
sv.coopBotCount 70
Attack as DAK
sv.coopBotRatio 90
sv.coopBotCount 70
impressions






EL AGHEILA
Quote from: Original description
Following their destruction of the Italian Tenth Army in Operation Compass, the British Western Desert Force halted their advance at El Agheila in February 1941 so that units could be sent to assist in the defence of Greece. On February 14 the first units of the Afrika Korps started to arrive in Libya under General Erwin Rommel. Rommel starts his first offensive in North Africa by attacking the British forces near El Agheila...
  • python stuff fixed
  • added full bot support in 64 push mode
  • NOTE: map will be laggy on occasions. Couldn't fix that. Play on HABAI dedicated local server for best experience

Original map by: FHT devs

serversettings
Push as IT
sv.coopBotRatio 100
sv.coopBotCount 75
impressions








SIDI MUFTAH
Quote from: Original description
December 16th, 1941. After three days of bitter fighting, as the 8th Army relentlessly attacks the Gazala line, Rommel orders the Afrika Korps' withdrawal. Now, British troops are about to engage the Italian rearguard near Sidi Muftah who did not receive an withdrawal order and are ready to fight to the last round.
  • python stuff fixed
  • added full bot support in 32 and 64 push mode

Original map by: http://www.batalhapelomundo.com.br - BpM, modified by FHT devs

serversettings
soon
impressions








FORT CAPUZZO
Quote from: Original description
On 26th of November, 15th Panzer Division bypassed Sidi Azeiz and headed for Bardia to resupply, arriving around midday. Meanwhile the remains of 21st Panzer Division attacked northwest from Halfaya towards Capuzzo and Bardia. The Italian Ariete Division who were approaching Bir Ghirba from the west, were ordered towards Fort Capuzzo to clear any opposition and link with 21st Panzer. They were to be supported by 15th Panzer's depleted 115th Infantry Regiment which was ordered to advance with some artillery southeast from Bardia towards Fort Capuzzo. The two battalions of 5th NZ Brigade positioned between Fort Capuzzo and Sollum Barracks were engaged by the converging elements of 15th and 21st Panzer at dusk on 26 November.
  • python stuff fixed
  • added full bot support in 32 mode, attack as IT/DAK
  • added full bot support in 64 mode, attack as GB - alternate weather

Original map by: FHT devs

serversettings
soon
impressions










EDIT MAPLIST CONTINUED TWO POSTS BELOW






All of these have been updated to the latest version on 05/01/16!



If you like this, make sure to check out my COOP Support Map Pack for the recently added FH 2.5 Eastern Front maps.

KNOWN BUGS: Not all maps are to be played with either side or the experience will be boring. Play as attacker when possible. At the point most of this was made, I was a non-experienced AI dev, I could create Navmeshes but I could not edit them, the Reichswald is the only exception because it was recently added. I could only do so much to make the AI work as intended. Maps have to be designed with that movement in the mind. Some of those are not. The bots will act stubborn and dumb very often. I tried my best to give you the best possible experience though.

NOTE: As pointed out, this should not break your game for MP. The maps will not overwrite anything.

I'm trying to provide support to this as much as possible. If you come across an issue, please notify me and I'll try to fix it.

SPECIAL THANKS TO:
  • gavrant, who answered all my questions in detail and made most of this possible
  • All original creators of these maps, for providing us the awesome stuff
  • Every single FH2 Dev, for bringing this mod alive and keeping the best mod of all times alive

4
Hey guys,

I'm hosting a dedicated COOP server for me and a few guys now and then and a question recently came to my mind.

To make the game most enjoyable, every map needs its own tweaking in the server and AI settings. That means:
sv.coopBotRatio XX
sv.coopBotCount XX
and
aiSettings.setMaxNBots XX

Now I have to shut down the server every time we finish a map and relaunch it with updated settings for the next level, depending on the map, the distribution of the flags by default, the faction you play with  (defender/attacker?) and so on. I have to change lines in
maplist.con, serversettings.con and ai/aidefault.con.

That is annoying, to be honest.

So is there a way to change these settings on the run? Without the ^ console preferably? Maybe setting up a server script that triggers the execution of special configs on finishing a mission? Anything like that?

Any help is appreciated.


5
Hey guys,

I'm having troubles with setting up a dedicated server for me an my friends lately. I've done this a million times already over the last years and it always worked just fine.
Unfortunatly I had to reset my whole System recently. After the reset I downloaded Fh2.47 yesterday and wanted to launch a dedicated server that my friends can join over hamachi (as usual).

But now they can't join my games anymore. Doesn't matter if its a local coop game or a local ded server.
They can't join my servers anymore. On the other hands, i CAN join theirs. (but I'm the only one capable of setting up a ded server, so that is no gain).

Hamachi is up to date. Fh2 is up to date for everybody.

Is this an effect of the gamespy shutdown? Or are there some ports to open(Firewall? Router?)? Why does this happen now after a windows reset after endless rounds that worked before?

Has anybody an idea?

I'm using DJBarneys HABAI preset and replaced the IP with my Hamachi Ip, of course (worked that way for all the time).


6
Bug Reporting / AA and Shader issues
« on: 12-04-2014, 19:04:00 »
Hey FH2 Team, first congrats to the amazing new patch.

So what I am about to report is basically not a "Bug" but more of a technical issue. It isn't new and I already opened a thread about it a while ago in the tech section but I didn't recieve any help with it. Since it didn't change in 2.46 I decided to "report" it here.

The following was noticed:

When using Bf2 standart AA, no matter the strengh:
"Bloody Screen" and Suppression Blur won't work.

When using external Nvidia AA (activated by Contol Panel), no matter the strengh: "Bloody Screen" works, Suppression Blur won't.

When disableing every AA: Game looks sh*tty, but both Shader effects will work.

FXAA helps a little and has no impact on the Shader effects. Powerlines and wires will still look extremely ugly ingame.

SweetFX SMAA has no effect at all.

Bf2 reinstall didn't help. Fh2 reinstall didn't help. Updating and reinstalling Nivida Drivers didn't help. I'm using a GTX 660 Ti OC 2GB.

So I have some hours of testing behind me and can't find a fitting solution for me. One shouldn't have to decide between good graphics and atmospheric effects.


Questions: Has anybody an idea how to fix this? Did andybody notice the same? Am I the only one with this issue?

7
Singleplayer and Coop / Sidi Bou Zid Problems
« on: 27-02-2014, 20:02:00 »
I'm facing a wierd problem when playing Sidi Bou Zid 64 Coop: Micro stuttering/lags. Every few seconds.
It only appears on this map. I'm running a today-mid-class PC so its definitly not a hardware issue.

Is there any solution for this? It is really no fun playing especially when aiming with single shot rifles.

8
FH2 Help / Support / FH2 2.45 Shader Issues
« on: 26-02-2014, 15:02:20 »
Hey guys,

it's been a long time since I last played Fh2 but I've just digged it up again and wanted to play some coop rounds on 2.45.
Unfortunatly one thing is currently bothering me: Some shaders won't work. Namely the suppression effects introduced in 2.45: The blurry screen when being under fire or when something like mortar or grenade explode close to your position. Everytime that happens, the sound-volume is lowered a little to support that effect. Together this is really nice as I recall but somehow the visual effect is just missing for me.

I tried a clean install of 2.45, replaced the mods/bf2 shaders with downloaded ones from the support thread and the ones taken from mods/fh2, turned of external AA, so only bf2-AA is active, disabled external FXAA and all that stuff but nothing seems to work.

I can remember it worked once so I suppose some Nvidia Driver interferes with it. I'm running on a GTX 660 Ti OC.

Any solution ideas? Am I the only one with these issues?

9
Hey guys,

Got this message in windowed mode when I try to join a custom (self edited) map. It works perfect playing alone (coop) but when someone is trying to join a coop match with the map, he gets this message:
Quote
Debug assertion failed

Version: 1-5.3153-802.0 Build date:2009-8-20 17:8
Module: Game Client

File:
C:\dice\Projects\BF2Branches\Patch_1_50\Code\Bf2\Game\GameClient\GameClient.cpp

line: 1587

Text: Template id 17898 not found

current confile
Both computers have the same version of the map.

Same thing I posted in the singleplayer/gold beach remake thread. Think it fits better here.

10
Singleplayer and Coop / Gold Beach Remake
« on: 11-12-2011, 20:12:46 »
Hey people,
I don't know if someone is interested in this, but maybe you remember the map "Gold beach". I couldn't find out who made it so I just hope he's ok with my actions. If not, tell me and I'll remove this.

I figured out that the map isn't easy to get at the moment. Most links are dead and I had to register at a page to dload it. So I thought (because it has Bot support!) it wouldn't be such a bad idea to reupload it.

Futhermore, to improve the gameplay (my point of view), I did some minor changes. First, I changed the teams from GB vs Germans to Americans vs Germans. I know it's Gold Beach where the British troops landed, but it just creates an Omaha feeling. According to that, I also changed the vehicles to American ones.
Second point, the ones who once played this may still know, you spawn under water and it's really hard to even get to the beach. I added static landing boats at the coast where you and your team spawn. Inside these boats you can also find kits to pick up like a sniperrifle or a flamethrower. 
Third, the load picture and loadscreen wasn't so nice in the original. I made a more FH2 style one.

Note: The changes just hold for the Coop version.
 
So if you're interested, here's the link: Gold Beach v3 (Americans)

ORIGINAL version:megaupload shut down :(

Installation as usual. Move the folder "FH2_Gold_Beach3" into your Battlefield 2/mods/fh2/levels folder.


EDIT: Added several "Beach" Maps, not by me but slightly edited so they fit into the FH2 conecpt. If youre interested, here you go:

Bloody Beach, Longues sur Mer

Omaha Beach by ThomasLx reworked

Only COOP support!
Enjoy

11
Modding / Editor loading times and freezes
« on: 07-12-2011, 19:12:27 »
Hey people, haveing a question about mapping:

I wanted to see if I can create a little map for fh2 (I worked with cryengine's sandbox 2 and 3, the Arma and OPF Editors, Battlefronts ZeroEditor, and several minor ones). But one thing is coming in my way: After I've watched and read multiple tutorials, I extracted all the files and started the editor. But soon the first problem occured (I don't know if it's actually a problem). When I choose the mod fh2, It takes ages til it's loaded. Second thing: Only few objects are in the library now - so I have to load most the buildings and static objects via the "+". THIS takes even longer than setting up the mod. And now, after waiting and waiting, I select the level editor, place a spawn point, wanted to edit it and a freeze occurs. 5 minutes the editor did nothing. Then it worked again. This appeared again 5 minutes later. After 10 min of no response I decided to shut down the process.

So my question is: Is this normal for the editor? (Got enogh CPU Power, newest version, editor memory patch etc). If yes, I'd throw this editor directly into my recycler, because  one can't make a map this way.
If no, and I think it must be no (Look at all these great FH2 maps), What can be done? What am I doing wrong?

12
FH2 Help / Support / Razorwire shader issue
« on: 06-12-2011, 21:12:37 »
Hey guys,

I got a problem with my FH2, that's, i think linked to the shaders:

When a weapon is fired near a razorwire, the wire turns completely black the moment ist should be lighted by the muzzleflash. This is very ugly. I cleaned my shader cache multiple times now (that solved the problem with the camo nets) and tried different shaders.zip I found in the internet. Cleaning the cache has no effect, the custom shaders only create black flashs all over the terrain and blur half of my Screen.
So, is there a specific setting in Nvidia tools I should change like the AA you have to turn off to get a bloody screen? Or another solution?

Hope you can help me, thx in advance.

13
Singleplayer and Coop / AI Battlechatter
« on: 02-12-2011, 19:12:23 »
Hey guys, I'm new to this forum and hope you can help me with this:

The battles in Bf2 Coop or SP often don't create a real atmosphere because the bots, especially in FH2, don't talk that much. I already added the commander orders on com for "attack here" or "defend here" in the fh2/ai/radiomessages file, but apart from that or some "Charge" or "Deeeeeuuuutschland" calls at the beginning of a round there's not much communication. I know there are some numbers in the radiomessages file that control the usage of the different speaks but I don't know how to change them with the aim, that they're used more often.
I also added the Medic call in that file but an Fh2 Bot never uses that call ingame, just like the "get in" or "get out" command.
Furthermore FH2 adds multiple new possabilites of battlechatter, but Bots never use them ("Stay here", "Attacking", "Go for the flag" etc).

So is there a way to increase battlechatter or even add these additional commands/calls to the game (Bots using them)?

Hope someone knows an answer to this. Thx in advance!

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