Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: cannonfodder on 10-01-2010, 13:01:19

Title: Op. Goodwood 2.25 bug
Post by: cannonfodder on 10-01-2010, 13:01:19
See pic...

It saw the same thing happen at the southernmost underpass near Grenthville.
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 10-01-2010, 13:01:42
And I don't know what to call this...(see pic)

I spawned and before I could do anything, I hear an explosion to my left. I look over to see smoke and bodys everywhere (you can't see them in the pic, they're around the halftrack).

Maybe they were fighting over the halftrack? ???

And, get this, NO GERMAN TANKS!!! :o I'm gonna try it again, hopefully it was a one-off.
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 10-01-2010, 14:01:41
yer, they do that...
Bots now toss smoke when they see a tank, and sometimes enemy infantry ... I think they must have been looking at the Marder I base and did that... the xpack is another thing... I see that alot too and sometimes they TK. It has nothing to do with the vehicle... I think it has more to do with the enemy. Another thing that needs attention

About the Nirvana boys in the first pic, its not an AI thing. Its a BF2/FH2 thing. They were probably in a halftruck having issue passing through the tunnel when a tank.. or yours blew them up. The hit was just enough to kill the vehicle and it didnt viberate or anything to make it blow up quickly a second time so after a while of flopping around, the engine abondoned them so they remained in the last position they were in - The vehicle finally dissapears leeaving them hanging.. so to speak
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 10-01-2010, 15:01:33
I figured that must've been the case, but I haven't noticed it before.

The bots still have a phobia about that particular underpass, which is strange because they drive straight through the one near Grenth. without hesitation.
Title: Re: Op. Goodwood 2.25 bug
Post by: winterhilf on 10-01-2010, 19:01:07
Never made it into the build, "better" mesh for Goodwood, playable 16 & 64.
http://www.humyo.com/21041/operation_goodwood_sp_files.rar

Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 10-01-2010, 20:01:23
my saviour! thank you, thank you, thank you...


You see, this is what i was suggesting all along - Can't we get these 'updates' as they come? Provided, ofcourse we don't bug you about it?

All I need to make my FH well again is the Tanks firing HE once more
Title: Re: Op. Goodwood 2.25 bug
Post by: Zoologic on 11-01-2010, 14:01:23
This way we can give more SP-specific feedback, while those more MP-oriented official betatesters can concentrate more on their job.

Thank you very much Winterhilf.
Title: Re: Op. Goodwood 2.25 bug
Post by: kacklabbe on 12-01-2010, 18:01:28
Thank you Winterhilf

Now the Level works fine, at the moment i don,t notice any bugs
Title: Re: Op. Goodwood 2.25 bug
Post by: winterhilf on 12-01-2010, 23:01:47
This way we can give more SP-specific feedback, while those more MP-oriented official betatesters can concentrate more on their job.
Some stuff guys, sp files for Anctoville, Falaise Pocket & Op. Totalize.
Anctoville & Falaise are sp inf. only.
Op. Totalize has a v1 navmesh, again it's inf. only (for now), bots do fly the aircraft though.
Feel free to post hang up spots found, thanks.
http://www.humyo.com/21041/anctoville.%20falaise.%20op.%20totalize%20sp.zip
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 13-01-2010, 00:01:41
Holy shit! man, you are god! Stressful day forgotten instantly!
...*tries to control himself* No, no, thank YOU!
Title: Re: Op. Goodwood 2.25 bug
Post by: winterhilf on 13-01-2010, 00:01:36
But a tiny cog in the massive FH machine. ;D
Forgot to mention, on Totalize, the train needs an ai template putting on it, I've attached a ctd free tweak.con.
Title: Re: Op. Goodwood 2.25 bug
Post by: Schultz on 13-01-2010, 01:01:41
awesome! thank you  ;D ;D ;D ;D

::EDIT:: ok noob question :-[. do i have to backup the original maps to play online?
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 13-01-2010, 01:01:04
Man, its amazing how well they play...

As of yet, I haven't really seen any real issues with any of them. Granted I discovered that the Churchill doesn't have AI template, but you did say it was infantry only for now.. Does that apply to all three, cuz I realized that Falaise and Antoville don't spawn vehicles at all...

airplanes in Totalise are deadly... especially the Typhoon, which plays an excellent, if not rapingly deadly role as ground-attack and the 2, including the Spitfire are untouchable terrors until either of, or both FWs come onto the scene.. and then the Hurricanes are murdered soon afterwards...

I tried to see what the bots will do with AA and they didn't dissapoint - First level I've seen them use the flak vierling... and quite deadly also, not as bad as the bofors, but alot worse than the normal German AA... 4 times worse :-)


Did you change all the 88s in Falaise to statics?

This is just a preliminary, since its awful late here now, but I will be back to ckeck these out once again

Thnaks so much for letting us play around with these.
Title: Re: Op. Goodwood 2.25 bug
Post by: winterhilf on 13-01-2010, 02:01:28
do i have to backup the original maps to play online?
Always backup.

Thing with Anctoville & Falaise; FH2 maps are always very detailed, but this often gives bots & vehicles probs. No amount of skillful ai coding or refining navmesh will get them playing well s/times & this is when I need to resort to having the map play infantry only.
What do you guys think, should I leave vehicles in (for human fun), or take them out?

It's possible to have the vehicles in, a map plays fine with no vehicle navmesh at all, bots leave them alone.
Aberdeen is the ideal for bots & vehicles; nice open spaces (& it shouldn't be crashing..)
Title: Re: Op. Goodwood 2.25 bug
Post by: Schultz on 13-01-2010, 02:01:01
Hm, infantry only is better then nothing. but i would say leave the vehicles in, just for fun.
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 13-01-2010, 06:01:07
I thinnk you can leave them in for humans, after all, bots still use anti-tank weapons in such maps....

Sure there's no way of getting them in for bots? Especially falaise. For me, once infantry can pathmap fine and tanks can at least get to the center of town once in a while, it works for me. I can imagine Anctoville will be quite a bitch to navmesh with its narrow streets, but I think any rough for tanks will still work, since tanks are supposed to be a secondary thing in that map.

For Falaise, its another thing, since that's one of the large aspects of the battle. Maybe if the tanks would move around only in open spaces and never in narrow areas, could that work? They would still be able to move from one end to the next as long as they can cross the bridge, right? Only they can't cap flags, which is really not a problem i seem

And I hate to sound like a n00b, but where does the train code go exactly?
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 13-01-2010, 10:01:11
Some stuff guys, sp files for Anctoville, Falaise Pocket & Op. Totalize.
Anctoville & Falaise are sp inf. only...
:o.........*rubs eyes and checks the screen again*...HOLY SNAPPIN' DUCKSHIT!!! That was a short wait!  :D

It never rains, it pours, eh? If Anctoville and Falaise are half as good as Goodwood-16 (see other thread), I'm in inf-only heaven... :)


...What do you guys think, should I leave vehicles in (for human fun), or take them out?..
I won't use them if the bots don't, but on the bigger maps I reckon vehicles are a must.

Is is possible to modify the maps to make them more bot-friendly? Like widening gaps in fences and removing certain statics altogether (esp. in built up areas)?


But a tiny cog in the massive FH machine. ;D
Ah, but nevertheless......http://www.youtube.com/watch?v=-FucbvoFFy0

 8)
Title: Re: Op. Goodwood 2.25 bug
Post by: kacklabbe on 13-01-2010, 17:01:15
One question the Churchill in Op Totalize isn´t ready for SP??

when i enter it it CTD
Title: Re: Op. Goodwood 2.25 bug
Post by: Zoologic on 13-01-2010, 17:01:36
Yes it is. Both 6 pdr. and 75 mm Churchill are not ready. There are also several equipment that is not ready (like SemoventeL40, some of the Panzergrau-ed vehicles, and so on), i forgot them all, since it was like 2 months ago that i checked them out (now that the 2.25 is out, there must be a lot of changes).
Title: Re: Op. Goodwood 2.25 bug
Post by: kacklabbe on 13-01-2010, 17:01:17
Its great that Winterhilf gives us the SP files for the maps i saw the post at work an wow great. now i can test the maps with bots ;D i only miss Lebisey at the moment  8 ;)
but we will see^^


mfg kacklabbe
Title: Re: Op. Goodwood 2.25 bug
Post by: winterhilf on 13-01-2010, 22:01:20
Is is possible to modify the maps to make them more bot-friendly? Like widening gaps in fences and removing certain statics altogether (esp. in built up areas)?
It won't work, the complexities are part of the charm of FH2 maps & I need to work round this best I can.
But still provide a decent sp experience. Hate taking vehicles out, like I said, it's a last resort.

@Djinn, objects_vehicles_server.zip/vehicles/train/de/wr360c14/wr360c14_europe
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 13-01-2010, 23:01:36
thanks alot... I also noted that the AI comander in Totalize tells the Germans to attack the British uncap base

Can such commands be removed, not just from Totalize, but from all other maps where the defenders are commanded to attack enemy uncaps or defend their own uncap - It screws with the bots ability to follow a team strategy and gets them idling.

Title: Re: Op. Goodwood 2.25 bug
Post by: kacklabbe on 14-01-2010, 18:01:10
I played Op Totalize in SP on British side i captured the Factory after that i want to capture the Windmill after it start to capture i had a CTD. An after 20min of Playing Ancoville it crashs
Title: Re: Op. Goodwood 2.25 bug
Post by: Zoologic on 14-01-2010, 18:01:36
Can such commands be removed, not just from Totalize, but from all other maps where the defenders are commanded to attack enemy uncaps or defend their own uncap - It screws with the bots ability to follow a team strategy and gets them idling.

It is tough decision.

I experimented with both (making the bots attack uncap-able base in push map and making them not to attack it).

The thing is, it affects their spawning behavior. Take Bardia or Fall of Tobruk as an example.

Making the bots attack uncap-able enemy base

Bots will spawn directly at flags/base/post 'neighbour-linked' to the uncap-able base, and advance forward.

It looks pretty bad if you are in defending team, the commander will immediately issue an attack order. And instead of eagerly waiting for enemy in their defensive positions, to create realistic atmosphere, the bots charged the enemy as if they are in the upper wind situation. But it is still good to see most of your comrades spawn in the defensive position instead of all-over the maps randomly without knowing what to do. Because they usually picked the closest spawn point, next to the attack location.

However, it looks awesome if you are in the attacking team, since they seemed to counter-attack your move. And when you have wiped out their attack wave, the second spawning wave, will be on position when you attack, forming an unintentional defending initiative until their flag is attacked.

Disabling the bots from attacking the uncap-able base

It is done by one-way linking the uncap-able base to the flag next to it. So only, the attacking team can order an attack there, while the defending team do not know what to do.

The defending bots will spawn anywhere around the map without clear pattern/behavior or even destination, because at this point the commander won't issue an order. They will react only after the enemy has endangered one of their flags, then they'll start sending forces there (which is mostly too late).

The attacking bots will likely to overwhelm any posts and face little to moderated resistance, since there is less likely a concentration of forces there (bots spawn randomly, and without orders until attacked).
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 14-01-2010, 19:01:44
Hmm...good point

I guess it works well in Luttich then since it has bases spread out in a more horizontal layout to the axis of attack so having the Americans attack might just as well leave either the farm or the Church completely isolated,

I guess some maps should have both-directional attack then... such as PHl which is sad at the begining since the Americans cap the first three bases with only scant if any resistance at all

In Fall, Tobruk, however the non-attack works fine since bots tend to spawn at the frontline bases anyway.

In some other maps, like Mersa Matru and Siege, Tobruk, that system is just screwed up because bots are asked to defend, and they may just as well defend the frontline bases as the much as their main uncap base - Funny enough, I think both maps will do with a one-directional attack commander AI since they both follow the spread-out horizontal front.

I think it would then be best as a case by case basis, and double-assualt commanders works fine in Totalize, come to think of it...

I tried to see what the fighter-bomber FW190 and Typhoon will do to a tank so I got in one and rode into clear line of fire, but they flew right past me as though I didn't exist - a bot jumped into the hull mg position, so its not like they can't see mobile vehicles. But I sure didn't get them using rockets or bombs

Also, the Germans are so aggressive, I found it impossible on the 3 occasions I played Totalize to cross the river to cap any base as Canadians. Those Jerries are just darn tough :-)


Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 15-01-2010, 07:01:57
I think I broke my Goodwood-64... :-\

I still get CTD's, not as often, but what bothers me is more is the tankers.

The Brits charge forward with a 'we-eat-nails-for-breakfast' attitude, blasting the shit out of everything that moves.

While the Germans are like "What's this lever do?". Two out of three don't make it over the rail, some are shot, some just to and fro in the middle of the paddock. Half of the ones that do cross the rail get halfway to Le Mes, then turn around and head back to Grenth...

Worst of all, the German tanks WON"T SHOOT!!!...(shells that is, MG's are fine).

I chased a Panther from the underpass next to Grenth. almost all the way to Le Mes., he was aiming at me the whole way. I even rammed him a couple of times trying to piss him off, but he wouldn't shoot... >:(

Has anyone else seen this?


@Winterhilf: I posted screenies of some bugs on Totalize here (BFSP is more multi-attachment friendly)... http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=14737
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 15-01-2010, 10:01:47
Tried it myself. The Germans DID fire at British tanks.. but yer, they seemed loathe to do and alot less Brit tanks got destroyed than German tanks

Perhaps it has to do with the AI template rather than something about the map. Tanks cross the rail crossing perfectly now and within minutes of the battle, the tiger is already in play - Even with their lack of willingness to kill, the Germans do lauch strong counterattacks on all British positions.

I do wonder though, does it mean it no longer requires capturing of Cagney in order to spawn? And any chance it could be the King Tiger, since this is the only map it features in?


Title: Re: Op. Goodwood 2.25 bug
Post by: anglosaxon on 27-01-2010, 18:01:33
So o grabbed those files.  But where do they go?  They look like files from the server.zip  Am i right?
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 27-01-2010, 19:01:22
Yes it is. Backup your files first, then put the files in the apprioporate locations... I think most are in the server.zip.

Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 28-01-2010, 10:01:29
Yeah, all but the one in the info folder go in your server.zip.

It goes here: ...\fh2\levels\operation_goodwood\info
Title: Re: Op. Goodwood 2.25 bug
Post by: anglosaxon on 31-01-2010, 12:01:16
Ello fellas...Im stuck again! ::)  Do I have to remove any of the server files, or do these overwrite them?  I've tried starting both Goodwood and Totalize with these alterations and just CTD.  :(  You guys sure I'm not missing something important?  :)

I have the latest BF2 and FH2 patches BTW, so its more than likely me!  :)  For instance do I remove the files from the folders and put into the zip, or do I put in the whole folder?

Ta lads, and sorry for basic noob questions. Its embarrassing I know!  ;)
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 31-01-2010, 13:01:05
No, don't remove any files, just overwrite them. They way I do it is...

I open the server.zip with WinRAR, then I drag and drop the new ai, AIPathFinding, and GameModes folders into the WinRAR window.

WinRAR will replace/overwrite the old ones and update the archive.

Title: Re: Op. Goodwood 2.25 bug
Post by: anglosaxon on 01-02-2010, 08:02:46
Ta!  Ill try that!
Title: Re: Op. Goodwood 2.25 bug
Post by: anglosaxon on 03-02-2010, 09:02:40
Oh that works nicely!  Ta!  One thing, im getting a CTD on Goodwood 16 and 64 after about 5 mins.  Do i need to change the vehicle types, as I've seen mentioned in a different thread?
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 03-02-2010, 12:02:52
You shouldn't be getting a CTD on Goodwood 16...I can play round after round without a CTD.

Goodwood 64 still CTD's on me after about 15-20 minutes, but I'm not sure what causes it in 2.25. In 2.2 one of the main CTD causes was one of the Shermans, but that's been fixed...

Maybe your first attempt messed something up?  :-\

I'd just delete that server.zip, make another copy of your original server.zip and try it again...
Title: Re: Op. Goodwood 2.25 bug
Post by: anglosaxon on 03-02-2010, 18:02:17
Ok cheers, Ill try that.
Title: Re: Op. Goodwood 2.25 bug
Post by: Orunes on 06-02-2010, 13:02:57
This way we can give more SP-specific feedback, while those more MP-oriented official betatesters can concentrate more on their job.
Some stuff guys, sp files for Anctoville, Falaise Pocket & Op. Totalize.
Anctoville & Falaise are sp inf. only.
Op. Totalize has a v1 navmesh, again it's inf. only (for now), bots do fly the aircraft though.
Feel free to post hang up spots found, thanks.
http://www.humyo.com/21041/anctoville.%20falaise.%20op.%20totalize%20sp.zip

I´m sorry but on my PC it isn´t working...
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 06-02-2010, 13:02:00
I´m sorry but on my PC it isn´t working...
Where did you put the files?
Title: Re: Op. Goodwood 2.25 bug
Post by: Orunes on 06-02-2010, 15:02:34
I´m sorry but on my PC it isn´t working...
Where did you put the files?

(Only Anctovil, Totalise and Falaise does'nt work) I put them into levels, I guess that's wrong...
So, please do tell me were it's the instructions are or instruct me.

When I load them the game crashes!!!! please help me... :'(
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 07-02-2010, 06:02:30
Ok, when you unzip the files you downloaded, you get 3 folders (Anct., Falaise, and Totalize). Inside each are four more folders:
ai
AIPathFinding
GameModes
info
.

You need to put the ai, AIPathFinding, and GameModes folders inside the respective levels server.zip, e.g. ...Battlefield 2\mods\fh2\levels\anctoville_1944\server.zip.

First and most important thing, MAKE A BACKUP OF YOUR SERVER.ZIP!!

Open the server.zip, then drag and drop the new ai, AIPathFinding, and GameModes folders into the WinRAR window.

WinRAR will replace/overwrite the old ones and update the archive.

Then just copy/move the file in the info folder to ...\fh2\levels\anctoville_1944\info, and you're good to go. :)
Title: Re: Op. Goodwood 2.25 bug
Post by: Orunes on 07-02-2010, 10:02:29
Ok, when you unzip the files you downloaded, you get 3 folders (Anct., Falaise, and Totalize). Inside each are four more folders:
ai
AIPathFinding
GameModes
info
.

You need to put the ai, AIPathFinding, and GameModes folders inside the respective levels server.zip, e.g. ...Battlefield 2\mods\fh2\levels\anctoville_1944\server.zip.

First and most important thing, MAKE A BACKUP OF YOUR SERVER.ZIP!!

Open the server.zip, then drag and drop the new ai, AIPathFinding, and GameModes folders into the WinRAR window.

WinRAR will replace/overwrite the old ones and update the archive.

Then just copy/move the file in the info folder to ...\fh2\levels\anctoville_1944\info, and you're good to go. :)


TyVVVVM
Title: Re: Op. Goodwood 2.25 bug
Post by: djinn on 08-02-2010, 01:02:21
So here's a possible explanation for the CTD in goodwood
So I had used my conquest fles for coop - I can see why it was changed.. sure I love the Tiger II spawning once the Allies get cagney, but the other tanks also take so long to spawn it becoems a walk over up to the German gate.. literally, the alcove thing.. and then a route all the way back to Cagney..

Anyhoo, what happened was that I was trying to take out the Tiger with a PIAT at the edge of Cagney West, I think... and I begun causing some serious damage and then I run out of rounds so I went for a AT gun, a 6pndr-Normandy and a German in a bren carrier opened fire on me from an odd angle. I got off my gun, killed Jerry with a pistol and decided to restock on PIAT rounds.. I actually got into the carrier and then CTD

Maybe, we should log the conditions when it usually CTDs and why it usually occurs faster when you are Brit than German.. perhaps its when Cagney falls into allied hands and the carrier spawns and is mounted... it only didn't happen quickly this time around, cuz the german was in the mg position, not the driver's seat


Title: Re: Op. Goodwood 2.25 bug
Post by: rd.king on 11-02-2010, 03:02:03
I have been trying to stop the CTD's on Goodwood
as this is my favorite map.
I have tried removing certain vehicals and armor.
i removed all drop kits to clean up the objects file
as i don't use them and the bots don't its no problem.
I've had no luck.
the other night while on a pak40 it CTD later when i attacked
a pak40 CTD.
so i changed the pak 40 to 38s and still got CTD so i removed
the artilery all of it static and moveable brit and german. but i left the flak 18
nebelverfer and 25pounders at allied base.
I have since played many successful rounds as brit and german
18 bots per side 190 tickets each no CTD's.
I know it's not the fix we all want but it's better than nothing.
I am hoping someone with more know how might take this leed and be able to narrow
it down for us.
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 11-02-2010, 06:02:50
...so i changed the pak 40 to 38s and still got CTD so i removed
the artilery all of it static and moveable brit and german. but i left the flak 18
nebelverfer and 25pounders at allied base.
I have since played many successful rounds as brit and german...
Sounds like a problem with one of the guns, but it couldn't be in the gun's AI files because the 6pdr's/Pak's are on other levels that don't CTD... :-\
Title: Re: Op. Goodwood 2.25 bug
Post by: Frysian on 23-02-2010, 21:02:51
I can't download those files.. is it an internal release only or am i doing something wrong?
Title: Re: Op. Goodwood 2.25 bug
Post by: cannonfodder on 24-02-2010, 07:02:25
No, the link used to work, but I'd say winterhilf has removed the files... :-\