Forgotten Hope Public Forum
Forgotten Hope 2 => Singleplayer and Coop => Topic started by: aserafimov on 04-06-2010, 19:06:21
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Hello,
the bots are available already...
(http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen038.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen038.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen020.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen020.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen019.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen019.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen018.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen018.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen017.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen017.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen016.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen016.jpg)
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Link?
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:o
Now Aser, don't you be teasing us mate. Be a sport and give us a link...
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Nice!Any download link?
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comrades... you are very impatient ...
I have not tested this map well, but well... when I get back from work I will send a download link.
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Excited, we are just really excited :-)
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comrades... you are very impatient ...
Yes, yes we are...especially when someone (I won't mention any names) posts shots of bots on a map that isn't navmeshed yet... ;)
Excited, we are just really excited :-)
Really, really excited...like piss-myself-like-a-puppy excited... :)
I've been dying to see SP versions of Villers and Lebisey, since I first clapped eyes on them both.
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Same here. Its amazing, but this means we now have only Bessin and mareth without AI
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I want to show you what I will send you as a files. I have created two versions of villers bocage map.
1st version is original villers bocage 64 map. I gave in the british hands "crossroad", "farm" and first town, because if they are in german hands....the british soldiers and tanks stay at place...no any movement.
2nd version you could see screens below...I prefer this SP version because it is close town battle(infantry +tanks)... just I like small maps...
(http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen061.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen061.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen060.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen060.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen059.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen059.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen058.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen058.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen057.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen057.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen049.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen049.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen048.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen048.jpg) (http://i761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/th_screen062.jpg) (http://s761.photobucket.com/albums/xx254/aserafimov/FH2%20single%20player/?action=view¤t=screen062.jpg)
keep in mind that all files which you will received are WIP..it means control points, spawn points and spawn objects are not adjusted...also infantry and vehicle navmesh
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download link:
WIP_V2- http://www.4shared.com/file/6ix_5W4j/villers_bocageWIP_V2.html
WIP_V1- http://www.4shared.com/file/fOysnG9-/villers_bocageWIP_1.html
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CTD happened!
I had played your SP Villers Bocage,then I changed map to your Lebisey,but after I played it for a few seconds,CTD happend. I don't know why.
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Feedback:
/Villers COOP ctds on load attempt
/ Tanks may cross the river by bridge, but they also swim and drown.
/Starting flag distribution is meh
/team-Unlocked tanks? German-driven shermans is uh-uh, man.
/Uncap Tilli-sur-seulles kills
battle by making fighting area small for Germans
/You changed all german tanks to tigers?
/Bots arent that free with meshes.
/I recommend map being ordered exactly like it was in cq.
/Not a bad play though. Still a bit frag-festy
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Also noticed that the commander gets as confused with attack orders as he does in mersa.
Did notice something Drawde might want to look into: shermans only fired smoke and literally nothing else at armor or emplaced guns. I think the Tiger too
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Feedback:
/Villers COOP ctds on load attempt
/ Tanks may cross the river by bridge, but they also swim and drown.
/Starting flag distribution is meh
/team-Unlocked tanks? German-driven shermans is uh-uh, man.
/Uncap Tilli-sur-seulles kills
battle by making fighting area small for Germans
/You changed all german tanks to tigers?
/Bots arent that free with meshes.
/I recommend map being ordered exactly like it was in cq.
/Not a bad play though. Still a bit frag-festy
as I say it is still WIP... also I prefer small Villers Bocage..it means map v2
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ok, here is the updated version of alternative Villers Bocage map:
http://www.4shared.com/file/Q-KhFxaZ/villers_bocage_final.html
@ cannonfodder
please, update Sticky topic with a new download link and delete old link.
thanks.
p.s.
How can I fix this issue?
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Aserafimov please don't give up on your first 64 version of bocage
it has the potential to be another goodwood.
You have done some very good work already and it just needs some polishing.
If you can keep the tanks out of the river and maybe ad a few more tanks.
this is already a good fight the way it is but the tigers need to break out into the fields.
The new version is a good fight as an infantry battle but with such a large and detailed map
available it's crying for a tank battle.
Thanks for all your work so far.
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Aserafimov please don't give up on your first 64 version of bocage
it has the potential to be another goodwood.
You have done some very good work already and it just needs some polishing.
If you can keep the tanks out of the river and maybe ad a few more tanks.
this is already a good fight the way it is but the tigers need to break out into the fields.
The new version is a good fight as an infantry battle but with such a large and detailed map
available it's crying for a tank battle.
Thanks for all your work so far.
hi man,
don't worry about first version of villers bocage, I will finish it.
I like small maps due to this first I have finished the small villers bocage. I think that it's good infantry and tank battle despite small combat area.
and yes, I could keep the tanks out of the river... just I have to rework vehicle.obj file with 3ds max or maya...so when it's ready I will send download link...
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ok, here is the updated version of alternative Villers Bocage map:
http://www.4shared.com/file/Q-KhFxaZ/villers_bocage_final.html
@ cannonfodder
please, update Sticky topic with a new download link and delete old link.
thanks.
p.s.
How can I fix this issue?
Check your Gameplayobjects.con file
It looks like three lines of code for the flag pole where removed.
Give me a minute to find it for you.
Remove in bold
ObjectTemplate.minNrToTakeControl 2
ObjectTemplate.hasGreyCapturingState 1
ObjectTemplate.hoistFlag 0
ObjectTemplate.hoistMinMax 0.2/0.9
ObjectTemplate.flagTemplateTeam0 flag_hanging_neutral
ObjectTemplate.flagTemplateTeam1 flag_hanging_de
ObjectTemplate.flagTemplateTeam2 flag_hanging_us
Add this here
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Your flag name here
ObjectTemplate.radius 15
ObjectTemplate.radiusOffset -7/-7/5
ObjectTemplate.team 1
ObjectTemplate.controlPointId 102
ObjectTemplate.areaValueTeam1 20
ObjectTemplate.areaValueTeam2 30
ObjectTemplate.timeToGetControl 60
ObjectTemplate.timeToLoseControl 60
ObjectTemplate.minNrToTakeControl 2
ObjectTemplate.hoistMinMax 0.2/0.9
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thanks for your help... :)
I fixed it.
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Just select the flag in the editor and move it down.
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new download link:
http://www.4shared.com/file/tkMx1oOO/villers_bocage_push_mode.html
finally I found what I want from my alternative map of Villers Bocage.
I have added into mapdata.py
- push mode
- team SPs
the battle looks more aggressive with well arranged attack over the control points.
now the mapdata.py file looks like:
from game.plugins import plugin, limitKit, teamSPs, push
spawns = [
plugin(teamSPs, sps = ['center_2', 'center_3', 'center_5'], team = 1),
plugin(teamSPs, sps = ['center_1', 'center_4'], team = 2),
plugin(teamSPs, sps = ['villers_bocage_south_1', 'villers_bocage_south_4'], team = 1),
plugin(teamSPs, sps = ['villers_bocage_south_2', 'villers_bocage_south_3'], team = 2),
]
kitlimits = [
plugin(limitKit, team = 1, slot = 1, kit = 'GS_SMGAssault_Limited', limit = 0.25),
plugin(limitKit, team = 2, slot = 1, kit = 'BW_SMGAssault_Limited', limit = 0.25),
plugin(limitKit, team = 1, slot = 3, kit = 'GS_LMG_MG42_Limited', limit = 0.2),
plugin(limitKit, team = 2, slot = 3, kit = 'BW_LMG_Limited', limit = 0.2),
plugin(limitKit, team = 1, slot = 5, kit = 'GS_AntitankAssault_Limited', limit = 0.1),
plugin(limitKit, team = 2, slot = 5, kit = 'BW_Antitank_Limited', limit = 0.1),
]
push = [
plugin(push, source = 'outskrit_west', target = 'villers_bocage_south', attacker = 2,),
plugin(push, source = 'outskrit_west', target = 'center', attacker = 2,),
plugin(push, source = 'center', target = 'villers_bocage_east', attacker = 2,),
plugin(push, source = 'villers_bocage_east', target = 'german_arty_position', attacker = 2,),
]
gpm_cq = {
64: kitlimits + spawns + push,
}
now, I will start work over original 64 size map of Villlers Bocage, wich navmesh is still with WIP status.
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Is the DL for the 64 sized map? Have you been able to get British bots to start from where they do in Conquest cuz it will really make a more interesting game if it was like it was in conquest with the right vehicles locked
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Hi to all,
@ djinn
atm I am working in two direction:
- during my vacation I have tested 64-size map of Villers Bocage
- atm I am working over my custom map Longuse sur mer, which at the final moment will has SP support and should looks great...probably.. ;D
link: http://fhpubforum.warumdarum.de/index.php?topic=10877.0
Test:
now to Villers...what I have done...
because I like infantry battles..I gave to Brit forces 10 sherman tanks:
-five tanks have spawn time 9999, it means they will be out of battle after their knocking.
-five tanks have spawn time 300s
-3 AT guns to defend Tilly sur Seulles..instead ABC line
-one 3inch mortar.
for German forces
- two StuGs(spawn time 1st-9999/2nd-300) and one tiger(spawn time 9999)
- one halftrack for infantry
- flak88
- some pak40
-locked vehicles
if I remember correctly I set guns spawn time to 9999
at the begining it starts as a tank battle, it continues till the moment when the most of the tanks are knocked out..after that the infantry is ready for action..
- the Brit main base and German main base are not included at the moment, I don't have a time to test how bots will work if these control points are included.
- Control points: town of Tilly is in Brit hands, Crossroad, Farm, villers and Point213 are in german hands.
- added push mode: tilly->farm->crossroad->point213->villers
- noticed also that when the bot soldier drives Tiger...how to say.. the bot has bad coordination when he has to drive through the bridge, StuG and Halftrack-no problem.
now at the question: are there guys who want to test the map?
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Hi to all,
@ djinn
atm I am working in two direction:
- during my vacation I have tested 64-size map of Villers Bocage
- atm I am working over my custom map Longuse sur mer, which at the final moment will has SP support and should looks great...probably.. ;D
link: http://fhpubforum.warumdarum.de/index.php?topic=10877.0
Test:
now to Villers...what I have done...
because I like infantry battles..I gave to Brit forces 10 sherman tanks:
-five tanks have spawn time 9999, it means they will be out of battle after their knocking.
-five tanks have spawn time 300s
-3 AT guns to defend Tilly sur Seulles..instead ABC line
-one 3inch mortar.
for German forces
- two StuGs(spawn time 1st-9999/2nd-300) and one tiger(spawn time 9999)
- one halftrack for infantry
- flak88
- some pak40
-locked vehicles
if I remember correctly I set guns spawn time to 9999
at the begining it starts as a tank battle, it continues till the moment when the most of the tanks are knocked out..after that the infantry is ready for action..
- the Brit main base and German main base are not included at the moment, I don't have a time to test how bots will work if these control points are included.
- Control points: town of Tilly is in Brit hands, Crossroad, Farm, villers and Point213 are in german hands.
- added push mode: tilly->farm->crossroad->point213->villers
- noticed also that when the bot soldier drives Tiger...how to say.. the bot has bad coordination when he has to drive through the bridge, StuG and Halftrack-no problem.
now at the question: are there guys who want to test the map?
Sure, I'd like to test this map, I've also noticed that bots tend to struggle in tight spaces with tigers on a number of maps.
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Yeah I'll give it a bash.
...I've also noticed that bots tend to struggle in tight spaces with tigers on a number of maps.
They'll eventually get unstuck. If not, just take the Tiger off him as punishment for being a bad driver... :)
The traffic jams on Aberdeen are the worst, once I had to clear a 8-tank 3-vehicle logjam... ::)
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I did say Remick has this map in hand.
I'd be more interested in the custom maps
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Sign me up for testing.
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ok guys,
this weekend, I will prepare the map and I will inform you.
Thanks!
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DOWNLOAD LINK
http://www.4shared.com/file/8vFkURp2/villers_bocage_64size.html
Villers Bocage-64size
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Played the map repeated times and it was very good.
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-One issue that occurred though was that when playing as Allies, they only used the tanks "piecemeal" (one at a time or not at all). Playing as the Germans, the Allies used the Shermans in force (which was very effective until they tried to cross the river)..... so I am not sure why this occurs.
-The Tiger occasionally has difficulty traversing the bridge, but this was true in history (so I consider it a positive ;D).
-The far east flag on the map, at the lone farmhouse, received only small attention from allies. As the allies primarily use the field to approach the main crossing bridge, the Germans have easy path to retaking it.
-The church flag is incredible battle with almost no chance to take for Allies. The Germans repeatedly and rapidly spawn there if it is in danger and even with two tanks we could not cap it. Very good job.
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I looked for available kits: sniper rifle, panzerfaust, mortar, etc., but did not see any available at bases/tables/church steeples; did I just miss seeing them or not yet added?