Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: naoko on 13-10-2009, 19:10:35

Title: operation goodwood
Post by: naoko on 13-10-2009, 19:10:35
bot stuck
(http://i300.photobucket.com/albums/nn12/naoko2/botsstuck.jpg)
Title: Re: operation goodwood
Post by: djinn on 13-10-2009, 21:10:39
Yes, the AI in goodwood is... well, the map crashes, Naoko, y'know... If that helps you get the current situation... We are given our feedback and change suggestions as we speak... I think it will be done in time - Even trying to get WinterHilf to release the AI files for any and all 2.2 maps (Including African maps) as and when he is done coding them... But please, don't quote me ;-)
Title: Re: operation goodwood
Post by: naoko on 15-10-2009, 17:10:21
oke thanks
i'm just want to help you spot the problem. 8)
Title: Re: operation goodwood
Post by: Zoologic on 06-11-2009, 16:11:56
Anyone knows why this map crashes besides the known Sherman M4A1 spawning in both Le Prieure and Le Mesnil Frementel? It seems like all Churcill's version also fail to substitute them.

I changed them into other working tank such as Late Shermans, well it helps delay the crashes before it went crashing again for unknown problem.
Title: Re: operation goodwood
Post by: djinn on 06-11-2009, 16:11:04
I believe WinterHilf got that fixed... or so he said - Been gegging for a release of that - ought to be the most interested Normandy map if it worked

Still is, for the 5 minutes until the Brits cap the said bases and use those tanks... One got the Germans attacking with PZIVs and Panthers... had one ball of a firefight with tanks and AT infantry... Until some idiot got carried away and jumped into a Sherman :-(

Please give us this map  :'(
Title: Re: operation goodwood
Post by: Zoologic on 06-11-2009, 17:11:08
The tanks are alright, i modified them into spawning the usable Sherman V instead of Sherman M4A1 (which is causing crashes).

But it keeps crashing. I suppose the Universal Carrier French thingy. But it isn't we haven't capped Cagny to spawn those stuff, and it already crashed. Must be some other thing. And well, i spawned the KingTiger... it is awesome, and the bot used it too.

Winterhilf will probably avoid releasing it because of the potential to attract idiots who keep complaining that they can't join Goodwood on any online server after installing the SP-modified Goodwood. People like these cannot just read the warnings  ;D
Title: Re: operation goodwood
Post by: cannonfodder on 06-11-2009, 17:11:24
The tanks are alright, i modified them into spawning the usable Sherman V instead of Sherman M4A1 (which is causing crashes).

But it keeps crashing...

Is there a vehicle on this map that hasn't been enabled for bots asides from the M4A1? It'd be a vehicle that's not on any other (working) SP map, the Wirbelwind perhaps?
Title: Re: operation goodwood
Post by: Eat Uranium on 06-11-2009, 17:11:01
Sherman II late and the french bren carrier are the only non sp vehicles on this map that I know of.
Title: Re: operation goodwood
Post by: cannonfodder on 06-11-2009, 18:11:10
Wirbelwind on Goodwood? *slaps forehead* (I was thinking of Totalize... ::))

I get the same, changed M4A1's to Cromwells, capped all four flags on the British side of the railway, went to Le Poirier and started to cap it and CRASH... :(
Title: Re: operation goodwood
Post by: Zoologic on 07-11-2009, 09:11:37
Still doesn't work after replacing both Sherman II and French Universal Carrier.

I've been tweaking the AI all day long. The stupid bots now spawn inside the house in Le Mesnil Frementel for eventhough they no longer spawn and stuck at 2nd level. The problem is it seems there are too many of them now spawn there and the British bots couldn't just cap it easily. A lot of tweaking will certainly make this map incompatible with the online servers. But one of the solution i can think at the moment is to separate both maps.

Is there any better tool besides the BF2 editor? Still unfamiliar with its complexity. Missed the old friendly BF1942  :-\ However the newer ones have more eye candies that i couldn't just trade for the user-friendliness :D

A few thoughts about SP:
SP is pretty important development IMO, especially the co-op ones, since majority of FH2 servers are empty most of the time, which prevents potential fans joining at any time. Having a few co-op server will help future players to have a taste of FH2 game play thus increasing the chance of joining our player base. SP doesn't always mean for those with poor connection such as me, djinn, and few others. Moreover, it also help n00bs practice shooting moving targets.
Title: Re: operation goodwood
Post by: djinn on 24-11-2009, 12:11:31
Sad this map CTDs... After a few games, i actually add this map to the list, knowing it will Crash eventually, but needing to experience Normandy for real... The US maps are cool, but too unique in their gameplay and dark for the experience I want... And not spread out enough for/ or without any tanks for proper tank-infantry combat...

I wonder if someone can give me the HOW on changing code for the Sherman tank and the Normandy universal carrier. I'm sure it will CTD eventually, but it will take alot longer with these out of the way

Please spell it out to me, you will dictating to a n00b as far modding is concerned
Title: Re: operation goodwood
Post by: cannonfodder on 24-11-2009, 14:11:49
Ok, first go into your ...mods\fh2\levels folder and open the server.zip.

The file you need to modify is: GamePlayObjects.con (It's under: Gamemodes\sp3\64)

Open it and you'll see a lot of this:

Code: [Select]
rem [ObjectSpawnerTemplate: CP_64_Goodwood_LePrieure_sherman]
ObjectTemplate.create ObjectSpawner CP_64_Goodwood_LePrieure_sherman
ObjectTemplate.activeSafe ObjectSpawner CP_64_Goodwood_LePrieure_sherman
ObjectTemplate.modifiedByUser "winter"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 m4a1mid_eu_brit
ObjectTemplate.minSpawnDelay 70
ObjectTemplate.maxSpawnDelay 100
ObjectTemplate.TimeToLive 120
ObjectTemplate.teamOnVehicle 1

The line you need to change is: ObjectTemplate.setObjectTemplate 2 m4a1mid_eu_brit

Change m4a1mid_eu_brit to whatever you want to spawn there instead (e.g. I changed mine to cromwell)

NOTE: You have to make sure what you type in is correct. What I mean is, if I'd put in 'Cromwell' instead of 'cromwell' it probably wouldn't work. Likewise 'm4a1mid_eu_brit', if it had spaces instead of the underscores, it probably wouldn't work.
Personally, I just cut and paste what I want from elsewhere in the same file (prevents typos).

Save and exit. It's that simple... :)

Do you still have winterhilf's fix for the UC? Actually, I don't suppose it matters, you can always swap it for something else.


Oh, one more thing, some of that list will have two 'ObjectTemplate.setObjectTemplate' lines:
Code: [Select]
rem [ObjectSpawnerTemplate: CP_64_Goodwood_CagnyWest_transport]
ObjectTemplate.create ObjectSpawner CP_64_Goodwood_CagnyWest_transport
ObjectTemplate.activeSafe ObjectSpawner CP_64_Goodwood_CagnyWest_transport
ObjectTemplate.modifiedByUser "winter"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 sdkfz251_d
ObjectTemplate.setObjectTemplate 2 universalcarrier_france_bren
These two spawn at the same place, but which one depends on who owns the flag. E.g: the sdkfz will spawn if Germany holds the flag and the UC if Britain hold it.

Hope that makes sense.
Title: Re: operation goodwood
Post by: cannonfodder on 24-11-2009, 16:11:29
Just had a go on Goodwood as the Germans, and played for more than 20 minutes before it crashed!!

This was with the Sherman M4A1 removed. When I tried it before (playing as Brits), the longest it would go for was about 10 mins, if that.

I get the impression the problem lies with a German tank/vehicle, because the best the Brits could manage was to hold Le Prieure and Cagny (E&W), before we pushed 'em back. The only German tank that spawned (at the uncap) was a Pz.IV Ausf.H.

Unfortunately, I don't know what was going on when it did CTD. (Jeez, you leave the room for ONE minute and it crashes... >:( >:( >:()

Gonna try again tomorrow.
Title: Re: operation goodwood
Post by: Zoologic on 24-11-2009, 18:11:58
Yeah, i tried that long before. The UC France is okay, we can use it. But the Sherman II cannot. It seems there is a broken object in Normandy maps that makes the AI error.
Title: Re: operation goodwood
Post by: djinn on 25-11-2009, 18:11:48
thanks for the reply, CF

I sure hope we get a solution for this, I'm getting tired of the Normandy maps since 2 of em are infantry only, and the 3rd is Luttich, which has action taken place within a tiny area of the map... First map made for Normandy and all, its little wonder

And the fact is, the best Normandy maps for SP DON'T have SP... Its like a Forgotten Hope curse...FH1 had the best maps for each theater or kind of warfare without SP... ie. Midway, Seelow, Saipan amongst others

POSTED HOURS LATER:
So I tried replacing the M4A1-mid with the cromwell just as you said, and for the darndest reason the frigging tnak keeps coming back... I mean, I did a search within the file - There is absolutely no Sherman in that file except the Sherman V! But somehow Sherman II keeps appearing... CTDer and all. Jumped in one just to make sure... CTDed nicely too. Copy the file out, edit it, save, copy it over its old self... Change the UCs with M3A1s.. didn't even get to see em spawn before the Sherman II did it for me

What the heck am I doing wrong?! :-(
Title: Re: operation goodwood
Post by: cannonfodder on 26-11-2009, 09:11:46
Hmm...that's odd. It sounds like it hasn't saved the changes you made.

I mean, if it did save them but, let's say, you spelt it 'cromwel'...then surely nothing at all would spawn in that position (that's if the map didn't CTD while loading)?

Before I modified it, I made a backup of the server.zip, then I opened the server.zip with WinRAR, went to the GamePlayObjects.con file, changed the Shermans to Cromwells (there's only 2) and just closed (and saved) the file.

I found out how to do it, so I could play with clivewil's (AIX dev) awesome birds, here: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=12816
Title: Re: operation goodwood
Post by: djinn on 26-11-2009, 13:11:52
oh, now I know what I did wrong... I setup SP, but not COOP and then went off to start at COOP game.

So I think it should work now...


thanks

EDIT (30th November, 2009)
So anyone figured out what besides the UC and Sherman cause the map to crash?

Is it ze-Germanz


Tried it later and had the single longest game so far experienced with tanks from both sides going up in smoke.. it was epic - Battles involving 3 tanks a side on either side, Tigers, Panthers and Panzers versus the firefly, Sherman V and Cromwell... And Tigers! being taken out too... First time experiencing that in such quantities - I lost one to a well placed shot from a mobile 6pnr

Anyhoo, I wanted to see the KT in action, and not knowing what conditions spawned it, I tried fingers-crossed so that the game went on long enough - I played it for close to 45 minutes without a CTD, no KT

I caused the Germans to cap all bases up to the British hom-base i.e excluding that base, no KT - I tried in reverse, I got the Brits capping everything including The town and leaving only 2 German capp-able flags

We had a Tiger, 2 panthers, 2 Panzers and one or 2 Stugs and I can't recall what on the Brit side cuz the game CTDed just then

Helps narrow it down as to what could have caused that CTD... ? And how do you get the KT to appear?!

Further Edit
So I noted a few general AI issues here... What can possibly slow the game is limited path-maps around the rail track... Vehicles feel obligated to go over the bridge, when they could just as easily go over the track... Its not fancy, but it stops the bottlenecks at the rail track and potential deathtrap for German hanomags against British tanks.. same for the alcove... Most tanks going at full speed, including the slow Tiger can drive right over the dikes.

Also, the allies, not just in this map, have a habit of getting into shermans, V and M1A1s and just remaining at the base for a long time.... Sometimes infantry does too... just standing at the main allied base
Title: Re: operation goodwood
Post by: Zoologic on 02-12-2009, 13:12:42
Condition to spawn the KT:

Make the British cap both of Cagny flags, Le Preiure and Le Mesnil Frementel... and the King Kittah spawns!

I discovered that switching positions in M5A1 half track isn't allowed or cause it to CTD which is due to no proper AI code.

The AI difficulty in going over railroad crossings: waypoint them! They will go smoothly as in going over bridges.

AI idle: perhaps CPU resources maxed...
Title: Re: operation goodwood
Post by: djinn on 02-12-2009, 15:12:29
thanks... maybe I'll just replace all M4A1s with UC-North Africa and add WinterHilf's AI improvement for them to get them going smoothly....

Thanks for the reply, ZM

To WinterHilf
So we have:
Sherman M1A1 with missing code
UC-Normandy with missing code
M4A1 halftruck with faulty code
no AI code for British HMG

Is that all? With that fixed, will the map work right?
Title: Re: operation goodwood
Post by: Zoologic on 02-12-2009, 15:12:32
He have French Bren Carrier fixed and uploaded in the SP sticky thread. It should fix the problem.

Apparently, after the Sherman II (M4A1) and M5A1 Half track replaced, there are still unknown error there. Might try the game a few times more.
Title: Re: operation goodwood
Post by: djinn on 02-12-2009, 16:12:24
Wait... is there a difference between the M3A1 halftruck and this M5A1... maybe different versions both in the map.. that could explain why it still CTDs - I didn't replace that

Oh, and I got all 4-bases capped by the Brits in COOP... where does the KT spawn again? cuz I'm not seeing it. At the main uncappable German base? Or is it as easter-egg with no icon on the minimap?
Title: Re: operation goodwood
Post by: cannonfodder on 03-12-2009, 07:12:38
...Vehicles feel obligated to go over the bridge, when they could just as easily go over the track...

Maybe not...(see pic). Watched these idiots to and fro for about a minute before they managed to get over the railway. I saw that a few times.

Also, the allies, not just in this map, have a habit of getting into shermans, V and M1A1s and just remaining at the base for a long time.... Sometimes infantry does too... just standing at the main allied base...

Yeah, they're having tea and scones before they go to war...
Title: Re: operation goodwood
Post by: djinn on 03-12-2009, 09:12:25
Yes, that's the issue... they spend all the time trying to cross the rail at that one point, when they could very well go over ANY part of the rail

Same for the alcove and dykes... even the slow moving Tiger can climb that thing without them all qeueing to pass through the alcove...

Alot faster, better coordinated in a combat situation And it will look cool when they jump it

About the KT?
Title: Re: operation goodwood
Post by: Zoologic on 03-12-2009, 12:12:19
Like i said earlier, we should make a waypoint in BF2editor so the bot could just went over it smoothly.

The KT won't have problem as well crossing them, except the tunnel, where it needs a few adjustment because of the cannon length (yea, they consider them too). It spawns when the Brits take all Cagny, Le Preiure, and Le Mesnil Frementel.
Title: Re: operation goodwood
Post by: djinn on 03-12-2009, 13:12:50
WHERE does it spawn exactly? cuz I've capped those bases countless times as Brit even before fixing the Sherman II and I never saw it as German
Title: Re: operation goodwood
Post by: Zoologic on 03-12-2009, 14:12:08
German main base, wait for a moment till it spawns with Panthers and other Panzer IV Hs.

But in default SP mode, the Tiger I will spawn instead of King Tiger. In my game, i change them to King Tiger just like in Conquest mode by altering gameplayobjects.con
Title: Re: operation goodwood
Post by: djinn on 03-12-2009, 15:12:31
oh, THAT'S why.. so what does the code look like

I saw a snippet in COOP which was 3-flag-capture KonigsTiger
and the Normal spawn code for Tiger Late...I tried simply replacing the Tiger I name with KonigsTiger and it CTDed when it was time for it to spawn

Which part of the Conquest code do I copy, please?
Title: Re: operation goodwood
Post by: Zoologic on 03-12-2009, 15:12:56
Replace the Tiger Late with kingtiger_1944fall

It is how it is supposed to be.
Title: Re: operation goodwood
Post by: cannonfodder on 03-12-2009, 15:12:27
Oh, I get ya now...misunderstood what you meant by 'bridge' (I'd call it a railway crossing  ;)).

Haven't tried to find the KT yet, but if you look in your gamelogicinit.con file (in mods\fh2), you'll find a list of all the vehicle spawner names/codes.

The KT has 6(!):
kingtiger_1944easternfall
kingtiger_1944fall
kingtiger_1944winter
kingtiger_1945spring
kingtiger_night
kingtiger_standard
Title: Re: operation goodwood
Post by: djinn on 04-12-2009, 14:12:47
So I guess I should just put the same file from the conquest where the COOP's was so that the KT spawns instead of the regualr Tiger and then replace M4A1s and UCs again?
Title: Re: operation goodwood
Post by: djinn on 06-12-2009, 00:12:45
Wierdest thing: I replaced the COOP's file with that of Conquest and changed Shermans IIs to Cromwells and UCs to M3A1s.

First off, the Tiger still spawned, not the the KT...

Next, I saved a copy of my modified COOP file - As per the original instruction  and did a fresh install of FH2.

1/ I applied LegionDCX's modded vehicle and weapon files
2/ Added COOP levels that are not in the original, like Fall, Tobruk
3/ I applied WinterHilf's modification to the UC ai and PDH and PHL
4/ Then I applied the modified Goodwood that I copied from my former install, the one which still spawns Tigers
5/ I run the game and now the Germans only spawn hanomags and not a single tank!
6/ I reinstalled everything and applied the patch directly from my former installed FH (It was in a different folder) - And I STILL have Jerry without tanks!

What did I do wrong??!

Title: Re: operation goodwood
Post by: Eat Uranium on 06-12-2009, 00:12:11
What did I do wrong??!
I'm just thinking that 'linkedcps' might not work in COOP.  I know it works in SP and in CQ, but I'm not sure about COOP.  Since all the German tanks on Goodwood are spawned from dummy flags, they will not spawn if 'linkedcps' doesn't work becuase that is the code that determined if a flag changes hands when another flag is captured.

I tip would be to see if the pushcode is working on COOP maps, if its not then you will have to use SP.
Title: Re: operation goodwood
Post by: cannonfodder on 06-12-2009, 07:12:23
Wierdest thing: I replaced the COOP's file with that of Conquest...

You mean you copied the whole GamePlayObjects.con? If so, that may be the problem - they're not exactly the same...but what Eat Uranium said sounds more likely.

Maybe start again, but just stick to changing the spawner names?
Title: Re: operation goodwood
Post by: djinn on 06-12-2009, 08:12:33
but how do i get the kt in cuz thats why i used conquest's file

EDIT: Tried to do an elimination process to figure out why the Germans weren't spawning any tanks whatsoever... So I removed Legion's mod - No effect. Removed WinterHilf's UC improvement, nada

Deted the whole game and reinstalled it, only applying changes to the Goodwood level - Still no German tanks

And now, I have reinstalled it yet again with no changes whatsoever and STILL no tanks! My BF2 is broken :'(


How the hell does this happen? I so wasnted to play Goodwood today on the Specd-up PC I'm using (Which I'm returning today), and here I am facing an issue that never existed and seems to have no logical reason... That really sucks
Title: Re: operation goodwood
Post by: Eat Uranium on 06-12-2009, 11:12:23
Djinn:

Start a local conquest game with Goodwood and type sv.numplayersneededtostart 1 into the console.  Proceed to cap all flags as the brits, then switch teams and go to the German main.  Tanks should be there.

If tanks are there: it means the varios things in the mapdata.py are workking for you in CQ at least and that they probably don't work in COOP.

If tanks are not there: scream at your computer like a little girl and reinstal repeatedly until it works or you get fed up and switch to CCS.
Title: Re: operation goodwood
Post by: cannonfodder on 06-12-2009, 13:12:06
but how do i get the kt in cuz thats why i used conquest's file...
This will piss you off even more...changing the spawner name in SP does work, I just tried it.

I capped the first 4 flags, switched sides, waited about 2 minutes and...(see pic)

Quote
...And now, I have reinstalled it yet again with no changes whatsoever and STILL no tanks! My BF2 is broken :'(...
That's weird...What about vanilla? Any spawn probs there? You're not touching any files outside of the mod itself, so vanilla should be OK. If it is, I fail to see how a reinstall (of FH) wouldn't fix the problem.

Quote
...How the hell does this happen?...
Murphy's Law... ::)

...scream at your computer like a little girl...
I been doing a fair bit of that lately...(PC trouble  >:()
Title: Re: operation goodwood
Post by: djinn on 06-12-2009, 14:12:56
I actually reinstalled BF2 (Ya, and that fekkng 1.41 patch), 1.5 patch, FH2 and without even modding it, I jumped to into Goodwood - Not a single German tank, and what seems like a whole lot of hanomags

I tried what you said, E-U. Conquest for one (Had I known that was possible, I would have done it as soon as I got 2.2 so I could see the Tiger II)
Same issue... No Panzers!


Please don't mention Murphey's law - I think I was in mind when that thing was thought up - Whenever I try to get things going well for me, it always finds a way of breaking in the worst, least anticipated way possible

I'm so jinxed with that I'm actually scared when I DO get my rig, SOMETHING I haven't thought of will be amiss
Title: Re: operation goodwood
Post by: cannonfodder on 06-12-2009, 15:12:31
 ???

Well the only thing I can think of (and it's the only thing left) is what's in your My Documents\BF2 folder. AFAIK it doesn't get deleted when you uninstall.

There's a serversettings.con file...maybe a setting in there was changed?
I can't see it having anything to do with the shader cache, but delete it and see what happens...what've you got to lose?



Ah yes, yet another fine example of Mur... :-X
Title: Re: operation goodwood
Post by: Zoologic on 06-12-2009, 16:12:58
Djinn, what you need to do is to delete all stuff in:

My Documents\Battlefield 2\Mods\fh2

Then re-install the whole thing. And here is what you need to do, to spawn the Panzer 6B Tiger II:

Open Battlefield 2\Mods\FH2\levels\Operation_Goodwood\server.zip

Go through GameModes\SP3\64 open the file "GamePlayObjects.con" using notepad.

Now find the word (pressing ctrl + F) "Tiger" and you may struck at lines containing the following:

Quote

rem [ObjectSpawnerTemplate: CP_64_Goodwood_fourflagscombined_dummy_koenigstiger]
ObjectTemplate.create ObjectSpawner CP_64_Goodwood_fourflagscombined_dummy_koenigstiger
ObjectTemplate.activeSafe ObjectSpawner CP_64_Goodwood_fourflagscombined_dummy_koenigstiger
ObjectTemplate.modifiedByUser "Jhn"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 tiger_late
ObjectTemplate.minSpawnDelay 100
ObjectTemplate.maxSpawnDelay 130
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 120
ObjectTemplate.teamOnVehicle 1


Change the underlined into kingtiger_1944fall

So it will look:

Quote

ObjectTemplate.setObjectTemplate 1 kingtiger_1944fall


Now, go close the file, make sure you save them. (and put back to the server.zip file if you unzip to edit).

Start SP game with Goodwood map, make sure that you see "lightcombat mode" is 0 or "no vehicle" is 0 during the loading screen.

Go make the British cap both Cagny west and east flags, Le Preiure, Le Mesnil (both 2 near British main base)... voila! The King Tiger spawns a couple of seconds after that in German main base.
Title: Re: operation goodwood
Post by: djinn on 06-12-2009, 16:12:38
Thanx zM, but here is the thing:

I HAD already reinstalled EVERYTHING, and it doesn't even spawn a Stug inspite of all the files being just as the devs put it... I'm sur eif there were panzers spawning, I'd get your solution done, but it doesn't even spawn A tank, let alone a Tiger

Title: Re: operation goodwood
Post by: Torenico on 09-12-2009, 03:12:18
Why dont you open the editor and place a tiger or whatever you want near spawnpoints or safe areas??
Title: Re: operation goodwood
Post by: djinn on 09-12-2009, 07:12:32
Will have to wait for my rig later this month to try anything further since I returned the PC I was using - I had it only for the weekend

But here is the thing, I install the game from scratch, BF2, patches, FH2... And even without editting squat, Goodwood ceases to spawn tanks for the Germans

Explain that and I'd be happy to do anything else...
Title: Re: operation goodwood
Post by: cannonfodder on 09-12-2009, 08:12:08
...But here is the thing, I install the game from scratch, BF2, patches, FH2... And even without editting squat, Goodwood ceases to spawn tanks for the Germans...

*cue Twilight Zone music*
Title: Re: operation goodwood
Post by: djinn on 09-12-2009, 09:12:04
*Little did Djinn know he had transitioned to a place where normal things don't happen very often*
Title: Re: operation goodwood
Post by: Torenico on 09-12-2009, 18:12:06
Will have to wait for my rig later this month to try anything further since I returned the PC I was using - I had it only for the weekend

But here is the thing, I install the game from scratch, BF2, patches, FH2... And even without editting squat, Goodwood ceases to spawn tanks for the Germans

Explain that and I'd be happy to do anything else...

What do you mean by, German tanks wont spawn??

Did the british took all the flags? did the Marder I spawned at the front flag ( I dont remember that name..)

Title: Re: operation goodwood
Post by: djinn on 09-12-2009, 18:12:29
Exactly

Germans have Marder Is at foward base alright, Brits have all their tanks - Germans should start spawning panthers, Stug and PZIVs soon after, but never do - Brits should cap Cagney completely as well the Marder base and the base closest to them to spawn the Tiger, but this doesn't happen

And it seems the Germans have like 6 or 7 hanomags in what my paranoid self feels is replacements to the tanks, somehow

I dunno how it happened... It just did - And yet I had seen tanks there before after I had replaced the Sherman with Cromwell, UCs with M3A1s. Even when I left it pure, there after (After I reinstalled everything), it still didn't spawn german tanks
Title: Re: operation goodwood
Post by: Zoologic on 09-12-2009, 19:12:35
Today for the first time, after applying Legion{DcX}'s new AI, modifying several objects (replacing non working M4A1 with M4A3 and M5A1 with M3A1), i finally can finish one full round in Goodwood as British team. We won 224-0, with 22 bots on both sides, plus me on British side.

The flags at Cagny never stays long enough in British hand to spawn the King Tiger... i defend Grentheville (the closest flag to German main base) and only met several StuG40s, Panzer 4s, and Panthers. Finally i can try PIAT and see how ineffective it was compared to Schreks. I need all 4 rounds of PIAT to kill a Panther (hit to the front when he is trying to pass under the rail bridge, another from the sides when he passed the roads, one hit in the turret side from the top of a building, the last one hit the rear turret when i ran away after he stormed the building with MG and HE rounds), he caught fire, but did not explode. Luckily a bot brought his Universal Carrier in, so i can re-arm.

The bots with the Firefly stuck in Cagny recapping lost flags back and forth without a single German AT bots successfully killing him from the beginning of the round. Occasionally the bots will cross and put several Sherman Vs and Cromwells in Grentheville and Le Preiure. The German simply lost by massive ticket bleed although West Cagny and Grentheville changed hand several times... their Panzers simply cut off from the front (Cagny) when we stop them crossing Grentheville. The German bots have pretty annoying stuck point near Grentheville's Nebelwerfer. They stuck on the corner fences, trying to pass the narrow gap. Anybody with MG can get a good 5 to 10 kills just by spraying bullets there.

A very great map and great SP experience Normandy maps can offer!
Title: Re: operation goodwood
Post by: djinn on 09-12-2009, 20:12:24
I'm envious...

I am just reinstalling on the shite PC I was using up until the weekend... I should be able to play on lowest with up to 28 bots max

But I will give it a try...

Wait, you replaced the M5A1 tank with a halftruck? Wont that be a bit unbalanced in the German's favor?

What about the Universal Carrier?

That could explain my CTD... I only replace the UC-France and the Sherman II... Didn't know about the M5A1. So If i replaced that with say, an armored car, that should fix it right? The map wont CTD on me any longer?
Title: Re: operation goodwood
Post by: Torenico on 10-12-2009, 04:12:38
I think editing the map with the editor could work. I will backup Goodwood, replace all the things that are not working, and then add Tigers and all that shit and test it out


Title: Re: operation goodwood
Post by: cannonfodder on 10-12-2009, 04:12:39
Nice one, Zoo...but there isn't any M5A1's on G.wood?
Title: Re: operation goodwood
Post by: Ionizer on 10-12-2009, 06:12:50
Nice one, Zoo...but there isn't any M5A1's on G.wood?

M5A1 Halftracks (British version of US M3A1 Halftrack), not Stuarts.  Apparently, they don't work.
Title: Re: operation goodwood
Post by: djinn on 10-12-2009, 06:12:29
wierd, I searched for m5a1 and the search returned nothing... I only saw m3a1
Title: Re: operation goodwood
Post by: Zoologic on 10-12-2009, 09:12:07
You should edit stuffs from BF2editor i suppose... editing them from text seems to sometimes causing an error due to typos and confusing object names.

The M5A1 half-track has AI code, but rather broken says Legion, so i replace with working M3A1. I re-edit them from conquest's GamePlayObjects.con, removing and making several un-navmeshed spawn points human-only. Now it works fine... but still problematical when playing as German, dunno why.
Title: Re: operation goodwood
Post by: cannonfodder on 10-12-2009, 10:12:16
Nice one, Zoo...but there isn't any M5A1's on G.wood?

M5A1 Halftracks (British version of US M3A1 Halftrack), not Stuarts.  Apparently, they don't work.

What I mean is, the spawner name for all of the half-tracks in the SP GPO (GamePlayObjects) file is already m3a1...

Quote
rem [ObjectSpawnerTemplate: CP_64_Goodwood_AlliedBase_halftrack]
ObjectTemplate.create ObjectSpawner CP_64_Goodwood_AlliedBase_halftrack
ObjectTemplate.activeSafe ObjectSpawner CP_64_Goodwood_AlliedBase_halftrack
ObjectTemplate.modifiedByUser "winter"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 m3a1
ObjectTemplate.maxSpawnDelay 40
ObjectTemplate.maxNrOfObjectSpawned 2

It's m5a1_halftrack in CQ...
Title: Re: operation goodwood
Post by: djinn on 10-12-2009, 10:12:55

so, besides UC-France and Sherman II... what else do I need to modify to prevent CTD? Got tanks from the German side again...

Played a lovely round with Germans attacking from behind the hedgerows and halftrucks using the tank-battles as distraction to charge into the town of Cagney... only to get pwned by fireflies stationed there... first sign of trouble being a warning mg-spray from the tank before it fires a shell... So scenematic... AI is improving!

BTW, why should playing as German cause a CTD while playing as Brit doesn't.. eint it the same vehicles in each scenarios?
Title: Re: operation goodwood
Post by: Zoologic on 10-12-2009, 12:12:03
Dunno Djinn, might check it once again.

I have a theory like this: playing as Brits means i kill all the Germans who stuck in the fence near Grentheville's Nebelwerfer. While playing as Germans, i didn't kill them, in fact, stop them from taking Cagny, thus drawing fights there, relieving Grentheville. The bots will then stuck en masse, causing CTD as noted by ThomasLX in other thread (a very large group of stuck bots caused crash).

But haven't confirmed this.
Title: Re: operation goodwood
Post by: djinn on 10-12-2009, 13:12:58
Seems plausible considering the fact that German bots have no known issues with vehicles I can think of..

However, I did CTD once when I displaced an American bot idly manning the mortar tube facing the nebelwerfer in PHL... Maybe some single script error

Could be similar here, except in a bot-bot situation - Those, I can imagine, are harder to detect, no?

Title: Re: operation goodwood
Post by: Zoologic on 10-12-2009, 13:12:27
Well, the SP, practically every SP map is unstable from what i reckon from Legion's post. This is due the vehicles don't have proper AI codes on them.

Sure you can play El-Alamein pretty well, and Mesra Matruh is quite stable... however, they do have big chance to crash than, for instance vanilla BF2 3rd-party navmeshed 64-size default maps. The problem is the vehicles and the weapons. The devs have been very nice on SP-aspect of the mod, but it is a very rushed job and many of the codes are borrowed from vanilla BF2 vehicles. Some are broken (for example the M5A1 halftrack, it is AI-coded, just broken). Many other BF2 mods out there are online-only, and they are a big failure. Even the venerable PR have dedicated SP-modders. As i stated many times before, SP can be like a test-drive... you aren't committed in buying a vehicle you don't really know. In-game videos simply can't do the mod a justice.

I'm very very thankful to both Winterhilf and Legion{DcX}, and not forgetting to thank previous FH SP devs for their hard work in their spare time. Coding is not easy, just look at any FH2's vehicle AI folder, and click open the AI.con file.
Title: Re: operation goodwood
Post by: djinn on 10-12-2009, 14:12:22
It's always been a one-person job because getting the game out was always the top priority: Maps, skins, animation, sound ofcourse and the unsung heores, code...

AI, based on that, pales in priority, sadly, since it focuses on only those who care for iit - But the beauty of it is, it can be done by one dev, and independent modders like, formerly, WinterHilf (Now dev), and Legion(DCX)

because it doesn't face the same scrutiny as the rest of the game aspects, it can get away with being done by only one person, whicvh implies, being stretched too thin. I sure hope with that consideration, it would allow flexibility for help coming from external sources, like Legion


Title: Re: operation goodwood
Post by: djinn on 27-12-2009, 08:12:30
EDIT: I should have just appended, but it doesn't show as a new post
I've found another bug!

Goodwood, like Fall of Tobruk's first 2 bases, like Alamein's kidney ridge allows double cap i.e the Germans cap it but it remains in British hands, unlike Fall, where its the first time being capped, or in Alamein which is Brits capping, in Goodwood, it is only when the Germans try to recover the 2 bases at their side of the railraod from the British, the game grinds to a halt because the Germans remain there trying to cap it, and it shows their flag, but remains a British base on the minimap.


Title: Re: operation goodwood
Post by: Zoologic on 27-12-2009, 17:12:32
That bug appears on every map randomly. Dunno what triggers it.

I saw it in all maps, but not always. But the most prominent is in sequenced push map like Fall of Tobruk, because such bug will make the game unbalanced.
Title: Re: operation goodwood
Post by: djinn on 27-12-2009, 19:12:28
I really hope WinterHilf would figure it out - I totally hate capping a flag, having it double-cap and having to spawn as the enemy to recap to solve its problem...


I just want to play

I don't see this issue in any other mod - Same goes for bots never responding to 'need a pickup'... I think we need some reference to the other mods cuz these are game-spoilers... especially the former
Title: Re: operation goodwood
Post by: djinn on 24-01-2010, 09:01:46
I found another reason for German bots taking their time to cross the bridge. They climb the overpass easily enough, but are not aware they can drive right through the fences behind the rail so they tend to bunch up there slowly trying to manouever one at a time through the narrow gap between it and the overpass (Ths can be found right outside their axis-only zone)

Alternatively, they must go all the way around the base closest to their uncap base before they can have a chance to cross the rails.

What I can't still explain though is why they can be within range of an allied tank and either shoot wildly, compared to say, the Cromwell, which is dead accurate due to its high speed and fast turret turn, making its aim on point, OR they do't fire at all. A perfect example is the Tiger, which has a very slow turret turn such that eaxh time it rotates its entire hull to aim at the enemy, its attempt to put the bead on target with its turret actually results in it going off aim.

Also, I had a depressing game where axis tanks will move close to the rail, sometimes crossing it (To draw attention of allied tanks), eithe get killed or retreat back across the bridge, showing their nice tank butts to the allies. I once had 3 good tanks with their backs to the allied advance, daring them to shoot - And shoot they did, and die we did - I even got a cromwell blow up a Tiger because of this sheer stupidty
Title: Re: operation goodwood
Post by: Medavelvan on 18-02-2010, 00:02:41
This is my favorite FH2 map - funny thing considering I've never been able to play a complete game without a ctd! It is a very well designed map (notwithstanding the ctd bugs) - it is very atmospheric and I've had some of the most memorable gunbattles on this map.

I've been able to weed out one of the known ctd causes, the LeMesnilFrementel_sherman and have been able to play up to 20 minutes or so - but I've not been able to narrow down exactly what is causing the crash presently. I prefer leaving the original files as intact as possible and ONLY removing the portions of coding known for SURE to cause problems in 2.2

My internet is currently not suitable for online play or downloading large files - but next week I'll be able to dl the newest update at a friend's house. Perhaps I should hold off doing any in-depth changes to this level until I get the new FH2 version and save myself from having to re-do the work later. There are many other great maps to play until then.
Title: Re: operation goodwood
Post by: cannonfodder on 18-02-2010, 11:02:59
...I prefer leaving the original files as intact as possible and ONLY removing the portions of coding known for SURE to cause problems in 2.2...
Just make a backup of your server.zip before you change anything. That way you can chop 'n change it to your heart's content and if you make a mistake you have the original to fall back on... ;)
Title: Re: operation goodwood
Post by: Medavelvan on 18-02-2010, 16:02:25
...I prefer leaving the original files as intact as possible and ONLY removing the portions of coding known for SURE to cause problems in 2.2...
Just make a backup of your server.zip before you change anything. That way you can chop 'n change it to your heart's content and if you make a mistake you have the original to fall back on... ;)

It's not that - I always back up files before I change them; I just believe in keeping the original file as intact as possible as the mod maker intended.
Title: Re: operation goodwood
Post by: matthewfarenheit on 19-02-2010, 02:02:17
I dunno if this helps, but I know as a fact that this map crashes as soon as you destroy any of the static PAK40s (or when the bots do). Killing the bots that man them without destroying the guns doesn't CTD though.
Title: Re: operation goodwood
Post by: cannonfodder on 20-02-2010, 10:02:31
I dunno if this helps, but I know as a fact that this map crashes as soon as you destroy any of the static PAK40s (or when the bots do). Killing the bots that man them without destroying the guns doesn't CTD though.
Are you using Drawde's AI mini-mod?

I am, and destroying the static Pak at the railway crossing doesn't cause a CTD for me.
Title: Re: operation goodwood
Post by: djinn on 20-02-2010, 10:02:55
Im certain its more than one thing

If ai for the pak40 and 38 are the same then thats not it. Im sure the panther with top mg is part to blame but only just, cus Luttich only rarely ctds. Maybe its the pz4. Heck, maybe the tigers. But its certainly vehicular.

I suggest removing all vehicles and testing the map, one vehicle at a time. And I don't mean incrementally
Title: Re: operation goodwood
Post by: Zoologic on 20-02-2010, 18:02:29
I really believe it is a building for Western European-setting that hasn't been properly collision-meshed for AI.
That building has an open top and exposed third floor.

My other suspicion is the Nebelwerfer.

Have to see a complete SP version of Falaise and Lebisey first... but people say when going to Cagny, they experience lag. Maybe that might cause crash when added with extra load of bots fighting around the city.
Title: Re: operation goodwood
Post by: cannonfodder on 21-02-2010, 04:02:30
You might be onto something there Zoo. That would explain why the CTD is so random...maybe the bots are taking a shortcut through the ground floor and causing a CTD as soon as they step through the door/off the mesh... :-\

The lag I get at Cagny isn't that bad...maybe a drop of about 10-20 FPS depending on how many bots are around.
Title: Re: operation goodwood
Post by: Zoologic on 21-02-2010, 07:02:43
I am not 100% sure cf. Since that same building also present in almost stable Luettich.

Surely, the cause of the crash in Goodwood is pretty difficult to determine. Right now, PHL also crashes in my computer. I suspect the Nebelwerfers.
Title: Re: operation goodwood
Post by: djinn on 07-03-2010, 20:03:16
There seems to be more than one issue in Goodwood. Now I got the Germans to cap the town of Cagney and use both 88 and PAK40 to defend it so that no one came through the town itself causing what we THINK is the CTD... well, the game played for some 30 minutes more.

Tiger II tank, panthers and StuG came into town held the distant Marder I base, allowed us to retake the fist base closest to the Brits, got destroyed.... But then after all seemed perfect and there was absolutely no reason for a CTD, it did.

A few of the germans were back at the tank base. The Tiger II was occupied from what I could see on the minimap but did not leave the main German base, so I suppose a bot had gotten on the hull mg and was just sitting there.

basically, the axis had the allies fighting from behind the German-out of bounds area... And THEN I get a CTD... I didn't see anyone doing anything unusual so I really have no clue why this is.

EDIT (a day or 2 later):
Well, we can narrow Goodwood's CTD issue down to between the Prieure (Closest to Allied lines), Le Mesnil Frementel (Mader I base) and Cagney West

I jusat CTDed out of a game where the allies or axis, for that matter, hadn't even gotten to Cagney East and Cangey west was still being fought over i.e. no flag there yet, so no spawned vehicle. Allies had freshly capped Le Mesnil and had already capped Prieure - So let's see if we can narrow it down further. If it was Cagney West, then it had be from the North since no attacking German passes through the southern gaps when entering the town.

Try simulating a game which perhaps focuses on capping just Le Mentil (Perhaps try with just one squad versus one other squad). Once we rule this out, we can comfortably head eastward and see...

Ofourse, it should be noted that it might not be a cap point at all -
Title: Re: operation goodwood
Post by: djinn on 11-03-2010, 11:03:22
Yes, it's clearly from West Cagney. I tried... and failed to cap Cagnet before the Krauts could - But then the few that got to the town were killed by panzerfaust infantry trying to take the flags - And the tanks that dared to form a perimeter infront of the town were obliterated by PzIVs, Panthers and the Mother Kitty herself - Le Ruer Tiger.

We didn't even get our flag up, which may hint at the fact that if the CTD is vehicular, its probably from the Universal Carrier or something that spawns in Cagney West for the Brits. Gerry for his part, capped both flags and occupied all the emplaced guns, even those facing away from the British lines. Every time I was sure no Brit infantry was anywhere close to the town, I changed to Germans to see where they passed. A few maneuvered through back-roads, past the flag and to the 88 guns, but no CTD...

Once the PAK guns defending the rail crossing were taken by Gerry, I lost hope in trying to get across and with both 88s in use, and being re-occupied once the Brits took their users out with HE, Cagney was also lost.

The game went on for something like 30 - 45minutes with no CTD, but no way of breaking through either. This must be one of the few maps that the Germans actually get it easier than than allies.

A perfect map for me to show my leadership prowess by strategising and leading the attack - But with the CTD in Cagney West (If indeed that's where it is, and I'm almost 100% sure it is), there is little chance of even daring to see what gameplay will be like across the rails.

I really wish we would find this CTD and solve it - Luttich's issue is probably a bot-issue with vehicles from Drawde's patch, and will easily be fixed if the vehicle was discovered, but Goodwood needs our combined attention.
Title: Re: operation goodwood
Post by: cannonfodder on 12-03-2010, 07:03:42
Gotcha...I'll try hanging around Cagney.

BTW djinn, have you seen this?: http://fhpubforum.warumdarum.de/index.php?topic=2066.0

I only noticed it the other day and I still haven't played a whole round (ticket count is huge), but it's pretty good.
Title: Re: operation goodwood
Post by: djinn on 12-03-2010, 09:03:31
Yer, probably still have that somewhere.. Its definitely an interesting play - But amazingly (since it uses FH2's stuff) quite arcade... I most like the the appearing dissapearing mg42 gunners - Fun for a bit, but it wont remove my gaze from the horizon and Lobo's Omaha :-)



Title: Re: operation goodwood
Post by: cannonfodder on 12-03-2010, 13:03:21
I was initially disappointed with it due to 75% of the bots standing around with a grenade in their hand (maybe something to do with the AI mods), then I realized it was because of the MG42's. Took them out and they swarmed up the beach. The hardest thing is trying to take that first flag, between your teammates getting distracted by the enemy and those damn 88's, even neutralizing it is bloody impossible.


Back to GW...

I just played a couple of rounds, on the first there was plenty of fighting at Cagney West, the flag changed hands twice before we got rid of all the Germans. I glanced at the minimap, two Brit halftracks were about to leave Cagney via the main road and I was sitting at the flag planning my next move when it crashed...this was about 10 minutes into the round with the Brits holding all the flags above the rail (not 100% sure about Le Mes, though).


The second round: Well, what can I say? You gotta take the good with the bad don't ya... :P

We took Le Pri and I went for Cagney West, took myself out with a HEAT grenade trying to kill the Panther that arrived to steal my flag. Spawned at Le Pri, grabbed the Sherman after clearing the halftrack traffic jam at the gate into the yard. I turned left into the field and headed for Cagney...

About halfway between the yard and that small bunch of trees near the road, I see a shell come streaking out of the bushes (where the Brits spawn on GW-16) which almost hits me. WTF, I think, there's no bloody AT gun in there!, then the top of the Panthers turret appears above the bushes... :D

We exchange a couple of rounds as he slowly emerged from the bushes, but they all missed. Once he was in the open he (strangely) decided I wasn't worth the effort and floored it down the road to Le Pri, as I was lining him up I noticed a P.IV further back heading up the same road. I disposed of the Panther once he got side-on to me and swung back to blast my new target...but as it turned out, he wasn't the target, I was... :o

I fired in vain, but stood no chance at all...and the bloody thing crashed as soon as the Tiger's shell hit me... :(  (The Germans held all but Le Pri when it crashed).

Watching that Panther creep outta the undergrowth was fucking magic... ;D Even though I'm at a total loss as to what he was doing, I've never seen a tank in there before.


EDIT: Tried another couple of rounds as a Tiger pilot to see if it had anything to do with it, but I doubt it - killed numerous tanks with it and one CTD happened when I was sitting still watching the minimap, the other when I was sitting on the back, again, watching the minimap. Both times there were bots near Cagney West but not actually in the town proper.

*sigh*...I give up. I was starting to think it had something to do with dodgy AI in one of the vehicles, but as far as I know, all the GW vehicles appear on other maps... :-\
Title: Re: operation goodwood
Post by: djinn on 12-03-2010, 14:03:33
So true mate... I've personalll changed the the Tiger with a KT so it can't be the former

However, someone did say they removed all vehicles and it never CTDed? If that's true, then it must be a vehicle of sorts.. And we would now have to play, putting each vehicle in, one at a time

Alternative is that it's from some dodgy navmesh at one of the south entries into Cagney West... But that is just going on the theory put foward and the fact that it seems as though, once no one has reason to pass through Cagney West from the south eg. Germans holding Cagney and all AT and dual-purpose guns in the town occupied, you can do 2hours of play easy...
Title: Re: operation goodwood
Post by: cannonfodder on 12-03-2010, 14:03:17
I might try that tomorrow, dump all the vehicles and use the process of elimination to narrow it down. It'll take awhile but it seems like it's the only option. And if I have no luck, at least we'll know it's not the vehicles.
Title: Re: operation goodwood
Post by: rd.king on 12-03-2010, 21:03:54
I've pointed this out before and I don't know if you've looked into it.
I have removed the mobile artillery for both sides in the 2 locations
and changed all other artillery pieces to flak 18's for both sides.
I have left the 25 pounders at the allied base and the neblwerfer in.
And I have not had a CTD since and that is playing both sides.

I believe there is an issue involving a random interaction between
the pak / howitzer and some other model, vehical, bot or building.
I have tried changing the pak 40 to 38's or making them all howitzers
but nothing other than this has worked for me.
Title: Re: operation goodwood
Post by: Drawde on 12-03-2010, 22:03:30
I have removed the mobile artillery for both sides in the 2 locations
and changed all other artillery pieces to flak 18's for both sides.
I have left the 25 pounders at the allied base and the neblwerfer in.
And I have not had a CTD since and that is playing both sides.

What are the mobile artillery units you mention? (I haven't played Goodwood enough - due to the CTD - to be very familiar with what vehicles are in it). And did you leave the other vehicles (tanks, halftracks etc.) in?

I'm wondering if a similar thing might be causing the CTD on Luttich 64 with my AI mod. I have a suspicion that the German rocket artillery halftrack might have something to do with it.
Title: Re: operation goodwood
Post by: djinn on 13-03-2010, 00:03:02
I suspected so too
Title: Re: operation goodwood
Post by: cannonfodder on 13-03-2010, 14:03:13
...I believe there is an issue involving a random interaction between
the pak / howitzer and some other model, vehical, bot or building...
I don't think it's that because all the AT guns work fine on other maps - not 100% sure about the Pak 40 though, but if it was the 40 swapping it to a 38 would fix it.

I would suggest it's a placement prob, e.g. the entry/exit point for the bots is "bad", but I'm pretty sure I've seen the bots man all the AT guns (static and mobile)... :-\

Fuck it, it's time to crush this annoying bug... >:(  It's either remove the guns one at a time or drop the bot number to 5 a side so I can keep an eye on exactly who's doing what at all times.


@Drawde: He means the non-static AT guns.


EDIT: Ok, first I tried deleting all the Paks - CTD. So I assumed it was a problem with a 6pdr (there's only 3)...so far, I've seen the bots man and fire the one at Le Mes (no probs), and man the one at Le Pri.

I tried removing the 6pdrs just to make sure having no AT guns at all would stop the CTD...but it still CTD  :-\
Title: Re: operation goodwood
Post by: matthewfarenheit on 26-03-2010, 09:03:29
First so you don't necessarily get bored reading a otherwise pointless post, the big news: I made the map work for singleplayer with 63 mods and no mayor changes.

Now, the detailed description on how I did it:

I play Singleplayer a lot. This is because the little time I have available for gaming I gotta spend it on FHT for FH 0.7 (I'm a CO there) and the rest of it the FH2 servers are depopulated. The map I played the most is Goodwood since 2.2 (I got BF2 just for FH2.2 launch), so I have a personal interest on the map to be fixed. Also, I kinda want to be useful to the guys that release such a great mod, so I doubled my efforts at this.

When I first CTD, I used to play with 31 bots. After some more gaming sessions, I realized that if I played Allies and managed to keep the Axis on their base singlehandedly, I could complete a full singleplayer session without CTD issues. However, if I took long to basecamp Axis, CTD possibilities started to be higher. Also, when I started to use 63 bots, I always got CTD earlier than with 31 and couldn't ever manage to keep the whole Axis team contained in their base, thus CTD were inevitable and happened 100% of my gaming sessions.

Then, again over several sessions, I realized that if I shot a static Pak40 I would immediately CTD. When I reported this:

I dunno if this helps, but I know as a fact that this map crashes as soon as you destroy any of the static PAK40s (or when the bots do). Killing the bots that man them without destroying the guns doesn't CTD though.
I got this as an answer:

Are you using Drawde's AI mini-mod?

I am, and destroying the static Pak at the railway crossing doesn't cause a CTD for me.
With that reply in mind, I realized that If I raced and destroyed the statics Pak40 as soon as I could, the game wouldn't CTD. But after a while (A time I did not measure, but it was about the 3rd time I destroyed the pak40 I think) if I destroyed the static Pak40 again, IT WOULD FINALLY CTD. As a side note, the fact that the Pak40 was manned or not did not affect the CTD issue.

After finding out this, I had the curse of installing PR 0.9 because a friend insisted. I started having problems with my shaders, couldn't aim with the right mouse button or I would start seeing strange things (like blinking images of the layout behind buildings) and a lot of strange stuff. After trying pretty much every other solution on this forums, I solved that problem only recently with a complete uninstall and reinstall of ONLY BF2 and FH2, no PR this time. The problem I had with getting CTD while trying to get on a cromwell with the aimod 1.1 was because of this, so it should be ignored.

Now, I have the aimod 1.1 AND I replaced every instance of pak40_static and 6pdr_mkiv on singleplayer mode by using djinn's method described here:

No you aren't. I had to manaully change the Tiger I to a Tiger II.

I went to operation Goodwood folder> Server> Gamemodes> gmp_coop>\64
and opened GameplayObjects.con in a text editor. Within that file are all vehicles in the map. I simply found the Tiger file and replaced it with kingtiger_1944fall

And voila, the KT came to life. I also changed the Panther from the ones currently in to panthera_alt which is yellowish rather than brownish and works better in comoflage for that map.

This was instead used to replace in singleplayer (also coop, but I always use singleplayer anyways) every instance of a static pak40 ("pak40_static") or static 6 pounder ("6pdr_mkiv") for the flak 18 already present on the map in the church ("flak18_fr"). I also changed one of the Marders for a KT, but that was only for laughs heh (and the marder I changed turned out to be the marder 1 inside the barn, so it was a tight fit through the door lol) and should be considered as a liability that could have caused more CTDs instead of something that might have solved the issue, but I mention this coz who knows... maybe it was a factor on this solution heh.

The result is as follows: I played 2 whole rounds with full tickets and using the whole map. As Allies, I didn't manage to keep the Axis at bay on their base and I still didn't CTD. The whole map was played in and there were several recaps for the Axis but never a CTD. Destroying the 88s I left as replacements for the Pak40s and 6 pounders didn't cause any effect (also made me realize that they have a notoriously longer spawn time, but whatever).

As Axis, I drove the KT around a lot, no CTD. Destroyed again the 88s and no CTD. Broke havok on the Allies lines, no CTD. Had teammates spawning on my KT, no CTD. Had lots of smoke thrown at me by the bots and FPSs fall but no CTD... etc etc etc. I never could play a whole round defending as Axis on this map, so this time was my 1st completing one. It should be noted that the allies never had more than 2 flags at the time, and most of the time had only a grey, but whatever...

Overall, the problem that caused the oh so damn frequent CTDs seems to have dissappeared completely. I dont know what is the specific cause for it, but out of the randomness that causes the crash, now I can say with confidence that it has to do with the static pak40s and/or their counterparts the 6pdrs, and with them replaced with 88s the map plays like a wonder (though some of the 88s look weird replacing the paks heh). I will continue to check the map and will place back the marder instead of the KT, but my statement stays as it is now: no CTDs on Goodwood achieved :D
Title: Re: operation goodwood
Post by: djinn on 26-03-2010, 10:03:49
Great going, Matt. I can't tell from reading where the exact issue is, but I'm glad you are thinking outside the box on this one - If it is possible, can you upload your version of the Goodwood map so we can DL it and try to narrow down the issue? You might only have to upload Server.zip as it seems all your changes were in that.

I sure hope this issue is solved soon - Normandy is nothing without some tank/ infantry battles...
Title: Re: operation goodwood
Post by: matthewfarenheit on 26-03-2010, 11:03:21
Link:

http://www.mediafire.com/?xgijwzihwih

This is a new version: namely, all static pak40s have been changed to 6pdrs instead of 88s and those that were originally 6pdrs were left alone. Also, no KT this time :D.

I checked and everything went ok, even after destroying the 6 pdrs repeatedly, so I narrowed down the problem to the static pak40s. It should be noted (and this is something that surprised me as well) that the 6pdrs are the mobile versions, even the ones that on the unmodified singleplayer map spawn for allies where a static pak40 spawns for axis. So, it seems that it's something about the static version of the pak40. Just to check I switched to the normal singleplayer version of the map with static pak40s and even with the aimod 1.1 the game CTD in a minute or two (I capped Cagny West, destroyed a pak40, went to get an ammo kit from the floor 3 secs after, and CTD...).

I guess that we could replace the static pak40s with mobile ones. I'll try it later today or tomorrow, as I have to go to college and stuff. Also I'll try to get the static 6pdrs from luttich in here to see if there's any problem with staticness in general. I'm glad of being of any use :D

EDIT: the file I provide to you is the only file inside server.zip that has to be changed, namely Server.zip\ Gamemodes\sp3\64\GamePlayObjects.con (or Server.zip\ Gamemodes\gmp_coop\64\GamePlayObjects.con if you preffer coop: both are exactly the same). You can replace yours inside server.zip with mine or, as I do, just copy the contents of mine and replace the contents of yours with it and let your winrar or winzip or whatever you have do the job.
Title: Re: operation goodwood
Post by: Drawde on 26-03-2010, 18:03:20
Great work tracking down the source of the CTD at last! :D I'll try this out ASAP. I'll also have a look at the Pak40 files (comparing them to the Pak35 and 38, which work fine) to see if I can find what it is that causes the problem.

One question, would replacing the static Pak40s with mobile ones (instead of 6pdrs) work?
Title: Re: operation goodwood
Post by: matthewfarenheit on 26-03-2010, 21:03:17
I found out something bad: I hadn't properly installed drawde's ai patch, namely I unzipped the aitweak.zip files provided instead of placing them on the fh2 folder as they were. Now I checked by properly installing it and, regretably, the ai mod CTD even if we replace the static pak40s with something else (already checked moveable pak40s or 6pdrs). I will make other tests both with the ai mod and without it, but the CTD is official and it doesnt make you wait  ::). Conversely, I can still assure that CTD doesn't happen when the static pak40s are replaced with something else with the unmoded singleplayer ai.

On another note, both with and without aimod, we have CTD issues if the static pak40s are replaced with the static 6pdrs from luttich. So, it seems there's a problem with staticness, or maybe with the specific way it's implemented for those 2 guns. I will try El Al's pak38s later.

If I find the time, I will try to tweak the aimod so as not to include anything that directly affects AT guns. Any ideas on what to do?

PD: I noted that with the aimod on I can't move the front shields on the german APC, so maybe you wanna have a look into that as well?
Title: Re: operation goodwood
Post by: CBCRonin on 26-03-2010, 22:03:04
PD: I noted that with the aimod on I can't move the front shields on the german APC, so maybe you wanna have a look into that as well?
I use a track ball mouse and the forward window plates constantly open/close when I move my line of sight (same with the deployable roof/windscreen on the allied jeep).

So it works for me with the mini-mod.
Title: Re: operation goodwood
Post by: matthewfarenheit on 26-03-2010, 23:03:07
PD: I noted that with the aimod on I can't move the front shields on the german APC, so maybe you wanna have a look into that as well?
I use a track ball mouse and the forward window plates constantly open/close when I move my line of sight (same with the deployable roof/windscreen on the allied jeep).

So it works for me with the mini-mod.
Strange, it does that for me too. The shield goes up and down depending on if I look up or down with the mouse.

It's a bug because, normally, you can move it up and down only with the arrow keys.
Title: Re: operation goodwood
Post by: CBCRonin on 27-03-2010, 00:03:12
Strange, it does that for me too. The shield goes up and down depending on if I look up or down with the mouse.

It's a bug because, normally, you can move it up and down only with the arrow keys.
Good to know, as having it "re-linked" to the arrow key would be much better.

Are the rear doors on the axis APC capable of opening? I didn't play 2.25 without the min-mod, due to the reported sp crash issues and lack of working Stuka, so I never checked to see before installing it.
Title: Re: operation goodwood
Post by: matthewfarenheit on 27-03-2010, 00:03:19
Ok, tried by using AITweakVehicles.zip but not AITweakWeapons.zip. No CTDs, but also the bug I mentioned above remained (German APC shields working with the mouse look instead of the arrow keys, thus opening and closing when not intended). In this playtrough I replaced static pak40s with moveable ones so as to change as few things as possible and it worked as descripted.

I'll try to narrow it down further tomorrow. It has to be some behaviour inside those files. I already tried getting rid of the modification to stationary weaponry alone, but it CTD after 10 minutes...

Good to know, as having it "re-linked" to the arrow key would be much better.

Are the rear doors on the axis APC capable of opening? I didn't play 2.25 without the min-mod, due to the reported sp crash issues and lack of working Stuka, so I never checked to see before installing it.

Nope, they never opened AFAIK
Title: Re: operation goodwood
Post by: cannonfodder on 27-03-2010, 07:03:51
Strange, it does that for me too. The shield goes up and down depending on if I look up or down with the mouse.

It's a bug because, normally, you can move it up and down only with the arrow keys.
Good to know, as having it "re-linked" to the arrow key would be much better...
I take it from this, that it happens all the time for you guys?

I've only had it happen once, on Goodwood in an M3A1, and I figured it must've been a one-off glitch... :-\
Title: Re: operation goodwood
Post by: Michael Z Freeman on 27-03-2010, 17:03:44
Three words ... BUG TRACKING SYSTEM ::)
Title: Re: operation goodwood
Post by: Drawde on 27-03-2010, 21:03:48
I tried changing the Pak40s to mobile versions and to 6pdrs, and in both cases got CTDs when using my AI mod, but no CTD when running without the mod.
However, I then tried installing matthewfarenheit's modified Goodwood file instead of mine - and the map now runs fine using my mod as well as with default FH2.25! Not sure what the cause of this is, but I did notice that matthewfarenheit's's file is several KB larger than the one I extracted from the default Goodwood server.zip.

(I should mention, though, that the AI mod files I'm using are not the 1.1 ones available for download, but have changed a lot since, including some more bug fixes.)

I'll have a look at the halftrack shield bug when I get the time (don't have  time now, and will be out all day tomorrow). Another thing I'll try out is putting the static Pak40 in another map (e.g Aberdeen) and seeing what happens... swapping the Goodwood ones for static Pak38s might also be worth trying.
Title: Re: operation goodwood
Post by: Drawde on 28-03-2010, 21:03:30
Just a quick followup to my last post, matthewfarenheit's fix doesn't work with my AI mod after all  :( - CTDs still occur, though it does seem to be a lot more stable than the default FH2.25 Goodwood, games usually last for 10-15min before the CTD occurs. Sorry for

I'll try running FH2 with the AI vehicle mods but not weapon mods, and see if this has any effect. If so, I'll try progressively removing weapons to find which one(s) are responsible.

One question to anyone who's played Winterhilf's updated Goodwood (which matthewfarenheit's fix is based on) - how does the spawning system for Axis vehicles work? At first, I thought it was a bug that only the Germans only got Marders and halftracks - all the tanks and StuGs being missing - but later into the game, PzIVs and Panthers started to appear at the German main base. Is this time-based, or based on how many CPs each side has? (the same way that the Matilda spawns on Siege of Tobruk when the Germans capture the forward defences) and do the StuG and Tiger eventually spawn?
Title: Re: operation goodwood
Post by: djinn on 28-03-2010, 22:03:08
Winterhilf's new goodwood spawns the fireflies almost immediate after game startup, as well as most german tanks... including the Tiger/Tiger II. This means, unlike the Stock Goodwood where the Allies get as far as the base right next to Jerry, the allies only manage to cap the Marder base (sometimes) and the first line base before being stopped almost dead in their tracks and requiring player aid or some aggression to start putting heat on Cagney West. Also, the Germans can cross any part of the rail as well as climb the dikes instead of squeezing through the alcove and bridge pass, making their flow of tanks sufficient enough to keep the allies behind their axis-out-of bounds area if the game lasts long enough

I have gotten confused with this map... I used to think that Goodwood west had a pathmap issue that CTDed the map, but with all vehicles removed, there isn't supposed to be a CTD any longer...

Also, I have had a situation where the map CTDed directly after a PAK40 was destroyed.. or sometimes, just after it fires.. This also occured in my last game of Totalize, where a PAK40 captured by Canucks engaged Jerry manning an 88 across the river... It does seem like these CTDs have something to do with that gun, which can explain why in maps like Luttich, PDH and PHL it doesn't as these lack a PAK gun... But circumstances of this may not be isolated to the PAK, maybe something else...

I just don't know - I really think a strategy needs to be drawn up by us SPers to try to figure this out. I already suggested something for Luttich, perhaps a bit brute-force, but perhaps we can narrow it down to have unique sets of vehicles in for each file and see which causes the CTD, and then narrow it down.


Title: Re: operation goodwood
Post by: cannonfodder on 29-03-2010, 08:03:09
...One question to anyone who's played Winterhilf's updated Goodwood (which matthewfarenheit's fix is based on) - how does the spawning system for Axis vehicles work?...
Beats me...one round there'll only be 2 or 3 Brit tanks at the start, with the rest spawning over the next couple of minutes, and the next round most, if not all of them, will be there at the start... ::)

Same with the German tanks, although sometimes there's no tanks at the start and they take ages to appear (the Panthers and Tiger in particular).
Title: Re: operation goodwood
Post by: djinn on 29-03-2010, 10:03:19
Then you are probably still using the stock Goodwood

The proof of the Pudding to tell if it IS Winterhilf's patch is this:
in the stock Goodwood, German bots spawned upstairs at the marder base and get stuck there. In Winterhilf's patch - Which unless I'm mistaken has a DL link in this very thread, Or another like it, has no bots spawning upstairs.
Title: Re: operation goodwood
Post by: Drawde on 30-03-2010, 20:03:44
I think I may have made some progress (no guarantees yet) in getting matthewfarenheit's Goodwood 64 fix to work with my AI mod; after temporarily disabling AITweakWeapons.zip, I managed to play a complete game without a CTD. I modified the gameplayobjects.con to make the German tanks and Fireflies spawn as normal without relying on the "push" script (see below) and the Germans had the upper hand for most of the game, the British only managing to capture the north 2 CPs in the last 5 minutes.

I'll need to test the map a couple of times more to check that the non-CTD isn't just luck, but the cause definitely seems to be something in the weapons tweak file. I suspect it may be a grenade or other thrown weapon; earlier I had a CTD which occurred at the exact moment a grenade exploded after being thrown into a Marder, may be coincidence but since bots don't throw grenades at vehicles in unmodded FH2.25, this may be the cause of the issue; possibly there's a collision/physics issue with throwing grenades at some open-topped vehicles, or the Marder I in particular.

The "push mode" script used in Goodwood appears to only work when you're connected to the Internet, even in single-player mode. No idea why (is there any way to fix this?). The spawn scripts for the German tanks and British Fireflies (not the other British vehicles) in Winterhilf's modified Goodwood are connected to the push mode script, so if you play the map offline, the Germans only have halftracks, Marders and AT guns, and the British don't have Fireflies. Without disabling the AI weapons tweak file, the map is a lot more stable, but still CTDs sooner or later, approximately 3 out of 4 times.

(What I've been doing is starting up FH2 and leaving the computer running, checking back on it every so often to see if it's crashed; this avoids wasting hours on the computer and playing the same map so much that I'm sick of playing it by the time I eventually fix the CTD!)
Title: Re: operation goodwood
Post by: cannonfodder on 31-03-2010, 12:03:46
Then you are probably still using the stock Goodwood...
Nope...I even redid it to make sure. Using Winterhilf's update with Drawde's minimod (v1.1), there were 2 Fireflies at the start at the Brit main and 2 P.IVs and the Stug at the German main...which is odd considering the above post... :-\

Maybe the push script is bugged and isn't working properly or only works occasionally?

I dunno, but I do know that I always have Fireflies spawning...
Title: Re: operation goodwood
Post by: Michael Z Freeman on 01-04-2010, 07:04:31
Maybe this has been mentioned already, but are we all using the 1.5 or the 1.41 patch ? I thought the difference in SP was only the Commander AI but there seem to be other issues like these for example (http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=14179&st=0).
Title: Re: operation goodwood
Post by: djinn on 01-04-2010, 08:04:53
No, this isn't affected by the BF2 version. I'm using the 1.41 patch alone for the first time - And the only difference I get is the Ai commander artillery. Other than that, it seems to play exactly the same - Goodwood is exactly the same
Title: Re: operation goodwood
Post by: Drawde on 01-04-2010, 19:04:03
I'm about 90% certain I've tracked down the cause of the AI mod/Goodwood fix bug - it appears to be one of the AT rocket weapons (possibly the Panzerfaust). The reason the map rarely if ever CTDs without the AI mod weapon data is that the default AI min/max ranges make it almost impossible for the bots to use them (not totally impossible; I saw a PIAT kill message once)

As to what it is about these weapons that's causing the crash, and whether it can be fixed without totally preventing the AI from using them, I don't know yet, but I'll try my best!

With the AT weapon data (not grenades and explosive charges) removed from aitweakweapons.zip (and all static Pak40s replaced with mobile ones) Goodwood 64 CTDs about 30% of the time, usually about 10 minutes after the game starts. Not perfect, but a lot better than the original virtually guaranteed CTD in the first 5-10 minutes!

Unfortunately, removing the AT weapon files doesn't appear to fix the Luttich CTD; I still suspect this one is weapons-related, though.
Title: Re: operation goodwood
Post by: Michael Z Freeman on 01-04-2010, 21:04:54
Sound encouraging. A strong cup of sweet battlefield tea is on the way to you :)
Title: Re: operation goodwood
Post by: djinn on 04-04-2010, 13:04:53
I'm not sure about that last theory, Drawde... I might be wrong, but bots use PIATS and fausts quite often with me.

What I do note clearly is that it might have to do with a stationary gun of sorts.. Either the PAK or 88.. so it must be German.. Also, I note this both in Goodwood and Totalize. When there is no no needless destruction of property i.e the guns, the game plays fine - Blow one up and you might very likely get a CTD

As it requires the game to progress for those guns to manned and hence destroyed, it doesn't occur as fast as in Luttich - Which doesn't have active 88s or PAKs.

I was playing a game of Totalize and we went as far as capping the base across the river with heavy dogfights and playing chicken with AA guns - The Flakvierling wasn't manned otherwise the planes wont have stayed up for more than a couple of seconds. Unfortunately, the spawn system in that map has Jerry spawning where he is needed with Tommy only spawning out in the field so I couldn't hold ground long and sooner than later the German army reclaimed everything, down to the factory. In my frustration, I hoped into a Typhoon and beugn rocketing 88 guns and I noted that as soon as I got what seemed like a verified kill, the game CTD..
Might be a coincidence, but given that this is more of an infantry-only map with fixed gun defenses and I was the frontmost Allied trooper, it seems certain that somehow the Germans don't take kindly to destruction of property...
Title: Re: operation goodwood
Post by: Ts4EVER on 05-04-2010, 15:04:26
Perhaps the fact that the guns are technically still there but unenterable messes up the AI.
Title: Re: operation goodwood
Post by: Raziel on 05-04-2010, 16:04:19
Agree with Djinn here! Totalize definitely crashes as soon as you destroy guns.
Yesterday was playing as allied. Capped the Artillery flag....fired one shot at the PAK situated below the Flak Battery and boom CTD
Title: Re: operation goodwood
Post by: Drawde on 07-04-2010, 18:04:26
No idea about Totalise (I haven't played any of the non-vehicle-navmeshed Normandy maps much) but I'm almost certain now that the cause of the Goodwood CTD (with the AI mod) is the British PIAT anti-tank weapon. With the standard AI mod files, Goodwood CTDs virtually every time, even with the static Pak40s replaced - with the PIAT files removed from aitweakweapons.zip, the map CTDs maybe 20-30% of the time.

I don't yet know what it is about the PIAT that's causing the crash. It's nothing directly to do with my mod - the reason removing the modded PIAT files prevents the CTD, is that the default FH2.25 AI data for this weapon makes it almost impossible for bots to fire it (minimum range 290, max range 300, IIRC!). It's almost certainly an AI/bot-related issue, as I've never had a CTD when firing the PIAT myself (I deliberately tried blowing up as many things as possible with it, including static guns, unmanned vehicles, and friendly vehicles, in an attempt to find the cause of the problem - no CTDs at all). It doesn't always crash the game, either - I've seen bot kill messages for the PIAT.

The Panzerfaust definitely doesn't cause any CTD issues, but I'm not certain about the other AT rocket weapons. I'm going to try running Luttich with the bazooka and/or Panzerschreck disabled to see if this fixes the CTD on this map.

As a temporary fix for Goodwood, I'll upload a new aitweakweapons.zip with AI usage disabled for the PIAT. I'm also working on a modified Goodwood which, as well as the static AT guns replaced with mobile ones, has the British M5A1 halftracks (these work OK with the AI mod), different Panther colour schemes, and slightly tweaked AI strategy files.
Title: Re: operation goodwood
Post by: Drawde on 15-04-2010, 18:04:35
The Goodwood CTD is definitely caused when static Pak40s are destroyed - I tried adding them back in, in case my AI mod had fixed whatever made them crash the game, and, about 10 minutes into the game, it crashed at the exact moment the Pak north of Cagny (near the 88s) was destroyed by a halftrack MG.
I'd assume that the CTD is something to do with either the explosion effect or the wreck model being missing or wrongly set up, but in this case why doesn't the static Pak40 crash multiplayer games as well?

The PIAT is definitely the second cause of the CTD (with the AI mod) once the static Pak40s are removed - disabling AI use for this completely (by setting its strength to 0 vs. all target types) appears to completely prevent CTDs on Goodwood I hope I'll be able to find out exactly what it is that's making the PIAT crash the game, and fix it, but if I don't manage to do this soon, I'll release the next version of my AI mod with the PIAT disabled for bots as a temporary fix (Goodwood 64 is the only map they get to use it on, anyway)
Title: Re: operation goodwood
Post by: djinn on 15-04-2010, 21:04:31
I never knew about PIATs. Have seen bots use them quite respectably in a number of instances... I AM sure abut them PAK guns though... Can't understand why an explosion will CTD in SP. Maybe compare the value for the PAK40 and other AT guns and see what the devs accidentally screwed up

So does it mean those 2 reasons are why Goodwood has been such a pain? No other bug?
Title: Re: operation goodwood
Post by: cannonfodder on 16-04-2010, 07:04:12
...I'd assume that the CTD is something to do with either the explosion effect or the wreck model being missing or wrongly set up, but in this case why doesn't the static Pak40 crash multiplayer games as well?...
This occurs to me every time I get a CTD the instant the vehicle I'm in is destroyed by a shell. I always dismiss it though due to there being no problem with it in MP... :-\
Title: Re: operation goodwood
Post by: Drawde on 17-04-2010, 21:04:55
I think I've fixed the Pak40 CTD:
http://fhpubforum.warumdarum.de/index.php?topic=6081.msg107667

This occurs to me every time I get a CTD the instant the vehicle I'm in is destroyed by a shell. I always dismiss it though due to there being no problem with it in MP... :-\

Can you remember any vehicles in particular that CTDed? It's possible they might have the same problem as the Pak40. I know I've twice got CTDs in Luttich at the instant my vehicle was destroyed by an AT rocket (once in a M3 halftrack, the second time in a Puma) but neither of these vehicles usually cause any problem, whilst the static Pak40 CTDs at least two-thirds of the time when destroyed (regardless of whether anyone's manning it)
Title: Re: operation goodwood
Post by: cannonfodder on 18-04-2010, 05:04:11
I was in a Sherman (II?...the one that spawns at Le Pri) and was shot by the Tiger...CTD as soon as the shell hit.

I've had it happen to me in halftracks and other tanks as well, but I don't recall the specifics.
Title: Re: operation goodwood
Post by: djinn on 18-04-2010, 10:04:36
dang... say it isn't so... I thought we had found our magic bullet

maybe the same solution might work?
Title: Re: operation goodwood
Post by: djinn on 23-04-2010, 12:04:20
So I reduced the effect of the PIAT to 0 against everything, applied the change for the PAK guns, played for like 15 minutes then when the action got intense, mostly tank-to-tank it CTDd

One thing I did note was PIATers were still PIATing, quite a bit, firing at Panthers and KT kitties inspite of being explicit 'orders' not to do so

Don't know if that was the cause of the CTD, but it eint working for me this Goodwood fixes
Title: Re: operation goodwood
Post by: cannonfodder on 23-04-2010, 16:04:03
Did you change the right values?

Out of habit, I initially changed the ones in the stock zip files, not the ones in the "AITweak..." files. It wasn't until it CTD on me that I realized my error.
Title: Re: operation goodwood
Post by: djinn on 23-04-2010, 16:04:18
well, that explains it... boy, I feel sheepish

Will try that, want to get a massive tank battle on finally and cross that dang Raiway with Allied troops for the first time since Winterhilf's spawn-changes...

But I do find it odd though... that bots use the PIATs at all. I thought it caused the CTD when they TRIED to use them, according to Drawde
Title: Re: operation goodwood
Post by: Drawde on 23-04-2010, 19:04:03
I honestly don't know what it is about the PIAT that causes the CTD. Bots definitely manage to use it successfully some of the time, as I've seen PIAT kill messages when playing Goodwood 64 with it enabled.
There are a number of bits of data found in the bazooka + panzerschreck .tweak files but not the PIAT, adding these has had no effect on the CTD however.

I'm wondering if there might be a more general AI issue related to bazooka-type weapons, since I've twice got CTDs when killed with them on Luttich. This and Goodwood are the only current maps where bots get to use them to any extent.
But I can't see what it could be that's only causing CTDs when bots use these weapons, but not human players. It may have something to do with weapon switching, or possibly reloading animations - the Panzerfaust is the only one that doesn't appear to cause any problem.
Title: Re: operation goodwood
Post by: cannonfodder on 24-04-2010, 12:04:34
...Will try that, want to get a massive tank battle on finally and cross that dang Raiway with Allied troops for the first time since Winterhilf's spawn-changes...

But I do find it odd though... that bots use the PIATs at all. I thought it caused the CTD when they TRIED to use them, according to Drawde
Pfft...good luck. My asshole still hurts from the round I just played...

Started off by clearing the Germans out of Le Mes, and taking Le Pri and Cagny West. Within 10 minutes, they'd pushed us all the way back to the main and pinned us there for most of the round. Managed to take Le Pri and Le Mes back a few times (never both at the same time), and at one point both Le Pri and Cagny West, but couldn't hold them for long.

Got killed six times (in a tank) inside the ABC area, twice before I'd even gotten to the first hedgerow on my way to Le Pri... :P

Curse bots and their x-ray vision... :)


And I've seen the bots use the Piat before, not very often though. Pretty sure I've been on the receiving end once or twice too.


@Drawde: Maybe the Piat's problem lies in the projectile, not the weapon itself... :-\


Almost forgot to mention, I've only tried once so far, but I got a CTD halfway through the round when I played on the German side.
Title: Re: operation goodwood
Post by: djinn on 24-04-2010, 12:04:23
I had the longest game I must have ever played in Goodwood. managed to hold the middle base against everything Jerry could throw at us and ordered my guys to cross the rail and take the base infront of the German base, while I and a halftruck attacked the base on the otherside of the bridge, further away from the German base. I killed the AT gun while my halftruck went charging past it and then repositioned it to face the German main.

All seemed like a perfect non-CTD day, when a Panther came by firing at me as it went. I took it out after a few misses. A hanomag also attacked, blasting with mg42 and some infantry in tow. The hanomag managed to move in the slope so I couldn't get my PAK gun low enough to fire on it and was in danger of getting shot by infantry if I rotated it to face it. The enemy halftruck got to the flag from the side and I saw the Commander 'defend' command. A few secs later, a CTD....

At the time, much of my men were holding the middle base for god knows what reason since it wasn't in danger of attack - Maybe, low RAM cuz I noted alot of idlers at the start of the game @ the main base who I had to kill and the rare instance of people climbing into the hull mg of Shermans and just sitting there.

Don't know what action was going on at that section since the Germans must have been trying to break through. I heard a few kills from panzerfausts near the rail when a few of our tanks tried to cross.

I really don't know what the issue is at this point. But after about 30 - 45 minutes of a really fun and tactically played-battle, Goodwood did what it does best
Title: Re: operation goodwood
Post by: cannonfodder on 24-04-2010, 13:04:32
Bummer...

I don't think the idling is to do with low RAM, I've got 4Gb (well, 3 and a bit really  ::)) and it get it too. How many idlers do you have in the main?

I've usually got 4-6 out of 24 at any given moment.
Title: Re: operation goodwood
Post by: djinn on 24-04-2010, 13:04:31
It depends. out of 16, I may get anything from 2 to 8! In some cases, they run to tanks and are so much on the move that even the stupid charge-drops don't get any TKs, not even the ones who dropped them

I wasn't at the middle base to see if they were idling, camping hull mgs or actually in a firefight, I was across the bridge holding out with the PAK gun. But I do notice them camping that base, mostly Germans once they have the allies' back to the wall

But here, there was still the base outside the German main, so it made no sense for them to camp the middle one
Title: Re: operation goodwood
Post by: cannonfodder on 24-04-2010, 14:04:20
I dunno about Le Mes, I was just talking about the Brit main.

I sometimes get the impression that they are waiting for a particular tank to spawn, as I've seen idlers become active the moment Tank X spawns, even though there will be other empty tanks (and halftracks) sitting there.

And yeah, the Germans seem to camp at the last flag they attacked/defended, much like the Yanks do on Luttich. I think they appear to favour Le Mes because they almost always have a target within range, whereas Le Pri is further away from the Brits so they tend to migrate back towards the area between Le Mes and the Brit main to gain a target.

The idling at Le Mes could've be a simple traffic jam...the round I tried to play on the German side turned into a campfest...two Panthers, two Hanomags, and a Marder caused gridlock in that small yard.