Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: gavrant on 09-04-2014, 08:04:34

Title: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 09-04-2014, 08:04:34
Here's a summary of what awaits you, singleplayer fans, in Forgotten Hope 2.46.

First and foremost, FH 2.46 will incorporate all fixes and improvements from the semi-official singleplayer patches for 2.45 (the Singleplayer 2.45 hot fix (Patch A) (http://fhpubforum.warumdarum.de/index.php?topic=17570.msg260931#msg260931), Patch B (http://fhpubforum.warumdarum.de/index.php?topic=18569.msg283257#msg283257) and Patch C (http://fhpubforum.warumdarum.de/index.php?topic=19022.0)).

Changes in 2.46

Upgraded maps from the 2.45 patches
Every map above got face-lifting upgrades eliminating bugs and improving gameplay balance.

Newly rebuilt maps

Miscellaneous stuff

Changes in 2.47

Changes in 2.48

Maps

Overall gameplay changes
Title: Re: What's new in Singleplayer 2.46
Post by: Roughbeak on 09-04-2014, 19:04:24
Thanks Gavrant, these changes will be great for those singleplayer minded.

The one that most made my day "bot's mood". ;D
Title: Re: What's new in Singleplayer 2.46
Post by: nysä on 10-04-2014, 20:04:27
.
Title: Re: What's new in Singleplayer 2.46
Post by: gavrant on 11-04-2014, 11:04:55
Guys, few points to make our after-2.46 plans clear:
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Plattfuss on 12-04-2014, 08:04:03
It would be nice if we have SP/COOP on Omaha Beach!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 12-04-2014, 08:04:29
Naturally. But this map was completed merely days before release so this could not be done in time.
I believe it was mentioned in another 2.46 thread that this along with adjusted tickets for multiplayer will be a priority.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Skr13 on 12-04-2014, 10:04:08
As a SP player of FH2, I'm glad that you guys are working to improve bots behaviour, skill, etc, across the available maps.

Thanks  ;)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Zoologic on 12-04-2014, 20:04:12
With the new launcher, updates no matter how small they are can be made frequent. So you won't need to wait until FH 2.5 to play Omaha, I suppose.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Sparks on 13-04-2014, 03:04:53
I played a few of new SP maps yesterday, its been a few years since I last had the opportunity to do that, I was impressed how the bots play now. Good job to all the people who have had some input into making this an enjoyable game.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Darman on 13-04-2014, 19:04:31
Amazing new stuff.

Just finished a COOP round with a friend on PdH 64. It is just freaking awesome with that gun objectives in the end and AI actually attacking it! Never saw that before in BF, the possibilities of this are just mindblowing. Keep up that work on this, looking forward to more objective stuff in coop!

Gold Beach is also great. Can't wait for Omaha to be released.

Sidi Bou Zid is still a bit laggy but maybe I'm really the only one with that problem.

And when I noticed the new commrose and that the get in/out commands actually work - I was like dancing in my room because of happiness. I have no idea how that works now, I spent days on trying to fix that issue myself over the last years but without any success. I think I even opened a thread on this a while ago.

Question: Is that new German motorbike placed on any of the maps? I looked it up on the wiki but can't find it on the regarded maps in coop mode.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Stubbfan on 13-04-2014, 20:04:13
Hi. Bmw is not yet on any SP maps. It's currently only placed on Mount olympus and Sidi rezegh 64 conquest gamemodes.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Barryman on 13-04-2014, 22:04:41
Love the update! The SP gameplay seems so much improved, Gold Beach just feels like real. Explosions everywhere, bunkers firing with MGs from all directions. Heavy guns and mortars pounding the whole area, its great!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 14-04-2014, 19:04:30
Mighty hell! That is absolutely marvelous! I truly cannot wait to try this out for myself. Thank you do very much for all of your hard work. Your efforts were worth it  :D !
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Zoologic on 15-04-2014, 08:04:01
So far, I only managed to CTD on Sidi Bou Zid.

Happened right after I put down my binocular. Dunno what triggers it though, might try it again in the future.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: nysä on 15-04-2014, 21:04:27
Question: the bots no longer shoot while they're riding on the tank - has this been disabled in the 2.46?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Michael Z Freeman on 15-04-2014, 21:04:32
What an ACE update  8)

Now I can storm into enemy positions and get the bots to do some work with that bail out command  ;D

DJ Barney, for you: better handling of the spotlights on Hyacinth and Keren 32.

I appreciate the mention  :D. I only just updated and tried out Gold Beach. Hyacinth will be the next map that I load.

Thanks for all the hard work.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: MaxP on 16-04-2014, 18:04:49
Quote
It would be nice if we have SP/COOP on Omaha Beach!
It will be amazing. I'm really impressed with this map.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Turkish007 on 16-04-2014, 20:04:45
These sound so good, now I really wanna see some SP action!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Tuco on 17-04-2014, 04:04:19
Played a few rounds, noticeable improvement for sure. :D
Great job!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 17-04-2014, 08:04:12
It may not be big, but I particularly like how bots in a half truck drive up to the flag and immediately all bail out and get to work. This was unheard of some time ago.

Same goes for a guy on an AT gun pushing his AT, see a tank and immediately switch to gun position, or a front mg on a hanomag, switch to rear mg when the player goes round to the bsck of it.

It's subtle, but there are loadz of things that make me wonder if I'm playing bots or some smart alec got into my coop game :)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: blarg on 17-04-2014, 23:04:50
I love all of the improvements, I have been playing FH2 again the last few days, and I think there has only been one CTD thus far.  I am enjoying the way bots are behaving, and I like the new commrose too :)

Thanks for all the hard work, it is certainly appreciated!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Darman on 18-04-2014, 12:04:06
Haven't had a CTD yet :D

Just one thing I noticed while playing a lot of the Africa Maps the last days:

On Mersa Matruh (http://forgottenhope.warumdarum.de/fh2_maps.php?map=5) there is a spawn point at the German "Airstrip" where the StuKas are parked. A lot of AI trys to spawn there. 90% of them die istantly on spawning and jiggle around in a pool of dead bodys. the 10% surviving will stand right where they spawned for the rest of the game doing nothing. They won't try to mount a StuKa or walk away, they'll just go idle and wait. As a result, when playing as British, you won't see a single German Aircraft the whole mission and when playing Axis, a lot of offensive power is lost due to the not manned StuKas and AI just hanging around.
Furthermore, there is a Radio flying in the air at that spawn position, I think the table was accidentially deleted by someone. You might wanna look into this.

Also the Navmesh/ the pathnodes or whatever of Mareth Line (http://forgottenhope.warumdarum.de/fh2_maps.php?map=14) could use an update. Even with a superiority of 3:1, British Forces don't stand a chance because they'll get stuck at the bridges with 85% of their tanks. Testetd with HABAI.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: jrivett on 18-04-2014, 14:04:07
Great job on the update! Bot behaviour has improved greatly. Love being able to tell them to get out of a vehicle at last.

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

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

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

Anyone else running 2.46 coop on Linux who can test this?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Mr.IAmHere on 18-04-2014, 20:04:02
For some reason, the attackers points keep on decreasing regardless of how many flags they have (in SP). I tried Gold Beach and had captured all but 2 point but still was losing points constantly.

Is this meant to happen?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Slayer on 18-04-2014, 22:04:52
For some reason, the attackers points keep on decreasing regardless of how many flags they have (in SP).
Some maps have a bleed mode in which you need to cap all flags in order to win. Gold Beach is one of those, so yes, that is meant to happen.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Mr.IAmHere on 18-04-2014, 22:04:07
For some reason, the attackers points keep on decreasing regardless of how many flags they have (in SP).
Some maps have a bleed mode in which you need to cap all flags in order to win. Gold Beach is one of those, so yes, that is meant to happen.

Thanks for your prompt reply.

I was also musing on the ability to disable it. Is that possible via modding the level? Can you give me any pointers?

I don't really care about going online so compatibility won't be a problem.
Thank you in advance.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Slayer on 18-04-2014, 23:04:07
Sorry, don't know how you could do that. Maybe post a question or search for it in the Modding forum?

http://fhpubforum.warumdarum.de/index.php?board=20.0
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Sparks on 19-04-2014, 02:04:42
Villers Bocage Coop 64 player, both times I played the map I get a CTD between 5 -  10 mins from start.
I play with only 15 bots because I'm on a laptop. In windowed mode with settings at medium.
Such a beautiful map would like to play it more.
Have played online recently with high ping and no CTD's.


Any ideas?

Thanks in advance.

One little thing I think would be a useful feature and that is to have the tank commander able to stand out of the turret and use binos. I think its been done before in 0.7, I like long sniping from a distance, way more realistic, just my 2 cents worth. 8)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: jrivett on 19-04-2014, 16:04:13
Villers Bocage Coop 64 player, both times I played the map I get a CTD between 5 -  10 mins from start.
I play with only 15 bots because I'm on a laptop. In windowed mode with settings at medium.

I'm also seeing problems with Villers Bocage. In my case, the server crashes a few minutes in every time. Didn't have that problem with that map in the previous version. 64 bit Ubuntu Linux, 58 bots.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 19-04-2014, 17:04:40
It also does the same for me. Windows 7, 96 bots.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Plattfuss on 20-04-2014, 12:04:22
So far, I only managed to CTD on Sidi Bou Zid.

Happened right after I put down my binocular. Dunno what triggers it though, might try it again in the future.

I´ve tried this several times, but no Crash!

But if you want to repair the PAK our COOP-Server crashes!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Darman on 20-04-2014, 22:04:12
Another thing I noticed: The Tank AI on Bastogne is totally fckd up. This used to be different in previous builds. Now they'll barely get a tank into the battle, most of them will be stuck and abandoned in the woods.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gamerjer on 21-04-2014, 00:04:47
nice to see you guys still keeping the sp alive to i love playing forgotten hope 2 in summervacations lan with my friends =-) keep up the good work!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 21-04-2014, 00:04:12
Mount Olympus just randomly crashed on me  :-\ .
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 21-04-2014, 00:04:24
Sorry for the double-post, but I just remembered that it was my PC that have up on me. I had to do a hard-reset.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Plattfuss on 23-04-2014, 17:04:45
Our Server is running in COOP-Mode and crashes when you repaired a pak and want to use it.

(http://pzdf-clan.de/bilder/crash_server_fh2.jpg)

Modmanager log:

[2014-04-23 17:05:59] Warn: Client 0 from 178.142.122.101 name=' [PzDF]Plattfuss' tried to invoke 'selectkit' without auth
Timer object destroyed (rc 0)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 23-04-2014, 19:04:37
Plattfuss, could you be more specific: what PaK and what map?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Slayer on 23-04-2014, 19:04:06
The error message is mentioning a Lefh18, German arty.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 23-04-2014, 20:04:30
...
Modmanager log:

[2014-04-23 17:05:59] Warn: Client 0 from 178.142.122.101 name=' [PzDF]Plattfuss' tried to invoke 'selectkit' without auth
Timer object destroyed (rc 0)
You can safely ignore this warning, the modmanager is not familiar with internal workings of FH2.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Plattfuss on 24-04-2014, 11:04:33
Plattfuss, could you be more specific: what PaK and what map?

Alam Halfa - LeFH 18
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 24-04-2014, 12:04:59
Hehe, using the "PaK" word for the LeFH is blasphemous on this forum :)
Was it a completely wrecked LeFH or a "scratched" one?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 24-04-2014, 19:04:31
Could bots be made to run by default instead of walking? That would improve their survivability and the general immersion a fair bit.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Michael Z Freeman on 24-04-2014, 22:04:04
I've only ever seen them run to vehicles and to heal other players (?). Could be possible I guess.


(However, running might take away part of their relentless Terminator like nature  ;D)

Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 24-04-2014, 23:04:40
Suggested before. The AI logic requires them to run if and only if there is a reason to, not just because eg. C4 code, to avoid vehicles running them over, to get away from bots they are not in a position to engage.

If there's a creative way to make them run once they see a target but are not in range to engage it, hence running until they get within range then shooting-and-scooting as usual, that may be nice, but I don't know if that logic translates into doable code.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: nysä on 26-04-2014, 17:04:29
Regarding running bots: today a German bot surprised me as he sprinted and bayoneted towards me, as I was capturing the flag in Lebisey. There's a lot of great finds in 2.46  ;D
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 26-04-2014, 23:04:49
Except bots have always sprinted with melee weapons. It's even in Vanilla BF2
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Michael Z Freeman on 27-04-2014, 13:04:06
I played Operation Hyacinth. Yes, working spotlights ! Plus, rather amusingly the bots were firing lots of flares at my vehicle, sometimes two or three at a time from point blank range. I suspect they may be trying to repair the vehicle with the wrong weapon slot.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: nysä on 27-04-2014, 17:04:02
Certainly, but I haven't seen this kind of precision or aggression from the bots before. The behavior seems more random now... so I was surprised.

About wrong weapon slot... I've also noticed the German engineers like to place explosives on their own Sd.Kfz. 251's. That's neat in a self destruct kind of way.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 27-04-2014, 22:04:21
Okay, ai haven't noted that though. I do know that bots with explosive charge may for some strange reason on waiting for the enemy to blow up, toss their second immediately after their target is dead. Notably most in sticky bombs, but gabelltladung on friendly hanomags.. Thats new
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Yuri.Gdozaev on 21-05-2014, 05:05:12
I have just played the Gold Beach:
The bots are staying in the vehicles more than usual (Maybe i'm crazy) so the Brave New Churchill AVRE is unleashing hell on that map!
I can't believe it, its almost like a movie, i was there running from the explosions and then a Bren Carrier full of bots screaming "LETS GO" or "AAAAHHH" passed by and took the point.
I really apreciate your work, you are making my SP/COOP battles sooo much epic

I can't imagine how its gonna be Omaha Beach with this bots... daemn

Thank you so much comrades, see you on the Beach :D
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 21-05-2014, 09:05:18
SP and COOP are more realistic than multiplayer in so many ways that I am rarely tempted to play on-line. Now we just need them to use better cover, change stances properly and run across open areas instead of leisurely strolling through them and this is the ultimate WWII experience.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 21-05-2014, 18:05:17
Just to tease, you, guys, a bit... :)
(http://i60.tinypic.com/2nkm5vo.jpg)
(http://i59.tinypic.com/s4vo8h.jpg)
(http://i61.tinypic.com/b8pvzl.jpg)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Michael Z Freeman on 21-05-2014, 18:05:53
Wow ! This is good timing for the 6th of June DDay anniversary :)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 21-05-2014, 21:05:09
Most Normandy maps CTD randomly. Could that be looked into?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 21-05-2014, 22:05:11
I'd appreciate more detailed reports - at least which maps?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 21-05-2014, 22:05:18
I am sorry for the sparse details - I shall compile a list later on, but off the top of my head I recall Villers Bocage crashing, along with most other British Normandy maps. I do not know about the stability of the American maps, for I rarely play them. I would also like to thank you for the excellent work that you and your colleagues did in this patch.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 21-05-2014, 23:05:59
Oh, to make things finally clear: there are 18 rebuilt singleplayer maps (see the first post) and there are 21 "old" singleplayer maps. Out of the rebuilt maps 17 have been tested from top to bottom, with the exception of Op. Cobra which has not been tested since Patch C. Personally, I  played about 10 full rounds on each of those 17, and they are more or less CTD free, at least in what is called Singleplayer in BF2. As for the "old" maps, including Villers Bocage and other British Normandy maps except for Port en Bessin and Gold Beach, they have not been tested, they got no updates or fixes, they may crash, but they must wait for their turn to be rebuilt.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 22-05-2014, 00:05:22
Hello, everyone.  I have been playing SP/COOP for 3 years now but I finally have registered in this forum as i have encountered some maps that desperately need attention.  Falaise never fails to ctd.  In Vossenack the Germans never use armor, they always spawn at the forward posts and will never stray from that through the entire round.  This has been a problem since 2.45.  I know it isn't a rebuilt map yet but it is very frustrating when they go attacking and leave all that nice armor sitting.  I thoroughly enjoy this mod(it is one of my favorites) and I thank the mods and developers mightily.    There are a few more points that I am forgetting at the moment but these two are the most aggravating.  I hope that I have brought this to your attention and thank you again for such an awesome mod.  I hope that I didn't sound angry, it just that it is a bit irritating.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Michael Z Freeman on 22-05-2014, 13:05:17
You might know already. But don't forget that CTD's can be caused by an improperly set up Windows system (http://fhpubforum.warumdarum.de/index.php?topic=19479.msg319037#msg319037), and especially lack of boot flag to give access to memory above 2 gig's (http://www.realitymod.com/forum/f27-pr-bf2-support/106709-32bit-xp-vista-7-fix-memory-errors-allow-applications-use-2gb-ram.html).

EDIT by Gavrant: the tweaks above are applicable for only 32 bit Windows. Users of 64 bit Windows don't need them.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Zoologic on 22-05-2014, 17:05:31
Is the test result should be different in co-op multiplayer mode?

Because I often play SP using co-op MP. The co-op mode allow us to set ticket ratio, so we can play longer in every round.

So far, I haven't experienced any CTDs when playing on rebuilt or upgraded maps. The only CTD I experienced is in Sidi Bou Zid, which I don't know what really happened.

The Purple Heart Lane, Pointe du Hoc, Meuse River, Operation Hyacinth has been extensively tested by me, using more than 500% ticket ratio. Didn't even show any significant bugs even in hours of gameplay. Bots don't wait/camp in bases anymore, they actively move towards the objective at strolling pace. Never seen one get stuck, the navmeshing and pathmapping is brilliant. Tanks and other vehicles do hesitate at narrow passes though, probably it is a BF2 thing, most BF2 maps are pretty open and the roads are wide.

The best result so far:
I got hunted and experienced intense firefight inside a building for the first time. They really explore the building, looking for a clear shot at you. Thankfully, they are bad at grenade throwing.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Yuri.Gdozaev on 23-05-2014, 18:05:17
I'm also experiencing some CTDs in Falaise Pocket and Bocage after some minutes of gameplay
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 24-05-2014, 02:05:14
Thank you, DJ, but my Windows is set up properly.  As a matter of fact, I didn't do it but my cousin did.  He built my computer and it is running right.  Thanks for mentioning it, though.  I am running a 64bit OS so that shouldn't be a memory problem as I have 6 gigs of memory.  I must reiterate that the ctd's only occurred with the 2.46 update.  As of now Falaise and Operation Goodwood crash regularly.  I get occasional ctd's on other maps but that has been going on for a long time.  I see from other posts on here that is common.  I mind those as it's the nature of the beast.  But those two maps are troublesome.  The problem with the Germans on Vossenack has been here since 2.45 and that shouldn't be a computer issue. 
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gamerjer on 24-05-2014, 11:05:16
random ctd's in singleplayer and coop are comming from the latest patch indeed, i have played fh2 coop/single player for a while, also with the old version and it never crashed or showed this issues in coop or singleplayer there but since the new patch its kinda annoying to play singleplayer or coop, i hope the devs will come with a fix for this
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 24-05-2014, 12:05:11
random ctd's in singleplayer and coop are comming from the latest patch indeed, i have played fh2 coop/single player for a while, also with the old version and it never crashed or showed this issues in coop or singleplayer there but since the new patch its kinda annoying to play singleplayer or coop, i hope the devs will come with a fix for this
Nobody remembers now those random crashes in 2.45 because of the British bandages, for example, yeah? ;)
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 25-05-2014, 13:05:22
There are fewer CTDS or rather, there are fewer clear CTDS. A few new ones may hsve been removed,but as the primary goal of the last phase of SP was bug-squishing, a god number of past crashes have been taken care of to.

Whether its more than introduced, it's up for debate. I know Villers Bocage crashes eventually. That's the only one I'm certain of.

Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 25-05-2014, 22:05:39
Thank you for the input, Djinn.  I am very grateful that the crashes have been cleaned up.  What I was trying to say in my first post is that only Falaise Pocket and Operation Goodwood crash every time I play it.  Other crashes that I encounter with the rest of the maps are very seldom and completely random.  These two maps ran fine up to 2.45.  For me, the problem started with 2.46.  I have to bring up Vossenack again as it seems to have been lost in the conversation.  I really don't know if anyone else has had this problem as I haven't seen it mentioned in the forum but it is definitely not fun to play anymore since the Germans will not use armor.  Don't get me wrong, 2.46 is a fantastic update.  It's just that these problems are foremost in my mind as these maps are some of my favorites.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: djinn on 26-05-2014, 09:05:16
You bring out some fair points. And i'll give these maps a whirl myself to see if it is local or universal.

With regard to vossenack, the map was not even touched between the last updates. For work on Commander AI or attack logic, Gavrant is moving quite systematically through each map to make it better.

So any lack of use of tanks is an eventuality. As I recall, bots may spawn and bring up the odd Panther and a halftruck to help them cap the church, and although I'd admit, I haven't seen this recently, I can't think of any development work that would change that.

But I will push for this, as I feel Vossenack is a beautiful late war map that could use more love.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 26-05-2014, 13:05:50
Thank you very much for you attention on this, Djinn.  I have many favorite maps(as I'm sure everybody does) but it does tend to be a let down if all maps can't be played correctly.  To give you an idea of what I tried in Vossenack, I sat at the main base for the German side for fifteen minutes just waiting for a bot to take a vehicle.  No such luck.  I could have(and probably should have)waited the entire round, at the time, I thought that fifteen minutes was enough.  So I did try to see if it was just me not noticing.  Although it is pretty hard not to notice a Panther firing it's main gun.  Alas, no go.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 26-05-2014, 13:05:44
I forgot to add that I can't wait for the new update when it appears.  I just wanted to bring these issues to someones attention in time for any fixes or modifications to be carried out.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gamerjer on 26-05-2014, 22:05:46
indeed i guess they will fix it eventually because fh2 is also fun to play coop  with friends and bots =-]
i wonder if omaha beach will be added with bots to in time (would be fun) but first the random crash fix is a priority i guess =-p
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: JG400 on 26-05-2014, 22:05:02
I do have to make a clarification about my earlier posts.  All of the problems I mentioned were on COOP only.  I have not tried them on single player.   I prefer COOP with it's flexibility in how long a match can last.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: LuckyOne on 28-05-2014, 23:05:45
After playing a full round of SP for the first time in a few years I must say I'm really impressed with the advancement of it. It is almost unrecognizable to what it used to be just a few short years ago.

Great job and kudos to everyone involved, the atmosphere of FH2's singleplayer can in some ways match even some scripted SP games!
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: ksl94 on 29-05-2014, 09:05:52
I prefer SP over MP by far. By the way, is SP more stable than COOP?
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: nysä on 29-05-2014, 13:05:28
I've also witnessed random CTDs in SP, especially Falaise, Villers, Goodwood and quite frequently in Meuse. Seems somewhat vehicle related, either fighting or cruising.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: Officer_Dufus on 29-05-2014, 16:05:36
The reason I dislike single player is because there is no element of hiding.  The bots always know where you are, even if you are behind a thick bush.

Also they don't aim and they fire their rifles extremely quickly with great accuracy.

Sometimes it is the only alternative to empty servers, though :(
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: gavrant on 29-05-2014, 17:05:21
Is the test result should be different in co-op multiplayer mode?
I prefer SP over MP by far. By the way, is SP more stable than COOP?
The differences between SP and local coop (the one you can start in the game) are very small in 2.46. Besides the mentioned additional (but somewhat confusing) options for coop, I noticed that AI tends to create fewer but larger squads in coop, which is good, while in SP bots are usually evenly distributed between 9 squads. In the previous releases, there were some bugs affecting only coop, but they should be ironed out by now. Other differences you may notice only if you start modding singleplayer.

On the other hand, dedicated coop (on a standalone coop server) seems to be less stable. It's affected by unique bugs, like occasional doubled and tripled gun firing animations and sounds, or crashes on Brest on Linux coop servers. Also, I don't like the way in which squads are manipulated in dedicated coop.


I've also witnessed random CTDs in SP, especially ... quite frequently in Meuse. Seems somewhat vehicle related, either fighting or cruising.
Could somebody else confirm crashes on Meuse? It's one of the "18 golden maps", rather extensively tested, and I don't remember any CTDs on it. But I must admit that I mostly test on foot, don't like armor :) Note, it's better to do testing in the windowed mode (the launcher -> Options -> Video -> the "Windowed Mode" checkbox), then the game will perhaps show an error message which may contain some tips for the devs.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: aserafimov on 29-05-2014, 19:05:01
I have had several crashes(3) on Meuse, but unfortunately I was not in windowed mode.
The last one was when I just leave from the M3A1 half-track.
Title: Re: Singleplayer in Forgotten Hope 2.46
Post by: nysä on 30-05-2014, 02:05:49
gavrant - I tried the Windowed Mode, CTD on Meuse but no error message. One thing that I've noticed, the CTD mostly occurs right next to the Farm. Similarly, Operation Goodwood usually crashes close to Grentheville.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: gavrant on 30-05-2014, 23:05:52
Quote from: gavrant
Changes in 2.47
  • Omaha Beach: got brand new singleplayer and coop.
  • Gold Beach: ported some multiplayer tweaks (added the Stuart Recce and commander artillery for the British, the MP34 replaced the MP40 in the German assault kit) + polishing gameplay tweak.
  • Villers Bocage: an attempt to fix CTDs. Please test this map. If these changes prove to be a remedy, we'll port them to other unstable maps too.
  • Fixed vehicle passengers not shooting at enemies.
  • Decreased mortars' accuracy in the hands of AI by ~25-30%.

One tip for Omaha:
You may experience a severe drop in performance in the first few minutes of the beach assault. That's because of the 15 MGs and 10 artillery pieces shooting at the same time. Don't worry, it will become calmer soon, one way or another :)

EDIT: And be patient, the beach assault is not an easy ride, but it's supposed to be so.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: blarg on 30-05-2014, 23:05:20
I got those crashes on Meuse too - usually near Farm, but I had no error messages either.

I just noticed 2.47 was just posted...

*scurries away to download...*
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: nysä on 30-05-2014, 23:05:11
.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: gavrant on 30-05-2014, 23:05:22
Do all these crashes on Meuse and Gold Beach happen when you share a vehicle with bots? If yes, shout "Get out" before leaving the vehicle, as a temporal anti-CTD measure.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: djinn on 30-05-2014, 23:05:52
Huzzah! Need to get my full broadband internet next week to try this patch, but I really like what I see.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: ksl94 on 31-05-2014, 07:05:14
Falaise is one of the maps that crashes, but it is hard for me to come up with a Normandy Commonwealth map that does not crash  :-\ . Apart from that, how do I run a dedicated COOP server and automatically join it as soon as I enter FH2? I had the shortcut properly modified but since we have the launcher, I cannot enter the game directly anymore. Any help would be dearly appreciated. Thank you!
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: gavrant on 31-05-2014, 14:05:36
Ksl, because of the GameSpy shutdown, FH2 now ships our own server binaries. Try running start-fh2.sh, you can find it right in the BF2 directory.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Tuco on 01-06-2014, 00:06:51
Man playing Omaha on the American side is crazy.
Never had such a tough time trying to take a flag. 1 flag.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Stubbfan on 01-06-2014, 00:06:28
Sounds like it is just like we supposed to then :)
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Tuco on 01-06-2014, 17:06:02
Sounds like it is just like we supposed to then :)

Not complaining, just stating i know which map i'm going to pick the German side 99.9% of the time.  ;)
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Stubbfan on 01-06-2014, 18:06:15
And i'll pick the american side. I like a good ol´challenge :)
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Turkish007 on 01-06-2014, 19:06:32
The StuG in Pointe Du Hoc 32 SP gets stopped by a bocage and the bots cant move it. Also applies for the Hanomag.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Tuco on 01-06-2014, 21:06:48
And i'll pick the american side. I like a good ol´challenge :)

2hard4me  :(

Perhaps i finally have to move botskill below 80 to feel better about myself.  :-\
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Zoologic on 02-06-2014, 18:06:42
You are allowed to go a bit more abusive in SP. So, I have to say, the trick to advance as American in Omaha is to exploit! Bazooka kits (snipe using Bazooka at emplacements), TK to get more ammo when desperate (or specific equipment), go ramboing - since bots have poor aiming skills, etc.

Just don't carry the behaviour to online sessions.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: djinn on 04-06-2014, 02:06:55
Tuco,
What ai find works is actually relevant to MP. Bots are logical.

When large numbers of troops are moving, move in a way to reduce the statistical chance of getting picked out and picked off.

Bots fire at those who engage them, so avoid engaging mgs until you have a decent chance to kill them.

Use the hedgehogs. Eventually, you'd get to the cliffs.

Situational awareness. That's the key. 90% may be a tad too accurate fire, but 80! 85% shouod still be reasonable.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: nysä on 05-06-2014, 22:06:52
Do all these crashes on Meuse and Gold Beach happen when you share a vehicle with bots? If yes, shout "Get out" before leaving the vehicle, as a temporal anti-CTD measure.

That seems to work quite well. Now the biggest problem is CTD right after getting knocked out (any AFV, no bots on the board).
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Tuco on 06-06-2014, 04:06:49
Thanks djinn ill try sticking with the pack then, seems they all land on 1 side of the beach or another and i try to avoid that area thinking it'll just be a magnet for the opposition.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: ksl94 on 10-06-2014, 15:06:00
Unfortunately Villers Bocage still crashes  :-\ .
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Sparks on 22-06-2014, 13:06:35
Just played Meuse River, nice map with nice toys. Took out a King Tiger with a one Bazooka round surprised that happened not sure if that's realistic?

The main point of my post is kudos to whoever altered the ragdoll physics with the bots!! Much much better, great work!!


Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: nysä on 05-07-2014, 20:07:50
Actually, the first(?) Jagdtiger lost in the combat was destroyed by a flank hit from a Bazooka, setting off an internal ammo explosion, killing the entire crew.

So, yeah it's plausible. Especially on the flank/rear.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: ksl94 on 13-07-2014, 04:07:57
The next step that ought to be taken is making the British Normandy maps stable enough to actually play them. On a different note, is it possible to give bots a quicker reaction time below 75 yards? Usually I can take them out before they even fire a shot. Finally, I would like to thank the developers, especially those of the A.I. branch in this case, for all of their hard work and dedication.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: Sparks on 13-07-2014, 12:07:16
 @nysä
Quote
Actually, the first(?)

Yes first round! In the flank near engine bay.

 My next wish is for bots to obey commands from the commander / NCO, they still go off and do their own thing. Wouldn't it be great if as a commander you could coordinate an attack on one or two targets simultaneously. 
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: jrivett on 19-07-2014, 17:07:30
I recently switched my server over to 2.47 and for the most part, it's working okay. It's a 64 bit Linux 64 player coop server.
http://www.gametracker.com/server_info/jrc-core.com:16567/

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

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

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

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

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

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

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

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

Question: is there a place on the forum for discussions about servers? Most of what's in this thread is about the client; maybe it would be helpful to start a new thread about server administration?
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: gavrant on 19-07-2014, 18:07:33
Unfortunately, there are a few maps that still cause the server to crash, namely Mareth Line, Mount Olympus and Battle of Brest. Those maps have been doing this for the past few FH2 versions. They typically crash the server after the first flag is taken.

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

Are there any other server admins here who are running 64 bit Linux? I'd like to compare notes. I'm also using BF2CCD to manage the server, which could possibly be related to the server crashes. And I don't have Punkbuster enabled at all, which could also be part of the problem. Any ideas?
Jeff, try running Brest and Omaha without BF2CCD and other third-party admin stuff, if you have any. As for Mareth and Olympus, they are outdated, especially Mareth, so I can't guarantee that they are stable even in the common singleplayer. Add here Villers Bocage, it's tremendously outdated since FH 2.45 (that is, since 2012), I suggest removing it from rotation.


Quote
I also noticed that some of the maps now have really high ticket numbers again. This was a problem a few versions ago and was since fixed, but it's back. For example, Purple Heart Lane has over 1000 tickets for each side.
Actually, 1400 tickets for both teams on Purple Heart Lane is the normal setting. Every rebuilt map has to pass one simple test: I must win at least 1 round as the attacker, with 63 bots split equally between the teams, with 60% bot skill, without me using a "uber-weapon" like the Tigers on Ramelle. If a map passes this test, it is considered more or less balanced. 1400 is the number of tickets enough for me to capture all flags on PHL.


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

Anyway, this exploit is known to me since the SP patches for 2.45, but it always had a low priority because I could not think that someone would voluntarily cheat in this way. "I once won on Tunis against bots by being sneaky" is not a thing you will tell your grandchildren, right? :)


Quote
I was told by one of the people on the IRC channel that the new FH2 server binary can be used to run mods other than FH2. I haven't tried it yet, but plan to do so in the near future (with AIX2). Has anyone else tried this? I'm a bit dubious, because when I look at the in-game server browser, all I see is FH2 servers.
The FH2 server binaries only accept clients who log in via the Project Reality "fake Gamespy". ATM it means only 2 mods - FH2 and PR (the latter - only in theory, that mod has its own custom binaries).
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: jrivett on 20-07-2014, 17:07:54
Jeff, try running Brest and Omaha without BF2CCD and other third-party admin stuff, if you have any.
Okay, will do. I'll let you know what I find. What about punkbuster? Should I enable it or does it make any difference? I personally hate it.

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

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

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

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

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

Quote
I was told by one of the people on the IRC channel that the new FH2 server binary can be used to run mods other than FH2. I haven't tried it yet, but plan to do so in the near future (with AIX2). Has anyone else tried this? I'm a bit dubious, because when I look at the in-game server browser, all I see is FH2 servers.
The FH2 server binaries only accept clients who log in via the Project Reality "fake Gamespy". ATM it means only 2 mods - FH2 and PR (the latter - only in theory, that mod has its own custom binaries).
Okay, so I can run an AIX2 server with the new FH2 binary, but AIX2 clients won't be able to join. I guess I'll have to set up a separate server.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: jrivett on 21-07-2014, 18:07:01
Jeff, try running Brest and Omaha without BF2CCD and other third-party admin stuff, if you have any.
Done: I switched to running the server directly via the start script rather than via BF2CCD (and Mono, etc.) I also switched the admin script back to the default (I was previously using ModManager). The result: no change at all; Omaha crashes the server 15 seconds after the first player joins, Brest crashes the server shortly after Plaza is taken, and other maps seem to work fine (eg. Supercharge).

I'm currently looking at the mapdata.py file for Brest.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: ksl94 on 22-07-2014, 23:07:55
I do not intend to rush anyone and do greatly appreciate all of the time that you put in this splendid experience that is FH2 SP, but could the crashing Commonwealth Normandy maps please be looked into? Currently they are not playable, especially Villers Bocage. The only stable map is Operation Goodwood, if I recall correctly.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: jan_kurator on 23-07-2014, 00:07:24
I do not intend to rush anyone and do greatly appreciate all of the time that you put in this splendid experience that is FH2 SP, but could the crashing Commonwealth Normandy maps please be looked into? Currently they are not playable, especially Villers Bocage. The only stable map is Operation Goodwood, if I recall correctly.
They are being looked into and what you are doing now is rushing somebody. If you want to report some bugs better be sure about them instead of basing your statements on some recalls. Gavrant is working hard on making all FH2 stock maps playable in singleplayer. ;)
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 28-07-2014, 22:07:14
Changes in incoming 2.48

Maps

Overall gameplay changes
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Skr13 on 28-07-2014, 23:07:45
First of all I would like to thank you all responsible for making FH possible and alive after so many years.

I'm glad that Villers Bocage is getting proper attention on SP mode, CTD problem was really annoying, EVEN if it's not totally fixed, I'm happy that something is being made to fix it :)
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Sparks on 29-07-2014, 12:07:09
Thanks guys for all your hard work.

I'll look forward to the changes.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: djinn on 30-07-2014, 21:07:53
Gavrant,
Have noted tanks firing mg and HE in singleplayer. This is amazing! How did you manage this?
It was practically deemed impossible for years.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: ksl94 on 30-07-2014, 22:07:46
Thank you for your hard work and passionate dedication to the Single-player aspect of Forgotten Hope 2. I am yet to experience the new features and improvements, having only played Siege of Giarabub yesterday evening. The Italians launched a strong surprise attack and re-took the barracks with perfect co-ordination which I have not experienced before. They were storming the position with such a fury that all resistance was futile.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: nysä on 31-07-2014, 14:07:37
.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: jrivett on 01-08-2014, 16:08:22
Introduced new "AI push mode" on 18 maps to prevent sneaky humans from capturing rear flags (as reported by jrivett (http://fhpubforum.warumdarum.de/index.php?topic=19546.msg328305#msg328305)).
The push mode changes do solve the problem I reported (that taking the farthest flags first in some cases caused maps to end early), so thanks for that. And I guess if we want to be totally fair to the bots, it makes sense to prevent humans from doing things (strategically) that bots cannot do. But I would have preferred to solve the problem by making these maps (eg. Port en Bessin) work like classic BF maps, because that would allow for more possibilities. With the traditional approach, the attackers can decide which flag to attack last.

That said, the changes seem to work fine. Thanks!
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: ShadowFox on 12-08-2014, 03:08:19
As far as i understand, for now, most of multiplayer maps are available for the co-op fights? Playing with bots is really enjoyable, thank you for the co-op support!

PS: Will we be able to clash with bots on the Eastern Front when it comes?  ::)
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: jan_kurator on 12-08-2014, 11:08:09
AFAIK Gavrant's goal is to have bot support on every map.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Ts4EVER on 12-08-2014, 15:08:08
About the Eastern Front: Bot support is usually the very last thing added to a map, so if the map is completed late in development, chances are there won't be bot support in the first release and it will instead be added later like with Omaha Beach.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: BigGrizzly on 06-11-2014, 20:11:27
On "Operation Goodwood" the reinforcement system doesn´t work. So no Fireflys for the brits, and far worse: only Sd.Kfz. 251 (besides the two Marders on the farm) for the germans!
However, this works in COOP correct.


btw is there a list with "known issues" regarding SP/COOP?
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: ksl94 on 23-11-2014, 03:11:15
I run FH2 co-op matches over the FH2 server launcher in order to get better performance. However, I cannot become squadleader when doing that, whereas it works just fine in single-player. Does anyone know what causes this and how it could be fixed?

I would also like to enquire about bot-support for the Ardennes map pack released earlier this year. It included maps such as Operation Nordwind and Herrlisheim. I think it was compiled by Forgotten Honour or World at War. These maps were up to Forgotten Hope 2 standards and I would love to able to play on them.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 23-11-2014, 03:11:33
I run FH2 co-op matches over the FH2 server launcher in order to get better performance. However, I cannot become squadleader when doing that, whereas it works just fine in single-player. Does anyone know what causes this and how it could be fixed?
That's a known feature of server coop in BF2 - you can't join an existing squad and become its leader, like in singleplayer. Instead, create a new squad and invite bots from other squads.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: titsmcgee852 on 23-11-2014, 06:11:34
You're doing God's work Gavrant, keep it up, it doesn't go un-noticed!
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 23-11-2014, 06:11:27
Thanks, but I would say, it's more like a shepherd of God's creatures (more accurately, of certain Scandinavian gods' creatures) :P
Sadly, very often bringing light by saying "Let there be light" is not in my power
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: nysä on 12-01-2015, 21:01:26
Question for the SP developers - is there going to be any changes to the bot accuracy?

I really enjoy playing maps like Operation Cobra and Meuse, but I find that that bots are too accurate with their bazookas and it seems like every third GI-bot ends up as an anti-tanker. Also, the GI bots are much more initiative while on the German side you end up doing all the work.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: JG400 on 13-01-2015, 22:01:12
I have a different take on bazookas.  When I play the Meuse River map, the bots seem to be too accurate and then miss regularly.  I remember driving a Panther down the street to the commo HQ and I had two American bots at the end of the street firing bazookas at me.  Both missed.  Later I saw an American bot take out a Jagdpanzer with a long range bazooka shot.  These are just a few examples.  I find that the disparity adds to the realism.  It's literally hit or miss, pun definitely intended.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 13-01-2015, 23:01:55
My experience with bazookas tends to match that of JG400, they are rather random in the hands of AI bots to be a major annoyance. The thing is that the weapon, together with the panzerfausts and panzerschrecks, has huge accuracy (deviation) penalties if fired unaimed, without the right click zoom. So, since we can't make the bots always zoom before shooting the weapon, very often you  can see fireworks shows over the map with rockets flying in random directions.

... Operation Cobra and Meuse ... every third GI-bot ends up as an anti-tanker.
You are right - the current settings of the AI kit limiting system on those maps are about one third of each team having AT kits, but that number also includes the "engineer with explosives" kits. Without the explosives kits it's about 5-6 bazookas per 32 bots team. Are you suggesting further limiting them?
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: nysä on 14-01-2015, 17:01:48
You are right - the current settings of the AI kit limiting system on those maps are about one third of each team having AT kits, but that number also includes the "engineer with explosives" kits. Without the explosives kits it's about 5-6 bazookas per 32 bots team. Are you suggesting further limiting them?

Gotcha, 5 bazookas sounds quite reasonable. How much the AI skills might contribute to this? I got mine set at 80% (or more) because this gives the AI tankers a bit better aiming. Maybe the solution could be less rockets, 2 was pretty much a standard.

On the other hand, the gameplay seemed more balanced when the Bazooka kit had a .45 cal. This makes me wonder, was the pump action commonly issued to the anti-tankers? From what I've read the M1 or sub-machine gun was preferred.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: tempest on 14-01-2015, 20:01:52
Sorry if this has been already commented on (I gave the thread a skim!), but a thing I've noticed is that AI won't shoot at you if you are on a deployable weapon.  I've seen this with both the vickers and MG42, but haven't tested with the mortar.  For instance, on Tunis, I can grab one of the vickers kits out of the back of the British trucks at the start.  If I deploy and enter the gun, the AI won't pay any attention to me at all, and I can mow them all down.

I love the pickup kits but it's a shame that I get to cheat if I use one of those ones!  Is this something known/fixable?  Thanks for all your hard work :)
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: gavrant on 15-01-2015, 03:01:56
Gotcha, 5 bazookas sounds quite reasonable. How much the AI skills might contribute to this? I got mine set at 80% (or more) because this gives the AI tankers a bit better aiming. Maybe the solution could be less rockets, 2 was pretty much a standard.
My "development" bots skill is 60% (it allows me to concentrate more on testing), and the bazookas don't disturb me much with that setting. For "fun" playing I use skills around 80% too, but still would not consider the bazookas super-annoying.

Anyway, since the opinions are rather divided now, does anyone else have something to say on the bazookas balance, are they overpowered or not?

Quote
On the other hand, the gameplay seemed more balanced when the Bazooka kit had a .45 cal. This makes me wonder, was the pump action commonly issued to the anti-tankers? From what I've read the M1 or sub-machine gun was preferred.
The reason for adding the pump action to the bazooka kits was not the historical one, but this: at those times, bots frequently got frozen with the Colt, just standing still with the pistol in the hand and looking at the incoming enemy. So I decided to put a replacement weapon into the kits. The Winchester was chosen because:
- It's a pretty fun and unique weapon
- It has a longer effective range than pistols, but that range is still relatively short to be overpowered (at least, that's how I thought then)
- It's not featured in any of the stock, not pickup kits, so we don't have a chance to see bots using it otherwise.

Furthermore, on some of the maps with the US team on defensive - Ramelle and St Vith, the Winchester has been reverted back to the pistol because it proved to be overpowered indeed in those conditions. On the other hand, I'd like to leave it on the offensive maps, as it gives to the US team an additional punch.


Sorry if this has been already commented on (I gave the thread a skim!), but a thing I've noticed is that AI won't shoot at you if you are on a deployable weapon.  I've seen this with both the vickers and MG42, but haven't tested with the mortar.  For instance, on Tunis, I can grab one of the vickers kits out of the back of the British trucks at the start.  If I deploy and enter the gun, the AI won't pay any attention to me at all, and I can mow them all down.

I love the pickup kits but it's a shame that I get to cheat if I use one of those ones!  Is this something known/fixable?  Thanks for all your hard work :)
Yes, the deployable weapons are in a sad state in singleplayer now, with an anti-crash measure making bots die on entering and, as a side effect, making them also to ignore enemy deployables. The good news is that the next FH2 release will introduce a better deployable weapons system, with all the issues in singleplayer sorted out.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: nysä on 15-01-2015, 16:01:06
Thanks for the answers gavrant.

Edit: one more thing, would it be possible to increase the StuH 42's damage value similar to the M4A3 105mm, e.g. one shot blows the hat off? Historically, when the StuG III Ausf G's were struggling to defeat KV-series in 1944, the StuH 42 could knock out pretty much any Soviet (/allied) tank from the distance of 1,200 meters. In the game the StuH 42 cannot KO out the Sherman Firefly from the flank, at range of 500 meters.

And the 88mm HE... now, if that could do more damage to the M4  8)

I really appreciate the work you guys do, the FH team always delivers.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: jan_kurator on 16-01-2015, 01:01:36
And the 88mm HE... now, if that could do more damage to the M4  8)
why?
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Stubbfan on 16-01-2015, 13:01:45
Damage systems is not really a singleplayer thing though. So better post that in the suggestions forums.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: nysä on 16-01-2015, 15:01:40
And the 88mm HE... now, if that could do more damage to the M4  8)
why?

To increase 'Tigerphobia'. Different, timed fuse (the ZtZ) was required, but there could be an extra ammo slot? This could replace the absence of Pzgr 40, and it was certainly known for blowing the M4's turrets off.

Maybe this doesn't sound plausible, but thanks for listening.

Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: tempest on 17-01-2015, 18:01:18
Yes, the deployable weapons are in a sad state in singleplayer now, with an anti-crash measure making bots die on entering and, as a side effect, making them also to ignore enemy deployables. The good news is that the next FH2 release will introduce a better deployable weapons system, with all the issues in singleplayer sorted out.
Yes, sometimes you have to do what you have to do to make things work without crashes!  It's interesting to know that the deployable weapons system will change a bit, I look forward to seeing that.
Title: Re: Singleplayer in Forgotten Hope 2.46 and 2.47
Post by: nysä on 02-03-2019, 08:03:58
Oops. Sorry, mistake.
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Michael Z Freeman on 02-03-2019, 10:03:38
Yes, the deployable weapons are in a sad state in singleplayer now, with an anti-crash measure making bots die on entering and, as a side effect, making them also to ignore enemy deployables. The good news is that the next FH2 release will introduce a better deployable weapons system, with all the issues in singleplayer sorted out.
Yes, sometimes you have to do what you have to do to make things work without crashes!  It's interesting to know that the deployable weapons system will change a bit, I look forward to seeing that.

Well this is good news ! I've often felt like helping with SP/Coop but have way too many other things that need my attention here. Will the sorted issues include the "Forgotten Maps" or are those strictly "fan made" so outside of core FH ?
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: jan_kurator on 02-03-2019, 11:03:53
Well this is good news !
This news is from 4 years ago, look at the date of the messages you are replying to ::)
Title: Re: Singleplayer in Forgotten Hope 2.46 - 2.48
Post by: Michael Z Freeman on 03-03-2019, 19:03:27
Well maybe I'm getting desperate ;D