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Messages - lemonwire

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Singleplayer and Coop / Re: Gold Beach Remake
« on: 13-12-2011, 03:12:48 »
Thanks for the link,
However, I've found some issues; playing as the allies on the 64player map is next to impossible as the German machine guns rip through the allies in the water and after two play throughs the allies couldn't even make it to the beach long enough to cap it.

I had to tweaked the GamePlayObjects.con, removing some machine gun posts and made the beach already capped by the allies. But this highlighted some new issues, that allied tanks struggled to get off the beach and that there are some poorly placed aircraft which I have yet to see fly.
Overall, it's really enjoyable after a few tweaks, again thanks for the upload!

(on a side note: I used 128 bots to test the map)

2
Awesome! Although, I do also hope for more 64 singleplayer maps haha... keep up the awesome navmeshing work!

3
Singleplayer and Coop / Re: performance improvement
« on: 01-04-2011, 16:04:27 »
96 bots works without big lags with this method while using only BF2 starts lagging with 48 bots for me. Thanks!
But I have some questions:
- How do I balance the bots correctly? When using BF2 to start a server I set AIDefault.ai to the max. number of bots (96), bot ratio to 100 and bot count to 48 and both teams have 48 bots. But somehow the server works differently.
- How can I set different map sizes. Event with MaxPlayers set to 64, the serevr uses the 32 player size. Is this even possible?

Best regards, Phil.

I also can confirm that there is a huge FPS boost when using the dedicated server method with 96 bots, I'd usually be stuttering with this amount on normal bf2.
also I'd like to know the answers to Phil's questions,
If I can't get even teams with higher numbers, there won't be any point using the dedicated servers method since I have high fps with lower bot amounts anyway. But this looks really really promising.

Edit: Actually, even with only 64 bots, using the dedicated method, there is a HUGE fps boost especially on maps that used to be EPIC laggy for me, such as Anctoville, thanks a bunch for the great suggestion!

4
Singleplayer and Coop / Re: English Channel Dogfight
« on: 07-02-2011, 16:02:42 »
I'm really looking forward to this map with bots, I really hope you get permission.

5
Singleplayer and Coop / Re: Single player section
« on: 24-08-2010, 14:08:55 »
Yay! No more having to click a billion tabs to find this hidden gem

6
You guys are making me tremendously excited to see the next release! I can't wait to see all the improvements.

7
Singleplayer and Coop / Re: Villers Bocage
« on: 05-08-2010, 08:08:47 »
Hi to all,

@ djinn
atm I am working in two direction:
- during my vacation I have tested 64-size map of Villers Bocage
- atm I am working over my custom map Longuse sur mer, which at the final moment   will has SP support and should looks great...probably.. ;D
link: http://fhpubforum.warumdarum.de/index.php?topic=10877.0

Test:
now to Villers...what I have done...
because I like infantry battles..I gave to Brit forces 10 sherman tanks:
-five tanks have spawn time 9999, it means they will be out of battle after their  knocking.
-five tanks have spawn time 300s
-3 AT guns to defend Tilly sur Seulles..instead ABC line
-one 3inch mortar.

for German forces
- two StuGs(spawn time 1st-9999/2nd-300) and one tiger(spawn time 9999)
- one halftrack for infantry
- flak88
- some pak40

-locked vehicles

if I remember correctly I set guns spawn time to 9999

at the begining it starts as a tank battle, it continues till the moment when the most of the tanks are knocked out..after that the infantry is ready for action..

- the Brit main base and German main base are not included at the moment, I don't  have a time to test how bots will work if these control points are included.
- Control points: town of Tilly is in Brit hands, Crossroad, Farm, villers and   Point213 are in german hands.
- added push mode: tilly->farm->crossroad->point213->villers
- noticed also that when the bot soldier drives Tiger...how to say.. the bot   has bad coordination when he has to     drive through the bridge, StuG and   Halftrack-no problem.

now at the question: are there guys who want to test the map?

Sure, I'd like to test this map, I've also noticed that bots tend to struggle in tight spaces with tigers on a number of maps.

8
Thanks for the speedy response djinn! I do hope it'll eventually get fixed, I'll try your solution next time it occurs, thanks.

9
Hi guys, great work you guys are all doing here for single player, I love seeing the Bots howitzer my ass to bits and all the other million little changes to improve the AI.

However, I have an issue with Operation Cobra provided by the OP, I'm unable to cap the first flag (farmhouse) on cobra as the Americans. I'd have 10 US bots on the flag just waiting, it greys out but never becomes capped, I've noticed it happen once or twice on Operation Goodwood from time to time but not as frequent.

I'm using Drawde's 1.3b AI mini mod.

Is anyone sharing the same experience or has a solution?

10
Suggestions / Re: Realistic dying
« on: 03-08-2010, 18:08:58 »
Would adding weight also solve the ridiculous lunar physics where tanks roll over on a 5 degree incline - or is it an engine thing that a tank's centre of gravity is above the turret?

Good question, I'd like to figure that out also, I hate it when my sherman flips on its side. I'm guessing that tweaking the... "ObjectTemplate.CenterOfMassOffset" code might fix toppling tanks, but I can't find that code anywhere in the files. Will research and experiment sometime soon.

11
Suggestions / Re: Realistic dying
« on: 03-08-2010, 17:08:26 »
I'd like to see better rag doll physics also for FH2,

Btw, I found that increasing the mass of the soldiers stops them from flying around, I changed this line in the object _server soldier files...

"ObjectTemplate.mass 100"
to
"ObjectTemplate.mass 300"

It looks much better, I think the extra weight keeps them more planted to the earth, preventing an airbourne flailing frenzy, too bad I can't play online with the changes. So I hope to see some improvement in the next release.

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