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Messages - Remick04

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31
I tried Villers last night and noted the same problems you’re all reporting. It seems a bunch of new Hedgerows were added to the map that weren't there when I navmeshed it, so bots are getting stuck on them. I’m debating whether I want to re-navmesh it or try and edit the mesh I have now. Not sure which would take less time.

I've seen bots using the Waspe on Totalize even firing the flame thrower when assaulting a position. But it is rare, it's not one of their favorite vehicles.

I know the Terrain on Ramelle isn't exactly bot friendly... made worse by the fact that there were changes made to the terrain after I had navmeshed it. I did my best to correct and fix things, but its hard working on adding bot support to a map that is still under development because changes are still being made. And ultimately I'd rather have the vehicles in there even if bots aren't great with them, then have an infantry only map. I'm working on fixing the fly over problem, I may have a fix for you guys to help me test.

Keep the feedback coming, I'll do what I can to address as much of it as I can. Hopefully Drawde can clean some of the AI stuff up for me, and I'll focus on fixing map specific issues.

32
Ugh, seems like there are more problems than I anticipated with 2.3... Ramelle, and PHL were the only maps I thought had problems. I tested everything else to death and it all seemed fine.

As you can tell from the Road to 2.3: part 2 update Lebisey was working in SP/coop. I took a couple sceenshots of bots on that map, one of which is in the update. So, somehow between me testing and taking those screenshots, and the files being released it lost its Ai and Aipathfinding folders.

Operation Totalizes' crash I believe is an AIpathfinding issue, which I thought I fixed. Try playing in windows mode and let me know if you get an error.

Port en Bessin's StrategicArea files are not the ones I made that do follow the push order, last minute changes were made to the map and my StrategicArea files got overwritten. Actually there are a couple of maps with a similar situation.

I'm not sure was up with Villers for you aserafimov, unless your SP files for the map are interfering with 2.3's, Because I've never seen that problem before. If anyone else experiences this problem let me know.

And I tested the 30.cal in the bell tower on Ramelle last night and had no crash so I'm hoping it was just a fluke for one person.

I really want to release an unofficial fix to some of the problems now, because a lot of them shouldn't exist
 :-\
 

edit: looks Like Anctoville SP1 file dosen't have it's strategicareas file you can copy it from the Coop 16 folder and it should work.

33
General Discussion / Re: Forgotten Hope 2.3 Early Feedback
« on: 01-10-2010, 22:10:30 »
The p_51 flyover bug on ramelle is only in singleplayer/ coop, and it has been a thorn in my thigh since adding AI support to Ramelle. I would appear that it is caused by their being a limit to how high of a spawntime an object can have in AI game modes. But still haven’t figured out how to fix it.

And the 30cal in the church tower use to crash the game in SP but I'm pretty sure Gunnie fixed that. So, I'm hoping it was just a coincidence.

34
I can think of a couple of things that could use your touch Drawde. ;D As well as a few fixes of my own that didn't make it into the 2.3 files in time. So, if you are going to release another Ai minimod let me know and I'll tell you the fixes I have.

Alam Halfa had AI support in 2.26 but its info.desc file didn't have the SP game modes so the map didn't show up in the map list ingame. That should be fixed for 2.3.

As Djinn said this thread has served its purpose so I'm locking it, I hope you all enjoy 2.3's AI and I look forward to hearing your opinions.

35
I really wish they'd at least have acknowledged Drawde, if no one else (Besides Remick ofcourse) for the SP in 2.3. His work in conjunction with Remick04 was what solved non-functioning stuff and bugs that plagued FH singleplayer since 2.0

I'm so sorry that was my fault :-[ :( :'( I should have let Azreal know to include Drawde's name in the update but didn't think of it in time. Although a lot of the AI work in 2.3 is my own, Drawde's work was the base that I built from. SO sorry Drawde, you deserve more credit then you are getting, and you can blame me for that.

as for the newly navmeshed maps the list is:

-Anctoville
-Battle of Brest
-Lebisey
-Mareth Line
-Mount Olympus
-Operation Cobra
-Operation Totalize
-Pointe Du Hoc (redone)
-Port en Bessin
-Ramelle
-St Lo Breakthrough
-Villers Bocage

I do recommend playing with as many bots as you computer can handle, the battle can get quite epic. ;D

36
General Discussion / Re: VETERANS-GAMING
« on: 29-09-2010, 18:09:30 »
Well, I wouldn't call myself a master. I've been unemployed for the past year, so I've had a LOT of free time on my hands while trying to find a paying position. Figured I'd take advantage of the free time I have to get as much done as I can for Forgotten Hope so once I do get a job (which I recently did), and lose some of that free time, I won't fall behind on the work I have for FH2.

I'll have to join you guys on this coop sever Friday night or Saturday. Single player in 2.3 won't be without its bugs, but it is vastly improved. And besides the 'new' maps, I made a lot of fixes to all of the 'old' maps, so they should play better.

edit: oh and Anctoville was not the "unnavmeshable" map I spoke of. ;)

37
General Discussion / Re: VETERANS-GAMING
« on: 29-09-2010, 01:09:45 »
All I'm gonna say is wait for the Road to 2.3: part 2 update. It will have all the information you singleplayer/ coop fans are looking for.

And I technically navmeshed 12 maps for 2.3... 1 of which is a redone version of a map you already have. So there are 11 'new' bot-supported maps

38
Singleplayer and Coop / Re: Skirmish_Bloody_Beach
« on: 26-09-2010, 00:09:30 »
That’s awesome aserafimov!! I tried out the mappack and thought I'd love to add bot support to these maps, but I'm busy with other stuff, so I'm glad you’re doing it. Bloody Beach in particular looked like a fun map to play. Can't wait to try it! ;D

39
The mobile Arty was added kindda late. No particular reason why, it was just one of the last things added. It does have Ai support, but probably not up to the standards of Drawde's AI tweaks. I haven't tested it much other than to make sure it won't crash the game if bots of humans enter it. So I can't speak with any form of authority on how it behaves. It probably could use some improving, (I think its using the AI of another vehicle). I believe it has multi ammo types like any other vehicle, but I'm not sure the bots use them effectively.

40
Standard Arty pieces and mortars have raised view perspectives for bots, deployable ones don't. Mostly, because I didn't know what Drawde did to make the AI objects and have them work with the spot system. Also the spotting system was being reworked for the mobile arty. I probably could have figured it out, but my attention was focused elsewhere. And I partly wanted to keep some arty the way it is in Multiplayer, in case 2 or more human players are playing together in Co-op, they would still have arty that functions the same. I have played a few rounds where I placed a deployable mortar for bots to use in an area that had decent view of the battlefield, and the bots used them quite effectively. But it has to be an area with a good view... behind a building or in a ditch won’t work as well.

As for a post 2.3 sp hotfix. I'd say that's unlikely to happen. I'd love to fix up some things for you guys, there are a few somewhat important fixes I've made that did get done in time for 2.3 (like semi auto rifles firing rates, and an issue on Ramelle). I could certainly give you guys fix files unofficially, but it would be the same old backing-up and editing files that I know you want to avoid. Getting an official fix would require the team going through the long tedious task of prepping the build for a release, which takes time and energy out of development of the mod, and I doubt anyone would want to do that for something that isn't exactly broken, it just needs improving.

41
Modding / Re: Stuka siren setup
« on: 19-09-2010, 21:09:06 »
Yes, as Djinn said it's an automatic Divehorn that is triggered by speed rather than pressing a button. Most of the time it works quite well. But I said I was hesitant to include it in the AI updates for 2.3 for 3 reasons.

1.) Unless I made SP specific Stukas, It would have affects on the MP Stukas, and I was trying to avoid makeing changes that would affect MP.
2.) There were still some balancing issues at the time. Due to the siren being triggered by speed occasionally it would go off just from the stuka flying around and not diving. And since it can be heard from across the map, it could get very annoying constantly hearing the siren.
3.) Drawde's AI mod uses Clivewil's AIX divehorn sound effect instead of FH2's, Because (as djinn points out) it transitions more smoothly. And I wasn't going to include something from another mod unless I knew we had permission.

Now that Clivewil has given permission, If this system is decided to be implemented, It just a matter of testing until it is balanced for both MP and SP. It's unlikely that it would make it into 2.3 though.

42
At this point it wouldn't make it into 2.3, but I can always hold onto it for later releases.

43
Singleplayer and Coop / Re: Purple Heart Lane: Testing
« on: 08-09-2010, 22:09:06 »
Is it only the 64 player size that causes the crashes or are other sizes crashing? Also we can try fooling around with the bot ratio, setting more bots to one team versus the other, see if that helps narrow down which team is causing the crash. It's possible the crash is being caused be the attackers trying to use a weapon against the defenders, But if the defenders aren't dug in they don't end up using the weapon and the maps plays fine. I just can't think of a single weapon in use on this map that isn't also used on other maps that work fine.

44
Yes, unfortunately PHL does crash in the current internal build. I've managed to play a couple of complete rounds but thats only because the flak gun position wasn't well defended those rounds and the allies captured it very quickly. If the allies get held up at all when attacking that position the game ends up crashing. So if you guys can find and fix the problem I'll pass it along.

45
Singleplayer and Coop / Re: Bot Ratio
« on: 01-09-2010, 20:09:58 »
There are 2 'aiSettings.setMaxNBots' lines in the ‘aidefault.ai’ file. Make sure you are editing the second one. Editing the first one does nothing, might even cause a crash. Dice was nice enough to contain an explanation of how to get more bots in the ‘aidefault.ai’ file itself.

Quote
rem To spawn more than 15 bots in SP, use the following lines instead of the three lines above.
rem Note that this is totaly unsupported, it will affect your system's performance
rem and may even crash your game. That being said, you will most likely be able to run a lot
rem more bots than 15 on your system.

You want to use the lines below that explanation. You can also modify the bots difficulty there by changing the 'aiSettings.setBotSkill' line to anything between ‘0.1’ and ‘1.0’. ‘1.0’ being the hardest, but they tend to be unfairly actuate at that level.

If you are editing the second set of lines and it's still not working, than I'm not sure what the problem is. That's the only way I know how to get more bots, and I've never had any problems with it. Make sure there are no typos and or maybe your computer just can't handle that many bots, but I doubt that’s the case.

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