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Messages - Remick04

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61
Singleplayer and Coop / Re: About P51DRockets
« on: 19-07-2010, 21:07:04 »
I would also like it if someone could post the fix files... I could probably figure it out for myself easily enough, but it would save me a lot of time, and I want to include this when I pass along the updated AI files to the devs.

62
The tanks stalling issue on maps like El Alamein may have something to do with the navmesh. I notice on Cobra, areas where the tanks where stopping permanently, the navmesh doesn't properly follow the terrain. Usually it’s a slight dip in terrain that results in the tanks driving off the navmesh by going beneath it. I've tried to fix this on Cobra by editing the navmesh by hand, and I've notice fewer permanently stopped tanks, but it still happens occasionally. I don't know if this is what’s causing the problems on other maps like El Alamein, but it makes sense if it is.

I've also notice bots won't always engage you even if you're within range, until you do something to provoke them, like shooting at them. This might be why artillery doesn't fire as far as it should. The distant targets aren't threats so they don't fire at them. I was testing a map, and one of my squad mates was on the US 81mm mortar, he wasn't shooting at anything but he was calling out targets and locations of enemies. So clearly he could see them, he just wouldn't shoot at them.

63
Excellent work Drawde... well I haven’t played much yet, but I'm assuming it’s excellent, because I can't imagine it’s anything less.

I was going to ask how to add the ai friendly artillery to maps, so I can do so for future maps and maps I'm currently working on, but I figured it out for myself. It's as simple as going into the gameplayobjects.con and replacing the artillery with the '_AI' version. So, '81mm_mortar_m1' becomes '81mm_mortar_m1_AI' and 'lefh18' becomes 'lefh18_AI'... etc. I did notice not all the maps have the ai friendly artillery in, but that’s forgivable given I can't imagine how much work went into just getting things this far.

I'm going to wait to pass this along to the devs until all the wrinkles are ironed out. I may need to make some alterations to make things compatible, but I want to avoid stepping on your work or rendering all the time you've put into this obsolete. So if I do make any alterations I'll post the altered files here first so you can see them before I pass them along. If that's ok with you.

64
Even Cobra is inaccurate to the 64 player ratio. It has 300 for each team for the 16player ratio, but the 64 one gives team 2 (US) 350.  It’s a particular issue on maps like Mount Olympus where the 16 player size has one team assaulting and thus needing more tickets, but the 64 player size has both teams assaulting and needs the ticket ratio to be even. I don't want to alter anything that will affect multiplayer but I do want to get the ratios to be more enjoyable in co-op. So maps without 16 player sizes I'll try and adjust to be more like the 64 size.

On an unrelated note Drawde have you tried setting the 'weaponTemplate.setFiresThroughTransparent' to 0 for weapons like the 88's to try and stop them from seeing through bushes and trees? I'm still a novice when it comes to ai... but I am trying to expand my knowledge on the subject if I'm going to be the 'official singleplayer dev'.

And the issue on PHL might have something to do with the new flag layout in 2.26, I'll try and look into it. Certainly something changed with 2.26 and this map because it was working fine before.

65
hmmm... that’s strange, that’s how I fixed the issue. Make sure you actually replace the Init.con file in the server.zip. The game is going to read all files from the client.zip and server.zip, except for the ones that aren't in there.

My best guess for why Co-op uses the 16 player ticket ratio is that vBF2 only had the 16player sizes for singleplayer. So when DICE added co-op mode with an adjustable bar for ticket ratio, they coded it to use the 16player sizes as the base ticket ratio. Playing in singleplayer should give you the proper ticket ratio per map size.

66
I do think Remick would tweak the navmesh a bit to get a more forceful push across the river at all points. Also the total frag count, even at 999% is too low for such an epic map (499 bots a side) Another note for remick

Didn't I tell you to edit the Init.con file in the server.zip to fix the ticket ratio? :P If you're playing co-op it's useing the ticket ratio for the 16 player size... but since there is no 16 player size for Totalize the default is 50 per team. Which is far to low for this map. change the 'gameLogic.setDefaultNumberOfTicketsEx 16' lines to whatever you wantever you want... line '1' is germany and '2' is canada, I believe. This is an issue on a couple maps that don't have 16 player sizes... and something I certainly hope to fix.

67
Excellent work Drawde! I'm really looking forward to you ai updates! Now if we could only figure out why artillery and mortars seem to ignore infantry on maps with vehicles, and why they don't seem to fire at their max range even if nothings obstructing their view.

On a somewhat related note... Do you know if the US 81mm Mortar suffers from the same aiming bug as the British 3inch once did? On one of the maps I'm currently working on I've got the US bots entering their mortars but they never fire at anything... vehicles or infantry. When I watch them I see them rotating left and right, but not up and down. This is using your current 2.26 beta files...

68
Drafted in FH2 Dev dialect means either=
1. Shotgun wedding style drafting
2. Bajonet in the back and kidnapped fromn house
3. Bribe


I'll take what's behind door number 2 :)

69
Singleplayer and Coop / Re: After 2.26 - The way foward
« on: 21-06-2010, 21:06:34 »
Well, I wouldn't say the next official release is 6 months out, but you’re right, it may be quite a while... So I'll see what I can do about getting you guys something in the mean time. I have made fixes to operation cobra and there are still things in that map I'd like to fix. But as you know the singleplayer in Fh2 is in complete disarray. I have my hands full trying to get all the maps up to snuff. So, just be patent with me. I won't forget about the community I set out to serve in the first place.

70
Singleplayer and Coop / Re: After 2.26 - The way foward
« on: 21-06-2010, 03:06:14 »
Sorry, hadn't realized they announced my joining the team.... Well now that the cat's out of the bag I can explain why I've been seemingly unproductive this past month. If you haven’t guessed, it's because all the work I've been doing I've been giving directly to the devs. I haven’t been specifically told I can't give you guys anything, but I'm someone how likes big surprises and part of me wants to keep it secret so when the next official release comes out your heads will explode with excitement at all the new toys you have to play with... However, I do miss the feedback I was getting from you guys, so I may talk to them about what I can or cannot release for testing. I will say I've created about 7 or 8 new navmeshes... and that’s not counting the 3 you know about (Totalize, Cobra, and Olympus).  The most recent one is a map previously thought to be 'un-navmeshable' ;) So rest assured I'm working hard to provide you with a better official singleplayer experience.

I do plan to pass along work like Drawde's ai updates for official inclusion. I would love to see his Ai tweaks, artillery and all, in the mod. I want to try and get the experience of playing singleplayer FH2 akin to playing singleplayer COD2 and that’s not going to happen without Drawde's ai tweaks.

71
Singleplayer and Coop / Re: Current projects
« on: 09-06-2010, 21:06:50 »
Do worry I don't plan on going anywhere just yet. I've just had a few personal setbacks as of late that have cut into my time. But I've really enjoyed working on the navmeshes so it's something I definitely want to continue doing. I just have nothing new to show, so I'm glad aserafimov is giving you guys something.

I have started looking at some of the old maps like Point Du Hoc. Being an American whose interest in WW2 was sparked by Saving Private Ryan and Call of Duty, I love this map, but I think it could be better. There doesn't seem to be a vehicle mesh and I don't know if Winterhilf was trying to save time or the map changed, but the infantry mesh doesn't accurately cover the whole combat area. So I'm going to look into redoing the old maps.

72
Singleplayer and Coop / Re: Current projects
« on: 07-06-2010, 20:06:48 »
looks like you guys don't need me anymore... I look forward to seeing your work aserafimov :)

73
Thanks Djinn I'll add these to the list of things to do :)

Unfortunately, I can’t edit the pathfinding for old maps without regenerating the navmesh. Again, I'm not above doing this, but my focus is elsewhere for the time being. I do want to regenerate a few maps like Fall of Tobruk and Point Du Hoc because they could do with some fixing. But I'm focusing on getting navmeshes for maps that don't have them first. Unfortunately I've been really busy these past few weeks and will be very busy for a while, so it will be some time before I can get anything new out. But I haven't given up!

Keep pointing me in the direction of things that need improving though, I can't promise I'll get to them soon, but I will try to get to them. And I'm glad you notice the Church on Cobra. I worked really hard on hand creating that church tower, but figure no one would notice because it's an area that sees very little combat. I started out operating under the philosophy that there should be no place a human can go that a bot can't follow (safe for areas only accessed by ladders). Unfortunately found this philosophy to be too time consuming and tedious. So I have since amended that philosophy. I still try and create navmesh for buildings like churches or anything with strategic importance. But if it's some building off in the corner of the map that's not going to see a lot of action, I tend to leave it alone for the sake of time.

I haven’t had much luck with ladders yet, but I’ll keep at it. Thanks again ;)

74
Singleplayer and Coop / Re: Lebisey
« on: 31-05-2010, 20:05:12 »
http://fenring.bf1942.cl/tutorials/index.php

Thats where I did most of my initial learning. The singleplayer stuff you can find around elsewhere, just type your question into google  :)

You can also find a lot of helpful tips in the 'modding' section of these forums. I think they have more up to date stuff there too

75
Singleplayer and Coop / Re: Point Du Hoc
« on: 23-05-2010, 05:05:07 »
I defiantly want to go back and look at some of the 'old' maps eventually. Right now my attention is focused elsewhere. But getting the 32 player size on PDH wouldn’t require too much effort (as devilman points out). There may be an issue if there is no Vehicle Navmesh, the bots won't use the STuG. But I can look into it.

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