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31
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 13-05-2011, 20:05:04 »
Thanks for your willingness to help out, I really do appreciate it.

Anything beta will be posted in this thread. Keep your eyes peeled; I'm working on something now. Should be up in the next day or so.

32
Quote
The other errors mainly refer to missing or faulty plugins

I think this is a matter best left to the official FH2 devs.

 Honestly, if I somehow knew that my fixes were going to be used by the team then yeah - I would probably be willing to wade through all the AI errors and fix them. As it is, doing that would just be a huge time sink for me, and would only benefit a handful of users.

Edit 5/15/11

I have to eat those words now, since I have started working anyway on FH2 AI bug fixes.

33
You are not saying that was caused by my file?

Fixing typos from individual AI Templates would take me away from the ESAI project.

34
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 13-05-2011, 10:05:22 »
I have decided to just give up on trying to protect it legally. There are issues with EA technically owning the rights to any BF2 material anyway.

No need for me to further derail this topic..

As you were people. I'll try and post a new map in the next day or two. ESAI:FH2 or ESAI Standard isn't going anywhere. Nothing to see here, move along.


 




35
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 13-05-2011, 02:05:58 »
EDIT: Ignore This Post

Today I discovered someone redistributing ESAI Standard Edition for profit. {insert profanity}  If you know anything at all about this project, you know that is strictly forbidden. It is the only thing you can't do with my work.

The persons responsible have been dealt with. ;)

Nevertheless I felt compelled to remove all download links to ESAI standard. It will be back as soon as possible.

ESAI:FH2 Edition will still be available for download, as no one has yet tried to use it to scam people out of their money.

Be advised that the above could change without notice.


36
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 12-05-2011, 17:05:31 »
Quote
I got the question about the AIvehicleTweak.zip in your upload section Djinn: Do they have an influence, when I place them in the mod folder? (SNIP).... With other words, can I use them to improve the gameplay in singleplayer/ are they working with the ESAI?

ESAI will work with any other FH2 AI tweaks you might find, so long as you are not trying to use something that involves Strategic AI code. As far as I can tell there are very few people still writing SAI Scripts, and I haven't seen any such projects targeted at FH2.

I'm not the only person around that knows how to write Strategic AI Scripts,but I may be the last person actually doing it. Really I am not sure about that - it would be great to meet someone still working in this area, because it would be nice if the ESAI dev team expanded to have more than one member.

If there are any SAI coders lurking about, feel free to contact me if you would like to be a part of the ESAI project.

37
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 11-05-2011, 23:05:11 »
Thanks for the feedback so far, it really is helpful. I would like to address one comment in particular:

Quote
Villers Bocage: Realy nice, after a time there i kind of stalemate situation. The only (dunno whether I should say) "negative" thing might me the strenght of the static mg 42 positions -> No human player can take this positions out, no matter what range.

Please people - constructive criticism, or what 5hitm4k3r has called "negative" feedback, is a good thing. I will not lie - I am always pleased when someone is happy with my work and says something nice about it, and such comments are good for the old motivation factor. However, mature criticism and analysis shows me where I can make improvements, and there is always room for improvement I think.

I still don't play FH2 on the ground nearly as much as I watch the bots traverse the overhead map, so I rely on your "reports from the front" to get a feel for how I have changed the game play.

No one should be afraid to post negative feedback. I'm an adult; I will not be upset in the slightest.

38
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 11-05-2011, 18:05:37 »
Just a quick note to all the folks who are using my work:

I don't expect all of you to jump in and comment. I've learned better, lol. However, now that all my stuff is graciously hosted by BFSP, I have no way of knowing how many of you have downloaded anything I post on this board. Could be 100, could be 1. Only the battlefield singleplayer FTP admin knows for sure,and I'm not going to be bothering him to find out.

Therefore, I encourage anyone with negative / positive feedback to please post their experiences. This would help me get an idea of the size of the ESAI:FH2 user base, but more importantly it would help make ESAI:FH2 better.

Short version: The more you all put in to this, the more you all will get out of it.

peace.

39
Quote
If I recall correctly, because this was me calling for changes back then too, the tanks were tweaked specifically to NOT always shoot on the move as was the case in vanilla. This was because tanks moved way faster than infantry, and so infantry were left behind.

I should like to emphasize that while the code changes are major, the manifest changes to bot behavior are minor.

The code example I showed above doesn't really make tanks shoot on the move much more often, rather it seems to help a bit with bot accuracy when they do shoot on the move. And like I said, I'm not sure it is even enough of a difference to be noticeable.

Quote
about the LookAtWrapper bug, could that be why we sometimes get random CTDs that can't be placed to any particular map? And I need to verify this, is it because bots fire at aircrafts? Does your patch fix it? And where do the patch files go. I actually want to try this and see....

It easily could be. If it is related to the LAW bug, you should see an error msg pop up in windowed mode. I don't recall the exact message, but I believe it does contain the text "LookAtWrapper".

The crash does happen when a bot (in whatever vehicle) targets an aircraft - the AITemplate's Armament plugin would contain the line "setIsAntiAircraft 1" , and said vehicle does not have an interpreter entry for LookAtWrapper. This AIBehaviors file would fix that specific crash, yes.

I did notice that the Planes were missing this interpreter entry, and I believe they are coded to attack other aircraft. This could be the issue; I'm not sure. If it was an issue, then I've fixed it.

There are no "patch files" as you are thinking - the fix is simply part of the AIBehaviors.ai file I posted. You need only download that, and put it in the main fh2 \AI folder. Back up your original file first....I guess.

BTW:

The FH2 Mod has my official permission to use this code for any purpose they deem fit, to create and use derivative works based from it, and to remove my handle from the code comments. I don't need or want credit for the thing, but here it is in case it proves useful.



40
Singleplayer and Coop / FH2 AIBehaviors Unofficial Recode
« on: 10-05-2011, 20:05:45 »
Be warned, this post is long and technical, but you will find a d/l link at the end of it.

I've recently revisited this project, and made some minor tweaks to the rewrite I did a few months ago. The official FH2 2.3 AIBehaviors.ai file has some strange issues. I can't definitively call them mistakes, I can only say that some things I found were highly irregular. I will qualify that statement with an example:

Tank Fire behavior entry from original:

Code: [Select]
aiSettings.setVehicleBehaviour Tank Fire BBFireInfantery BBPFireInfantery 4 UCFire TankWeights
This causes the urgency for the tank fire behavior to reach an unreasonably high value (in excess of 90 in some instances, where 5-8 is sufficient to make it the active behavior)

Tank Fire behavior from my recode:

Code: [Select]
aiSettings.setVehicleBehaviour Tank Fire BBFireInfantery BBPFireInfantery 4 UCTankFire UnitWeights.

The main correction here is the use of UnitWeights instead of TankWeights. Observant readers will also notice the change of urgency curve generators (from UCFire to UCTankFire). This was not strictly necessary, but is an enhancement I coded in. It seems to help keep the tanks moving as they shoot. Seems to - I am not sure.

There are a host of other changes, but they are made in such a way that the bots should show similar behaviors to that created by the official file. You should see minor bot behavior improvements if you use this file, though the differences are subtle.

Here is a full list of the changes I made, taken from the code comments:
Code: [Select]
       Forgotten Hope 2.x AIBehaviors Recode                   
                 Version 2.4 :5-10-2011
                     by Void

 Featured Changes from 2.3 Official:

- soldier weights now unique to `Infantery`

- unit weights corrected and reinstated as behavior inhibitors

- avoid inhibitors corrected and reinstated as behavior inhibitors

- change inhibitors corrected and reinstated as behavior inhibitors

- base Idle urgency now 0.1

- custom inhibitors for `Tank` Fire && Move behaviors (also applied to `ArmedCar`)

- custom UC generator for `Tank` Fire behavior (also applied to `ArmedCar`)

- unarmed `Passenger` Fire weight now 1.0 (was much higher, but here this number is used only to calculate urgency of the Change behavior)

- `Car` vehicle type now more likely to try and run over enemies

- Added LookAtWrapper interpreter entry to ALL vehicle types. If you decide to code a vehicle of any type
  to target aircraft for some reason, this should prevent CTD.

The addition of the LookAtWrapper interpreter entry to all vehicles is not strictly necessary, but since it hurts nothing I went ahead and put it in. (If you are not familiar with the LookAtWrapper bug, search for it on the BFSP forums. It is well documented)

Ok then, interested parties may Download it here

41
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 09-05-2011, 19:05:27 »
Hi all,

I've got ESAI listed at moddb now.

Edit:

Not sure if FH2 version needs to bee there yet.


42
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 09-05-2011, 01:05:39 »
Quote from: Djinn
However, Gazala's issue is that it should be a highly mechanized battle with infantry heavily mounted on armor, bailing at the flag and assaulting the boxes.

I'll have to take a look at the strategy for Gazala. A sufficient amount of time has elapsed for me to have forgotten the details of the code I wrote for it.

If bots are not bailing at the flags, the CP vehicle order positions might be in need of tweaking. I'll check it out when I get a chance.

43
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 08-05-2011, 22:05:46 »
I have worked on Bardia. I didn't feel like it needed a custom strategy as it seems a fairly straightforward map, and has no Push mode.

Here is what I changed:

- Fixed "Spawns of Death" at  Italian barracks  (64 size)
- Fixed Bot trapping spawns at Italian barracks (64 size)
- Corrected two-way neighbor to uncappable flag (64-size)
- Moved the Strategic Areas to the correct layer (64-size)
- Enabled Coop support (64 & 16 size)
- Hooked all SP and COOP game modes to ESAI
- Removed MD5 checksum file

16 player size is using ESAI default "smallMap" strategy set
64 player size is using ESAI user "smallFCA" strategy set

Get it Here

The download is not a patch kit; it is the entire map (client/server/info). I may add it to a future ESAI:FH2 map pack release, but am waiting to finish Tunis before compiling next map pack.

Download, test, enjoy.
 

44
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 23:05:49 »
No problem adding coop support. I just did, actually.

 Any map that supports SP will support Coop - you just have to add the gpo and \ai folders from the sp version to the gpm_coop folder, and then edit the level's \Info\(mapname.desc) file to point to the added mode.

I also opened up 'mapdata.py' to check the flag push order. What I found is that this map doesn't have a Push mode at all, so I am unsure now about the issue posted on the bug tracker. I'll check that later tonight if I get a chance.

So it is still up in the air regarding which map gets ESAI-d next, but I will start my next FH2 level soon. If I start working on Tunis rather than Bardia, I will go ahead and post the coop-enabled version of Bardia 64 for you guys to use in the meantime.

45
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 22:05:58 »
Since we are on the subject, I'll go ahead and divulge that for RM, I am working on custom AI for a modified version of Gulf of Oman 64. I will need to finish that before I do my next FH2 level.

I know we kindof agreed that Tunis should be next, however, I visited the FH2 SP Bug Tracker Google code page yesterday, and saw an issue (#29) submitted about incorrect CO orders on Bardia 64. Consequently, I fired up FH2 and loaded the map.

I am a little confused, because the issue on the bug tracker made it sound like the typical problem found in most push mode maps. However, My FH2 install only has a 16 player version of Bardia, and it doesn't seem to have a push mode. (I could be wrong; I am tired).

Anyways, where is this 64 player version of Bardia that has the "Push" game mode?

I should like to make it my next FH2 target. If the AI commander on that map is buggered enough for someone to submit it as an issue, then I feel like it is worth my attention. A day's coding, and that is one issue at least that could easily have its status changed to "resolved".

Someone please advise.

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