Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - mft004

Pages: [1] 2
1
General Discussion / Can you record ingame kill feed?
« on: 31-08-2022, 20:08:39 »
Hi,
this is related to singleplayer experience but might not be server-side so could apply to multiplayer games as well. Is there a way to generate a text log of the kill feed during a game? So the name of the player getting the kill and the weapon / vehicle they used? Asking given that it would be very nice to make some excel-based personal stats for different vehicles and there's no way for this to be tracked with the vanilla after-battle stats screen(s).

Am assuming that something like this, if it could be done, wouldn't be a drain on computer performance during the game as the fh2 error checker makes little text logs when there are errors relative to the mapdata file, with no hiccups for the game itself. But I could be wrong...

Kind regards,
Mark

2
Modding / Enter Sandbags
« on: 10-02-2022, 11:02:35 »
Sorry the title was a bit rubbish there.
With some of the tanks particularly US tanks, when you're in the external-view cam as a commander from the turret top, you can see some broken animations for the front drive sprockets; so I went and put sandbags all over the front of these tanks. It solves the problem well enough; sure you can't stop the tank hull model from clipping through the sandbags as I think that's something hardcoded for the camera, but it hides the animations.
The problem is that when the tank drives away some distance, the sandbags fade from sight much sooner than the tank does. Turning geometry up to High does help here, but there's still instances where I'm looking through a tank scope at tank x and have to guess where the sandbags on tank x are, given that they do block shots - at least they block AP rounds. Granted there's an element of fun there, but would be nice to know whether there's a way of at least editing particular objects so that the cull scale (I guess?) is much better.
Many thanks for any help,
Mark

3
Modding / What makes a bot tick - vehicle targets
« on: 16-01-2022, 20:01:23 »
Hi again,
sorry, I seek more wizard input though I think this is the last question I have : )
What setting needs to be changed to make the ai bomb a ground target rather than strafe it? I've been having fun with the Ferdinand and Memoriam's glorious Jagdtiger, but it feels a bit silly when enemy planes choose to strafe it instead of bomb it.
Kind regards,
Mark

4
Modding / AI teamkilling in tanks
« on: 14-01-2022, 11:01:56 »
Hello,
sorry it's me again with another question stemming from my singleplayer sub-mod attempt. Basically it seems that the ai when driving a tank ignores checking whether there are any friendly vehicles in the way of a shot to hit an enemy vehicle; the common scenario is that two tanks are firing away at each other and a third tank from one side then joins in, but approaches behind the other friendly tank and fires a shot that teamkills the buddy, which would otherwise have hit the enemy.
I don't see this issue in terms of small arms fire; its rare to see a bot accidentally kill me or another bot with a rifle or machine gun etc, they tend to dodge or just hold fire. Would anyone know what rule is different when they're in vehicles, causing them to be clumsy? I'm guessing it's something to do with their awareness of the hit boxes for the friendly vehicles, but would welcome any input wizards out there might have. If I could find a fix it would make tank battles a bit better.
At first I thought that the fault could lie with the weaponTemplate.deviation and weaponTemplate.allowedDeviation lines pertaining to vehicle weapon ai instructions, with the idea that the bots aren't intending to hit their friend's tank but the deviation causes it instead. However this seems less likely as based on what I've seen ingame, one tank may be driving right behind the friendly tank and point-blank shoots it assuming there's nothing in the way between it and my tank opposing it.
I did ask the ai whether they'd like to comment on their actions but they said nothing.

Kind regards,
Mark

5
Singleplayer and Coop / Tips to slightly improve FPS
« on: 06-10-2021, 20:10:07 »
Hi,

am updating this thread with findings to-date on improving FPS, for those poor souls following in my steps and adopting Fh2 as their WW2 singleplayer experience. Granted the base engine's not perfect, but you just can't beat it for scope, freedom and modding access - and Fh2 for the vastness of grand assets.

Firstly, as you might well already have done, make sure that your monitor is using 75Hz or the highest refresh rate available, then make sure that the same highest refresh rate is used in the Fh2 options screen before starting Fh2 up. It removes some noticeable sluggishness in-game.

Secondly, if your PC is not a gaming specalist build and is instead a regular brand pre-built like a Dell, don't assume that good specs in terms of RAM, SSD and graphics card will save you. These machines (these days at least) have some hard limits in place to prevent 'dangerous' overheating and this overrules optimum settings for games. So lowering the video settings in the standard Bf2 menu will make a difference, even though you would assume a good card could shrug off the highest settings for an 05 game. My current build is Dell XPS 8940, i7 10700K 3.8Ghz, 16GB DDR4 RAM, SSD, GeForce GTX 1660 Ti. Of the two screenshots attached, the first profile gave me closer to 30 fps when the 32v32 bot fights got intense. The second profile gave me closer to 60. Oddly you can go into your Nvidia control panel and assign the card's global settings to the Fh2 application, which will override some of the ingame settings and pretty up the game considerably. Still there will be a bit of a trade-off in terms of performance over quality. With a Radeon card I suspect you won't have to alter the ingame settings as drastically in order to achieve the same Fps result, based off past experience and reading reviews of the cards tested at Bf2's release - Radeon just handled it better.

The machine which handled Fh2 SP best for me was a HP 'Envy' - nobody envied it, it was a poor attempt by HP at making a 'gaming' PC; but it notably used an i7 4970 @ 3.6Ghz. They mustn't have put any performance walls there in terms of temp limits, I think I ran it into the ground from too much Fh2. But that processor with a reasonable Radeon card beneath it could handle 32 vs 60+ bot games without any loss in fps, it was a dream. My bet would be that if you want a safe experience on your main PC, you make sure the processor base clock is good enough (3.4ghz minimum perhaps) get the refresh rate right and lower the graphics settings as if it was 2005 all over again : ) Hope this helps someone anyway along the trail. A thousand different PC builds out there and with Bf2 SP the journey seems to be different with each one! I can partly see why Bf3 didn't have this SP-MP hybrid element - it was too much for new devs to handle.

Just one more tip to flag which again may be old news to people. As described in this thread (http://fhpubforum.warumdarum.de/index.php?topic=14093) it's worth taking the time to open up FH2ServerLauncher.exe in the Battlefield 2 main folder first, no need to run the server, just head over to Task Manager and set that .exe to a single core (I went for any other than Core 0). Then leave the .exe minimised and run Fh2 as normal and that also keeps fps up, for me.

Regards,
Mark

6
FH2 Help / Support / Delay with startup
« on: 19-09-2021, 18:09:07 »
Greetings all. I'm nearly finished working on my FH2 SP project but am coming across an annoying snag at this point. My FH base is 2.52 and I wanted to add the Elefant to it; so I backed the whole folder up, donwloaded and installed the latest version (2.57), took what I needed and then deleted the whole folder and pasted the backup folder back in. All is well, except that now whenever I load up FH2, I'm met with a black box which hangs around with me for about 10/15 seconds before finally bringing up the FH2 fullscreen window. Image attached showing this black box. Does anyone have a hunch as to what setting I've tripped to cause this? Previously the loading process was very quick.

With thanks,
Mark

7
Bug Reporting / How do you turn it off
« on: 04-05-2021, 23:05:23 »
Hi,

how do you turn off error reporting? I'm near the end of my arcade mod of fh2 and I've edited basically all the kits which soldiers use, in relation to each map. So each time I'm loading up a map now, the error reporter is telling me I've got problems and that a log has been created and I keep having to delete the logs. Can this be disabled without breaking anything else?

thanks for any help,
Mark

8
FH2 Help / Support / Modding weapon - help request
« on: 25-02-2021, 23:02:58 »
Sorry admins you could delete this thread - I've found a workaround for the 1p animations now.

Regards,
Mark

9
Modding / Copying over kits
« on: 31-01-2019, 09:01:46 »
Hello there; I'm still plodding on with my mini-mod and have another question for the wizards out there.

For the Africa-front Germans, they're all using different kit items; some wear steel helmets, others field caps, others the 'pith' helmets. I'm trying to make all the soldiers wear the same steel helmets. My skills with dds / mesh editing are terrible, but I'm ok with copying over lines in tweak files  :)
So would anyone know which lines in which tweak files I should be editing so that all the soldier classes are re-directed to using the same kit display? I'm guessing it's somewhere inside objects_server.zip, but not sure beyond this point.

Any help is much appreciated as ever
Mark

10
FH2 Help / Support / Shortcut to load up a Coop game
« on: 13-08-2018, 14:08:30 »
Hello there,

would anyone know the target path needed to start a Coop (64) game of El Alamein? I had tried this:

"C:\Program Files (x86)\EA GAMES\Battlefield 2\ForgottenHope2.exe" +menu 1 +fullscreen 1 +modPath mods/fh2 +gameMode Coop +loadLevel el_alamein

but the result was that the shortcut loaded a 32 player Conquest map.  Which part of the path looks wrong, or is a shortcut to a Coop game not possible presently?

Thanks,
Mark

11
Modding / Taking CVM cameras off tanks
« on: 02-08-2018, 02:08:00 »
Hello again,

Would anyone know how to remove just the FrontChase and FlyBy CVM cameras from a tank camera?  I tried removing those specific lines from the affected camera bundle in TankCameras.con, then I also tried chaging a value of 1 to 0 for those lines; but no dice, the full rotation of cameras is still there in game for any tank. 

Any idea where the real CVM camera control would be found for tanks?  By the way if there's a way of adding those lines to a single tank's .tweak file so that the game takes the instructions from the .tweak file instead, that would be splendid.

Thanks,
Mark

12
EDIT:: I've re-named the thread and updated this post to provide the answer to all this - sorry yes this is some years after the original question, but for those following my path you may find the answer helpful. In brief, within the Co-op SP mode, I was struggling to alter the camera view of fixed-gun tank destroyers like the Jagdpanther, Hetzer etc. The issue I think is that those specific tanks were added to a list (perhaps within a .py file) instructing the game to force a setting override, using custom cameras for those vehicles when played in the Co-op SP mode. Assuming that you're like me and don't have the skills to edit such files, the solution then is to copy the files for the desired tank destroyer and rename the vehicle to something new; if done right, this will give you exactly the same vehicle to play with, but the camera limits will be removed. I personally suspect GAVRANT but I bet I know why he did it - to enable the use of 3rd person camera views for all the normal tanks without having to make a complicated workaround for these few vehicles with the fixed guns. It makes sense, as ever it's just a case of doing a little more modding later to get everything to work as intended.

Old post::
"Hi guys

As part of my SP Co-op project, I've been changing the position of driver cameras for tanks and tank destroyers.  I've hit a problem which has totally stumped me.  All my changes are recognised on the firing_range maps, but on normal maps... any tanks with fixed turrets (e.g. Stug, Bishop) are showing their original camera positions!  Does anyone have any idea why the Tank_DriverCamera_geom0 line in the vehicle's .tweak file is being ignored for those specific tanks, on non-firing_range maps?
There's only one possibe lead I've got so far. It is the .con file for the tanks; if I change the position of the 'Mantle' template in there, that moves the driver camera to the right position on all maps.  But that also moves the tank's gun with it!

So please respond if you've got any suggestions, I think I'm just going round in sad circles now.  A few years ago, the wizard Gavrant had given me the fh2.cfg file to get more tank cameras in SP/Co-op, so I guess he would have some ideas; but I think he's retired now, so if anyone knows who his successor is, please ask them to check this post!

Thanks, Mark"

13
Modding / Can I remove a camera?
« on: 04-06-2018, 20:06:04 »
Hi guys,

I'm continuing with my FH2 SP-Coop tweaks but have a problem with the tank cameras.  I'd altered the CVMChase camera in TankCameras.con so that the camera was further back and zoomed out; this change affected the CVMFrontChase camera negatively, with that second camera looking at half the tank now and from an overhead view.  I'd like to remove that camera from the camera cycle entirely but keep the CVMChase cam; is that possible?

I looked at the references to the CVMFrontChase cameras in TankCameras.con, but in all cases within that file, CVMFrontChase was set to 0 which I take it means 'off'.  So I'm guessing that there must be another file somewhere in the FH2 folder which determines which cameras are on/off for tanks, or maybe for all vehicles.  Any wizards here know which file might hold that?

Many thanks in advance for any help and I've attached the .txt version of the TankCameras.con file I've been editing so far.

14
Modding / Vehicle dust trails
« on: 22-01-2018, 21:01:34 »
Hello there,

would anyone know to which folder/zip I should be heading to to make the dust trail kick-ups by tanks and trucks bigger?  So that, for example, you could see a tall cloud of dust generated by a moving vehicle from a long distance away? 

Thanks in advance to anyone who would know this.
Mark

15
Singleplayer and Coop / Control key to turn tank cam
« on: 30-12-2017, 03:12:44 »
Hi guys,

I can see that when you're in the tank commander camera (aka sitting in the turret) you can hold down the Control key in order to look around freely. 
Is there a way to add that free look view for another camera?  I'm thinking specifically of the 3rd person rear view for tanks.

Many thanks to anyone who can help with this,
Mark

Pages: [1] 2