Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: djinn on 12-07-2010, 16:07:11

Title: EXPERIMENTAL AI SOLUTIONS FOR SP/COOP (Community effort)
Post by: djinn on 12-07-2010, 16:07:11
I will update this thread on all issues that are still prevailing so please give the feedback. cF... any chane you could sticky this?


UPDATED 13/10/10

Critical Issues

AI Issues

Map Issues

Things to test - AI

Things to test - Maps
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: aserafimov on 13-07-2010, 05:07:32
@djinn

let's say that all tanks on Villers Bocage 64-size already will use bridges to cross the river... it's according to my latest version of Villers Bocage 64-size. ;D
also all tanks are locked...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 13-07-2010, 08:07:17
*POOP!* now you see you, now you don't...

Great work Aser..

cF, can you please sticky this up?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 13-07-2010, 13:07:22
I don't have the glue... :P

Flippy or one of the other admins stickied(?) it.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 13-07-2010, 17:07:53
@djinn

let's say that all tanks on Villers Bocage 64-size already will use bridges to cross the river... it's according to my latest version of Villers Bocage 64-size. ;D
also all tanks are locked...

So wait... have you already released this? Cuz I'd so love to get my hand on that version... still haven't figured how to get the Brits to start at the main base though?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: aserafimov on 13-07-2010, 18:07:30
the latest version of 64 size Vilers Bocage is not released yet... probably you have my work version of this map. I will release it, when I am back from my summer vacation. yesterday I worked over vehicle navmesh and now the tanks use only the bridges to cross the river.

for brits....I have some ideas, but will tell you later....first want to test it...if it works will be fine.
before few minutes I have tested this map with original GPO file and brits starts attack first town after approx. 5 minutes.. but the attack was ...how I say...too soft...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: thliaw on 14-07-2010, 06:07:20
"Purple heart lane 16 player map Static MG42 problem, i just could not quit the static MG42 after i have used the MG42, i have no other choice but to press "enter" and select commit suicide to re-spawn again in order to quit the MG42."

Anyone of you experience this?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 14-07-2010, 10:07:50
Anyone else noted this issue? Which exact mg? There might be something blocking its exit point. Do you get a sound to tell you can't exit?

I also note that the Brits will never use their PIATs. Now I thought this was solved in the 2.26 release or at least Drawde, you had come up with some temporary solution, where even though out of ammo, it would still bring up the animation? Wasn't that a viable, albeit temporary solution?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 14-07-2010, 10:07:50
While I was playing Lebisey I noticed bots using the PIAT, but this was before I "installed" Drawde's new mod...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 14-07-2010, 10:07:30
Hmm, seems I recall WinterHilf saying he'd fixed the darn thing... I guess Drawde was still working off his 0.3 BETA 1 and didn't change it reflect that...

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 14-07-2010, 10:07:43
"Purple heart lane 16 player map Static MG42 problem, i just could not quit the static MG42 after i have used the MG42, i have no other choice but to press "enter" and select commit suicide to re-spawn again in order to quit the MG42."

Anyone of you experience this?

That MG is the mg42_bipod_ai
which has no exit point
Quote
ObjectTemplate.dontAllowExit 1
so bots cant exit it,keeping bots always on it,until they die
to have it exitable,change this
mg42_bipod_ai

to this,in the GPO file
mg42_bipod
which has an exit point

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 14-07-2010, 14:07:21
Potential Aquisition: AI Sniper vehicle

I came up with an idea to allow SPers to have snipers in Singleplayer. Do y'all recall the guy who did the Omaha map way back... From, not sure which Asian Country... He also did a trench map

Well, he had this funny vehicle, if you all recall which appeared out of nowhere as a mg42 tripod at key locations in the trenches atop the hill. Now, I ?think it was based on the vehicle not being visible until the bot spawned in it or entered it... A similar principle exists here

We somehow come up with a sniper vehicle that will appear like a man aiming down the sights of the rifle with a much greater line of sight than most rifles, and like most vehicles, not suffer from recoil... but with low ROF ofcourse...

Put this in towers and sniper haunts and you can get bots to spawn in them, lock some ofcourse to make it active to only, say, the German side... A bot spawns on the gun making it all visible, can swivel in 360 degrees, wont exit it and will snipe anyone who comes close.

Bots can neutralize the threat by either climbing up there and gutting the guy a la Cobra's Church, fire as much as possible and score a lucky hit, use riflegrenades or have a tank HE-kiss the place to death...

I have confirmation that the idea is sound, but the work rests on whoever can develop the vehicle for us

any suggestions, takers, opinions?

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 15-07-2010, 11:07:52
Sounds OK to me, but I'd have to try it out to be certain.

I get the feeling it could be too "overpowered" if it's placed where it has a clear field of view, i.e: the bots are accurate enough at long range with the rifles. Give 'em a sniper rifle and they'll be dropping anything that moves (that's not in a vehicle) before it gets anywhere near close enough to retaliate.


If anyone has the map, there shouldn't be any need to develop it, just copy the vehicle's code.

Might need to get the creator's permission first though... :-\
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 15-07-2010, 11:07:43
Why? It simply stands in for pickup snipers at key locations...

Like I was playing Fall of Tobruk (Didn't get a CTD at all btw) and was picking off the attacking germans with me Pattern 14 rifle and was thinking, wont it heaven to have bots able to do this?

Ofcourse we might need to work on bot responses a bit, since infantry seem to get transfixed with a task be it moving up to knife a guy or preparing to launch a rifle-grenade or throw smoke at, or a sticky bomb on, a tank... lots of my victims didn't even both firing back at me even after succesive missed or non-fatal shots... I want bots to need to deal with entrenched infantry as agggressively as I think they once did... Smoke etc, should be second priority to their logic...

But I think this can work. Don't forget how innacurate bots are, and with alot of bots running here and there, its easy for the sniper to miss you or some other bot flanking that position and climbing up the stairs with a sharpened blade
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 15-07-2010, 11:07:40
Potential Aquisition: AI Sniper vehicle
Do y'all recall the guy who did the Omaha map way back... From, not sure which Asian Country... He also did a trench map

ThomasLX from China
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 15-07-2010, 13:07:38
That's the one. I knew it was thomas..something with an X, and I knew he was from Asia, but I didn't want to guess wrongly and sound like some idiot...

EDIT:
I noted something... It seems like those rare but random CTDs that may occur in Hyacinth; and this repeated in my edit of AJ51's Night Tobruk map, are as a result of something with the flare gun. I know its not the correct approach to determine a bug by what you were doing at the time, but it has happened over 5 times. The Tobruk map can go on for 15minutes without a hitch. I pull out my flare gun, or in the extremely rare event, a bot does, and it CTDs... I may even get off a shot or a number of shots... Sometimes, nothing even happens... But I think its worth checking this piece of equipment..

Also, might be good to get bots using it tactically. I can't think of a logic right now, but perhaps, using it like smoke or something
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 16-07-2010, 09:07:08
Unless it's a problem with a static gun, you're probably right. I'll check it out later and see if I can make it crash.

It'd be hell cool if the bots used it more...FLARE ATTACK! ;D
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 16-07-2010, 10:07:51
For this weekend:
Let's all test Hyacinth to the max and see if we can find why its CTD! Testing Testing Testing

Edit 1: Friday eve
Have spent the last 2 hours watching battlerecordings of Hyacinth. It definitely crashes but I have my doubt it's the Flare gun. I've fired it more than once at bots and statics.  :-[
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 16-07-2010, 19:07:15
Then I don't get what it is... I used pretty much the same thing in AJ51's Seige of Tobruk night map as far as kit loadout is concerned, with only a few changes to make the defending Aussies LRDG... ie. No turbans. The main intersection between those two maps seems to be the only reason why it could be ctding...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 18-07-2010, 10:07:49
Tried it a few times, but it still seems random to me.

Tried firing the flare gun every chance I got...CTD when I wasn't using it and no active flares around.

Tried ignoring the flare gun...CTD while leaving Airfield after capping it.


The testing goes on...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 18-07-2010, 11:07:27
We might have another Goodwood on our hands.. But perhaps it might just solve other CTDs we haven't considered are related...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 18-07-2010, 11:07:01
..CTD while leaving Airfield after capping it.
Happened to me too.....capped the airfield flag, the Italians were approaching....and then CTD
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 18-07-2010, 13:07:32
yup, that seems familiar.... How do we narrow it down?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 19-07-2010, 08:07:42
Reply from Clivewil on how to get Stukas to fly higher to make their dives more Stuka-like, make them less vulnerable and prevent the endless divehorn sound noted in Crete and sometimes Olympus (By making it require higher speed  to activate, which should be possible if they fly higher and dive steeper)


On Making planes fly higher,
unfortunately there's not a great deal you can do in that regard - if you render each map's AerialHeightMap at the lowest setting of 16 (if you haven't already) then this forces planes to fly a little higher than with settings of 32 or 64, but it affects ALL planes. if you're trying to get one type only to fly higher, then this can mean having to modify the plane itself to be more 'bouyant' (like i did to my Be-12 seaplane) which obviously is going to affect human pilots who probably won't like the way it handles if these changes are made to it (and it doesn't affect bot pilots enough to make it worthwhile - they just keep fighting the controls so they are at the same old altitude they flew in the old plane version)

you can change the max climb angle, which i have done in the past - and while i have seen my Me-109's doing the occasional Split-S i have never seen the Stuka do anything like that, even though like the Me-109 it is able to go up to +/- 89 degrees into the vertical. (any more than 89 degrees is disastrous, but funny to watch as the bots suddenly lose their concept of up/down)


On making planes fire their mgs more accurately,
try using what i use in the Weapons.ai for those particular weapons:

weaponTemplate.allowedDeviation 15.0
weaponTemplate.deviationCorrectionTime 0.5
weaponTemplate.deviation 1.0

...this means that even though the plane starts firing with an accuracy of 15 degrees, after 0.5 seconds it will narrow its stream of fire down to 1 degree, which is far more useful. you guys don't use rocket salvos (you only fire in pairs) so the only weapons you will get a benefit from this will be your guns, but it definitely helps those to be more effective

@Drawde,
Means we might need custom version of all planes... at least try these and see if it would be worth that

On the invitation to join our team,
thank you very much for the invite, but no.

if i am in a mod team i feel obliged to work as hard as possible, to 'pull my weight' so to speak. i pretty much burnt myself out making AIX, and i don't have enough energy left to do all that again. also, i really don't like the camera setups on the FH2 planes - but that's just my opinion - but i wouldn't want to spend much time flying around like that (my testing so far has all been done using my own personal desert Spitfire Vc imported into FH2, so i could buzz around and watch things unfold without all the camera hassles) - i'll still help out where i can though.

by the way - all my plane testing has been/will be done on Alam Halfa, and i have noticed a couple of weird vehicle behaviours on that map which suggest maybe it needs a bit of work on its navmesh, i.e. tanks trying to force their way through barriers, venturing into minefields etc. but my mind was focused on the air battle, so i didn't pay too much attention. but you might want to keep an eye on it and decide if it warrants more work on the navmesh.

cheers

c:\


EDIT:
I think we should focus more on Purple Heart Lane than Hyacinth since Hyacinth doesn't always CTD, but PHL almost always does... If we can get this done before Drawde's next patch, we would have achieved a bit more i think
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 19-07-2010, 11:07:19
Good job Djinn!

@Clivewill - Thanks for your help
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-07-2010, 00:07:25
Next major focus, this time its mainly a BT work... Lets solve that CTD in Purple Heart Lane

@Aserafimov

So I have come to understand that Remick may have the remainder of the maps in hand for navmeshing, including those you did, Aser so to avoid double work, I propose we start work on unofficial maps... Like Ste Mere Eglise, Bloody Gulch, and others SPers may recoomend.

Even if Remick wont be allowed to put them in for SP-only maps, we can get someone who knows how to make an installer so we can have an SP fan-mappack :-)

What do you think of this idea...?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cannonfodder on 21-07-2010, 10:07:44
I've just played on the Italian side on Hyacinth.

The first round I got the ticket count to 250-270-ish before it CTD, it was the longest I've gone without crashing. Interestingly, the Airfield was a ghost town the whole time - not one bot spawned there and the Brits never took it.

The second round didn't last as long, tickets were roughly 450-odd for both sides, and the Airfield was capped by the Brits...

Maybe there's a dodgy spawnpoint at the Airfield?... :-\


Next major focus, this time its mainly a BT work... Lets solve that CTD in Purple Heart Lane...
Yeah, why not...I can't remember the last time I played PHL-64... :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 21-07-2010, 13:07:44
Agree! Will focus on PHL!
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 28-07-2010, 00:07:37
Narrowed down PHL's bug? Anyone?

Drawde... Mind if I ask what's new for the mod i.e. if you are going to work on a 1.3 RC, what new features it may contain.

I'm also wondering how to make arty more interesting for bots, currently they use it almost as much as the mg42s... i.e. hardly... On Goodwodd, they completely ignore them for most of the match. Only sign I had that it WAS used was that one had been destroyed so I assume the bots got on it
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 30-07-2010, 23:07:07
Highest Priority: Purple Heart lane Bug

We need to fix this for the next Release, people

What is your experience with this. Let's try and draw a map and narrow it down.. What are your theories?

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 31-07-2010, 19:07:12
No luck with PHL. Played it a couple more times. It doesn't always crash so I think it is Bot related (i.e. they do something or go somewhere and it crashes)  :-[
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 31-07-2010, 23:07:05
I dunno, considering it only CTDed after Drawde's patch - that said, all vehicles work fine i.e 88, Nebelwerferm mgs.. hm, any other theories

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 19-09-2010, 09:09:37
@Iluminagzhu
Can you please remove the product links from your post. That sort of thing is prohibited here. Still, quite curious of what you said. Which map are you talking about?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 23-09-2010, 13:09:17
Moving on
Hi guys! So I've been thinking. While I understand our wait for 2.3, I fear that the time spent, which lets face it, has been longer than we anticipated, may be killing our momentum. There are still confirmed bugs that 2.3 ai will suffer, and which we can try to work on, making them available soon after release for an unofficial patch or fix.
Such as:
/Armor not using capped AP - play sidi-rezegh or arberdeen and you'd understand
/Purple heart lane ctd
/Bots getting transfixed in tossing smoke or xpacks irrespective oe being shot upon, to name a few

Also, I propose a new project
Op. Periscope

Im starting to admit to myself that the raised POv for arty and mortar, although successful in allowing bots to fire further, is a 'greedy algorithm', a brute-force and crude solution that could possibly be improved upon.

Like the use of capped AP, this would take a bit of genius, but I'm convinced we can find a way of having 2 different perspectives for arty: normal POV a la multiplayer, and the 15ft POv for bots. This way, humans see things from fh2 standard perspective, not having to care that bots don't. We cannot have mobile arty use the 15ft perspective, but it would be nice to give it the range.

I would, as always, be grateful if aserafimov, Drawde and erm, 'deepthroat' spearhead this project, and everyone else: raziel, djbarney, zM, cF and any new fhsp fan be there to help where they can

We've had incredible success in the past, inspite of nay-sayers. I think we can go even further ;-)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 01-10-2010, 10:10:40
If I'm not mistaken either Drawde or Remick had managed to get the different arty views Djinn.
1 for human players and 1 for bots.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 01-10-2010, 11:10:05
If you are right, and it can be reproduced, then we have a solution for mobile arty, not to mention players experiencing a non-singleplayer customized game experience.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 05-10-2010, 19:10:32
Ok, so I think we can pick up where we left off. cF, zM, Razial, please help me out cuz there is only so much txt typing I can do with my fon.

So lets get to it:

Drawde's 2.3 compatible mod:
Can we get one with the fixes remick couldnt get into 2.3 plus other bug fixes we find and hey, some improvements. I'm wondering if it would work easier for Remick to be able to use it as a fix-in or a mod - remick04 would be the best to tell you, Drawde.

Operation Periscope:
I want us to discuss and see how we can implement dual view for arty i.e mortar, howitzers - mobile and static. Humans should fire from 'hip' view as they would in multiplayer while bots see things from the custom-sp 15m high POV. This is the only way mobile arty would be as effective as static arty - And I know all y'all would love to see that.

Purple heart lane ctd:
We need to get this into the fix or patch Remick may choose to give us. This is priority numero uno! Fresh look. We did goodwood, lets do this

Stuka steeper diving AI:
This didnt make it into Drawde's last one, so this goes to Drawde.

Nebelwerfer firing short:
Not sure if this applies other arty, but this was fixed by winterhilf and applied by Drawde. Can you get this into a 2.3 compatible
AT rifle use:
We need a way to get AT riflemen to prone alot more often. Give then sniper range and let them attack infantry and tanks indiscriminately.

Custom deployable mortar _AI:
I recall what you said, remick, but I think to make this tactically important, it needs to be able to be concealed and yet effective over range. Esp. With the dual views, this would work.

Any other possible projects or bugs to squish.

Maps:
/ Lebisey, Remick plllease!
/ Ste mere Eglise, Bloody gulch, bloody beach - aserafimov, plea-ase!
/ Bardia 64 for both Coop and sp - we have this DL for sp, can it be adjusted for coop too? Get that file with updated gameplayobjects.con and init.con from 2.3
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Remick04 on 05-10-2010, 21:10:28
Actually the fix to get Stuka's to dive steeper is in the 2.3 files, though Drawde could always tweak it further though.

I'll definitely try and get you the Lebisey AI files by the end of the week at least. The only hold up is I want to try and get a few fixes to other maps done, and if possible post everything together instead of a bunch of separate little files.

There is one thing you guys can help me test. I have a possible solution to the Ramelle flyover bug... If you go to your mods directory, go into  'fh2\python\game\plugins' find the 'aiFixups.py' file and open it with notepad. At the bottom you'll find a section "# fix spawners with huge spawntimes"... Removing this section entirely seems to fix the flyover issue. The p_51s spawn at proper intervals instead of all at once. Problem is this section exists for a reason. Objects with large spawn times can cause AI game modes to crash or so I've been told. So try fiddling around with the min and max spawn times to see if you can find a ratio that works. Or remove the section entirely and see what maps if any crash. BE SURE TO BACK UP THIS FILE before you make any changes to it.

Other than that keep doing what you do best and finding those bugs! ;D


EDIT:

Correction.... If you choose to edit the maxspawn time try editing the line near the top that says 'MAX_SPAWNER_DELAY = 900'... editing the lines at the bottom doesn't seem to do anything.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 05-10-2010, 21:10:57
Thanks, Remick04! Take your time with the files. I want to see if we can get phl fix etc in alongside.

Well, I dont have a pc to try this :-(
Raziel, guys, can we test the ramelle p51 spawn then? As much feedback as you can give should help.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 06-10-2010, 07:10:24
Don't have much free time at hand right now Djinn.
Will try to do something during the weekend!  :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 07-10-2010, 15:10:04

trying to help Clivewil debug a crash on phl singleplayer and he wanted a way to debug besides running in window mode. Any suggestion is appreciated

Quote
i've already tried window mode and that gives me no clues at all. i don't really need to run the custom shaders in order to do faultfinding but fh2 won't let me launch via bf2_r.exe - but i see a few people referring to the debugger, so someone must be using it (unless of course, they do all their mapping/debugging in vBF2 and only change over to fh2 at the very last moment) 
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 08-10-2010, 00:10:00

trying to help Clivewil debug a crash on phl singleplayer and he wanted a way to debug besides running in window mode. Any suggestion is appreciated
 

Its easy to run FH2 in debug mode
the problem is,about 2/3 the way of loading it crashes the debugger,in which case you need to remove the offending object,start debugging again,debugger will crash,remove next offending object etc etc

1st object that crashed the debugger was

Quote
Version: 1.1.2878-710.0 Build date:2009-8-20 17:8
Active object template: S_Game_cn_loose
Active geom template: civilian_bed
Module: BF2
File: D:\DiceCanada\BoosterPack2\Code\BF2\BF2\BF2.cpp
Line: 461

Text: MathError. function:floor
arg1:-1.#IND
arg2:-1.#IND
retval:-1.#IND


Current confile:
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 08-10-2010, 09:10:41
thanks. His reply,

Quote

Me: One solution, according to one forum regular

Clivewil: ah, but how did he actually run it? if i start the debugger with fh2 as my startup mod, i get a halt and a screen saying 'you must use fh2.exe instead of bf2.exe' and i need to know how to get past that. it might be common knowledge for you guys but it's the first time i have encountered such a thing myself
 
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 08-10-2010, 11:10:30
somebody want to try this
http://www.filefront.com/17363581/purple_heart_lane_sp3.rar/

purple_heart_lane GPO for sp3/64
unzip copy/drag to gamemodes folder and overwrite when prompted
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 08-10-2010, 11:10:48
erm...What is it? Does it answer clivewil's question? I want to get back to him with an answer
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: rd.king on 09-10-2010, 00:10:22
Devilman
Ran 6 rounds 83 bots 350 tickets per side
no CTD's battles went well.
Only one small issue is that the germans no longer
spawn at the first two flags.
Every round starts with the yanks running all the way
to the third flag before meeting any resistance.
Though I don't think this has anything to do with your files
as I noticed this when I tried the map after 2.3 came out.

Good work
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 09-10-2010, 01:10:08
Devilman
Ran 6 rounds 83 bots 350 tickets per side
no CTD's battles went well.
Only one small issue is that the germans no longer
spawn at the first two flags.
Every round starts with the yanks running all the way
to the third flag before meeting any resistance.
Though I don't think this has anything to do with your files
as I noticed this when I tried the map after 2.3 came out.

Good work

by default PHL with 65 bots CTD on me in about 5 minutes,3 times in a row
with my posted GPO,it played for 30 to 40 minutes without CTD,3 times in a row

thankyou for the feedback  :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 09-10-2010, 10:10:26
Great work! What was causing the CTD then, what did you change?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 10-10-2010, 08:10:44
I havent personally been able to test this because i dont have a pc to, but I gather from clivewil that Devilman's new GPO removes the mg34 and 42 lafette, one or both of which, am i correct, caused the ctd.

Can we narrow it down to which? I wonder if we can't find why they do that, and maybe fix it. It might also be the cause of random ctds in other maps then.

@ Drawde, Remick04
I guess we have our first bit for the patch/fix. We just need to fix it cuz I dont think this map works well without those mgs in.

@Remick
Did you also change the spawn positions of the germans back to 2.2 spawn i.e abondoning the 1st three flags? Because, i personally thought the more-agressive defense in 2.25 was better

@drawde
Any other bug fixes? Any word?

Clivewil also told me that he feels the helicopter ai, not perfectly adopted, may also be resulting in ctd. Chance we could look into that?

Great work again, devilman. Thanks! We are finally on the right track :-)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 10-10-2010, 14:10:46
I removed both the mg34_lafette and the mg42_lafette from the 64 GPO,as both caused the 5 minute CTD
These are only found on the 64 size for purple_heart_lane
If these are used on other maps,they will also CTD (in theory)

I also tested all other spawners on the 64 size for purple_heart_lane (except the pickup kits,which bots cant pickup)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 10-10-2010, 14:10:12
Gr8! So we just need to figure out why they cause a crash and fix it. 
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 13-10-2010, 11:10:32
Point du Hoc and Op. Hyacinth - objective gameplay for bots

So I'm thinking of how we may up the gameplay for these objective maps.

Bots currently fight for just flags and will not bother with the objectives. Can we make them?

The canons on pdh and the vehicles on hyacinth will need to be coded to be occupy-able though unusable, but locked to allies and a 'sweet' vehicle for germans, and like defensive guns, camped.

Let bots know the best weapons to use against them: mgs for planes, sticky bombs and charges for Planes and tanks, thermite for the canon

Not only would gameplay improve, but bots will aid players, making these a different gameplay from the usual run-n-gun

Also:
Recall how bots ?use to commit suicide when they get stuck. Can this work for scaling the cliffs?

Bots drive the lcas to the cliff, germas spawn at the top to defend. Bots instantly cap the top once they get to the cliff with bot-only spawns atop, with humans having to spawn below with the same spawn point, needing to climb and cap the flag atop with any bot that spawns up there. Bots at the lower cliff face die after a time trying to get up or when killed by defenders.
Once the top is capped and those below have no one to shoot up at, they die quickly and spawn along with the rest at the capped flag.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: cbt33 on 23-10-2010, 07:10:31
Didn't know where to post this and didn't know if anyone had but it seems they added a no go zone for New Zealand on Mount Olympus and the bots keep running out into it. Would that kill the bots? There's a lot of "_______ is no more" messages in the upper left and the tickets run awfully fast.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 23-10-2010, 09:10:21
Would best be posted, yes in Singleplayer section, but in errors and bot erreneous behaviour, but I think its been mentioned before. The SPers, for whatever reason, are kinda quiet these days, but let me quote your post there and see if I get a bite.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 28-10-2010, 15:10:33
Possible fixes for Drawde's next mod - or any other patch:

/ Planes of Ramelle... Why they go out of sync, crash and get their explosions going without them flying over eventually.
/ CTD on Totalize - Why does it happen
/ Double-cap on alot of maps... Let's try Winterhilf's theory to the breaking-point. See if we can't fix this once and for allSo these are the big priorities:
HIGHEST PRIORITY: Double-cap... you heared Winterhilf - zM, cF. I think this is up your alley. You guys seem to know what you are about editting map stuff.

/Bots shouldn't throw grenades at tanks, nor tanks use their coaxle mgs on planes, it distracts them from ground targets - most noted on Cobra
/ Deployable mgs - Same or higher priority as static counterparts, except bots should like these for BOTH defense and offense... and should camp them.
/ Raised perspective for deployable mortars
/Bots being able to use AT rifles once again - Bots need to be able to use this in prone stance from ranges greater than rifleman range for both infantry and light to medium vehicles, with pistols being used at optimum pistol range for both mg gunners and AT gunners alike
/Bots don't know how to deal with AT gunners - They seem to fire at other exposed positions, but they simply stand over AT gunners once they get to them. Perhaps use of grenades in addition to bullets may improve things
/Slight increase in pistol range, so that there is distinction between it and knife range. And figure out why bots switch to knife at times when the enemy is very far off.
/Change in position value on tanks to A, stop them bailing tanks for no reason - but yet shouldn't camp indefinitely esp. if stuck and B/ why they don't switch from hull and top mg position to driver position when there is no one else in the vehicle
/Firing the Walking stuka rockets. Minimum range needs to be set carefully to avoid them blowing themselves up


Projects
/Commander Advanced AI
/Bots responding to commo rose functionality
/Bots firing down the sights at range, and only firing from the hip at point blank range
/Operation Periscope - One view on arty for humans (normal POV) and one for bots. Otherwise Remick wont accept deployable mortars with raised POV, and it wont go for mobile arty either
/ Personal Project: Adapting the FH2 awards system for Singleplayer i.e Client-side, like how the Push system was done.


Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 03-11-2010, 07:11:06
Most pressing issues, possible first fixes for a minimod/ patch:
/88 recurring sound is back
/Flare causing a CTD in Hyacith
/Tank motion, and why tanks reverse 20 or 20 feet or find it harder to cross narrow paths
/Deployable mgs - Bots don't camp them, and wont fire them, but just point them
/Mg positions - Bots should camp them
/Stuka divehorn - I think it being in its own patch would be nice, don't you. Its still unofficial after all
/Nebelwerfer firing short.


Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 03-11-2010, 09:11:48
Possible fixes for Drawde's next mod - or any other patch:

 

/Bots shouldn't throw grenades at tanks, nor tanks use their coaxle mgs on planes, it distracts them from ground targets - most noted on Cobra
/ Deployable mgs - Same or higher priority as static counterparts, except bots should like these for BOTH defense and offense... and should camp them.
/ Raised perspective for deployable mortars
/Bots being able to use AT rifles once again - Bots need to be able to use this in prone stance from ranges greater than rifleman range for both infantry and light to medium vehicles, with pistols being used at optimum pistol range for both mg gunners and AT gunners alike
/Bots don't know how to deal with AT gunners - They seem to fire at other exposed positions, but they simply stand over AT gunners once they get to them. Perhaps use of grenades in addition to bullets may improve things
/Slight increase in pistol range, so that there is distinction between it and knife range. And figure out why bots switch to knife at times when the enemy is very far off.
/Change in position value on tanks to A, stop them bailing tanks for no reason - but yet shouldn't camp indefinitely esp. if stuck and B/ why they don't switch from hull and top mg position to driver position when there is no one else in the vehicle
 
 

Most of this is controlled by AI templates
Change the AI coding to get your desired results

Bots can and will,only do what they are preprogrammed to do
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 03-11-2010, 10:11:09
I understand that. What I'm asking for is for a minimod, like Drawde's or your mg-fix minimod. You know, a package of fixes, or like the Stuka dive architecture, changes, that can be plugged in and removed as desired.

Can you help us, add to your mg fix?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 03-11-2010, 13:11:38
Can you help us, add to your mg fix?

Yes,but,the situation is
My only real interest in FH2 is using their fantastic maps in my little private mod
I dont use,and dont know the names of any weapons or vehicles (if you recall the Hind in one of my screenshots)
so anything object that needs attention,i need the exact name of,as written in it tweak file
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 03-11-2010, 19:11:52
Sure, the 88 (you know that bigass dual-purpose gun that the Germans have? Big enough for them to actually sit on it?), the one defending the hill in St Lo, that's the Flak 18 or 88m, I think its file name would be Flak_18. It has the repetitive sound, so you notice that it makes the noise of firing even though it isn't

Others that do this are,
The mg34, The Panzer II canon (PzkwII)... and can anyone confirm if the 20mm canon on the Sdkfz222 and/ Flak38 also do that?

The flare gun that causes the CTD in Operation Hyancinth is called the Very Pistol
The mg that can crash Ramelle is the Browning .30cal (Its a static defense, not the pickup kit version)

Deployable and static mgs that need to be camped:
/Mg34
/Mg42
/Their variants with lafette tripod and bipod
/Vikers
/Browning .30 cal


Raise perspective for the mortars i.e gw[something] for the Germans, 3in mortar for Brits, M1 81mm mortar for US

And the JU87 Stuka could get the tweak from the last Drawde's mod i.e the divehorn and dive architecture so that it switches on its divehorn automatically... Unless you can take up the challenge to get bots to switch it on when in an attack run i.e when they start to pitch? Would most love that.. Then the devs only need to change the divehorn sound and not the give Singleplayer/COOP a custom stuka


Finally, I'm trying to figure out how we can have mortars and howitzers have the current raised perspective (We figured it was the only way bots could fire past obstacles) and yet, have human players using those pieces have the normal perspective 15ft lower than it is in SP - Because raising the perspective would make the mobile artillery i.e the Sdkfz 124 Wespe unusable by human players, as would be the Sdkfz 251 'Stuka ZU Fuss' or 'Walking Stuka' - Currently, they neither have raised perspective, nor fire HE at all.

The idea is, a couple of things are broken, and if we can get a single patch package out, then any SPers can plug that in once, and not need to personally tweak this or that - Which puts most casual SPers off

You would be doing us (and me mostly) a big, big favor  ;D
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 03-11-2010, 23:11:11
there are 6 weapons with flak18,in its name,exactly which one
there is nothing with 99 in its name (unless i cant see it)
i fired the flare gun 12 times with no CTD
I cant find the Browning .30cal in Ramelle

if you want a bot to stay on a weapon,its best done to set them to automatically spawn into it (this is done in the map,and best done by a mapper)and you need the no exit code in its tweak file,which some already hace
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-11-2010, 00:11:03
All the flak 18s have the recurring sound issue. They are all the same gun, just reskinned for the desert. Normandy and early war grey i.e _Grau

I suppose it must be something about the very pistol flare gun because Hyacinth will CTD eventually, and my custom map with it i.e Seige of Tobruk night also ctds eventually, I removed that kit and it didn't ctd again

the browning .30cal is in the church tower. You can only access it by a crawl space to the allied side of the tower and up the staircase and ladder. If you swivel it around, it will cause a CTD

Yer, about bots entering and not exiting, most guns are in a good position, but bots don't stay on them esp. the lafette tripod mg34 and mg42, as well as the deployable .30cal and vikers. The .30cal for instanace has VERY low preference so bots seldom ever use it at al

Do you think you could make a minimod with some of/ all of these fixes? Perhaps, add them to your mg34/42 lafette CTD fix, so its all in one package - Kinda like how Drawde's minimod was: Easy plug-in, easy removal.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 04-11-2010, 01:11:03
Are you running in windowed mode at all ?

is their another weapon that has a similar sound,or acceptable sound,that can replace the flak 18 sound
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 04-11-2010, 01:11:20
If you are referring to this MG
It works fine for me,no CTD
try it again with only 1 bot ingame
Also i have never ever,known of a weapon when being rotated that will cause a CTD

(http://i135.photobucket.com/albums/q137/DEVILMAN_09/ramelleMG.jpg)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-11-2010, 08:11:27
Its a general consensus that it does, Devilman. I've experienced it at least 2 or 3 times. If you could just take a look at it like you did the lafettes you might be able to figure out why

We aren't replacing the Flak 18s sound. I don't know how Drawde did it, but there is simply a bug that causes the bots to be able to activate the sound even when the gun is between firing i.e reloading. Its something to do with their using it, rather than the sound itself, same for all mg34s
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 04-11-2010, 09:11:56
add this to the very top of your server archives

fileManager.mountArchive objects_vehicles_Flak_server.zip Objects

and copy this rar file to your fh2 folder (dont unzip)

http://www.filefront.com/17473871/objects_vehicles_Flak_server.zip

not tested,so it may or may not work
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-11-2010, 09:11:14
Wait I don't get it. Am I dropping this into an archive ZIP? Wouldn't it be better to add this to your already existing mg-lafette fix ZIP archive, so it can just be dropped into the FH2 root folder. Not wanting to nitpick here, but this approach would mean, each fix would have its own ZIP that needs to be plugged in. A bit cumbersome


Trying it out though. Thanks alot man :-)

Oh ok, I get this: This represents the Vehicle fix folder, so other vehicle fixes can be added to the same ZIP, right? While the lafette would be within the weapons fix? I think I got it. But why name it objects_vehicle_flak_server if other vehicles can be put in?

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 05-11-2010, 12:11:00

Trying it out though. Thanks alot man :-)
 

Any results ?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 05-11-2010, 20:11:16
Sorry, been running around town chasing work the last 2 days. Will get on this. But what I was saying earlier was this. With Drawde and Remick unavailable, I was really hoping you could work on a fix package, like you did for the mg lafette  - All in one, like Drawde used to, including the lafette fix. I am ready to test anything you bring, as long as it would add to the package, cuz in the end, that has to be it.

Mini fixes would just throw everyone besides myself, maybe CanonFodder and Zoomotorpool off, cuz it would require more technical knowlege than most care for...

Will give feedback on the 88 sound within the next 12hrs

great job, again

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 05-11-2010, 23:11:24
cuz it would require more technical knowlege than most care for...

add this to the very top of your server archives
and copy this rar file to your fh2 folder (dont unzip)

Yes.I agree,it is a very technical process  ::)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 05-11-2010, 23:11:45
ok, add to the 'top' of your server achives. Am I putting it INTO the ZIP server.zip or just putting it into the root folder in which server/zip is?

What i meant was, most SPers and COOP players don't want to have to do so many fixes to get the game ready to play, with so many ways they could accidentally crash the game

A single fix-package like your mg lafette fix would work better is all I'm saying

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 05-11-2010, 23:11:06
I give up  ::)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 06-11-2010, 08:11:45
Oh come on! I totally love the work you are doing. I just wish whatever fixes you did would be added unto a single zip, instead of many little ones, that's all - Like Drawde's patch. It easier on anybody than having to now locate and dump files into idividual zips or folders, less change of causing a crash or screwing up.

And i did mean what I said, I really don't get your instructions about the 88. When you say 'top of the server archive', what do you mean? Inside a ZIP? or just in the same folder, at the top? the 'At the top' is confusing me, cuz it usually doesn't matter where the file resides, just if its at the correct level in the heirachy
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 06-11-2010, 08:11:50
Oh come on! I totally love the work you are doing. I just wish whatever fixes you did would be added unto a single zip, instead of many little ones, that's all - Like Drawde's patch. It easier on anybody than having to now locate and dump files into idividual zips or folders, less change of causing a crash or screwing up.

And i did mean what I said, I really don't get your instructions about the 88. When you say 'top of the server archive', what do you mean? Inside a ZIP? or just in the same folder, at the top? the 'At the top' is confusing me, cuz it usually doesn't matter where the file resides, just if its at the correct level in the heirachy

There was no point in adding the files to my existing files,as they have not been tested yet,(as i posted)

(http://i135.photobucket.com/albums/q137/DEVILMAN_09/SERVERARCHIVES.jpg)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 06-11-2010, 09:11:45
ohhhh... gotcha :-)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 06-11-2010, 10:11:11
Tested it. 88 still fires out of sync with its sound, and gun makes firing sound between firing. Bug remains
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 06-11-2010, 11:11:57
Tested it. 88 still fires out of sync with its sound, and gun makes firing sound between firing. Bug remains

I know very little about sounds,so i am just using the process of elimination method

try this one,rename server archives accordinally (requires the ability to copy and paste)

http://www.filefront.com/17482310/objects_vehicles_Flak_V2_server.zip
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 07-11-2010, 08:11:32
Ok, I've DL this, but I can't seem to reinstall my Fh2.3 patch so till then, I wont be able to test it.

However, try reverse engineering Drawde's last AI tweak to get some of the juicy bits. Alot of vehicles are fixed for 2.3, so as they say, if it eint broken, don't fix it. However, stuff like the 88 recurring sound, the Stuka architecture, and a few others would be within this package, see if you can't cannibalize them for a 2.3 patch

http://www.filefront.com/17487535/AITweakVehicles.zip

thanks

Here are the noted differences:
1/ Tanks, when encountering a wall or other restriction, try to maneouver, while generally going foward rather than reversing, and so they moved better in Drawde's mod than in 2.3
2/ The Stuka Divehorn, 'nuff said
3/ 88 recurring sound does not exist, although it DID in the stock 2.26 also - Solution somewhere in Drawde's mod
4/German bots use the gabellte Ladung charge and Brits use their explosive charge aslo, in 2.3, I'm yet to see that happen
5/ Bots in 2.3, get on deployable mgs rarely, and then they don't fire, they just point, and later bail. In Drawde's they CAN'T get on, they move up to it, but never mount it.
6/ British North African Sherman fires HE, the allies need at least ONE tank in North Africa that fires HE
6/ Off-head, I'd have to say no other aspect of 2.3 needs changing.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Void on 12-11-2010, 00:11:16
I am far from an expert at vehicle AI.

However, I have taken a look at the FH2 AIBehaviors.ai file. I've noticed a few things that seem a little irregular. I would enumerate them here, but it is rather technical.

I think I see why tanks tend to reverse,move forward,reverse, and so on. I think I see why planes sometimes just fly away instead of participating in battle.

I think.

While I take a short break from FH2:ESAI, I intend to try some alternate ideas for the vehicle AI code. If I come up with anything that might be an improvement, I will post my work, but....

I am far from an expert.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 12-11-2010, 02:11:39
I am far from an expert at vehicle AI.

However, I have taken a look at the FH2 AIBehaviors.ai file. I've noticed a few things that seem a little irregular.
 

Yes,its a bit of a mess
stationary guns given helicopter strategy types  ::)

the tanks reversing can be from a narrow navmesh path
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Void on 12-11-2010, 02:11:56
Quote
stationary guns given helicopter strategy types

Yeah, that too, but I was talking more about the weights assigned to the behavior urgency curves for Tanks,Cars,ArmedCars,Planes,Bombers,and Infantry.

The "Fire" behavior is boosted quite a bit, and some behavior mods are set to 0, where 0.1 would do just as well.

I believe that vehicles are often going screwy because they are shifting between the Fire and MoveTo behaviors too quickly.

I've already created and tested the first version of my "alternate" AIBehaviors file, and it seems to be an improvement. I have tanks backing up, going forward, backing up,and then actually going around obstacles.

Also, I tried Gazala, and the planes did a much better job of staying in the combat area, though one Brit pilot did desert.

After I tweak/test it a bit I may spam the board with a new thread for d/l & testing of my changes.

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 12-11-2010, 04:11:11
I believe that vehicles are often going screwy because they are shifting between the Fire and MoveTo behaviors too quickly.

But they go screwy before they are in enemy range,so their fire behavior isnt being used

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Void on 12-11-2010, 04:11:23
Well, kindof. Running in debug mode, I often saw tanks switching to the Fire behavior when there were no targets for them to fire on. Then they would switch back to MoveTo, then back to Fire again...without firing a shot.

I can't stop the tanks from behaving badly amidst narrow paths/obstacles, but I think I may have improved them a little bit at least.

I'm suspecting that the turn radius, defined in each vehicle's Objects.ai file, needs to be adjusted.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 12-11-2010, 06:11:40
The use of helicopter code is to allow bots to distinguish between light and heavy armor, which would otherwise have been impossible. It may need a bit of work, but it is what it is - And imo, its a step in the right direction.

That's Drawde thinking of how to improve bots, not just resign to the fact they cannot be improved
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Remick04 on 12-11-2010, 21:11:29
Hey, You fine gents wouldn't happen to know how to get infantry bots to enter "Aim mode" or "Iron Sights Mode" when engaging a target with their Rifles, would you? I was trying out the latest PR update the other day and noticed that BOTs would frequently raise their gun sights and go into 'aim mode' (gun raised to eye, walking slowly, etc.) and was curious what causes that. Currently in FH2 bots only seem to fire from the hip. Which isn't bad, just looks funny. Particularly with Kevs new 3rd person animations where players models carry their guns lower. It looks like an army of Rambos all running around shooting from the hip. If it's possible to have the bots at least occasionally aim down the sights when engaging a target I think it would add to the atmosphere.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 12-11-2010, 22:11:53
Not sure, but bots tend to use the g43 in ironsights @ times. Might want to take a look to figure out why
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Remick04 on 12-11-2010, 22:11:16
I think that has to do with Kev not having completely finished the animation sets for the g43. So in some circumstances the g43 reverts back to the pre2.3 3rd person animations, but the bots are still firing from the hip. I'll take a look at the PR AI files see what they did and play around a bit (now that I've finally found their AI files... they are quite well hidden).
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 12-11-2010, 22:11:23
Hey, You fine gents wouldn't happen to know how to get infantry bots to enter "Aim mode" or "Iron Sights Mode" when engaging a target with their Rifles, would you?

This may or may not work
open your desired weapons animation/1p file (repeat after for 3p)
drag the 1p_#####_zoom_fire.baf to desktop,
and rename to 1p_#####_fire.baf,(or whatever is listed as that weapon fire baf file)
then drag back into 1p folder
,replacing when prompted
(# representing weapon name in animation baf file)

basically making the zoomed fire animation,the fire animation
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 14-11-2010, 10:11:18
@devilman
Your fix, does it sort out why the lafettes were crashing the map or does it stop bots using them?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 14-11-2010, 13:11:18
@devilman
Your fix, does it sort out why the lafettes were crashing the map or does it stop bots using them?

 ::) ::) ::)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 14-11-2010, 13:11:25
Dude, lose the attitude, ok. I'm just asking cuz i realize I havent seen bots using them since, even after using Drawde's custom strategicareas.ai which made bots use all of them
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 16-01-2011, 17:01:52
Did a quick search but could not find this. Does 2.3 include Smoke grenade (and possibly shell) feature that blinds AI to smoke ? It's possible to spawn a see through sphere that lasts as long as the smoke. This successfully blocks bot vision. N@W uses the code originally released by Satnav (BFSP). I'm interested in  getting this going if its not already in there.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 16-01-2011, 20:01:59
No. Its not in.

Interesting idea. Want to help us figure out more about this code?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 16-01-2011, 21:01:47
Yes. I was beta testing this early last year before I was dragged away by something else. Just have to dig out what I as doing.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 17-01-2011, 09:01:20
Will be happy if you did as this might be useful for bushes also - as long as they blindly return fire through it.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 17-01-2011, 22:01:17
I suppose a template could be set up to temporarily remove a transparent mesh in a bush or along a hedge when a human player shoots through it so as to allow AI to return fire. I'd rather get smoke going first as it sounds easier and does not involve altering the levels.

BTW has anyone looked at restoring SP comma rose functionality ? If that's possible then I guess it would probably have to be an independent release either individually here or through BFSP so as not to mess with core FH MP game play.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 18-01-2011, 09:01:52
Not yet sadly. Remick himself said its flashing on his to-do list. Seeing how he manages to work like a human-production line when he has the time, I can rest assured its in good hands.

But yer, that one would be a major addition to command and control

I'd say we can investigate it here. at least give him something to work with so he doesn't need to explore it alone.

EDIT
Ok, so I've figured out that the situation that causes flags to be changed from one team to the other while still spawning the former team (double-cap flags) is not in fact as a result of having both sides on the flag at the time of capture, but too many people of the capturing team on it. It seems the problem arises when the flag is capped faster due to many soldiers capturing it - Somehow in SP this breaks the system....

eg. try rushing for Ramelle first flag before any other bot gets to it, and you wouldn't have an issue capping it; let the army get there, and you might suffer that initial double-cap.

I guess its a place to start, no?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 19-01-2011, 12:01:43
BTW has anyone looked at restoring SP comma rose functionality ? If that's possible then I guess it would probably have to be an independent release either individually here or through BFSP so as not to mess with core FH MP game play.

Work in progress

(http://i135.photobucket.com/albums/q137/DEVILMAN_09/FH2comrose.jpg)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 19-01-2011, 12:01:57
sweee-eet! Any chance of it coming a package like Drawde's mod, so it can simply be dropped in and a change to objects server.con made to include it? I'm trying to get all optional add-ons to be easy plug-ins here on out.

great work man! right behind you on this.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 19-01-2011, 18:01:04
Looks good. Would be nice to have it consistent with the official FH comma rose graphics.

I found the template and sphere model download I was working with for the smoke grenade. So I'll fiddle with that for a while.

I did a quick forum search and I could see no mention of this, but it could make FH SP experience quite special if it's possible. Has anyone tried making the AI respond to suppression FX (the blurred screen), or is it even on there already and I never noticed till now (doubtful). I have never played on line, but it seems obvious enough that the entire point of suppression is so that FFF tactics work - Find, Fix, Flank, which of course can't be done with AI in its present form as they just keep on coming. Maybe some kind of trigger that would force them into prone as the MG does ?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 19-01-2011, 18:01:23
I like how you are thinking DJBarney.

well, in St Lo, I tend to engage the church mg since bots tend to focus on those currently engaging them. This allows my team to move up to the church with fewer casualties. However, actual suppression... hmmm

It might actually require code. Let me get back to you. I want to ask Clivewil and see what he thinks. Any workaround solutions? Please post them here. This would defnintely put SP on a more tactical level than online slogfest. It already plays more like WW2 than online play, so why stop now :-)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 20-01-2011, 10:01:16
Looks good. Would be nice to have it consistent with the official FH comma rose graphics.

Do you mean all the boxes on the bottom of the screen ?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 20-01-2011, 11:01:10
yer, that's what he means. I for one would rather it be this way, but Fh2 still has its square-at-the-bottom-thing, so :-(
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 20-01-2011, 11:01:41
yer, that's what he means. I for one would rather it be this way, but Fh2 still has its square-at-the-bottom-thing, so :-(

Something tells me,you dont have much experience at working with button nodes and  HUD's  :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 20-01-2011, 12:01:25
umm.. no. But all I'm saying is, I would prefer you kept your commo-rose, but for uniformity, I guess, it may be best if it were in the same fashion as the current Fh2 comm-bar

We aren't arguing here
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 20-01-2011, 12:01:59
Had started looking at commo rose some time ago but unfortunately gave up  :'(  due to lack of time and coding knowledge....
You will definitely manage to sort it Devilman seeing the work done on the helicopter huds in bf2  ;)

Agree with Djinn ^ Imo better have as much uniformity between SP and MP as possible
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 20-01-2011, 19:01:38
I like how you are thinking DJBarney.

Good. Hopefully my 2011 thinking is better because it was sorta cockeyed in 2010  ::)

A quick question. Is there still a CTD on mounting the British deployed MG tripod kit ? Just got this on Gazala. I suppose I could have made a mistake installing some of the updates.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 20-01-2011, 20:01:27
Weird. I dont ctd with that mg. Bots just don't fire is all. The just get on it and aim.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 20-01-2011, 21:01:01
You can mount it and fire yourself ? If so I'll have to check my set up.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 20-01-2011, 21:01:26
Yes we can :-D
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 21-01-2011, 00:01:09
You will definitely manage to sort it Devilman seeing the work done on the helicopter huds in bf2  ;)

Are you sure FH2 wants assistance from me,one of those so called 'bfeditor.org monkeys'
How embarrassing would it be,if people found out,that the team who won the MOTY award,had a bfeditor.org monkey doing some of their work  :P
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 06:01:47
The FH dev team isnt as inflated as other dev teams, and they were actually visibly surprised and excited when they won.

You are good, devilman, but you aren't a teamplayer is all - and cocky as hell. But if anyone can help us here, you can.

I am no dev, but if any help can be done in a reuseable format, I know remick would be happy to use it.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 21-01-2011, 08:01:47
You are good, devilman, but you aren't a teamplayer is all - and cocky as hell. But if anyone can help us here, you can.

You have shown here, on numerous occasions,that you are absolutely totally, incapable of doing the very basic and simplest form of coding
But you somehow feel you are entitled to criticize the way i do my coding,even after seeing the result that I obtain

The only requirements of coding BF2,are the ability to read and write English
The exact same requirements of posting in this forum
Your user stats show that you have spent 46 days, 23 hours and 5 minutes online in this forum
May i suggest spending a bit less time reading and writing in this forum,get off your lazy ass,and start to learn to code yourself
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 08:01:21
I'm not criticizing your coding, I criticize the fact that you do it in isolation. Any help we recieve in solving issues needs to be in a format that won't just work as an extra DL, but can be ported or copied into the official build to make the mod better. That's all I'm saying.

Regarding my coding, I think I do well where I am. Few have the comprehensive understanding about what is required in singleplayer, the current issues, troubleshooting or has made a coup to solve it in any permanent way.

With such things as functional artillery, and vehicle-camping, I have a clear hand in 2.3 AI. So yer, I'm good where I am.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Raziel on 21-01-2011, 09:01:06
Come on people, chill! We all want to see a better Fh2 in the end so that should suffice! There's no need to go personal. Djinn you have the ability to entice people into persisting to solve a problem, while Devilman works alone to produce incredible work...everyone is free to choose how to contribute to this awesome mod.  ;D

Re:
The only requirements of coding BF2,are the ability to read and write English

I would add: some knowledge of phyton and some level of curiosity / experimenting etc..  ;)

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 10:01:00
And to set the record straight, I'm a very competent coder. I did an entire degree in computer science and I've been tinkering with code since I was 7 using Basic and QBasic with no documentation to help me, but I'm more a designer than a coder - I hate code, I have a phobia for code, and I get bored with code. That's why I speak with authority but wont code.

We all come with our contributions right?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 21-01-2011, 10:01:17
while Devilman works alone to produce incredible work

I have worked with dozens of people in forums and in Team Speak,and many times if the person I am working with,doesnt have a similar working knowledge of BF2 coding,I end up spending as much time,or even more time explaining things to them,then actually coding with them
I am currently working with USI Dev Guedoe,in regards to debugging the next release of USI,and have never had to explain anything,as he understand what i am talking about

I do things the way I do,because I know its the most efficient,quickest and least frustrating way
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 10:01:19
Thing is though, locking a vehicle such that even if a human gets in, he gets stuck is NOT the most efficient way to get bots to camp static guns, for instance... So excuse me when i ask questions.

We had to redo ALOT of 2.0 code because THEY were going for quick and dirty... and it wasn't a robust system

THAT's what I mean by working in a team. It helps us to get a solution that can be part of the final build, not just a temporary fix.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 21-01-2011, 10:01:16
Thing is though, locking a vehicle such that even if a human gets in, he gets stuck is NOT the most efficient way to get bots to camp static guns, for instance...



if the person I am working with,doesnt have a similar working knowledge of BF2 coding,I end up spending as much time,or even more time explaining things to them,then actually coding with them

I do things the way I do,because I know its the most efficient,quickest and least frustrating way
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 11:01:09
First off, you said its all English right? Then it doesn't take a rocket-scientist to know that its daft to lock a vehicle to keep bots on it using a technique that makes that vehicle a flytrap for human players.

That is NOT efficient - Quick, sure.... but not efficient. We HAVE efficient now, and thats working for us in that instance.


You know what I take it back. If you can help, do. If you are going need an ego rub to do so, don't. Seriously, we have some good AI done and Drawde, Remick04 and even Clivewil are still on board (I communicate with them via PMs all the time), and it didn't require rubbing anyone's ego, nor did it involve half-baked ideas that weren't even portable to the final result.

I'm done with this argument
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 21-01-2011, 12:01:45
Then it doesn't take a rocket-scientist to know that its daft to lock a vehicle to keep bots on it using a technique that makes that vehicle a flytrap for human players.

Then why does FH2 and AIX (Clivewils mod) have stationary weapons which are cloned with no exit code,to stop bots exiting them,and have the word AI in their name

Maybe you should tell them they did it wrong, and you know better then them

Just out of curiosity Djinn,how many mod teams have you coded for ?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 21-01-2011, 12:01:22
oh, but they did. That was 2.0 solution. Remick04 changed that so we have stationary guns that don't require humans getting stuck to have bots camp them.

The _ai artillery is the way it is so that bots have special vehicles with raised perspective since that's the only way we've found out to make them fire at ranges beyond their visual distance... Did I say, that raised perspective was my idea?

I'm not arguing that you don't have skill, I'm saying you are cocky, and because of that your code thus far has been of little use to anyone here. You don't put it in a form that we can use in the Fh2 build, you don't explain how the code works to help us understand what the fix was, or how remick can translate that into his code, and you don't take suggestions.

Making an mg or AT guns such that if a human sits on it, he gets stuck is NOT a solution we'd accept for FH2 - fullstop.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 26-01-2011, 19:01:35
I've got a little more now. IDEA !  ;D ... It seems so obvious now, but suppression can be achieved by altering the basic bullet projectile to spawn the same sphere as the AI smokescreen fix does (BTW I tested the N@W smokescreen version and it works in N@W). This would then block bot vision just as the screen distortion FX do for us. Would probably need tuning like the sphere size and lifetime of the model.

Question: (I'll try and start a separate thread eventually) ... There are two sets of smoke grenade templates in objects_server.zip AND objects_weapons_server.zip. Related ? Is there an overall definition for smoke used by everything else that uses smoke ? Guess I find some of this out myself but any help appreciated as this is all quite new to me.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Drawde on 31-01-2011, 19:01:29
Yes,its a bit of a mess
stationary guns given helicopter strategy types  ::)

I know this was posted  a while ago, but I just wanted to clear this up - stationary guns (and light vehicles, jeeps etc.) don't use the Helicopter strategy/behaviour types, they just use the Helicopter "AI armour flag". The AI armour flag (setStrType) just tells bots what type of armour a target has, so they know what weapons they can fire at it. The BF2 engine has 6 different settings for this - infantry, light armour, heavy armour, naval armour, plane and helicopter. NavalArmour and Helicopter are unused in FH2 so I used them to represent very heavily armoured tanks (Matilda, Tiger etc.) and unarmoured vehicles/guns respectively - this allows a number of improvements to AI weapon use, such as using HE shells on stationary guns and special AP shells against heavy tanks

It does look a bit odd having guns and jeeps specified as "helicopter", but it definitely doesn't make them behave like helicopters!
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 31-01-2011, 22:01:32
Don't need to indulge him. We all perfectly understood why you did it. Some 'developers' are too conservative to appreciate novel tactics, otherwise expecting everyone to read from the same lousy songsheet.

FH2 has better AI than any other BF2 mod I know, so...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 02-02-2011, 13:02:24
On an unrelated issue. I had a bugtracker setup last year for a brief period that I could setup again. Would this be helpful to unofficially track SP bugs and issues (which tend to get spread around the forum) or does FH Dev Team methods suffice at the moment ?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 02-02-2011, 14:02:57
I know Drawde and especially remick crack bugs good... But it seems to me to be a seek-and-destroy, and sometimes its hard to find what they're looking for - Even with community effort, it sometimes eludes us.

The last bug was that of the CTD on Purple Heart Lane and that took forever till Devilman diagnosed it.

Contact remick04 specifically in PM about this. But it might be something any independent AI modder might find worth their while - Drawde, Aserafimov, Devilman...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 05-02-2011, 03:02:08
The last bug was that of the CTD on Purple Heart Lane and that took forever till Devilman diagnosed it.

Contact remick04 specifically in PM about this. But it might be something any independent AI modder might find worth their while - Drawde, Aserafimov, Devilman...

But it might be something any independent AI modder might find worth their while - Drawde, Aserafimov,
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 05-02-2011, 11:02:45
???
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 12-02-2011, 19:02:27
Tanks. I assume online players work with the tanks to protect them from AT soldiers. Of course the AI just run off which is one of the reasons that tanks don't last long in SP. A quick check on BFSP does not show up a way to make the AI prefer targeting a particular class (AT) so I don't know if it's possible.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 12-02-2011, 19:02:02
Nope sadly

the plan was using the tank modified code, to make tanks stand and fire rather than always firing at a gallop

And that HAS improved coordination a bit cuz tanks actually linger behind

The independent dev who created it unfortunately is MIA. He had a hardisk crash some time back, dissapeared, came back, said he'd get on it and take a look, then dissapeared again

Problem was, he used to hang around the BFSP forum which, for FH2, is dead. But we do have some of his code still ingame for infantry, but more importantly, tanks
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 12-02-2011, 20:02:38
He he. Didn't know that was in there for AI tanks, are you saying that feature is actually in there ? I tend to rush forward in a tank and pay the price as a consequence. Just been reading about tank tactics which basically means staying behind the infantry.

I'm getting closer to an issue/bug tracker. ATM either MantisBT on my site or Google Code. Makes increasingly more sense to have the issues / features listed which are hard to know unless you have been tracking the forum for months.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 29-03-2011, 15:03:12
Well, so these are prevailing issues I want us to focus on...

1/ Changing AI strategic Areas to have them spawn on stationary gun positions first, THEN having floaters look for vehicles, THEN having the rest remain infantry. Even if the AI isn't perfect, static positions work as defensive wall. Everything from mortars, howitzers, AT guns, mgs and AA... all these need to be have bots able to spawn on them. Especially those which are off the navmesh or away from the current spawn areas. Think of all the mgs on PHL for instance.

2/ Changing GPO files to include static At guns where there are mobile ones for positions that dont need mobile guns, eg. all guns on Villers bocage (Already done this one), mersa Matru, Totalize, Mareth Line etc....

3/ Change AI code for Crusader AA and quad.5o to fire at aircrafts

4/ Have US 50mm AT gun use PAK40 code, rather than 6pdr code. the 50mm has HE also.

5/ Solve the AT rifleman not proning, and improve mg42/34 so that they fire from further  - They get too close to fire, which leaves them vulnerable, and they still keep trying to fire standing, making them idle. Well done, they should be a ble to stay proned and cover an assault until its through before moving up.

6/ See if we can't get the Grant and Sherman NA to fire HE instead of mg... Allies need that.

7/ germans don't use gabeltladung AT ALL.

8/ Further tweak to bots with smoke. I want them to toss it and forget it, I dont want them to need to toss it on the enemy tank, but toss it on seeing the enemy tank... hmm, wonder if they can't be made to heal themselves or use binocs too?

9/ Still want to see if howitzers can't be made to fire even further.

10/ I'm certain something has changed on op. Goodwood. You seldom even see German tanks crossing the rail anymore. I think this map totally needs a redo of AI especially around the rails and fenced off area to get german tanks charging across it, or it may be something change in the current tank AI

Now here's the problem. A year ago, we had a solid team. now, we have at least 2 navmeshes available to us, whereas then we have barely one, had Remick not come to save our bacon. But we don't have a single active AI person... at least none who can toe the line.

I saw Drawde some time back online, is he still around. Cuz I reallly could use him on this...

ALSO, I am convinced ESAI does make a significant difference. Remick04, if you see this, i really think you want to get Void on this for the official thing.

The only maps that have flags bypassed or the enemy capture flags behind enemy lines and get the commander to realize this flag needs to be retaken are those with Void's ESAI. Clearly, this improved AI should br a worthy addition to the game.


Some of these, Remick amy aware...maybe even fixed, but
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 29-03-2011, 20:03:55
Can you enter these into the tracker as issues ?

One I need to enter is bots firing bolt action rifles from the hip ... maybe player animations do this anyway ... not sure if they do or not.

I'm progressing on my smoke grenade fix (adding the screen to bot vision). I'm tearing apart the template in my struggle to combine templates and keep the core FH code intact.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 29-03-2011, 20:03:55
Ya, firing from the hip is an issue. For some reason only the g43 is fired correctly from time to time.

I took a look and I really dont know how to use the tracker. Could you help me figure it out. I'll take another look today though.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 29-03-2011, 20:03:44
Do you have a Google login ? You have to be logged to open an issue.

Ignore all the other bits and pieces and just type in what the issue is and hit submit. Like this ...

Start @ Project Home ... then goto ... Issues (top menu)... then ... New issue (to the left of search)... type in a Summary ... add a Description ... hit Submit issue. That's it.

You don't have to worry about labels and that kinda thing. I can add those.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 29-03-2011, 22:03:06
cool. thanks.

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 30-03-2011, 12:03:34
Add to list: mg tripods.
Bots dont like them. And if they do get on them, they just point and never fire, then they bail (they shouldnt bail or should see enemy bots out of firing range, so they only bail when the coast is clear).

Now german tripod mgs. Wth! Now they NEVER use them. And when they did, they couldnt turn the whole damn thing.
I think tripod ai is similar to bipod mgs. It should really be similar to 6pdrs so bots can use short-range traversal AND full gun traversal.

Will add this when i put them all on tracker
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Remick04 on 30-03-2011, 19:03:16
I have been trying to figure out the 'firing from the hip' issue for a while. Djinn's right that the G43 is the only weapon in FH2 that the bots will switch from firing from the hip to aiming down the sights when engaging. But I can't, for the life of me, figure out what is different about G43's files (animations or otherwise) that cause this. I even gave the G43's files to other weapons to test and didn't notice any bots aiming down the sights. There are still other things I can try, but I've been side tracked by other projects. Still, I'm determined to figure it out, because the shooting from the hip is something that bothers me.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 30-03-2011, 21:03:00
Its times like this I really hope Drawde would come out of hiding.

No one found solution to weird issues like Drawde - some that had been there since 2.0.

Or maybe if we can contact a pr AI dev...
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: MaJ.P.Bouras on 30-03-2011, 21:03:03
I have been trying to figure out the 'firing from the hip' issue for a while. Djinn's right that the G43 is the only weapon in FH2 that the bots will switch from firing from the hip to aiming down the sights when engaging. But I can't, for the life of me, figure out what is different about G43's files (animations or otherwise) that cause this. I even gave the G43's files to other weapons to test and didn't notice any bots aiming down the sights. There are still other things I can try, but I've been side tracked by other projects. Still, I'm determined to figure it out, because the shooting from the hip is something that bothers me.

Maybe because its in the Sniper slot or something like that?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Devilman on 31-03-2011, 00:03:11
anyone want to test this
http://www.gamefront.com/files/20174653/g43.tweak
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 31-03-2011, 07:03:00
Where does it go? All guns, rifles or the g43?


EDIT: Did you modify the .tweak file for the G43 from the weapons_server.zip for other rifles, or just tweaked the g43.tweak from that file further?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-04-2011, 08:04:42
DJ,

I have now inserted all the issues and a few others into the tracker....
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 04-04-2011, 11:04:11
Yay !  8) ... I see a triaging moment in my future :D
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-04-2011, 15:04:47
you... are mocking me... aren't you  :-\
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 04-04-2011, 19:04:17
Don't worry, it's just my crap attempt at being witty. Nothing directed @ you.

I adjusted a few labels and changed priorities a little. Made a few comments myself. Looking good !

I also found CSV database export for all the issues so they can be backed up regularly.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 18-07-2011, 09:07:50
Ok, people. Roll up your sleeves. We are going BACK in!

2.4 is out - and it cries for us. Game is great - Solid AI, improved tanking, everyone's doing what they need to.

But defending is too easy, tanks still reverse more than they move forward, you get CTDs from certain vehicles, some AT guns need to hammered down, spawns need repositioning and more static defenses need spawns.

Consult the Tracker  (http://code.google.com/p/forgotten-hope-singleplayer/issues/list)to add bugs as you see them, and the AI suggestion section (http://fhpubforum.warumdarum.de/index.php?topic=15711.0) to add suggestions for AI improvement and report progress here. For changes in Spawn, drop a picture of the minimap on photobucket or somesuch and circle the suggested spawn points with the probability bots will spawn there, and circle static positions that need to be spawn, locked to one side, or need to respawn after base is capped by enemy.

Remick04, great job man! Thanks for not leaving us after 2.3 - It couldn't have been easy to juggle work and this, and to add 2 excellent new maps, each with nevmeshed buildings included. You are the man!

Just keep the 20,000 foot view to get situational awareness so you don't have to randomly test your own maps to know what needs fixing. Chek out tracker and the suggestion sub-forum and you'd know where to look. We are here to help, so use us :)

Now everyone else - Clock's a-ticking and work needs doing. Now scat!
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 18-07-2011, 13:07:23
Djinn, the links in your last post have some extra characters...

EDIT: And by the way, you can close issue #28 (Double countdown to respawn on Singleplayer mode). Developers fixed it in 2.4
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 18-07-2011, 22:07:47
Djinn, the links in your last post have some extra characters...

EDIT: And by the way, you can close issue #28 (Double countdown to respawn on Singleplayer mode). Developers fixed it in 2.4

Thanks man. DJBarney, Issue #28.

Thanks, gavrant - I've made those changes. The links should now work :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 22-08-2011, 14:08:23
I've got a big problem. One day (not sure if 2.3 or 2.4) I played FH2 (SP as always) and then suddenly, (IRC it was Brest) my team (allied) advanced further than I had ever witnessed. Usually it ends up in a stalemate at the Boulangerie, with the Flakposition still in German hands, so that was a big surprise, especially since I play with a high difficulty settings (manually set bot difficulty to 1.2 and ingame always on Expert; I didn't change the settings before that incident happened). Since then, my team ALWAYS advances extremely effective and totally pwns the enemy. that is sometimes quite frustrating, since on Siege of Tobruk for example, one would expect the axis to attack with full force and take trench for trench, bunker for bunker; since I play it with E.S.A.I. it's sometimes better, however in the last round I played on SoT, the Aussies prove to be so heroic, to hop out of the first line of defences and charge at the german main. I didn't continue the round, since I thought OMG, that's too retarded, and quit (actually the germans got plenty of kills, but the allies advanced nonetheless.) On Mareth Line with E.S.A.I. the allies just advanced into the city, taking Flag by flag on the way, and spwankilled the germans. I could continue that list forever!  :'(

Please help me with that one; I don't have a clue what could cause this!  ???
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 22-08-2011, 15:08:37
Hmmm.. asnyone using ESAI and have experienced this?

It has more to do with the commander orders I think, than the AI, because with ESAI, if I recall correctly, their orders on SoT is to defend. So attack is strange. And since I dont have ESAI enabled right now, I dunno.

Anyone?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 22-08-2011, 16:08:29
Well, it happened on non-E.S.A.I. maps, too. It's like having Chuck Norris in my team, I can try to fail on purpose and I will still win. On Lebisey 64 E.S.A.I. I just overran the germans and waited till their tickets bled out for a while, encountering not too devastating resistance at all. Then I restarted the map per command and then it was a little harder a little closer to what it was before, however that's normal. If you restart a map the AI will always be alot harder than in the previous map, and thanks to E.S.A.I., the axis succesfully counterattacked, however, the Brits charged again and the germans lost with one flag or so under their control, and my (allied) team had still about 180 tickets left. On non E.S.A.I. maps I got pretty much the same going on, I encounter a truly skillful foe (regarding marksmenship and general behavior) that will loose the battle no matter what. A good example is brest again an hour ago I played that map again (no E.S.A.I.), and I was spawnkilling the german main, with the AI-controlled sherman and stuart finishing off anything that dared to move out of cover and the axis Flak 18 and Pz. IV. Ausf. H just got blown up as soon as they were manned. I really miss the old times when this map offered vivid QCB and required A LOT of skill to win. Regarding Tobruk, some bots just walk into the german waves of assault at one point, later they get driven back, sometimes an axis armoured column just breaks the lines of defence and caps part of the first and second line of defence, but still the Aussies win with a lot of tickets. On most maps, the advance is rather slow, but steady.
Thanks for trying to help me, I do really appreciate that.  :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 16-01-2012, 16:01:02
Challenges outstanding
1. Using smoke screen effectively against bots.
2. Better tank maneuvering around obstacles.
3. Better use of hand-grenade smoke by infantry
4. Use of flare guns without CTD on Hyacinth

New Challenges
1. Bots on arty using remote cam to aim and fire artillery with raised perspective appearing when no spot exists.
Tip, bots would have a more customized arty gun. It cant have switch-view.


2. Bots using kits not in the selection screen
Is this doable? Is there some way or some strand of Python code that can allow bots to spawn-select a flamethrower, a panzershrek, shotgun or drilling for instance?

3. Limiting bot preference for various kits.
We want most bots on the field to use rifles, irrespective of the threat, then their first logic telling them to go for engineer kit when they see a tank, not a bazooka, unless they are on NA maps, so that we dont have more bazoookas than MP will allow. The idea is to create a more realistic WWII in  SP.

The big one - Seriously badass shit
The ability to have a sniper vehicle, not unlike a static mg gun that is invisible to humans till entered by a bot (See that fan Normandy map and its lafettes in the trenches for more on this). Bots will appear exactly like a sniper with 360o rotation and possibility to elevate and lower the rifle and less deviation than normal rifles but with the same range. This vehicle will be a spawn vehicle that can be placed in the church towers and other locations where pick-up sniper kits exist currently. So bots can USE them too.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 20-01-2012, 23:01:43
Djinn, among your challenges I don't see broken push-modes, ticket bleed and spawnpoints on all singleplayer maps (and AFAIK, on co-op maps too). Am I the only one who experience these problems? E.g. my Pointe du Hoc has spawnpoint between Bunker and Flak flags, which is accessible to Germans even if they loose all flags, and I can't spawn on Bunker, when I play for Americans.

I've made quick dirty fix, which repairs spawnpoints and ticket bleed on 28 singleplayer maps and those objective guns on Pointe du Hoc. I can publish fixed files here, if someone is interested.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 21-01-2012, 00:01:29
Please try and make an issue for this here - http://code.google.com/p/forgotten-hope-singleplayer/ - and put a link to the files. That way the fix is recorded and won't get lost in the mix. This also helps the FH SP dev team as they know about this tracker.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 21-01-2012, 13:01:14
OK, I'll create issue tomorrow, if I survive friend's birthday party today :)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 22-01-2012, 20:01:43
Well, here I am again. I decided to finally fix that issue that plagued me for months and has taken 90% of the fun out of FH2 for me. I will win every map except some like Eppeldorf, and even those are not impossible.
The enemy will shoot very accurate and effective, but can be pushed back easily. My favorite example is Brest. My team will capture all CP's And then assault the German base. before, there was no chance of even passing the boulangerie. Does anybody have any idea on how I could fix this? Any help is more than appreciated, for this really haunts me for more than half a year.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 22-01-2012, 22:01:43
you mean their super accuracy? Try reducing your AI skill from 100 or 90 to 80. 80 seems to be the best AI difficulty.l Also, for a map like Brest, 32 of 48 bots is enough.

You can have 64, but it becomes more of frag then seek and destroy.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 22-01-2012, 22:01:06
Thanks for your quick answer Djinn, but I meant the fact that I win maps no matter what I do, it's just a matter of time until my team starts assaulting the enemy base, since they captured all CP's. SoT is a joke, the axis soldiers can't even break through the first line of defence. They sometimes cap one outpost, but quickly lose it again and get massacred as soon as they cross the ridge that lies in front of their base.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 22-01-2012, 23:01:45
Balancing. Its no bug. Assaulting teams lose in SP.

What you CAN do is to change the ratio from 50:50 to have more attackers

I tend to prefer playing attacker anyway. Its more fun because the odds are stacked
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 28-01-2012, 18:01:51
Thanks for your quick reply Djinn,
but I'm afraid I didn't explain my problem well enough. The team for which I play always wins. On Brest for example I should lose as an American, since I am attempting to push jerry back to his base (I am an attacker), but I still win and take all CPs but the base. I can push back the enemy back as far as it is possible, no matter if I try hard or not. If I act more or less passive, the bots in my team still win. Now, since you don't seem to experience this problem, I wanted to ask if you could please upload your AI settings for me. That would be a great help, since I could try if those can fix my issue. Sorry for asking about the same problem over and over; I really don't want to annoy you  :P .
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 29-01-2012, 20:01:39
@Djinn and DJ Barney: I created issue with my fixes for singleplayer attached: http://code.google.com/p/forgotten-hope-singleplayer/issues/detail?id=51 (http://code.google.com/p/forgotten-hope-singleplayer/issues/detail?id=51). Any comments and suggestions from the community are appreciated.

@ksl94 and Djinn: I've played several rounds on Brest with 64-72 bots and 0.85-0.95 AI skill and I can confirm, that this map is usually an easy ride for whatever team I play. I think, the problem (or at least part of it) lays in armor, both American and German. AI tankers spend half a round trying to get out of their main bases. Easy solution is to move tanks' spawners out of garages, but it won't fix slow navigation in town, so, ideally, navmeshes for vehicles should be modified also.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Void on 29-01-2012, 20:01:30
Gavrant,

Hi, I am the new FH2 SP dev. Thank you for making fixes and posting them in the tracker. I am actively watching it.

I will have more to say about this soon, but I want you guys to know the following:

1. Any fixes submitted to the tracker started by DJ Barney are candidates for inclusion in the official build

2. If the author of any such fixes wants to see their work in the official build, the fix must be documented. I need to know what was changed, why it was changed, and what, if any, multi player side effects the change may have.

without documentation it is nearly impossible to review material that may otherwise be suitable to go official.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 30-01-2012, 01:01:50
Well - I noticed one thing. currently there is an imbalance regarding the amount of soldiers on my team and the enemy team. I have 100 bots and bot ratio at 100 (can't go any higher than that without editing the files) and there are 53 bots in my team and 48 in the enemy team. How could I fix this?
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Void on 30-01-2012, 23:01:15
Quote
......How could I fix this?

You can't. BF2 will not balance more than 96 bots.

Please try to keep this thread on topic, if you have more questions about bot ratios there is already a topic for that, or you are welcome to create a new one.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 31-01-2012, 06:01:36
Here is the thread you want to use
http://fhpubforum.warumdarum.de/index.php?topic=16717.0



And going forward, please lets use threads for what they were intended.
This thread is specifically for cutting edge, out of the normal experental AI solutions.
Not issues, bugs or questions.

Most downloads can be found in the DL thread stickied for convenience.
Questions on DLs can ve asked there also.

General AI suggestions goes in the 'suggestions for the AI dev(s)'
And  bugs can be posted in the bugtracker linked from the 'introducing the bugtracker' thread.

Lets keep our little forum tidy so any SPer who drops by can find help easily
Withpit having to plough through numerous similarly-titled threads and topics
With non-related posts filling its thread.

Take the time to appreciate the order before posting.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: ksl94 on 12-02-2012, 15:02:53
Sorry guys, I just posted this AI ratio question seconds before that topic opened, and I think I managed to partially solve my problem. If I shall delete any of my Offtopic posts in this thread, please let me know.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 12-02-2012, 17:02:59
Its fine.

It just helps other SPers with similar issues when they can find it by looking in threads on the subject.

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 23-02-2012, 12:02:36
So I've been playing my way through each map in turn looking at what works, and wonderful it is if you look at FH as a glass half full. Fierce, atmospheric battles on some maps. Bots that use the majority of assets and can stand in for scary germans or gallant allies pretty well. There's even scope for multiplayer training here, but that is a little limited by the AI not responding to supression (watch this space). There are some other areas like the way FH classes work, and the mechanics of FH operation that the AI could understand more about. Some maps lack strategies and pathing - in desert maps for example half the desert is ignored. But the strategies and pathing are being worked on by the FH devs now. FHSP could even be a secret training weapon for some MP clans :D
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 25-02-2012, 13:02:06
So I've been playing my way through each map in turn looking at what works, and wonderful it is if you look at FH as a glass half full ... FHSP could even be a secret training weapon for some MP clans :D

I beg to differ, the glass is half empty. SP is too different from MP and often is more like those zombie shooters. I bet I've heard bots mumbling "braaains" and howling, while trying to circumnavigate some barrel.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Tankbuster on 25-02-2012, 13:02:22
Zombies are not armed with lethal weapons and cannot drive vehicles, that being said I agree with you. Also I noticed that when tanks go into combat with each other, their movement becomes normal instead of that suden reversal. Shermans flank heavier tanks like the panther. Could this be added for Panzer 3s in NA because currently they try to go toe to toe with crusaders and then die.

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: gavrant on 25-02-2012, 15:02:50
Yeah, in my opinion as inexperienced tanker, AI drivers are quite good when there are no problems with pathfinding. But AI infantry is so slow in comparison with humans!
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 25-02-2012, 16:02:12
Ah, bots that run  :o ?

(they do when they go for a vehicle)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 25-02-2012, 23:02:55
Yer, but I want SP/COOP to be a bit faster paced.

If bots see a target and dashed to get in firing distance, it makes them less of targets and actually emulates how humans play a bit more.


Currently, they also run when they want to stab you, so just taking that code and applying it all weapons should have similar effect.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 01-03-2012, 15:03:09
Yeah, harder to hit with sniper rifles.

As an SP fan I just published a moddb blog post about all this that, I hope, highlights some of the misunderstandings about the BF2 AI.

Forgotten Hope and the Overlooked Potential of the Battlefield AI (http://www.moddb.com/members/dj-barney/blogs/forgotten-hope-and-overlooked-potential-of-the-battlefield-ai)
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Tankbuster on 04-03-2012, 08:03:30
Is it possible to make bots go prone when they come under fire? Because now they stand up straight and get killed much faster. It would also be more realistic.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 04-03-2012, 11:03:37
Well, I know bots in BF2/ Fh2 can 'hear' when they are being engaged.
Anyone care to comment if this can be translated into defensive action?

ofcourse you should be aware that this was never planned by BF2 engine, but if it CAN be worked in, maybe worth considering.

Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 04-03-2012, 12:03:26
Is it possible to make bots go prone when they come under fire? Because now they stand up straight and get killed much faster. It would also be more realistic.

Yes it is (http://code.google.com/p/forgotten-hope-singleplayer/issues/detail?id=72). I'm still testing but it is possible to do it.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 06-03-2012, 16:03:02
So I'm getting some work done on Issue 80 (http://code.google.com/p/forgotten-hope-singleplayer/issues/detail?id=80): AI cannot lay mines. I got them crouching with a mine (see screenshot on the issue page). I don't think I ever saw them doing that before. Progress ! Now to actually get them laying the mines ... I think that needs another ai template fixing.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 07-03-2012, 12:03:47
I guess the solution will be like that for mgs and AT rifles.
But they need to be smart using it, or they will just stand there and stare, trying to deploy standing.

I think they can drop them as soon as they see an enemy tank no matter how far out it is, or give them range so its likely the tank will drive at them.
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: Michael Z Freeman on 08-03-2012, 11:03:46
Well I was trying to get the mine laying command working (the option along with move/attack/defend that adds a smoke marker). Thought I had but mines were being laid due to tanks being near. But I have got them to actually lay mines rather than the kinky love making activity they were doing with tanks before where they were running up to tanks and getting contact but just standing there next to them  :-*. Next is to check that the laid mines are detonating.

It's amazing what you start noticing in the game play once the internals of .con & .tweak templates "clicks"- I was thinking "you cannot be told about the Battlefield AI, you have to see it for yourself"  ;). The Marmon-Herrington Mk. III A attacks heavy tanks (it only has an HE armament) and the Vickers Light Tank Mk. VI B waltzing "Matilda" goes suicidal and attacks heavy tanks with it's MG. I'm pretty sure these are very simple vehicle temperature errors in the ai templates. I'll fix those. It's satisfying getting mi' hands dirty in the mechanics of this ... "pass me the spanner, mate!".
Title: Re: The Single Player Fan Project: Work to be done and feedback
Post by: djinn on 02-04-2012, 18:04:42
The tank thing is an issue with the preferred target because templates were used.
Don't forget, the devs had all tanks classed the same until Drawde made use of the helicopter class or light armor and the Ship class for heavy armor.

But we need to get these fixed eventually. Marmon Herrington should rape infantry, NOT tanks. Same for Vikers tank. When it encounters heavies, it should just pop smoke. At least, if it were dealing with humans, that will blind them or conceal it. Same goes for all 'Helicopter' classed tanks. Although I fear it will think its actually engaging them and move in for the 'kill' with smoke.

Maybe in time, a working smoke code will make this work for bot tanks too.


I could tell you why bots do everything and exactly who fixed what or broke what - The whole story. I just can't code for shit.
Title: Re: EXPERIMENTAL AI SOLUTIONS FOR SP/COOP (Community effort)
Post by: djinn on 12-04-2012, 13:04:11
To anyone willing to volunteer. I know you are lurking out there.
http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16742&st=0#entry178417
Title: Re: EXPERIMENTAL AI SOLUTIONS FOR SP/COOP (Community effort)
Post by: Michael Z Freeman on 09-04-2016, 17:04:19
To anyone willing to volunteer. I know you are lurking out there.
http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16742&st=0#entry178417

Here you go djinn. Solution to no Commander AI in SP/Coop. I was just playing Project Reality Coop. I don't want to compare with PR too much as both do their own thing very well. But I notice in PR SP/Coop you can actually elect yourself as Commander and then use everything as normal; change kits and so forth and *you don't* have to stay at the Commanders chair ! This solves the problem of AI Commander artillery being broken; just give it to the player in FH by allowing them to be Commander and run and around and change kits like any other soldier.

Now I know ur going to ask about smoke screens. I have not forgotten about it but do not yet have a solution or the right frame of mind to test and so on, but that may change. Thanks djinn !