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Messages - mft004

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1
Singleplayer and Coop / Re: What AI skill level is 'best'?
« on: 02-11-2022, 20:11:10 »
My advice would be 70 if your mod of Fh2 is more arcade focused (so fast-firing / reloading / handling weapons, agile soldiers, generous hitpoints), but 80 if your mod leans towards realism and staying under cover most of the time. The bots will give you a serious but beatable challenge on 80. It's just that on 70 your chances of running through a wheatfield under a hail of fire and reaching the wall at the end is that much better. Sometimes you want that, sometimes you don't : )

2
Greetings StormVolt, sorry as you might have guessed this sub-forum is a bit dead; most of the wizards have retired and most of us regulars have already got what we came here for. The wizard Gavrant gave us two files some time ago which you place in your Battlefield 2/mods/fh2 folder, replacing any versions that were already there (attached). This works for me as of Fh2.54 - I haven't tried Fh2.6 to find out if still compatible. The original post by the wizard is here:

http://fhpubforum.warumdarum.de/index.php?topic=19777

Kind regards,
Mark

3
Modding / Re: What makes a bot tick - vehicle targets
« on: 01-09-2022, 23:09:53 »
Just for the sake of anyone following in my footsteps, I have the answer for this question, from the legendary plane man Clivewil. You need to look for the ground vehicle's ai template within objects.ai of the vehicles server zip, then look for the line 'setStrType'. If the value is set to LightArmour then the plane will prefer to strafe, but if set to HeavyArmour the plane will use bombs. So just a case of altering that value and now Jagdtiger is back on bomber's menu : )

4
General Discussion / Can you record ingame kill feed?
« on: 31-08-2022, 20:08:39 »
Hi,
this is related to singleplayer experience but might not be server-side so could apply to multiplayer games as well. Is there a way to generate a text log of the kill feed during a game? So the name of the player getting the kill and the weapon / vehicle they used? Asking given that it would be very nice to make some excel-based personal stats for different vehicles and there's no way for this to be tracked with the vanilla after-battle stats screen(s).

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

Kind regards,
Mark

5
Singleplayer and Coop / Re: A strange problem with Co Op
« on: 08-08-2022, 19:08:37 »
I'm just guessing that the game's trying to autobalance the teams there and if you are counting as one extra to an otherwise even team setup then maybe it's randomising you back and forth!
For Coop play: In My Documents, Forgottenhp 2, Profiles, Default, there's a ServerSettings.con file and a line within it: sv.autoBalanceTeam 0
If the value there is 1, change it back to 0 and if you weren't planning to change other settings, make the file read-only afterward to lock the settings.

I don't know if the filepath there is different now; I have a custom Coop sub-mod of Fh2 based on 2.5 mostly so not sure how 2.6 has changed that side of play.

Kind regards,
Mark

6
Modding / Re: Enter Sandbags
« on: 11-02-2022, 20:02:53 »
Sorry, another dozy moment from me there. Answer was simply to add a cullradiusscale line in the tweak file for the extra objects used.

7
Modding / Enter Sandbags
« on: 10-02-2022, 11:02:35 »
Sorry the title was a bit rubbish there.
With some of the tanks particularly US tanks, when you're in the external-view cam as a commander from the turret top, you can see some broken animations for the front drive sprockets; so I went and put sandbags all over the front of these tanks. It solves the problem well enough; sure you can't stop the tank hull model from clipping through the sandbags as I think that's something hardcoded for the camera, but it hides the animations.
The problem is that when the tank drives away some distance, the sandbags fade from sight much sooner than the tank does. Turning geometry up to High does help here, but there's still instances where I'm looking through a tank scope at tank x and have to guess where the sandbags on tank x are, given that they do block shots - at least they block AP rounds. Granted there's an element of fun there, but would be nice to know whether there's a way of at least editing particular objects so that the cull scale (I guess?) is much better.
Many thanks for any help,
Mark

8
Modding / Re: AI teamkilling in tanks
« on: 10-02-2022, 11:02:05 »
Ya my gut feeling there is that it's an oversight by bf2 developers; as soon as a bot enters a vehicle, the only thing which the eyes of an ally bot sees are the entry points for that vehicle.

9
Modding / Re: AI teamkilling in tanks
« on: 06-02-2022, 21:02:57 »
My bad, I wasn't thinking straight; it was just a case of turning off friendly fire in the in-game server settings!

Kind regards,
Mark

10
Modding / What makes a bot tick - vehicle targets
« on: 16-01-2022, 20:01:23 »
Hi again,
sorry, I seek more wizard input though I think this is the last question I have : )
What setting needs to be changed to make the ai bomb a ground target rather than strafe it? I've been having fun with the Ferdinand and Memoriam's glorious Jagdtiger, but it feels a bit silly when enemy planes choose to strafe it instead of bomb it.
Kind regards,
Mark

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

Kind regards,
Mark

12
But where is the Jagdtiger :'(

Couldn't see it in objects_vehicles_server

:'''(

EDIT: My bad, for those fellow hunters out there it's in the Kharkov outskirts folder.
Prettiest beast man ever made : ) except maybe for the Tiger I

This is a great day. Now all that is missing is the Char Bis. But don't rush it!

13
Singleplayer and Coop / Tips to slightly improve FPS
« on: 06-10-2021, 20:10:07 »
Hi,

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

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

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

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

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

Regards,
Mark

14
FH2 Help / Support / Delay with startup
« on: 19-09-2021, 18:09:07 »
Greetings all. I'm nearly finished working on my FH2 SP project but am coming across an annoying snag at this point. My FH base is 2.52 and I wanted to add the Elefant to it; so I backed the whole folder up, donwloaded and installed the latest version (2.57), took what I needed and then deleted the whole folder and pasted the backup folder back in. All is well, except that now whenever I load up FH2, I'm met with a black box which hangs around with me for about 10/15 seconds before finally bringing up the FH2 fullscreen window. Image attached showing this black box. Does anyone have a hunch as to what setting I've tripped to cause this? Previously the loading process was very quick.

With thanks,
Mark

15
Bug Reporting / Re: How do you turn it off
« on: 06-05-2021, 19:05:30 »
My bad, I'd assumed it was linked to one of those files in Python language which I couldn't read, but I see that the mapdata files are in normal text, so I'll get on it! Thanks Jan

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