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Topics - Professor_Smith

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31
Hello Everyone,
     My goal is to release my mini-mod HTroop by September 30th, at which point, it will be available on:   www.GetRektGaming.net, which will also start running on the 30th.  However, I have a whole bunch of independently created maps, made by unknown authors.  Below is a list of said maps.  Can anyone please identify the authors of the maps listed below, and tell me any info they can, such as Editor Name, email address, &/or their website?

Thank You,

Professor Smith

Here are the maps:

•   Aberdeen Sandstorm
•   AGM Tundra
•   Airfield Assault
•   Alpine Ops
•   Amel Gate
•   Arcy_Labirynth
•   argon_forest
•   ASSAULT_ON_CRETE
•   BackStreets
•   Barbarosa
•   Bastoge Coop
•   Battle of 73 Easting II
•   Battle Over The Roer
•   Battle_for_Ralfi
•   Battle_Of_Mount_Happy_Jappy
•   Battle_of_Sky
•   Beach Party
•   Beinbrekkbakken
•   Berlin Hitlers Bunker
•   Berlin Under Siege
•   Berlin_Airborne_Operation
•   Big_Gun_Jill
•   Black Mantis
•   Bluie West Eight
•   Brest
•   Canyon Siege
•   CaribbeanInferno
•   CBArmor
•   Cerbere_Landing
•   Charlie
•   cliffs_of_insanity
•   CLIII_Battlezone
•   Corregidor
•   Crossfire
•   Cut
•   d_day
•   Danube_blues
•   Day at the Races
•   DC Whiskey Mountain
•   DC_Gunship_Assault
•   dc_prison_camp_lockdown
•   Defgun_Hell
•   Desert Rats
•   Die Sturmgewehr
•   Dog Fight
•   Dr B Alaska
•   DSFootball
•   Eastern_Front
•   El_Rajhi_Pass
•   El_Volcano
•   endoria
•   Enemy_at_the_gates
•   Factory
•   Faid Pass
•   Fall_of_Berlin
•   For_whom_the_bell_tolls
•   Fort_Fisher
•   French_hills
•   german_production_facility
•   giza
•   Golf_of_Oman
•   H Mong
•   Hanselwood
•   Highway_Tampa
•   Huertgen_Forest
•   Invasion of Newfoundland
•   Island 64
•   Island Airstrip
•   Jasiko Marsh
•   KarstKasserine Pass
•   Kellys Heroes
•   Khirosha
•   King of the Island
•   Kokoda Trail
•   KotF European City
•   KotF Pacific Islands
•   KotF Railway Bridge
•   Kuwait Harbor
•   Kwai River
•   Landing Beach
•   Langhoffen Square
•   LD Omaha Day1
•   LD Point Du Hoc
•   Lost Village
•   Mansion of the Snake
•   Mill Valley
•   Mine Shaft
•   Norway Singleplayer
•   Nuenen
•   Oahu
•   Offline
•   One Way
•   Op Ali Baba
•   Op Bagration
•   Op Chariot 2
•   Op Fight It Out
•   Op Frostbite
•   Op Hillside
•   Op Luttich
•   Op Magpie
•   Op Rolling Barrage
•   Op Sealion
•   Op Snowy Nights
•   Op Torch
•   Op Wolf
•   Ortona
•   Outpost
•   Pegasus Bridge
•   Peleliu
•   Piti MultiMod
•   Rabaul
•   Radar Post Take Out
•   Railway
•   Reichsbahn
•   Remagen
•   Rheinmetall Panzer
•   Rostov
•   Russian Country
•   Sandsturm
•   shi_no_numa
•   Siege of Yorktown
•   Silent Woods
•   South of Caen
•   Soviet Airbase
•   Standoff
•   Sunset Hill
•   Supply Line
•   Take the Island
•   The Crossroad
•   The Great Pursuit
•   The Night Of Nights
•   The Ranch
•   The Road To Berlin
•   The Struggle For France
•   Tiger Ace
•   Traumstal
•   Trench Fight
•   Valley of the Damned
•   Village Life
•   Wake Evenings
•   War in the Pacific
•   Way to Stalingrad
•   WDW Qala I Jangi Prison
•   WDW Western Desert
•   Wintersturm

32
Hello Again,
     We are adding a player to our play testers.  She is using a CD version 1.61b.........However, both the server (the host) and I myself, am using Origin.  Is there a patch that allows CD versions to run with Origin and visa versa?

Thank You,

Professor Smith

33
Hello Again Everyone,
     I am so close to releasing HTroop!  I just need help solving this animation issue with one of my newest handweapons, the MasterKnifeSet 1 thru 6.  I have uploaded a video onto my channel on youtube, to show you the problem.  Please take the time to view it real quick, then tell me what you think.

Thank You,

Professor Smith

You can view the video here:

http://youtu.be/aoaiIB03yeM

34
Hello,
     This is Professor Smith, regarding the newest on HTroop, my mini-mod for Bf1942.  I have made sure that HTroop requires all of the other mods from which I have received permission to use their material.  My Bro Morphos, is working on some professional videos to best show both all of your's, other's, and my work.  Morphos' live stream, where we will be streaming HTroop as soon as I get this last problem fixed (see below):

http://www.twitch.tv/morphos_xl

     The issue I am having is that some of the maps (not all) are loading, then the clients join, but after the clients select their spawnpoints, they cannot spawn into that spawnpoint.  The counter counts downward, and it says select spawnpoint, allows you to select it, then resets the counter when you hit done or press enter.

     Any ideas why said maps are doing this?

     One other thing.  After reading a bunch of different & opposing opinions on this subject by some very well known modders, I am still confused about whether every map's coop.con files should have this format or not:

if v_arg1 == host
Game.setNumberOfTickets 1 100
Game.setNumberOfTickets 2 100
Game.setTicketLostPerMin 1 7
Game.setTicketLostPerMin 2 7
endIf

run SinglePlayer/SoldierSpawnTemplates
run SinglePlayer/SoldierSpawns
run SinglePlayer/SpawnpointManagerSettings
run SinglePlayer/ObjectSpawnTemplates
run SinglePlayer/ControlPointTemplates

if v_arg1 == host

run ai
run SinglePlayer/ObjectSpawns
run SinglePlayer/ControlPoints

endIf

--------------------------------------------------------------

     Any solid, for sure statements about this?

Thank You,

Professor Smith

35
Hello,
     I have been trying over and over to load maps in FH for bf1942, with no avail.  It simply crashes to the desktop.  I have tried deleting the FH mod 3 times now, downloading, and installing the mod.  It still CTD.  While running FH in the Debugger, these are just a small amount of the error lines I got (from the bottom of the debug log, upward):

Warning: Io: Error objects/handweapons/m35/objects.con (43): ObjectTemplate.setAmomBarTextPosX 5
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/m35/objects.con (44): ObjectTemplate.setAmomBarTextPosY 10
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/m35/objects.con (51): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/m35/objects.con (52): ObjectTemplate.startoneffects 0
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/m35/objects.con (55): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/m35/objects.con (56): ObjectTemplate.startoneffects 1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/m35/objects.con: Unknown object or method!
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36/ai/weapons.con
BFMainNewRend\game.cpp(289): Debug: BFMainNewRend: CRC32: (disable) objects/handweapons/mas36/ai/weapons.con
AI\WeaponTemplateManager.cpp(48): Debug: AI: WeaponTemplate 'Mas36AI' successfully created
AI\WeaponTemplateManager.cpp(48): Debug: AI: WeaponTemplate 'Mas36SniperAI' successfully created
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36/geometries.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) objects/handweapons/mas36/geometries.con
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36/objects.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) objects/handweapons/mas36/objects.con
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (29): ObjectTemplate.setAmomBarPosX 6
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (30): ObjectTemplate.setAmomBarPosY -17
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (31): ObjectTemplate.setAmomBarTextPosX 5
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (32): ObjectTemplate.setAmomBarTextPosY 10
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (53): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (54): ObjectTemplate.startoneffects 0
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (58): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (59): ObjectTemplate.startoneffects 1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (86): ObjectTemplate.setAmomBarPosX 6
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (87): ObjectTemplate.setAmomBarPosY -17
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (88): ObjectTemplate.setAmomBarTextPosX 5
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (89): ObjectTemplate.setAmomBarTextPosY 10
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (120): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (121): ObjectTemplate.startoneffects 0
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (125): ObjectTemplate.setInputId -1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36/objects.con (126): ObjectTemplate.startoneffects 1
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36/objects.con: Unknown object or method!
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36grenade/ai/weapons.con
BFMainNewRend\game.cpp(289): Debug: BFMainNewRend: CRC32: (disable) objects/handweapons/mas36grenade/ai/weapons.con
AI\WeaponTemplateManager.cpp(48): Debug: AI: WeaponTemplate 'Mas36GrenadeAI' successfully created
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36grenade/geometries.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) objects/handweapons/mas36grenade/geometries.con
BFMainNewRend\game.cpp(283): Debug: BFMainNewRend: CRC32: loadAllConFiles: objects/handweapons/mas36grenade/objects.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) objects/handweapons/mas36grenade/objects.con
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36grenade/objects.con (34): ObjectTemplate.setAmomBarPosX 6
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36grenade/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36grenade/objects.con (35): ObjectTemplate.setAmomBarPosY -17
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36grenade/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36grenade/objects.con (36): ObjectTemplate.setAmomBarTextPosX 5
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36grenade/objects.con: Unknown object or method!
Engine\Io\Console.cpp(1497): Warning: Io: Error objects/handweapons/mas36grenade/objects.con (37): ObjectTemplate.setAmomBarTextPosY 10
Engine\Io\Console.cpp(1498): Warning: Io: Error objects/handweapons/mas36grenade/objects.con: Unknown object or method!
Engine\BoneAnimation\Skeleton.cpp(92): Warning: BoneAnimation: Skeleton (.SKE) file not found "animations/Mas36.ske"
WorldObjTemplBF\AnimatedBundle.cpp(619): Warning: WorldObjTemplBF: Skeleton animations/Mas36.ske not found

------------------------------------------------------------------------------------------------------

     My system stats are:

Dell Inspiron Laptop 5520, with Windows 7 Home Edition, Intel Core i5-3210M CPU @ 2.50 GHz, RAM 6 Gigs, 64 Bit OS.

     Can anyone tell me how to fix this problem? (besides getting a better computer lol, as I am not rich)

Thank You,

Professor Smith

36
Hello FH Modding Team Members,
     Excellent job creating FH btw.  A lot of your detailed work really helped to make my mini-mod HTroop (a dedication to all the great mods out there) really come to life.  For this reason, I want to create a menu background video, showing every one of the modder's aliases & avatars (or even real names & pictures if you choose - up to each of you individually), as music is playing, showing everyone that provided material that I used in my mini-mod HTroop.  Can each of you that is interested in being given credit in said background menu video, please reply to this thread, or message me privately, and tell me the alias/name you would like me to list you as, any avatar or picture you would like to go along with it, and any personal quote you would like to appear as well?

Thank You,

Joshua
Professor Smith

37
Hello,
     Recently, while play testing my mod HTroop, I ran across a slight problem I just cannot seem to figure out.  My engineer cannot collect mines as they have always been able to do.  I select the repair pack/wrench item, crouch over the mine and "start repairing it", and it will not pick it up/collect it.  It will however, collect/pickup explosive packs.  Can someone tell me what scripting command line controls the engineer's ability to collect/pickup mines, and what file(s) it would be in?

Thank You,

Professor Smith

P.S.-For those of you interested in an update regarding my mini-mod HTroop, my goal of the release date is August 2014.  I have successfully integrated all mods from which I used material, and am going over the mini-mod now with a fine toothed comb.

38
General Discussion / Regarding Modding Permissions
« on: 21-11-2013, 07:11:35 »
Hello Folks,
     I have almost finished editing my mini-mod HTroop to read off of the various mods that help to make up HTroop.  I was wondering though, if I am required to contact EA Games for permission to release the mod online, or if I am automatically legalized to release it?

Thank You,

Professor Smith

39
I just wanted to post a link to some of my Bf1942 - HTroop mini-mod promotional videos on YouTube.  As I've mentioned before, I used material from multiple mods in HTroop's making, including FH material.  Some of the videos are older and have slower frame rates, just to warn you.  The newer ones of course, have a higher frame rate.

http://youtu.be/jykKo7F-IZY

40
I am attempting to make that incredibly large Ratte tank that was created for Bf1942 (the one that you can walk around in like a ship and has separate player controlled turrets that spawn on it like a carrier's planes, allowing you to destroy them separately).  The tank works just find in conquest mode and over a network in conquest mode, but in co-op mode it crashes.  The debugging error that continues to come up before it crashes, is:


AIBot\BotMain.cpp(1203): Assert: AIBot: (static_cast<AIObject*>(obj)->isPrimary())

I have tried to figure out what this means, with no results.  Does anyone have any idea what this means and how I can fix the issue?

Thank You,

Professor Smith

41
Hello Everyone,
     I was wondering if anyone here knew of a specific format that co-op maps should have to work over a network?  The singleplayer maps in my mini-mod work just fine, but only a third of my maps work over a co-op LAN.  Any ideas of what the format should be?  Should each co-op map have the original .rfa file and a 003.rfa file with it?  What files should or shouldn't be in each one?  What scripts should be in each .con file within those .rfa files and in what order should they be in within the .con files?

     Any help would be useful.

Thank You,

Professor Smith

42
Hello,
     I am in the animation editing stage of my mod project, and I recently renamed a bunch of hand weapons, then did the necessary changes in the Animations.rfa to make their animations work correctly.  Well, I decided to try going a little further, and editing almost every animation.con file (such as AnimationStatesShoot.con, AnimationStatesShootMod.con, etc., etc.), so that everything within those files matched the newly renamed weaponry and new animation names.  Well, everything seemed to be alright (with a few minor speed adjustments I had to make), but when I was fooling around, firing the browning machine gun, I hit the Wooden deck of the Prince of Wales Battleship, and sunk it!  I tried it again, and it sunk it again, almost right away!  I then tried it on the carrier deck (which is also wooden), and it did the same thing, but then I tried shooting the metal parts of the ships, and no damage whatsoever.  Can anyone tell me what I might have done?  Could editing the animations made the wooden parts of ships incredibly more vulnerable to the Browning's bullets?

     I already checked the game.rfa file to make sure I hadn't touched the damage files & just forgotten or something, and I hadn't.  According to the damage files within the game.rfa, a browning mg should not be able to do any damage to a ship of that size.

     Can anyone help me?

Thanks,

Professor Smith

43
Hello,
     I am through most of the problems I've been having with my mod I've been creating, but the next problem I have to deal with is certain levels crashing on the Client Side, when a client tries loading in to a map that is running.

     I have about 3 or 4 maps working over multiplayer in this way, but the other 50 some maps, do not.  The server loads and can be played on, but when another player tries to join in, they crash, or the map loads and doesn't allow them to spawn, etc.

     I have corrected this problem in 2 of the maps so far, by copying the format of the regular map.rfa & the 003.rfa files to the maps that aren't working, but this process doesn't seem to work for every map that is having a problem.

      My question is:  Is there a SPECIFICALLY CORRECT format for the .con files, the folders, and the scripting that should go into both the main map.rfa & it's 003.rfa file?

For example:  I know that some files in the 003.rfa require the script "if v_arg1 == host" to be placed at the top or in a certain position within the .con file and the script "endIf" to be placed at the bottom.

     I also know that in certain folders, such as the Conquest folder (within the 003.rfa), you don't need all of the conquest files from the main map.rfa, but only need the ControlPoints.con and the ObjectSpawns.con

     Can someone please make a detailed list & explanation of which files/folders should be in the mainmap.rfa & which ones should be placed in the map_003.rfa files.  Also a detailed explanation of which scripts should be placed in which files (and where in said .con files), to allow regular conquest & coop support over a LAN, so the client stops crashing out.

Thank You,

Professor Smith

44
Hi There,
     I am having trouble with some maps in my minmod (which has some FH material in it), working over a LAN (multiplayer game).  I was doing some research on why this might be happening and found a posting having to do with:  game.addContentCrc32       and checksums

     Does anyone know how I can create checksums or game.addContentCrc32 for new maps that aren't in the ContentCrc32.con file?

Thanks,

Professor Smith

45
Hi There,
     I have about 60 some different maps in my minimod I've been working on.  Some of them are just 1, single .rfa file, like Mimoyecques.rfa, and they work Just Fine over Coop Mode over a LAN/online, but not every map with just one file works over a network.  Then I'm noticing that a lot of my maps with 003 or 005, etc. .rfa files (like El_Rajhi_Pass_003.rfa) don't work over a LAN game/online, but they still work in singleplayer mode, or coop mode with only one person playing (the host).

     Any idea what this might be?  I was thinking that I should just make a 003 file for every map I have in the mod, but is there a Correct way of making one?  Are there Specific files and folders, and/or specifically different scripts that must be in each file to make the map work in coop over a LAN/online?

Thank You,

Professor Smith

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