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Messages - Ivanwazowsky

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31
After a long time i decided to revisit Tali and Ihantala coop maps. I added some new features and some ai fixes. Here are:

1-) Some statics are removed  (to help bots) from finnish mainbase in Tali 32. This removing procces is just for AI, it doesn't affect your multiplayer gameplay.
2-) Now arty guns can be used by AI effectively.
3-) new fixed StrategicArea.ai files for both Tali and Ihantala

Have nice day...


32
Thanks to everyone for attention to my sp things which i did  :)


Great stuff. This could bring back to FH gaming ;D

Which maps are stable ? Nothings worse for me than getting really stuck into a game only to have a CTD half an hour into it.

Hi Michael. I know you are interested in sp-coop things. good to see you again  :) . All maps are stable except Tarawa 32 and 64. I mentioned about Tarawa 32 and Tarawa 64 in the first post of this thread.
If you have ctd problems with my coop maps , just give me a detailed error report with some screenshots so i can help you. i am trying to fix those various ai issues (not only for my sp maps) as much as i can. btw I will not do any sp maps anymore. i can only fix some things for my sp maps. 
Have a nice day.


33
There are some updates with CMP Berlin Coop. Here:

1- That Volkssturmkarabiner K98 problem is fixed. now bots can use this rifle properly.
2- Unfortunately i had to replaced is-2 and isu tanks with T-34 tanks. Because bots tend to get stuck with those big tanks.

*You can find the download link in the first post of this thread!

34
New Update!! (CMP Berlin SP-Coop Support)

Hi Fh2 Community. After a long time, i made a new sp map. Now it's time to share with you. This SP support is for CMP Berlin. I hope you like it!

All layers:

CMP Berlin 64p
CMP Berlin 32p
CMP Berlin 16p


are SP-Coop supported.

All layers work fine. But also i would be happy, if you give me your feedbacks about the 64p layer.

*You can find the download link in the first post of this thread!

35
Many thanks to CMP Team and special thanks to Radiosmersh and Stubbfan. Now you can download cmp coop maps and the other coop maps by using cmp updater or downloading the cmp map pack manually. Here are the download links:

***links temporarily removed due to some crash problems. Use the links first post of this thread.

36
This is much apprciated, its fun to chill and mow down bots.  I would like to suggest adding an ammo kit to the russian main base on Tali 16.  Today I played using the SU-152 and ran out of ammo with no way to refill.

Hi Chad. There is an ammo kit at portinhoikka. But i can put an ammo kit or ammo truck at the russian base and the finnish base. thanks for your feedback. 

37
Flagpole correction for Tulagi 64/Coop

GamePlayObjects.con

Search this Entry:

Code: [Select]
   rem [ControlPoint: Sasapi]
   Object.create Sasapi
   Object.absolutePosition 112.103/110.352/376.140
   Object.layer 1

Replace with this (taken from Conquest 64):

Code: [Select]
   rem [ControlPoint: Sasapi]
   Object.create Sasapi
   Object.absolutePosition 112.103/100.352/376.140
   Object.layer 2

This should fix the floating Pole position.

Thanks for your feedback. i updated the download link.

38
I updated some things;

*new sampan ai fixes,
*new vehicle positions in Tulagi 64
*some ai spawnpoints added for sampans in Wake Island 64

39
Ok. it's a fact that those japanese tanks (Type95_Hago and type97_chiha) are causing random crashes. I intentionally didnt remove those tanks from gameplayobjects.con. Because i wanted to see if other people would have such random crashes. it was a test. Those crashes are very weird. no matter how good you make correct ai templates, there may be such random crashes. it is not easy to find the origin of random crashes. When creating those sp maps, almost none of pacific vehicles had ai templates. i made ai templates for them.  i'm trying to improve tulagi 64p as much as i can.  it is not easy to create perfect singleplayer maps. To my opinion tulagi is not a suitable map for tank battles espacially when playing singleplayer.

NOTE: i updated download link. sorry for redownloads. but this was needed.

40
Hi Ivan. Tried new Tulagi installation, but unfortunately got a CTD right after loading, just like Kandel.

Then, I proceeded to delete some spawnables based on my "intuition", namely: PT Boats, subs, LCT and Ford GPA. This way I loaded the map just fine. Marines didn't spawn, but I was able to board one of the LVT's and capture one of the CP's. All bots spawned inland normally. But I run into a CTD a few seconds later.

Some notes about my installation: deleted old cmp_Tulagi, copied the new one. Replaced all extra files as required.

Any ideas?

Best regards,

batistadk

hi Batistadk. I updated the download link. i missed changing coop files. But it should work now. Pls redownload the pack.

41
Mr. Ivanwazowsky, You are the first successful map creator to make playable CMP maps, and I am very grateful for your work. Keep it up. ;)

EDIT: After update Tulagi 64 crash when i start a round.

Hi Kandel. I updated the download link. Because i forgot to put coop files. please redownload the pack. It should work now  ;)


Tulagi 64p works:

42
There is an update: Now Tulagi 64p is playable. You can download it from the link in first post above. Please read the readme.docx again!

43
Ivan, once again wonderful work on the navmeshing. Played them all and I am thoroughly impressed.

These maps were all designed without AI in mind, and you may have no interest in changing any of the dynamics, but if you are open for it, here are a couple gameplay design suggestions.


Wake Island:

This map easily plays best of all, and is great fun. To play as the defender however can become quite stale:

A: The Japanese will not really man the cargo spaces of the the landing crafts and arrive in small numbers at a time, also leaving their boats in the open and slowly (very slowly) moving a long way to the shore. The MG emplacements make it far too easy to mow them down, so removing some of them could be a way forward.

B: The Japanese will throw all their forces at the CP at the tip of the island, and end up fighting the rest of the round for the bridge-chokepoint. I adjusted the the Japanese to have twice as many men as the US side, and they still didn't stand a chance. If they would perform landings at other objectives from the start of the mission, a more dynamic flow could be established.


Tarawa:

I would love to see how a beach landing plays out here one day with fixed behaviour templates or whatever is needed. The 16p layer unfortunately is not very exciting, since it will always develop into a slugging match on a thing strip of beach. Adding an Airfield CP and opening some of the barriers, assigning neutral CPs to the Japanese side and creating a push-mode where the base can be captured would go a long way to make this map worthwile.


Tulagi:

This map plays fine, but could benefit from one or two more CPs, a push-layout and a capturable base CP. Moreover, from an aesthetic point of view, the map either needs a fixed watershader or a different skybox and sky variables. Water and lighting clash quite a bit, and the oversaturation is irritating at times. Great for screen-archery, not so much for fighting.

General:

Wake Island does not have a loadscreen-soundtrack. Some of the UI doesn't fit in well with the FH2 quality standards. If the CMP guys allow you to change this, it might be a good change to have your work blend in, if you care about such things, that is.

That being said, keep up your good work as a doctor first and foremost and thank you for making these available as they are right now.

Thanks very much Darman for your detailed views and attention. I totally agree with the views you mentioned above.  ;). btw I saw your pm message. But i couldnt reply. Because i cannot send pm. i'm getting error messages after every pm attempt.



Hey Darman, how are you? Glad you joined us!

Insteresting... I sent a PM to Ivan with some observations/opinions, and they almost match all of yours! Looks like I'm on the right path of "reading gameplay", with my observations close to yours, that are highly regarded!  ;)

I think Ivan is doing such a great job with this Pacific stuff, and with a couple of tweaks these COOP's will be kicking ass! On all of 3 maps I think a Push Mode would be better for playability, on both sides. And of course it would match the real battles, that were all annihilation to the last man. Plus some additional, well emplaced CP's would have a great effect, mostly on smaller layers, specially, as you said, on Tarawa 16.

One thing that bothers me greatly are the CTD's related to Japanese armour. I'm just trying to understand how AI templates work, but the fact is I got CTD's 100% of times on Tarawa (32 and 64), all crashes related to bots crewing something at some point. What do you think?

Ivan, sent you a PM.

Warmest regards,

batistadk


Thanks batistadk. But i couldnt solve that problem with sending pm yet.  :-[

44
Thanks batistadk for your views and attention. Btw i cannot send a pm for some reason. i'm getting errors when trying to send pm.

45
Awesome work! Thank you so much! Will give them a nice spin this weekend. Also I thought, about the maps that need the bots to land on the island, isn't it possible to just change one flag on the island as if it has already been captured and force the bots to spawn on it? This way we can keep the fighting on land only.

Yes this is my future plan. If I cannot solve that amphibian vehicle problem, I will change the flag configurations as you said above.

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