Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: Darman on 23-02-2016, 22:02:00

Title: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 23-02-2016, 22:02:00
[NOTE: Unfortunatly, the recent FH2 2.53 patch has rendered parts of this project unplayable. Currently, no patch and/or update including the new maps are planned.]

FH2: 2.5 COOP Map Pack

Gentlemen,

it took me about two weeks since the release of FH2 2.5 and the great Eastern Front expansion, but now it is done, I am pleased to announce that all 5 new Maps have successfully been navmeshed and may be played in Co-Op against Bots.

THAT INCLUDES:

ARAD
16: Skirmish over the village
32: Headon Conquest Small
64: Headon Conquest Large

DUKLA PASS
16: Push through the village, Soviets attacking
32: Push through the defensive line, Soviets attacking
64: Conquest Assault Large, Soviets attacking (not recommended, experience may disappoint)

PEGASUS BRIDGE
16: Capture the bridge, British Paras attacking at night time
32: Conquest Assault South, Capture Horsa Bridge, Wehrmacht attacking
64: Conquest Assault North, Capture Pegasus Bridge, Wehrmacht attacking

SAMMATUS
16: Skirmish over the trenches at early morning sunrise
64: Push through the defensive line, Soviets attacking

SEELOW HEIGHTS
16: Push through the defensive lines at Seelow, Soviets attacking
32: Headon Conquest Small, bad weather
64: Push through the German defense at the Seelow Heights, Soviets attacking

NOTES:

I don't own any of the maps and I didn't create any of these maps. I added bot support and therefore had to modify them a bit here and there, but the credits go, of course, to the FH2 Devs responsible for the amazing work. Keep in mind that this is not official, I am not a Dev.

This is still in an early stage. Even with a 3ds Max crash course, everyday effort and feedback from several testers, two weeks are not nearly enough to finalize complete bot support for five maps on all sizes. Plus the maps aren't made with bots in mind. More often than not I had to settle with sub-optimal AI behaviour - It is still working to a satisfying level and provides a ton of fun. If you encounter any major problems however, please report them so I will be able to fix them asap.

All layers are supported, some modified. I converted every size layer [16,32,64] for usage with bots. To create some diversity, several modes have alternate daytime and weather than the original. Pegasus is split into North [64] and South [32]. Since the AI can't cross the bridges with vehicles, the full map couldn't be supported at this time. Some 64 Maps have altered CP/Vehicle/CSW layouts to favor the AI and ensure stability.

This should not break your game for MP. The maps have custom names like "arad_coop" and will not overwrite anything. Additional base archives named "EF_Coop_Fix_client/server" will be added to the FH2 Mod folder. They are loaded with the maps, not with the mod on launch and contain fixed versions of the vehicles that are currently not supporting the AI. A complete list of these:

Fixed vehicles
  • IL-2 bomber/rockets
  • La-5 FN
  • Zis-3
  • T34/76 Camo + Beutepanzer
  • T34/85 Late

All of these maps are to be played in COOP mode. Don't try Conquest or Singleplayer. Go to Local in the multiplayer menu, choose coop mode and start your server to play on. Here is a quick guide in images:

Co-Op Guide
(https://picload.org/image/wcdrlwp/1s.jpg)

(https://picload.org/image/wcdrrdd/2.jpg)

(https://picload.org/image/wcdrcgg/3s.jpg)

(https://picload.org/image/wcdrcgd/5s.jpg)

Patch Log Updated 05/13/16
Patch 0.9 02/25/2016:
- La-5 FN propeller fixed
- Seelow: Further pathfinding improvement
- Seelow/Dukla/Sammatus: Defensive AT Guns/MGs now team-bound
Patch 0.91 02/27/2016:
- Pegasus: Commander Orders on 32 layer fixed
- Dukla Pass: Balance improved, Vehicle layout adjusted
Patch 0.92 02/28/2016:
- PaK 40 HE is back, AIs won't use it, everybody is happy
- Dukla Pass/Sammatus: AI view distances adjusted
Patch 0.93 05/13/2016:
- Balance tweaks, minor edits on Seelow 16 layer



DOWNLOAD FH2 2.5 COOP Map Pack (http://www.mediafire.com/download/xj22q50o4cjj2n0/FH2_EF_Coop.exe)



I will try to provide bot support for any maps without it that will come in the future. Apart from that, if you have any map suggestions on which you would like to see bot support, feel free to leave them here or at the thread of my Forgotten Maps Project (http://fhpubforum.warumdarum.de/index.php?topic=20003.0).


SPECIAL THANKS TO:


Title: Re: FH2 2.5 Singleplayer/Co-Op Map Pack [All New Maps]
Post by: gamerjer on 23-02-2016, 22:02:36
awesome! :) im gonna try it ;D glad to see there are still people helping the devs out with singleplayer
by the way are you gonna join the dev team for the single player/coop part? and will the devs add this to the launcher download to?  :) anyways keep up the good work :D
Title: Re: FH2 2.5 Singleplayer/Co-Op Map Pack [All New Maps]
Post by: Oberst_Kroenen on 23-02-2016, 23:02:41
Darman i didnt think you would do it! That sounds awesome im downloading to test them now. Thanks a lot i really appreciate it

- Nice job Darman! I had lots of fun playing the maps. Missed the HE shells a little bit but no big deal. Also the maps appear to be COOP only and no Singleplayer for now.
Title: Re: FH2 2.5 Singleplayer/Co-Op Map Pack [All New Maps]
Post by: Darman on 24-02-2016, 12:02:01
awesome! :) im gonna try it ;D glad to see there are still people helping the devs out with singleplayer
by the way are you gonna join the dev team for the single player/coop part? and will the devs add this to the launcher download to?  :) anyways keep up the good work :D

I am not an applicant for a Dev position and this is definitly third party content, wether this is being added to the launcher is not up to me, however I highly doubt the possibility.

Darman i didnt think you would do it! That sounds awesome im downloading to test them now. Thanks a lot i really appreciate it

- Nice job Darman! I had lots of fun playing the maps. Missed the HE shells a little bit but no big deal. Also the maps appear to be COOP only and no Singleplayer for now.

Trust me the HEs needed to go (however only for PaK 40s, for now). The extensive use of rifle grenades is troubling enough for attacking AI, PaK gunners that are barely engaged by ground forces anyway just break the balance on most occasions.
The SP in the title is just a synonym for "bot supported". As mentioned, this is made for Co-Op mode only. I don't support the barely customizable "Singleplayer" mode. I never did and never will do. Thats why I added a Co-Op guide in images here, just to make sure.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 24-02-2016, 15:02:38
I'm such a happy boy!
I have notified Gavrant on beta chat.
Why do you say it's doubtful this makes it into build? If it fixes the mesh issues of the new statics, I think it should definitely be included into an official update.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 24-02-2016, 15:02:47
I'm such a happy boy!
I have notified Gavrant on beta chat.
Why do you say it's doubtful this makes it into build? If it fixes the mesh issues of the new statics, I think it should definitely be included into an official update.

Gavrant should know about this, as pointed out he gave me permission to release this.
But it doesn't fix the mesh issues. Most of the EF buildings will be ignored by the AI - be it rural sheds, seelow bunkers, finnish huts - they can not enter them and I removed navmeshing from about 50% of the new buildings that technically could be part of the navmesh because the AI would often get stuck inside behind and angeled door for instance, or a turned over table on the ground. So yeah, especially on Sammatus and Arad, the buildings are basically hiding spots for players since bots won't come after you when you are inside :P Still it doesn't affect gameplay as much as I thought. It isn't really apparent and therefore the maps are a ton of fun anyway.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: nysä on 24-02-2016, 17:02:08
Great, thanks guys! Downloading it now  :o
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 24-02-2016, 21:02:28
Wow. What a trip  :P. All that build up to the release of 2.5 over ~1 year (or was it longer?) then the nail biting while I wonder if coop/sp will be done. Then I find myself in Darman's test maps feeling like I've sneaked in to some private viewing or something  ;D. What a big job this obviously was. Well done to Darman and any other testers.

A little Dukla slideshow ...  8)

(http://files.djbarney.org/Forgotten_Hope_2point5_CoopSP_Game_Play_Dukla_by_Garman_GIF_by_DJBarney.gif)

Having been in testing mode can't help but notice a few things, apart from the kick ass game play of course  ;). For starters something right is going on with bridges, at least the narrow one in Dukla near the German base. Tanks do actually cross it sometimes esp. StuG's but it can still get jammed up. But I don't think I've EVER seen a large AI tank navigate such a narrow bridge before in any FH game.

Navmesh error around 88 @ German base on Dukla (think there's only one 88 there). AI tanks try and navigate out through the whole in the wall. Of course there's an 88 in the way. Even when the 88 is destroyed they get stuck there as well.

The arty gun next to the big barn at the Western river crossing CP on Dukla still causes a CTD on entry by human player.

But that's all for long after you've basked on the glory of your release of course  ;D.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 24-02-2016, 23:02:01
Seriously can't wait to get this tonight when my internet bundle goes unlimited.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 00:02:48
For starters something right is going on with bridges, at least the narrow one in Dukla near the German base. Tanks do actually cross it sometimes esp. StuG's but it can still get jammed up. But I don't think I've EVER seen a large AI tank navigate such a narrow bridge before in any FH game.

Navmesh error around 88 @ German base on Dukla (think there's only one 88 there). AI tanks try and navigate out through the whole in the wall. Of course there's an 88 in the way. Even when the 88 is destroyed they get stuck there as well.

The arty gun next to the big barn at the Western river crossing CP on Dukla still causes a CTD on entry by human player.

Thanks for the further feedback. Dukla Pass 64 Issues have been fixed, the ZiS-2 was replaced by a working ZiS-3 (makes more sense for AI-play), the German base FlaK position is no longer a path for vehicles and pathfinding around the bridge should be improved now, there actually were some serious issues with it. However, the AI will still struggle on that position, especially when a traffic jam occurs or one of the broader StuGs is trying to get across. But again, there is just so much I can do on that hot spot.
The patch was applied and a new version of the installer should be up momentarily.

PS: You might want to consider scaling that slideshow down to 700p width. Idk about you, but on my browser it looks kinda weird showing only the left half because the forum panel doesn't allow for more.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 25-02-2016, 08:02:17
Played this finally and was amazed to start a COOP map with Russians at all then have IL planes take off and rain rockets on German positions. Totally epic!

A few comments though:
1. Some AT guns would best be replaced with static AT guns. Their current position allows them a good defense of the area. making them mobile simply weakens this.

2. Is it possible to make an _ai variant of the Katyusha with perspective raised like is the case with static artillery. That way, it can fire at enemy from range. Otherwise, it will be the first vehicle to the front and the first vehicle to get killed. Another thing to do would be to reduce the temperature of the driver's seat so that bots are less inclined to drive it and more inclined to camp the rockets.

3. Finally, I noted that the plane on Seelow heights; the Russian fighter has it's propeller not moving at all. It may be a bug that was introduced when AI was added. Something to check out.

Otherwise, I'm going to say, this is a really fine addition to the mod and within such a brief period of time.

Great work, Darman!
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 09:02:00
1. Some AT guns would best be replaced with static AT guns. Their current position allows them a good defense of the area. making them mobile simply weakens this.
Are you referring to Seelow Heights like in point 2 and 3? Because afaik most AT guns on that map are indeed static. I would like to take a look at this issue though, just point me to the ones that struck you.

2. Is it possible to make an _ai variant of the Katyusha with perspective raised like is the case with static artillery. That way, it can fire at enemy from range. Otherwise, it will be the first vehicle to the front and the first vehicle to get killed. Another thing to do would be to reduce the temperature of the driver's seat so that bots are less inclined to drive it and more inclined to camp the rockets.
That would probably be a job for gavrant but I'll look it up. It would definitly be a cool addition.
EDIT: First attempts to clone the nebelwerfer_AI behaviour for the BM13 were fruitless, on the contrary caused ctds. Currently I won't invest more time in this, I hope you understand. Maybe if you or someone else figures it out before the Devs eventually get to the SP part for the EF, I'd be happy to make it a part of the pack.

3. Finally, I noted that the plane on Seelow heights; the Russian fighter has it's propeller not moving at all. It may be a bug that was introduced when AI was added. Something to check out.
Yes, thats what I pointed out in the "fixed vehicles" spoiler in the opening post. Basically I had to clone the vehicles I wanted to be fixed and somehow the La-5 FN Propeller got messed up in the process. It isn't a game breaker though and I had more pressing matters and hand at this time, so I scheduled it for later. EDIT: Fixed. Will soon be patched in.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gamerjer on 25-02-2016, 11:02:09
Nice =-) i really enjoy playing against the bot ;D this weekend im gonna play coop with some friends :P
 just a few questions though:

- the artilllery tractor and the captured french tank was not ready for bot support yet? i couldnt  see those new units at pegasus bridge map =-p

- if you put a fix on do we have to redownload the maps?

-another thing i wonder why your work wont be included in the official game or the devs want to use your work as basics improve it and use it later on in the launcher? (just curious) ;D

maby this question is kinda out of place here but
is it possible for bot support on naval maps like pacific, supplies for malta and such? or maps where the bots needs to jump out of an transport plane at the start of the game (catania 64) :P

anyways keep up the good work :D :)
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 11:02:51
the artilllery tractor and the captured french tank was not ready for bot support yet? i couldnt  see those new units at pegasus bridge map =-p
They are perfectly usable, however I haven't seen the AI actually use the artillery tractor. Probably the same issues as with the Katyusha mentioned by djinn above. You can find both vehicles on the SOUTH part of the map, which is the 32 size layer. As for why the map is split, please refer to the opening post.

if you put a fix on do we have to redownload the maps?
As it is now, yes. I won't be releasing standalone hotfixes / patches to download separatly during the first week after release or so.

another thing i wonder why your work wont be included in the official game or the devs want to use your work as basics improve it and use it later on in the launcher? (just curious) ;D
I can't speak for the devs. But using my work as a basis for improvement to meet FH2 standards is not possible. For that several EF statics would have to be adjusted for navemshing and then the navmesh would have to be regenerated, which means you'd have to do everything from scratch again, which would render my work or any already generated navmesh obsolete.

maby this question is kinda out of place here but
is it possible for bot support on naval maps like pacific, supplies for malta and such? or maps where the bots needs to jump out of an transport plane at the start of the game (catania 64) :P
I have looked into this as part of my Forgotten Maps Project about a year ago. Short answer: NO. Long answer: Water is a problem, especially the ships, a major part of the WaW/FHT Pacific Maps, are a problem. I won't say it is impossible, but tbh, with the exception of Wake Island - the bf1942 ported Pacific Maps look rather... graphically and optically underwhelming, to put it lightly. As for Catania and most of the other Italy maps from WaW/FHT - although Para Spawns are possible (yet complicated) there are some issues with these as well as a bunch of other community maps that prevent me from generating pathfinding on them. Basically the Editor will CTD if you try and just produce another useless dump file. I couldn't figure out why, I am suspecting custom Statics though. But I won't invest more time in that issue, it did cost me enough already.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 25-02-2016, 12:02:04
@Darman
Seen.

Okay, I think the 75mm AT guns on Arad. Generally, as a rule of thumb, don't make 75mm German or Russian AT guns mobile. The German AT at the bridge flag for instance definitely doesn't need to be moved.

I think the Katyusha with _ai can be a clone. The only difference between the _ai version is that it's point of view is about 15m in the air so it sees over stuff. You might try also making it driver/ gunner so it stops and fires instead of having some idiot bot drive it off - Or try reducing the heat of driver should do also.

Sadly, I doubt Gavrant will ever make an _ai katyusha. On principle, Gavrant doesn't believe mobile arty should have that as it tends to make them more clumsy to drive by both bots and humans.

So this would have to be your call.

Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gamerjer on 25-02-2016, 13:02:59
the artilllery tractor and the captured french tank was not ready for bot support yet? i couldnt  see those new units at pegasus bridge map =-p
They are perfectly usable, however I haven't seen the AI actually use the artillery tractor. Probably the same issues as with the Katyusha mentioned by djinn above. You can find both vehicles on the SOUTH part of the map, which is the 32 size layer. As for why the map is split, please refer to the opening post.

if you put a fix on do we have to redownload the maps?
As it is now, yes. I won't be releasing standalone hotfixes / patches to download separatly during the first week after release or so.

another thing i wonder why your work wont be included in the official game or the devs want to use your work as basics improve it and use it later on in the launcher? (just curious) ;D
I can't speak for the devs. But using my work as a basis for improvement to meet FH2 standards is not possible. For that several EF statics would have to be adjusted for navemshing and then the navmesh would have to be regenerated, which means you'd have to do everything from scratch again, which would render my work or any already generated navmesh obsolete.

maby this question is kinda out of place here but
is it possible for bot support on naval maps like pacific, supplies for malta and such? or maps where the bots needs to jump out of an transport plane at the start of the game (catania 64) :P
I have looked into this as part of my Forgotten Maps Project about a year ago. Short answer: NO. Long answer: Water is a problem, especially the ships, a major part of the WaW/FHT Pacific Maps, are a problem. I won't say it is impossible, but tbh, with the exception of Wake Island - the bf1942 ported Pacific Maps look rather... graphically and optically underwhelming, to put it lightly. As for Catania and most of the other Italy maps from WaW/FHT - although Para Spawns are possible (yet complicated) there are some issues with these as well as a bunch of other community maps that prevent me from generating pathfinding on them. Basically the Editor will CTD if you try and just produce another useless dump file. I couldn't figure out why, I am suspecting custom Statics though. But I won't invest more time in that issue, it did cost me enough already.
ah alright =-p i understand thanks for the info man ;D ;)
by the way i still have a unfinished map in my files called reichswald, it looks nice but doenst have a loading info/song and no picture it was once made by a guy called sn00x but as far as i know never finished (dunno why though the map looks finished) so my final question :P
would bot support be able there? its seems a quite flat forest map good for infantry battles :)
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 14:02:10
@djinn: I will look into that. Keep in mind that most AT Guns on Arad are meant to be mobile though and spawn in base locations, not defensive positions.
I will give that Katyusha another try then, but don't get your hopes up. This is a low priority.

@gamerjer: If the map itself is finished, I can add the loadscreen/-song/navmesh/etc for it. I remember Reichswald came up in the Forgotten Maps thread (where it belongs) but back then I decided to not include the map because sn00x always added AI support to his maps on his own. Are you positive that he has discontinued work on the project? Is he still active? I'd have to get his permission first in any case.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 25-02-2016, 14:02:47
Sure. Absolutely appreciated.

Final note: I think it would help on a map like Seelow, to make defenders spawn on static guns.

There have been two approaches used in standard maps.
That used in Totalize locks all defensive vehicles such as 88s and mgs to enemy so that defenders can't use them once the base switches hands.

The other is open spawn vehicles like on El Alamein. I think a combination of the two works depending on what you deem strategic.

mg facing the Russians, for instance, should definitely be side-locked. Where as the 88s in 360 positions can be open spawners.

But spawners are key so that the first line bases aren't so easy to take without some defensive action. A map like Seelow and Dukla pass ought to be slugfest, requiring players to flank and try to take out key targets before worrying about infantry.

Great job again with the maps. I love how confidently tanks move around these maps that by their very appearance are quite a nightmare to navigate.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 15:02:28
Final note: I think it would help on a map like Seelow, to make defenders spawn on static guns.

I actually spent quite a lot of time on this issue. Not so much the MGs, you are right, they should be sided, I will do that.

But the AT guns. First problem is: No matter how much I try to change this: A good third of the German AI will spawn back at the base, not the front line. It is unfortunate, but I couldn't get it to work any other way. At one point I had it so that all Frontline AT guns were initially manned by bots via "EnterOnSpawn" spawners for AI. Here is the problem - The soviet IL-2 Bomber instantly recognizes the threats by the 88s and bombs the shit out of them before any russian tank reaches the front line or before you as player can enter the gun to use it yourself. I usually play Seelow as defender, so that is kind of the priority perspective. Thats also why on Dukla Pass AT guns have been reduced or replaced by weaker models. Russian tanks would just drop left and right otherwise and the defending faction could lean back and enjoy the Bots doing their work. It is delicate issue, the balance here, but when in doubt, I always looked forward to provide the best experience to the Axis side, since I don't ever play as the Soviets.

I am actually quite happy with the situation right now, but it is simply biased an there is little I can do about it.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 25-02-2016, 15:02:11
Missed the HE shells a little bit but no big deal.

Missed HE as well. Not sure about the reasoning behind removing these. Are'nt attacking bots supposed to be slaughtered en masse ?  :D But I tend to play defensivly so am used to having the HE there. I guess it could cause problems in other contexts.

is it possible for bot support on naval maps like pacific, supplies for malta and such?

I'm interested in this as well. I love Omaha Beach with the destroyers firing their big guns. The AI seem to make it to the beach, but I guess its a small map as naval maps go and of course the destroyers are static.

The soviet IL-2 Bomber instantly recognizes the threats by the 88s and bombs the shit out of them before any russian tank reaches the front line or before you as player can enter the gun to use it yourself.

Is'nt that what its supposed to do ? I'm not sure about some of this balance stuff. Some maps are going to be easier one side or the other and don't forget that some of it will be played Coop with X number of human players evening up any imbalance, assuming they know about it fo course but I'd think that's half the fun here. I can be almost pulling out my hair getting bombed all the time by Stuka's on the Africa maps after going half way across the map with a tank only to have my attack thwarted. But is'nt this the kind of thing that FH is very good at doing ?; It ain't fair.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gamerjer on 25-02-2016, 15:02:50
@Darman i dont know what his plans are sn00x is last active: 09-04-2015, 22:04:25
i have no idea if hes still around or will come back someday and continue his map or not i remember he put his map on the forum here for people to chek it out or something i downloaded to see what it was like, but never heard or see anything about it again after that :-\
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-02-2016, 21:02:08
New Patch currently uploading. Further improvements made to the Seelow Navmesh (especially for the 16p layer), defensive emplacements are now team bound and the La-5 FN propeller was fixed.



But is'nt this the kind of thing that FH is very good at doing ?; It ain't fair.
Most definitly, sure. But djinns point here was that defensive emplacements should be instantly manned so that they are more of a challenge for the attackers to overcome. My point is: When I make this happen, it will become worse because the laser guided bombers will instantly wreck everything before you as attacker even arrive at the line. And just trust me about the HEs. I mean you can simply revert the change manually, but the spam is just too heavy against the attackers. MGs are there to engage infantry masses, PaKs aren't.

Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gamerjer on 25-02-2016, 22:02:38
verry nice!  ;) :D
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gavrant on 26-02-2016, 01:02:57
I think the Katyusha with _ai can be a clone. The only difference between the _ai version is that it's point of view is about 15m in the air so it sees over stuff. You might try also making it driver/ gunner so it stops and fires instead of having some idiot bot drive it off - Or try reducing the heat of driver should do also.

Sadly, I doubt Gavrant will ever make an _ai katyusha. On principle, Gavrant doesn't believe mobile arty should have that as it tends to make them more clumsy to drive by both bots and humans.

This is wrong. The Stuka zu Fuss, Willys Calliope and Katjusha do get the cameras raised by a couple of meters in SP/Co-op automatically, without any _ai clones (if the map is properly packed). This is enough if the AI view distance on the map matches the "human" view distance. Raising the cameras more will increase the risk of hitting a wall just in front and killing half of their own team, so they must be treated as direct firing weapons in the hands of AI.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 26-02-2016, 02:02:14
This is wrong. The Stuka zu Fuss, Willys Calliope and Katjusha do get the cameras raised by a couple of meters in SP/Co-op automatically, without any _ai clones (if the map is properly packed). This is enough if the AI view distance on the map matches the "human" view distance. Raising the cameras more will increase the risk of hitting a wall just in front and killing half of their own team, so they must be treated as direct firing weapons in the hands of AI.

A considerable risk. If friendly fire is enabled, that is. But on the other hand - I only ever saw the AI operated static Nebelwerfer as a weapon system of that kind effectively using the rockets. The Katyusha is doing it occasionally, but really mostly as a medium range direct fire measure - probably due to the AI view distance though. That one is usually rather low to prevent Bots from firing their handhelds at ineffective range.
However good to know, thanks for the hint. Since you mentioned proper packing - I suppose this feature is implemented by the "aifixes.con" ?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gavrant on 26-02-2016, 03:02:37
Static artillery pieces, like the Nebelwerfer, are usually located in relatively open places, with no obstacles right in front of them, and somewhat behind the front line. And even if it's not the case, the SP mapper often can find a better position to put that arty. That's why they work fine with the cameras raised by the standard 10m or so, even despite the fact that moving the primary camera in a vehicle decreases AI accuracy with the weapon(s). With mobile arty pieces, on contrary, you can't guess where the bots will discharge all their HE load, it may be an open field, but more often than not it can be a narrow street in the middle of a town.

... probably due to the AI view distance though. That one is usually rather low to prevent Bots from firing their handhelds at ineffective range.
I usually set the AI view distance (<level>/ai/AI.ai, aiSettings.setViewDistance) to the same value as the level's fog distance in sky.con. This is fair both to human players and AI bots, but damages static artillery on too foggy levels. In the case if the range of some weapon is an annoyance on a certain level (for example, the static MGs on PHL and Omaha Beach), I decrease the max. range in the AI template of that specific weapon on this level only. But in my experience handhelds are never troublemakers in this respect. Darman, what handhelds do you mean by "firing their handhelds at ineffective range"?

Since you mentioned proper packing - I suppose this feature is implemented by the "aifixes.con" ?
Yes, the aifixes.con thing raises the cameras, among many-many other things.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 26-02-2016, 13:02:31
But is'nt this the kind of thing that FH is very good at doing ?; It ain't fair.
Most definitly, sure. But djinns point here was that defensive emplacements should be instantly manned so that they are more of a challenge for the attackers to overcome.

This is good.

Quote
My point is: When I make this happen, it will become worse because the laser guided bombers will instantly wreck everything before you as attacker even arrive at the line.

Actually, yes. What is that ? Tanks and soldiers miss all the time even at high difficulty but bomb drops are almost always perfect. Could AI pilots be made less accurate ? Anyway I understand your approach.

Quote
And just trust me about the HEs. I mean you can simply revert the change manually, but the spam is just too heavy against the attackers. MGs are there to engage infantry masses, PaKs aren't.

But FH does put HE rounds in there. I'm just a bit uncomfortable about changing too much that's there in MP. After all Coop/SP is seen as training. What happens when the player goes online and has to face all those HE shells ?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 26-02-2016, 13:02:05
Thanks for the correction, Gavrant.

@Darman,
I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 26-02-2016, 14:02:27
Darman, what handhelds do you mean by "firing their handhelds at ineffective range"?
I very often observe how bots start discharging everthing at their disposal right on spawning, even when the enemy is still far out in the fog or behind terrain obstacles. Firing from the hip, mostly.

Actually, yes. What is that ? Tanks and soldiers miss all the time even at high difficulty but bomb drops are almost always perfect. Could AI pilots be made less accurate ? Anyway I understand your approach.
That is not my buisiness. I doubt it however and fear the risk of them no longer using the bombs at all is higher than the chance of them dropping bombs inaccurately.

But FH does put HE rounds in there. I'm just a bit uncomfortable about changing too much that's there in MP. After all Coop/SP is seen as training. What happens when the player goes online and has to face all those HE shells ?
AI play may be training for some, but it is definitly just fun for me. Again, these changes apply ONLY for the PaK 40 Static and ONLY on a small number of defensive maps. And by default, prior to 2.5 I was totally fine with HE being there. But since Bots started to use the HE shells extremely often to great success to engage infantry in large numbers, I had to do something. Because, one last time - the Human would react to the threat, scatter, search for cover, flank the gun, call in arty, land a precision shot etc. The AI will not. They will walk slowly into their death. Again, and Again. Case closed.

I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.
Again, not my buisiness - the general behaviour like this should be reported in the 2.5 Singleplayer thread, this has nothing to do with my work in particular.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 26-02-2016, 17:02:14
Actually, yes. What is that ? Tanks and soldiers miss all the time even at high difficulty but bomb drops are almost always perfect. Could AI pilots be made less accurate ? Anyway I understand your approach.
That is not my buisiness. I doubt it however and fear the risk of them no longer using the bombs at all is higher than the chance of them dropping bombs inaccurately.

Your're right. I'm probably crossing the line somewhere between pure FH development and your navmeshing.

Quote
But FH does put HE rounds in there. I'm just a bit uncomfortable about changing too much that's there in MP. After all Coop/SP is seen as training. What happens when the player goes online and has to face all those HE shells ?
AI play may be training for some, but it is definitly just fun for me. Again, these changes apply ONLY for the PaK 40 Static and ONLY on a small number of defensive maps. And by default, prior to 2.5 I was totally fine with HE being there. But since Bots started to use the HE shells extremely often to great success to engage infantry in large numbers, I had to do something. Because, one last time - the Human would react to the threat, scatter, search for cover, flank the gun, call in arty, land a precision shot etc. The AI will not. They will walk slowly into their death. Again, and Again. Case closed.

Yes, case closed lets move on !  :)
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ultimaq on 26-02-2016, 20:02:34
Thanks a lot. But one thing is sad. That Pegaus "32" is not original like in conquest, but thanks :)
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 26-02-2016, 22:02:27
Thanks a lot. But one thing is sad. That Pegaus "32" is not original like in conquest, but thanks :)

Pegasus 64 has been split into two parts, the North is now the 64 coop layer, the South is the 32 coop layer. Please refer to the opening post for further detail on the issue.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ultimaq on 27-02-2016, 12:02:24
Thanks a lot. But one thing is sad. That Pegaus "32" is not original like in conquest, but thanks :)

Pegasus 64 has been split into two parts, the North is now the 64 coop layer, the South is the 32 coop layer. Please refer to the opening post for further detail on the issue.

Sorry for that, but its not entirely my fault. When I am loading new map "64" i got error. But next time I'll be more careful :).
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 27-02-2016, 14:02:06
Sorry for that, but its not entirely my fault. When I am loading new map "64" i got error. But next time I'll be more careful :).

Who said anything about fault? :) Would you care to tell me what kind of error you get when loading Pegasus 64 in Coop? For me the map is running fine in that mode. Make sure to redownload the pack if errors occur, I have significantly updated Pegasus in my last patch about 15h ago.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: djinn on 27-02-2016, 17:02:07
I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.
Again, not my buisiness - the general behaviour like this should be reported in the 2.5 Singleplayer thread, this has nothing to do with my work in particular.
I thought you set the AI template for Russian tanks because they are clearly reacting to them as they would light armor, not medium armor. Or did Russian tanks already have that set?

Sorry if I'm mistaken.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ultimaq on 27-02-2016, 17:02:04
Sorry for that, but its not entirely my fault. When I am loading new map "64" i got error. But next time I'll be more careful :).

Who said anything about fault? :) Would you care to tell me what kind of error you get when loading Pegasus 64 in Coop? For me the map is running fine in that mode. Make sure to redownload the pack if errors occur, I have significantly updated Pegasus in my last patch about 15h ago.

Its Memory error, only in "64 maps".
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 27-02-2016, 17:02:23
Its Memory error, only in "64 maps".

That is strange. Haven't seen that one in BF2 in a while and never in FH2, ircc. I'm afraid I will be of little help there. None of my Beta testers ever reported such an error. What hardware are you running it on? If you didn't already, you could try debugging the error further while running the game in windowed mode.

I thought you set the AI template for Russian tanks because they are clearly reacting to them as they would light armor, not medium armor. Or did Russian tanks already have that set?

Sorry if I'm mistaken.

No. The template was already there. What I did was fixing the Hull MG so that it wouldn't crash the AI. And I also didn't create a custom AItemplate for the Hull MG, since the T34 85 early already had a working one that I could use. Same holds for the T34 76 versions.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: AverageAlien on 27-02-2016, 20:02:04
Amazing work!  :D
Why you say Dukla Pass 64 is not recommended? (I didnt play it in COOP yet)
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 27-02-2016, 20:02:26
Amazing work!  :D
Why you say Dukla Pass 64 is not recommended? (I didnt play it in COOP yet)

Well, that note is a little outdated since I fixed most of the pathfinding issues on that size, but the map just isn't set up for Bot play. It has vast open fields, a good view distance, little cover and Zombie-like armies walking around in hordes waiting for you to drop them one by one - vehicles are limited to cross through a hand full of chokepoints that you can easily camp on (thats why I had to remove most AT guns, too). As defender you can just sit there and count your kills, especially when in a Panzer with lots of MG ammo. As attacker-player I suppose you won't have much trouble overpowering anything in your way. Its a definitly great map, both for MP and visually, it just isn't a lot of fun to play against the AI imo.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gavrant on 28-02-2016, 07:02:44
I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.
Again, not my buisiness - the general behaviour like this should be reported in the 2.5 Singleplayer thread, this has nothing to do with my work in particular.
I thought you set the AI template for Russian tanks because they are clearly reacting to them as they would light armor, not medium armor. Or did Russian tanks already have that set?

Sorry if I'm mistaken.
The rifle grenades in the default German rifleman kit on Arad, Dukla and Seelow - they are not frag grenades, they are HEAT. The same HEAT grenades you can find in, say, the AT kit on Operation Cobra. On Cobra they are mildly effective against Shermans, but, as it seems, they are very weak against the Russian armor.


On planes bombs: I did tweak the bombs for FH 2.5 to be less accurate, but apparently it did not help much. Will try to tweak them more.


On HE shells: did I make them too accurate, especially in static guns, or it's just you, guys, being not accustomed to AI utilizing them against infantry? :)


Darman, what handhelds do you mean by "firing their handhelds at ineffective range"?
I very often observe how bots start discharging everthing at their disposal right on spawning, even when the enemy is still far out in the fog or behind terrain obstacles. Firing from the hip, mostly.
This is weird because the maximum range for weapons capable of automatic hip fire is set to 100m or so, far below the fog range on almost all maps.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 28-02-2016, 13:02:33
On HE shells: did I make them too accurate, especially in static guns, or it's just you, guys, being not accustomed to AI utilizing them against infantry? :)

Oh, I can definitly adjust to that behaviour. The problem from my pov is, that the enemy AI infantry can not, does not, will not - and instead gets blown to bits in heaps of 5 men at a time while purposefully marching towards the defensive line. And again, afaik - a PaK just isn't there for anti personnel use. That is what MGs are supposed to do.


This is weird because the maximum range for weapons capable of automatic hip fire is set to 100m or so, far below the fog range on almost all maps.

I'm talking about Rifles/Carbines being fired from the hip - on further observation not necessarily at ineffective range, but often enough at ineffective range for the AI (they just won't hit like that) and very often behind terrain or static obstacles. But thats far from a gamebreaking issue. Its not like they are wasting any ammo as Bots.

Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gavrant on 28-02-2016, 17:02:16
On HE shells: did I make them too accurate, especially in static guns, or it's just you, guys, being not accustomed to AI utilizing them against infantry? :)

Oh, I can definitly adjust to that behaviour. The problem from my pov is, that the enemy AI infantry can not, does not, will not - and instead gets blown to bits in heaps of 5 men at a time while purposefully marching towards the defensive line. And again, afaik - a PaK just isn't there for anti personnel use. That is what MGs are supposed to do.
There are various ways to deal with this, from setting extremely high respawn times to the emplacements (this way the attackers have to destroy each gun once and it won't bother them anymore), to decreasing AI accuracy or ranges with that weapon (like it's done on PHL with the MGs), to counter-balancing the guns with bombers or artillery for the attacking team.

Quote
This is weird because the maximum range for weapons capable of automatic hip fire is set to 100m or so, far below the fog range on almost all maps.

I'm talking about Rifles/Carbines being fired from the hip - on further observation not necessarily at ineffective range, but often enough at ineffective range for the AI (they just won't hit like that) and very often behind terrain or static obstacles. But thats far from a gamebreaking issue. Its not like they are wasting any ammo as Bots.
Rifles also have rather short ranges of around 250m, shorter than the fog distance on most of EF maps. And bots shooting through statics may be actually a sign of misconfigured collision or materials of those statics (that is, it might be a fault of the statics, not the bots).
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 28-02-2016, 18:02:40
There are various ways to deal with this, from setting extremely high respawn times to the emplacements (this way the attackers have to destroy each gun once and it won't bother them anymore), to decreasing AI accuracy or ranges with that weapon (like it's done on PHL with the MGs), to counter-balancing the guns with bombers or artillery for the attacking team.
I will look into wether I can apply new aitemplates to the HE Ammo, scaling down the range or accuracy.
EDIT: Done. will be patched in later.

Rifles also have rather short ranges of around 250m, shorter than the fog distance on most of EF maps. And bots shooting through statics may be actually a sign of misconfigured collision or materials of those statics (that is, it might be a fault of the statics, not the bots).
Makes sense. Anyway I will check wether the AI view distance matches / is lower than the fog distance / player view distance on the maps of this pack and make sure it does / is.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: tempest on 01-03-2016, 04:03:27
Gave Seelow Heights a few tries, and I really enjoyed the experience.  Bots seem to be working well, and I haven't come across any issues so far playing as defender each time.

For Arad, I played as Germans and although the Russians outnumbered me 2-1, they had a really hard time getting onto the island.  They wouldn't aggressively go for any other points, instead concentrating all their forces trying to take the central point.  Unfortunately, their tanks may move a bit too gingerly over the bridge to make for a dangerous advance there... it's really hard for them to be a threat at all on this map.  I wonder if it's possible to make them target other sections more heavily, if the pathing doesn't allow them to use their tanks to their full advantage at the central point?

Samm was really good, haven't tried the other two yet!
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 01-03-2016, 17:03:41
@tempest:

On Arad, unfortunatly there are some problems that keep me from further improving the AI pathfinding around the bridges - so the current state will have to do, I'm afraid. I'll look into the priorities for the CPs to attack, usually they all have the same value but I guess I can tweak it to get better results. Haven't had such significant problems yet on Arad though, I found it to be very enjoyable with less than a 2:1 manpower difference. But I'll check it.

To clarify: Your issue here is: When the Soviets have got the East Village and the South field (they tend to capture those rather quickly), they concentrate all their efforts on the West Village?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: tempest on 02-03-2016, 02:03:51
They almost exclusively attack at west village.  I generally take crash site first but east village seems to get ignored by both sides unless I take it, and then there's slow and sporadic action there (when I play, with about 75 bots).  The vast majority of the action revolves around west village.  Surprisingly, the Germans seem to have a bit better luck getting tanks onto the island.  Either way, neither side is that good at it.  Infantry can make it over fine.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: panteq123 on 06-03-2016, 03:03:18
can someone please upload it to another source?
i've tried downloading 5 times still no luck
i cant get good speed with mediafire 50KBps
and at 70% error and i need to redownload it from 0% then the error come again
sorry for my bed english..
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: FinnishTrooper on 06-03-2016, 10:03:38
gotta love the sammatus on bots, it feels like playing on finnwars, great job!
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 06-03-2016, 12:03:01
can someone please upload it to another source?

Here (https://www.dropbox.com/s/8ibv19yhb3likgt/FH2_EF_Coop.exe?dl=0) you go, take the latest version from my dropbox.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ejqr on 11-03-2016, 03:03:46
Hello everyone, i want to thank you for this because i only play offline so this is awesome :)
But i am having a problem wen i try to run a private server with the new maps, after 10 minutes or less the server crashes (Debug assertion failed). i use the same method that i have been using to play the old maps, i use the FH2ServerLauncher to run a sever otherwise the framerate goes below 20.
So what can be causing this crash? i Already reinstalled everything, any idea?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 11-03-2016, 20:03:51
Hello everyone, i want to thank you for this because i only play offline so this is awesome :)
But i am having a problem wen i try to run a private server with the new maps, after 10 minutes or less the server crashes (Debug assertion failed). i use the same method that i have been using to play the old maps, i use the FH2ServerLauncher to run a sever otherwise the framerate goes below 20.
So what can be causing this crash? i Already reinstalled everything, any idea?

I must admit I came across this error a few times while I did initial testing, also only on dedicated servers. I could not figure out why exactly that is, the only comparable error I found was back in the days BF2 1.41 was patched to 1.5 and 1023 rounds were the new maximum for magazines, this exact error, with the magazine values however, was triggered when you were trying to use something with a mag size over 1023 - however it was a predictable error and something you could pinpoint.
This one here however seemed random and didn't appear at any time while I tested the final versions, so I simply ignored it and decided not to waste time with it. All I know is that some value that the engine recieves exceeds the maximum allowed value for a certain class of values. Rather vague unfortunatly, and it doesn't explain why this error seems to appear so frequently for you.

I would gladly fix it if I knew the source. I don't however and currently all my projects are on halt because I (have to) work a lot for the next weeks and what little time remains I spend exploring a certain Manhattan, if you know what I mean. Forgive me the selfishness on this one, but it is simply a fact that troubleshooting for errors like these is an immense investment of time for a single person, especially if you are not as deeply involved into the coding.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ejqr on 11-03-2016, 22:03:31
 ;) No problem man, i know how bugs are and the head aches they give, i wish you the best of luck on your work.
Maybe some day the problem will be fixed, if someone finds a fix please email me.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Sgt.Javier on 24-03-2016, 00:03:39
Developers should use this for next release.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 09-04-2016, 16:04:14
Developers should use this for next release.

+1

Only one thing. Pegasus should have a layer that has the full level on it. Vehicles could simply be removed if there are path-finding problems. However I'm not sure if it really is such a major problem not having them cross bridges. One vehicle could simply be there to cover the half of the map south of the river. Is there just one vehicle ? If there's more the spawn point could be moved the other side of the river so at least each side always has one vehicle. If there's only one vehicle then move the spawn point to where its going to be most useful.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: omerta0414 on 23-04-2016, 10:04:03
Hello, first of all I'd like to thank you for giving the time and effort in creating this add on for the new FH2 eastern front maps.  :D But I'm having problems with the maps you made.  :-\ It crashes whenever I play it for more than 10 seconds. Here is the error log:

Traceback (most recent call last):
  File "python/game/gamemodes/gpm_cq.py", line 57, in deinit
  File "python/game/gameplayPlugin.py", line 338, in bf2_deinit
AttributeError: 'NoneType' object has no attribute 'deregisterAll'
Traceback (most recent call last):
  File "python/game/gamemodes/gpm_cq.py", line 57, in deinit
  File "python/game/gameplayPlugin.py", line 338, in bf2_deinit
AttributeError: 'NoneType' object has no attribute 'deregisterAll'

What does this all mean? It also seems that I'm the only person experiencing this error since nobody seems to bring it up here, please help me Obi-wan Kenobi. You're my only hope.  :'(
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 23-04-2016, 11:04:40
Seems odd. If, as you say, no one else is getting it, have you tried completely removing FH and BF2 and reinstalling as you may have a corrupt or altered file somewhere.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 23-04-2016, 23:04:27
I have absolutely no idea what this error message could possible be about. I've never seen it before and therefore can't reprocude it. As Barney pointed out, try reinstalling. Other than that, sorry, but I'll be no help in that matter.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: omerta0414 on 25-04-2016, 12:04:08
THANKS FOR THE REPLIES GUYS. ;D I actually fixed it by, like you guys said, reinstalling it. But this time i turned my UAC off. It seems to work now but still crashes sometimes. It's fine, as it is just a temporary filler for us fh2 fans to play eastern front maps while waiting for the fh2 devs to port EF maps to singleplayer. Thanks so much for this effort!  :D
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 25-04-2016, 18:04:02
THANKS FOR THE REPLIES GUYS. ;D I actually fixed it by, like you guys said, reinstalling it. But this time i turned my UAC off. It seems to work now but still crashes sometimes. It's fine, as it is just a temporary filler for us fh2 fans to play eastern front maps while waiting for the fh2 devs to port EF maps to singleplayer. Thanks so much for this effort!  :D

I don't want to disappoint you, but this temporary filler might have to do for a long time. On up to date hardware, it should run relatively stable though. If you find any crashes with a pattern, please try launching the game in windowed mode (so it'll show you error messages) and report them so I can look into it.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: jrivett on 27-05-2016, 19:05:29
I run a dedicated FH2 2.51 coop server ([JDR] FH2 2.51 COOP). I added all five of these maps to the server, and while they don't cause any problems for the server, when clients connect, they get to where the JOIN button appears, then see this error message:
Code: [Select]
'Debug assertion failed! Text: Networkable already added to network manager, netId=0'
All but Pegasus Coop produce this client crash on connecting. Pegasus seems to work just fine. Since the other four maps presumably include Russian weapons, I'm assuming something is missing on the server.

I didn't see any instructions for installing these maps on a dedicated server, so I basically just copied all the new level folders and the mods\fh2\EF_Coop_Fix folder to the server.

Is anyone else even trying this? If so, has anyone had any luck with it?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 27-05-2016, 20:05:29
Actually, that doesn't mean something is missing - it means something is being loaded twice, in that case once by the server and once by the client.

Do you run the latest version of the map pack? I ran into these errors after initial release but iirc I fixed all of them, at least for my personal dedicated server launched out of the original game folder it works. Unfortunatly as for advanced Ded Server hosting, my knowledge is very limited, therefore I was never able to test in that framework or release a guide to install it properly.

Currently I am not able to look into this, but if you want to fix this, try toying around with the [mapname]/server.zip/ClientArchives.con and [mapname]/server.zip/ServerArchives.con files. They are most likely responsible.

EDIT: What came to my mind, since the map pack heavily relies on FHT/WaW content - this error may very likely appear if the FHT/762/WaW CMP is installed.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: jrivett on 28-05-2016, 15:05:53
Actually, that doesn't mean something is missing - it means something is being loaded twice, in that case once by the server and once by the client.
Interesting. Looking at the server versions of other FH2 maps, they seem to be just stripped down versions of the client files. Basically, instead of having both client.zip and server.zip, there's only server.zip. I tried removing all the client related files for one of the maps but it didn't help.

Do you run the latest version of the map pack?
I think so. I downloaded the pack around the time you last updated it on May 13, and the same files are on the server as are on my client. But how can I tell from looking at the files whether they are current? I don't really want to download them all again just to find that they are identical.

I ran into these errors after initial release but iirc I fixed all of them, at least for my personal dedicated server launched out of the original game folder it works. Unfortunatly as for advanced Ded Server hosting, my knowledge is very limited, therefore I was never able to test in that framework or release a guide to install it properly.
I don't think there's much difference between running a dedicated server from a client folder and running a dedicated server from a separate, non-client install. Hopefully someone who understands these things better will see this and provide some clues. I do know that server installs are lighter, as they don't include any client files (mod-global and map-specific), but that's about all I know for sure.

if you want to fix this, try toying around with the [mapname]/server.zip/ClientArchives.con and [mapname]/server.zip/ServerArchives.con files. They are most likely responsible.
Okay, I'll poke around in those files. I also plan to compare the working map (Pegasus Coop) with the non-working ones to see if that reveals anything.

EDIT: What came to my mind, since the map pack heavily relies on FHT/WaW content - this error may very likely appear if the FHT/762/WaW CMP is installed.
Nope, that's not it. None of those things are installed on my client or server.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: jrivett on 28-05-2016, 15:05:10
I just realized that I do in fact have some FHT stuff installed on both the server and client, in that I have installed the Forgotten Maps collection. So for example I have the mods/fh2/fht folder on both server and client. Are those maps and related FHT stuff incompatible with this Coop Map Pack?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 28-05-2016, 16:05:04
Sorry dude, I messed my projects up here. The FHT etc incompatibility may of course only occur for my Forgotten Maps, the 2.5 Maps should be safe.

As for figuring out if you are running the latest - again, I am sorry that I didn't mark them in any way yet, I will do it from now on. But really the only thing that was changed in the latest update was the Seelow 16 layer so that should not affect everything.

In addition to what I have already pointed out, as for solving this, try looking for duplicate loading of networkable objects such as vehicles. I must warn you though this also includes parts of vehicles such as tracks/rotors/wheels... I don't want to confuse you but it gets really hairy there and I sincerely hope this is not the troublemaker in the equation.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: FHMax3 on 07-01-2017, 10:01:41
I played and loved it BUT, when I pick the SVT-40 PU in Dukla Pass, it crashes? Any help?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: MaxP on 04-04-2017, 15:04:45
Stable server crash at Arad 64 coop:
https://yadi.sk/i/RXnNglxu3GeQ6o
I saw the values of 24 and 23.

Once exactly when I was shooting from ISU-152 to the left skirt of PzIV. But maybe it's just a coincidence.
I'm using LAN dedicated server.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: gsteffens on 18-06-2017, 03:06:44
Finally downloaded and just started playing these maps; had one CTD I can't explain, but overall they look good and the effort to make them single player compatible is much appreciated!!
 
 ;D
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: ULTRA_Faff on 25-09-2017, 17:09:50
Hey!

Downloading - loads of thanks for adding much-wanted bot support for these new maps

Will try and then give feedback ;D
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Michael Z Freeman on 25-09-2017, 19:09:26
Finally downloaded and just started playing these maps; had one CTD I can't explain, but overall they look good and the effort to make them single player compatible is much appreciated!!
 
 ;D

BF2 engine is very sensitive to the kind of conflicts that can be caused by old drivers and so forth that other engines are not effected by. A full spruce up of your system using something like Tweakguides usually stabilises it.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: chad509 on 21-10-2017, 03:10:36
Holy crap! I can't believe i have not found this until now. Pretty sure i was the only fh2 dev that loved singleplayer more than online! Nice work, sir. :D
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: MovingTarget on 02-07-2018, 22:07:10
Does this work with the current version of FH2?
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Slayer on 04-07-2018, 20:07:27
No, I guess there will be a post in here when it's updated.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: batistadk on 08-07-2018, 20:07:14
Does this work with the current version of FH2?

Hey MovingTarget, actually, some maps are working in 2.53. Excepting Sammatus, that shows python related error and won't work at all, the rest work just fine, as far as I can see. Arad and Dukla Pass have some lightmapping issues (as explained by Ts4EVER here >>> http://fhpubforum.warumdarum.de/index.php?topic=20003.msg357185#msg357185), but the gameplay isn't affected. But you won't see the updated kits and stuff, like the Luftfaust B on Seelow...

Best regards,

batistadk
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Darman on 23-07-2018, 13:07:30
As the author of this mappack, let me give a quick statement to avoid any confusion.

It is unfortunate (but was to be expected) that many aspects of this are now broken with the (excellent) recent patch to FH2.

This was created several years ago and I hope it was some fun to the people that enjoyed FH2 in singleplayer. Unfortunatly, due to my private life taking different directions, I can currently and in the forseeable future not work on any patch or update, or conversions for new maps. If anyone else wants to - please go ahead.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Oberst_Kroenen on 23-07-2018, 23:07:40
As the author of this mappack, let me give a quick statement to avoid any confusion.

It is unfortunate (but was to be expected) that many aspects of this are now broken with the (excellent) recent patch to FH2.

This was created several years ago and I hope it was some fun to the people that enjoyed FH2 in singleplayer. Unfortunatly, due to my private life taking different directions, I can currently and in the forseeable future not work on any patch or update, or conversions for new maps. If anyone else wants to - please go ahead.

Thanks for clearing that. I enjoyed those maps while they lasted. What breaks my heart is that Sammatus is not working and it's become one of my favorite maps of the mod. Heres to hoping well eventually see some coop support for the official EF maps at least.
Title: Re: FH2: All New 2.5 Maps [SP/COOP] DOWNLOAD
Post by: Plattfuss on 24-07-2018, 09:07:02
As the author of this mappack, let me give a quick statement to avoid any confusion.

It is unfortunate (but was to be expected) that many aspects of this are now broken with the (excellent) recent patch to FH2.

This was created several years ago and I hope it was some fun to the people that enjoyed FH2 in singleplayer. Unfortunatly, due to my private life taking different directions, I can currently and in the forseeable future not work on any patch or update, or conversions for new maps. If anyone else wants to - please go ahead.

Thanks Darman for all your hard work, we enjoyed your SP/COOP-Maps so much. Very sad that they don´t work with the new version. Maybe someone will continue your awesome work. All the best for your future!