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Messages - Remick04

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1
I could have sworn I fixed a lot of those issues for 2.4.... though I wouldn't be surprised if things got broken again.

With 2.4 the mg34 lafette was the cause of the CTD on PHL. At least it seemed to be, because replaceing it with an Mg42 lafette resolved the crash for me. Havn't tried it with 2.45. I've only played a little, enough to realize how much more of a mess the SP portion of the mod has become.

The issue with ticket times being excessive may not be resolvable without personal editing. From the looks of things the team has added a whole slew of new gamemodes. Some of which may use the ticket counts for sp and coop. Changing the ticket counts manually will fix it for yourself if all you play is SP/coop. But doing it may break the new game modes as designed for multiplayer. For instance, Coop uses the 16player ticket count regardless of what size map you are playing on. So if any of the new gamemodes are using the 16player layer, the ticket counts for that game mode will affect the ticket counts of all map sizes in coop.

2
Singleplayer and Coop / Re: A navmesh problem of the FH2.4
« on: 14-08-2011, 22:08:32 »
Bastogne was quite the uphill battle. I spent weeks wrestling with the editor having it constantly crash on me. You could try a 'mass weld' of all vertices in 3Dmax (if you use it). That seemed to do the trick for me. But I also spent weeks cleaning up the navmesh and deleting areas I didn't think the bots would ever go, or weren't important to the gameplay of the map. So, I don't know what I did exactly but once I had a bug free version of the mesh working ingame I kindda decided not to touch it anymore.

Vossenack is deceivingly not ordinary. It looked like it would be easier and less trouble than Bastogne, but it isn't. It took longer to generate than Bastogne (Bastogne = 74 hours 56 minutes and 32 seconds, Vossenack = 135 hours 16 minutes and 14 seconds) and seems to have just as many issues. And unfortunately none of the lessons I learned from Bastogne seem to be helping me with Vossenack. So I temporarily moved on to Hurtgen Forest, because I don't have the energy for another uphill battle right now.

Vossenack will crash when it reaches the generate GTS Data portion of the create navmesh process because there is an object on the map with collision mesh issues. I believe on Vossenack it is the vossenack church windows that cause this problem. Just delete them and it should generate fine. Be careful I believe there are a few static objects that somehow ended up on the gameplay layer (layer 2), like half the trenches in the little trench system on the map. I'm not sure if the generator takes these into account but if you haven’t caught this already I suggest making sure all statics on the map are on layer 1.

3
Eppledorf isn't in the singleplayer menu because it was decided late in development for 2.4 that we are going to redesign singleplayer. No longer are we just going to copy and paste the gameplay files from Multiplayer and instead we are going to start designing gameplay experiences unique to singleplayer with a single player in mind. Coop mode will stay the same for those who want to play the multiplayer setup with bots, but we have an opportunity to design different experience with Singleplayer that are more focused and fun to play as a single player. Meuse River had already received its AI support before this decision was made but Eppledorf hadn't, so when adding it Coop got the usual copy and paste from multiplayer gameplayobjects, but there was no time for me to design the new SP gameplay. Thus it doesn't have any for the time being. I understand the confusion, I should have better defined it in the news post thread. All it said was that Meuse and Eppledorf have 'AI support' it didn't explain which AI gamemodes you can find them.

Bastogne is a beast. It has taken weeks to clean up because it keeps crashing my editing programs due to memory issues. It's almost designed to be played with more than 64 players. Even at 64, the combat is so spread out you spend a lot of time running around looking for someone to shoot. But it is still probably my favorite map in the new patch.

The only german vehicle I know of that is causing a crash in SP/coop is the sdkfz251_d_win, which the issue has already been resolved. None of the tanks should be causing a crash, but I'll look into it.

4
I will take this opportunity to make excuses for the current state of singleplayer. :P

There are three main reasons that I only got 2 out of the 5 maps navmeshed. One, In the months between 2.3 and 2.4 I started an new full time job as well as an internship; I was involved as a representative at a national event; I wrote, put together and directed a short film; My younger sister got married; and I'm sure I'm missing a few things because the past 8 months have been a blur.

Secondly, several of the maps were still being worked on up until the last second. Vossenack almost didn't make it into 2.4 because the church model, among other things was still being worked on. And it is hard adding singleplayer to a map when it’s still in development, because things change and I'll have to redo all my work. Generally I'm stuck waiting until I hear from the mapper that they are done with terrain and static placement on a map before I attempt a navmesh. Which in a couple cases didn't happen until we had gone into release candidate mode and all new content was locked from being added.

Lastly, due to the size and complexity of some of the maps the work required to get them bug free and ready was greater. I did manage to generate a navmesh for Bastogne pre-release candidate (which took 50+ hours just to generate) But do to the complex terrain and thickly wooded areas, it was loaded with bugs that caused it to crash instantaneously upon start up. So, I've been working tirelessly but didn't get it done in time.

That being said, I'm glad you’re able to enjoy the 2 maps I did get done. I didn't want there to be a release with no new maps, and there are some minor improvements to ai, but mostly under the hood kindda stuff. We actually have some big things planned for Singleplayer in the future, only the foundation of which is in 2.4. It's unfortunate I couldn't get more done but we wanted to get a release out to the public sooner rather than later. So, I hope you guys can at least enjoy the new game play mechanics and what improvements to singleplayer are there, and hopefully that future won't be too far off. ;D ;)

5
I have been trying to figure out the 'firing from the hip' issue for a while. Djinn's right that the G43 is the only weapon in FH2 that the bots will switch from firing from the hip to aiming down the sights when engaging. But I can't, for the life of me, figure out what is different about G43's files (animations or otherwise) that cause this. I even gave the G43's files to other weapons to test and didn't notice any bots aiming down the sights. There are still other things I can try, but I've been side tracked by other projects. Still, I'm determined to figure it out, because the shooting from the hip is something that bothers me.

6
So, glad to see you back Drawde! A lot of those issues are on my list but I havn't got around to fixing them, and some I hadn't even noticed. I too have gotten a little burnt out on FH2, when I get home from a long day at work I'd rather play a game or do something more creative with my time than sift through AI files for bugs. But I do enjoy seeing the fixes I've made effect how thing play ingame, so I take some of my days off to takle one problem at a time.

I do want to warn you, I havn't submitted any of the AI fixes I've made to the team since 2.3's release because the Devs are going through a Gameplay overhaul. Not a complete overhaul, and the changes they're making may not actually be released, but they are testing a lot of different ways to make the gameplay smoother and more enjoyable. So, I've been holding off on submitting updated files for things that are constantly changing anyways. But that does give room for any outside help to get into my batch of fixes when I do submitt them.   ;)

Again I'm happy to see you back!!

7
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 02-02-2011, 18:02:02 »
[Is this a problem with FH2.3 or is it an old issue which you've fixed? Both the colt1911 and bhipo weapons seem to have their AI templates properly assigned in the 2.3 files, though I know the bhipo at least had no AI assigned pre-2.3.


Someone had mentioned something about replacing the colt1911 with a different weapon and it fixed the issue of idle bots on Cobra. That was before the 2.3 release, but I never got around to checking if this was true until after 2.3. So the files in 2.3 are still the faulty ones. I don't know what is wrong with the colt or the bhipo. I just noticed that bots with AT kits that only have these weapon and an AT device (Pait/ Bazooka) tended to be the ones idle. And when in combat they never seemed to shoot at anyone with their side arm. The temporary fix I'm using now is I reassigned these pistols to use AI templates of a different sidearm in there .tweak file, and it seems to work, I have no more Idle bots on Cobra, or Totalize. But I'm not sure what the problem is with the AI templates for those weapons (like you said everything seems to be in order), unless there is a limit to how many weapons can use the same AI template, which I doubt.

8
Singleplayer and Coop / Re: Anctoville Errors
« on: 30-01-2011, 22:01:00 »
It's because the gameplayobjects for Anctoville Coop/ SP are out of date and don't include the new Team SpawnPoints of Multiplayer Conquest. The devs have been adding new team specific spawnpoint to maps so depending on which team you are on you have a different set of spawnpoint at a flag. I'm often unaware when a mapper decides to do this so the gameplayobjects I set up for Singleplayer become obsolete and don't have the TeamSP (team spawnpoints) that are in the code for the map, resulting in the errors showing up onscreen. The easiest way to fix this If you don't plan on playing online mulitplayer is to copy the Gameplayobjects.con file from the 'gpm_cq' folder into 'gpm_coop' and 'sp3' folders.

9
Singleplayer and Coop / Re: Bot Ratio
« on: 06-01-2011, 17:01:53 »
Didn't appreciate?.... or did :P

I'm glad you figured out how to change the number of bots. It is really easy to do, but really hard to explain how to do correctly. I may set the default to 47 bots for future releases to avoid too much confusion.

Also if you havn't yet check out the SP downloads thread, it has some fixes to current maps, like Villers. If you have already downloaded the fixes and the bots are still getting stuck, then thats do to poor navigation skills of the bots which hopefully will be improved.

SP download thread --> http://fhpubforum.warumdarum.de/index.php?topic=6539.0

Hope you continue to enjoy the game  :)

10
Yes, you can create an offline account.

In the Login screen, go into manage accounts, then create accounts... accept terms and in the create account menu there should be a singleplayer tab that will allow you to create and offline account.

11
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 03-12-2010, 21:12:29 »
Sounds good, It does look a lot neater than the old one. Keep up the good work!

12
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 03-12-2010, 20:12:39 »
Thank you Void for cleaning up the aibehaviors for us! ;D I look forward to trying this out later.

I had been comparing the AIbehaviors of Fh2 to that of other mods, and there seemed to be a lot of differences, but didn't know what they did. Drawde had done a lot of work based of what Legion had started. I did some reading up on how AIbehaviors worked, but not knowing much I decided not to tamper with it. Drawde had done a great job getting the bots to act the way people wanted them too.

As for the 'fixedguns', as everyone pointed out, that was intentional for the sake of keeping bots on defensive positions. I do see the cons to this. It works great for the defending team, as they stay at their guns instead of abandoning them because there are no immediate threats. But I do think it can be a problem for the attacking team as they capture those positions. Occasionally they aren't in the right place to defend against counter attack, and a bot is wasted to a gun that won't necessarily help the team. But I think the general consensus was that the pros outweighed the cons, so things were made this way. It is a lot of fun assaulting a well defended position, which happened less when the bots were free to abandon those fixedguns.

Again thank you for your work, if I have time tonight I'll try playing a few round with your new AIbehaviors and see the difference it makes :)



13
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 27-11-2010, 05:11:27 »
No worries Void :), I am nothing but appreciative that you have decided to give of your time to help improve the AI of FH2. I don't have as much free time as I use to, and could use all the help I can get. And although I have spent a lot of time going through the AI files of FH2, I am no AI programer, so I assume there are mistakes and holes in the AI as I am learning as I go here. I can certainly use any expertise you have to offer.

I think I'm just exhausted. Like you said 6 out of 7 test the AI will seem to behave fine, but they are never perfect. So, I stopped trying to make things perfect and just tried to make things "fun". I just hope despite the few problems here and there, people are having fun in Singleplayer ;)

14
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 27-11-2010, 00:11:51 »
I set the culldistance of all vehicles to 1000 for the sake of getting to the arty to be more than just a direct fire short range support, and actually have some range to them.... I fiddled around with different ranges of culldistances but settled with 1000. Though the GameLogic.MaximumLevelViewDistance X  and aiSettings.setViewDistance X on some maps tends to render the 1000 cull distance excessive, I found that that this distance was ideal for Arty on most maps that and the battlefield was more alive with it.

I can understand that tracking distant targets is interfering with the bots driving ability, but I can't imagine it so unbearable that we have to limit other aspects of gameplay. But maybe that’s just my own pride speaking over all the work I put into finding the ideal range.

Honestly it feels like you guys are making a mountain out of a mole hill. I know the bots maneuvering was far from perfect and I am looking forward to any improvements Void or anyone. But outside of scripting them to move the same way every time (which would be boring) you will always find perplexing behaviors in the bots. It's no different then the freewill of human players. I've played plenty of online games where people's behavior can be just as erratic and idiotic as FH2's bots currently are. Parking tanks in the middle of the only path to the enemy because they saw targets to engage but ultimately cause a traffic jam that got the whole group killed, happens online and in the real world too. Again, It's not that I think things can't or shouldn't be improved, merely saying that just because things aren't set up in game the way you think it should be set up, doesn't mean it's broken.


15
Singleplayer and Coop / Re: Bot Navigation Tweaks
« on: 23-11-2010, 17:11:44 »
I sorta get that feeling too, going through it. Many vehicles have AI templates that aren't even used when you look at the tweak file.

I'm slowly slapping together my own dung pile, but I think there is a chance it may be an improvement. We will see what we will see when I have a passable beta to post.

I've been finding that with the weapons files also. The whole idleling bots on Operation Cobra is due to faulty AI for the colt1911. Same goes for the idle bots on Totalize with the bhipo.

So take your time Void, it seems the more hastily done things are the more likely little mistake occur, especially with so many files to manage.

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