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Messages - Michael Z Freeman

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I can't find these downloads anywhere especially the "Mappack #1".

BF-GAMES.NET: FH2 Conversion SP/Coop Mappack #1

BF-GAMES.NET: Forgotten Hope 2 Maps

Some are very old (2007) but have SP/Coop support. if they don;t work out of the box I guess they could be updated for latest FH.

Anyone ?

@DJ Barney
Link: https://drive.google.com/file/d/1q-42rrvTKd7ftmALZHieYCd6TjFzhT5c/view?usp=sharing

Thanks I'll try that out ! (BTW it's Michael).

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You AI coded all the CMP vehicles ?!  :o I intend to learn how to navmesh maps such as this as well as the new FH releases, unless others get their before me. If they don't then inevitably I will probably get time to do it but that could 6 to 12 months down the line.

Could you help with coding the other smoke grenades (I already have the American M whatever it is grenade that was provided by Maxp) ? If the FH devs don't have time to test and include this (no doubt they are resting after the last huge release!) then a non-official addon and installer could be made.
 
 
I'm sure I can definitely help. I read thru the thread about AI smoke grenades but got sort of lost with what exactly was going on. I'm assuming Maxp sent you some code through a PM and that's what I'm missing.
 
I'm already very familiar with navmeshing and know how to do it, but navmesh.exe shuts down without an error message after running for a few seconds. Still trying to figure that out. Without an error to clue me in it's difficult. Once I get it working, I'll start navmeshing all of the new maps along with some of the CMP maps.

Check your PM's. That sounds really promising VolkssturmGewehr  8) ! I can help with testing. I have some experience with setting up installers.
   
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Yep, all of the CMP vehicles + weapons I have working with AI. The Avro Lancaster, Me-262, and Bf-110 are especially fun :). I've seen bots rip enemy aircraft apart with the Me-262, and they'll bomb the sh*t out of them with the medium & heavy bombers. Also added a very nice SU-85.

Is that Clivewil's Lancaster ?

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Announcements / Re: The Road to Forgotten Hope 2.53
« on: 27-05-2018, 14:05:10 »
No Luftfaust B on seelow co-op.  Was really looking forward to wiping out some bots with it.  ???

I don't think FH has any AI devs at the moment, but that may change.
All they have to do is add the weapon as a pick up kit.  Shouldn't affect the AI at all.

Yes, but it's all in the "AI/Bots/Coop/SP" dept anyway as the Coop versions of maps are often setup differently to the MP maps and have their own bot related balance issues.

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Announcements / Re: The Road to Forgotten Hope 2.53
« on: 26-05-2018, 20:05:48 »
No Luftfaust B on seelow co-op.  Was really looking forward to wiping out some bots with it.  ???

I don't think FH has any AI devs at the moment, but that may change.

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I play coop as I find MP to get a little boring & tedious after 15min or so just mostly staring at the respawn screen. I can't compete with the few players who are able to achieve 60+ kills and 2 deaths. Also I have a ton of my own mods such as the MG15 which can be carried rather than just fixed, I have AI coded all of the CMP vehicles + weapons, added several custom weapons such as the M1895 Nagant, C96 Mauser, MAS-36, created dozens of custom kits, map modifications, etc. I like to play outnumbered with bots usually around 2:1 against me depending if I'm on the defending team or attacking. I'm very much hoping to see if bot support is ever made for the new EF maps. If not then once I get navmesh.exe working I'll do it myself no problem. 
   
Also I downloaded my copy of BF2 from that website that had it up for free for awhile, can't remember the name of it before EA shut them down. As a matter of fact was listed here on the FH2 forums & recommended by several members of this community. Is it even still possible to purchase BF2? I bought it back when it came out what...13 years ago? Lost the CD in one of my many housing moves, and as a matter of fact my current laptop doesn't even have a CD drive. Sucks it means the FH2 is going to be unable to grow since BF2 is no longer available and using pirated 13 year old software that's no longer supported is frowned upon.

You AI coded all the CMP vehicles ?!  :o I intend to learn how to navmesh maps such as this as well as the new FH releases, unless others get their before me. If they don't then inevitably I will probably get time to do it but that could 6 to 12 months down the line.

Could you help with coding the other smoke grenades (I already have the American M whatever it is grenade that was provided by Maxp) ? If the FH devs don't have time to test and include this (no doubt they are resting after the last huge release!) then a non-official addon and installer could be made.

6
I see, that's unfortunate to hear although I imagined that would be the case. Once I get a new PC perhaps I'll be able to get navmesh.exe working. This 7 year old Celeron I'm using is so slow it takes 15min just to load bf2editor. I'm surprised it can even run FH2...at the lowest settings of course. 
 
Perhaps Darman might be interested in doing it. He did damn good on the previous EF maps. I play Seelow all the time. I may start playing multi again, though I like playing coop during the off-time, since the server is only populated for 3 or 4 hours a day. 
 
I'll have fun playing with the new objects anyway. Looking forward to the AVT-40 (I made one myself several months ago, though this new one looks much better), the Lahti pistol, and Ferdinand.

Would be cool if someone could do it. I know Dnamro has been developing some scripts over on the BFSP forums that I supposed to streamline the whole process.

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Announcements / Re: The Road to Forgotten Hope 2.53
« on: 24-05-2018, 20:05:28 »
Wow, that's a big changelog text file that you linked !

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Up torque on all Halftracks to make them less sucky on slopes.

Wondered about that that and intended to report it. I assume that is when you stop on an incline and then can never get it going forward again unless you reverse first ?

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Introducing headshots to frag and smoke grenades; if you hit a soldier in the head, he gets damaged.

I knew there was some technique I was missing in CQC  ::)

Will also be nice to see the bot blocking smoke grenades in some future release if tests are passed.

Great stuff !

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"russian mentality" ?! ::)

I thought we were talking about smoke grenades here. OT.

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Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 11-05-2018, 20:05:09 »
I see. Well we'll just help FH2 get the smoke grenade in there first. Worry about the rest later 8).

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Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 09-05-2018, 21:05:45 »
Hang on. Tank mortar smoke launchers ? How do I use those in FH ?
by changing the ammo type you use, on tanks I mentioned to you earlier (it's usually weapon selection #3 or #4 depending on how many types of ammunition those tanks have)

Which tanks fire smoke grenades ? Never seen it myself.
PzKpfw III Ausf. M & N, PzKpfw VI Ausf. E (early model Tiger only), Daimler Mk I, Vickers Mk. VIB, Cruiser Mk IVA, and Matilda Mk II. On all of these, smoke grenade discharges are mounted on the sides of their turrets.

Thanks. I'll have to check this. I suspect they are turned off in Coop/SP just like (non-AI blocking) smoke grenades are, which Gavrant prevented the bots from using due to them being able to see through. So we might get AI blocking tank grenade dischargers as well.

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Hello everyone ! I made an account especially for the occasion :
I've been playing FH2 for years (in fact I began with FH 0.65 if I remember correctly) and I can testify that MaxP is totally right, the community of sp players is way bigger than most people expect. Most of us follow the forum very closely. I play occasionnaly online since quite recently, but most of the time I play LAN with colleagues.
This work on smoke would be indeed a huge improvement. It's very nice to see that some people have the talent to still improve the sp part of fh2. Thanks for that !

Hi there MedicalWanderer . Welcome to FH forums !

That smoke has a long history, believe me. Going back to 2010 and a few years before that on BFSP forums when SatNav released his initial implementation of it.

So. Nice to hear there's so many SP/Coop players out there. The thing is tracking the numbers. PR mod have a statistics gathering system in their mod so they track what players are doing. This is the reason, I suspect, that they still put a lot of effort in SP/Coop AI as their numbers show a lot of people using it.

Hey guys. If its all thoroughly tested and works without any side effects im sure we can look into including it.

Sounds good. Do you need any help ? If so what's the process to apply to be a dev for SP/Coop ?

According to MaxP ...

So I guess this would need extensive beta testing in sp/coop games, unless you've already done that.
Not so long. For about 5000+ hours of total playing time ))

I don't know if that was in FH. It probably was his modified version of PR using WW2 maps. So it could probably do with a FH Coop game with a few players just to make sure everything is OK.

13
Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 09-05-2018, 15:05:36 »
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I assume you are aware that Project Reality has an upcoming WW2 release ?
I've seen some versions, but wasn't impressed. The quality of weapons and maps is low.

Was that early beta ? What I've seen looked Ok to me but I;ve not looked at it in great detail.

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If it won't work in coop best leave it then.
But I can modify the tank smoke mortars to add the smoke screen effect - it will works fine.
Also, if you'll decided to modify the map, there is a way to add scripted smoke screen (see the Siege of Tobruk video on my channel). There will be no real artillery, but only explosions and smoke, but I think it's acceptable for coop.

Hang on. Tank mortar smoke launchers ? How do I use those in FH ? 

14
Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 08-05-2018, 15:05:21 »
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So it it can be done?
The hiding effect for the artillery smoke shells? As I said - of course, but only for local games.
It will not have any effects on the network games, and no side effects, as I know.

If it won't work in coop best leave it then.

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Plus what's its default?
The default value is 1 for most weapons with small projectiles (the parameter not set), and the rockets/missiles have 0 (overriding default value).
The reason for it is the wire fences in vanilla BF2 - it can be shoot through with bullets, but it stops the missiles.

Ah ! Of course. Had forgotten about those. So there are none of these in FH2 ? I vaguely remember some barbed wire stuff around bases but that might not be the same as the fence in BF2.

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Is there a reason it is set to "1" in the first place? For example to allow firing through some vegetation or something like that?
I've tested it many times, and I've seen absolutely no changes between 1 and 0, while fighting on maps with the dense vegitation.
Maybe because the players cannot be completely hidden behind the vegetation on most of maps.
So I think we can easily change this parameter to 0 for most of mg's, without side effects.

Good.

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Actually I'm seeing "weaponTemplate.setFiresThroughTransparent 1" all over the place
No, for the most of handheld weapons in FH2 it set to 0.

Well I changed about 10 of them to "0" in various places. I could have done a global search and replace but not understanding the setting I wanted to change it manually to see some of what is going on.

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MG34 is already set to "0" apart from the "mg34_stukaAI" which is set to "1". I wonder if there are other reasons for this settings ? I'll just set it to "0" for the moment.
As I think, the main reason for it is to bring in more atmospheric gameplay, 'cause if you set this parameter to 0 for the plane's mg, the bot will stops the firing more often - as the plane's speed is high enough, and the bots can't shoot so precisely.

Ah, still not sure I understand exactly why that is but I'll set that back to what it was then.

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There's also something compelling about having modern warfare in those WW2 maps.
To be honest, as I prefer WW2 entourage, I would love to mod FH2, to have a PR-style explosions, sounds, a new flight dynamic, etc, in a some kind of coop minimod, but this is a huge work, and the FH2 file structure is more complicated. So all that I can is to port these beautiful maps to the existed mod platform...

I assume you are aware that Project Reality has an upcoming WW2 release ?

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Which tanks fire smoke grenades ? Never seen it myself.
PzKpfw III Ausf. M & N, PzKpfw VI Ausf. E (early model Tiger only), Daimler Mk I, Vickers Mk. VIB, Cruiser Mk IVA, and Matilda Mk II. On all of these, smoke grenade discharges are mounted on the sides of their turrets.

Is no one else excited by this damn thing ?
No. Most of us play multiplayer only. There is not even a single person working on singleplayer in the dev team for that matter. As I said before. If you're interested in it and enthusiastic about improving singleplayer mode, get in touch with devs and maybe apply for a singleplayer dev position. Otherwise, you can forget about it ever being included in FH2.

Remember this is not just SP. This also includes Coop games. So if you know any Coop players please tell them !

What happened to Gavrant ? Did he resign as a dev ?

I've already been deep into the FH files with the help of MaxP and have started testing the grenade (see Youtube link above). So unless MaxP was thinking of applying I may apply for the positon. If I can convince him to apply there might even be two of us  ;D

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