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Topics - Michael Z Freeman

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Forum member MaxP has posted that he has fixed the issues that a previously released bot/AI vision blocking smoke grenade implementation had. I have seen the files but I'm not in the right situation at the moment to do any testing. It would be great to get this into SP/Coop. I always think smoke adds a bit of atmosphere to FH maps so it would be nice to see smoke grenades and other weapons with smoke being used. Does FH have smoke artillery rounds ? Commander smoke ? I can't remember now.

Also for anyone who does not play any games with the AI in, this smoke screen idea has a long history. An implementation was released many years ago by "SatNav" on the BFSP site. N@W took up some kind of version of it into their mod. Don't know if it's still in there. But there were many issues with it. FH forum member Djinn (where are you?) famously (at least it was famous to me!) pestered me to get this working for what seemed years. But the dreaded "real life" always seemed to get in the way. Damn I want to blind those bots !  ;D

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 ?

ShareX ( ) can add logo's/watermarks to screenshots and auto upload to file sharing sites. But, stupidly, it does not work with full screen games only windowed borderless which can't be done with BF2. Anyone know of anything out there like this util that can do games ?

I could write what I'm thinking of (add FH2 logo and maybe map name or something) using Autohotkey and/or scripts on my webhost but I'd rather use a util that can already do this if its out there. ;D

So many maps ! Started forgetting what the good one's are so I put together this useful sortable table with columns Map Name, Good Map, Size, Time of Day, Game Mode, Infantry Only, CP State.

My "good map" selections are somewhat personal to me but they tend to be the maps that best express the AI gameplay. Navmeshing is good. Bots do all sorts of crazy things, etc, etc.

If anyone knows of any maps I've missed or maps that you would like included then please say. They are not all in the table yet but the sources are linked at the top.

Suggestions / 3D Map browser in WWW browser
« on: 08-10-2016, 22:10:06 »
I thought I'd put this here because I'm not sure I'm going to have any time to do this, so it might give someone a chance to take this up. Then again if there's enough interest it might inspire me to get it done.

I made a map browser for Battlegroup42. There's not quite as many maps out there for FH, but it's easy to forget what many maps include, what the various game mode setups are for 16/32/64, etc. This is often not shown in the selection image in the in game map browser. The map images on the above link were generated with a Perl script. CP's, ammo boxes and vehicle locations are shown.

I briefly tested my modified version of the original script with Battlefield 2 and in principle it seems to work. But the directory locations are wrong and the in game map image is a different size so the script cannot place the asset locations properly. Could all be fixed.

So what I'm thinking of for FH is something in HTML5/WebGL in the browser. Say a WW2 tent or bunker with the commanders table.

Steaming cup of coffee. Smoking cigar in the ash tray. A loop of some actual WW2 recording of reports coming from CP's looping on the radio. You can spin the camera around a bit. Every time a new map is selected there's a russling sound of maps and the "mini map" for the FH map is displayed along with some way to show the loading image as well. It might be a good way to build the atmosphere before loading up a map, as well as familiarising new players with map layouts before jumping into online play.

Only thing that worries me is publishing maps with locations of various assets already marked. I don't usually play online but I imagine it would not have a negative influence on MP unless someone says otherwise.

What do you think ? I've been wanting to use Blender to do something in WebGL/HTML5 in the browser for a while, and/or it could be a good project for someone out there.

I'm pretty sure this used to be possible. At least I remember playing Supercharge and being able to defend a German bunker with their MG. So is it possible to turn this back on in my setup ? Does it involve editing every weapon, or is there some kind of global setting ? Cheers.

EDIT: I posted about this in Minor Suggestions. Apparently I *can* use them in MP. Will have to check this. If this is so I'm not sure if its just my version doing this, or if they were locked to prevent AI related crashes ?

EDIT: Seems that its only SOME maps that have enemy weapons like this locked for some reason.Anyone, how to edit these weapons to allow entry ?

Hi, I've had this problem for a while and its incredibly frustrating. I just found over 600 custom maps for download - ... But it looks like many of them - if not all by the look of it - suffer from same problem that I encountered when I first started using some of the older custom maps with Blitzkreig Mod; the game plays fine, it will even actually allow you to save.. But loading that save shows the default COH loading screen (one that I never see on maps that DO save properly - big clue!) and then just goes back to the main menu. Grrr. This is bad ...

1. I often scale my graphics settings up and down between vanilla CoH and Blitzkreig because BK is a resource hog. I forget to change them back before a game. Its convenient to just be able to save, go out of the game and change settings, then go back into the game.

2. I play heavily with the AI Skirmish mode because I don't always have a lot of time to play a game, so I save and go back later.

Unless Relic can patch this I suspect that there must be a way to fix this using Worldbuilder. If that works and its some kind of setting change that I could run a script for all these ~600 maps, fix them and re-release.

So come on people, surely someone knows something about this problem with such a big game ?

Modding / Are there any example FH2 models available ?
« on: 14-03-2014, 22:03:28 »

I'm looking into creating a 3D interface to my mod HABAI using the Blender Game Engine. If it comes to it I can probably create something myself, but I'm not a very experienced modeller. However are there already any example FH2 models available that I could use in the interface ? It would be a simple 3D scene, probably on some part of the battlefield with a sky background. There would be some animation, smoke and flames, that kind of thing. The rest would be a 3D interface for starting Coop/SP FH2 dedicated server and client ... a menu showing image and minimap for each level that the user clicks to start things up. I was going to do a traditional 2d GUI util sort of thing, but it makes more sense doing something 3D for a game.

Off-Topic / Tankies: Tank Heroes of WWII on BBC2
« on: 06-01-2013, 23:01:05 »
Did anyone else see this ?

Hopefully it will be available on iPlayer. It had an operational "Honey" and a German tank from the desert war, in full working order being driven around. There was also talk of the colour of shell fire, red being our side and green and something else being German. Some very humbling descriptions of the type of war the "tankies" has before they had proper equipment. The early tanks did not have proper escape hatches leading to nervous crews. The Germans knew that they could get out in a hurry which built their confidence. There was also descriptions of how the soldiers were treated like nobodies early in the desert war leading to lack of tactics and low moral. Later on Monty actually started telling them the outline of what the battle would be where, before, that was kept secret. Made it look like the older attitude could not cut it against new German equipment and mentality which forced more responsibility being put in the hands of ordinary soldiers. There were also some profound stories from the veterans that are best watched in program. Suffice to say they made sure that the battles were not glorified or treated disrespectfully. A lot of footage I've never seen here before although I guess many of the FH experts might have already.

Most effecting of all for me was seeing tanks, that I've only seen in FH, appearing in person as it were. They have a certain presence sitting there in front of the narrator. Not sure where he had borrowed them from but it was amazing to actually hear and see them driving around.

Singleplayer and Coop / My progress with SP development
« on: 21-03-2012, 19:03:16 »
Hi, just an update about out what I'm up to as I'm not exactly surrounded by bf2 fans here in RL.

I've gone as far as I can ATM with the tracker. I'll keep an eye out for new issues. I've been learning A LOT about bf2 internals. A lot to digest. It has given me new respect for SP developers. So often the solution to a problem looks simple but of course there are bugs and inconsistencies and I can see where the FH SP devs have made compromises on quite complex issues.

I've been digging up some Python documentation on the bf2 technical wiki. Looks like Python could be used to link an event to the smoke shells and grenades based on a radius. That could be used to  allow blinding of vehicles. But I've still got some way to go. I really need to find a Python coder.

I started doing an add-on making a GUI interface to start SP on a multi-core system. You'll be able to select the map from a menu that shows that level map as well as map graphic ... basically replicating what is in the game menu. A coop map will load with server and client on separate cores. There's a max of 64 bots as that is the limitation for team balancing but that is plenty on most maps. Performance is a lot better - 64 bots can take a lot of cpu when run on a single core (server/client coop). I can even pause the game by hibernating my system and the server continues on going after coming out of hibernation ! However the client needs restarting.

I'll put it on my Moddb page when it's ready !

I'be been doing a bit of my own experimentation in order to see if AI tanks can be prevented from rushing forward. When they go too far beyond their own front line the entire thing just turns into a huge frag fest, especialy if there are anti-tank positions around and anti-tank soldiers. The key to tactical use of tanks is staying with the infantry.

I have attached "" from "mods\fh2\ai\". I altered lines 98 and 99.

aiSettings.setBehaviourModifier Avoid      8.0
aiSettings.setBehaviourModifier MoveTo      0.3

As well changing the default behaviour on line 264.

aiSettings.setVehicleDefaultBehaviour    Tank   Avoid

Initial testing shows tanks holding back more often although they still do some travelling ahead of infantry to objectives. There is also more manourvering going on and with some tanks firing from standstill at positions at a distance. I even saw a tank "panicking" and reversing quickly away from an enemy tank while firing (attached image, tank at right of image). Never seen that before. There appears to be avoidance of infantry as well. A good idea as many of them are usually antitank class.

Tests continue.

Suggestions / Models in news releases previewed as WebGL
« on: 30-07-2011, 13:07:29 »
Here's a good example. Click on "live demo" in a WebGL browser - should be most recent browsers. It might be fun to have the new release page replace a model image with a WebGL preview if WebGL is detected, or just have it on a separate link. There are even model viewers in Javascript now but they are slower.

The nice thing about WebGL is that ...

1. No plugin installs needed ("just works").

2. Is part of web page context so for example right click -> view image gives a normal image of the current model view.

3. Is all open source, non-proprietary ... no flash or obscure plugins !

So it might be another way to create interest and/or salivate over new models of vehicles or weapons.

Suggestions / Messerschmitt Me 323 for Crete
« on: 26-05-2011, 11:05:55 »
I know the usual constraints here but some hotshot modeller might get all excited about this. Ya never know.

The genesis of the Me 323 was in a 1940 German requirement for a large assault glider in preparation for Operation Sea Lion, the projected invasion of Great Britain. The DFS 230 light glider had already proven its worth in the famous attack on Fort Eben-Emael in Belgium (the first ever assault by gliderborne troops), and would later be used successfully in the Crete invasion in 1941.

If it's not possible to actually carry the vehicles then the aircraft could act as a spawn point for vehicles. Landing could be a problem but I have landed OK on the bomb damaged airfield on Crete ... but not in something of this size.

More here.

Having some real trouble here. I need to play FH like this in order to do testing properly. I've been using BF2CC daemon / client. I did manage to start the full size Crete map with 108 bots. Only problem I had was a lowish ping of 142 which is a bit odd as I'm running the dedicated server and client on the same machine.

However I started another game on Crete as I had the tickets set too low, and BLAMMO ! Suddenly it decides to load the 32 size Crete map and I could no longer get it to load 64 size. This could be a bug in BF2CC I suppose.

Is it possible to use BF2CC to start full size coop games or not ? If not then how do I setup the command line to start the dedicated server for full size maps with over 64 bots for the AI ? Any help appreciated !

This has been confusing me. Dedicated server (for the AI to run on) and a client seems to work OK on my machine, but should I have the FH server files download installed for the dedicated server ? If I do install it won't there be a mismatch between the updated SP files (in the download thread in this forum) and the server files ? Or can I just skip the server files completely ? I wonder if this effects development in some way if I do ?

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