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Topics - Zoologic

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31
Off-Topic / Happy Australian Day!
« on: 25-01-2010, 18:01:32 »
Today is 26th January at GMT+7.

Happy Australian Day ya all blokes! Celebratin without Fosters, Flamington cakes or ANZAC biscuits here. But anyway, can't forget my days back there.

Don't forget, more shrimps on the barbie.

32
Singleplayer and Coop / Why SP?
« on: 23-01-2010, 09:01:44 »
The essence of Battlefield games are MPs. It was designed specifically to be played online, for people who are connected to the internet or people who are gathering together in a LAN party. The concept of SP-gaming in Battlefield games are fading with each releases of subsequent titles. I noted that BF2 is the worst of them all. They have the least SP maps, and let alone SP support.

Why SP?

Elite MPers say they don't really need SP, because a lot of things, and most of the reasons revolve around the limited AI capability in offering them real challenge posed by opposing human players. Even Project Reality mod created their own Training Server, making their training environment in MP basis. Forgotten Hope simply doesn't have enough resource or let alone, big enough player basis just to do that. Most of the times, there are only 3-5 servers in western world (and 2 in east) filled with enough players to make a good game.

FH players simply say, the SP is there for newbies to train and professionals to hone their skills. That is not entirely true. The dev's statement isn't much different either, just more sensitive towards those with less better internet connection. It is there "to cater the SPers" player base. Perhaps it was meant to enlarge FH2 community, reaching aging population who rarely get the chance to enjoy fast-paced MP games, it may even potentially attract WW2 veterans.

OK, So What's In It for Us?

We all always feel that FH2 creates a giant awesome step forward in Battlefield 2 game modification. When we saw the Normandy landscape at first, we were overwhelmed with astonishment. The game was so thoroughly crafted to produce such a beautiful in-game presentation. There are so much immersion in the game apart from its physical component glitch.

Single Player games, instead of MP offers you more scenario-ed gameplay, it offers you different story, it can potentially creates deeper immersion. Stay away from human players, especially 'pubbies' who often exploit bugs, glitches, do weird actions, for their own amusement, you'll only find bots who will play by the rules. They won't lash at you, show-off their awesomeness, or even displaying stupid act just for the show. The only thing that beat the experience is coordinated gameplay like tournaments, which is the most you can get from FH2.

I hope then we can get better support and attention. A lot of SP games out there receives huge attention, HL2 mods, Command & Conquer title mods, etc. They are all SP games, but they are hugely popular.

The Very Basic Problem

This was the problem that is bugging most FH2 SPers. Since the game is mostly designed on MP basis and little SP thought, and by default, the bots are only optimized for 16-sized maps. It means that they are designed to be just as good as they are in smallest maps. Hence, you see a many problems regarding their behavior in intricately-designed maps such as Fall of Tobruk, where they leave the main base entirely to advance deeper in the city by spawning inside them. Smaller maps has fewer flag post and the distance between flags are closer, thus chance you will encounter this problem is little.

It may because of EA's cutting cost effort by reducing the AI development cost. But it is not important now, because we are in it! And i don't know anything about modding the AI codes. All i know about BF2 AI is making navmesh out of a map. It raises question regarding the AI-coding works that are mod-able:

  • Can we really tune the bot behavior besides achieving the result by modifying their interaction with objects (guns, vehicles, statics), which i reckon, LegionDcX is doing?
  • Are the behaviors are hard-coded in the game engine, which is un-mod-able? Or does tweaking it is not allowed by EA or simply making the game unstable/becoming a major change?

Then we can understand better, and suggest more do-able suggestions.

33
It came to me upon re-reading the whole WW2 history books.

Well, not FH-specific, but here we go.

When i look back to what maps are available in FH 0.7, theatre-wise, it seems that there are certain periods of wars that are lacking of depiction in the mod. So let's say, the war in Pacific began in 1936, then escalated in 1941, and in Europe it started in 1939, then escalated in 1941. Because the war in especially early western theatre ended so quickly (thus not many battles can be interpreted in typical BF maps setting), if not it was interrupted with what known as "the phony war".

I felt that during the years of 1943. The year should saw more action in Pacific and Italian theatre besides the epic Kursk battle and more gigantic eastern front action. I believe this was caused by the lack of Italian theatre map, as the most case in many other WW2 games. It makes the west suddenly disappear from the war during that period. It is in the middle of the escalation of the war, and there should be more action during that year and should see more maps portraying what have happened during those periods of times. So, it makes me think that the year of 1943 somewhat translates to "the Soviet's turn" in WW2 gaming.

Moreover, the same thing i felt for 1940-1941, where the war has began to escalate. Early eastern front maps are rare, because mostly they are caught by surprise and cannot adequately deploy and field battle-ready equipment to counter the Germans, which makes a good BF maps based on those events difficult to design. Depicting blitzkrieg if very difficult due to the nature of the battle. But there are some interesting battles going on that usually forgotten, the northern theatre, we saw the battle for Norway and Finland vs USSR war. Despite the odds, i think we still can make some interesting maps out of those scenarios.

In contrast, i see some kind of 1944 and 1942 bias in most WW2 games. When we look at FH0.7 maps, we will see more battle in 1944 (mostly western front), even outweighing most of other fronts. And we see that too in 1942 maps. We see more action in North African dessert, Pacific, and some Eastern front battles. Seeing this way, i see more like a general tendency of being allied-bias (not just FH2, but the whole WW2 gaming). It makes the 1942 and 1944 seems more "lively".

So, do you think that there are certain events on the years that are lack of portrayal that it should have gained? (Which FH2 could potentially balance it out)?

34
Suggestions / Suggestions Rebuked and Alternatives
« on: 30-11-2009, 18:11:01 »
Too much common suggestions have been suggested over and over again carrying the same message.

I try to list those i disagree and partially disagree with.

These are those i disagree with:

  • First is the multi crew system in tanks or separated driver and gunner positions.
    The current system was proven to be the very concept behind Battlefield series, even to the latest Battlefield games. In Operation Flashpoint: Cold War Crisis, the first game i know of having this feature (even before Battlefield 1942 released), you have completely different environment in military simulation-like settings. Hence, dull atmosphere, less immersion, and bland effects. Completely different with FH, where you really 'feel' the environment that you're into, totally action packed, and never ending combats.
    Aside from that... we got epic tank battles here, with the player limit in a single game, we certainly try to conserve the number of foot soldier just for the action.
    One of the most unintentionally realistic FH2 recreation because of this, is big and long convoy to the battle... anyone playing Gazala, El Alamein, Alam Halfa, Tobruk, and else know this... even bot assemble convoys at the beginning of the game, i should take screenshots next time. Tanks, followed by trucks, halftracks, and universal carrier marched, then a fast moving staff cars like Kuebelwagen or jeeps overtaking them next to the convoy. When i waypointed them, it just looked like those in the documentaries. Epic scene!
  • Second is reducing weapon accuracy or giving them more spread.
    Unrealistic... FH2 is unrealistic enough. The addition of this unrealistic feature just kill the realism further.
    The unintentional realism gained from this is that it rewards you to keep your heads down and stick behind a cover. It does kill your prolonged fire exchange like you see in TV, movies, and news, the real cause for that is not because the weapon is inaccurate, but they don't know where the exact position of the enemy and have difficulty aiming for it. In FH2, most of wasted shots are like that as well.
    I played a round in PR SP, where i left my cover, behind the oil tank, in Al Kufrah Oil Refinery, run through enemy tanks and Vodnik parking nearby to cap the flag, sure the bots are stupid, but they are shooting crazily alright... but i managed to survive and enter the building with the flag. Tried that several times, it get easier passing herds of bots in Mestia... Chechen bots walked right into me in groups, because small arms in PR are never accurate, i decided to stand up and just run to the bunker meters away under heavy fire (and screen get blurry, but you'll know where you're going) and have higher probability of not being hit than in FH2, despite exposing myself completely. I survived before some bots throw grenades into the bunker.
    An attempt like that in FH2 Goodwood SP. Le Mesnil Frementel is being capped by the British tanks and half tracks... i tried to run through the destroyed house from the barn trying to outsmart bot-driven Cromwell and M3... i was hit. Streets of Mortain was guarded by a well placed Panther and Puma... i try to gain access to a building nearby so i can shot them from the 2nd floor... killed on first attempt crossing the narrow street. You get the idea
  • Third is making the enemy's heavy vehicles steal-able.
    I don't like it because just like number two, unrealistic. Although fun, but it is not for the other team. With current FH2 system, you'll quickly get TKed by unsuspecting friendlies. Moreover, it promotes ramboing and kills team working. Stealing enemy kits to enable you to steal enemy tanks is also useless, since stealing enemy kits are rather easy, especially there are a lot of pick up kits around.
  • Fourth is complaining about the number of players.
    Quality over quantity. I managed other community, aviation hobby ones. The flight sim section used to be filled by smart discussion and warm small talks. Now it is full of annoying question, newbie shielding, and repetitive rant about this and that not working because they're completely lazy or too stupid not to be able to read a manual or do a thread searching. Our FS add-on/modifications/tweaks productivity went down ever since, because on every release, there are hardly any good discussions on it besides constant nagging thread about why they didn't work on my PC and stuff. The experts and old timers become hesitant to read the forum section ever since, leading to its demise. I suspect, the number of players issue is more because of many FH2 servers are not officially ranked.

Here are those i partially disagree with:

  • Tank turret movement with 'AWSD' key.
    I disagree because this will make aiming small targets at distance more difficult. Turret movement speed is a variable with certain values on it, pressing key will mean make full speed turn for about the period of time when your finger is pressing the key. Imagine Panzer II turret, you'll keep overturn the turrets when aiming at distance. In addition, it just become a hassle for the tankers. Their tank is already easily destroyable by the idea of "spawning with AT kits". In city/town flag, tank is easily killed by AT-soldier spawn. Sometimes, besides infantry, co-axial gun is their protection.
    I'd say, combine it with mouse. Mouse will do the fine tune (simulates manual cranking), while the keys do the 'non-organic' feeling (powered mechanism stuff). While some of the tank like M10 Tank Destroyer which have no powered turret, should do that with mouse only.
  • Squad leader spawning point, use PR spawning system.
    This has been in BF2, and it encourages teamwork and respecting you squad leader. The 'tards' at casual BF games respects their 'boss' because they can get something out of them. I wouldn't say PR system is bad or better... but they just make it nicely fit into their concept. But, this FH2 system brings you closer to combat more than ever and give that immersion in typical WW2 attack waves. More action, more fun, for both sides. (we get closer to the action, the other get something to shoot at, more frequently).
    The PR spawning simply doesn't fit FH2 because of the way the flag on each map is created. The flags are meant to be a strategic point. It also promotes unrealistic back capping, since you can set up spawn point somewhere behind the enemy lines and continuously spawn from there. In FH2, back capping is realistically done by movements that overrun enemy positions or sneak attack. Not by creating some 'magic spawning machine' in the middle of the battlefield that is field outpost.
    So far i like PR system, but don't know what's best for FH2 apart from the current one.
  • Djinn's artilery suggestion, the rings on minimap representing the possible landing shell spot, and spotter view.
    Somehow kill the importance of a spotter by allowing the arty gunner to spot something. The mini map marking of targeted area wouldn't help either because on the current system we already can see who is calling and where he is. Spotter view while makes arty gunning more attractive and easier, it kills realism. Moreover, there is a chat system to correct the fire, this promotes constant team work between gunner-spotter instead of the spotter did a one click spotting job and the gunner do all the rest of the job (having the spotter view by himself and adjust freely).
    I think the current one need a bit tweaking in the gun dial meter and spotter crosshair, when you aim at the open field, position shown is sometimes different than our real targeted position.

What do you think? Anything else?

35
Off-Topic / This is the weekend!
« on: 27-11-2009, 07:11:06 »
It is Eid al-Adha http://en.wikipedia.org/wiki/Idul_Adha in most Muslim worlds, including here.

So all of us, non-Muslims also get holidays in this practically tolerant country. But it kinda get boring, we get a time off and practically a very long weekend while none of the pubs are going to open early due to the holy day.

*sigh* yeah, we here probably have the most numerous holidays in the world, might beat the Dutch. From Eid al-Fitr, Easter, Eid al-Adha, Christmas, Vesakh day, Chinese new year, and every religious holiday you can name.

36
Modding / Cannot Generate Navmesh
« on: 09-11-2009, 20:11:28 »
I was following this nice tutorial (http://bf2.e-plaza.de/) about how to mod SP. It all went fine until i have to generate Navmesh.

The particular map is Lebisey, yes it is somewhat special for having 2 combat areas and seemingly pro-like modded. It generates error that the editor says couldn't init AI combat area. I have checked the combat area for "UsedByPathFinding", put every vehicle and infantry pos order to every capturable control point (except the uncapturable ones).

BTW, my python is 2.6.4, using BF2 editor v1.3. Can anyone tell me what to do? Help?


37
Off-Topic / What Languages Do You Speak?
« on: 14-10-2009, 17:10:44 »
I speak mainly Indonesian language, it is a mix of newer Malay language, Dutch, Arabic, and Chinese. It is different with Malaysian one in terms of the Malaysian have more British influence instead of Dutch. It is also the language taught at school and at home, although it is not my native. We have several Dutch terms that has been adopted into our lexicon, such as lampu (lamp), panser (APC... perhaps mistaken with German "Panzer" which means tank, not APC), oom/tante (uncle/auntie), stasiun (station), pabrik (factory/fabrikt), nona/noni/meisses (meitsje/miss), maskapai (airline), and so on. Some people still refer to themselves as "eike", Indonesian way to read "ik" (I/me).
Some old road sign are still in partial Dutch, such as "Verboden" in one way road, lintasan sepur (railway-motorway intersection) sepur is the way Indonesian read "spoor" (train).
Many Indonesians joked... it is too bad we are being colonized by the Dutch. If we could made a choice, we wanted to be under Great Britain like Singapore, Hong Kong, and Malaysia... so then we all can speak more universal language. And it looks like their colonies advanced more compared to Dutch's (look at Suriname)  ;D
A lot of people coming from educated family background in the past, retains several unique Dutch names. If you happen to travel into Indonesian remote areas, notice a bright Javanese farmer families, their names might be something like "Lodewyk", "Agus", "Rudi", or even "Herman" followed by their family names.

We actually have a lot of local languages, my local is Javanese, eastern dialect, which sounds more rude to the aristocratic middle Javanese one. And sounds very 'heavy' to the lighter tone Western one. However, since Indonesian language as the uniting language is enforced to be used anywhere in the past, we are more getting used to it than our native language.

Then i learned English. It is the second mandatory language in every school. However, the lack of skilled labours, forced many schools to offer English as extra curricular lesson, which intensity and the quality of the teaching is very poor. I got my first real lesson from a Texan teacher. My school was so lucky that they got him. He even taught us several slang... even though i bet most of us has already forgot about it anyway. My academic writing is mostly done in Australian English format and style, since i did study there.

Well, other than that, i'm currently studying Mandarin.

My father used to work in paper mill business, thus we get quite in acquaintance with the Finns a lot. They make the finest paper machine in the world (Valmet), simply, no US or even German "Foyd" can rival it. The Finn's Wärtsilä diesel engine is also one of the best in the world. Those days, he visited a lot of European countries, with each different languages just between the nearby borders. Spent a lot of time in German, Italy, Sweden, and of course, Finland. In his opinion, these are the only European countries that makes fine industrial machinery economically, outside Europe, only Japan can rival them (US is unaccountable, since their machines are so expensive, bulky, and inferior to the Germans). It is interesting to see misconception of specific idioms like the German "press thumbs" which in most English speaking countries equal to "knock on wood". We learned a lot of common European language terms from his experience.

38
Tactics & Tutorials / Winning the Single Player
« on: 04-10-2009, 08:10:37 »
SP can be fun too! Sure playing against humans is what BF is all about, but consider this: several times in your life, you've spent quite a lot of money buying WW2 FPS games. Sure, they're fun, they can tell stories, they have good graphics. But you'll eventually get bored. Because the enemy will always come from that particular direction, the friendlies will only do that and wait for your actions. It is limited!

With the magic of "free" BF concept. A lot of things can happen in SP mode, not to mention that FH2's graphic has surpassed the level of our long time WW2 FPS favourites. And like SP games there is a guide and how-to play against the bots.

I noticed that bots do have coordinated attacks, which perhaps is incidental or not intended to be like that. It is fascinating, considering how stupid the vanilla bots are, although vanilla bots understand and adheres to issued orders much more than the partially deaf FH2 bots.

I don't know how the devs put navmesh on the map, however some of the strategies that bots often use really put drawbacks that need some attention. I need some other accounts as well, otherwise it is probably only on my CPU. BTW, this in FH2.2 And i will put every suggestions and feedback in the appropriate section.

El Alamein 64

The game begins with each bot storming their favorite positions.
German bots usually take every Panzers and advance through their favourite route: West side of Deir al Dhib, and continue to march across the fortified pass between Kidney and Miteiriya Ridges, heading towards the only non German flags on the beginning: Tell al Makh Khad. Their support vehicles mostly drive to Deir al Dhib and abandoned, then randomly mans any AA emplacements there or do some random stupid bot stuffs (e.g. stuck in flag pole, manning and exiting Flak18 continuously, trapped in foxhole position, driving a vehicle around the base for a very long time before leaving). Some continue to climb Kidney Ridge before being destroyed by advancing British tanks.

British bots drive all of their vehicles into both Kidney Ridge and Miteiriya Ridge. Sometimes they flank the Miteiriya Ridge from the east side, backcapping Deir al Dhib which rarely get panzer support on this side (usually the Germans drive through the west side). The panzers that drive close by Deir al Dhib will help defend the base, but rare. Some bots that drive east side, climbed Miteiriya, which is most of the times unoccupied by the German bots. While the ones passing between the ridges met the German panzers head on.



In the middle of the game...
It is pretty intense long-distance tank combat map in SP. Most of the fights occurred in the pass between the ridges. You could mine this place if no opposition is not in line of fire and get assured kills (either friendlies or foes). This always happens like this. The initiative is always in British's hands: if they didn't flank, they'll win by numbers in the battle between the ridge. If they flank, they will certainly get to cap Deir al Dhib and Miteiriya Ridge from the Gemans, since the bots don't man the AT/AA emplacements correctly. The Germans will then have to fight the British remnants and desperately defend the Kidney Ridge before eventually losing it.

How it usually ends...
Ticket bleed, British major advantage, German minor advantage
The British found no difficulties in winning the war, despite the usual German armour superiority. The British have advantage in numbers and perhaps it is because the Sherman 2s can own Panzer IIIs easily. The decisive battle is in the fight between the ridges. If Germans win the battle (which is rare, but usually because of your air support), it doesn't mean you can win as the Germans. Tell al-Makh Khad will prove to be a major setback for the Germans. The British bots will continuously spawn there and defend it at all costs before counter attacking and denying the Germans from ticket-bleeding the British.
The Germans have to kill more and set killing zones for the British to win by ticket ratio. It is hard for the Germans to maintain ticket bleed, thus they need more kills.

Tips for players:
In German side:
  • The battle is pretty determined by the British bot's move. The Germans is always losing, even if you played as one. The Germans could have a chance to win if you defend the Miteiriya Ridge post and successfully repel the British from capping it. Sometimes you have to do it alone, since the bots only spawns there when ordered to defend that position. And after that, they mostly go to the pass between the ridges straight away. So you'll always be alone.
  • Kidney Ridge will change hands numerous times. Don't bother spawning there or trying to defend it, except to get easy kill scores.
  • Deir al Dhib is in danger when Miteiriya Ridge is lost, so watch the eastern flank. If you loose yourself in the battle and ignore this You'll get a nasty surprise. Most of the times the British successfully positioned 2-3 tanks or vehicles inside the base without any effective resistance. It is pretty safe to AT-mine this position since friendly vehicles rarely pass through the area (except the friendly Hanomag), so mining near the flag post will be the best idea.
  • Trying to cap Tell al-Makh Khad is risky. Better spawn-rape the base instead of taking it. The German wins by ticket ratio and rarely by bleed.

In British side:
  • Get Miteiriya Ridge! It is easier to defend and hard to attack.
  • It is easy for the British to get Kidney Ridge and defend it. But once abandoned, the Germans will cap it. So, to defend this post, you need to be there. It is easier to defend this post as British than Germans. Because most of the Germans have to drive a bit north first and expose their rear to the British before entering the Kidney ridge, thus making them soft targets for British armor.
  • If you want to attack Deir al Dhib, drive eastwards, to the corner of the map, east of Miteiriya Ridge, and then attack from there. The German panzers rarely drives here. They only do it when an order to defend/attack Miteiriya issued by their commander, but it is rare. Some of the panzers heading for the pass between Miteiriya and Kidney Ridges will drive close by Deir al Dhib, don't worry. They'll fight you, but a good tanker can win easily. And in addition, the German bots defending their positions seem to cannot shoot the notorious Flak18 properly.
  • Watch the skies if you are a tanker, the Stuka is more dangerous than enemy panzers.
  • The British mostly won by maintaining the bleed. Defend your positions and maintain the bleed for the Germans!

Other General tips (also applies for many other maps):

The Sdkfz. 222 seemed to haven't been coded to be used by the bots yet. Because they are always available all of the time. This is guaranteed to always be your vehicle. (edit: bots do use this vehicle, but only at the beginning)

The bots loved Chevy .30 CWT and Bedford/Opel Trucks so much, this is also true for the Germans. Bots manning these vehicles are easy targets for enemy tankers/AT soldiers. Kill the Chevies so bots cannot use them. You can't do anything with the trucks.

Don't man the static AA guns for too long. If you fail to destroy enemy aircrafts on their first pass, the second, they are guaranteed to drop a sure-kill accurate bomb on you.

Bots in FH2.2 use smokes, best not to do a killfest/spawn rape from static positions.

If we expect something like FH0.7 or BF1942 bots, which is bot storming nearest capable positions. You are mostly correct. They mostly don't do MacArthur's frog leaping. The only exception is when you issued an order (thus i love BF2 SP more!)

Some bots are named after FH devs. Have fun picking your targets. I only recognize J. McGibney and B Sintmarteen.

Next... Luettich.

39
Bug Reporting / Tiny bugs
« on: 29-09-2009, 18:09:56 »
Well, maybe spent too much free time playing this one, but notice this while playing on SP Luettich:

Got the sniper kit (M1903A4) at the Abbaye Blanche church tower. When i sprint, noticed that a bullet can be seen. See the attached.

40
Off-Topic / FH 0.67 Loading Music and Stuffs
« on: 27-09-2009, 21:09:39 »
Hi yuh guys. Just watch this preview XWW2 for BF2 video.

http://www.youtube.com/watch?v=4NDOXOPOGOw&feature=related

I'm curious about what happened to that used-to-be FH 0.67 loading music (plus Maik Bredlow/Embi's original score in the menu). I did not follow the story, sorry. All i know is that suddenly they're in the first release of XWW2's for BF1942 loading music (i played it).

And yeah, i used to play Battlegroup 42 too. Last time (looong time ago) they were going to BF2 while FH is still doing the 0.7 thingy. Was that BGF? I thought they called it BG2 back then. I'm puzzled, the BG42 is still alive but the BGF is already dead.

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