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Messages - Remick04

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91
I wanted to take this opportunity to address a couple of issues:

First up is Fences. I have attempted 2 separate tactics with fences, the results of which you can find on Operation Cobra and Operation Totalize respectively. First up was Totalize in which I generated the Navmeshes with the fences as is. The result was the navmesh navigated around the solid fences and through the tiny openings and doors. That’s all fine and good for infantry, but the vehicles would all bunch up at the gates trying to squeeze through the little space with little success. So with Operation Cobra I told the navmesh to ignore the fence and just generate through them (because in Forgotten Hope most tanks can drive through fences) unfortunately I underestimated how important fences where to Infantry traffic and the result has infantry units trying to run through fences they don't know are there. I've try repairing this on both maps by adding and removing to the navmesh to try and get the infantry to avoid the fences and the tanks to drive through them. But I encountered a third problem. Bots in vehicles will not drive through an area that is not part of the infantry mesh even if the vehicle mesh tell them they can. Instead they will drive up to where the infantry mesh ends and then do a back and forth dance until they die. For now I'm going through and making sure the fences are obstacles for both infantry and vehicles to avoid while providing wide enough openings for the tanks to move smoothly, but you'll find the results of my battle with fences on both maps.

Unfortunately with fences as an obstacle for fences, it limits the number of paths for tanks to use, Which brings me to issue two… Tanks bunching up because they all chose the same path. I’m not sure what I can do the counter this. It’s nice have a strong column of tanks move through a map but if the first tank stops for any reason it cause serious traffic jam issues that the bots have trouble resolving. I’ve tried placing waypoint at alternate paths, but there is always one path the vehicles favor, with only a couple choosing to go another route. Best I can do is to make sure that main route is as clean for them as possible and hope that more will choose the alternate paths. But I’ve seen bot tanks get stuck trying to squeeze themselves through two trees when there was a wide open path right next to them. I’m not sure what more I can do to the navmeshes to combat what is often illogical choices in paths by the bots, But I’m determined to get it right!

Anyways enough rambling, I should to get back to work. But I wanted to let you guys know that I’m working real hard to get the bots to move through the maps smoothly and logically, but sometimes they are just not smooth or logical.

92
Singleplayer and Coop / Re: Op. Cobra
« on: 05-05-2010, 01:05:04 »
-The Idle bots is an issue that has me perplexed. One thing I've noticed is that the idle infantry bots all seem to be using AT kits. It's possible there is something up with AI code for the AT kits, by why it only seems affects my maps I don't know. I tend to set up a local co-op sever to play singleplayer, both because I like having a rotation of maps so I don't have to quit out to play a different map, and also because of the squad sizes. I believe I stated this in my thread about too many AT kits, but I suspect the reason has to do with the position of the AT kit on the kit selection screen. It’s in the same position as the medic in vanilla, and every squad is coded to have a medic on it. Playing singleplayer through co-op results in more bots per squad, and thus fewer squads meaning fewer AT bots. So try playing Operation Cobra in Co-op to test if there are fewer idle bots. And I'll see what I can do about getting the idle bots to move...

-I do have a waypoint at the intersection of the road heading north from the transition with the road heading west from the watermill, or at least I had put one there. It's possible I accidently deleted it. But your right they should be attracting from the north when coming from the watermill. It's possible that another waypoint I placed to the south for the approach from the farm house is confusing them, but it shouldn't.

-I'm aware of the fence issue (particularly around the watermill) but I'm going to address this in another thread. Please do post those screenshots, they will help.

- The stop 'n go has me confused also (though it may be related to something else), Because I’ve seen it occur in wide open areas with nothing around to cause them to hesitate. And no amount of widening the paths seems to fix it. Actually the opposite occurs, with the wider paths they end up getting stuck on things like trees and poles because they think they have more room to manuver. It may require better defining how the AI drives, but I’ll keep working at it.
 

93
Singleplayer and Coop / Re: Mt. Olympus
« on: 05-05-2010, 00:05:17 »
Mt. Olympus was a last minute addition. Due to the size of the map and the number of objects on it, the generation of the navmesh took longer than I was expecting (roughly 2 days). I wasn't sure I was going to include it with the first pack because I wouldn't have any time to go through and edit it. But when it finished I was impressed with how well the navmesh was generated. So I did some basic clean-up and added it to the pack since I really wanted to have 3 maps in the pack, and figured you guys could help me find the trouble areas quicker then I could alone. But at the moment it’s really rough.

I was particularly happy with the castle too because I was afraid I was going to have to do the whole thing by hand. But it did a good-job covering every corner. Except for the central tower, which is at the top of my priority list with this map. There are also a few buildings in the city that need to be navmeshed by hand, but not as much as I feared.

I'll do what I can for now, and try and get you a better more playable version as soon as possible.

94
Singleplayer and Coop / Re: AI tweak/fix minimod v1.2
« on: 04-05-2010, 21:05:04 »
Awesome, thanks for all the feedback so far! And I’m glad to hear you've fixed the jeep issue, I was going to post a version of Totalize without the jeep and the train, but if you have a fix I'll leave them in. I know the game crashes when I try to use the train... the bots generally seem to ignore it, but there is always a possibility of them using it. The other issue is tanks will get stuck behind the train from time to time. But I'll leave it in because it's one of those fun vehicles that makes Forgotten Hope what it is.

I'll definitely fix the Mount Olympus folder issue. Funny thing is I had the 32 player in sp2 and 64 player in sp3, but I changed it just before posting it. I tested it from the Co-op menu (local sever) and they loaded fine, (CTD ingame, but loaded fine)... goes to show I need to test more from the singelplayer menu. I also forgot to set up an Ai strategy for the 16 player version, so bots end up standing around with nothing to attack. So I'll have these things fixed along with some other fixes to the navmeshes in an updated mappack this weekend or early next week.

Feel free to adjust the strategies.ai files on Operation Cobra, I did some strategy work but very minimal. And currently I'm preoccupied with Operation Totalize and Mount Olympus, as well as getting more maps navmeshed.

I'll address the rest of the feedback in their respective threads, so kindly set up for me by Djinn and Cannonfodder :) Thank you all!

95
Singleplayer and Coop / Re: AI tweak/fix minimod v1.2
« on: 03-05-2010, 19:05:06 »
Well I can say with a degree of certainty that the crash on totalize is caused by the willys jeep and/ or the train... because with both these vehicals removed/ replaced I don't get a CTD. Still working on finding the problems with the other 2. If I can figure them out, I'll try and post an updated Mappack. Kindda hate how my first set of maps are so unstable and buggy.

96
Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 02-05-2010, 23:05:06 »
From my current undertanding of navmeshing I wouldn't be able to edit a navmesh without the original navmesh work files, which are created when generating the navmesh and are not in the map files themselves... so I wouldn't be able to edit the existing maps without having to generate new navmeshes for them. (or if who ever created the original navmesh were to give me the work files.) I'm not against going back and redoing existing maps, but for now I want to focus on getting navmeshs for maps that have none.

97
Singleplayer and Coop / Re: AI tweak/fix minimod v1.2
« on: 02-05-2010, 23:05:08 »
And for those of you looking to play on new maps here ya go...

http://www.filefront.com/16345357/SP%20Mini-Mappack%201v.1.rar

if there is anything wrong with the files let me know and I fix it and reupload them, this is my first time doing anything like this so I'm not sure I have it right.

Unfortunatly I've been getting CTD with all 3 maps (even with Drawde's new AI files) but I figured I'd upload them anyways... more eyes means we can find the problems quicker. If you have any questions or suggestions let me know... If not I hope you enjoy them (while they work).

98
Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 01-05-2010, 17:05:53 »
No, creating a navmesh isn't hard, but editing it...well, I won't say it's hard, but one needs a lot of patience and a full version of Maya, neither of which I possess... :(

Looking forward to that full version of Totalize... :)


Here ya go djinn: http://bf2.e-plaza.de/page4.htm

You're right creating a navmesh is the simple part, albeit time consuming, (the shortest one so far was 12 hours) Editing it is the daunting part which always kept me from trying, but I figured I'd give it a go anyways. And like I said I haven't found it to be that hard. I got a cheap old version of 3D max, never used it before this, but through lots of trial and error I feel like I've gotten petty proficient with it.

Operation Totalize was a pain, the statics on the map seem perfectly placed to prevent bots from using vehicles. I can see why Winterhilf only created an infantry mesh. But, with a lot of hand editing and AI strategies I think I’ve gotten it to a place where the bot tanks can move through the map well. They still get stuck or bunch up, but it plays a lot better.

I’ll certainly release a map or 2 to coincide with Drawde’s AI update. Which ones will depend on what I have done, and what effects the AI tweaks have on the gameplay.

99
Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 30-04-2010, 20:04:41 »
Hey, so about that navmeshing.... I was really tired of playing on the same African maps and few normady ones, so I read up on all I could about navmeshing and its really not as hard as it seems, I've already navmeshed Operation Cobra and done a re-navmeshing for Operation Totalize to include vehicles and better use of infantry. I'm working on a couple others but was waiting on Drawde to release the next Ai updated before I posted anything. Operation Cobra has a CTD that I'm assuming is related to the crash on Luttich, and I want to make sure no new problems get introduced....  I wasn't sure I wanted to tell you guys about it until I had a couple stable maps to share, but one of the current maps I'm working on has already taken a day and a half to navmesh and it's just now reaching the half way point, so it's unlikely I'll have it done by the end of this weekend like I was hoping. But figured I'd let you know that someone is tackling navmeshing... (Outside of Winterhilf ofcourse) :)

100
Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 20-03-2010, 20:03:47 »
If only it were that simple... :)

I tried it once, but didn't get an error message...

Ya I tried it too, didn't get an error message either... =(

101
Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 16-03-2010, 20:03:36 »
Hey, has anyone tried running the game in windowed mode... accordding to the FH2 tutorials if you having trouble with a map crashing on you and you can't figure out why you should you should try running the game in windowed mode. You should get an error message explaining the problem that way. I don't know if it works with AI issues, but was curious if anyones tried it yet, it may help in speeding up the process of finding bugs for this minimod... And by the way thanks for all the hard work being done here, I know how fustrating it can be and you're doing great... Offline is quite the epic experience now!

102
Suggestions / Re: Effects
« on: 08-03-2010, 20:03:50 »
Hey, Djinn just wanted to say that I know you are one for editing files for a better singleplayer experience... and there is a fairly easy way to get the standard BF2 'bullet whizz' into your FH2 experience...

First go into the 'bf2' folder under 'mods' and open the 'common_client.zip'. In their open the 'Material' folder then the 'Bullet-Fly-By' folder and you'll find all the .wav files for the whizz sound effects in standard BF2. Copy all of them (or just the ones you want to use if you're going to be picky).

Then go to the 'fh2' folder under 'mods' and essentially do the same thing. Open the 'common_client.zip' go into 'Material' then 'Bullet-Crack' and add the Flyby.wav files you copied.

Once you have the 'Flyby' sound effects in the 'Bullet-Crack' folder, open the 'common_server.zip' in 'fh2' and again go under 'Material' and open the 'ImpactSounds.con' in Notepad. Scroll down until you find the 'RICOCHET' section (about halfway down the file) and then go to the 'BULLET FLYBY' sub-section. You have to edit the 'ObjectTemplate.soundFilename' line to include the new .wav files you added to the 'Bullet-Crack' folder. So if you added 'Flyby_01.wav' add the phrase 'Common/Material/Bullet-Crack/Flyby_01.wav' to the 'ObjectTemplate.soundFilename' line... Do that for each of the 'Flyby.wav' files you put into 'Bullet-Crack' with a ',' separating each phrase and you could have the standard BF2 'bullet whizzes' in game.

I have it set up to have both the ‘bullet cracks’ of FH2 and the ‘bullet whizz’ of BF2 and its quite the thrilling experience being shot at with the mixture of ‘whips’ ‘zips’ and ‘snaps’. I understand the Snaps are more realistic, but they’ve always take me out of the experience in FH2… and FH2 for me is just as much about the experience as it is the authenticity. And I think having both the ‘whizzes’ and ‘snaps’ is a good compromise and defiantly adds to the immersive experience and soundscape of the battlefield.

I primarily play offline and only intended on the change being for my own use. So, I doubt the change will work for anyone who plays online, but I wanted to share the idea in hopes that the devs might consider it for future releases... please =)

103
Singleplayer and Coop / too many AT bots
« on: 09-01-2010, 07:01:19 »
hi all, long time lurker first time writer... before my feedback I would like to send my sincerest gratitude and respect to the dev team and beta testers... thank you for all the time, energy, and talent you've poured into this game. I won't even call it a mod, you guys have far exceeded that long ago. You have created one of the best experiences I’ve ever had, so thank you!!

Now for my feed back, I know this issue has been discussed before, but I couldn't remember where and I wanted to add my two cents. One thing that has always irked me since 2.0 is how many bots there are running around with AT kits, it's a rather unrealistic amount. And I know a lot has been done to try and resolve this but nothing has worked. But, it occurred to me today while playing the new patch... Singleplayer in vBF2 was set up so that every squad has one bot playing the medic. That’s the only class they spawn as the entire round, so the player always has someone around to revive them… And the AT kit is in the same spot as the medic kit in vBF2 on the kit selection screen. I guessed that the bots were treating the AT kit as the medic kit. I checked the fire team screen and sure enough every squad had one bot playing AT the entire round. And with 3 bots per squad that’s one third of the entire army was playing AT. To further test this theory I played a Co-Op match where there are generally 5 bots per squad, and found that there was still one bot per squad that played the round as AT but the 4 other bots never did.

I wasn’t sure if this was something you guys had figured out yourselves (and if it is then I’ve wasted my breath, or, typing fingers) but I knew it was an issued you had struggled to resolve in the past and I was hoping I might be able to shed some light on it. I leave it in your capable hands, I hope I’m not way off target. Either way it seems best to stick to Co-Op for now, which I tend to do anyways (more setup options)… And again, thank you for all you time and energy you’ve put into this game

P.S. sorry for the novel  :P

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