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46
Singleplayer and Coop / Re: ESAI:FH2 Edition Releases
« on: 07-05-2011, 20:05:29 »
Zoo! long time no see my friend.

2.5 changes nothing in the maps. It supports exactly the same maps that 2.0.1 supported. The only change is to the ESAI core, which is now based on the same core as Standard ESAI v4.1.

You will see bigger changes in the maps that I haven't written custom SAI for, if you have ESAI hooked to those maps. I've changed some fundamental aspects of the way ESAI works, and these changes carry over to both the default strategy sets as well as the additional user strategy sets.

Edit: Just to be clear, Mareth Line still contains my changes to the Allied Airfield spawns. I made it so that bots would not spawn way back there unless there was an aircraft available. That is the only map that I've altered in any way, with respect to the map pack. There is an alternate version of Luttich floating about that I did a while back (I think Djinn still has it), but that was unnoficial of course, and just for fun.


47
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 20:05:01 »
Hi there mutley,

Thanks for the feedback, it is very much appreciated. The strat changes in v 2.6.1b are minor, but were targeted specifically to address djinn's concerns about the game play. Please do snag the update and try it out.

I've already added AI spawns to every mortar I could find on the map, though I may have missed a few. Don't much know how else I can encourage bots to use them more.

RM is a modern warfare mod currently in development. A beta release is scheduled for sometime in August. If you want to learn more about it, you should check the project page on moddb. Let me go fetch the link...

Right right, here you go: RM at Moddb

48
Singleplayer and Coop / Re: ESAI:FH2 Edition Releases
« on: 07-05-2011, 19:05:39 »
lol, I have no idea what you are talking about, but it sounds like a compliment....I think. So thanks much, good sir.

49
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 19:05:52 »
k then...

Axis will now attack both the church and the north flag at round start, or at least they should do this 95% of the time.

Allies will now defend the church, the north flag, and the castle at round start.

No changes made to the map archive. Just download and install the ESAI update and the adjustments will be in place.

Here is ESAI:FH2 v2.6.1b: BFSP Link

I will take a moment to inform you guys that I have joined the dev team for a BF2 mod called BF2 Realism Mod. It is not huge like FH2 is, but nevertheless I will be dividing my time between this project and work on RM.

Unfortunately, if there are conflicts of interest the RM mod will be my priority, since I am an official dev. My work here is great fun and I do take it seriously, but it is still technically just "Fan Modding". Note that I am not threatening to disappear again! I will still work on as many FH2 maps as I have time for.


50
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 15:05:49 »
Quote
I think if the initial assault was split between that base and the tempe almost equally, Aussies will defend either and be more uniformly spread out.

The axis initial attack is currently coded so that there is already a chance they might do this (strategy: axis_initialAttackC). I will make it so that they have to start this way every time, and will try broadening the defense order for the allies to include the church.

I'll post an update later today.

51
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 07-05-2011, 01:05:06 »
I don't know for sure that this is finished, but I am pleased with how it is shaping up so far, and I'm ready to find out what you guys think of it.

Test kit includes ESAI:FH2 v2.6b (new as of today) and Mount Olympus pre-patched server.zip for both sp and coop 64 size game modes.

Get it here

Testers will want to try more than one round I would think. The strategy is non-linear, i.e., the Germans have 3 different ways to launch their offensive at round start. You may see very different results from one round to the next. Or, you may not.

Enjoy.

52
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 06-05-2011, 21:05:59 »
Heh, I'm working as we speak. The axis strats are nearly complete, and they are finally able to take the town.

I thought I could get by with using the default ESAI strats for the allies, but I've found that they need special instruction also to obey the push order during their counterattack. Also need an allied defense strategy for round start, to try and get their armor moving north to meet the Germans.

I repeat myself, but I have to say I really like this level. Who made it?

Edit- I almost have this sucker ready for testing. Just need to fire up the editor again and make the final tweaks to the spawn points. The Church is still quite a hard point for the Germans to capture, but that may also be a reflection of my strategy design, which does for the most part consider it to be a secondary target.

Here is a screen of  a typical German offensive:



The strong Axis presence at that northern flag is a result of the bots getting somewhat pinned down by the Allies coming out of the Monastery base, even though NZ isn't actively attacking that flag. I'm going to tweak the strats a bit to address this, in case anyone was wondering.

53
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 06-05-2011, 01:05:37 »
Ah, that explains it. I thought the copy I had was fully updated. At any rate, the original strategies.ai file is going to be gone soon. Now I need to get my butt off this fine forum and get back to working with BF2Editor.

1,000 pardons for my previous comment.

Edit: No need to double post. Progress report:

I have finished the majority of the spawn point modifications. There are a few mortars I missed, but I will return to them after the ESAI plugin is completed. As with Mareth Line, I also reworked both teams airfield spawns to keep bots away from them unless there is an aircraft available.

I have sketched the battle plans I intend to implement, and have already written a rough draft of the code. By rough, I mean that the code exists in scrawled notes and diagrams living in my favorite loose-leaf notebook.

I will begin coding the plugin today.

54
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 06-05-2011, 01:05:03 »
It will definitely be Mount Olympus first. This is my first look at the map, and I am really impressed with it. I'm afraid someone will get offended by my next comment, but I'll open my big mouth anyway to explain more why I'm starting with this map:

Mount Olympus already has a custom strategy living inside it. I don't know where it came from, and I do not mean any personal insult to its author, but it is not a good script. I found myself while playing as New Zealand being spammed orders to defend the Monastery at a point when it was under allied control, not under attack, and there were legitimate Axis flags to counterattack.

Anyone playing this map really should nuke the 'strategies.ai' file inside it, at least until I write something to replace it. You are better off with Vanilla strats than with the strategy included in the map.

But seriously, the objects/layout/look and feel/ETC are wonderful on this map. It might be my favorite so far, I dunno.

I will keep you guys posted on my progress with Mount Olympus. I don't want to rush such a nice map, so it may be a day or two before I have something up for testing.

oh, I downloaded Teamspeak. I've never used it before (I don't game online), but I will look into what it is all about later.

55
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 05-05-2011, 23:05:47 »
No problem about the delay. I'm downloading MO now.

Not sure now which map I will do first. Most likely I will play a few rounds on them both and see which one needs the most help, and start there.

And yes, for both maps I will add AI spawns for the stationary weapons, as per your request.

56
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 05-05-2011, 17:05:03 »
Sounds good. I'm still drinking my morning coffee - can't get started until that is finished - but do want to start something up today rather than tomorrow. Will keep my eyes peeled for the upload.

Edit- I've taken a look at Tunis. I'm not sure if I should add the extra flag because the python code is already spitting out exceptions related to the Allied spawns. The combat area is also slightly different between the cq and coop versions of the map. Surely there must have been a reason for that.

I will load Tunis in the editor and see what the navmesh looks like. If I am lucky I might be able to expand the Combat Area slightly and work that flag in. We will see.

Edit2: Will Djinn, it was a good idea to add that flag, but it isn't going to happen. That part of the map isn't navmeshed at all. Check it out:



So, I suppose I will jump in and start writing SAI code for the map as it already is.

57
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 05-05-2011, 07:05:44 »
Edit- that image was just too big. Anyway....

"Double Cap" strikes again. Alam Halfa will have to wait.

I will start Mount Olympus when I get the proper files. Please submit more suggestions for work to do.

58
Singleplayer and Coop / Re: ESAI: FH2 Edition
« on: 05-05-2011, 06:05:58 »
I guess I'll start with Alam Halfa. I can't seem to find the Mount Olympus files in the link you posted. Could you clarify what I need to download to run MO?

No problem about editing the spawners, once I have a working copy of the map. I'll do that before digging into the AI.


59
Singleplayer and Coop / Re: ESAI:FH2 Edition Releases
« on: 05-05-2011, 02:05:31 »
The Main branch of the ESAI project has had a major update to the core code. The new core has now been adapted for ESAI:FH2 Edition.

ESAI:FH2 is now at version 2.5.

This version is backwards compatible with any fh2 maps already hooked to ESAI. You need only replace your ESAI directory with the new one and the upgrade is complete.

The download link is in the first post of this topic.

60
Singleplayer and Coop / Re: Double-cap issue
« on: 05-05-2011, 00:05:12 »
So it has been fixed then. Excellent news, and thanks to whomever was responsible for tracking the bug down.

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