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Messages - Michael Z Freeman

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16
That's just silly. Look at the way Darman has done it.

17
Hi,



I've played through every single FH map. Official, unofficial and everything else. I've noted down which one's are stable and which one's crash. Now I need to start debugging.

I have downloaded the Linux dedicated server with the version that matches the debugger.

So I start my Linux server on one machine and the debugger FH2 client on my Windows machine. I can see logs being generated on the Windows machine but only client logs.

If I start the debugger and begin a map from within the client it starts THEN I see server logs being generated.

I'm trying to debug by running the map on the dedicated Linux server as that is how most coop players would probably run it.

But does that matter ? Is the server client side basically the same ?

In fact Advance on Foy plays for ages when started on the client. When started on the dedicated server it soon crashes suggesting to me that there are some differences, but I don't know how much this matters.

I can test the map entirely by starting from within the Windows client (the debugshell), yet the problem for me is that I get all these buggy horrible psychedelic coloured corpse textures. I'm going to try installing a seperate BF2 installation patched to 1.3 (which is the debugger version) which should fix the issue.

Just want to fix these coop maps !

18
Developer Blogs / Re: Animation Content Update
« on: 02-08-2019, 10:08:34 »
Now I can crawl around in the dirt, while trying not to die, in style !

19
Michael Z Freeman, Copy the existing Ogledow to another folder. Delete it from your FH maps directory then. Copy the new one to your maps folder.

This is OK for solo players but not for people who play online and need the official map installed.

I did temporarily rename the official map to "ogledow_original" and played it but the dedicated server crashed after about a minute. Looks good form what I saw !

20
Looks great but, unless I'm doing something wrong, I have a name conflict. There is already the official directory for this map in there. I don't want to overwrite it and I don't think its as simple as just putting it in a directory with a different name. The name has to be different in the game menu as well. Darman usually names the directory "<original_name>_coop" and alters the in game menu name in some way.

21
FH2 Help / Support / Re: Freesync and still screentearing
« on: 30-07-2019, 15:07:36 »
Can also other confirm for me that Freesync works for them in FH2 ? If this is true then I need to look at this problem again as I have tried multiple methods to get it working. I eventually assumed it was one of a few games that just don't work with Freesync for some reason, although according to the above this does not seem to be the case.

22
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 30-07-2019, 13:07:25 »
They occasionally do IIRC. But yes, it is quite irritating.

Yes.

Another thing is the repeated (automatic) firing of many tanks and AT guns ONLY in dedicated server games (not in games started in the client). I have still not got to the bottom of this and if its only an AI only thing. I've heard reports of this from people who play on internet servers but I'm not sure if those were coop or exclusively MP. There is some discussion about this on the BFSP forum

I'm slowly moving in on map fixes. I just found out that the FH2 debugger can be run as a dedicated server which I did not know. I thought it was client only. It's important to fix the maps in a Coop context in a MP focused game.

23
General Discussion / Re: Post your FH2 Screenshots
« on: 29-07-2019, 18:07:43 »


Door to Hell.

24
I've been finding it very frustrating playing as it's really a game of Russian Roulette with so many of the newer and "forgotten" maps. Just when you start immersing in the game ... BOOM ! CTD.

Really irritating.

So I suggest any new and even veteran players stick to the older maps. Especially the Africa maps which are rock solid. Then at least you get a full game rather than a CTD slap in the face !

It's difficult to have confidence in so many of the maps unless you really know they are rock solid. There really needs to be a list of confirmed good newer maps.

I'm marking CTD maps as I go along and will endeavour to use the debugger on them when I get to it.

EDIT:  I've been doing a lot of testing and most of the official maps are stable. See the list on this page. Many but not all of the custom and unofficial conversions, according to my tests, are not stable and need fixing. But now I've narrowed that down the task seems less formidable and I should have some fixes over the next few months, maybe sooner.

25
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 26-07-2019, 21:07:00 »
I know there is now no official AI dev but I'm slowly playing through all the navmeshed maps marking the one's that crash. Eventually I will play those one's using the debugger to find out what is wrong.

Another problem I'd like to fix is bot's not firing from the shoulder with rifles. It just looks kind of silly and there must be a way of fixing it because other rifles such as the Thompson do get fired from the shoulder ...


26
General Discussion / Re: Post your FH2 Screenshots
« on: 26-07-2019, 21:07:49 »
Looks sort of painterly.

Stuka action shot:


27
Also to add to the guide. Many players have noticed that with X-Fi hardware (as well os the X-Fi MB3 software) some maps have distorted reverb and EAX. This is due to a missing "Sounds.con" ...

1. The level should have this file (for example) "D:\SteamLibrary_Win10\steamapps\common\Battlefield 2\mods\aix2ex_mm\Levels\Dalian_plant\server.zip\Sounds.con". If it does not add it to the level "server.zip".

THIS FILE IS CONFIRMED *MISSING* IN MAPS THAT HAVE DISTORTED EAX.

The file contains ...

Code: [Select]
rem ------------------------------- Global Reverb ------------------------------
rem -----------------------------------------------------------------------------
sound.setReverb "common/sound/levelambients/Openlandscape.eax"
rem -----------------------------------------------------------------------------

This file defines the EAX setup.

2. Make sure the all important "Openlandscape.eax" is in "D:\SteamLibrary_Win10\steamapps\common\Battlefield 2\mods\bf2\Common_client.zip\Sound\LevelAmbients\". There is also "City.eax" for maps that have a more enclosed city environment.

Some have accused BF2/X-Fi/EAX being "bugged" when it comes to BF2 EAX. However this is not the case as I've seen this problem cleared up in multiple maps now using the above fix. Before, the reverb is distorted with sounds being heard right across the level. After the fix is applied this goes away and EAX is back with environmental reverb and sound occlusion.

Thx - You should have a medal!!

This is the solution I been looking for.
Adding Sounds.con fixes my audio issues (bathroom sound experience) in Custom maps like Berlin

Cheers !

Yes "bathroom sound" is a good description. You must have a very echoey bathroom !

This fix truly brings back the full X-Fi/EAX experience. Works really well with the new Creative Super X-Fi virtual surround sound headphones.

28
General Discussion / Re: Post your FH2 Screenshots
« on: 10-07-2019, 22:07:23 »
Ha ! the infamous floating man !  ;D



This is always so intimidating  >:(

29
Bug Reporting / Re: Autocannon bug
« on: 08-07-2019, 21:07:22 »
Hi. Actually I looked at the ping again. BF2 seems to have a slightly buggy way of checking the ping as it fluctuates when its actually 16 or there about. I went back to running the Windows server on the same machine to rule out any problems between my Windows and Linux machine.

This is the reported ping from my Windows machine to the Linux machine ...

Code: [Select]
michaelzfreeman@DESKTOP-QOJ2SDI:~$ ping 192.168.1.92
PING 192.168.1.92 (192.168.1.92) 56(84) bytes of data.
64 bytes from 192.168.1.92: icmp_seq=1 ttl=64 time=0.920 ms
64 bytes from 192.168.1.92: icmp_seq=2 ttl=64 time=8.41 ms
64 bytes from 192.168.1.92: icmp_seq=3 ttl=64 time=1.01 ms
64 bytes from 192.168.1.92: icmp_seq=4 ttl=64 time=0.990 ms
64 bytes from 192.168.1.92: icmp_seq=5 ttl=64 time=1.31 ms
64 bytes from 192.168.1.92: icmp_seq=6 ttl=64 time=5.35 ms
64 bytes from 192.168.1.92: icmp_seq=7 ttl=64 time=5.08 ms
64 bytes from 192.168.1.92: icmp_seq=8 ttl=64 time=0.993 ms
^C
--- 192.168.1.92 ping statistics ---
8 packets transmitted, 8 received, 0% packet loss, time 7006ms
rtt min/avg/max/mdev = 0.920/3.010/8.413/2.701 ms

(It's using Ubuntu CLI for Windows 10 before anyone get's confused).

Here's the reported ping within Windows 10, straight through it's own IP. Loop back basically.

Code: [Select]
michaelzfreeman@DESKTOP-QOJ2SDI:~$ ping 192.168.1.80
PING 192.168.1.80 (192.168.1.80) 56(84) bytes of data.
64 bytes from 192.168.1.80: icmp_seq=1 ttl=128 time=0.115 ms
64 bytes from 192.168.1.80: icmp_seq=2 ttl=128 time=0.112 ms
64 bytes from 192.168.1.80: icmp_seq=3 ttl=128 time=0.113 ms
64 bytes from 192.168.1.80: icmp_seq=4 ttl=128 time=0.111 ms
64 bytes from 192.168.1.80: icmp_seq=5 ttl=128 time=0.114 ms
64 bytes from 192.168.1.80: icmp_seq=6 ttl=128 time=0.125 ms
^C
--- 192.168.1.80 ping statistics ---
6 packets transmitted, 6 received, 0% packet loss, time 5004ms
rtt min/avg/max/mdev = 0.111/0.115/0.125/0.004 ms

As you can see there's not inherently anything wrong with network speeds.

Then I thought the server might not have enough CPU and memory as I noticed the server FPS is 33 in Linux and 35 on Windows. My Linux machine has an older Intel Quad Core Q9650 3 Ghz and 4gigs of memory which maybe could curtail server performance in some circumstances. But my Windows machine is a much more powerful i5 4690k 3.5Ghz with 8 gigs of memory so there should be no problems there, yet the effect of single shot weapons firing multiple times still happens on the Windows machine.

I removed the other lagging effects I was getting by setting the server IP to the correct IP - the IP of the machine it's on. So I'm not seeing any other lagging effects now. No skooting or skating. Yet all tank guns and AT guns that have to reload after every shot still fire multiple times.

Rifles and hand held AT guns (that also have to reload after every shot) do not do this multiple firing thing.

The effect is not anything to do with a problem with unofficial maps and this kind of thing. It does it on freshly installed latest FH maps and unofficial one's.

I found an article about a similar problem with another game (Minecraft) that showed a fix that was disconnecting the local LAN from the internet so the only networking going on is between machines on the LAN. That does not make any difference.

The effect is also intermittent. Even though tests show networking performance and computing power is OK the game will run OK for a while with tanks and AT guns (it's *ONLY* tanks and AT guns !) but suddenly it will start again and a tank will fire off a 3 round salvo.

I seem to remember that other mods running on my server that also have tanks that need to reload after every shot *DO NOT* do this (such as AIX), although I need to confirm that again.

I'm going to post on the BattlefieldSinglePlayer.com forums about this as they may have encountered it before.


30
FH2 Help / Support / Re: Maps load extremely slowly
« on: 08-07-2019, 09:07:42 »
No problem. Glad you got the problem fixed  8)

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