Author Topic: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop  (Read 52934 times)

Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #105 on: 25-04-2011, 11:04:44 »
More DL files for your bot-stomping pleasure.

modified GPO files for Mersa matru
-
Removed all mobile 6pdrs and replaced them with static version to make bots that more deadly in 360 degree combat.
http://www.gamefront.com/files/20262894/MM_GamePlayObjects.con

Same for Villers, for all PAK40s. Now the Germans will put up a stiffer resistance with these static defensive lines.
http://www.gamefront.com/files/20262897/VB_GamePlayObjects.con

Same for the one mobile AT gun guarding the nebelwerfer base in Totalize, GPO with change.
http://www.gamefront.com/files/20262980/OT_GamePlayObjects.con


Changes to loadout on Siege of Torbruk/ Siege of Torbruk night.
Italians versus Australian init.con file and Italian-biased GPO file with extra spaghetti on artillery support
http://www.gamefront.com/files/20262896/SOT_GamePlayObjects.con
http://www.gamefront.com/files/20262893/Init.con

Seige of Torbruk night map - Complete map
Aussies vs Italians, and more howitzers for Italy.
http://www.gamefront.com/files/20262979/siege_of_tobruk_night+w.+Italians+vs.+Aussie+and+Apo

*You need to however replace this map's strategies.ai and strategicareas.ai with that from regular Seige of Tobruk as it contains commander spam from when it was created (around FH2.15)
« Last Edit: 25-04-2011, 12:04:52 by djinn »

Offline Michael Z Freeman

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #106 on: 25-04-2011, 16:04:55 »
... Italian-biased GPO file with extra spaghetti on artillery support ...

 :D do we get bombed with extra meat balls  ?  ;D

Wonderful djinn  8) I love op cobra. It will be nice to play it without bracing myself for a CTD. I'll have to try your tweaks (last post above) and see how the gameplay goes. It seems to get fiercer and fiercer with all this tuning till I'm just in one long FH blurred screen supression, lol  ;).

Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #107 on: 25-04-2011, 17:04:02 »
I should add, these are complete maps, except for the GPOS and init.con, so you don't have to do anything as far as tweaking is concerend. Just backup the original (Always brush your teeth and comb your hair), then dump the contents of these in its place.

Also, Cobra is actually alot more agressive this way. Bots do a 2-pronged assault on the Farm and Watermill, then push to the railyard and on to the 88 base in the rear, usually leaving the town to the very end... Very small chance of getting a double-cap error at the farm, and great tank-tank combat with Panthers being on the loose everywhere...

Real bug though is what happens when the Germans lose all cap flags. There is serious navmesh issues at the main base so Gerry gets stuck against the fences and the Panther and Marder which get through are easy prey for anything without infantry support. I think that exists for the current one too, but it's so rare to even get to that point, I can't be sure - I do need to ask Remick_04....

Remick?

@spaghetti... Its Italians, no? :)


Offline Michael Z Freeman

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #108 on: 27-04-2011, 23:04:28 »
I played your Bardia ! Interesting. More going on. Are those stock FH gun emplacements that are now in some places ? Only problem I came across is that I can't enter the enti tank gun on the roof of the bunker at the Italian end of the northern bridge. Apart from that though this is good !

Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #109 on: 28-04-2011, 00:04:46 »
Hmmm, never tried that gun - Will check it out.

Yer, I actually dropped the init.con and GPO files from the Conquest folder to the COOP and SP folder so that it uses the current layout


Ofcourse, like all mpas, I want bots to be able to spawn on all the guns so that it becomes a real battle crossing the river and moving inward. Human players should be able to play SL and stay in the rear, and still consider it fun and challenging - And tactical, rather than going commando. But that's a project for some other time...

Still alot to do - At least now all the map files are out there. So we know exactly what we have to deal with.

Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #110 on: 05-05-2011, 22:05:58 »
BTW, DJ Barney, that gun (A pak 38 I think it is), is a destroyed static. The Italian one is functional though. I got on it myself... Since the map was changed from German to Italian only, I think the devs changed some PAK38s to statics and then replaced most with Italian cannons.


Also, I have now uploaded Mt. Olympus for anyone who is facing the navmesh crash from the 2.3 version and wants to simply replace it with a working 2.26 navmesh version with updated GPO... However, it might screw up your online play, so backup the other when dropping this one in.
http://www.gamefront.com/files/20302927/mount_olympus+w.+2.26+Nav.rar


play either this, Totalize or any of the others online and tell me if it worked for you. I'm curious to know if its foward-compatible.

Also, CF, please change the toolbox link on your first page to one that makes it clear that these maps are available on the same page... And since Void's latest patch is out, please update that too....Link has changed.

thanks

Offline cannonfodder

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #111 on: 11-05-2011, 13:05:50 »
Sorry about the delay folks... :P

I'm about to get booted outta cyberspace so I've just done a quick (read: half-assed) sticky update, I'll sort it out properly in the next couple of days.


...Also some maps like Carentan 16 and Battle of Britain are in their own threads, their DL link can be in the DL section also...
BoB doesn't properly work for me (idle bots), and Carentan...well, I don't recall exactly, but there was a reason I didn't add it to the sticky... :-\

I'll have another look at it.

Offline cannonfodder

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #112 on: 14-05-2011, 12:05:30 »
***************************************************************************************
Firstly, regarding the 'Read Me' and making backups:


Short version: Keep your FH2 installer files and backup the 'server.zip' for each map. It makes life easier... ;)


Long version:
Due to the number of files altered when using these AI fixes and the amount of time required to undo all those changes, it is far easier to keep your FH2 installer files and simply delete, then reinstall FH2 when the next version is released.


For example: The only full version of FH2 I have is 2.2. When the next version comes out, I just delete the 'fh2' mod folder and reinstall 2.2, then patch it up.

I'd rather sit through an hour or so of reinstalling/patching, than spend the same amount of time or more undoing everything, only to have the new installer fail when verifying the existing files (and trust me, it WILL happen), forcing you to reinstall anyway... ::)


Backup your server.zip's!
All but one of the fixes in the sticky change files in 'C:\Program Files\EA Games\Battlefield 2\mods\fh2\levels'.

More specifically, they add or overwrite files within each map's server.zip, and even though I reinstall each release, I keep a backup of each map's 'server.zip' file to fall back on just in case I fuck something up when I'm installing/editing files.

***************************************************************************************


Ok, now what else??... :-\


A few things need fixing:

Bardia
- needs the '64' folder in 'sp3' copied over to 'gpm_coop'

SoT Night - needs the new GPO and Init.con files added, and the only changes from the original SoT appear to be the lighting and the army swap so the 'Strategies.ai' file should be added as well (which will enable ESAI).

I tried SoT Night, without those 3 files, and it was a lost cause. The Italian CO mostly ignored the push mode, and ordered his men to attack the second line of flags... ::)


@djinn: Want to add those files and re-upload them mate? If not, I'll do it tomorrow.

And just to clarify, the files I add to the sticky need to be "3 step" files, as in:

1. Download
2. Extract
3. Play

If not, it's not user-friendly enough... ;)


Remember, this sticky is primarily for people who aren't familiar with editing files and want better AI.

It also helps keep the bulk of the fixes/extra maps in one place as an added bonus.

And in an ideal world, it serves as the current "version" of FH2's AI as a whole, i.e: when it comes to testing/problem solving, we all need to be using as close as possible to the same version to ensure consistent results.



Ok, that's enough bloody typing for now, I'll add the rest later... :)

Offline cannonfodder

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #113 on: 16-05-2011, 11:05:50 »
Sticky updated with:

Bardia - Now works in Coop.

Falaise

Op. Cobra - Replaces the CTD-prone version in '2.3SP_fixed_files.rar'.

Op. Luttich - Under ESAI.

Siege of Tobruk (Night) - I've put this up 'as is' for the moment.

Offline Void

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #114 on: 19-05-2011, 20:05:57 »
Quote
Op. Luttich - Under ESAI.

Nope. I Just checked the download; that's not my stuff.

Don't bother to download the Alternate Luttich map from gamefront/filefront link, the real deal will be a bfsp direct d/l.

I'll up the proper in a few minutes.


Here: http://www.battlefieldsingleplayer.com/void/fh2/operation_luttich_alternate_sp_version_ESAI_patched.rar

That is full map with the new flags for 64 SP. Map is patched to run ESAI. If you try to use it without installing ESAI:FH2, your game will CTD.



 
« Last Edit: 19-05-2011, 20:05:58 by Void »

Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #115 on: 19-05-2011, 21:05:33 »
Its also on my link - toolbox etc.

Offline Void

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #116 on: 19-05-2011, 22:05:02 »
nope.

Just checked your file Djinn, that isn't my work, or at least it isn't all of it. Not sure what happened there.

The link I just posted above is the correct map, repacked and upped straight from my current fh2 install.

Anyone that wants to try the tweaked Luttich, get the proper I posted.


Offline cannonfodder

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #117 on: 20-05-2011, 10:05:28 »
Sticky updated:

Op. Luttich - Link changed (file at previous link was incomplete).

Totalize - May still CTD, but it's much better than the standard version.

-----------------------------------------------------------------------------------------------------------------------------

Sorry about that mate, Luttich was the only file I added without DL'ing and checking it first.


Murphy and his accursed Law at work again... :)

Offline cannonfodder

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #118 on: 01-07-2011, 13:07:11 »
Sticky updated:

ESAI Setup Guide - Shows you to add ESAI to any map for FH2, or almost any other BF2 mod (doesn't work with PR).

Bloody Field Dressings - Just a small cosmetic mod for the field dressings by default_player:




Offline djinn

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Re: DOWNLOAD LINKS - Post-release bug fixes for SP/Coop
« Reply #119 on: 17-07-2011, 19:07:58 »
I've noted a few missing or bugged items in 2.4

For one, no arty on Eppeldorf have _ai, so I added them and have uploaded it on my page
http://www.gamefront.com/files/user/mydjinny

Also, ALOT of the static guns, need not move at all, so to add to my custom GPOs, I will add for the following:
1. Eppeldorf
2. Meuse

But that is a pain in that ass to do, since I need to tweak it, get back ingame, take a look, tweak again... so it wont be today...  Still, you should have ALL arty firing in Eppeldorf with the custom GPO I have added to the site...

Meuse already has this, but the nebelwerfer DOES need to be moved foward imo - It can't see shit to fire at, and personally, I will ask Void to add ESAI to these maps, as well as move the spawn points around. Bulge maps should be heavy on armor, especially Axis armor presence. In Eppeldorf, the first spawn is almost 100% at the front spawn for Germans, meaning, few if any tanks - And all stationary positions need to be spawn points based on the flags they are at. out of my scope of work, but we'll see if Void or anyone else takes it up.

Enjoy the power of combined howitzer and mortar on Eppeldorf :)
http://www.gamefront.com/files/20565008/Eppeldorf_GamePlayObjects.rar

Also made changes to the GPO files I already had on. Find them here:

Falaise Pocket_GamePlayObjects.rar
http://www.gamefront.com/files/20565009/Falaise+Pocket_GamePlayObjects.rar
... Since we no longer have arty on this map.

Operation Totalize_GamePlayObjects.rar
http://www.gamefront.com/files/20565012/Operation+Totalize_GamePlayObjects.rar
Solves one gun which should be a static and is currently mobile and ineffective

Mersa Matru_GamePlayObjects.rar
http://www.gamefront.com/files/20565010/Mersa+Matru_GamePlayObjects.rar
You should never play this map with mobile guns

Seige of Tobruk Day for Night Init.rar
http://www.gamefront.com/files/20565013/Seige+of+Tobruk+Day+for+Night+Init.rar
Init.con file (Armies) for Seige of Tobruk Night variant i.e Aussies vs. Italians a la FH1

Seige of Tobruk(Night)_GamePlayObjects.rar
http://www.gamefront.com/files/20565014/Seige+of+Tobruk_GamePlayObjects.rar
Same thing, but with one extra arty for Axis - Works for both SOT and SOT-night

Villers Bocage_GamePlayObjects.rar
http://www.gamefront.com/files/20565016/Villers+Bocage_GamePlayObjects.rar
Also, should never be played without static guns..

I am missing the mother of all static gun battles - Marethline. I will try to find it and see if I can't upload it today..

Enjoy!!!

« Last Edit: 17-07-2011, 20:07:36 by djinn »