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      VG Servers are Back Up! *UPDATED AGAIN* TS3 Server is back; PR and Mumble are online, Arma 3 Servers are online but still need VG specific missions and configurations, should be done before end of week...   04/15/2017

      UPDATE Sunday April 23rd:
      Most everything is back online now.  The PR Server is running, and Mumble is working.  We have not yet made PR Updates available in TCAdmin, but several more people have access to update the PR Server (including me) and there should be little to no server downtime from future PR Updates.

      I've installed a second PR Server and still need to expand the VG PR License for it - it can be used for whatever, but I called it "PR EVENT SERVER" to start.  I figured we might also want a development server for things like FastJack's PR COOP Insurgency Mission testing, and we will take care of that this coming week as well, if able.

      The Arma 3 Servers have been reinstalled, and they are running basic versions of their former missions.  They still need to be configured, but they will remain online until this happens during the week (when PITN gets time).  I've set up A3 Servers with a Steam Update button in TCAdmin, any Arma Admin can now update to the latest Arma version much faster and easier, and without needing to wait for a Head Admin.    -Sem

      Sunday April 16th 2017:
      I've just received an email from the Server Host in Germany.  They host the server that runs our TS3 and various game servers here including Project Reality, and Arma 2 & 3.  Apparently, there has been a fault with our server host, possibly a hardware failure or such, but all servers in one part of their data center were affected including ours. We do not have further details at this time, but unfortunately this means VG Servers will be down until we can regain access to our server.  We were not given a time frame estimate or specific details of what damage was incurred, and we do not know if we have lost any data that was on the server.  We've been with this host for many, many years, and we've had nothing but great connections and fast servers.  Clearly this is a rare occurrence and we need to be patient as we weather this storm. I feel particularly bad for our loyal Project Reality players who were very patient waiting for our server to get it's most recent update, and I wish I could do something immediately to fix this.  It's a sad truth that it is out of our hands for the time being as we await contact from our host, and get a detailed damage report and estimate of how long until we are online again.  Of course, I've contacted the other head administrators at VG and apprised them of the situation.  We will update you all as we get information. Thank you all for your patience and understanding!
Protech

Missing Co-op maps

40 posts in this topic

Hi guys,

I've been playing on Veteran's Gaming for a couple of months now, due to the fact that your co-op servers are unrivaled in popularity and quality.

When I decided that I was bored with Coop (just grew out of it), I decided to start playing deployment.

Well, now I'm back, but I've noticed a change in the server map rotation.

One of my favorite aspects of the server was that it had custom assets, and a working version of Kashan Desert, which was really cool.

Now, whenever an admin tries to que up Kashan, it doesn't work. Even on the mapvote list, Kashan desert isn't present.

So overall, my question is: What happened to Kashan Desert Coop, and modded maps (like Karbala with the unclaimable Blackhawk)?

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Kashan was remade a few months ago, with the remade the coop nav mesh was gone, and it's hard to set it now, since we still got the old navmesh. So what that means is we need to look trough a BIG list of all maps in the game to find kashan, problem is some pepole don't know how to do it or are just lazy. About the Blackhawk I have no idea about that one tbh

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I want all PR BF2 maps back like midnight sun, operation road rage, oman, etc.. How do we get those back? 

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Coders like Fastjack or Melon need to spend hundreds of hours coding the bots and updating the navmesh (whatever that exactly is) -- it's what Melon did to most all of the current maps people play on when PR 1.0 came out - it was going to launch without a COOP mode, so Melon got busy --- like biz---ay.  Only a few people with the knowledge and some no longer have the patience or desire, AFAIK.

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ok so what like everytime a new version of PR comes out the maps don't work unless they get updated navmesh? 

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so does that mean we will never play kashan desert of coop again?, i really wanted to play it again :(

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No, it depends on if someone in the DevTeam navmeshed the map.

Navmeshing is a process, where the playable area get a green shiny (ingame invisible but you can turn it on) web, made of triangles.

Objects like houses, fences, trees, rocks, walls and more... (all object where you can collide with) causing holes in the navmesh (boundingboxes of the object). 

That's the reason, why bots (in normal case) dont walk versus walls, carwrecks and more. Bots can only walk/drive on navmeshed areas.

It existing 2 different type of navmeshs. Infantry- and Vehicle Navmesh. Infantry can walk on the InfantryNavmesh and vehicles drive can only on the VehicleNavmesh but there must also a InfantryNavmesh.

InfantryNavmeshing creates navmesh in enterable buildings like bunkers, t-shape buildings ... mainly interiors.

VehicleNavmeshing creates a navmesh only in open areas.

PIC 1 and 2 are pics of the InfantryNavmesh (2nd toggled objects)

PIC 3 and 4 are pics of the VehicleNavmesh (4th toggled objects)

 

FallujahInfantryNavmeshUntoggledObjects.png

FallujahInfantryNavmeshToggledObjects.png

FallujahVehicleNavmeshUntoggledObjects.png

FallujahVehicleNavmeshToggledObjects.png

Kashan got an terrain update and a bigger village. When you use the old navmesh. Its possible that the vehicle driving against the new village objects. The terrain update could caused, that the navmesh isn't anymore at the right place (to high, to deep etc)

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Achja, i forgot. navmeshing a map ... 3 days and maybe there a some errors in the navmesh that can crash the game (manifolds).

If that's the case, you have to edit the navmesh with 3ds max (Blender 2.49b works also but you have to be really carefull). Also time consumption.

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I made a new mesh specifically so we can run kashan on the server without the bots crashing into things. Might have just accidently gotten removed from the maplist. If it was on purpose whoever did it should shoot me a pm.

Kashan coop will be in the next version (1.4)

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Quote

 

Coders like Fastjack or Melon need to spend hundreds of hours coding the bots and updating the navmesh 

 

When the insurgency gamemode get one day tested and is successfully, i'll try a class specifiec bot behaviour.

I would also make functional suicidecars_bf2 or a working coop gary.

 

@Melon: you ever looked into the gary ai.?

ObjectTemplate.aiTemplate USAIR_F15Bombs

rem * Bombs *
weaponTemplate.create USAIR_F15Bombs
weaponTemplate.indirect 1
weaponTemplate.minRange 30.0
weaponTemplate.maxRange 500.0
weaponTemplate.setStrength Infantry    8
weaponTemplate.setStrength LightArmour 31
weaponTemplate.setStrength HeavyArmour 25
weaponTemplate.setStrength NavalArmour 3
weaponTemplate.setStrength Helicopter  1
weaponTemplate.setStrength Airplane    1
weaponTemplate.allowedDeviation 15.0

I think its not good to share an ai.template of a F15 Bombweapon with ground suicide vehicles.

The gary need not this min. and max. Ranges. It should be close or point blank. Also the enabled weaponTemplate.indirect 1. 

The gary need his own ai.template. If that's not work, i re tweak the whole weaponlauncher and i switch from dropping invisible bombs to firing invisible tankshell in front into the ground at range zero. Big blastdamage, same damage values/materials as the bomb and mount this into the insurgency maps.

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Alright cool, thanks for the info.

I saw a forum post by one of the PR Devs that showed the lengthy process of navmeshing a map, so bless your heart Melon ?

In terms of the custom assets (I'm sure you all remember the Blackhawk on Karbala? What about the MK19 Strykers?), are those still possible?

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Strykers with G-Launchers are still in game and functional... Anybody know when 1.4 is out? Since most of the devs went to developing Squad I bet it takes them tons more time, which is unfortunate...

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Remember the version of VG we played with that map pack with all those imported BF2 maps and all the old PR maps from like .087 days? Can we get those maps up and working or are they gone forever? 

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it's not too hard to get the old maps to run actually. Sure, they can be buggy as hell if you dig too deep ingame, but all in all it's playable. The biggest problem is to get the maps. The mappack was released 3-4 years ago and it's next to impossible to find it now as it has long been removed from official sources.

If anyone has any of the old maps, please send them over so I can convert them for  the latest PR . 

erkFsFI.jpg

:crazy: Special cookie to whoever sends me Street 2 :crazy:

 

 

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:crazy:  Special cookie to whoever sends me Street 2:crazy:

How much you pay digga!

street_2.png

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I found these on my dropbpox Karbalb is the same as VG_Karbala just diffent folder names, we needed to name it karbalb bcus it's the one with the MV22 with the gunner seat and couldn't have two folders named the same thing in the PR map folder

VG_PR_MAP_PACK.rar

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I think we dont use karbalb anymore. its out of time. Clive Osprey have a better use in other maps that wasn't in the mod that days. I suggest let TED(F) make the rework first they are buggy. Some maps will miss some vehicles because the vehicle names are changed in later versions of PR.

 

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Download seems to be private / head admin only. Can't get access.

 

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Blud, stop please, wait for TEDF'S rework.

Also Osprey need rework. Who know what the devs changed like armor or damage materials over the years.

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