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=VG= Fastjack

VG Clan Member
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Everything posted by =VG= Fastjack

  1. The last 2 days i was working on albasrah. I made a new gpo for the coop insurgency gamemode. I kept it simple but i got many crashs and i was forced to pinpoint the errors by deactivating every objectspawner from vehicles. Here what i noticed after testing - crashing - making changes - testing - crashing - making changes … (at least 20 times). Pure frustration, i wished i spend my time on more important things. I used the gb_trk_logistic_cage and hitting a yellow oil barrel at the vcp crashed my game. AI was shooting at me as i drove another logi truck = game crashed. When AI shooting me in a landrover with 50cal, i die normally and can spawn normally. I was bleeding and as i entered a landrover, it teleported me to desktop. Putting the landrover gmg in the gpo. Crashed in loadingscreen. Same for the warrior with cage. INSERT HERE RANDOM CRASHES without having a clue of WHY? I need to know, if the people on our server (or other servers) having crashes related to factions. In the moment, it seems to me, that GB_sp faction has a issue or the meinsurgents_sp faction causing the problems. I will check, if i get ame problems, when i use another Blufor faction on basrah. AFAIK, us faction dont have issues on Kokan. I also checked, if one kit could cause problems by giving the kit a weapon that dont fit to the aiTemplate for the bot. Some weaponslot (itemindexes / IDX) are hardcodded for some bots in the bf2 ai. Sidenote : @=VG= melonmuncher I found out, that many spawnscreen kit setups are loading only 5 different aitemplates at all. officer kit ai = specops medic kit ai = medic (must have : epipen on idx6 / medikit on idx5 / grenadier kit ai = assault rifleman kit ai = support specialist kit ai = assault (again???) LAT kit ai = AT AR kit ai = assault (again and again???) The aiTemplate for sniper and engineer are only available for special kits and not selectable in the spawnscreen. BF2 ai / bots only using kits from the spawn selection menu and the bf2 ai should have all 7 different ai kit templates in it or bots acting weird but doesn't mean to crash the game.
  2. You have amazin Resolution Settings. Can you check your videocard gpu uf this supports that? I heared people have problems due to resolution settings 800/600 and the videoccard wasn't set up for those 800/600.
  3. Server crashed or you game crashed Blud? I know that 45 Golden Days has a problem with pc crashes. We all played it without servercrashes. And for you info, rushing the harbour (ALONE) will end in death. Gaza's street and beach arent safety
  4. Wish you will absolve you semester with good results. Sometimes, i noticed by myself, you learn really much stuff but in the exams you get Questions in Things you not really looked at. How old is your daughter now. Something About 2-3 years?
  5. Hello fellas, it's longtime ago i posted something about the insurgency gamemode for prbf2 Project Reality, my favorite game for more then 10 years. I'll took a long break from prbf2 modding due to major reallife things that had more priority and i was also waiting for the new prbf2 patch 1.6.0.0. But now i'm back ... ... and doing my own thing to get coop insurgency working. Veterans-Gaming sponsored me the Veterans-Gaming DEV - Coop v1.6 testserver for further coop insurgency Projects. The server run stable with a modified version of original gaza (gaza_insurgency) and is password secured due to license politics. The other maps i already prepared need to be re-done because some maps got new navmeshes like fallujah and instead of reworking it i decided to scrap everything and starting from scratch. I kept gaza's gpo simple due to new known problems with the new 1.6 update. So, if anybody here is interrested to play and to test it, here the download: https://www.dropbox.com/s/oxvumti5d263azj/basrah_insurgency.zip?dl=0 https://www.dropbox.com/s/wxq4nragsxla6kw/gaza_insurgency.zip?dl=0 Serverpassword is : vg989 Enjoy and have fun
  6. Restarted =VG= PR coop Server. Ping 2500 Shows 40 Players in browser TCAdmin Server empty 0%
  7. You updated from 1.5.5 to 1.6.0.3 or 1.6.0.X to 1.6.0.3? I had to reinstall PR to get 1.6. Many update Errors nd one guyin the PR forum posted the same problem with his launcher as you described. A complete reinstall fixed it.
  8. What Kind of smoke? The new anti ai smoke and was it on water? Yeah, i noticed that also on other that you have cityspawns …. it pretty much messed bur not fault from us.
  9. You noticed any aaa gun's lik zpu_4 or zpu23-2 fire? Shilka?
  10. My sleepmode is also bugged. Was up till 5 am in my timezone and now i have headache and doesn't feel good.A lso i need a Little bit time to prepare Things so no rush. I have at least one thing ready and that is Gaza.
  11. You forgot to mention the testserver. Xena's tool isn't our problem. Also our wrong setups aren't the real problem. It caused only buggyness. But thanks for updating it. The real problem is the question is coop 1.6 broken or the maps gpo's are broken or a wrong ai template of a handheld weapon/Vehicle is broken? Who know's We know the stuff that works like factions, vehicles, maps, new features like body dragging etc. Take your break.
  12. Exactly. First i was also really dissapointed the first days but now … when we all work together and report every yhing we can, than the chances are good that coop get fixed. Spartanish report about the smoke grenade in water helped much. Devs debugged the rootcause.
  13. I said that only because of the crashes. You join, play 2 minutes, crash, watch loading bar for 5 minutes, join, play 2 minutes, crash, watching loading bar 5 minutes and …………………..
  14. Fallujah (Immersion breakers) cpname_fallujah_west_coop64_upstreet_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_4 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_3 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_4 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_5 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_7 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_8 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_crossroads_10 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_1 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_5 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_7 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_8 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_mosque_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_5 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_downstreet_1 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_downstreet_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_downstreet_8 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_downstreet_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_downstreet_10 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_1 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_7 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_11 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_suburbs_12 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_1 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_3 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_4 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_5 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_redcross_10 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_1 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_2 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_3 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_4 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_5 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_6 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_7 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_8 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_12 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_hospital_13 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_7 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_8 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_upstreet_9 = humans can spawn on - missing OnlyForAI cpname_fallujah_west_coop64_usmain_13 = should be set to humans only - missing OnlyForHuman cpname_fallujah_west_coop64_usmain_16 = should be set to humans only - missing OnlyForHuman cpname_fallujah_west_coop64_suburbs_10 = missing AIEnterOnSpawn (botmortar) The OrderPositions for vehicles and soldiers are fine, so that is not the cause the errors/crashs. Question: Fallujah has a new navmesh? It seems to me so when i look in the aipathfinding creation/changing dates.
  15. There is no need to point the fingers on the whole DEV Team. They don't deserve it for what they did all over the years for the PR community. Also, products from any AAA Company are bugged as hell when they come out and mostly never got fixed because it get replaced by another product, from same company, with the same name, with another number behind it and we paying money for it. But i share your feelings Xenalite. It feels like sabotage when i look back on all incidents that happend in the past. (SIDENOTE) : I'm saying it feels like sabotage, not saying it is one) At least, we got a blue loading bar (new MEME)
  16. That crash could be caused by by atleast 3 mistakes. Muttrah STD The objectspawner cpname_mc_64_fort_MEC_SupportTruck, not placed on vehicle navmesh. Spawnbase shows red. Same goes for one forklift at the docks but that couldn't caused the crash because there spawning no blufor bots who can enter it. The spawnpoint cpname_muttrah_city_2_coop64_fort_11, botspawnpoint that stucks in the scorpion missing the flag AIEnterOnSpawn. Also found some immersion breaking spawnpoints related to northcity and southcity. Human players can spawn on it. Missing the OnlyForAI flag. cpname_mc_64_southcity_2 cpname_muttrah_city_2_coop64_northcity_10 That took me atleast 30 minutes to go through all objectspawner, spawnpoints, checking order positions in the StrategicAreas. 49 layers left to check.
  17. I checked the ai files of 1.6. You told me ages ago that you changed the ai temperature values to get ESAI working but when i look into it you did nothing at all on this. So my Question is why you telling me it's done when nothing got improved at all on this part? Nvm. I'm currently in touch with a Dev who pm'ed me and i will resolve the REAL coop problems.
  18. I didn't used Suchar's tutorial because something is borked with it but what i dont know. You run the Editor as admin and on Windows XP Service pack 2 ? Copy the whole PR Folder (located in mods) an paste it into the same spot (mods). so you get a copy of your pr. Rename that folder to pr_edit. Now go into your pr_edit mod and create a folder called objects. Now you copy&paste the following zip files that are located in content. objects_common_client & objects_common_server objects_statics_client & objects_statics_server objects_vehicles_client & objects_vehicles_server objects_weapons_client & objects_weapons_server Now extract all zip files in the objects folder. Now add also the common_client.zip and common_server.zip to the objects folder but dont unpack them. I have to do this because without it i get a conica.lat error (missing texture error i believe). Than startup the editor and select your pr_edit mod.
  19. Sofar i googled, mk19 are to inacurate as doorguns due to the low velocity and range of the grenades. The us military had the opinion, that a machinegun fits better because it can carry more ammo as for the mk19. I'm asking me, how many bullets from a machinegun is needed to cover the same area as one 40mm grenade does. But at least, there was some doorgun projects in the vietnam war and i think it was more effective as an machinegun if you flew over the jungle.
  20. Here a small pet-project from me. Many things need to be adjusted like the ammobox and feedbelt, the mk19 on his gunmount and some other cosmetical issues. Sadlywise, there exist no mk19 doorgunner armament nowadays but there was some experiments in the vietnam war by the 191st Assault Helicopter Company Can Tho, Republic of Vietnam. Their Nighthawk was known as Night Breed I will add later a small tut video, where i show you how you do such things in the BF2PR-Editor.
  21. I think it can change gameplay wise alot. Not all desired destinations are optimal landingzones for Choppers bro. Excample places in thick forests, slopes or some roofs where the chopper cannot land/fullfill a safety drop without exposing the chopper to long or risking clipping with the tailrotor on the next roof antenna. Now you can hover in tree tops (good cover) on a slope and drop crate and troops safely. Before you was forced to find a nice landing position and your Squad have to walk 2 minutes, bringing up the breacher rope to get 7/8 people up on a higher roof position. That cost more time at the end in my opinion. Sure, you dont need to drop on muttrah t-shapebuildings via fastrope but dropping 7 people on a small non-enterable building without ladders and a crate is different. Also, from my personal experience, jumping out from a chopper that hovers 1m above a roof or slope is dangerous because the exit points are to close to the chopper chassis. I saw this to many times and i died to much times for slighty hitting the hovering chopper chassis with my body. I think you will see less death - "squished by crate" - accidents with fastrope combat drops that include a supply drop. Some maps will profit from fastrope and gameplay will change overtime, or better, will offer more new tactical decisions in the future. Edit: Blackhawk door gunners have a better overview due to the higher elevation and can cover the dropping troops with their miniguns.
  22. The vehicle towing is a community project. Fastrope concept was done and proofed by [R-DEV]AlonTavor in the PR forum. There is a small disagreement in terms of quality aspect of the animation when the soldier ropes down because the soldier can use his weapon. Currently, there is no way to force the soldier into a special animation while in air like a modified skydive animation or another special animation like one hand holding the rope and the other hand the weapon like you can see in movies. The only control Alon has is to switch the soldier into a weapon (idx / weaponslot) from the soldier kit when the soldier jumps out and rope down from the chopper. And that the key : All what they need is to create a fake weapon, with a blank_projectile, with fastroping animation, created on itemindex 9 and add it to each kit that should have the fastrope abilty. Done. All concerns about quality aspects are solved ... in my opinion
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