=VG= CCCode Posted February 12, 2011 at 10:48 PM Report Share Posted February 12, 2011 at 10:48 PM DLingEDIT: I could probably setup a vBf2 map to run in PR. Should i? If so, which one?EDIT 2: You need a level renamer to rename levels (yea, lol) i could also do this if it is needed. Link to comment Share on other sites More sharing options...
=VG= BLuDKLoT Posted February 12, 2011 at 11:01 PM Report Share Posted February 12, 2011 at 11:01 PM Dragon Valley or Daqing Oil Fields are my first choice, dude that would be so epic. Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 12, 2011 at 11:27 PM Report Share Posted February 12, 2011 at 11:27 PM Tested, what needs to be done:- Make US Main uncap- Add Blachhawk(?)- Replace a LB with a Kiowa (People loves them)- Make area around US Main deadly for the Opfor (if it already is, it needs to be increased)Also, about the whole mod. How about making a new mod folder, with the serverarchives/clientarchives set to use the PR archives. This might get more people to join in since they dont need to replace something every time they change server from/to this one to/from another.Also, for the developers (us) , how about a FTP server or whatever? We make changes, post them in the forum (changelog) and upload to the FTP.EDIT: I like Dragon Valley, I'll start working on it tomorrow or later today. Link to comment Share on other sites More sharing options...
=VG= BLuDKLoT Posted February 12, 2011 at 11:39 PM Report Share Posted February 12, 2011 at 11:39 PM If we could get the mod working so it auto install/uninstall then that would be choice CC!As for the assets, spawn points, etc...I have no pref so majority rule, :pAs for the FTP info I can give it to you for situations like you've mentioned.A little birdie told me that Dragon Valley might not be the best choice due to Chinese pwnage...Maybe Daqing then? just throwing it out there just in case. Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 13, 2011 at 12:23 AM Report Share Posted February 13, 2011 at 12:23 AM ...or we create navmesh for maps that haven't coop support.We create only the navmeshes, add the waypoints and flaggneighbours bla bla bla stuff etc. I mean, adding all required coopstuff to an existing pr map.Thats easier and we get in short time more results as we re-engeneer a map from another mod that's compatible with the pr mod. I'm not total familiar with the mod and much things and codes must be learned before.All changes i have done in the testmap, needs normally 10-15 minutes time of work and everyone of us here is able to to this.Maybe one day, someone is here and want to learn something about modding (change some mapsettings, vehicles etc) i can learn and explain him what he have to do. Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 13, 2011 at 12:47 AM Report Share Posted February 13, 2011 at 12:47 AM If you can navmesh these maps Fastjack, go ahead. I can convert a vBF2 map in minutes. @Blud, If you mean it will be hard getting through i can lower the amount of assets the chinese are getting. Also, we get through both Kozlesk and Op. Barracuda in normal PR so we have a chance. But ok i'll do daqing instead. Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 13, 2011 at 01:09 AM Report Share Posted February 13, 2011 at 01:09 AM Another suggestion.The pr mods created a special Factions.init system.It's a special setup/layout for a specifiec team.The coop modus runs his own Factions.init.cons!That is the reason, why we have parachutes in coopmode or the Squadleader asset (FOB, foxhole, HMG) spawns directly.I can change the faction.init for the playerteam. That means for further gameplay: if someone of the SL's want to build a FOB, the teammates must help to build it up (using the shovels diggers).Edges: We reduce the SL asset TK accidents (smaller collisionsmeshes - no strange assest placings)The Statspadding behaviors is reduced!Sorry to say this but sometimes, some asset are placed only to earn points.Nobody think about the performance of the server or the strategical position where it was placed.To much active assest (most of the positions making no sense to me) on the map affecting the server performance and can causes laggs.It;s one step closer to multiplayer feeling and i'm the meaning of ,its improve the teamwork in a squad.Feedback pleaseFastjack Link to comment Share on other sites More sharing options...
=VG= BLuDKLoT Posted February 13, 2011 at 01:17 AM Report Share Posted February 13, 2011 at 01:17 AM Hey guys let's get the focus on bringing BF2 maps into PR. Then with all the other elements involved we'll work through them as they present, but let's concentrate on making Dragon Valley or Daqing a PR playable map. Either one I'm ok with CC, let's just start working on it. Then if we can get like 3-5 maps ported over to PR then we can look at all our other options. I just want to get something different going I'm so sick of the same friggin maps !sickHow that be? Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 13, 2011 at 01:40 AM Report Share Posted February 13, 2011 at 01:40 AM WAIT CC before u starting.Download the BF2SP64 mod or the mappack.All vBF2 vanilla maps are converted and integrated in this mod and have better navmeshes as the vBF2 standard maps.Also, they added different gamemode layers (16/32/62) to all maps.All objectspawners need a workaround and the team settings in pr is different.Its different to convert it to pr as u convert a vBF2 map to the AIX mod.I don't if u allready know this link, MAPAUDIT tutorial from the pr devs. http://www.realitymod.com/forum/f189-modding-tutorials/24725-map-tutorial-map-audit.html Usefully guide for converting jobs Link to comment Share on other sites More sharing options...
dman248 Posted February 13, 2011 at 04:06 AM Report Share Posted February 13, 2011 at 04:06 AM Fastjack told me to put this up here after i told him my way.Copy your pr folder---->Now you have pr(original) and a pr_copy folder. rename your pr(original) folder to pr.95 and your copy to pr---->put everything you want into the pr copy now known as pr----> when you want to play pr just rename the folders, pr.95 to pr and your pr to pr_copy. you don't have to retake out the map every time. Link to comment Share on other sites More sharing options...
=VG= BLuDKLoT Posted February 13, 2011 at 04:08 AM Report Share Posted February 13, 2011 at 04:08 AM Say what man? Link to comment Share on other sites More sharing options...
HombreDeSombrero Posted February 13, 2011 at 12:00 PM Report Share Posted February 13, 2011 at 12:00 PM When i want test new map i need password, right? So can me someone send me pm please? Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 13, 2011 at 01:05 PM Report Share Posted February 13, 2011 at 01:05 PM Hombre the password is public, VGTestersEDIT: Question, is the client.zip edited in karbala? If it isn't, delete/move that one because the server.zip files can get everything they need from the normal PR folder. Link to comment Share on other sites More sharing options...
Guest Guest DTRON Posted February 13, 2011 at 02:00 PM Guest Report Share Posted February 13, 2011 at 02:00 PM Please oh please gaming Demigods....lets see a PR adaptation of Sharqi Peninsula ... also... you turned off bot locked vehicle, can you remove the lock on using enemy kits? Thanks for the great work, the bots were pretty good. Link to comment Share on other sites More sharing options...
WCCBadploy Posted February 13, 2011 at 03:58 PM Report Share Posted February 13, 2011 at 03:58 PM Keep up the good work Chaps. Thank you for all your continued efforts to keep PR COOP Fresh!! Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 13, 2011 at 04:04 PM Report Share Posted February 13, 2011 at 04:04 PM Can't find a working DL link for BF2SP64...EDIT: Found one, so nvm.. Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 13, 2011 at 06:49 PM Report Share Posted February 13, 2011 at 06:49 PM Fastjack, you know how to make the bots go to the right flag, right? I've made the map (Daqing) work properly with PR, just need to sort out some bugs here and there.. And atm the bots go to the wrong flag after they've capped the 1st one.. Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 14, 2011 at 09:50 AM Report Share Posted February 14, 2011 at 09:50 AM Its that an uncaptable flag or u placed a new Controlpoint?ESAI can be overruled, if the SA (StrategicAres) from the flag have an extremly high TEMPERATURE value.Its only a ExcampleEach soldier, vehicle and controlpoint have a specifiec value. TEMPERATURE.A soldier in PR have a basic temperature of 1.A HUMVEE have a value of 10. Airplanes and choppers of 20.Now, we have 2 HUMVEES's.5 soldiers in a HUMVEE 5+10=15 Temperature.1 Soldier in a HUMVEE 1+10=11 Temperature.Now, both HUMVEE's defending a friendly Flag (friendly SA = hostile SA for the enemy)This 3 basictemps from all factors (soldier,vehicle und SA) are calculated to an final Temperature valueThe full HUMVEE have the higher rating and deemed to attacked first by the enemybots.U can see the right calculation in the BFSP thread http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=12257&hl=temperatureI looked into the Daqing map vBF2 but i can't find any temperature values in the StrategicAreas.aiAIX using high temperature values and a modified UAV commander asset to let the enemy bots attack and destroy it.Give me the flagnames or look into the maps server.zip \gamemode\gpm_coop\playersize 16-32 or 64\ai = here is the startegicArea.ai. Look for the following codeline :aiTemplate.basicTemp xx (xx is a value)Another rootcause is maybe, the neighbours and waypoints from the maps and is it a 1 or 2 waypoint from flag to flag. The bots need a navigationrouting.If one Controlpoint haven't a neighbour to another Controlpoint, the bot must capture first a flag with an existing waypoint/neighbour to take the issued flagIDK, if the BF2SP64 mod use high temp values.Fastjack Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 14, 2011 at 10:01 AM Report Share Posted February 14, 2011 at 10:01 AM Ahh forget some important thing:EA-DICE wrecked the commander with the 1.5 patch.If the Commander ordered the bots to the flag, they do it. Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 14, 2011 at 11:54 AM Report Share Posted February 14, 2011 at 11:54 AM CC,i found the temperature SA's values of Daqing vbf2 map. The last numbers are the temperatures ( i mean 30 / 80 / 50).EXCAMPLE : gamemode\gpm_coop\16\aiaiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Garage 304 30aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Oasis 301 30aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_OilPlant 303 80aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Village 302 50Edit the values : all SA's the same setting:gr Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 14, 2011 at 02:54 PM Report Share Posted February 14, 2011 at 02:54 PM Yeah, i'm so smart,i fixed the renaming issue from a map.The last pathes must be changed in the terraindata.raw.Only possible with an HEXEDITOR. I changed the last alphabetic from the mapname.KARBALB - I tested and it works the same like the original.Now, we need no anymore to switch the original and ESAI-map after the tests.I have a new version of Karbala now (karbalb).Before i upload it, i want to change some vehicles for the USMC side.I think one LB is not bad. Any transportchopper suggestions?greetz Fastjack Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 14, 2011 at 03:53 PM Report Share Posted February 14, 2011 at 03:53 PM Fastjack, you should check out Bergekiller's tools http://www.bfeditor.org/forums/index.php?showtopic=13782&st=0Especially the map renamer :P Link to comment Share on other sites More sharing options...
=VG= Ingo Posted February 14, 2011 at 03:54 PM Report Share Posted February 14, 2011 at 03:54 PM replace the LB's whit kiowas and for the trans the blackhawk Link to comment Share on other sites More sharing options...
=VG= CCCode Posted February 14, 2011 at 06:59 PM Report Share Posted February 14, 2011 at 06:59 PM I've set up a mod folder so we dont need more moving around with files and shit. I've also made a simple installer for the mod. What the installer does is copying the client.zip from the original maps to all the modified maps we got in there. To make my installer install a new map just open install.txt located in the mod folder and add a new line with 3 words; original mapname, new mapname and mod. the original mapname is the map name found in the levels folder of the mod the map comes from, the new mapname is what the map is called in pr_vg\levels and the mod is the mod folder name the original map is from.Example: daqing_oilfields daqing_oilfields bf2Fastjack needs to make the bots work properly since i dont know how.Download: Click here to download.Instructions:- Unzip this file in the Battlefield 2\mods folder- Go to pr_vg and start the Install.exe- Use the Launch.exe to run the modOh and just add Karbala in the install.txt and in the levels folder without it's client.zip file, Fastjack.If anyone got questions about my launcher and installer just ask.EDIT: ATM only the 64/Std layer is working! Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 14, 2011 at 07:46 PM Report Share Posted February 14, 2011 at 07:46 PM Good work CC but we need that not really anymore.Because: we can rename the maps, we can put the new map directly into the levelsfolder. The new map version and original have different names and can't be overwriten by the otherone (it's like a new map). Now, everybody can installl it without doubtsBut good to know, that u able to create things like this.Strange, i googled the whole I-net to find a maprenamer tool (found only the BF2 Editor Helper 1.4 Rexman).Rexman's tools does't modify the pathes for the Colormaps.The reason why i'm so happy is, i found that WAY (editing the rawfile with an HEXEDITOR) by myself, without any help or hinds from other moddingsites.I changed the spawning vehicles. The LB's are replaced with one Kiowa and one BlackHawk. The Botonly vehicles are all removed. It exist no 1seaters anymore one the USMC side.I added a second levels layer (32). Its the same like the 64 layer version. there spawns an additional us_ahe_ah6a (rocketLB) chopper.The 64 layer run's the "ESAI medium FCA PF PB" strategy.The 32 layer run's the "ESAI large FCA PF PB" startegy.greetzEdit: damned, i forgot to edit the *desc file for the 32 layer. It doesn't work at moment.Mea culpa Link to comment Share on other sites More sharing options...
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