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Everything posted by =VG= Fastjack
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3. Rules for modding vanilla pr maps and host a server with it. Rename the map (that why i think renaming helps to avoid any probs with PB) Private server Password What happens with karbalb ? U tried it? Install it and we will see what happens with PB.
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It wasn't a official release or patch. U overwrote the original and that modified the map. Punkbuster kicks. Reason: modified content. That was the reason why i renamed karbala to karbalB. That the original never harmed by the modified mapcopy. I looked into the korengalmapfolder. I ask me, why the guy doesn't deleted the Editorfiles. The download is doublesized and he need 3 times to upload an working version, no warnings about installations and ..... Nevermind. !dntknw Ask someone (he doesn't installed the Korengal PRSP Update) if he can copy his korengalmap from his levelfolder and send it to u. U delete the modified mapfolder and after this u install the originalcopy. No mod or corefiles was changed by the PRSP update. I asked me about the message from PB and MD5. Cant see any MD5 archive. Maybe it helps, if we rename Korengal to another name and MD5 doesn't check the new name. Maybe PB have some MD5 archivement about korengal. IDK U didn't saved ur old korengal valley, right! !punish
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Deep, i got the same problem. Which download link u used in the pr forum? http://www.4shared.com/get/gmv4ghUO/korengal_3.html Take this one. The first uploads was crappy versions of korengal. Crappy Init.con FYI: Please, before u install the coop korengal save u original korengal in another folder. Edit: Map works but i was kicked by PB MD5 Korengal bla bla. Seems like PB must be turned off. Blud, Whats with the Karbala map with the Osprey? Doesn't work ? greetz
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What for Videosettings you using? High -Medium - low? greetz
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I keep getting kicked for a MD5 mismatch? Any ideas? Reason for this is Blud, Karkand is a vanilla map and DICE created the MD5 for it. MD5 checks the dates of the archivements of the map, if it matched with the MD5 requirements. (have some to do with PB and patch/version checks) Converting and finishing a vanilla map to pr: U changed teams and vehicles from the GPO and init.con etc. To do this u must save ur changes and thats creates (changes) the dates from the files. MD5 checks this and mismatch with the DICE-original archivements dates. Delete the MD5. So far i know, no pr map have any MD5 archive. Greetz
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Operation Cleansweep http://www.mediafire.com/?5gk7vgy2na47ryb greetz
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Yes Nvram, the layers ALT & STD is the same .... I do that because we can run the map twice with different settings. But i wait for more feedback or wishes before i change anything in the 2nd layer. The trick is : one time we can play : STD = USMC vs Taliban or other Factions like : ALT = Germans vs Taliban or we exchange vehicles or change some starting Controlpoints etc. About further changes: My meaning is, its better to delete 2 ControlPoints, to have more space between the flags. What we change finally, depend on VG / WCC and our PR coop community. Create a big pool of ideas and we will see what happens.
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Here the first Sharqi beta with ESAI. Unzip and drop the map into the levelsfolder from pr. Its not final. Need more feedback for changes (maybe delete later one or 2 CP's). Greetz http://www.mediafire.com/?9oi9xt70zumaqk3
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We can have more. But not every vanilla map is a good candidate. Sharqi, Muttrah and Jalalabad are good candidates to play Infantry with Humvees and Strykers. No heavy vehicles. Cleansweep and Daqing is great enough to use helicopters and tanks. The botforces can use jets (not the USMC, the airfield is to short to take off). Dragon Valley and Fushee is great enough for more helis, apc's or tanks. How much vehicle and heli stuff we put inside a map is only a question of balance. I think, i must check some vanilla custommaps with botsupport or some SF maps. I mean we need a night map. The edge of playing vanilla maps is the short range to the flags and u have constant action like the small mapversion of ramiel or gaza.
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Yeah, we caping. Building assets working fine. The TOW launcher (right bottom corner) is already removed. The bots doing the job (covering directions) better as an human. Nice teamwork botties. Look at the left bot on the technical. Never saw that before. He stands on this position and the technical spawns. Now he's kneeing on the technical front. Sorry, it seems i forget in my euphoric to make screenshots from Daqing. greetz
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Ok, happy birthday VG i fixed some bugs from the Osprey: Added Co-Pilot weaponhud "20MM Gun" with zoom Added some critical damage effects Added supplydrop Added repair supplydrop Modified the ArmorComp Changed some materials Modified the Exitpoints Modified the flare decoy launcher Known issues : Controlpostsnames displayed incorrect. Not able to add the Pilot-Kit requirement for the Osprey. Displey for the repair and suppliedrop (shows only the Supply crate magazin) Must delete the different 3rd player camera. Remove Osprey spawnpoint (that comes after the testings) Mapchanges: Changed one Technical spawn to an Gaskin spawn. Changed some spawningtimes from the technicals. Deleted some bot-only vehicles from the USMC side. In progress : New Enginephysics settings for the Osprey. Small cosmetical eastereegs. Change the neutral market controlpoint, to the insurgentside. I upped the new Karbalaversion to the Mediafile Account from Blud. @ Blud: Pls, inform everybody, that the new version is coming. All old vesions must be deleted (its no Osprey inside xD). Install it pls on the testserver. Greetz Fastjack
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Look into the maps server.zip Open the terrain.con and look for this terrain.detailmapBaseName "Levels/karbalb/Detailmaps/tx" terrain.lowDetailmapBaseName "Levels/karbalb/LowDetailmaps/tx" terrain.colormapBaseName "Levels/karbalb/Colormaps/tx" terrain.lightmapBaseName "Levels/karbalb/Lightmaps/tx This 4 entries are pathed in the terraindata.raw and must renamed
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U got an error like this right?! Open the terraindata.raw with an Hexeditor. U must found in the right bar an entry of the name. U cannot add more alphabeticsto the name but u can exchange each alphabetic with another one. U must change the dezimal numbers (idk which number is whart alpahabetic is) If u have a mapname with 7 alphabetics rename the map with an name with 7 alphabetics. Now, u add all other pathes to the new mapname.
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Hi CC, i found one of ur old requests in the pr forum: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/78998-help-add-request-kit-ability-object.html Anyway, I've been searching for how you guys did this with supply crates and APCs and didnt really find anything. So how exactly do you add this feature to them or any other object for that matter? I think, he didn't understand ur question correctly?! It's a feature since yesterday from the Osprey. I added this codelines and correct the position from the supplycrate spawn ObjectTemplate.addTemplate us_the_uh1n_supply_drop_bighelo_tglcam ObjectTemplate.setPosition 0/-0.33508/-8 Addionally, i copied the complete firecomp into the Ospreytweak: U can call all things by the name from another vehicle with this feature. If u want, that an APC drops an supplycrate, add the codelines from the Supplietruck. If u want, that another chopper drops a supplycrate use the codelines from the Chinook or Hueytrans. U cannot create a new spawner with a new name (need to modify pythonscript or maybe a new one) but u can use an existing ObjectTemplate !cheers (the name allready exist in the pythonscript.) gr Fastjack
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We can convert Daqing to pr 0.957. Thats not really the problem. CC must change the complete map and not parts of it and mount it with a submodmethod. If we do it like this method, CC submod method must be installed too. greetz
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CC, remember? I suggest you forget about the Osprey since you need to ask for it which takes time...... Need's not really time, clivewil say's : yes, you can use it for any BF2 project you like. have fun. The Osprey is now, an fine CAS Trooptransport-VTOL testmap feature. I make some minor cosmetical changes with the damageambients and add some damageeffects, maybe some material changes with the armor from this nice bitch. I think about another change, but more later.
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Please, change the name Fastjack to Void from BFSP Forum for ESAI) he is the Master of ai. so credit him please. I found only things to improve coopmodus. celebrate him pls. And for the Osprey Mapversion, i need clivewils permissions before to use it. without permission = no Osprey
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Agreed with Badploy, if we finished the work, we need a big event news for this. I hope we can inform so much vg server players how we can. Maybe a servermessage before the time comes, idk. I fixed the shooting problem. Now the bots using the rpg's. Last test, i get three hits in a short time and .......... dead. The problem was, the Opsrey used an new vehiclecategory template and the pr bots aren't able to identify it (UFO?!?!?). I changed that to an helicopter template.
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Ok, AIBehaviour.ai problem is fixed. I changed some codelines of the Osprey tweakfile Now we can run it directly without modifing the basic pr AIBehaviour. I switched that. The Osprey use now the pr AIBehaviours and not the standard Osprey ai. I test now, if the Bots shooting me with his RPG's Today, we have many successes. I give more updates tommorrow. fastjack
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I know, but i love the details. !punish And i found another major bug after testing: The enemybots never shoot at the Osprey. Guy's, its not so easy to say, oh it it works basically and looking good that its enough. I think i can solve all this problems and that is all mapbased but i'm waiting for answer from Void. greetz
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But before i must ask clivewil for permissions for use it. If we use it only for a map and not for an own mod or something like that, we have good chances buas i said before: i must ask clive. The Osprey isn't really finished. He need some pr setups: Known bugs; 1. everybody can fly it without change to an piloting kit. At time, idk how i can edit it. 2. the Osprey have an selectable spawnpoint, like a mobile rallypoint. Better we remove this. No big deal. Who wants to know more about that: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=14636&pid=159016&mode=threaded&start=100#entry159016
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Few seconds ago on karbala Beautyfull really
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CC, i wrote Void an E-mail about this Issue, that the bots capturing the wrong flag: My questions about that issue Sometimes the Commander ordered us to an Uncapable Flag (not really uncapable but u must capture first some other flags before u can get this one).... Void answer: Is this something like the "Push" game mode in FH2, where some python code forces you to cap flags in a particular order? I've written custom SAI for several such maps... and 2 way's to solve that There are two ways to fix it. First, you can un-neighbor the flags that are leading to the (conditionally uncappable ?) flag. This is probably not what you want to do, but it depends on how the map is laid out. It could be an option for you, I dunno. The second way is to write (or have someone write) custom strategies for the map so that the SAI code enforces the order in which CPs must be captured. This is a much better solution, but it is time consuming. BF2's SAI cannot tell if a flag has been made uncappable by a python script. Running Vanilla strategies or my ESAI, such a flag will be attacked so long as the attacking side controls one of its neighbors. I look, if i can do this, to write an and customized strategy for karbalb, or ask Void if he can help me once again to learn SAI scripting. It's really different as tweaken. greetz
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No problem CC, i do my best to help u.
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Thats sounds good CC. Its tricky and helpful for further projects. I try, to convert a vbf2 map Daqing Oilfields to the pr mod but i need time for this. I think, i start this upcomming weekend. At moment, i don't know, all of the changes, that must be done for it. That means read, read , read. gr