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Everything posted by =VG= Fastjack
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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 doubts But 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. greetz Edit: damned, i forgot to edit the *desc file for the 32 layer. It doesn't work at moment. Mea culpa
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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
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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\ai aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Garage 304 30 aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Oasis 301 30 aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_OilPlant 303 80 aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Village 302 50 Edit the values : all SA's the same setting: gr
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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.
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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 Excample Each 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 value The 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=temperature I looked into the Daqing map vBF2 but i can't find any temperature values in the StrategicAreas.ai AIX 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 flag IDK, if the BF2SP64 mod use high temp values. Fastjack
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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
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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 please Fastjack
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...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.
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Thx SemlerPDX, need good soldiers for the test. I tried to rename the karbala map to 3 versions but i get an error, that the BF can find one DDS file from the colormaps. I send a request to one moddingsite for the issue and waiting for answer. If i can't solve the rename problem, i use another tactic. I copy karbala, install ESAI Embedded directly without to change the mapname. The map must be downloaded and must exchanged with the original karbala map in the levelsfolder. Safe the original seperatly anywhere. That means, we must change everytime the mapcopies with the different strategy setups for the tests. It's an alternative because we can test one day this version and the next day the other version. If ESAI improve the Bot commander ai, we can search the best strategies.ai file for it and if VG wants, they can upload the map to the VG community and run the modified map on an coopserver. It's possible to enhance a little more the performance. I delete the spawnpoints for the bot-only vehicles on the USMC side. We can't use it so why we need it. It waste ressources only. I think, i finish one mapexamplare tommorrow. Maybe, if we want, we can start a test on saturday but latestly the last week of february (vacation). greetz Fastjack
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Before we testing new maps, we must build it first my friend and that is no one day job. But thanks, for all that helping out. It make no sense to test something with few testers, that conceptually designed is for 32 players vs 32 bots (maybe 48 bots), different frontlines. If we're using, after testing settings, for an small testgroup, maybe its fine and improved with few players but maybe with more, it can changes to an strange gameplay. The same vice versa. If we set a strategy for 32 or 30 players, but the servers has only 18 players .. omg.. prepared to be doomed. God take care of ur souls, lonewulfs. It's better to take cover and secure the main. I want to test 3 different settings and i think, the best way is, to makie 3 copies of it (excample Karbala) and rename it to Karbala_a , Karbala_b and Karbala_c. So we can place all maps at the same time in the levelsfolder. That means 3 maps must be downloaded but i think that isn't a problem. But i must change the *.desc files and maybe more but what all idk. I tried it allready, to rename the map with the BF2Editor Helper 1.4 from rexman but an error occured. Think i must make the change on the othe drive os xp. So far, we see us
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Dear all, new infos about the ESAI stuff. ESAI was first conceptually design, that if works in any BF2mod. The ESAI corefiles must be implemented into the mods/bf2/ folder and the mapfiles (different commander strategies) must be installed seperatly into each map. That means, if want to use the standard ESAI version, the existing pr maps must be modified, to get all the ESAI benefits. That means too, we must build a special VG mappack (same maps, only modifies with ESAI mapfile strategies). Idk exactly the modding policies, if it allowed to modify pr original pr stuff. The second hook is/was, if we have such modified maps, all peoples who wants to join the coop server, must have this MAP AND ESAI installed too or the game from the client crashs. My first concerns about that facts was, if the VG community isn't informed about the mappack and ESAI they can't find the server in the Browser (if we renamed the modified map only). If we run the original mapname, the clients without ESAI Core install, crashs. Endeffects = VG lose communitymembers or the chance to getting new members. All of this is/was not good. Facts are now: Its not good to modify any original pr map. Reason: losing or getting no new players. If we build new maps (custommaps) and use ESAI, anyone who download it, need the primary core installation too and sometimes the people doesn't know it or what they must doing exactly to install it..... ... but the project is not appointed, because: i understand momently not really much about the ai scripting (is not the same like tweaking or codding from weapons, vehicles etc.) but i asked him, if there exist any way to integrate ESAI into the map only, so that each new custommaps (not original) can be uploaded to the VG site and anybody who download and installed it can play directly without install any other corefile things. The programmer from this commander ai upgrade (Void), created, after telling him my concerns, an new ESAI version, that must only installed in the custommaps at final stage of progress. Now, we are able to build new pr coop maps, with an better ai then EA's (customized everything) or the PR Devs momently creates. The only one thing is, to build new GOOD looking maps, with adequate ambients, well good planned way-and spawnpoints, interresting locatins with some nice vehiclestuff for the botteam and lets go. I have the current version of this ESAI Embedded BETA (don't shocked by the word beta .. no crashes or so, its an improved version of the current working one) I want to test ESAI on an coop testserver. It's not possible to gain any accurate informations in singleplayermode, that are important for the main point of project (to see what happens and the redforces doing, if we start an big assault on 2 or 3 occupied flags). In the moment, the current ESAI improved the commanders ai and send multiple squads to different controlpoints (CP's). Normally means that, if we attacking 3 CP's, we must have 3 fronlines too. ESAI initiate (timephased) attack, counter attack, harderattacks, defend strategiesand so on (Void have a great knowledge about scripting ai plugins and a clear sight of different strategies, that triggered by ticketbleed or ticketstatus, amount of enemy and friendly CP's and more. The amount of the original bf2vanilla ai strategies is currently 2 (attack - defend) so far i remember (maybe one more but that was it). ESAI have more .....(i checked it .. 22). I will modify one pr coop map with the new ESAI version and will test it with some volunteers: Any laborrabbits here? I think, we have enough sitemembers here, they have much experience with the most pr coop maps and know what flags the bots liking to attack or defend. If we have some volunteers here : The modified map must be downloaded and droppped into the pr levelsfolder (but remove/save the original first, to play the original if the test ends. Thats all about installation. Who is maybe interrested ? greetz Fastjack
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Ok, u really busy, agree. Ok, a question to all PR singleplayers sitemembers. Is someone here and have some minor modding experience to install ESAI and testing it? For those one, they don't know what ESAI is. Read the first post http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109&pid=169362&mode=threaded&start=100#entry169362 EA/DICE Canada never spent much time with the bot ai's for BF2 because the guy, who create it, leaved DICE after finishing his work (BF1942). All the knowledge about bot and their behaviors and ai documentation is "lost in the time of mists"
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Ok Topic is not dead...more in progress. First, nice Editor setup link http://www.realitymod.com/forum/f189-modding-tutorials/14468-tutorial-setting-up-bf2-editor-pr-mapping-modding.html Editor works perfectly. U can use the standard lightmapsamples and the pr lightmapsamples. My main problem was first the staticstuff, to find out, what is what and what is destructible. There is so much destructible stuff.....amazing (who needs FROSTBITE)... and it looking good. Second problem was the fucking basic lowdetail textures from the EA-ditor (groundtextures like rock, sand, mud, grass bla bla bla). The standards looking crappy. Here the vanilla excamples http://www.filefront.com/9776728/BF2-Low-Detail-Texture-Set/ U can extract the lowdetail textures from each BF map (SF-EF-AF-AIX-PR-Pirates all - >reminder< i must try the BF2142 snow textures) and copy it into the EA-ditor but rename it before like (kubralowdetail) if u take it from kubra dam. Now, we coming to the bots and how they works and what we can do to improve it. U must read the thread to understand how the acting, why they attacking high temperature strategicareas and etc. http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109&st=75 http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=13330 http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=12247&st=0 @Blud: whats up with ESAI? U tried it? I can ask VOID, if he can write me an good AI Strategy for the map. He is a very cool guy and helping everyone. One other question: Why we have only 32 bots in the redforceteam? Isn't possible to increase the botratio or vg tried it? I need some suggestion for the map because i have no idea what all liking? Which scenario or theatre? Topic modding stuff: I have a nice idea but must talk with another guy before, if it works (u want a command chopper - u get an command chopper) greetz
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yeah, teamspirit, but blud and any otherones, please install the python 2.4.2 or 2.5 first before u install the Editor. If u install the Editor first and after this python and create a singleplayer map ---> FAIL (important detail, no joke). Read forums and helprequests, before u start. Sometime u can find good tipps or tricks that aren't described in maintutorials for the planned task. This can prevent some hours of demotivation and wasted time with the editor xD. good luck
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I read both posts! The navmesh must only be corrected, if u generate at the first navmeshing to much isles (multiple navmeshes thats not connected). That happens if u form the terrain with to much holes, hills and objects (trees, walls, buildings etc.). The second post only explains, what u must fix, if u create a navmesh (about a static and the bots pass them) and it have 90 dgrees (Bots stuck). I think, we try it and see whats happend, if we coming to the point of navmeshing. Maybe the force is with us xD.
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Hey Gamer, i am not a profi. I know many things about mapping and tweaking but not all. I learned it from other modders in forums or something like that. If u want u can learn photoshop. For excample : if we create a building in 3dsmax, we need textures too. Thats a job for photoshop. Reskin soldiers textures (to give the soldiers better camous, based on the map (i mean no woodland camou in desert areals). Not everyone in the PR Team is a Jackofalltrades and handle each software to build and design the PR mod. I think some of them are tweaker, some of them are python codder, some of them are photoshop and 3Dsmax experts and the lastones are good hudbuilders and maybe more idk. Its really terrible, that last year wolfi homepage (one of the USI Devs) was hacked by some stupid monkeys. That was a really good site about the Moddingbusiness.
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i have it 7...hehehhehehhehe...dont ask but .. u can buy it?! U rich?! U need plugins too : BF2_Tools_3dsmax_1.0e. U need this too convert the meshes in OBJ format. That the format that handled by the BF2 Engine
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Hey Iffn, it isn't a great problem with the navmeshes. U can create the navmeshes with the Bf2 Editor. U install first u BF2. After this patch it to 1.5, install the python 2.4.2 (new version is 2.5 but not really needed). At last, u install the BF2 Editor. Now, u create a map. That means - form the terrain, adding roads, adding undergrowth (be carefull, Undergrowth makes often problems -BACKUP before u work with it) adding staticsobjects, vegetations, create Controlpoints, Combatarea (requirement to create the navmeshes later), Spawnpoints, vehicle spawns. Later comes the ambientsounds - effects and triggerables (moving plattforms) For coop we must add something (i read it only one time and i am not familiar with it) like neighbourhoods for each controlpoint and must connect it to other neighbourhoods. Adding waypoints for the bots. We can do all this with the BF2 Editor. Iffn, u remember ur chatbox link about the navmeshes?! The green one, what u see, is a grid that covers the terrain. The bots can only move about terrain, that covered with the green grid (NAVMESHES). Now for our 3DSmax Artists. If anybody creates some statics like buildings, create it with col03 meshes on stairways -floors and rooms. If u placed a building with col03 into the map and do the navmeshingthing, the BF2 Editor automatically generates navmeshes for the terrain and connect it with the col03 (so col03 is a navmesh mesh) from the building. Now the bots are able to spawn inside the house (requires a spawnpoint) and can walk out of them into open terrain. If u placed a building without interior rooms or wall and create the navmeshes, the navmesh grid getting holes (no navmeshes generated at the location from the object), so the bots cant collidate with the objects because no navmesh) The biggest problem is to generate the lightmaps. Many times i read that the Devs do this in 3DS max. The BF Editor needs lightmapsamples to create shadows from buildings, trees etc. IDK if we getting good effects with the standard lightmapsamples from EA for the editor. I read it needs really long time to generate the lightmaps (20-30 hours+). sorry for megapost
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Ok, i try it but ... i can start earliest at january because i must learn other new Software first (SAP / GOF = my Company and the employers is saled and the new FAMILY changing the systems and processes). I think i build first a 2km x 2km mapsize because idk the maximums for a good fps performances (4km x 4 km are mostly laggy and complicate too build). That means too, that the map doesn't have any Airplanes like jets or A-10). I know, that some of the VG community really like to use the Huey Transports and the CAS Huey (or BH), so is it will be done. No Apache or Cobra (i think it kills the teamplay and pimp up the fragghunters) I think, i costumize the map specially for the USMC side (playerteam) so thats no BOT-vehicles are on this side. The opponent sode becomes BOT-only vehicles, to scare the forbidden teamswitchers. But idk what location? What the people likes (Urban Maps, Forest maps, Desert maps, River maps)? A good mix of all?! If i make a terrain with too high mountains, i getting trouble with the navmeshs! So more smooth hills. Any Suggestions? greetz
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U know, thats not allowed to use OtherModContent before u ask them friendly? And why u want to make a Mod? It exist enough content (staticobjects or vehicles or what u want) in the PR folder. I think first, we must build a map with a good Leveldesign and coop support, with intelligent way- and spawnpoints. U didn't need new content or placing much vehicles into the levelsfolder to create a good map. Make a good ambient. U have much possibiltys with the BF2 Refractor Engine, to use ambienteffect and Triggers. Its possible to let spawn mines in Base C or near to the road, if one guys crossing the trigger at Base A, if he enters the bathrooms (stupid excample but it works). Be carefull and dont change any Tweaks from the weapons or vehicles. If the weapons doing more Damage or u have more ammo, u kill the Teamplay. (if i have enough ammo, i need no rifleman kit in the Squad. If i have more Bodyarmor, i need no medic, if i have no compass, i cant use the mortar aso). The bots accurate enough, they can fire through vegetations, smoke and get no penaltys from suppressingfire so please dont make them harder. Usefull link(s) http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=13677 greetz
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That's not so easy. The navmeshes already created. If u put something (static) on an navmesh, thats have negative effects. Maybe u game can crashed or the bots blocked by the static (because its in their way) idk really what can happend. If u placed statics in an area, that the bots never use, so it works If u create a new Map, with new content statics, kits, vehicles, ambient sounds, Controlpoints, Combatarea, Teamsettings .... what ever and creates the navmeshes and lightmaps, so u born a new PR child. I think thats not a to big challenge. U need time and nerves of steel (yeah, bad, buggy BFEditor)
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Its possible to build a PR map, that use MODCONTENT , without making a newmod. U can change things or put new stuff inside the map (like EuroForces Booster method). U can run it in the INIT.con from the map. U can create a new Objects.zip with new Stuff. pack it into the server.zip from the map. For excample : The soldierskins. u can make new skins. copied into the Map and run it via customtexturesuffix. To build a Coop Map for PR, u must have installed BF2, next installation is python 2.4.2 and at last u must install the BF2Editor and PR. Think we must first create a new PR Map and later we fit it up to Coop (fix the navmes(t)hings)
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Yes thats true and many work. U need pythoncodders too, to make Gamemodes, u need Mappers and 3dsmax & Photoshop pro's. Lets make a MODmod from PR
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To change the Teams or vehicles is not a big thing. U can change some codelines in the GamePlayObject.con (can be found in the levelsfolder, Server.zip) Go into the Gamemodefolder and select the Gamemode and Maplayer (16/32/64). To change the Team, u must only change the teamnames and kits (Levelsfolder / Server.zip Init.con) gr