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	<title type="html"><![CDATA[First Strike Forums — SP support plans for FS maps]]></title>
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	<updated>2017-08-21T02:09:05Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=11160</id>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147538#p147538" />
			<content type="html"><![CDATA[<p>Thanks guys.&nbsp; &nbsp;I have Escape from Hoth and Silver Station playable now in SP.&nbsp; &nbsp;They both need some more tweaking.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-08-21T02:09:05Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147538#p147538</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147534#p147534" />
			<content type="html"><![CDATA[<p>Glad to know this mod hasn&#039;t been forgotton</p>]]></content>
			<author>
				<name><![CDATA[emark4]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=154591</uri>
			</author>
			<updated>2017-08-19T03:09:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147534#p147534</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147531#p147531" />
			<content type="html"><![CDATA[<p>Jay,</p><p>Good to hear from you</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-08-18T03:46:57Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147531#p147531</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147530#p147530" />
			<content type="html"><![CDATA[<p>Sounds good Dnamro. I look forward to diving in to some FS again.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| JayBiggS]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=446</uri>
			</author>
			<updated>2017-08-16T15:05:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147530#p147530</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147529#p147529" />
			<content type="html"><![CDATA[<p>LOK, is working out nicely for SP.&nbsp; Infantry navmesh could use some tweaks, but it is a working state right now.&nbsp; I just redid the vehicle navmesh and need to do some testing.&nbsp; &nbsp;I have come up with some new tricks for navmeshing those bridge bundles.&nbsp; &nbsp;In fact, once I am done, the bots will be able to go just about anywhere the players can.</p><p>Once I have the AImesh for the wrecked sandcrawler completed, I will generate a test navmesh that will include all but the Lars Homestead area.</p><p>After that I will finish up testing on Bandomeer.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-08-15T22:26:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147529#p147529</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147526#p147526" />
			<content type="html"><![CDATA[<p>Hey Kampher,</p><p>Good to hear from you.&nbsp; I have renavmeshed a few of the maps with the updated AImeshes that I have been working on the past few years.&nbsp; I found some issues and went back and fixed up some.&nbsp; &nbsp;Finishing up AImeshes for the wrecked sandcrawler, main base on Null and doing some testing on Dath.&nbsp; &nbsp; </p><p>Recently, I made a breakthrough with LOK and am now moving forward with that one.&nbsp; &nbsp;That map has been a navmesh issue ever since it was released.&nbsp; One of the lamp objects was sharing a collision mesh and the navmesh program did not like that.&nbsp; Replacing the object fixed it.&nbsp; &nbsp;Also, the map used several bundles that the navmesher did not work with such as the bridge and mining platform bundles.&nbsp; I tried several things, but finally figured out that the best thing is to make custom Aimesh for each bundle.&nbsp; So far, testing is going very well.&nbsp; &nbsp; </p><p>As far as the multiplayer version of the mod, I have been having issues with Bandomeer.&nbsp; Ever since I added Air only sp, it has issues stability issues.&nbsp; It shows up in the coop rotation list even though it does not have that mode.&nbsp; I tried removing SP and now it wont work CQ mode on a server.&nbsp; &nbsp;I am planning to remove the map for now until I can add full SP support to the map, which I am working on.&nbsp; That way we can post new updated server and client versions of the mod to prevent any of the compatibility/updater issues.&nbsp; <br />Once I the map is ready, I can release it separately for the mod.&nbsp; I am interested in playing around with autopiloted vehicles, like for an escort mission or just for effect.</p><p>Then I plan on releasing an updated sp focused version of the mod.&nbsp; I was thinking about trying to integrate my sp updates into the main mod, but it takes so much time to test and without a team, it&#039;s just too time consuming.&nbsp; There are a lot of changes that I made to the SP version of the mod that change the MP game, such as removing squad based unlocks, making more use of automated weapons.&nbsp; By focusing on a separate SP version of the mod, I can release updates more often.&nbsp; &nbsp;If there is enough interest in some map changes we can test that on MP just by adding a renamed map so the old map modes does not have to change.&nbsp; &nbsp; Other stuff, like kit changes can be implemented into new version of maps.</p><p>I am hoping that with the MP issues resolved and new things being released for SP, that we can generate interest in getting help to continue the MP side of the mod.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-08-12T14:27:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147526#p147526</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147525#p147525" />
			<content type="html"><![CDATA[<p>Hey Dnamro,</p><p>I still check in from time to time. How&#039;s it going with the singleplayer maps?</p>]]></content>
			<author>
				<name><![CDATA[Kampher]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=67</uri>
			</author>
			<updated>2017-08-10T21:17:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147525#p147525</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147505#p147505" />
			<content type="html"><![CDATA[<p>I am keeping an updated status on a wikia page.&nbsp; Some countries are blocked from reading this site:</p><p><a href="http://firststrikemod.wikia.com/wiki/Singleplayer_support_status">http://firststrikemod.wikia.com/wiki/Si … ort_status</a></p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-07-21T01:03:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147505#p147505</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147474#p147474" />
			<content type="html"><![CDATA[<p>Almost finished with AImesh for Jaba Palace.&nbsp; &nbsp;Took a more in-depth look at the Dathomir Prison complex and the circular stairway in the center tower and that stairway is not going to work for the bots.&nbsp; With only one other set of stairs to the second level the capability for the bots to fight on the second level is very limited.&nbsp; Even though it is currently not required, it would greatly improve map gameplay with bots to give them more access to the prison.&nbsp; &nbsp;The alternative is to create a version of the map with some extra ramps that will give the bots access to the second floor of the prison.&nbsp; &nbsp;In the meantime, I can do a version of the map with only access to the first floor.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-03-26T22:18:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147474#p147474</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147470#p147470" />
			<content type="html"><![CDATA[<p>Update </p><p>- Endor Clearing has been updated and the improved AI support is ready.</p><p>- Silver Station - Figured out the crashing issue was due to bots flying outside the map boundaries, not because of&nbsp; too many automated sats as I originally surmised.&nbsp; &nbsp;Fixed with a custom combat area for the map.&nbsp; &nbsp;Just need to find a way to liven up the game play for SP/COOP.&nbsp; One problem is that the EMP sats are over powering.&nbsp; It&#039;s like a trap, but once your stuck, without coordinated gameplay from your team mates to take out the EMP sat, you can&#039;t get free.&nbsp; &nbsp; I am going to try replacing those with regular laser sats.</p><p>Tattoine map re-work of bot pathing - Have tested and&nbsp; updated the AImeshes for some of the buildings where the bots were having some issues.&nbsp; I&nbsp; have updated AImesh&nbsp; for Jabba&#039;s Palace that will allow bots to use both the top and bottom floors.&nbsp; &nbsp;Just need to figure out the bug to get it to work.&nbsp; &nbsp;Once I get that working, then I will be ready to redo the bot pathing for all the Tattoine maps in full 64 player sizes.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2017-03-22T16:54:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147470#p147470</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[SP support plans for FS maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=147285#p147285" />
			<content type="html"><![CDATA[<p>This is an overview of the plans for each of the FS maps for SP/COOP support:</p><p>Bandomeer - I have the tops of the Imperial landing pads used extensively in this map as bases so that they can be pathed for bots.&nbsp; Just need to test it out.</p><p>Ryloth - Still need to set up the Ryloth objects for bot pathing.</p><p>Yavin - Want to update the bot pathing for the space craft to avoid running into the towers.</p><p>Dathomir Prison -&nbsp; This needs to be two maps.&nbsp; One with just the prison complex, but I need to path the prison for the bots to use.&nbsp; &nbsp;The other with the whole map, of which I have set up and in testing -- just need to track down some crashing issues with the pathing.</p><p>Endor Clearing -&nbsp; The Ewok Water village is now bot pathed and being tested.&nbsp; &nbsp;This map had a lot of changes since it was first pathed for bots and needed a new path to stop the bots from constantly running into trees.</p><p>Endor Strike Team - Pathed many of the buildings and structures for bots, but need to test them out.&nbsp; </p><p>tattoine maps (Mos Entha, Bestine, Mos Espa)&nbsp; - The space docks are now bot pathed and new expanded pathmaps have been created for Mos Entha and Most Espa.&nbsp; I was working on updating the pathing for Jabba&#039;s Palace structure and some other areas to allow the bots to access the rooftops in some areas of Bestine.</p><p>Jundland Wastes - Testing the pathing for the Cantina and a Sandcrawler.&nbsp; Have not done the pathing for the Lars Homestead Complex.</p><p>Lok Wastelands -&nbsp; Need to finish pathing the large building in the center of the map along with the bridges that connect to it.</p><p>Null Sensor station -&nbsp; This can be two maps.&nbsp; One with the current SP support with a small battle at the base of the mountain.&nbsp; The other is to support the full map, but I need to finish pathing the same large Building as in Wastelands.</p><p>Escape From Hoth -&nbsp; This is workable as a SP/COOP map.&nbsp; I need to set up the ISD model in the editor at water level to create an Aerial Height map to give the bots an artificial horizon so they won&#039;t crash into the ISD.&nbsp; Then the same trick we used in Talloran -- we can autopilot a cap ship to fly to the objective.&nbsp; The Bots will spawn in Ties in the sky as in Parmel instead of the ISD hanger.&nbsp; Players can still take off from the hanger, but there is no way to get the bots to take off without crashing into it.</p><p>Silver Station - Tested this but there are too many automated sat systems to support a full 64 sized map.&nbsp; &nbsp;The game engine is not designed to handle that many automated systems plus bots.&nbsp; &nbsp;So a scaled back version is what would be required, possibly even making several versions of the map to be able to explore the whole map while playing with bots.&nbsp; &nbsp;A version with fewer sats could also be used, but then the challenge is keeping the gameplay fun and exciting over a large area map.&nbsp; &nbsp;The challenge of multiple versions of the maps is to make each map play differently because three maps that look a little different, but play exactly the same are boring.&nbsp; What I see is the potential in this map for using this map for a variety of different gameplay modes.&nbsp; The best part about this map is that it is not empty space.&nbsp; There are a lot of things to see and fly around.&nbsp; This overcomes the biggest problem of space map gameplay - that space is mostly empty and boring.&nbsp; It also has a lot of objects that give the pilots an artificial horizon and helps to avoid disorientation.&nbsp; One idea is an escort mission in support of automated shuttles or a cap ship.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2016-10-12T13:55:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=147285#p147285</id>
		</entry>
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