Re: [BUG][COOP] bandomeer_refinery_assault

Hold object works in BF2142 with bots.   It works on the coop space maps.

I did clean up the server.zip and remove all the land vehicles and the teamonvehicle code line that can cause issues with AI.   I will pm you with the updated server.zip so you can test it out.

Re: [BUG][COOP] bandomeer_refinery_assault

Dnamro wrote:

Hold object works in BF2142 with bots.   It works on the coop space maps.

I did clean up the server.zip and remove all the land vehicles and the teamonvehicle code line that can cause issues with AI.   I will pm you with the updated server.zip so you can test it out.

It'll crash during loading.

Before you ask, yes I'm using size 16

<mode type="gpm_coop">
            <maptype ai="1" players="16" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
        </mode>    

Re: [BUG][COOP] bandomeer_refinery_assault

I will send the whole map.  Let's make sure you did not corrupt something.


I appreciate your enthusiasm for wanting to get better navmeshes for the maps.  Be aware that I have already attempted navmeshing all the First Strike maps and they are currently at the best state possible without the AImeshes for all the objects.   I am in the process of working on them, and have most of them done.   The more complicated ones can take some time.   Did you see my previous news post about it:

http://www.fsmod.com/index.php?xnewsact … rch=112013


Also you can check out my WIP navmeshing tutorials:

http://www.battlefieldsingleplayer.com/ … 4&t=10

You can also check out my customized navmeshing script:

http://www.battlefieldsingleplayer.com/ … opic=17271

Here is where I explain how to use it:

http://www.battlefieldsingleplayer.com/ … =4&t=4

If you have any questions or if anything is confusing, let me know.  I can use feedback to improve it.

25 (edited by Valkirie 2014-03-08 09:51:22)

Re: [BUG][COOP] bandomeer_refinery_assault

I'm trying to navmesh maps for SP size 64, in ordrer to bring back speeder, atst, motojet on maps. Some of them lacks the vehicle pathfinding others are just small 16/32 map size.

Firstly I though Infantry.qtr and Vehicle.qtr was not related to the map size. That's why I dev.ed myself a tool to quickly port gameplayobjects.con from 64size conquest maps to coop. Yet it appears, you worked the aipathfinding only for current map size.

Re: [BUG][COOP] bandomeer_refinery_assault

Actually, as I recall Dnamro made ai paths for all map sizes.. but because the codes tend to just default to loading 16p (even if you select 64p) it was decided to remove larger map sizes. It is possible for clients to be able to force the game to select larger map sizes, but as this would require make changes in various files we felt that it may complicate matters.

Larger map sizes are also not suitable for low bot numbers (why play a 64p map with only 12 on each side...) unless you edit the bot numbers. Again, this isn't difficult to do, but we don't want to force people to make code changes if they aren't comfortable. Like any game, we have to try and cater to the most common gamer, which is one that wants to simply download something, have it install and be able to play as quickly as possible with minimum disruption.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: [BUG][COOP] bandomeer_refinery_assault

Valkirie,

Twigs has the right idea.  Most maps do use the 16 mode as default, with  the largest combat area that was possible at the time I worked on it.  So, some maps may be larger than the 16 conquest mode, but each combat area was customized to make them work with SP mode.  Rhen Var Ice Plains is an example of one map that did get a navmesh for the whole map, but only for infantry and therefore the combat area was scaled back for gameplay issues.   The paths are too narrow for bots to use ATSTs and in testing the only vehicles I could get to work were speederbikes.

As I get the AImeshes finished up, I will create better navmeshes, adding vehicle navmeshes when possible.   Endor clearing sp combat area was limited because the Imp fortress, the static ATAT and the landing platform did not have AImeshes.    I now have an AImesh for the Imp fort, which I used to navmesh Rhen Var Ice Plains.  I need to finish up on the AImesh for the landing platform so that bots can actually enter the base and then I could generate a larger navmesh.    But, there are a lot of maps that are close to being ready to generate new navmeshes that just need a few AImeshes completed.   It just takes time.   

Why don't you apply to be a member of the development team?   I don't know what your background or availability is, but we understand that this is a Hobby and people have family, job, or school commitments.    Just the fact that you have the BF2 editor set up with First Strike for navmeshing and that you understand the basic BF2142 map structure says a lot.

28 (edited by Valkirie 2014-03-08 13:21:34)

Re: [BUG][COOP] bandomeer_refinery_assault

Hey,

I don't know what job I could apply for. Yet I can't manage to complete the navmesh generation using NavMesh.exe and your batch file as it would crash before the end of the process.

I've already used 3D modeler software for other "modding" periods I've had and installed Maya but that's useless until I get rid of that navmesh generation problem.
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I do like LARGE battle on Battlefield. As you may have guessed I already edited the aidefault file to get 48 bots. If the main reason for all of that Is to 'simplify' using the mod for 'new users' then why don't you create a more 'complex' launcher with a listbox "number of bots" that would edit this file.

I would have liked to work on 'endor strike' navmesh to add the >32size controlpoints available for bots and generate the vehicle navmesh to introduce ATST, Speeders to the AI. I found those 16bots maps without vehicle fun to play twice but it quickly get 'redundant'.
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http://www.mediafire.com/convkey/37cd/dfgbd6mj4lf4uxffg.jpg
Here is my lovely Strategicareas.ai generator

How it works:
- Pick a gameplayobjects.con.
- Right click a flag to select it.
- Right click on other flag to interconnect them.
- Right click somewhere else when you're done with the selected flag.
- Generate it when you're done.

I made the tool because I had no pleasure to setup the whole bf2editor and wrongly thought navmesh was done for the larger size of map.
This tool was suppose to make me gain a lot of time to generate the strategicareas.ai for any gameplayeobjects I would choose.