288 (edited by lagueriniere 2011-03-21 22:44:29)

Re: Single Player mini-mod WIP

Dnamro, it's not a coincidence... it's our destiny ! lol

I just view your BFSP update, it's seems good.
It mean that the FSX mod need an update based on your BFSP mod... tongue I leave you a PM.

why did you leave out your Cabone maps?

For the release I just put maps made specially for firststrike.
Custom maps converted for bf2142 shall follow in a mappack.

About maps made specially for firstrike, I have no more Nesmazda. If somebody could the reuploaded, please wink.

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

Re: Single Player mini-mod WIP

I will have to dig through my hard drives, but I have Nesmazda somewhere.  I also have AImeshes for several of the FS statics.

Can you send me a PM at BFSP?  I have updated versions of the alt versions of NS maps that I have not released yet with some fixes, including better night skies.  I also have an updated First Strike vehicles_server.zip with AI support for Most First Strike vehicles, including single player vehicle variants with autocontrollers and a freerunnerSP variant that works much better with bots.

I would also like to get some help customizing the billboard ads on the stock maps in the 2142_sp mod, like you did for FS_SP and in FSX.  I hate those obnoxious billboard ads!  It would not be so bad if they actually fit into the game, but they stick out like a sore thumb and destroy the atmosphere.

Also, the First Strike team is in need of some help finishing up some maps.

Re: Single Player mini-mod WIP

Dnamro wrote:

Gwynzer's files don't work - they are missing a lot of files, mainly the object zip files.

Confirmed. After downloading and applying all the updates Gwynzer was kind enough to share with me I've spent a lot of time with trying to tweak Bandomeer Refinery to get rid of the - too frequently occuring - CTDs until I've finally ended it up with the same conclusion big_smile - there must be some files/updates I'm still obviously missing for FirstStrike to run FS_SP maps. (course I have FirstStrike v1.4 in its original folder installed) Btw I get most of the CTDs on atmospheric "dogfight" maps, other maps e.g. Battle of Yavin works flawlessly (that's a space dogfight map) and the trooper (infantry) battle maps have much less CTDs (I love the music of Endor Clearing big_smile I've become an addict of it, I've extracted all the music files (.ogg) from all the BF 2142+NS and Mod maps I've grabbed so far, copied them in another folder and I just listen them from time to time big_smile ) There was a benefit of studying Bandomeer Refinery map files though, I could bring some changes in the map finally, now I can keep much more of the AI in the game with masses of dogfight actions around and I've let AI pick crafts that are parked around reb and imp HQs (course each team their own). I've relocated the T/I onto the inner end of the launcher catapult and relocated the T/B and the lambda to another place around imp HQ so both the AI and human players can take off with them now. Did the same with reb X-wing parked around reb HQ. I've removed imp occupancy from all the bases except imp HQ, this way the outcome of the battle depends on the performance of the opposing teams (instead of the performance-independent imperial supremacy that's set up in the map). Course I don't have any map editor so it was quite enough work to bring these tweaks into Bandomeer Refinery map but I think it was worth the while.

P.s.: still looking forward to download the correct FirstStrike v1.4 fileset for FS_SP from somewhere ... would you upload one, Dnamro ?

It's not the place or the time what's really important in the Universe but the speed ...

Re: Single Player mini-mod WIP

Could you post up your gpo changes for B. Refinery?  I would like to check it out.

I found a backup copy last weekend of what I believe is the latest 1.4 version of First Strike will all patches prior to the 1.5 release.   I will upload and post the link.

What aren't using the BF2 editor?   I hope it's not because you don't have Bf2, because there is a workaround for that.

Re: Single Player mini-mod WIP

FS v 1.4, build 1013 all zipped up:

http://www.battlefieldsingleplayer.com/ … ld1013.zip

Re: Single Player mini-mod WIP

Dnamro wrote:

What aren't using the BF2 editor?   I hope it's not because you don't have Bf2, because there is a workaround for that.

Well ... since the only causes were FS and FS_SP/2142_SP for me to study BF 2142 at all big_smile (I'm a flight/space/F1 race sim fan actually aside from a couple of FPS's what are mainly of SW theme), I have to say your guess is true I don't have any other piece of BF series what doesn't mean I wouldn't "be doing well" in any of them smile ... well this may change once ... so - believe it or not big_smile - I've got all of these done with a text/hex editor and a filecomparing tool. lol when I started it I din't even know what file I should modify or even is there any what I can put any changes in big_smile I like BF 2142 (now that I have AI support for most of the maps) but I don't really have any ambition of editing maps I just wanna play it big_smile The original cause I started tweaking the map files at all was to get rid of CTDs course I'm really lazy big_smile then I just found out I could make Bandomeer Refinery map better so I decided I spend some time to play with it that's all.

But ... here's my version of gameplayobjects.con file for Bandomeer Refinery map:

http://gururedeye.webs.com/gameplayobjects.con

I've changed both of "...\Battlefield 2142\mods\FS_SP\Levels\bandomeer_refinery_assault\server.zip\gamemodes\gpm_coop\48\gameplayobjects.con" and "...\Battlefield 2142\mods\FS_SP\Levels\bandomeer_refinery_assault\server.zip\gamemodes\gpm_sp\48\gameplayobjects.con" to the one you can download from the link.

Thanx for the new FS update link hope it'll work smile

It's not the place or the time what's really important in the Universe but the speed ...

Re: Single Player mini-mod WIP

There is a lot of modding that is easier to do with a text editor.   But, if your moving spawners around on a map, the editor will allow you see the AI navigation mesh so you can make sure that the spawners are good.   Of course a map like Bandomeer Refinery doesn't have an AI navmesh, so its not needed in that case.

You can have both the 1.5 and 1.4 versions of First Strike setup at the same time.   

- Install the 1.4 version of First Strike into a temp folder and rename the FirstStrike folder to FirstStrike14.   

- copy the FirstStrike14 folder to the BF2142 \mods folder

- In that folder, edit the mod.desc file and change this line:

From :
<title> FirstStrike </title>

to:
<title> FirstStrike14 </title>

- then in the FS_SP folder edit the Clientarchives.con and serverarchives.con files and replace every occurance of FirstStrike with FirstStrike14

That way, the FS_SP mod will be based off of the 1.4 mod and it will work properly, without messing up the 1.5 version of First Strike.