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Posts: 337 to 343 of 351
337 Reply by G_Redeye 2012-03-06 02:38:01 (edited by G_Redeye 2012-03-06 02:56:40)
- Registered: 2008-12-25
- Posts: 49
Re: Single Player mini-mod WIP
Well I had to reinstall BF 2142 entirely recently. Unfortunately, I only had a backup of the installed mod folder of FS (v1.50, "...\Battlefield 2142\mods\FirstStrike" ) I haven't had the "stock" FS installer already. In one word, FS is not in my system registry atm. Not sure if the updater will run properly this way, I'll give it a try though ...
It's not the place or the time what's really important in the Universe but the speed ...
- Registered: 2008-12-25
- Posts: 49
Re: Single Player mini-mod WIP
Ok folks update worked flawlessly, and I am impressed of what I see keep it up First Strike dev team! More cq coop maps, including some cool new space dogfight ones that's the right way My new favourite is Strike At Parmel from imp side Well although there're much work and many efforts still remaining, First Strike project has stepped forward impressively since I've studied it last time. Although cq coop Yavin troubs still seem to be present (at least partly), I do see the difference in AI flight behaviour comparing it to the earlier versions, AI now seem to fly more intelligently and "goal-orientatedly." Can't wait to test a future Bandomeer Refinery, Outpost Hoth or Battle of Ryloth cq coop version! *crosses his fingers ...* P.s.: once I'll have time I'll submit my version of TF spawner setup for cq coop Yavin. Again: keep it up! 
It's not the place or the time what's really important in the Universe but the speed ...

- Twigs
- First Strike's Go To Guy!
- Offline
- Registered: 2007-09-28
- Posts: 4,233
Re: Single Player mini-mod WIP
Which problems are you having? I adjusted the Tie spawns slightly as crashes occured due to bots trying to enter TL guns when they attempted to enter Ties. I also adjusted their launch angle so the bots would take them out of the hangar more smoothly, didn't want to tweak it too much though or it would just look too silly. As for Parmel, only so much we could do, we found a way to get bots working in space without having to adjust the height of anything. The only other issue is that they don't see the station too well and so tend to spend a lot of time crashing in to it. If we could sort that we'd be onto a winner. I have one or two ideas I'll be looking in to though. There are more ai map conversions planned, especially for space. I've had some success in a couple of areas that may help particularly in objective orientated maps, theres just a lot of testing to do to make sure its stable. Plus of course, time is a factor. Working full time, looking after the wife and kids and doing university doesn't leave too much spare time right now! Always open to ideas though, so if you have something to improve the existing maps, feel free to get in touch, or perhaps even consider joining the team Doesn't have to be a full time position.
Bite my shiny metal Tie Fighter!  
- Registered: 2008-12-25
- Posts: 49
Re: Single Player mini-mod WIP
Twigs wrote:Which problems are you having? I adjusted the Tie spawns slightly as crashes occured due to bots trying to enter TL guns when they attempted to enter Ties. I also adjusted their launch angle so the bots would take them out of the hangar more smoothly, didn't want to tweak it too much though or it would just look too silly.
I'm still catching imp bots quite a few times as they dash their TFs to the opposing wall after taking off from hangar bay. The more the imp bots do this, the more the outcome of the entire battle will be affected by these extra deaths. Yes, I noticed TF spawners (take off positions) are adjusted, and my solution is similar I've just gone further and tweaked the spawners to a position/angle from where the bots can take off much more safely and separated TF spawners of bots from TF spawners of humans because when a human player takes over a TF right after a bot has spawned in it, the bot gets kicked out from the TF and gets stuck in the hangar bay. Well my TF spawners have been tested only in FS_SP-FSX version of cq coop Yavin yet, guess I should integrate them into FS core version too first and see how they work, then I submit them here. The other problem with FS core cq coop Yavin is that it's simply frame rate killer. Although it works on my comp I experience serious frame rate drops on the map which I don't experience when I fly my FS_SP-FSX version of cq coop Yavin. My comp has an average power, I can enable lots of bots on infantry maps (63 of them was the maximum so far, not sure my comp couldn't handle more) without the smallest sign of any frame rate drop, and usually 32+ bots (now 35) for athmosferic/space dogfight maps. I never experience that intensive stuttering on any map I do on FS core cq coop Yavin. Twigs wrote:As for Parmel, only so much we could do, we found a way to get bots working in space without having to adjust the height of anything. The only other issue is that they don't see the station too well and so tend to spend a lot of time crashing in to it. If we could sort that we'd be onto a winner. I have one or two ideas I'll be looking in to though.
Yes, I noticed bots often fly into the Platform on cq coop Parmel - but - as I wrote it here I like the map generally. Twigs wrote:There are more ai map conversions planned, especially for space. I've had some success in a couple of areas that may help particularly in objective orientated maps, theres just a lot of testing to do to make sure its stable. Plus of course, time is a factor. Working full time, looking after the wife and kids and doing university doesn't leave too much spare time right now!
Good to read there are more space df AI maps to come (if I get it right), and of course I'm interested in each. What I really miss are athmosferic df AI maps and combined athmosferic df / infantry AI maps though. As for time and work, I completely understand that. When I bring on things to be fixed in FS, I do it for Firststrike and not against Firststrike. I just want to make it better. Twigs wrote:Always open to ideas though, so if you have something to improve the existing maps, feel free to get in touch, or perhaps even consider joining the team Doesn't have to be a full time position.
I supposed so, that's why I dare scrabble things of all kinds here ... As for joining the devs, I can't be more active than I've been so far, sorry. I can test and tweak some FS maps from time to time and put up suggestions but that's all I have. I'll let you guys know if this changes. P.s.: as long as we don't have a Bandomeer Refinery cq coop map I could submit my version if there's claim for it, just let me know.
It's not the place or the time what's really important in the Universe but the speed ...

- Twigs
- First Strike's Go To Guy!
- Offline
- Registered: 2007-09-28
- Posts: 4,233
Re: Single Player mini-mod WIP
G_Redeye wrote:I supposed so, that's why I dare scrabble things of all kinds here ... As for joining the devs, I can't be more active than I've been so far, sorry. I can test and tweak some FS maps from time to time and put up suggestions but that's all I have. I'll let you guys know if this changes. P.s.: as long as we don't have a Bandomeer Refinery cq coop map I could submit my version if there's claim for it, just let me know.
Don't have to give all your time, or work every day or anything, just do waht youc an. Or maybe even ask to join as a tester. We struggled last time to get good feedback from out testers on the SP and co-op stuff, so someone who wants to focus in that area would be a great asset.
Bite my shiny metal Tie Fighter!  
- From: Manchester
- Registered: 2006-11-03
- Posts: 9,993
Re: Single Player mini-mod WIP
Yeah, sure would, you've given plenty of good and valuable feedback and suggestions in the past, so you'd be more than welcome.
343 Reply by G_Redeye 2012-03-07 16:14:26 (edited by G_Redeye 2012-03-07 16:28:38)
- Registered: 2008-12-25
- Posts: 49
Re: Single Player mini-mod WIP
Guys, thanx for the appreciation, believe me I'd love to be more active but my opportunities are really limited to my current activity level. I've uploaded a Bandomeer Refinery & Battle of Yavin Custom cq coop map fileset though, so everyone who's interested can try them. Since only the modified / extra files are included in the set, the fileset's intended to be extracted upon FS v1.55 build 1019 version of the maps. Unpack Instructions: 1.) Use this filesets only if you're an experienced and/or hardcore firststriker or FS dev and you know what you're doing  2.) Create a backup copy of the folders "...\Battlefield 2142\mods\FirstStrike\levels\bandomeer_refinery_assault" & "...\Battlefield 2142\mods\FirstStrike\levels\battle_of_yavin"
somewhere. 3.) Unpack tweaks.rar using "...\Battlefield 2142\mods\FirstStrike\levels"
folder as destination folder, so the stuff will be unpacked in the corresponding map subfolders "\bandomeer_refinery_assault" & "\battle_of_yavin"
Allow your extractor overwriting the existing files in destination folders. 4.) Run Firststrike without updater (using start menu or a short cut) and load Bandomeer Refinery - 48 player & Battle Of Yavin 64 player maps in Conquest Cooperative Mode. Note : only these 2 map/mode setups are tested, loading other modes of the maps may cause unpredictable results  5.) Before you run firststrike launcher/updater next time, restore the original versions of the overwritten maps from the backups you've created in step 2. P.s.: Twigs, make sure to check TF spawners and bot take offs on Yavin map.
It's not the place or the time what's really important in the Universe but the speed ...
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