309 (edited by G_Redeye 2011-05-17 12:13:43)

Re: Single Player mini-mod WIP

Another update of atmospheric dogfight maps' CTD issue in conquest cooperative / sp mode

Downloaded & installed the final version of everything, now I have

- BF 2142 v1.51 final

- Both First Strike v1.4 / First Strike v1.5 installed (using them as Dnamro described it)

- FS_SP (for Firststrike v1.4)

- FSX including the latest map set (great work lagueriniere keep it up!)

Copied Bandomeer Refinery map from FS_SP levels folder into FSX levels folder and I have a good and a bad news;

the good news is that FS_SP Bandomeer Refinery map conquest cooperative / sp mode works with FSX without any modification (FS_SP/Bandomeer Refinery map/init.com/kit setup matches to Firstrike v1.5/Bandomeer Refinery map/init.com/kit setup), in fact it looks out a bit better because the map loading screen contains the entire original map description text instead of it does it in FS_SP,

while the bad news is that it works exactly the same way as it does in FS_SP, that is it also CTDs after a shorter or longer time of play, generating the same error in "...\Battlefield 2142\AIDLL.dll" .

This means First Strike v1.5 still doesn't contain any fix for atmospheric dogfight maps' CTD problem in conquest cooperative / sp mode since FSX is based on First Strike v1.5 client/server archives.

About FSX mod itself

Again: great job lagueriniere I like the intro and some new maps what really have star wars feeling like Nesmazzda etc. although I've found a couple of tiny probs I could mostly solve (haven't completed testing the mod yet) such prob is for example:

- conquest cooperative mode of the maps requires at least 2 players unless you include the line "sv.numPlayersNeededToStart 1" in "...\Battlefield 2142\mods\FSX\AI\AIDefault.ai" (the folder "...\Battlefield 2142\mods\FSX\settings" is almost completely empty comparing it to Firststrike's corresponding settings folder),

- 64 player conquest cooperative version of lagueriniere outpost hoth contains X-wings instead of snow speeders, this can be theoretically solved by copying the file

"...\Battlefield 2142\mods\FSX\Levels\lagueriniere_outpost_hoth\server.zip\gamemodes\gpm_sp\64\gameplayobjects.con"

onto

"...\Battlefield 2142\mods\FSX\Levels\lagueriniere_outpost_hoth\server.zip\gamemodes\gpm_coop\64\gameplayobjects.con" .

I say "theoretically" 'cause I haven't tried it yet wink

Another problem I couldn't find a way to solve is that some important ingame HUD symbols don't work or are turned off on all maps (or on the ones I have tested) such are controlpoint symbols (both general controlpoint symbols and the one that shows the cp which is assigned to the squad by the squadleader), damage/iff symbols etc. All of these should be displayed in my oppinion as they are in default Firststrike mod.
Any idea to solve this would be appreciated. big_smile

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

310 (edited by G_Redeye 2011-05-18 10:04:59)

Re: Single Player mini-mod WIP

Additional comments and suggestions to FSX / FS_SP / FS conquest cooperative & sp mode maps

Firstly, I've tested more conquest cooperative versions of FSX lagueriniere outpost hoth map (16/32/48/64) and it was cool to find an atmospheric dogfight map finally that runs absolutely stably: lagueriniere outpost hoth - conquest cooperative mode - 48 plr; when you find yourself in a snow speeder hunting T/Fs and T/Is above the "snowy flatlands of Hoth" you quickly forget that it happened differently in the original star wars battle big_smile Good job lagueriniere smile Guess it would be worth to compare gpo file of this map to bandomeer refinery's gpo, this might help to hunt down the source of atmospheric df map CTDs in conquest cooperative mode.

I've added some tiny modificiations to the 48 and 64 player version though. On the default versions of these maps, the imperial HQ can be captured by the rebs and I think this "screws up" the battle so I've removed the possibility of capturing imp HQ on both maps by adding the following line to "CP_imp_lagueriniere_atatscamp" setup:

"ObjectTemplate.unableToChangeTeam 1"

Additionally I've replaced each x-wing object spawner to snow speeder in the 64 plr version (refferred as "air speeder T-47" or something like that when it appears in the game).

Also tested some conquest cooperative infantry maps like carbone hill, nesmazzda conflict, researchs in anchorhead etc. and I enjoyed them except the "missing HUD symbols problem" I mentioned eariler and another problem that I can't take over gunner positions from R2 in either of AT-ATs and other crafts (e.g. snow speeder) / vehicles unless the driver or gunner position is occupied by an AI player already.

Human players should be allowed to take over gunner positions from auto gunner in all AT-ATs, crafts and vehicles without the presence of an AI player in the AT-AT / vehicle / craft.

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

Re: Single Player mini-mod WIP

Finished removing CTD causes of Bandomeer Refinery Assault Conquest Cooperative Mode

After downloading tons of FS stuff I wouldn't have really needed for it lol, I've finally found and fixed most of the causes of the CTDs on the map by studying other cq coop dogfight maps like Battle of Yavin and Lagueriniere Outpost Hoth (thanx again for your work Lagueriene, sorry for being late wink I just din't have a comp fast enough to really study FirstStrike earlier ).

The map now runs without CTDs with the following limitations:

- Human players must avoid getting in starfighter crafts (X-wing, T/I, T/B) of the opposing team, that will cause CTD (getting in non-starfighter crafts / vehicles of the opposing team is disallowed or allowed, but doesn't cause CTD). Well, removing starfighters parking around the HQs and relocating human player starfighter spawners to high in the air would've completely solved this, but it would've taken much work (an' I'm laaazy big_smile) plus I like it better when the fight starts taking off from the ground (especially like the tie-starfighter catapult wink ).

- Had to remove T16s (really sorry that neutral )

- You must pick/create a squad leader position for a respawn bug that's connected with the space versions of starfighter crafts somehow (don't ask me more of this it's just there and that's all big_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

thanks for your report, i will check all of this tongue

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

313

Re: Single Player mini-mod WIP

Erm...say what now?

Usually I can follow stuff like this, but at the minute my mind is elsewhere.

Since 2142 1.51 there have been many issues for ai, not just in the mod but in the vanilla 2142 game as well, this is because (I believe) EA/Dice altered the games ai.dll file, which is something beyond our control. Since we can't alter tha ai file without altering the entire game mechanics and possibly causing people to be PB kicked from vanilla servers, its a bit of a dead end. This is why we can't fix the squad leader co-op bug independantly of vanilla 2142.

As for the other stuff, I don't recall having problems with a ctd during bandomeer, but then I have files that differ from pubber. It's also not a game I tend to play that often, also I'd have to take a look at your files red in order to be able to make any proper judgement.

Since you appear to be also using FS_SP files (that are not supported by the core mod) that may also be why you experience some issues, regardless of the abilities of the original author.

To add back the hud icons, ie the 3d flag icons, just go to the games files (specifically, levels/bandomeer/server/gamemodes and then the game size file you want), in this case I assume it is co-op or sp 48 p. I'm sure you know which one I mean by now since you've already used it to alter some spawn points etc! Scroll down and add the flag coding lines:

rem [ControlPointTemplate: CP_16_Drilling_Platform_pushmap_3__2]
ObjectTemplate.create ControlPoint CP_16_Drilling_Platform_pushmap_3__2
ObjectTemplate.activeSafe ControlPoint CP_16_Drilling_Platform_pushmap_3__2
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate cp_holobase
rem -------------------------------------
rem ---BeginComp:Nametag ---
ObjectTemplate.createComponent Nametag
ObjectTemplate.Nametag.3dMapIconOffset 0/3/0
ObjectTemplate.Nametag.showItem 1
ObjectTemplate.Nametag.showDistance 1
ObjectTemplate.Nametag.show3dIcon 1
ObjectTemplate.Nametag.selectable 1
rem ---EndComp ---

ObjectTemplate.setControlPointName CP_16_Drilling_Platform_pushmap_3__2
ObjectTemplate.radius 17
ObjectTemplate.radiusOffset 0/0/-7
ObjectTemplate.team 1
ObjectTemplate.controlPointId 302
ObjectTemplate.areaValueTeam1 50
ObjectTemplate.areaValueTeam2 50
ObjectTemplate.timeToGetControl 25
ObjectTemplate.timeToLoseControl 25
ObjectTemplate.hoistMinMax 0.2/0.9

I've highlighted the missing component in bold so you can compare. Just copy and paste the bold lines to each controlpoint in the right area and the 3d map icon will reappear in the hud for the flags.

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: Single Player mini-mod WIP

Twigs wrote:

Since you appear to be also using FS_SP files (that are not supported by the core mod) that may also be why you experience some issues, regardless of the abilities of the original author.

That's true, there's a thing I haven't posited particularly anywhere that I don't have any problem with running First Strike v1.5 core mod maps since - as far I know it - this thread has originally been started to discuss everyting about First Strike Single Player Minimod. The main purpose of submitting my experiences is to make FS_SP and FSX mods better; however since there are just too few maps that have conquest cooperative / sp mode in First Strike core mod - e.g. Bandomeer Refinery also doesn't have such mode there what's the possible cause you never had any ctd issue on that smile -  I'm not sure the problems mentioned above wouldn't come up in a possible future First Strike core mod conquest cooperative / sp mode "map development rush" smile It was always clear to me that the CTD issues I mentioned can be occured on at least 3 levels: BF 2142 core, First Strike Mod core and FS_SP / FSX, and these 3 are sharply different, I've never confused them. I always thought of fixing CTDs on the 3rd level that is on FS_SP / FSX level by adapting them to the first 2 (BF 2142 core and First Strike core) as much as possible. I was sure for example, that the squad leader bug you mentioned is something what should occur somewhere in the basic BF 2142 core, btw this bug is not a tragedy for me, I can live together with it big_smile Briefly : above posts of me are mainly intended for FS_SP / FSX minimod developers / users, sorry if I was ambiguous.

Twigs wrote:

rem ---BeginComp:Nametag ---
ObjectTemplate.createComponent Nametag
ObjectTemplate.Nametag.3dMapIconOffset 0/3/0
ObjectTemplate.Nametag.showItem 1
ObjectTemplate.Nametag.showDistance 1
ObjectTemplate.Nametag.show3dIcon 1
ObjectTemplate.Nametag.selectable 1
rem ---EndComp ---

Thanx for the hint - looks familiar, I knew I've met this somewhere already just couldn't recall the exact syntax - I'm sure we can use it in FS_SP / FSX mod development; that's one HUD symbol I'm missing and ... there's a couple of others what would be even more important than the general cp symbols 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

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 it's a pain in the a** but it seems I just can't evade using the editor, could you tell me more about that workaround Dnamro ? (I'm downloading BF 2 Editor v1.3 and I still don't have BF 2 big_smile )

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