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2142 SP v1.5.3 feedback
Dnamro
post Oct 21 2013, 11:13 AM
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Post your comments about 2142_SP v 1.5.3 in this thread

Updated and posted new version here:

http://www.battlefieldsingleplayer.com/for...t=0#entry170775


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Dnamro
post Mar 14 2016, 06:20 PM
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Not until after I finish up on P4F mod


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Sgt_Prof
post Oct 26 2016, 03:42 PM
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I have plans to continue NSSP mod since EnemySniper animated some BF2142 weapons (this really amazing isn't it?) so having at least half done/small area navmeshed molokai/yellow knife would be pretty fun.


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Dnamro
post Nov 6 2016, 07:57 PM
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Thanks to Revive 2142 I am working in BF2142 again, so I will be relooking at navmeshing the 2142 maps.


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Sgt_Prof
post Dec 2 2016, 09:25 AM
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QUOTE (Dnamro @ Nov 6 2016, 07:57 PM) *
Thanks to Revive 2142 I am working in BF2142 again, so I will be relooking at navmeshing the 2142 maps.


That's great news. Please check out my BF2142 "remaster" project:
http://www.battlefieldsingleplayer.com/for...mp;#entry200222

Also EnemySniper is doing some custom animations for 2142 so serious revival kick for game is inbound smile.gif
http://www.moddb.com/mods/northern-strike-...mations-feature

P.s. I WANT TO GET MY HANDS ON YELLOW KNIFE AND MOLOKAI SP before I die. Maps can have even reduced size to avoid bad navmeshes and could come as TDM or small CQ modes.

And I still have dream to remake "Northern mountain pass" map from concept art by using geocontrol generated huge terrain.


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kano
post Dec 2 2016, 12:12 PM
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QUOTE (Sgt_Prof @ Dec 2 2016, 11:25 AM) *
P.s. I WANT TO GET MY HANDS ON YELLOW KNIFE AND MOLOKAI SP before I die. Maps can have even reduced size to avoid bad navmeshes and could come as TDM or small CQ modes.


Both Yellow Knife and Molokai have been Navmeshed for Nations At War 8.0,
so all the 2142 maps will be released with the mod with Single Player Support.


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Death_EnForcer
post Dec 2 2016, 01:53 PM
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QUOTE (kano @ Dec 2 2016, 01:12 PM) *
QUOTE (Sgt_Prof @ Dec 2 2016, 11:25 AM) *
P.s. I WANT TO GET MY HANDS ON YELLOW KNIFE AND MOLOKAI SP before I die. Maps can have even reduced size to avoid bad navmeshes and could come as TDM or small CQ modes.


Both Yellow Knife and Molokai have been Navmeshed for Nations At War 8.0,
so all the 2142 maps will be released with the mod with Single Player Support.

bigthumb.gif Good news.
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kano
post Dec 2 2016, 05:00 PM
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So I Want to give something back here, so when your ready ill upload a map pack for 2142 but here is the rub,
it will need porting back to 2142 as right now the maps are set up for Nations At War 8.0, 3 of the maps were navmeshed for us
by Corona, so let me know when your ready and ill upload it somewhere for you to work on.

Belgrade,
Bridge at Remagen Day,
Bridge at Remagen Night,
Camp Gibraltar,
Cerbere Landing,
Cologne, navmeshed for us by Corona,
Fall of Berlin,
German Camp Midnight,
Highway Tampa,
Juneau,
Liberation of Leipzig Day,
Liberation of Leipzig Night,
Minsk,
Molokai, navmeshed for us by Corona,
Operation Blue Pearl,
Operation Shingle,
Port Bavaria,
Shuhia Taiba,
Sidi Power Plant,
Strike at Karkand,
Suez Canal,
Tunis Harbor,
Verdun,
Wake Island,
Yellow Knife, navmeshed for us by Corona,


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Sgt_Prof
post Dec 3 2016, 03:10 AM
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I would love to take a look on these maps smile.gif


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Michael Z Freema...
post Oct 11 2017, 11:02 AM
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Hi. Don't know if you're still working on this but I was playing Bridge at Remagan and the anti-air gun above the point on West end of bridge is treated as an enemy by the bots. I caught 4 of them trying to destroy it but it seemed to be invincible. I could enter it but when I exited I got a CTD.


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Dnamro
post Oct 11 2017, 09:29 PM
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QUOTE (Michael Z Freeman @ Oct 11 2017, 12:02 PM) *
Hi. Don't know if you're still working on this but I was playing Bridge at Remagan and the anti-air gun above the point on West end of bridge is treated as an enemy by the bots. I caught 4 of them trying to destroy it but it seemed to be invincible. I could enter it but when I exited I got a CTD.


I am working on finishing up the navmeshes that I had started way back before EA dropped support. I have most AImeshes done. I plan to update once I finish up the AImeshes.

As far the the exiting the automated stationary guns causing a crash, that is a bug I recently discovered with automating them. Also trying to magnify the view is also disabled. I don't know of any reason why they would be crashing or how to fix these issues. The only work around that I can think of is to have both automated and non-automated versions on maps. The automated versions would not be able to be used by players. Those would be up in out the way locations. The non automated versions would be on ground level or other easy to reach locations.


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Michael Z Freema...
post Oct 12 2017, 11:14 AM
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Thanks Dnamro. So I should use the version with auto turrets turned off for the moment smile.gif

BTW I was playing Wake Island and calling in commander artillery works but I don't think the commander uses it automatically. Been ages since I played so this might have already been working. Either way COOL.

EDIT: Ah, just checked the script. It enables commander strikes. Forgot that. But I can't seem to turn off stationary auto guns. Maybe you could add that some time in the future ?


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Dnamro
post Oct 12 2017, 08:29 PM
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I was just thinking that one easy way to work around the issues with the stationary automated guns would be to add automated only stationary guns as deployable weapons. That way the stationary guns on the map would be normal non-automated.


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Dnamro
post Oct 18 2017, 04:17 PM
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I thought about it some more and with all the issues with trying to integrate autocontrollers, I think it will be best to relegate autocontrollers to spawnable stationary weapons that are not set up for players to use.

Unfortunately, autocontrolled weapons just have too many issues:

- You can't take over an autocontrolled secondary position by switching vehicle positions - you have to enter from outside the position directly and some vehicle positions are set up to only be entered from the pilot position and then switched to a secondary. In that case, players would never be able to use an autocontrolled vehicle position.

- buggy - sometimes causes a crash when exiting and prevents the use of certain features, such as zoom.

- Autocontrolled gunner positions show the player name as R2D2 - which is funny, but destroys the realism - unless your playing First Strike.

Instead, what I can do is to add bot spawners into the vehicles and gun positions. I will have to set up a team 2 version of the static_AV and static_AA weapons. It will change gameplay because now bots will be able to spawn directly into any vehicles or static weapons in a CP radius, which will make it more challenging to take flags.



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Michael Z Freema...
post Yesterday, 08:28 AM
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QUOTE (Dnamro @ Oct 18 2017, 11:17 PM) *
- Autocontrolled gunner positions show the player name as R2D2 - which is funny, but destroys the realism - unless your playing First Strike.


Love it. But wouldn't a future climate change challenged society in 2142 still remember Star Wars ? Bad data anyway I guess ...



QUOTE
Instead, what I can do is to add bot spawners into the vehicles and gun positions. I will have to set up a team 2 version of the static_AV and static_AA weapons. It will change gameplay because now bots will be able to spawn directly into any vehicles or static weapons in a CP radius, which will make it more challenging to take flags.


Could be interesting biggrin.gif



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