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BFP2 Release 2 Pending
1/2Hawk
post Feb 27 2008, 03:46 PM
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Hi guys -

Just a heads up - PiratePlunder and I have taken some time apart from other projects to knock out a substantial new release for BF Pirates. There are several new ships, aircraft, new weapons and a whole swak of new maps showing off two new gamemodes etc etc. I realize that our early patching for R1 messed up some of the SP capabilities last year, so I thought Id gauge the interest here to see if any of you guys would be willing to work with us to either make SP working straight off the new installer or at least prepared for those that would want to make use of it later?

We'd be happy to pack up the work you guys have already done for us and we can also do some of the heavy lifting adding col3 meshes to the larger statics and coding the ai templates into our stuff ... but theres just so much stuff neither of us know about we could use some advisors. We offer full access to our staff forums and pre-release build files - if interested, shoot me a PM or reply here. Or, if its been your experience that adding SP to mods just doesnt carry a lot of interest, that'd be good to know too.

Thanks!
1/2


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Dnamro
post Feb 27 2008, 07:34 PM
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Ok, just sent a PM. I always try to help out a mod that asks for sp help.


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EzPiKnZ[ONT]
post Feb 29 2008, 07:19 AM
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I recieved a PM from D on this subject. Here is how I stand...

I have been on hiatus for some time now, trying to get back into the work force, which has me working a lot of temp jobs. More often than not I am employed by a processed pork product company (mortadella, pepperoni etc) and while with them it leaves me totally exhausted to the point that seeing my daughter to bed before me takes all my remaining strength. That being said... I am currently not working for them and only have 2 days a week with a property managment crew (renovations/maitenence). When the phone rings for plant work again, I'll be there in a heartbeat. biggrin.gif

Anyhoo, that gives me time to help out if you want, just know that real life can sweep me away at any time. I haven't worked on any mods since bfp2 and as far as I remember it is in about the same state as my last post in these pages. I supose depending on the progress of the mod itself, it might be a total do over, but I should still have all my working folders intact. I also remember it only took a couple days to generate all the maps too (instead of just one tongue.gif) so a do over isn't as bad for this mod.

Enough of my babbling... Keep me posted.

This post has been edited by EzPiKnZ[ONT]: Feb 29 2008, 07:19 AM


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Dnamro
post Feb 29 2008, 12:01 PM
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Ez,

Can you repost your navmesh work and gtsdata files again? The link doesn't work anymore. apparently filefront dropped it.

As far as availability. I understand perfectly. Whatever time you have available to work on a navmesh would be fine.


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EzPiKnZ[ONT]
post Feb 29 2008, 01:26 PM
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I tried a few of my filefront account links and they are working fine.


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Dnamro
post Feb 29 2008, 02:09 PM
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I don't see the one that is supposed to 56mb and has all the navmesh work. But one with all the Gtsdata and Navmesh work files would be very helpful.


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EzPiKnZ[ONT]
post Feb 29 2008, 04:42 PM
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Ahhh... I think that was the complete output of bastion... which has since evolved.... I remember roughing the bastion and dead calm was where I left off. I can get that stuff to ya, but to be honest, a regen of a few maps would be good after some of the larger / complex objects have been updated with col3's. Bastion was the most notable map in need of col3's as well iirc. Another SP friendly addition to the mod would be a bot friedly siege tower.


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Dnamro
post Mar 2 2008, 10:03 PM
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I have the handweapon AI integrated into the mod and added AI to the new weapons for release 2, but I am running into issues with the kits. Where there any kit changes made for sp support to Release 1?


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EzPiKnZ[ONT]
post Mar 3 2008, 07:08 AM
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PM returned re: kit updates.


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Dnamro
post Mar 3 2008, 08:23 AM
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I am getting an illegal item index = -1 error popup window upon spawning into the map. I checked and there were not any kit changes for r1, so this is something new for r2.

Because pirates only has 5 kits, a dummy 6th kit was just added:

gameLogic.setKit 1 0 "ud_SharpshooterDC" "ud_shrp"
gameLogic.setKit 2 0 "pl_SharpshooterDC" "pl_shrppeg"

gameLogic.setKit 1 1 "ud_Raider" "ud_radrrpeg"
gameLogic.setKit 2 1 "pl_Raider" "pl_radr"

gameLogic.setKit 1 2 "ud_Gunner" "ud_gunrrpeg"
gameLogic.setKit 2 2 "pl_Gunner" "pl_gunr"

gameLogic.setKit 1 3 "ud_Carpenter" "ud_radr"
gameLogic.setKit 2 3 "pl_Carpenter" "pl_carppeg"

gameLogic.setKit 1 4 "ud_Surgeon" "ud_surgrpeg"
gameLogic.setKit 2 4 "pl_Surgeon" "pl_surg"

gameLogic.setKit 1 5 "ud_ScoutDC" "ud_shrp"
gameLogic.setKit 2 5 "pl_ScoutDC" "pl_gunrpeg"

gameLogic.setKit 1 6 "" ""
gameLogic.setKit 2 6 "" ""

No change to kits needed. I don't know why I am getting an item index -1 error now.


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EzPiKnZ[ONT]
post Mar 3 2008, 09:08 AM
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I just checked my init's on all last known working Coop maps and the last 'dummy' kit has been removed entirely.


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Dnamro
post Mar 3 2008, 09:50 AM
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Without the 6th dummy kit, I get an error that it was unable to create the requested kit. I am just going to have to run it through the debugger.


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Dnamro
post Mar 5 2008, 01:25 PM
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I found the problem. One of the tweak files got deleted from the handweapons while I was updating.


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-=Punkbuster=-
post Mar 6 2008, 08:31 AM
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Hey folks, sorry if a enter this thread but I wanted to ask if it is possible to include support for other languages in the upcoming release. At the moment there is only the folder "English" included and players from other countries don't see the correct menu and Kill Messages until they make a copy of the folder "english" and rename it to their langugae. In my case it is "german".


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Dnamro
post Mar 6 2008, 10:36 AM
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You should post your request at the pirates forum. http://www.bfpirates.com/phpBB2/

There won't be another release of the sp mini-mod because I am working with the pirate mod team to integrate the mini-mod into pirates.


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