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Alpha Project Close Combat Mappack, ...featuring six of my old maps revamped
JONES
post Mar 4 2012, 04:15 PM
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Hello guys as the title says i revamped six of my old maps and converted them to alpha project plus additional stuff included, also get sure to visit our server as soon it got updated with the new version of the mappack, i had a pre release version already running on the server.
Jut so you know if you have troubles connecting give it a few hours or days till the admins updated the serverfiles with the new mappack! Have fun!

Screenshots/Renders










Dodek's XM8 Animations Preview Video





Description/Credits


FEATURED MAPS

Crossfire, Lost Jungle, Morning Breeze, Pripiyat, Town Strike, Vacant

--------------------------------------------------------------------------------

SPECIAL CONTENT

new MEC woodland camo textures various hidden pickupkits to be found on all maps special close combat spawnkits find the hidden and limited XM8 and SUPPRESSED BARRET happy searching smile.gif

--------------------------------------------------------------------------------

CREDITS

maps/skins by JONES
barret_sd suppressor model by Dtneter
barret_sd Suppressor textures by JONES
barret_sd animations by M.Combat
xm8 model by Xeqtr
xm8 ironsight models and tweaks by BFRhys
xm8 animations by Dodek96_pl
xm8 textures by JONES

--------------------------------------------------------------------------------

AI/DEBUGGING

EzPiKnZ, SrykerJ, Logan, Spyker2041 and Outlawz






This post has been edited by JONES: Mar 5 2012, 02:22 PM


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Web
post Mar 29 2012, 09:36 PM
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Hi,

for "Morning Breeze" you should look into the GPO and fix/correct the missing CP tokens there....


At " Lost Jungel" remove or decrease the " total overpimped" rain effect (over 500 calls in AmbientsObjects.con) and the laggs are gone. Also correct/fix the missing CP tokens in the GPO.

This "CombatArea.usedByPathFinding 1" can also help on both maps.

As tip - add "Voids" ESAI to both maps ....
Both versions runs after that changes

And to Jones - your statment about the unchanged AI/Map/GPO is not right - you have change it. A simple compare between old and new shows that very well wink.gif

cu

This post has been edited by Web: Mar 29 2012, 10:02 PM


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JONES
post Mar 30 2012, 03:02 AM
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QUOTE (Web @ Mar 30 2012, 05:36 AM) *
Hi,

for "Morning Breeze" you should look into the GPO and fix/correct the missing CP tokens there....


At " Lost Jungel" remove or decrease the " total overpimped" rain effect (over 500 calls in AmbientsObjects.con) and the laggs are gone. Also correct/fix the missing CP tokens in the GPO.

This "CombatArea.usedByPathFinding 1" can also help on both maps.

As tip - add "Voids" ESAI to both maps ....
Both versions runs after that changes

And to Jones - your statment about the unchanged AI/Map/GPO is not right - you have change it. A simple compare between old and new shows that very well wink.gif

cu


Hehe yes that might help... well only thing i changed are pickupkits as far i can recall gpo related for alpha project ph34r.gif however i wont rerelease the mappack now, i just have no time for that, alpha project maps take away to many time if i wana finish a bunch new for the next release sad.gif

This post has been edited by JONES: Mar 30 2012, 03:03 AM


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Web
post Apr 1 2012, 04:27 AM
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Ok - here we go to fix the Lost Jungle CoOp 64 mode -

first change the StrategicAreas.ai file to that:
CODE
rem *** Create strategic areas ***


aiStrategicArea.createFromControlPoint Storrage_Huts_64 102 50
aiStrategicArea.layer 2

aiStrategicArea.createFromControlPoint Swamps_64 104 50
aiStrategicArea.layer 2

aiStrategicArea.createFromControlPoint US_Outpost_64 1 50
aiStrategicArea.layer 2

aiStrategicArea.createFromControlPoint Uphill_64 103 50
aiStrategicArea.layer 2

aiStrategicArea.createFromControlPoint Villa_64 101 50
aiStrategicArea.layer 2

aiStrategicArea.setActive Storrage_Huts_64
AIStrategicArea.addNeighbour Uphill_64
AIStrategicArea.addNeighbour Swamps_64
AIStrategicArea.addNeighbour Villa_64
AIStrategicArea.addNeighbour US_Outpost_64
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -47.6471/77.76/-9.11853
AIStrategicArea.setOrderPosition Vehicle -33.6094/77.76/-26.2927
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 84.8528

aiStrategicArea.setActive Swamps_64
AIStrategicArea.addNeighbour Storrage_Huts_64
AIStrategicArea.addNeighbour Villa_64
AIStrategicArea.addNeighbour Uphill_64
AIStrategicArea.addNeighbour US_Outpost_64
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 217.457/78.1616/-58.1534
AIStrategicArea.setOrderPosition Vehicle 196.903/77.7516/-64.161
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 141.421

aiStrategicArea.setActive US_Outpost_64
AIStrategicArea.addNeighbour Storrage_Huts_64
AIStrategicArea.addNeighbour Swamps_64
AIStrategicArea.addNeighbour Uphill_64
AIStrategicArea.addNeighbour Villa_64
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -160.336/82.88/-326.735
AIStrategicArea.setOrderPosition Vehicle -158.973/82.88/-325.63
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 5.65685

aiStrategicArea.setActive Uphill_64
AIStrategicArea.addNeighbour Storrage_Huts_64
AIStrategicArea.addNeighbour US_Outpost_64
AIStrategicArea.addNeighbour Villa_64
AIStrategicArea.addNeighbour Swamps_64
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -178.097/88.6709/154.394
AIStrategicArea.setOrderPosition Vehicle -167.243/89.6345/148.135
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 141.421

aiStrategicArea.setActive Villa_64
AIStrategicArea.addNeighbour Storrage_Huts_64
AIStrategicArea.addNeighbour Swamps_64
AIStrategicArea.addNeighbour Uphill_64
AIStrategicArea.addNeighbour US_Outpost_64
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 89.2771/107.495/241.042
AIStrategicArea.setOrderPosition Vehicle 87.4508/101.52/286.098
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 28.2843
you can see now - some new "AIStrategicArea.addNeighbour US_Outpost_64" entrys.

Second - change (in the GPO) this parts at the ControlPoints setup to this :
CODE
rem ********** Control Points **********
rem [ControlPointTemplate: US_Outpost_64]
ObjectTemplate.create ControlPoint US_Outpost_64
ObjectTemplate.activeSafe ControlPoint US_Outpost_64
ObjectTemplate.modifiedByUser "-"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName US_Outpost
ObjectTemplate.radius 30
ObjectTemplate.team 2
ObjectTemplate.controlPointId 1
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: Villa_64]
ObjectTemplate.create ControlPoint Villa_64
ObjectTemplate.activeSafe ControlPoint Villa_64
ObjectTemplate.modifiedByUser "-"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Villa
ObjectTemplate.radius 10
ObjectTemplate.team 1
ObjectTemplate.controlPointId 101
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: Storrage_Huts_64]
ObjectTemplate.create ControlPoint Storrage_Huts_64
ObjectTemplate.activeSafe ControlPoint Storrage_Huts_64
ObjectTemplate.modifiedByUser "-"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Storrage_Huts
ObjectTemplate.radius 15
ObjectTemplate.team 1
ObjectTemplate.controlPointId 102
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: Uphill_64]
ObjectTemplate.create ControlPoint Uphill_64
ObjectTemplate.activeSafe ControlPoint Uphill_64
ObjectTemplate.modifiedByUser "-"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Uphill
ObjectTemplate.radius 20
ObjectTemplate.team 1
ObjectTemplate.controlPointId 103
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: Swamps_64]
ObjectTemplate.create ControlPoint Swamps_64
ObjectTemplate.activeSafe ControlPoint Swamps_64
ObjectTemplate.modifiedByUser "-"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Swamps
ObjectTemplate.radius 20
ObjectTemplate.team 1
ObjectTemplate.controlPointId 104
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.hoistMinMax 0.2/0.9
But note here - there is no UCB in this mode any more !

Then add this "CombatArea.usedByPathFinding 1" after the "CombatArea.layer 2" entry.

Find out this SpawnPoint position :
CODE
Object.absolutePosition -39.104/77.760/-3.264
Object.rotation -151.890/0.000/0.000
- "its one at the ("Storrage_Huts" area) of the GPO" and change it to this :
CODE
Object.absolutePosition -34.745/77.760/4.896
Object.rotation -151.890/0.000/0.000
. Now - after this - this SpwanPoint is also again in the Inf. navmesh area.

[EDIT on] found this SpawnPoint position also in CoOp 16 + 32 mode and change it there or the system crashs if it spanws an bot there [Edit off]


Next - remove all 581 rain effects calls from the "AmbientObject.con" file.The org. file size is "781.098" - after this is has an file size of "80.280" (with this change - your lagging probs. are also well gone, but you have no rain effect).



Thats all.

Now the bots use and get the enemy flags - if he can...


As i write it before - use Voids ESAI (my suggestion - the "medium FCA PF PB" at the 64 mode and the "small FCA PF PB" for 32 +16 mode).


Note - i have run this old map - in this mode - on one of my ded. servers since 04.2011 (after i made an ported version for BomSF 1.41 of it). And here for i personaly do not want the new and/or old pickups in it. All changes works well on both versions (new and old release) of this map.

To Jones : ich schreib das jetzt mal in deutsch - ist für mich und mein uraltes Schul englisch besser und Du verstehst es ja.... wenn möglich würde ich - das Terrain im Bereich des US_Outposts - dahin gehend verändern, das die Bots auch auf den Hügel - rechts von den Boot Piers - rauf können. Sie also links und rechts - zu Fuß - die Gegner Flaggen erreichen können. Habs jetzt nicht getested/nach geschaut, aber ich vermute mal das der entsprechende Navmesh in dem Bereich schon vorhanden ist, nur aber zu tief liegt. Denn setzt man da SpawnPoints (oben auf den Hügel) flitzen die Bots zu Fuß los und nehmen Swamps fasst immer als erstes ein. Auch wäre ein absenken der Piers auf unter Navmesh Ebene hilfreich - dann nutzen die auch die Piers als möglichen Weg. Ach ja - der Pool bei Villa - könnte auch nen fix vertragen, die Blödies (Bots) springen da immer rein und hängen fest, weil sie die Leitern nicht rauf können. Ein entsprechendes Anheben des Wasserstands dort im Pool, könnte das Problem beheben (Bots klettern sonst nur 1-2 Stufen die Leitern hoch und lassen sich dann fallen).





cu and i hope it helps...

This post has been edited by Web: Apr 11 2012, 01:50 AM


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bobthedinosaur
post Apr 1 2012, 04:46 PM
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nice fix web. ill try it out later. any ideas on what might be causing the lag on the small map called vacant? I wonder if it is also an AI issue, for being such a small map I get light lag on even my new computers?
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JONES
post Apr 2 2012, 09:21 AM
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QUOTE (bobthedinosaur @ Apr 2 2012, 12:46 AM) *
nice fix web. ill try it out later. any ideas on what might be causing the lag on the small map called vacant? I wonder if it is also an AI issue, for being such a small map I get light lag on even my new computers?


Oh realy? I never had lag on vacant, now this is new for me huh.gif I am wondering what could cause it, maybe because the most part of the building is built with statics piled on each other?
Back when building that map i had to generate lightmaps with 3dsmax aswell because bf2 editor dont like generating piled masses of statics which ends up in endless renderingtimes usualy.

This post has been edited by JONES: Apr 2 2012, 09:23 AM


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Web
post Apr 3 2012, 10:53 PM
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QUOTE (bobthedinosaur @ Apr 2 2012, 12:46 AM) *
.... any ideas on what might be causing the lag on the small map called vacant? I wonder if it is also an AI issue, for being such a small map I get light lag on even my new computers?


Hmm - i have no probs. with lags on vacant (but i use an older version of it) - (ps: reduce - in coop - the used bots to 32 (on server side (AIdefault.ai) - if it lags. The standart with these mod has 48)

I will setup quickly an AP test server to check it out next weekend (eastern), whats happend with "vacant" and "morning breeze".
For "Morning breeze" i can say (at a short look) there is an prob. with the CP IDs on CoOp mode 32 (they have wrong IDs in the AP version).
These cant run - so some changes must be made. Give me some days to check it out what is happend there in CoOp... then it seams (at a short look) that the whole map should be re-edit (GPO, SPs in Navmesh ? ect.pp) to work with AP correctly or i re-convert my working version (from BomSF to AP).

Between "Vacant" - in the AP version - have only an 16 CoOp mode (the (my) BomSF version includes both 16 + 32).

(Note : i personaly use both maps (Lost Jungle, Vacant and Morning breeze) in all modes ported (but with some gameplay changes) on the BomSF1.41 mod - all works very well)

At general - sorry for that yet Jones - it seams that Jones looks primary at the CQ mode, grafics, ambients and animations - the whole other things of a map has no interrest for him.... you can see that in the AP releases very fine. Quick and dirty.

This post has been edited by Web: Apr 3 2012, 11:07 PM


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bobthedinosaur
post Apr 4 2012, 02:32 PM
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I run my coop server at about 47, so I will try at less numerous bot settings, but its strange I have no lag on much larger maps. Also how does AP affect the lag?
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Web
post Apr 5 2012, 10:06 AM
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QUOTE (bobthedinosaur @ Apr 4 2012, 10:32 PM) *
I run my coop server at about 47, so I will try at less numerous bot settings, but its strange I have no lag on much larger maps. Also how does AP affect the lag?


Hmm - the only thing that i can say is every mod use differend cpu power.... on server + client side.

On my root - an older I7-920 -, 12 Gb ram, debian 6.0, 11 CoOp mods running (no other web site/statistics or what ever runs there) - i can see this
CODE
cpu power used at idle time (no player is online)
--------------------------
%               Mod           desc
--------------------------
17.4 %     BomSF 1.41 (newer versions (1.5 -> 1.7x) use up to 25% at idle) org. core/but mostly custom maps (over 150 differend in rotation))
17.0 %     Lions Roar 1.8 (org. core/maps)
14.5 %     N@W 6.0 (org. core/maps
10.9 %     Mercs 15 - Final Push (patched (differend objects_server.zip) but it use the same maps as Mercs -WE)
10.8 %     Alpha_Project (org. core/maps)
10.2 %     BF2 vanilla (org. core/maps + custom maps)
9.3 %     USI 2.2 (org. core/maps
9.1 %     AIX-2/TnG-2 (org. core/maps plus custom maps)
9.0 %     CQB 1.9 (org. core/maps)
8.8 %     BF2 xpack (org.core/maps)
7.4 %     Mercs 15 - Wars end (org.core/maps + custom maps)



So AP use at my point of view imho an normal CPU power consumation (i.e. +-10%)

But on some Maps (auto-rotation is allways on on all my game servers) it use more Cpu power.

I belive that is resulted at the used effects/ambients/weapons ect. pp. in this maps or/and how good these maps/mods are optimized. Also mostly all maps runs fine in Cq but some of them has or makes massive problems in CoOp.

An other thing is how good or bad your local system and you network connection is.

I use here an old E8500 @ 3.8 Ghz - dual core 6 Gb ram, 4870x2 GPU, Win 7-64 ultimate and an 128 Mbit cabel connection to play.




p.s. "Morning breeze" - the org map - CoOp 16 - crashs here directly the AP server - but my old (re-converted from BomSF (only the army settings are changed yet + no extra weapons included)) version runs fine - but it is hard to play in CoOp at the US side (16 vs. 16 at 50% difficult).


An other thing in AP is that every time i change an weapon (i.e. from rifle to pistol or backwards) an load animation runs - equal if i have (before) an full magazine or not. Thats very nervous in play and should be fixed soon.
The support via bots is miserable in these mod, so if you want ammo - the bots runs and runs - but you became no ammo (equal if a support is in you squad or not)... and some Rambo Bots - you cant stop them - only C4 will help here. I pump an complete LMG magazin in it (distance +-30 meters) - but he runs again forwards and kills me with an knife. An real joke.
Apropose weapons - the acuratcy - it is under 10% - an sniper rifle as excample, should kill with one shoot (an distance headshoot) and not after 2/3 hits.
But this is my point of view about AP.... and these weapons in it.

cu

This post has been edited by Web: Apr 5 2012, 10:20 AM


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JONES
post Apr 5 2012, 11:05 AM
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QUOTE (Web @ Apr 5 2012, 06:06 PM) *
QUOTE (bobthedinosaur @ Apr 4 2012, 10:32 PM) *
I run my coop server at about 47, so I will try at less numerous bot settings, but its strange I have no lag on much larger maps. Also how does AP affect the lag?


Hmm - the only thing that i can say is every mod use differend cpu power.... on server + client side.

On my root - an older I7-920 -, 12 Gb ram, debian 6.0, 11 CoOp mods running (no other web site/statistics or what ever runs there) - i can see this
CODE
cpu power used at idle time (no player is online)
--------------------------
%               Mod           desc
--------------------------
17.4 %     BomSF 1.41 (newer versions (1.5 -> 1.7x) use up to 25% at idle) org. core/but mostly custom maps (over 150 differend in rotation))
17.0 %     Lions Roar 1.8 (org. core/maps)
14.5 %     N@W 6.0 (org. core/maps
10.9 %     Mercs 15 - Final Push (patched (differend objects_server.zip) but it use the same maps as Mercs -WE)
10.8 %     Alpha_Project (org. core/maps)
10.2 %     BF2 vanilla (org. core/maps + custom maps)
9.3 %     USI 2.2 (org. core/maps
9.1 %     AIX-2/TnG-2 (org. core/maps plus custom maps)
9.0 %     CQB 1.9 (org. core/maps)
8.8 %     BF2 xpack (org.core/maps)
7.4 %     Mercs 15 - Wars end (org.core/maps + custom maps)



So AP use at my point of view imho an normal CPU power consumation (i.e. +-10%)

But on some Maps (auto-rotation is allways on on all my game servers) it use more Cpu power.

I belive that is resulted at the used effects/ambients/weapons ect. pp. in this maps or/and how good these maps/mods are optimized. Also mostly all maps runs fine in Cq but some of them has or makes massive problems in CoOp.

An other thing is how good or bad your local system and you network connection is.

I use here an old E8500 @ 3.8 Ghz - dual core 6 Gb ram, 4870x2 GPU, Win 7-64 ultimate and an 128 Mbit cabel connection to play.




p.s. "Morning breeze" - the org map - CoOp 16 - crashs here directly the AP server - but my old (re-converted from BomSF (only the army settings are changed yet + no extra weapons included)) version runs fine - but it is hard to play in CoOp at the US side (16 vs. 16 at 50% difficult).


An other thing in AP is that every time i change an weapon (i.e. from rifle to pistol or backwards) an load animation runs - equal if i have (before) an full magazine or not. Thats very nervous in play and should be fixed soon.
The support via bots is miserable in these mod, so if you want ammo - the bots runs and runs - but you became no ammo (equal if a support is in you squad or not)... and some Rambo Bots - you cant stop them - only C4 will help here. I pump an complete LMG magazin in it (distance +-30 meters) - but he runs again forwards and kills me with an knife. An real joke.
Apropose weapons - the acuratcy - it is under 10% - an sniper rifle as excample, should kill with one shoot (an distance headshoot) and not after 2/3 hits.
But this is my point of view about AP.... and these weapons in it.

cu



Dude i guess i stated it often enough that our mainfocus is the battlefield gamemode conquest, since this mod is based on the roots and fellowship of bf1942, desert combat and early bf2!
Most mods out there dont even consider adding botsupport, of corse i can just stop adding it in future maps and dont post anything ap realted here anymore would that be better?
Also its not that we have enough manpower for anything more, most of this mod is put together by 3 people and rest content is done by contributers, thats a dog hard job you can only imagine, i use all my freetime to develop this mod, if you can do it better please go ahead fix all the bot related issues and send me the files for it that would help more then complaining about it!

Thats just my point about your post.


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bobthedinosaur
post Apr 5 2012, 04:42 PM
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no don't stop posting here and dont stop supporting bots.

also wtf does AP even mean?
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imtheheadhunter
post Apr 5 2012, 04:52 PM
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QUOTE (bobthedinosaur @ Apr 5 2012, 06:42 PM) *
also wtf does AP even mean?


Armor Piercing?
Associated Press?
Alpha Project?

etc?


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bobthedinosaur
post Apr 5 2012, 06:43 PM
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ohhhhh

i thought he was referring to some kind of AI thing.. tongue.gif i feel stupid
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clivewil
post Apr 5 2012, 08:00 PM
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QUOTE
if you can do it better please go ahead fix all the bot related issues and send me the files for it that would help more then complaining about it!

well put. my sentiment exactly.


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Web
post Apr 11 2012, 01:39 AM
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From: Monheim @ Rhine, Germany
Member No.: 7,791



Boah ehh - come back on the floor.... guys

first - this forum/site has "Battlefield SinglePlayer" as name .... and not "Battlefield Conquestplayer" or ? So its have a main topic about SP and CoOp or not ?

second - there is not an complain against AP ( for IMTHH it means Alpha Project... (lol nice try) ) mod.

It was only my personal point of view over it and your (Jones) release of an map pack for it with old not fully working CoOp modes in some of these maps.

To talk about this is here forbidden ?

And yes it cost time to make maps - i know that really. It cost also time to fix your errors in that maps/modes without any help from you Jones.

So use the fixes above (at lost jungel) or leave it. For the other maps find out an other guy to fix that... your are to arrogant (at my point of view yet) for any help with that from my side Jones.

cu web

This post has been edited by Web: Apr 11 2012, 01:41 AM


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JONES
post Apr 11 2012, 10:35 AM
Post #30


Graphic Artist/Map Designer
****

Group: Soldiers
Posts: 947
Joined: 5-February 06
From: Austria
Member No.: 1,511



just hang it

This post has been edited by JONES: Apr 11 2012, 10:38 AM


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