BFP2 Released, Bots MIA |
BFP2 Released, Bots MIA |
Sep 20 2007, 05:24 AM
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#1
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![]() Are you the Gate Keeper? ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,027 Joined: 1-July 04 From: Ontario, Canada Member No.: 271 |
Doesn't look like they put any effort into the sp side of the mod. A few weapons have templates but I assume they are just left overs. I am currently genning a mesh for one of the original maps that came with. Since there is a lack of templates in their archive I have my doubts that any col3's are in place. Time will tell.
This post has been edited by EzPiKnZ[ONT]: Sep 20 2007, 05:25 AM -------------------- |
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Sep 20 2007, 06:19 AM
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#2
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,814 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
No, the devs had said all along that they did not not have plans for bots, but that they were fine if someone wanted to do a sp mini mod to add bots. It should not be too difficult to add AI to the handweapons and port into some BF2 sp maps.
-------------------- No, my Avatar is not my dog.
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Sep 20 2007, 06:29 AM
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#3
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![]() Major Sleepless Nights ![]() Group: BFSP Team Posts: 3,526 Joined: 9-July 05 From: Brisbane, Australia Member No.: 933 |
playing this mod in bf2 levels would defeat the whole purpose of the mod I think. At this late stage of the bf2 cycle, not including SP support is a bit of a let down, not to mention the mods lengevity will suffer greatly when the servers lose more and more players. I was always looking forward to Pirates and I always kinda hoped they would have some SP support
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Sep 20 2007, 07:11 AM
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#4
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![]() Are you the Gate Keeper? ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,027 Joined: 1-July 04 From: Ontario, Canada Member No.: 271 |
I agree Kys. Stuffing BFP2 content into a vanilla map just wouldn't be right. I was going to do that just to see how far I could get templating, but I'da probably lost interest in it right quick (I have the attention span of a rabbit during mating season anymore with these titles).
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Sep 20 2007, 07:15 AM
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#5
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,814 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
Solomon Showdown is a jungle map that would make a good pirate conversion because of the lack of modern statics.
I bet a lot of the maps could be restricted to land and that it would not be difficult to generate navmeshes. -------------------- No, my Avatar is not my dog.
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Sep 20 2007, 11:00 AM
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#6
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![]() Are you the Gate Keeper? ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,027 Joined: 1-July 04 From: Ontario, Canada Member No.: 271 |
As I feared, the meshes are plagued with holes left from bounding boxes. I'm sure there are some suitable maps someone might wanna use, but it's all beyond the scope of my own attention span to be bothered continuing myself. Perhaps in the future the team will consider revisiting their models, before Max files get plundered (go missing). Til then, I'll have to say, Narr.
*Edit* If anyone should want the genned data to continue, just say so and I'll upload the entire folder asap (Rar'd size ~57MB). Keep in mind they'll be first to go if I find I need the space, so don't wait. I did storm_the_bastion simply because it had custom statics. I'll probably toss up what it spit out for 'main islands' shortly in case anyone want to work out their own aiTemplates in the pirates natural habitat. *Edit* Here those files should anyone want them. Keep in mind that they will be of no use to the common user. Meshes only 2.55MB (qtr/ahm) Complete navMesh work files 56.95MB. I can't remember if I exported while fixing islands so I left a copy of the original Output folder, just in case. This post has been edited by EzPiKnZ[ONT]: Sep 20 2007, 12:11 PM -------------------- |
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Sep 20 2007, 01:13 PM
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#7
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,814 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
Thanks EZ. I am sure I will want to play with the pirate AI when I get a chance.
-------------------- No, my Avatar is not my dog.
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Sep 20 2007, 05:56 PM
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#8
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![]() Master Sergeant ![]() ![]() ![]() ![]() Group: Soldiers Posts: 600 Joined: 9-February 07 From: CA, USA Member No.: 3,008 |
sucks that they didn't provide sp support but oh well, never was a big fan of the whole pirate theme. now if they were ninjas...
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Sep 20 2007, 08:03 PM
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#9
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Cesar ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 6,918 Joined: 24-June 05 Member No.: 752 |
shame they didn't do the col3's,without the custom statics it would not be worth it imo.
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Sep 20 2007, 08:28 PM
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#10
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![]() General ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,733 Joined: 13-January 06 Member No.: 1,399 |
Na there is way to much work to fix by one man. A team would need to be established to get it done correctly.
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Sep 20 2007, 08:43 PM
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#11
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Major ![]() ![]() ![]() ![]() Group: Soldiers Posts: 753 Joined: 5-January 07 From: Bansville Member No.: 2,873 |
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Sep 21 2007, 07:40 AM
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#12
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![]() Are you the Gate Keeper? ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,027 Joined: 1-July 04 From: Ontario, Canada Member No.: 271 |
Someone should let their bots know they can't swim before this guy winds up undying again
My biggest hurdle so far has been adding the coop gamemode back in. They sure haven't made it easy for our community to ensure longevity of the mod despite them saying they would approve. Would the interested party they mention in the above thread be you, D? I seem to recall that it was you that also worked on BP1 ai mod. This post has been edited by EzPiKnZ[ONT]: Sep 21 2007, 08:52 AM
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Sep 21 2007, 12:06 PM
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#13
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,814 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
Yes, I did AI support for the 1942 pirates, and will be playing with adding AI to the BF2 version, but I don't know when I will have a chance right now.
I did correct them in the thread about bots not swimming. Its just because the combat area is limited on the 16 player maps that you never see the bots swim. I know that bots can swim if given a chance. If the bot jumps into an water that does not have an infantry navmesh, it will die. I have downloaded the mod, but haven't had a chance to look at any of the maps, but I assume they will be similar to the bf1942 maps. The land maps without structures or bridges that require the bots to use should be easy to add bot support. The water maps will take some time to get bots to use the ships and fire the cannons, but that's a matter coding the AI into the ships and boats. Vehicle navmeshes for the ships should not be a problem. You just need to either focus the AI to naval warfare or land warfare, because the two don't mix well. For maps that combine the two, its best to have one two different player levels focus on each. Say 32 player sp for land and 64 player sp for naval. Your not going to be able to have a naval battle with bots and then board and fight the bots aboard the ship on the same map, because a moving vehicle can not be navmeshed. However, a stationary ship could be navmeshed with a col3 mesh and bots could move around and fight that way. Now, that stationary ship could be destructable and it could have cannons that the bots can run around and use - the ship just has to be stationary if you want bots to run around on it. -------------------- No, my Avatar is not my dog.
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Sep 21 2007, 12:35 PM
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#14
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![]() Monkey Magic ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,484 Joined: 7-January 05 From: New Zealand Member No.: 468 |
i posted a little bit more clarification in the pirates thread too D.
I find the hardest thing with BF2 is that people have closed minds to the whole concept of SP/Coop, they wrongly base all their assumptions on how the bots behave based on vanilla BF2 v1.0 people need to be more open minded IMHO -------------------- ![]() The distance between insanity and genius is measured only in success |
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Sep 21 2007, 01:13 PM
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#15
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,814 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
Its funny with all the negativity over bots in pirates, because I had more downloads of the 42 sp pirate mini-mod then for any other mini-mod that I posted on my file front account.
BTW, I started a new forum section just for pirates sp development and discussion. -------------------- No, my Avatar is not my dog.
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Lo-Fi Version | Time is now: 24th May 2013 - 01:06 AM |