

Pimmelorus
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Everything posted by Pimmelorus
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If you want to have both teams (so the player controlled and the AI opposing team) with equal possibiities at the start of the game, you should just play the PvP version. The Coop version was made just to give the opposing AI team more of an edge to make games against AI more interesting. Concerning the Vulcan standing in front of factory; I have seen vehicles standing in front of the heavy and light factories too, but it did not prevent new vehicles to be built at all. My guess is that these vehicles belong to the teams that are set to defend the base; as these teams are where they need to be (base), the vehicles stay at the same spot they were created. I will look if I can make them move away a little so it does not look so silly. Concerning the error; the function that is giving you this error is used all the time during the mission (it subtracts your resources when you buy something). Therefore, I think the occurence of it in you game was an accidental glitch. However, I'll keep an eye out for other reports on this script. Thnx for the heads up. EDIT: after a days playing around I can say that the stationary vehicles at base are not as they should be. Ill keep you updated EDIT2: ok I found what is wrong here. Group information is not passed properly when an AI commander adds a vehicle to a group. Result is that they are not controlled by any AI team. Dang, now I have to release yet another ZEUS CTI version to correct this. Ah well... Sanctuary, thnx again for pointing this problem out. If not for your persistence, I would not have looked into it further.
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Hi Sanctuary, Thnx again for showing interest in the project. At this point I should explain to you what the Coop setting of MFCTI/ZSCTI actually implies. When playing on west side and the "west coop" setting activated, the enemy team (east) gets an strong advantage in starting the mission. For example all AI controlled east units get at least 100000 credits at the start of the mission. Therefore, the reason that you are rushed at the start my enemy helis and tanks is that enemy troop shave far more money to build factories and units. To cut things short: to my feeling, you are reporting topics that are put in the CTI on purpouse, as errors. So, my request to you is hat you have a couple of games of MFCTI 1.16 to see how that goes. Afterall, at the moment (in the future this might change) I seek nothing more than to get an improved version of MFCTI running bugfree, not to improve on possible game play issues. If there are issues in which MFCTI and ZSCTI differ I would love to know them. Greetz, Pimmelorus P.S. And I know for a fact that AI units go and buy tanks according to their role set by the commander. I have seen this repetitively.
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Hi all, I would like to notify all that the debugged version of ZEUS CTI (version 1.1) is now ready for download at the ZEUS CTI webpage. For an extensive list of bug fixes go here  (yes I know, there were many ;) ). We at ZEUS have never had so much CTI fun in DTB mode with insane opposition... lol Greetz, Pimmelorus
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gwg_viper, all the troubles you report have been taken care of. And, yes other versions besides coop will be made, its just that i wanted to use a single map for beta testing. Great that you have been working on the ZSCTI conversion. Don't worry in keeping track of all your changes accurately; I hav some nifty text comparison tools that will do all this work for you. The ZESU CTI forums will not be up soon; could you please visit the www.ofp-zeus.com forums for now (editing and scripting section)? Thnx for the heads up and cya, Pimmelorus
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We have had 2 MP Coop games on ZEUS server and all was as should be. Also, some people played on standalone computer and reported no errors. Some small glitches were detected and removed (e.g., civilian cars not moving). So I can say that all is ok; expect a official v1.1 release in the comming 2 weeks. Greetz, Pim
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Hi all, Last weeks I have been looking at the various bug reports of zeus cti v1.0 and guess what ... there were quite some small errors left in the code. All problems as reported I think i have sorted out now. My request to you all who have experience with MFCTI (and are interested, of course) is to give the new version a spin and see if there are still problems left. Most problems were reported with the behavior of AI commanders so I suggest this is tested mostly. The zeusCTI1.1.pbo and 1 coop map (nogova) can be downloaded at this <span style='color:blue'><span style='font-size:17pt;line-height:100%'>location</span></span> Thnx in advance for the help. Greetz, Pimmelorus
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Yeah guys, I can tell you that the problems with the AI (soldiers and commander) are being adressed (lol. ..they are being addressed more then my gilfriend likes it :0 ). I localized the problems and AI is functioning as they should now. Also the malfunctioning salvagers have been repaired. Please be patient, and if you which to help me beta test when ready PM me at the ZEUS CTI webpage. I also found a very sloppy error that creates errors about the vote system on games on a single computer (so when no networking is used). That is solved too (would result in error of the voting system). Thnx for all the help sofar. Greetz, Pimmelorus
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Thnx a lot guys for this report on AI behaviour! Apparently its fooked, and this went unnoticed by me. I think it will take some time to find out what is causing it. But I will certainly look into it.
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It seems that some strange things are happening to the AI routines. To be honest, I have been focussing mostly on the PvP aspect of the game, and was not able to give the AI behavior a good comparison. The 5 sec. freezing is caused by a problem in one of the CoC network services functions and is not related to the ZSCTI itsself. I am afraid that I have to pass this error on to the CoC boys. For the AI problems I find this quite puzzling, as the PvP and the Coop versions of MFCTI are not much different. Most of these differences have to do with the pregame options (west coop, east coop, etc) and NONE affect the scripts that control AI behaviour. This starts me worrying a bit. I have been testing ZEUS CTI only in true PvP surroundings (human commanders, lots of human soldiers). When I saw that the AI commanders were building bases and gave commands I assumed AI behaviour would be allright. Maybe I have interfered with the AI scripts and was not aware of it. So, could you please do me one favor? Could you play the PvP version but in a way the resembles a Coop game i.e., all human players on either east or west. Big question is then , if the AI opponents show this superpower behaviour too. Help would be greatly appreciated. EDIT: the missing textures problem has been solved btw.
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Thnx for this detailed report. Currently, I am looking into the Coop version. I am puzzled why the Coop version would be bugged (found a possible small problem, but noting big..) as there are only a few number of differences between MFCTI PvP and Coop versions. Anyway, screen shots of errors would be really appreciated. You can send them to [email protected]. Thnx, Pimmelorus
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aaahhhh great, thats info I can work with. Gonna check it out immediately. In the meantime, please ammuse yourself with the PvP version.
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Hmmm ok, problems can occur, and I am not offended by error reports, but can you be a bit more precise? Many of your problems I do not recognize at all.... Edit: ZEUS CTI is not without error still, i know. Errors were reported in the last days that concern the mortar, the salvagers, as wel as something on the max vehicle limit. These errors will be investigated. All error reports that are well founded I appreciate a lot. I hope with the patient help of the OFP community ZEUS CTI will get rid of the bugs it still contains.
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OK, Mike Melvin told me that in the near future a new version of MFCTI (MFCTI 1.17) will be released, that, to his saying, also offers better performance. As I am convinced that MFCTI will never be faster then ZEUS CTI (believe me, i looked at the scripts for half a year ), there is not reason for me to bother much about changes in MFCTI 1.17. I ONLY will make changes in ZSCTI that correspond to gameplay changes (options and unit changes) introduced in MFCTIn 1.17.
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That's not really allowed I guess....
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lol, I was not dead, merely ... well ... I was on holidays. Well, it is all right now again
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MP & triggers - is their activation...
Pimmelorus replied to marcusm's topic in OFP : MISSION EDITING & SCRIPTING
Sure, sure, I am willing to look at it. -
MP & triggers - is their activation...
Pimmelorus replied to marcusm's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm, form what I get from your problem description you try to get some pretty standard stuf to work, so first of all my advise: DONT PANICK! The feeling of running into an unsolvable problem has occurred to most (if not any) scripter around. From personal experience I can tell you that it likely is something you overlooked... But I am afraid that the tests you did are a bit unclear to me. First, what exacly is the difference of test 2 and 3? As I get it in both cases the CS and Client are NOT in the trigger to start with, and the Client runs into the trigger at start. The only diff. is that one time you are near and the other time you are far from the trigger. Did I get this wrongly? Another thing is that, if you whish, I am willing to look at the scripts in the mission itself. Any possibility to give it to me? Cya, Pimmelorus -
Well, I am dutch and I am such a stereotype Speak for yourself mate.... (no flame intended)
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Hey Ex-Ronin, where are you at? Amsterdam doing a coffeeshop tour ;) ? I work there, so if you wanna grab a beer.... (or a spliff...)
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To start with I would say SP and COOP; I still would like to see that, where possible and appropriate, SP maps are also released as COOP maps. As I need to learn making map (but I will do so fast ) I would like to work to convert SP maps into COOP maps. I have the knowledge and dedi MP server to test such network stuff. I we are really on the right track and the initiative does not butst due to conflicts of interest, maybe we can shift to PvP maps as well, if enthousiasts are around for that.
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Thnx Dinger for getting a realistic image of what it takes to become a successfull group of map makers. I do feel though, that some aspects you mention here that concern "standardized ways of conduct" will have to be learned the hard way. But thats part of the fun right...? @Ex-Ronin I have no experience in actually making maps, but I do know my share of scripting, especially under a client/server environment. Apart from that, I am getting more and more interested in the techniques of advanced COOP design, (I like CoC Enemy Stack in particular) and I hope to learn a lot from other partcipants. I hope too that people see this collaboration as an exchange of knowledge, besides making maps just for the sake of it. So officially, yes I would like to participate So, thats said.
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*whipes sweat from he forehead* Ok thnx Ex-Ronin, I though nothing happened as I got no replies. Now I hear this I can find my peace again ... I do not know is we are talkign about the same thing here concenign missions "with the same look and feel". I by no means think about restricting a map makers creativity, but was more thinking along (where appropriate) each map using Kegety's spectator script, use a intro layout that is recognizably of the new collaboration, etc. Its more like lets say the missions that are released by BAS (Tonal, etc) that all have a very recognizable "feel" to them, but all are very different missions in content.
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Munk, as a collective we have various members to whom certain nice stuff (scripts, ideas, etc) are more clear than to other members. Some are good in cutscenes, others in working in the mapeditor, etc My idea , therefore, is that the missions will NOT be "K.I.S.S.", but will feature nice, advanced things that is contributed by the different members. For the "K.I.S.S." maps the way you suggest, we have no need for a team of map makers... Or am I missing the point? Then, be more specific...
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Terox, I hope that you finally start to make a distinction between PvP maps, which you know a lot about, and the COOP/SP missions we are mainly talking about here. Not all mission types are easily put in a general template. Some things we do need to set standards (possibly in a form of a template, if you whish) on to my opinion: 1] All COOP maps should contain the Kegety's spectator script 2] All COOP/PvP maps should feature my weapon selection dialog, as commandes do not have to tweak the weapons of all team members each time prior to start 3] For COOP/SP maps we should aim for a certain level of realism we all feel ok about. 4] For COOP/SP maps we should agree on a enemy removal/spawning system that reduces and adjusts the number of enemys on the map so the maps dont lag as of the large number of AI' 5] We should assist people getting non-editor stuff to work if they don't know how to do it (e.g., snYpir support pack, CoC Unified Artillery) 6] Some people that are capable, should have a look at cutscenes and where needed or possble improve. etc, etc,.... Ok, I would like to drop the whole template issue here. Who feels like making a template should not hestitate to contribute, but imposing it on participants i as bridge to far... Lets get more constructive.... As no-one takes initiative, I will open up a restricted forum on www.ofp-zeus.com and see what comes of it. When opened up you are all welcome. Cya, Pimmelorus
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Ok, fair enough, I also do not think stuff needs to be changed just for the sake of it. If its good, its good and all partcipants can learn from looking at it... Ok, yet again; shall I ask Shrike to make a separate, restricted forum section on the ZEUS forums (or for a comletely separate forum if required; although I do not think that really required). When we have a restricted forum I can make arrangements for serious members to get acces to the passworded ZEUS test server for multiplayer map testing, if people feel like it.