Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 3 Archive => Topic started by: doh224 on January 15, 2007, 05:03:29 AM

Title: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 05:03:29 AM
hi!

is it possible to run FE on 1.3 beta 3?   :?

it would be cool if I could run FE with better grachics !

-doh224 (new member)
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 05:12:27 AM
just give me anything that could make grachics better on FE.? i've seen some sceenshort with higher grachics on FE?

and then another question:
- can I get some new instant maps (singleplayer) for 1.3 beta 3?  :? :?
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on January 15, 2007, 07:44:04 AM
Check the board Battlezone2 - topic "Is FE worth Downloading....?"
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 08:18:48 AM
Quote from: llulla on January 15, 2007, 07:44:04 AM
Check the board Battlezone2 - topic "Is FE worth Downloading....?"

ok... I like v1.3 beta 3.. i've tried FE, but I was just wondering if it could get higher grachics.... it's nice trying new races and all that... but I hate that low grachics when i've seen better  :| 

- but thanks anyway..  :-)                (if there's another mod (which is good) which works on v1.3 beta 3 I would like to here some proposals!  8-))
Title: Re: Fe on 1.3 beta 3?
Post by: sabrebattletank on January 15, 2007, 08:27:16 AM
check out bz2md.com
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on January 15, 2007, 09:04:40 AM
Try this

http://files.filefront.com//;6507918;;/

Its my update to FE.  It isn't 100% perfect and the multiplayer side is still being worked on.  Single player has issue, but I believe instant action works.
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 10:00:26 AM
Quote from: Commando on January 15, 2007, 09:04:40 AM
Try this

http://files.filefront.com//;6507918;;/

Its my update to FE.  It isn't 100% perfect and the multiplayer side is still being worked on.  Single player has issue, but I believe instant action works.

ok thanks I try it :P tell me when its perfect then. :-D
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 10:04:26 AM
Quote from: Commando on January 15, 2007, 09:04:40 AM
Try this

http://files.filefront.com//;6507918;;/

Its my update to FE.  It isn't 100% perfect and the multiplayer side is still being worked on.  Single player has issue, but I believe instant action works.
but how to install it the right way?
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on January 15, 2007, 11:15:14 AM
Try the Fleshstorm mod for 1.3pb3. Remember to use Mod Manager 5 to run the mod. Here is a link to Fleshstorm. Make sure you download the patch at the bottom of page also.
http://www.lizard.clara.co.uk/FsWebsite/FleshStorm_Download.htm

There are some new maps being made, but don't think they are ready for the public yet.

Join me in some mpi some time.
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 02:13:51 PM
Quote from: Axeminister on January 15, 2007, 11:15:14 AM
Try the Fleshstorm mod for 1.3pb3. Remember to use Mod Manager 5 to run the mod. Here is a link to Fleshstorm. Make sure you download the patch at the bottom of page also.
http://www.lizard.clara.co.uk/FsWebsite/FleshStorm_Download.htm

There are some new maps being made, but don't think they are ready for the public yet.

Join me in some mpi some time.
where to get mod maneger 5? heh.. i'm not used to play mods that much  :| but I've played the game a lot and needed to get some new action  :mrgreen:
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 03:12:20 PM
Quote from: Axeminister on January 15, 2007, 11:15:14 AM
Try the Fleshstorm mod for 1.3pb3. Remember to use Mod Manager 5 to run the mod. Here is a link to Fleshstorm. Make sure you download the patch at the bottom of page also.
http://www.lizard.clara.co.uk/FsWebsite/FleshStorm_Download.htm

There are some new maps being made, but don't think they are ready for the public yet.

Join me in some mpi some time.
forget it .... :P found mod manager!
Title: Re: Fe on 1.3 beta 3?
Post by: doh224 on January 15, 2007, 03:25:36 PM
Quote from: Axeminister on January 15, 2007, 11:15:14 AM
Try the Fleshstorm mod for 1.3pb3. Remember to use Mod Manager 5 to run the mod. Here is a link to Fleshstorm.
by the way... thanks... its a awesome mod!! :)
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 03, 2007, 06:22:43 PM
 We got the MPI dll working in 1.3 now, plus fixed some things, but I almost wish it wasn't fixed.  It's just plain degrading getting your tail kicked like that...  :cry:
Title: Re: Fe on 1.3 beta 3?
Post by: ScarleTomato on February 05, 2007, 06:26:40 AM
Quote from: Commando on January 15, 2007, 09:04:40 AM
Try this

http://files.filefront.com//;6507918;;/

Its my update to FE. It isn't 100% perfect and the multiplayer side is still being worked on. Single player has issue, but I believe instant action works.
Sweet. I probably wont have a chance to play with this till the weekend, but I looked through the zip(you guys have been busy!) and saw that the cfg file calls for the revc and revd folders.

It looks to me doh, that you install in this order. (Someone please correct me if I'm wrong.)
Fresh BZ install
1.3pb3 patch
FE full installer
FERevD patch (install instructions are in the zip)
Unzip this patch to your root folder overwriting the files.
And install MM5 to run it.
Title: Re: Fe on 1.3 beta 3?
Post by: sabrebattletank on February 05, 2007, 07:45:13 PM
Quote from: Commando on January 15, 2007, 09:04:40 AM
Try this

http://files.filefront.com//;6507918;;/

Its my update to FE. It isn't 100% perfect and the multiplayer side is still being worked on. Single player has issue, but I believe instant action works.

only ONE issue? Wow, I'm Impressed.
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on February 05, 2007, 09:38:18 PM
Sorry left out one s.  Single player definately has issues.  Cloak of Deception doesn't work correctly, the entire mission.
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on February 06, 2007, 12:41:15 AM
No such thing.  You know one of the programming rules:  Every proram has at least one bug, when said bug is fixed, this sentence is still valid.
Title: Re: Fe on 1.3 beta 3?
Post by: sabrebattletank on February 06, 2007, 07:18:48 PM
I know, I know, I read your (at least i think it was yours) signature way back in the day.
Title: Re: Fe on 1.3 beta 3?
Post by: squirrelof09 on February 06, 2007, 07:35:15 PM
Quote from: OvermindDL1 on February 06, 2007, 12:41:15 AM
No such thing.  You know one of the programming rules:  Every proram has at least one bug, when said bug is fixed, this sentence is still valid.

proram? :P :lol:
Title: Re: Fe on 1.3 beta 3?
Post by: sabrebattletank on February 06, 2007, 07:40:56 PM
Including this one.
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on February 06, 2007, 10:18:44 PM
Exactly. :D
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 13, 2007, 04:04:46 PM
They're coming...

(http://www.uploadfile.info/uploads/5fa54ff2fe.jpg)
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 13, 2007, 04:12:57 PM
Morning, Frank.

Morning, Ralph.

(http://www.uploadfile.info/uploads/2126450ce1.jpg)
Title: Re: Fe on 1.3 beta 3?
Post by: Avatar on February 13, 2007, 04:15:33 PM
Lol...

Get them to punch a clock...    :-P

-Av-
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 14, 2007, 03:08:43 PM
 :wink:

As you can see, I have the Forgotten Enemies 1.3 PB3 MPI DLL working. 

If I don't get some feedback from it soon, I'll release it to the public along with some other assets.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 15, 2007, 10:29:40 AM
I understood earlier that plain IA shoud work with the simple inst ladder shown here. Are the bits you have worked upon only for MPI?

BTW, the Radar looks proportionately bigger. Is it from some deformation from the SMF, or it is really bigger?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 15, 2007, 10:41:17 AM
Yes, I just fixed FE MPI DLL so we could play against races other than Hadean in FE using 1.3.

Working on the attacker plans in AIP's now.

I made my radar bigger so I could see things using 1280x1024 resolution and moved the FPS and Audio channels to the bottom, all courtesy of GSH.  I also customized my stats display so it doesn't get in the way and it shows up better.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 16, 2007, 02:24:56 AM
Good job RD.  With the increase of res in nowadays screens, some touches are needed to the old interface.

Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 17, 2007, 02:27:19 PM
Bad News: The 1.3 FE MPI ISDF vs ISDF AIP is working much better now.

Worse News: I found a way to dynamically adjust the number of units built according to scrap rate and have...nah, I'll let you find out.  :evil:
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 18, 2007, 05:01:22 PM
Do I need Rev.D patch if  I'm not going to play MPI, at least for now?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 19, 2007, 10:38:48 AM
Not sure.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 20, 2007, 02:26:13 AM
I tried without it (somehow I had deleted it) and IA seems to work normally.  I played Entrapment and Firestorm with no errors. When tried other AIP levels than 1.3 default. console  appeared with errors and AI did not deploy recycler.

I noticed that the maps we can play are only those of 1.3,  maybe I did something wrong...???!!!
 
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 20, 2007, 06:03:56 PM
Or right.  :lol:

Were you able to play against the ISDF or Scions using 1.3?
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 21, 2007, 03:36:42 AM
Yes! I like to be Hadean so immediately fired Hadean VS Scion on three maps :roll:.
AIP works most of the time fine. I even was swiped out several times  from hordes of Brawlers :x that were not seen in plain 1.3-3.3 or WUGs 3.4.  When I reduced the scrap domination of CPU from 5 to 2-3 pools, it stopped suddenly producing units. I am not sure if it is a regular behaviour. When I have time, I will repeat some maps, several times, to get an average estimate

Typical errors I encounter, not affecting the game, are two.
First, the start up warning about resources duplication. I may have copied Commandos not properly. Please advice! 
Second, the taunts box can't be deactivated and if filled all the time with errors of missing files. Maybe related to the first problem.


Title: Re: Fe on 1.3 beta 3?
Post by: Commando on February 21, 2007, 06:55:55 AM
The duplicate assets are in feaddon, which I haven't touched.  The FE team left duplicate assets in feaddon which trigers the issue.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 21, 2007, 08:28:31 AM
I have simply copied your FE13 folder at the root of BZ13+FE folder, then changed the commandline. Is that ok?

The duplicates warning is not a problem anyway. What about the taunts box. It does not go away via menu and when tries to display taunts shows missing links to wha should have been the taunts.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 21, 2007, 09:09:35 AM
Okay, I'm confused.  You say that you are using 1.3 PB3 to play FE and are playing against Scions using the FE_MPI_101.DLL?
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 21, 2007, 10:12:14 AM
I never checked that file's version. I just followed the procedure: 1-install1.3pb3; 2-FE fullinst_RevC;  2- Placed Commando's files in the install folder of above, arranged that the new febzone.cfg be in the cmd line.
Just clicked the FE icon and the game came up showing in the start screen 1.3pb3. I played directly Instant Action, noticing that, only 1.3 maps were showing on left window, but no FE maps.
First, I selected Firestorm, then decided Hadean vs. Scion, then selected AIP level - Standard 1.3. It did not work - as I posted above, starts with console errors.
Second, I select Entrapment - small map also from Greenheart, selected Hadean vs. Scion, DID NOT CHANGE AIP difficulty (so it runs Default 1.3). This time it worked fine and I had a lot of pleasant surprises.
Third, again back to Firestorm, Hadean vs. Scion, leaving AIP default, it worked, at least until the Sonic Rockets of the Brawlers didn't erase most of my base including me :-D.

This is a full report of what I did, starting from a clean install of BZ2. I you need that I test/try something else, just tell me RD.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 21, 2007, 10:50:02 AM
Ah, I see.  Not MPI, IA.  I'll post the MPi dll and AIP's today so you can play ISDF vs ISDF and Scion vs ISDF in MPI using 1.3 PB3 and Commando's fixes for FE in 1.3 later today.  The AIP's are just for FE Mega Mountain so far.  I'll make generic ones from it too.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 22, 2007, 08:02:10 AM
I wrote down the messages I see in the taunts box that are:   "missing evapc.odf" and "missing evdow.odf"  . I searched for all odfs in the newly installed 1.3+FE folder. These two files are nowhere.

If I change the AIP level to standard, the console shows and error saying: " standardfe0.aip not found".  Obviously, I did not find anything like that in my system. 

The default AI behaviour in 1.3 FEIA is much alike the difficult levels of 1.3. I get hit pretty soon with heavy pieces.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 22, 2007, 10:11:43 AM
Those file missing messages are due to copy/paste errors in the AIP's.  You just have to change the name tot he correct unit is all.

Was playing Dark Forest MPI last night, so my AIP's work on other maps too, so it won't be long.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 23, 2007, 10:31:43 AM
As it is now, IA is good, even challenging. It has costed me a couple of long nights  :-D, so I won't be rushing to the newer settings  Anyway, thanks RD for your help.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 25, 2007, 04:13:10 PM
I'm going to modify all the MPI map .inf's (sorry, been procrastinating about it because it's tedious :roll:) , stick them in my FE 1.3 folder, then post a MPI-for-FE-1.3 zip.


I'm not including any AIP's right now because I am always finding things to improve in the Attacker plans.

You'll just have to unzip the zip file to the root folder of your FE install using the 'Use Folder Names' option.

The zip will contain a file called fe13bzone.cfg.  Either replace your current bzone.cfg with its contents or use the -config parameter on your shortcut.   

The zip will contain a folder call 'FE13_MPI_Assets' that will be placed in the root of your BZ2 folder. I did it this way so that the assets I'm providing won't overwrite any of Commando's files and it will use any files in my folder first.

The zip will contain a folder called 'missions' which will contain the new FE13MPI.dll.  I'll leave it to you to rename it to FE_MPI_101.dll on your end so unzipping it doesn't overwrite yor existing FE_MPI_101.dll.  I could have modified all the maps to use FE13MPI.dll, but I'm too lazy.

So, again for clarity's sake, here's what you do (baby step style):

1. If you don't already have one, make a dedicated FE install.
2. Make sure it has RevD installed.
3. Make sure you have Commando's FE 1.3 files installed in that install.
4. Download the Zip.
5. Open the Zip.
6. Select the 'Use folder names' option.
7. Extract to the root of your FE install that has Commando's FE 1.3 installed.
8. Rename your existing FE_MPI_101.dll and then rename FE13MPI.dll to FE_MPI_101.dll.
9. Either change your shortcut to use the FE13bzone.cfg or replace the contents of your current bzone.cfg with its contents.
10. Fire up FE using the shortcut, select an MPI map, then select Extra Options and go through the screens and set the options to what you like, then
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 25, 2007, 10:33:46 PM
Oops. Looks like some AIP's I've been working on made their way in there.  Some may not function correctly yet.  If so, just delete them.

Also, if you play a non-FE map using FE AIP's, the console will open up warning you that some FE path points were not found.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 26, 2007, 08:00:07 AM
Thanks for the detailed how-to RD.

Two questions:

- Is it going to affect the thing that I play most, IA?

- Which maps are FE specific?  After installng Commandos files, all I see is ONLY 1.3pb3 IA maps, I have obviously screwed the setup  :-D.

Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 26, 2007, 08:53:36 AM
No, it won't affect IA and, yes, it sounds like you did.

Do you have an FE13_MPI_Assets in your root folder?

Did you edit your shortcut or your bzone.cfg?
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on February 26, 2007, 01:02:32 PM
What FE-only pathpoints would it complain about?  Can it not fall back gracefully ignoring them (I am assuming you refer to thing like Rampage and so forth).
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 26, 2007, 02:23:47 PM
The ones pointed to in the AIP's, like Spike1, Def1, etc.

The consle will pop open when running non-FE maps in FE and you'll get messages like these:

DIAG|GLOBAL          |             console:844  |13:22:30|107678 |WARNING: FE13_fig.aip section Plan80 unable to find pathpoint fact

DIAG|GLOBAL          |             console:844  |13:22:30|107678 |WARNING: FE13_fig.aip section Plan85 unable to find pathpoint antm

DIAG|GLOBAL          |             console:844  |13:22:30|107678 |WARNING: FE13_fig.aip section Plan110 unable to find pathpoint sbay

DIAG|GLOBAL          |             console:844  |13:22:30|107678 |WARNING: FE13_fig.aip section Plan150 unable to find pathpoint stro
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 26, 2007, 03:13:37 PM
I'm working on making the AI more aggressive with the Attacker plans now.  I can't make them too aggressive, otherwise, you won't stand a chance on the higher difficulty settings and Rampage units, Monsters, etc.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2007, 12:02:48 AM
Too late...
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 27, 2007, 05:01:48 AM
What I get on the console during IA are similar messages referring to a different  .AIP module. Still some maps build AI units and somehow attack me. Any chance that IA AIPs will ever be revisited?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2007, 08:10:42 AM
Yes, the ones I am working on now will work in IA too.  The maps just have to be pointed to them is all.  Do that by opening up the map's .inf file and setting this variable:


options_instant_string0 = "stock13_"  // Custom AIP base name, e.g. "stock13_" .

to this:

options_instant_string0 = "FE13_"  // Custom AIP base name, e.g. "FE13_" .

Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 27, 2007, 11:47:31 AM
No,I did not find the folder you're saying in the BZ2 rootdir. The extraction of the  Commando's files created automatically a folder FE13. I moved this folder as-is inside BZ root and, from this dir movet to the root febzone.cfg, followed by the cmdline change.
Now I enter BZ-FE folder and among the usual folders I have FE13. Inside this is only a "mpi assets"folder.

Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2007, 12:03:51 PM
Did you download and extract that zip I posted?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2007, 12:59:05 PM
The AI's getting better at pool management.  At 79:30, they had a 140 scrap limit.  I took away 3 of their pools, giving them an 80 scrap limit, planted 3 of my Scavs on them. At 89:00, they had them all back, plus 2 more, giving them 180 scrap.   :-)  I can improve on that though.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on February 28, 2007, 10:25:39 AM
I have it but didn't install. Fearing that I have mixed things up, I planed to do start another clean install.  I searched for the  .INF files with the strings you posted and wasn't lucky.  :?

Commando. How should I insert your files in the system, preserving the original folder you posted or,  copy the content of this folder (several directories) into FE root?


Title: Re: Fe on 1.3 beta 3?
Post by: Commando on February 28, 2007, 01:44:30 PM
Copy it to your root bz2 folder.  I should be in C:\Battlezone II Folder\FE13.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2007, 10:53:44 PM
Progress report:


Titans, Archers, and Maulers, Oh my...

(http://www.uploadfile.info/uploads/323f6e1c8a.jpg)
Title: Re: Fe on 1.3 beta 3?
Post by: GSH on February 28, 2007, 11:19:09 PM
When 1.3pb4 comes out, there should be *1* installer for FE w/ all the tweaks.

-- GSH
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2007, 11:33:08 PM
Definitely.  One fat and happy pak file with maps on the side.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 01, 2007, 03:57:09 AM
Soorry Commando for my question wasn't formed very clearly. Let me describe in detail the procedure I do, and you correct me:

A  - Unzip your download. The proces creates a FE13 folder.
    - Copy FE13 folder from above AS-IS into BZ2 root. All your files remain inside this folder. In the process all FE maps dissapear
      leaving only 1.3 maps in the IA menu.

B  - Unzip your download. The proces creates a FE13 folder.
    - Copy THE CONTENTS of FE13 folder from above into BZ2 root. The directories like from FE13 will be at the same level
      as  FEaddon etc.

I have tried only A as I understood in the beginning but, the missing maps and not finding the things  Red is saying, induced me to think I did something wrong. :?
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 01, 2007, 08:41:39 AM
The FE team inappropriately named the maps folders in FEADDON.  Go into the FEADDON folder and make sure the instant actions folder is named "instant" and the multiplayer folder is named "Multiplayer".
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 01, 2007, 10:15:58 AM
Interesting.  Never noticed that before.


Lulla, use A, but save yourself a step and just unzip it into your BZroot.

Commando converted/updated the Forgotten Enemies assets and put them in the FE13 folder and I just modified the FE DLL so that you could play against races other than Hadean in MPI.  In the process, I had to modify the MPI .inf files and I also modified some assets.

I didn't want to change Commando's files and make him mad, so I made a separate folder for all my stuff which just overrides some of his files.

Therefore, in order to get FE MPI to work in 1.3 correctly, you'll need to have a directory structure like this:

BZroot
FE13_MPI_Assets
FE13
RevD
FEaddon
addon
data



To play MPI, put an entry in bzone/cfg/febzone.cfg  so it looks like this:


// The Battlezone2 Community Project
//
// Forgotten Enemies
//
// http://www.bzscrap.com

// Main config


ConfigureFileSystem()
{
ConfigureStream("base")
{
AddDirRecurse("@rootdir\FE13_MPI_Assets");

AddDirRecurse("@rootdir\FE13");

  AddDirRecurse("@rootdir\RevD");

AddDirRecurse("@rootdir\FEaddon");
AddPack("@rootdir\FEdata.pak");

  AddDirRecurse("@rootdir\addon");
AddPack("@rootdir\patch13.pak");
  AddStream("texturesize");
  AddPack("@rootdir\data.pak");
  AddPack("@rootdir\bumps.pak");
  AddDirRecurse("@rootdir\data");
}

SetActiveStream("base");

// Optional, for mods -- the ability to put pilots & savegames in
// other directories. Commented out to simply demonstrate how to
// do it.

SetPilotsDirectory("FEpilots");
SetSavesDirectory("FEsaved");
}




Later on, Commando will simplify it all and put everything into one pak file and FEaddon.


If you don't want to play FE MPI in 1.3, comment out my folder like this:

//    AddDirRecurse("@rootdir\FE13_MPI_Assets");
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 01, 2007, 10:36:57 AM
If the comming weekend is not warm and sunny (meaning I will go to sea for some sunbathing), I will delete, reinstall everything and let you know gentlemen :-D. Thanks a lot.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 01, 2007, 10:48:43 AM
Before you go out there to get tan skin, you might want to take a look at this:

http://www.asktheinternettherapist.com/archive_skin_cancer.asp#photos
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 01, 2007, 01:04:09 PM
Just realized I can add ther Cerberi as a race in MPI.  :evil:
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 01, 2007, 05:08:55 PM
I made the mistake of setting difficulty to Normal  (4 difficulty levels nows: Easy, Low, Normal, High) and trying it that way.  :lol:
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 02, 2007, 02:18:45 AM
FEInstFE was the name of the IA folder inside FEAddon. I changed it to Instant but id did not affect the list of IA maps. Then I moved the whole folder to root\addon folder that 1.3 has created, containing Instant and Multiplayer foders. I copied all AIPs from Comando's 1.3compatibility folder to the same root\addon.
The FE maps now show in the IA menu and, when launched a 3-way, I had the pleasant surprise of no console errors :?. ??????????
Im I playing FE1.3 or, inadvertently, what I did, got me back to ole' FE?

The only missing thing is the 3-race selector below map's BMP picture box (appeared with Comando's files installation).
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 02, 2007, 06:26:54 AM
Do you have FEbzone.cfg installed in your root directory?  I'm sure you have the old version installed from when you installed FE, but I updated it so it would look in the FE13 folder.

Then again, the feinstant folder isn't in the FE13 folder so that isn't an issue specific to my update.
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 02, 2007, 06:29:50 AM
FEaddon\missions\FEinstFE

FEinstFE is the folder you should see which should be renamed to instant.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 02, 2007, 07:07:39 AM
Yes, renamed that, I think I wrote so in my previous post. It did not change anything.
Where can I read the version of the downloaded FE13,. What version should be the last?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 02, 2007, 08:21:13 AM
I can't find any 3way maps in my install either.  The FE3wayia.exe on BZscrap says it has invalid data, but the FE3wayia2.exe worked.
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 02, 2007, 10:30:08 AM
If you look a few posts up, you should see what your febzone.cfg file should look like.  Red Devil posted it in a huge quote.  Just copy all of the text, excluding the first line then paste that into your febzone.cfg overriding everything else.
Title: Re: Fe on 1.3 beta 3?
Post by: mag on March 02, 2007, 08:09:13 PM
after I changed the feinstfe folder to instant, everything shows up. but my problem is playing instant action maps the rock and canyons. the ai team didn't try to take any pools. I played hadean against scion on the rock and they didn't build thier base and only took one pool in base. I played hadean against edf on canyons. they built thier base and sent out one tank two times and then stoped. they only took the pool in base. any ideal on how to correct this?
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 02, 2007, 08:43:52 PM
The aips need to be udpated which is what Red Devil is working on.
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 03, 2007, 07:44:20 AM
Quote from: mag on March 02, 2007, 08:09:13 PM
I played hadean against edf on canyons. they built thier base and sent out one tank two times and then stoped. they only took the pool in base. any ideal on how to correct this?

I am hapily :-D :lol: plaiyng 3-way IA wi thout a problem :wink:. I do not have an idea of what I did :? but now Im stuck defending my base Hadean from Brawlers and Hammers  :evil:

I think the cut-and-paste I explained earlier, somehow worked. I bring up the console now and then and the only errors I see are some missing of few .waw files now and then.

What do you want more from life( appart wine, women and wisdom) :lol: ?????
Title: Re: Fe on 1.3 beta 3?
Post by: llulla on March 03, 2007, 07:53:14 AM
Forgot to say to Commando that I have ALWAYS done the .CFG changing properly so that has never been the problem. Following the right installtion procedure, as indicated by you and Red, makes available only the default BZ1.3 IA maps. Some of these work with few AIP errors, some others behave like the drecription of mag.
I believe the .CFG code as Red posted, leaves out the directories containing native FEIA maps and assets. 
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 03, 2007, 08:06:58 AM
Nope, feaddon is specified in Red's cfg.  What version of 1.3 are you using?  If you are using Public Beta 1, it won't work.  If you are using Public Beta 2, I'm not sure.  It should work without issues in Public Beta 3.
Title: Re: Fe on 1.3 beta 3?
Post by: mag on March 03, 2007, 09:39:58 AM
forgot to mention that there was a lot of duplicate files I had to delete. also there is stills some console errors. I played purple rain 3-way and seams to work ok. the scions took out the edf base before I had a chance. that hasn't happened to me before but it cool. maybe it's just the variety maps that need help.
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 03, 2007, 10:00:48 AM
Yeah, there are plenty of duplicate files.  Most of them are in feaddon which is a folder I haven't touched.  All of my fixes went into fe13 which I did intentionally to not affect stock FE assets.
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on March 03, 2007, 12:36:02 PM
I think its okay to affect stock FE assets as your patch is required to run it on 1.3 anyway, and removing duplicates is a very good thing...
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on March 03, 2007, 07:02:04 PM
Most of the duplicates are inf files which have no impact on assets.  The only thing is I would have to copy that entire folder, remove the duplicate files, zip the new folder created then include it.  That could bump the filesize up drastically.  Unless a bat file could be written that will clean out the files.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 03, 2007, 11:12:40 PM
Did you get that duplicate file list I sent you?  If it doesn't work for, I have a program that I can use to eliminate the dupes.
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on May 16, 2007, 11:07:26 AM
A new update.  Build 47a.

Several odfs corrected since they pointed to nonexistant sounds.  A few unit tweaks and some assets on the map Biometal Meltdown fixed.

http://files.filefront.com//;7524900;;/
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on May 22, 2007, 12:03:06 AM
 I made a new version of the DLL based on PB3 and tested it in PB3, then I replaced the one in the zip with it and uploaded it.  The link a couple posts back has it.
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 22, 2007, 09:38:04 AM
Sorry to bring this topic a month up to speed but I want to load FE on 1.3pb3 and I'm confused.

Is there a special installer you need to load the BASE fe stuff onto 1.3 or do you use the 1.2 installer still???

I ask this because I have the 1.2 installer saved to my harddrive and will delete it if it is not needed.

again sorry and thnx for tolerating my stupidity. :-(
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on June 22, 2007, 09:42:53 AM
I used the FE Full installer because it doesn't check what version you have.  I think the FE part 1 installer will check to see if you have version 1.2 and will refuse to install if you don't.  I could be confusing that instaler with that from another mod though.
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 22, 2007, 09:46:41 AM
Ok good, me saving the installer wasn't a stupid Idea. Tnx Commando. I'll be enjoying FE in all its glory............in 1.3. :-D
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on June 22, 2007, 09:48:12 PM
Ok,
Chaz and I ran our first 1.3 FE MPI tonight. We had each run it alone, but this was the first multiworld for us.
We played FE-chill as Hadean vs Scion.
The map and races came up all right.
1. the game was very stable, no re-syncs at all.
2. Scion never built a factory. All we ever saw from them was scavs and scouts.
3. Our own units kept blowing up for no reason.  :x It seemed to be age related. they would time out after being in existence for a while (maybe five minutes). Then they would just blow up. If I was in one at the time, I would eject and fly away. (Maybe this was a design of some kind to eliminate overbuild of third race, just misplaced. Or if not maybe it could be?)
4. Third race came in kind of late. Chaz claims he turned them off in the settings. They came in strong with MB, RT and Hammers. The MB pounded us to death eventually as we could not keep our units up due to #3.

We are very excited about this update. We like FE a lot but have usually had problems on 1.2.  I'll try to keep you posted on what we find as we go along.

Thanks a lot for this work guys.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on June 22, 2007, 11:57:51 PM
Oh crap.  Sorry, I left lifespan in there.  :oops:  I'll upload a set without it in there.

"Where's your drill sergeant?"
"BLLLOOOWN UP, SIR!"
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 23, 2007, 09:41:03 AM
Sorry Correction:
Im playing on a /nodxt limit and I noticed that every time I try to go against a scion ship i get BSOD'd
This been happening to anyone else.
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 23, 2007, 10:59:50 AM
Thnx RD. We owe you another one.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on June 23, 2007, 11:02:14 AM
Thanks. Most of the credit goes to Commando though (but I'll take what I can get).  :-)
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 23, 2007, 11:27:41 AM
Hey Red, were you on just now. I saw a game Labeled "1.3bp3a" with a guy named "Red_Devil" as host.
Anyhow, keeep up the good work. :-D
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on June 23, 2007, 12:16:55 PM
Thanks.  Can you play against/as Scion and ISDF in PB3?  Others were having trouble with that.
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on June 23, 2007, 12:26:25 PM
I can't play against scion, gives me a BSOD, I think I can play as Isdf, playing as a FS Blackdog is close enough right.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on June 25, 2007, 06:44:42 PM
More testing

I played 3-way subterfuge as scion.
(this map was one of four that were broken as Scion on 1.2. It caused a fatal error when you chose Scion. Now it generates a popup console but continues (1.3 is more tollerant probably). I made a patch for these four broken maps a few years ago but it did not get widely distributed.

1. The scrap bar seems to be wider than normal.
2. When the map is in map view, it overlays part of the scrap bar and makes it hard to read (maybe a resolution specific problem)
3. I was able to see the entire map on radar fairly early in the build, probably from the beginning. Radar is set for whole world maybe?
4. I was able to build two (and more) Antenna Mounds and upgrade them. The building count is off on that one.

I did a full base build, but did not get into the units or weapons much. I'll do that next.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on June 25, 2007, 06:57:44 PM
1..3:  Sure am glad you're giving this feedback.. Some of my personal .cfg's and .odf's slipped in there, so I'll remove those.  Sorry about that.

I'll check the Antenna Mound.

Thanks again.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on June 26, 2007, 07:42:38 PM
More

Scion on 3-way Canyon X. Another of the broken maps.

The enemy did not attack much. There was an initial tank and turret from EDF, then nothing. The Hadean sent an occasional hedoux but not much else. The AIP were not doing anything. On other maps (as EDF) I was getting much more action. There was a message on startup about missing AIP but I did not catch it all.

My goal was to put every weapon into every ship (via armory, I didn't use the factory panel). I almost did it.
1. At first when I was in my first sentry, I could not pick up Blink or Absorb (drove right through the crate). After I switched out ships, I ordered it to pick them up and it did. In a later Sentry, I was able to pick up everything.

2. Seeker (from sentry) seemed to have the light source below the actual body of the seeker, sort of a snowman effect.

3. Lancer could not pick up Prox Mine crate, either piloted or under orders.

4. The EDF Recycler had a strange name in the target menu "ibrecy_m Recycler"

5. The titan was a bit squishy under service. It seemed to bounce into the ground a bit.

6. Ion 1 seems very weak against Absorbtion. I presume it is supposed to be like that?

Otherwise, all weapons seem to work as advertised.

I'll try scion on a non-broken map and see if the AIP work there.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on June 27, 2007, 04:28:24 PM
Canyon X seems to error for any race selection. It complains about missing path points hold1 through hold6 in HOLD plan.

Other maps do not generate these errors and do provide good enemy AIP.

On 3Way scrap pit as scion, I could not reproduce the seeker anomaly. The time I saw it before was when I deployed it over the EDF service bay. I thought that might have something to do with it. This time it centered properly everywhere, even on the EDF service may.

Something I've never seen before, an EDF RT came climbing over the cliff and fell into the back of my base. It then fired some strange white balls that moved very slowly and did not seem to do much. they timed out after a few seconds and disappeared. I don't know if they were failed missils or something new.

And the scavs just would not keep scavenging. They would go a little, maybe find one scrap, then stop. I would order them to scavenge and they would go a little and stop again.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on June 27, 2007, 06:56:09 PM
Thanks Marksman, I'll address these right now.

I'll add those missing path points to Canyon X.

I've been working on the Hadean AIP's and I just need to ask you one question: Are you *surrrre* you want them working?

The Seeker issue may have been due to a resynch.  Have any?

Gotta reduce the traction of the RT's a bit...  :-)  That missile may have been an FE crate picked up as it exits the Factory.

The only time I see Scavs not scavenge is when their tanks and the scrap meter is full.

Sorry about the Recycler name.  I had named it that so I could easily tell which ones were in the game.

The crate pickup issue may be due to resynchs.

Thanks again for the feedback.  I'll post an updated zip soon.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on June 29, 2007, 08:46:42 PM
MPI
Pit stop  ( cpmpit.bzn )
Two players, EDF vs EDF.

Just before the [EXCEPTION] is an error concerning the rec .ODF ( evrecycpu ? .odf )
It looks like there was a strange character between the name and the suffix (in notepad it was a box). When I pasted it here, it turned into a line break.

Also got a AV  as scion. Did manage to get in successfully as EDF vs hadean, but hadean never built a base, had error messages in the console concerning missing path points for base objects (kiln, antenna, etc.)


DIAG|GLOBAL          |            runcodes:153  |22:37:44|1674297|[Main] Entering run code [INIT]
DIAG|GLOBAL          |               ifvar:41   |22:37:44|1674360|Var[script.record.name] Ctrl[NewMove] needs to be resolved
DIAG|GLOBAL          |               ifvar:41   |22:37:44|1674469|Var[scrap.supply] Ctrl[Gauge] needs to be resolved
DIAG|GLOBAL          |               ifvar:41   |22:37:44|1674469|Var[scrap.supply] Ctrl[Count] needs to be resolved
DIAG|GLOBAL          |            meshread:2115 |22:37:48|1678078|Missing binary mesh igbolt00.xsi, use XSI
ERR |GLOBAL          |              bitmap:3926 |22:37:48|1678875|Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |22:37:48|1678875|Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |22:37:48|1678875|Can't load texture hb0003.bmp.
ERR |GLOBAL          |     GameObjectClass:1231 |22:37:49|1679110|ERROR: Object "evrecycpu
.odf" does not exist

ERR |Debug           |               debug:765  |22:37:50|1680110|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |22:37:50|1680110|Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |22:37:50|1680110|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |22:37:50|1680110|Info: READING from 00000014h
ERR |Debug           |               debug:410  |22:37:50|1680110|CallStack:
ERR |Debug           |               debug:552  |22:37:50|1680110|0048DBE8 +0031 bzone.exe EXE GameObjectClass.obj float __fastcall AdjustedMaxHealth(int,class GameObjectClass *)
ERR |Debug           |               debug:552  |22:37:50|1680110|0048A599 +02F8 bzone.exe EXE GameObject.obj public: virtual void __thiscall GameObject::Load(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|0047A89F +00F8 bzone.exe EXE Craft.obj public: virtual void __thiscall Craft::Load(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|004AFE84 +015C bzone.exe EXE TurretTank.obj public: virtual void __thiscall TurretTank::Load(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|004894C1 +04BA bzone.exe EXE GameObject.obj public: static void __fastcall GameObject::LoadAll(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|00504DE9 +0234 bzone.exe EXE LoadSaveGame.obj int __fastcall LoadGame(char *,int)
ERR |Debug           |               debug:552  |22:37:50|1680110|00504AB9 +0098 bzone.exe EXE LoadSaveGame.obj int __fastcall LoadGame(char *)
ERR |Debug           |               debug:552  |22:37:50|1680110|00460E21 +0333 bzone.exe EXE InitHandler.obj public: static void __fastcall InitHandler::Process(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|00600B26 +0136 bzone.exe main runcodes.obj public: void __thiscall RunCodes::Process(void)
ERR |Debug           |               debug:552  |22:37:50|1680110|758B56EC +758B56EC [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:433  |22:37:50|1680110|Registers:
ERR |Debug           |               debug:434  |22:37:50|1680110|EAX: 00000000h   CS: 00000023h  DS: 0000002Bh
ERR |Debug           |               debug:435  |22:37:50|1680110|EBX: 0B66CF78h  EIP: 0048DBE8h  ES: 0000002Bh
ERR |Debug           |               debug:436  |22:37:50|1680110|ECX: 00000001h   SS: 0000002Bh  FS: 00000053h
ERR |Debug           |               debug:437  |22:37:50|1680110|EDX: 00000002h  EBP: 0269FB20h  GS: 0000002Bh
ERR |Debug           |               debug:438  |22:37:50|1680110|ESI: 0000042Eh  ESP: 0269FB1Ch           
ERR |Debug           |               debug:439  |22:37:50|1680110|EDI: 0B66D36Ch                       
ERR |Debug           |               debug:449  |22:37:50|1680110| CF: 00010212h PF:0 AF:0 ZF:1 SF:0 OF:0
DIAG|Main            |            mainproc:158  |22:37:50|1680110|Entering critical shutdown



Also noticed on several MPI that the pilots jump really high when you press E.
Som RECy options do not work. Will get more detailed list soon.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 04, 2007, 06:30:24 PM
I'm looking into MPI now.

First things noticed. When selecting an MPI, the number of players and the MWF both default to 1, which is kind of inconvenient if you don't remember to change them.

I tried some of the recycler variants on the first MPI page. Some generated errors going into the game. I'll have to make a list of which ones. Would that be by race also or generally the same for any race?

I guess it would be useful to know what combinations are lilely to be similar in behavior and not necessary for repetition in testing. Like  Map by my race by enemy race by REC variant by any other settings. what combinations don't need duplication in testing?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 04, 2007, 06:54:14 PM
Sorry about that.  I'll reset the MWF settings.

I hadn't tested any of the variants with FE yet.  Maybe you have, Commando?
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 07, 2007, 05:05:57 PM
Trying some MPI.

picked first map, ammo2go. ISDF vs Scion. First MPI specific recy variant.

Got these errors on startup:
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |     GameObjectClass:1231 |18:36:56|123000 |ERROR: Object "evrecycpu
.odf" does not exist

WARN|GLOBAL          | ParticleRenderClass:345  |18:36:58|124657 |ERROR: Effect "fbgu_c.twirl" has no base class specified


Again, the evrecycpi?.odf extra strange character.

The enemy base did not build. The scion rec was planted, made a few scavs but did not do any more.

As a pilot, I can jump very high. Not the normal pilot jump.

On previous FE MPI (in 1.2) the third race would come in about when you made your first gun tower and increase as you make more. This time it does not seem to do that. The third race comes in on a timer or something and comes in force. What are the conditions and scale for this now?

I picked one rampage in the setup unit but never saw any.

Some of the enemy gardians were not paying attention very well. I could drive right up to them and shoot them and they would not respond. they did not seem to be watching anything specific, just staring off into the ground somewhere.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 07, 2007, 07:06:06 PM
 Thanks Marksman.  I finally put evrecypu in the zip and I removed the ISDF pilot.

Which Difficulty setting are you using?  If you are using the default of 0, you won't see any Rampage units, nor, I think, 3rd race units.

Not sure what's going on with the Guardians.  Probably because of the Recycler problem.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 07, 2007, 07:39:38 PM
Trying to add the missing hold1...hold6 points Canyons X, but it keeps crashing on me.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 07, 2007, 08:28:21 PM
I don't know if anyone has changed these maps. They worked before. Has the DLL or AIP changed to add the requirements for these hold points? Why are they all of a sudden a problem?
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 20, 2007, 09:58:31 PM
More MPI maddness.

Tried a couple of maps against Scion. (dark forest and clay ridge). Scion never built out a base. They made scavs and scouts and thats all.

On the Haeden walker (Karanos) the weapon aim was off. It crossed over too close and went way off to the other side of the target indicator. And it seemed inconsistant just how far off it was. sometimes a little sometimes a lot.

Third race came in late and hard. It's different than it was in 1.2. Is this intentionally different?

The startup screen defaults to 1 (or fewest) player and MWF of 1. The default used to be 4 users. It's a bit annoying if the host does not remember to change it and starts a game. Then noone can join. Maybe the old default would be better?

Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 20, 2007, 10:16:20 PM
Strange about them not building more.  I'll check it out.  Hmmmm...which Recycler are you choosing?

Were you driving the Krahanos or was it the AI?

It all depends on the Difficult level you choose (3rd screen of Extra Options).  WHich one did you choose?

I forgot about the default settings for the maps.  I'll reset them.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 21, 2007, 06:19:43 AM
I wasn't hosting so I don't know the settings. I'll have to try some myself to see how the settings affect it. I think they were mostly on the easiest settings. (There's a lot of recyclers in that list!)

I was driving the walker. The combat laser shoots from the right hand, crosses over and hits targets to the left of the reticule.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 21, 2007, 09:36:29 AM
Do you use the T(arget) key to reset the aim?

Please let me know if there are any problems with the other race vs race AIP's.  It's been awhile since I've looked at them, so I think some were in a state of flux before I was distracted by other things.

I have a lot of work still to do on the DLL too.  As you can see, the Recycler shows up in F8 instead of F1, but it shows up in F1 in PB4, so I may not mess with it.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 21, 2007, 12:15:10 PM
Just realized the Scion vs ISDF AIP I supplied was copied from my Mega Mountain AIP, where the AI gets 120-200 scrap capacity in short order, hence I had stratified its production accordingly.  I'm modifying the AIP now so that it will build the Brawlers and Titans for you to enjoy.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 22, 2007, 11:20:37 AM
I did some more MPI just myself to try things out. This is the same patch level as last Friday, not the patch you just put up, so things could have changed since then.

I played map LowRidge 3 times: 1. Had vs Edf, 2. Scion vs Had, 3. EDF vs Scion.
Used default rec "FFA: Stock, no TTB"
Used default AIP "Forgotten Enemies for 1.3pb3"
easy on first, normal on the others.

No matter what I chose as races, the enemy was always Scion.
When I chose Edf or Had as enemy, the enemy was scion, and never built a base. Just planted the rec and made scavs and scouts.

When I chose Scion as the enemy, they made a full base and attacked often.

In the first two games, third race units came out as EDF timed whenever I built a gun tower and occasionally at other times. (Though, strangely, I would occasionally see a zypos but then it would go away in another direction and I would not see it again.)

In the third game, the third race came out as Had, again whenever I built a gun tower, and occasionally other times.

As ISDF, as a pilot I jumped very high. As other races pilot jump was normal.

As scion, at first I could see the whole map on radar, then after a while radar went back to normal. Also, I could build mutiple antennas.

I didn't get to the Krahanos again.

If I were going to try out other enemy base builds, what should I vary to test with? Should I try different recycler variants or different AIP or different maps? Which combinations make the most difference?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 22, 2007, 11:40:40 AM
Seems like there's more issues with the DLL.  Might want to just stick with playing against the Scions for now until I resolve it.

I'll fix the Antenna Mound glitch.  The pilot jump has been removed on my end.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on July 27, 2007, 08:17:00 PM
more tidbits (All with your latest posted patch).

I mentioned a while back a strange missle from an RT. I saw it again from a Hammer on 3-way BOX. then I finally found it in the single player mission 1. The scout has an "Advanced Shadower" and it did the same thing, slow, short range. fire ball looking missle.

Also, just started a two player MPI on river styx, as Had vs Scion. It blew on startup:

DIAG|GLOBAL          |            runcodes:153  |22:12:11|3556984|[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |22:12:11|3556984|[Mission] Entering run code [RUN]
ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557078|ERROR: Object "_.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557078|ERROR: Object "ebrecycpu.odf" does not exist

DIAG|GLOBAL          |            Planners:8518 |22:12:11|3557078|SetAIP - cfg(FE13_ee0.aip) team(6)

ERR |GLOBAL          |              bitmap:3926 |22:12:13|3558781|Can't load texture sun.pic.
DIAG|GLOBAL          |            Planners:8518 |22:12:13|3558828|SetAIP - cfg(FE13_ee0.aip) team(6)

ERR |Debug           |               debug:765  |22:12:13|3558968|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |22:12:13|3558968|Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |22:12:13|3558968|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |22:12:13|3558968|Info: READING from 000003F8h
ERR |Debug           |               debug:410  |22:12:13|3558968|CallStack:
ERR |Debug           |               debug:552  |22:12:13|3558984|0047F42F +0171 bzone.exe EXE DeployBuilding.obj public: void __thiscall DeployBuilding::SetConstructionMatrix(struct Vector const &,long)
ERR |Debug           |               debug:552  |22:12:13|3559000|00417A40 +0153 bzone.exe EXE DeployBuildingProcess.obj public: __thiscall DropGoto::DropGoto(class Craft *,class AiPath *)
ERR |Debug           |               debug:552  |22:12:13|3559000|00417C1F +002F bzone.exe EXE DeployBuildingProcess.obj protected: virtual void __thiscall DeployBuildingProcess::InitDefend(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|00401D91 +000A bzone.exe EXE AiMission.obj void __fastcall AI_Update(float)
ERR |Debug           |               debug:552  |22:12:13|3559000|00462AD4 +00D0 bzone.exe EXE MissionHandler.obj void __fastcall MoveOneTurn(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|00600B26 +0136 bzone.exe main runcodes.obj public: void __thiscall RunCodes::Process(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|758B56EC +758B56EC [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:433  |22:12:13|3559000|Registers:
ERR |Debug           |               debug:434  |22:12:13|3559000|EAX: 0F9D9600h   CS: 00000023h  DS: 0000002Bh
ERR |Debug           |               debug:435  |22:12:13|3559000|EBX: 00000000h  EIP: 0047F42Fh  ES: 0000002Bh
ERR |Debug           |               debug:436  |22:12:13|3559000|ECX: 13810A80h   SS: 0000002Bh  FS: 00000053h
ERR |Debug           |               debug:437  |22:12:13|3559000|EDX: 0FFFFFFFh  EBP: 0269FADCh  GS: 0000002Bh
ERR |Debug           |               debug:438  |22:12:13|3559000|ESI: 0F5909F4h  ESP: 0269FA38h           
ERR |Debug           |               debug:439  |22:12:13|3559000|EDI: 0F591120h                       
ERR |Debug           |               debug:449  |22:12:13|3559000| CF: 00010246h PF:0 AF:1 ZF:0 SF:1 OF:0
DIAG|Main            |            mainproc:158  |22:12:13|3559000|Entering critical shutdown




Also, tried Rust mountain MPI, Had vs Scion and scion vs isdf.  The enemy was always scion, but they didn't even build a base when we selected scion.


Khoranos aim is straightened out (worked fine on rust mountain). Don't know what my problem was before on Clay Ridge.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on July 30, 2007, 07:40:26 PM
Sorry, been away at a music festival for a few days.   :mrgreen:

I searched through all the FE files and found some Scouts with "ADV shadow" included in the ISDF Scout in SP 10 and SP11 and on a ship called dummy and dummy2.

Looks like the River Styx map .INF file didn't get adjusted.  I'll do that and add it and I'll check on any others that haven't been updated.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 01, 2007, 01:24:50 PM
Thanks to your astute testing, Marksman, I now have 103 more .INF files to update.  :cry:  Thanks a LOT! 

:wink:
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 02, 2007, 01:09:36 PM
There were only a few unmodified MPI files, one of which you hit upon.  The others are strat map files, so I'll leave them for later.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 02, 2007, 04:04:50 PM
Along the way, I'm finding and fixing more and more errors in the original FE asset files which are exposed by 1.3.   Probably the cause of all the resynchs we've seen in the past in 1.2.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 02, 2007, 08:07:58 PM
I have Styx MPI working okay.  AIP's still need some more work.  I still get the evrecycpu.odf and fvrecycpu.odf files not found messages (may be due to the map spawn points), but the Matriarch deploys and builds.
Title: Re: Fe on 1.3 beta 3?
Post by: EvolutionX on August 03, 2007, 10:07:54 AM
Red Devil, as I can obtain 4. Install Commando's latest FE13 install, you would give some Link me for it.  :|
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 10:21:48 AM
I just made the entry for #4  a link in my previous post, so you can get Commando's files by clicking on it.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 11:59:25 AM
Forgot to mention that I removed my tweaked tracked units from the zip and replaced them with stock ones.  Mine weren't sticking to the ground very well.

Also, I'll be adding the Cerberi as a race choice.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on August 03, 2007, 12:49:23 PM
Quote from: Red Devil on August 03, 2007, 11:59:25 AM
Also, I'll be adding the Cerberi as a race choice.
:-o
Ok, this I've got to see. We've been wanting to do that for a long time.

I'll give it some multiplayer runthrough tonight and maybe a little single player over the weekend as time permits. (I'm stuck playing Mr. Mom this weekend so I won't have much free time. :|)

You said "commando's latest FE13". I don't know if or when that has been updated. The last one I got was from your first FE MPI post several pages back. I have not updated it since. Is he updating that at all or at least since then?

On a side note: I've noticed some maps that should have water but the water is invisible. Hover ships still go over where the water should be. I first found this a while back when I made my first feeble attempts to bring some 1.2 maps up to 1.3. Apparently water and sky don't make the transition very well, and I'm not experienced enough to know why or fix it. I'll try to make a note of these as I see them from now on.
Title: Re: Fe on 1.3 beta 3?
Post by: General BlackDragon on August 03, 2007, 02:48:28 PM
DO I DO THIS????

I Installed on PB3 the following:

FE Part 1
FE Patch 1
FE Rev B
FE Part 2
FE Rev C
FE Rev D
Commando's FEdata13.pak
Commando's FE13b47a.zip
RD-MPI-13 zip

is that correct?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 02:55:01 PM
I linked to his latest update, so if you install that (delete his older Fe13 folder first), you should be okay.

I thought I noticed missing water too on Styx, but it may just be me or it's the map (it may have to be edited using the 1.3 PB3 Editor and saved).  Water on Dunes shows up fine.

I got it to compile after adding the Cerberi on the 3rd try (typos), so now I'm making 28 Cerberi AIP's so it will find them. Ugh.  Should be done by the time you're ready tonight (if it works).  It compiling and it working are two different matters altogether.  :|

Being able to look after kids is a gift.  Make the most of it while you can.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 03:01:36 PM
Sounds good.  Or you can use the FE Full Installer instead of all the FE installs up to RevD.  If I remember correctly (been awhile...) I think you have to rename RevC folder to RevD.  Commando knows better than me.

Quote from: General BlackDragon on August 03, 2007, 02:48:28 PM
DO I DO THIS????

I Installed on PB3 the following:

FE Part 1
FE Patch 1
FE Rev B
FE Part 2
FE Rev C
FE Rev D
Commando's FEdata13.pak
Commando's FE13b47a.zip
RD-MPI-13 zip

is that correct?
Title: Re: Fe on 1.3 beta 3?
Post by: General_Hoohah on August 03, 2007, 04:21:41 PM
I followed you're instructions exactly, and Styx DOES load, but my recycler nor the enemy team's recycler spawns. :(

Are there any server settings I should be using? ..or not using?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 04:58:19 PM
Does your bzone.cfg/febzone.cfg look like this?

Do you have A RevD folder?

// Main config


ConfigureFileSystem()
{
   ConfigureStream("base")
   {

   AddDirRecurse("@rootdir\FE13_MPI_Assets");

   AddDirRecurse("@rootdir\FE13");

     AddDirRecurse("@rootdir\RevD");

   AddDirRecurse("@rootdir\FEaddon");

   AddPack("@rootdir\FEdata.pak");

     AddDirRecurse("@rootdir\addon");
   AddPack("@rootdir\patch13.pak");
     AddStream("texturesize");
     AddPack("@rootdir\data.pak");
     AddPack("@rootdir\bumps.pak");
     AddDirRecurse("@rootdir\data");
   }

   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

   SetPilotsDirectory("FEpilots");
   SetSavesDirectory("FEsaved");
}
Title: Re: Fe on 1.3 beta 3?
Post by: General_Hoohah on August 03, 2007, 05:28:17 PM
Yes and yes.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 05:57:14 PM
Then my instructions are wrong/unclear or you made an error in installing.

Hmmm....

Commando?
Title: Re: Fe on 1.3 beta 3?
Post by: General BlackDragon on August 03, 2007, 06:30:42 PM
I think I am going to experiment with the following:

FE (same install process as 1.2), (FEP1, patch1, revB, FEP2, RevC, RevD)

Commando's FEdata13.pak
commandos fe13b47a
RDs mpi tweaks stuff
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 07:38:52 PM
FEdata13.pak?
Title: Re: Fe on 1.3 beta 3?
Post by: General BlackDragon on August 03, 2007, 07:39:57 PM
Commando told me to download it from his beta space...*shrugs*
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 03, 2007, 08:40:49 PM
Gosh, this is tedious.  I have 42 Cerberi vs C/I/F/E and I/F/E vs Cerberi AIP's done.  Well, they'll need adjusting since I made a lot of changes.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 04, 2007, 10:21:46 PM
Been gutting/revamping the DLL all day.  Was wondering why my brain's been hurting, then realized it's 4500 lines.   Can't imagine what it's like for Nathan and Ken with 500,000 lines. :|

Title: Re: Fe on 1.3 beta 3?
Post by: Commando on August 05, 2007, 10:45:22 AM
My pak isn't required, fedata13.pak.  It has a lot of duplicate assets removed along all .wav voiceover files used in the Single Player campaign.  They had been converted to ogg.  I also removed all .bmp, .pic, and .tga files and replaced them with dxtbz2 files.  Probably not my best idea since not everyone can use dxt files.
Title: Re: Fe on 1.3 beta 3?
Post by: GSH on August 05, 2007, 05:48:47 PM
Once pb4 is out, everyone should be able to use dxt. pb4 should be converting dxtbz2 to uncompressed when needed.

-- GSH
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on August 05, 2007, 10:08:10 PM
My apologies.  I just saw that the febzone.cfg included in the zip is incorrect.

I'll include the correct one in the next zip and will call it FE13bzone.cfg.

Either add  "/config FE13bzone.cfg"  (sans quotes) to your shortcut or replace the content of your bzone.cfg with the contents of FE13bzone.cfg.

It should look like this:


// The Battlezone2 Community Project
//
// Forgotten Enemies
//
// http://www.bzscrap.com

// Main config


ConfigureFileSystem()
{
   ConfigureStream("base")
   {
   AddDirRecurse("@rootdir\FE13_MPI_Assets");

   AddDirRecurse("@rootdir\FE13");

     AddDirRecurse("@rootdir\RevD");

   AddDirRecurse("@rootdir\FEaddon");
   AddPack("@rootdir\FEdata.pak");

     AddDirRecurse("@rootdir\addon");
   AddPack("@rootdir\patch13.pak");
     AddStream("texturesize");
     AddPack("@rootdir\data.pak");
     AddPack("@rootdir\bumps.pak");
     AddDirRecurse("@rootdir\data");
   }

   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

   SetPilotsDirectory("FEpilots");
   SetSavesDirectory("FEsaved");
}
Title: Re: Fe on 1.3 beta 3?
Post by: rjlan82 on September 18, 2007, 05:33:45 PM
any updates?

I too have no recyclers  :-(

also, the radar/minimap is unusually big... perhaps unrelated.

thanks
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on September 18, 2007, 06:12:11 PM
A Gameprefs.ini may have snuck into the zip.  Just delete it.  Still working on it.  I have found that some maps don't plant the recyclers for some reason.  Not sure why, but I'm checking the path points.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on September 21, 2007, 11:51:10 PM
(http://img295.imageshack.us/img295/1372/cerberibasempivj9.jpg)
Title: Re: Fe on 1.3 beta 3?
Post by: Lord of Armageddon on September 25, 2007, 03:43:21 AM
how do i play as cerberi, it wont let me.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on September 25, 2007, 06:30:17 AM
You can't yet. He's still working on adding Cerberi to MPI and has not released it yet. This is a teaser shot (and a nice one).
Title: Re: Fe on 1.3 beta 3?
Post by: Orion on September 25, 2007, 04:34:30 PM
Quote from: Red Devil on August 03, 2007, 01:37:38 AM
I uploaded a new zip with corrections (4.56MB).

Delete your old FE13_MPI_Assets folder before installing this one.

A. Fixed AI Scion vs human Hadean AIP.  Will work on them more later.
B. Fixed numerous incorrect ODF calls.
C. MPI Styx works now. There's probably some others that are dorked up.


Thanks for your feedback. :-)


This install of Forgotten Enemies is not made to run under Mod Manager 2.

1. Make/copy a fresh install of BZ2.
2. Install Forgotten Enemies using the Full Installer.
3. Install Rev D.
4. Install Commando's latest FE13 install. (http://files.filefront.com//;7524900;;/)
5. Install my FE MPI files (linked below).  IT WILL OVERWRITE YOUR Bzone.cfg.
6. Create a shortcut to this install.

Forgotten Enemies MPI DLL for 1.3 (plus some assets) (http://files.filefront.com/RD+FE+MPI+13+v4zip/;8215639;;/fileinfo.html)


I don't see any of the BZII patches there. Does this imply that I needn't have any?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on September 25, 2007, 04:38:48 PM
Yes.
Title: Re: Fe on 1.3 beta 3?
Post by: Orion on September 25, 2007, 04:55:22 PM
Quote from: Red Devil on September 25, 2007, 04:38:48 PM
Yes.

In that case, the file after RevD, you say install it, but there's no installation. Do I just unzip the files into {BZROOT}? Sorry, I've got to relearn all this stuff.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on September 25, 2007, 05:14:31 PM
Here's the install instructions I found for RevD:

Installation instructions for Rev.D
-----------------------------------
1. if exists - delete file: {BZROOT}\BZ2_FE_MPI.log

2. if exists - delete file: {BZROOT}\Fe_mpi_01.dll

3. delete folder: {BZROOT}\RevC\MPI_01  <-- just the subfolder MPI_01

4. rename folder: {BZROOT}\RevC
              to: {BZROOT}\RevD

5. extract this zip file, over-writing existing, to: {BZROOT}
   (The zip file is pathed so the files will go where they should
   as long as you set the destination to the {BZROOT} folder.
   {BZROOT} is usually something like: "C:\Program Files\Battlezone II")


6. play the game!

Note:  This install over-writes your FEbzone.cfg file which is required to
       use Rev.D.  However, you may wish to make a copy of FEbzone.cfg first
       if you have applied any MODs to FE. Then compare and adjust.
Title: Re: Fe on 1.3 beta 3?
Post by: Lord of Armageddon on September 25, 2007, 07:32:52 PM
yeah, he mesaged me, and your right, it is a relly nice shot. im looking forward to it. cerberi are my fav race.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on September 28, 2007, 01:50:15 PM
Here's a shot of their base (so far) in an IA game:

(http://img219.imageshack.us/img219/9718/cerberibasein13wk4.th.jpg) (http://img219.imageshack.us/my.php?image=cerberibasein13wk4.jpg)
Title: Re: Fe on 1.3 beta 3?
Post by: Saloei on September 30, 2007, 09:08:15 AM
can someone point me to a RevD link for FE?
also, how is this patch>> http://files.filefront.com//;6507918;;/ installed? this link is located on the first page of this topic by Commando.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 04, 2007, 10:26:46 AM
There's a newer link of Commando's tweaks 5 pages back from this one.  Just point it to the root folder of your FE install to install it.

Not sure where there's a link to RevD.

I 'finished' making a very simplified install for Forgotten Enemies for 1.3 late last night.  One pak file and one FE addon folder.

Should be out by Christmas.

It went from this:



ConfigureFileSystem()
{
   ConfigureStream("base")
   {
   AddDirRecurse("@rootdir\FE13_Config_Files");

   AddDirRecurse("@rootdir\FE13_Maps");

   AddDirRecurse("@rootdir\FE13_MPI_Assets");

   AddDirRecurse("@rootdir\FE13");

   AddDirRecurse("@rootdir\RevD");

//   AddDirRecurse("@rootdir\bznes-fe");
//   AddDirRecurse("@rootdir\bznes-shared");

   AddDirRecurse("@rootdir\FEaddonCopy");
   AddDirRecurse("@rootdir\FEdata.pak");

   AddPack("@rootdir\FE13-4.pak");

   AddDirRecurse("@rootdir\addon");
   AddPack("@rootdir\patch13.pak");
   AddPack("@rootdir\data.pak");
   AddPack("@rootdir\bumps.pak");
   AddDirRecurse("@rootdir\data");
   }

   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

   SetPilotsDirectory("FEpilots");
   SetSavesDirectory("FEsaved");
}



To this:



ConfigureFileSystem()
{
   ConfigureStream("base")
   {
   AddDirRecurse("@rootdir\FE13addon");
   AddPack("@rootdir\FE13.pak");

   AddDirRecurse("@rootdir\addon");
   AddPack("@rootdir\patch13.pak");
   AddPack("@rootdir\data.pak");
   AddDirRecurse("@rootdir\data");
   }

   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

   SetPilotsDirectory("FEpilots");
   SetSavesDirectory("FEsaved");
}
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 05, 2007, 03:42:19 PM
 I had an aggressive biopsy on my back yesterday for probable melanoma, so I'm on Vicodinâ,,¢ for a bit.  If things get (more) squirrelly, I'll turn my stuff over and go from there.

Moral of the story: Use waterproof sunscreen.  :roll:
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on October 07, 2007, 05:00:48 PM
Ouch!  Very sorry to hear that.
I hope it turns out negative.
Best wishes and good health.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 09, 2007, 06:51:38 PM
Thanks, me too.  :|

In the meantime, I'm expanding on the giving-out-the-weapons-in-the-DLL-depending-on-what-exists thing.

Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 12, 2007, 11:27:54 AM
Can anybody see any problems if I allow teams to recapture an object and add a timer to the Capture Object event?

That is, if you are able to stay near the object for 60 seconds (or whatever), you can take ownership of the object from the other team. 

Currently, if the item hasn't been captured yet and you take ownership, the other team can't capture it, so the only option left is for the enemy team to destroy it.

Also, currently, the capture object is a large (cool-looking) animated generator and I'm thinking of expanding its ability to unlock weapons if you own it.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 12, 2007, 11:37:08 AM
Also, I could make that a shell option too.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on October 12, 2007, 12:38:07 PM
I think both are good ideas.

For recapture it takes away most incentive to destroy the object (unless you just can't take it because it is too well defended...)

I also like the idea of enhanced weapons. I even suggested it a while back in another thread (a G66 thread actually).

I'm not sure how the two go together though. If you have enhanced weapons and then lose the capturable item, what happens to your weapon? Does it just dissapear from the armory but you keep whatever you already have? Can they be applied in the factory control panel? What happens to the factory control panel when it gets recaptured?

Oh, FYI. On the capturable item. I once captured it as a thug accidently. It was 20 power, but it did not apply to our base because it was not the commander who got it. Is there any way to reassign it to the team commander on capture? (We could probably have switched command. I didn't think of it at the time... Would that work?)
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 12, 2007, 01:08:22 PM
The weapons would just be a build requirement added to the weapons, so when your team own that building, you would be able to build those weapons, just like when you build a Stronghold or Armory.  Something like this:

requireCount = 3
requireName1 = "cbarmo"
requireText1 = "Build Dispenser Node"
requireName2 = "cbsbay"
requireText2 = "Build Regenerator"
requireName3 = "cbfact02"
requireText3 = "Upgrade Xenomator"
requireName4 = "CaptureableObject"
requireText4 = "Capture Alien Artifact!"


The object is just assigned to the team of the one who captured it.  Sounds like you somehow lost your team alliance, either through a code glitch or a resynch.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 12, 2007, 05:23:45 PM
Anybody else have any input?

I'd like some input from you if you know something will be detrimental or if you have suggestions.

If you think it would be too much of a challenge, I can set flags to make the weapon countering optional.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 13, 2007, 02:06:35 AM
Well, first run tonight was successful, even with some Vicodin.  :|
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 13, 2007, 09:01:54 PM
Startup turrets spawning? Check.

Crates spawning? Check.

Capture-able object being captured?  Check.

Portals working? Check.

Cerberi working? Check.

All races playable/opposable? Check.

Rampage units unhappy?  Hmmmm...

Cerberi AIP's need work? Check.

Weapon counters?  Yep.  If I don't get some input on that I'll probably wind up giving humans minis and the AI Shock Rockets.



Title: Re: Fe on 1.3 beta 3?
Post by: GSH on October 13, 2007, 09:13:31 PM
Full installer: check(?)

-- GSH
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 13, 2007, 09:35:36 PM
*chuckles* Pretty much.  Just have to zip it is all.
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on October 14, 2007, 05:37:21 AM
And I'll make an installer when I get a link.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on October 14, 2007, 11:55:36 AM
He's done a lot to it since the last time I saw it. Is there going to be another round of testing before it goes gold?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 14, 2007, 12:12:43 PM

Definitely.  I'm developing it for PB4 right now (easier), but will make a PB3 version of the DLL after I get it done (soon).

After I finish up, OM will make the installer and we'll be good to go (for basic testing anyways).

Capture-able unit has a delay on it now and can be recaptured by the opposing team.

Rampage units happy? Check!

Cerberi AIP's done?  Nope!

One of the portals causes an AV when I try to go through it (Hadean booby trap, I suspect...), but that shouldn't be too hard to fix (yeah, right...  :lol: )

I may add some more new PB3+ entries to the ODF's after it's being tested.

Supposed to be headed to Jellystone tomorrow for a week, but I may be getting snowed in here.  :roll:
Title: Re: Fe on 1.3 beta 3?
Post by: Saloei on October 14, 2007, 05:06:47 PM
thanks Red. i unzipped to root and got it to work.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 14, 2007, 06:52:04 PM
I'm uploading an ALPHA test for the PB4 group now.  Still some issues to iron out after I get back in 9..10 days.
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on October 15, 2007, 06:55:02 AM
Portals... As in human players going through portals?

I think there are some maps that have the initial 3rd race spawn point off map (outside of human play boundary) and portal in. What would happen if a human player transported to that point? (I'll have to go looking to see what maps that might be and list them. I may be just imagining all this.)
Title: Re: Fe on 1.3 beta 3?
Post by: Marksman on October 20, 2007, 07:52:47 PM
Ok, I just had some fun.

Played 3-Way Primordial. But it seems someone has been playing around in that map, because the starting scout was a super scout that could zoom all over the map. And it had a one shot kill anything "Assault Laser". :-o
It's a lot of fun :evil:, but probably should come out, alas. Also, full map radar was on the whole time and the scout could target things across the map.
Title: Re: Fe on 1.3 beta 3?
Post by: Nielk1 on October 21, 2007, 02:09:45 AM
Sigh, one of RD's Bug Zapper Scouts...

I know what happens with a portal to an off map area...
You go flying back south, toawrd the upper edge of the map, hit a well, and slide to the west, and then against the west side to the south untill you come to a stop in the south west corner, still unable to escape.

You cry, realize no weapon can reach you and you cant even eject, and the you close the game.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 23, 2007, 01:38:03 PM
Yes, sorry about that being left in there.  So many files...  :roll:

The portals work well in the Alpha.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 24, 2007, 11:58:26 AM
Unable to get anyone to test FE in PB4, so I'll ask everyone for input when PB4 is released.

Since the Cerberi weren't set up as playable before, I had to add some requirements to them, so I'll need feedback on that.

Thinking of adding an option for selecting the Rampage unit used instead of it defaulting to the Talon (which is an awesome unit in its own right).

I may have to remove the preplaced crates from in front of the Recycler and Factory build spots so that they don't override the custom weapons assignments.

What I'll be working on this week (if the coffee ever kicks in...):

1. Releasing held units (commented out, not converted yet)
2. Ally attacks  (commented out, not converted yet)
3. Cerberi AIP's
4.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 24, 2007, 01:09:29 PM
Red Devil

If you need a beta tester for PB4, I'm available.

ViperBC
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 26, 2007, 01:30:50 PM
Red Devil, I installed the files from your RD-FE-MPI-13-v5.zip, per your instructions and changed the shourtcut to include the new .cfg file.
Still having the no recycler issue for any of the CP MPI or FE MPI maps.  Also, no matter what "My Vehicle" I pick in these maps, usually ISDF or Scion, I end up starting out as Hadean scout.  This happens even if I unselect the the Hadean and Scion scouts in the allowed vehicles list.

Here are the errors I have found so far in the console window and log files when I run any of these maps:

ERROR: Object "evrecycpu.odf" does not exist.
(I searched for this file and found two of them.  The first in FE13_MPI_Assets, dated 7/21/2007;
the second in FE13\1.3 compatibility\objects\Hadean\Buildings\ebrecy, dated 12/30/2005)

ERROR: Object "fvrecycpu.odf" does not exist.
(I searched for this file and found one in FE13_MPI_Assets, dated 9/26/2007)

Missing file igbolt00 .msh
Missing file ivrecy00 .msh

Thanks for your help.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 26, 2007, 02:06:16 PM
Is the FE13_MPI_Assets folder in the root of your BZ2 install?
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 26, 2007, 02:36:15 PM
Yes.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 26, 2007, 02:40:08 PM
Have you tried Mega Mountain?  That's the one I mainly tested on.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 26, 2007, 02:54:11 PM
Have tried Mega Mountain, in several different configurations.  Just tried it now and have the same error messages, and no recyclers.  Hmmmm....   :-(

Not sure where to put this question  - are there any "Extra Options" in Multiplayer that I should or shouldn't use?  Any that don't work at all and I should avoid?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 30, 2007, 11:58:34 AM
Sorry, just saw this.

Might be the way you installed it.

All the Extra Options should work in the PB3 build.  Some aren't active unless you choose Normal or Hard Difficulty (Extra Options page 3).
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 30, 2007, 02:55:35 PM
No prob.  I was busy all weekend.   :-)

I followed the install instructions to the letter.  Also, researched install issues (i.e. folder names & renaming, files not being copied to the correct location, etc.).  All maps work in BZ2 1.2 w/FE Full install w/RevD, but I would like the maps to work with  1.3 PB3, and PB4 (when it arrives)   :wink:

If it would help, I can list my install procedure??

Thanks.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 30, 2007, 05:30:21 PM
Yes, that would help a bunch.

Is your shortcut pointing to the PB3 FE install and using the provided .CFG file?

Also, if you can, do this:

1. Open up a command prompt and navigate to the root of your install.

2. Type in dir > bzinstall.txt

3. Open up that txt file, copy/paste it here.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on October 31, 2007, 12:08:45 AM
Yes, to your first question.  (I am using your install file, version 5.)   :-)

The "Target:" line for the shoutcut is  "C:\Battlezone II\BZ2_1.3pb3_FE\bzone.exe" /config fe13bzone.cfg

The bzinstall.txt file is below.  Thank you for your time and help.

QuoteVolume in drive C is OS
Volume Serial Number is 2CB0-4765

Directory of C:\Battlezone II\BZ2_1.3pb3_FE

10/31/2007  01:45 AM    <DIR>          .
10/31/2007  01:45 AM    <DIR>          ..
10/24/2007  12:56 AM    <DIR>          addon
10/21/2007  05:29 PM    <DIR>          addon_2007-10-24_0049
10/24/2007  04:41 PM    <DIR>          data
10/24/2007  12:56 AM    <DIR>          Extras
10/24/2007  03:20 PM    <DIR>          FE13
10/26/2007  02:54 PM    <DIR>          FE13_MPI_Assets
10/24/2007  12:56 AM    <DIR>          FEaddon
10/26/2007  05:03 PM    <DIR>          FEpilots
10/21/2007  05:29 PM    <DIR>          FEpilots.bak
10/24/2007  04:13 PM    <DIR>          FEsaved
10/24/2007  12:50 AM    <DIR>          FEsaved.bak
10/26/2007  05:00 PM    <DIR>          GameStats
10/25/2007  11:16 AM    <DIR>          logs
10/26/2007  02:54 PM    <DIR>          missions
10/24/2007  04:43 PM    <DIR>          movies
10/25/2007  10:55 AM    <DIR>          pilots
10/24/2007  03:03 PM    <DIR>          RevD
10/24/2007  12:56 AM    <DIR>          saved
10/21/2007  05:29 PM    <DIR>          saved_2007-10-24_0049
10/22/2005  08:45 PM             1,223 !Installation instructions for Rev.D.txt
10/24/2007  12:49 AM           163,840 7zxa.dll
10/26/2007  05:05 PM            26,994 BATTLEZONE.log
11/29/1999  09:27 PM             2,559 battlezone2.ifr
10/22/2003  11:05 PM            17,321 BetaBalance-RevC.doc
10/21/1999  04:06 PM           176,128 binkw32.dll
12/03/1999  05:27 PM         4,823,463 bumps.pak
10/21/2001  04:57 AM               164 bz2cp.url
10/24/2007  12:49 AM         2,977,792 bz2edit.exe
10/24/2007  12:49 AM            44,779 bz2edit.exp
10/24/2007  12:49 AM            74,678 bz2edit.lib
10/24/2007  12:49 AM         2,811,796 bz2edit.sym
10/21/2007  05:30 PM           233,088 BZII.isu
10/31/2007  01:48 AM                 0 bzinstall.txt
12/08/1999  06:30 PM             2,536 bznList
10/24/2007  12:49 AM               862 bzone.cfg
10/24/2007  12:49 AM         3,186,688 bzone.exe
10/24/2007  12:49 AM            44,775 bzone.exp
10/09/1999  04:23 PM            11,944 BZONE.FNT
10/24/2007  12:49 AM            74,058 bzone.lib
12/18/1999  02:41 AM         2,147,234 bzone.map
10/24/2007  12:49 AM         2,847,482 bzone.sym
10/24/2007  12:49 AM               862 bzone_cfg.WDCORG
10/24/2007  12:50 AM            53,000 ChangeLog.txt
10/24/2007  12:50 AM           318,413 ChangeLog_pb1.txt
10/24/2007  12:50 AM           171,458 ChangeLog_pb2.txt
10/09/1999  04:23 PM             4,140 Collision.cfg
12/07/2001  01:32 PM               262 CP_IX_info.txt
12/18/1999  06:33 PM       298,494,101 data.pak
10/09/1999  04:23 PM           114,688 dkupddlld.dll
04/19/2002  03:41 AM             1,486 FE Patch 1.01.txt
02/25/2007  06:36 PM               915 FE13bzone.cfg
12/06/2002  10:35 PM           697,014 febz.bmp
01/27/2002  01:42 AM               105 FeBz.bzm
11/06/2003  07:35 PM             2,594 FeBz.dat
06/13/2002  11:53 PM           339,968 FeBz.exe
10/24/2007  04:43 PM             4,840 FeBz.log
11/06/2003  07:44 PM               192 FeBz2.bzm
05/07/2007  11:43 PM               829 FEbzone.cfg
11/05/2003  10:01 PM               587 FEbzone_cfg.WDCORG
10/22/2005  08:49 PM               624 FEbzone_cfg.WDCORG_D
05/13/2007  09:40 AM               946 FEbzone_cfg.WDCORG_FE13b47a
03/27/2003  12:03 PM       199,308,550 fedata.pak
10/11/2001  04:59 PM             1,398 FEVehicles.txt
10/09/1999  04:23 PM           126,976 FFC10p.dll
11/02/1999  09:49 AM             1,641 files
10/09/1999  04:23 PM               330 fps.cfg
12/18/1999  01:33 AM                34 insertcd.txt
12/07/1999  09:57 AM                56 lgtex.pak
11/03/1999  12:03 PM             6,944 license.txt
10/26/2007  05:05 PM             1,775 log.ini
12/07/1999  09:57 AM                56 mdtex.pak
12/10/1999  05:34 PM             1,001 MPVehicles_txt.old
10/24/2007  12:49 AM            56,503 nettips.rtf
10/24/2007  12:50 AM               265 nettips.txt
10/24/2007  12:50 AM        62,561,354 patch13.pak
12/19/1999  04:36 PM           103,541 readme.rtf
10/24/2007  12:49 AM            25,421 Readme13.rtf
10/24/2007  12:49 AM             5,168 render.cfg
10/24/2007  12:49 AM             5,444 render_editor.cfg
06/14/2002  11:39 PM             5,632 RevBpatch.doc
11/06/2003  07:55 PM               561 revcread.txt
12/07/1999  09:55 AM        13,534,535 smtex.pak
12/18/1999  08:41 PM                44 texture.dat
10/26/2007  05:05 PM             8,252 UserPrefs
              65 File(s)    595,631,909 bytes
Title: Re: Fe on 1.3 beta 3?
Post by: blewyn on October 31, 2007, 05:47:38 AM
<cough>

Sorry to interrupt with such a dumb question, but will installing as you have instructed make single player FE work with 1.3 ?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 06:52:41 AM
Not sure what the problem is, Viper.  You using Mod manager to launch FE?

Blewyn, yes, SP works on my end.
Title: Re: Fe on 1.3 beta 3?
Post by: ScarleTomato on October 31, 2007, 11:00:37 AM
This is the same thing i kept PMing you about a while back. Never did get it working...

Has anyone been able to get this working that isn't on the dev team for it?
Maybe there's something still missing in the zip?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 11:24:45 AM
I had made another clean install of everything after that and it worked for me, so I'm thinking it must be the maps or install glitch.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 11:31:46 AM
I think I'll simplify the installer like I did for PB4 (combine fedata.pak, FEaddon, RevD, FE13, and FE13_MPI_Assets into one Pak file and have one FE13addon for the maps):

1 Pak file
1 folder
1 CFG file.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 11:35:03 AM
Does your Start in: entry have the same path as the Target?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 12:52:45 PM
 I just tried FE13 again on Mega Mountain and it worked correctly, so that make me think install problem or

Hmmmm... just found something.   :roll:  I'll upload another zip later on today.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on October 31, 2007, 06:47:07 PM
Yep, found the problem.  Gonna take a break to eat and watch some tube, then I'll upload everything.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 01, 2007, 12:22:55 AM
Thanks for all your help.

The answer to your questions:

1. I am not currently using MM5, but I have in the past and can do so again.
2. Start In: entry does have the same path as the Target.

:-)
Title: Re: Fe on 1.3 beta 3?
Post by: OvermindDL1 on November 01, 2007, 12:05:25 PM
You could always toss in my launcher exe (direct link (http://www.overminddl1.com/forum/index.php?action=dlattach;topic=537.0;attach=417)) at this forum post (http://www.overminddl1.com/forum/index.php/topic,537.msg5045.html#msg5045) that I made quite a while back.  Just rename the exe to two different files, one would be FE13bzone.exe and the other would be FE13bzone.edit.exe.  Since the fe 1.3's config file name is FE13bzone.cfg, that is what will be launched when those are run.  When .edit. is in the name then it runs the bz2 editor version instead.  Any command line parameters passed to it are also passed to BZ2, you just never need to pass the /config with that.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 01, 2007, 02:33:53 PM
Red Devil,

Thank you.  I will give it a try later today.

:-D
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 01, 2007, 04:07:40 PM
Okay, the zip is uploaded.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 01, 2007, 06:41:56 PM
Weird.  For some reason, the FE ISDF skins aren't being picked up.  Might have to move them to afolder outside the Pak.  :|
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on November 01, 2007, 07:03:33 PM
Hey RD, a localize.odf in the FE_PB3.pak says the following:

(GamespyVersionStr = "1.3pb3a")

you may want to fix this.  :-D
Title: Re: Fe on 1.3 beta 3?
Post by: ScarleTomato on November 01, 2007, 08:35:53 PM
nope. didn't work. No more error messages in the console. But the recyclers still don't show up on the map. I can simply delete the dll and it acts exactly the same way, which tells me that for some reason it doesn't call the dll.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 01, 2007, 09:09:02 PM
Which map(s) are you trying, ST?

WF, good find.  Since the Pak file is searched before addon, that one overrides it.  Try copying the one from addon\config into FE_PB3_Maps.  I'll do that too.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 01, 2007, 11:22:24 PM
Just finished an MPI Mega Mountain using a clean install, so I know it works.

Not all maps in the map list are FE maps, so they may not work as expected.

Please list all the maps that you have problems with.

Thanks
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 02, 2007, 02:51:14 PM
Really, really strange....

Some maps always spawn a Hadean AI Recycler and others spawn the correct AI Recycler.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 02, 2007, 04:47:40 PM
Found it.  The code where the teams are set was inside a loop where the path points are read in (old FE MPI code), and since the path points aren't read in the same order for each map, BLAMMO!, the teams were switched according to which path point was read in last.

So, I moved it outside the loop and the correct Recyclers are spawned now according to which race we select in the shell.

:-D

I thought we were all going cuckoo there for awhile.  :roll:

I'll post the fix soon.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 02, 2007, 07:04:38 PM
Works beautifully now (darn it).  Was play as EDF against Scion.  I had them hemmed in and was about to jump them when they broke out and wiped me out.

I'm uploading it now.  273MB, done a little over an hour from now.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 02, 2007, 08:22:11 PM
I just finished condensing all the FE stuff into one Pak file (with a separate, uncompressed, fFE_PB3_Maps folder for the .BZN files).

It's uploaded now and will take about an hour to download (at 1.5 MB/second).


Fixes:

* EDF Skins work.
* Correct Recycler spawns according to race selected.
* Added Monster path points to Clay Ridge

If you have installed FE for PB3 before, if you like, you can safely delete the FE13_MPI_Assets folder, the FE13 folder, the RevD folder, and the FEaddon folder from your install.

Forgotten Enemies for 1.3 PB3 (http://files.filefront.com/FE+PB3zip/;8951189;/fileinfo.html)


Installation:

Just unzip it to your PB3 folder.   :-)


Zip size is 273,363MB.

Contents are:

FE_PB3.pak  - 272,713KB <--- Main Pak file
FE_PB3_Maps - 33.3MB <----- BZN map folder
FE_PB3.cfg - 1KB  <---------- CFG to use on command line             
RevC-BZNES-Fix.zip - 20KB  <- Provided it for those using BZNES

Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 03, 2007, 05:50:58 AM
Hi Red Devil

I am a noob for this FE 1.3Pb3 & have been watching this space to see how its going. Would like to give it a shot as I see there is a Zip file now to download but could you briefly tell me in what order I have to go about installing all this cause at present I just have a fresh installation of BZ2 1.3Pb3 but am confused as to why the 'FE_PB3.pak' is 272Mb? Is this the FE full install or is it all the changes you have had to make?
Title: Re: Fe on 1.3 beta 3?
Post by: TheJamsh on November 03, 2007, 07:12:32 AM
its the full FE... i downloaded the OLDER version this morning gaaaaaaaaah... it DID start to mess up and none of the missions worked... hope they is fixed now
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 08:40:01 AM
All you need is an install of BZ2, 1.3 PB3, and this zip.

1. Install 1.3 PB3 over a BZ2 install.  If you already have PB3 installed, you can skip this step.
2. Unzip this FE_PB3.zip file to the root of your 1.3 PB3 install.
3. Add '/config FE_PB3.cfg' (minus quotes) to your shortcut.

    Example shortcut: "C:\Program Files\BZ2PB3\bzone.exe" /config FE_PB3.cfg

4. Play.

It's not necessary to install any older versions of FE as all of them and the new files have been combined.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 09:52:39 AM
Seems I forgot a little detail... That being the SP DLL's  :roll:

Small (3MB) download fix. 

Edit: Delete your old FE_PB3_Maps folder first, then just unzip this to your install's root and it will place the files in the appropriate folder in your root.

SP Fix (http://files.filefront.com/FE+PB3+Missionszip/;8954688;/fileinfo.html)
Title: Re: Fe on 1.3 beta 3?
Post by: Warfreak on November 03, 2007, 10:15:34 AM
YAY!!!! FE in its full glory.

Thanks RD!!!!!!!!!!!!! :-D
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 10:53:22 AM
Thanks.  Most of the ODF work to make it compatible with 1.3 was done by Commando.  I just tweaked some stuff, got the MPI DLL working with 1.3, and condensed everything.

The bulk of the credit goes to the FE devs though.  I just made a quick trip through the SP missions using BZwinner to make sure they work and I'm really amazed by what they accomplished.

Still some bugs in it, like missing path points, but that'll be taken care of.  Save games should work now though.  :-)

Oh yeah, since the AI Skill defaults to Level 3 now, FE is even harder now.   :evil:
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 10:55:01 AM
Forgot to mention that the SP missions show up in the MP map list, but I'll fix that later.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 12:59:52 PM
Sorry, you'll need to delete you old FE_PB3_Maps folder before installing the SP fix.

If you've already installed the SP fix, you can delete the FE_PB3_Maps folder and re-install the SP fix.

SP fix download post updated.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 03:11:09 PM
Just for the sake of clarity, you're all beta testers for this and OM will make an exe installer once we get things where we want them.
Title: Re: Fe on 1.3 beta 3?
Post by: ScarleTomato on November 03, 2007, 03:51:39 PM
it works! thanks! must have been that loop. Glad to see it's working now. awesome job. my brothers and i will be playing this all the time now so, well definitely help beta test.
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 03, 2007, 05:26:53 PM
Thanks RD works great!! No issues so far. A big thanks to all.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 07:03:06 PM
Some of the AIP's aren't working.  I know AI Scion vs ISDF works well.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 03, 2007, 10:14:18 PM
Noticed that if a teammate captures the Captureable object, it gets credited to hos individual team, not the team as a whole, so I'll fix that.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 05, 2007, 09:32:51 AM
Pretty sure I fixed the Capture object not going to team 1 (human's team) when a human thug captures it.

In the PB4 version, the Capture object has a capture timer on it and can be repeatedly recaptured back and forth by the AI or the human race.
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 06, 2007, 06:30:41 PM
I did my home work before bed time, play :)

1 bug
(http://img139.imageshack.us/img139/9708/bz20001bh8.gif) (http://imageshack.us)

Then after a while i went to portal in that map/game and server went to: game over
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 06, 2007, 06:52:04 PM
The second bug I've noticed is when switching from the Radar Map to the Overview Map using the "R" key.  The Overview map overlaps the Scrap indicator in all screen resolution configurations.  Take a look at the screen shot in Ego's post.

Is there anyway to fix this?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 07, 2007, 12:07:51 AM
In Gameprefs, you can set how and where the radar is displayed.

I use 1280x1024 res, so this is what I use:

(I think you're both drunk.  No, wait, that's me.)

//Play_MapRadarHeight = 128
//Play_MapRadarWidth = 128
//Play_MapRadarXMult = 0.0
//Play_MapRadarXDiff = 30.0
//Play_MapRadarYMult = 1.0
//Play_MapRadarYDiff = -10.0

//Play_MapRadarHeight = 256
//Play_MapRadarWidth = 256
//Play_MapRadarXMult = 0.0
//Play_MapRadarXDiff = 55.0
//Play_MapRadarYMult = 1.0
//Play_MapRadarYDiff = -20.0

Play_MapRadarHeight = 307
Play_MapRadarWidth = 307
Play_MapRadarXMult = 0.0
Play_MapRadarXDiff = 55.0
Play_MapRadarYMult = 1.0
Play_MapRadarYDiff = -20.0

Edit_MapRadarHeight = 307
Edit_MapRadarWidth = 307
Edit_MapRadarXMult = 0.0
Edit_MapRadarXDiff = 55.0
Edit_MapRadarYMult = 1.0
Edit_MapRadarYDiff = -20.0

// Same as above, but for the 3D cockpit radar. [applies to play &
// editor, actually] You may need to keep the aspect ratio constant
// here; if not 1.85:1, the XSI may need tweaking
//Play_CockpitRadarHeight = 140
//Play_CockpitRadarWidth = 260
//Play_CockpitRadarXMult = 0.0
//Play_CockpitRadarXDiff = 35.0
//Play_CockpitRadarYMult = 1.0
//Play_CockpitRadarYDiff = 0.0

//Play_CockpitRadarHeight = 190
//Play_CockpitRadarWidth = 351
//Play_CockpitRadarXMult = 0.0
//Play_CockpitRadarXDiff = 35.0
//Play_CockpitRadarYMult = 1.0
//Play_CockpitRadarYDiff = 0.0

Play_CockpitRadarHeight = 256
Play_CockpitRadarWidth = 474
Play_CockpitRadarXMult = 0.0
Play_CockpitRadarXDiff = 48.0
Play_CockpitRadarYMult = 1.0
Play_CockpitRadarYDiff = -10.0
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 07, 2007, 12:10:28 AM
Game over due to portals, eh?  Yeah, I've faced that myself.  I'll have to check them.
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 07, 2007, 04:37:46 AM
I have the same issue with the radar & overview map as it does overlap the scrap counter?

The game is great though & the instant action maps are very tough using the FE AI. I had a solid base in one of them & was about to send a hord of Hornet Rockets into the Scion base but before I went about 20 scion Brawlers came into my base & total cleaned me out & blitzed my recycler & all!!!  :roll:

One question Red Devil, is do you intend to add the other 3 way instant action maps when you have time, that were in the original FE 1.2 version? Or are you waiting for this PB4 before adding anything else?

Thanks again for your time making this compatible!
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 07, 2007, 10:29:18 AM
I just looked again and there are 6 3-way IA maps in the list.  Did you install the SP fix?  You have to delete the old FE_PB3_Maps folder before you install it.

As for the radar, just plug those radar setups into your Gameprefs file.  Pretty sure I made some for 800, 1024, and 1280.

Also, some of the AIP's don't work.  If you find some that don't, please tell me which ones aren't working.  I have some newer AIP's to replace the ones that don't work.

FE MPI for PB4 will have:

- Cerberi as a playable race/opponent race.
- Recapture-able object.
- Weapon countering y the AI.
- Better AIP's.
- More fun for the whole family!
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 07, 2007, 09:25:21 PM
Today, I've been working on getting the AIP's unstuck and making them more efficient.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 08, 2007, 02:25:16 PM
Got all the 3-Way IA plans unstuck, collecting pools, EDF building the Bomber bay/Bomber/Bombing both the Hadeans and Scions, and am adding more Attacker plans/units.  :evil:   :evil:
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 08, 2007, 05:27:26 PM
 :-D
Cant wait for fix...
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 09, 2007, 08:44:13 AM
RD: I have all 6 of the 3-way IA maps but what I was asking is that there are 17 IA 3-way maps in the 1.2 version of FE so will the aim be to make all these maps 1.3 compatible? I know it is very time consuming recoding all these!
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 09, 2007, 10:24:49 AM
17?  That's.... 17 minus 6... 9, no, 11 more?  Cool.

*goes and looks in his DL folders*

Just found the other 3-ways, so this is what I have now:

Box
Canyon X
Cornered
Demolition Desert
Grassland
Ground Zero
Radioactive
Red Planet
River Mayhem
River Styx
Primordial Soup
Purple Rain
Subterfuge
The Scrap Pit
Three Ways
Urban Meltdown
Wild Wood


Plus 5 FE Variety maps:

Canyons
Pluto Base
Red Hell
Rock
Scrap Pit


I also have a fe3wayia.exe that 'contains no valid data', so if anybody has that, please post it.

Thanks for the heads up.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 09, 2007, 10:49:59 AM
There's also a CP Snipe Venus and Earth Assault IA map.
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 09, 2007, 12:10:02 PM
Red i whant to play with you, so when your on ?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 09, 2007, 12:49:56 PM
My install has been modified, so you/I would get bad assets.  I'll post a (small) update this weekend.
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 09, 2007, 05:36:25 PM
Rgr
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 09, 2007, 08:07:58 PM
Just added Service Trucks with increased range to the 3-way AI plans, made the AI build units that don't run out of ammo, and basically just made life miserable for everyone.  :evil:  :evil:  :evil:

Still a few units getting stuck here and there, but I can fix that...  :-)
Title: Re: Fe on 1.3 beta 3?
Post by: TheJamsh on November 10, 2007, 02:25:52 AM
Red devil are you doing all this on youre own?!?!

L:GEND!
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 10, 2007, 06:07:06 AM
I had to reinstall BZII 1.2 with FE to double check how many IA maps there were & I was surprised myself to count 17!!! It's been that long since I played them.

Your 1.3 version has certainly made the 3 way tougher in the maps that are on there if you use the FE AIP. "Three Ways Frozen" was a real pig in 1.2 cause everytime I played it the game would crash!  :x

Imagine "Demolition Desert" in the 1.3 compatibility using the FE AIP   :evil:  :evil:

You post said "I also have a fe3wayia.exe that 'contains no valid data', so if anybody has that, please post it."?? I am no computer wizz but I could help if I knew what I was looking for or what exactly you want?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 10, 2007, 09:35:58 AM
Yes, I'm doing this on my own right now, but as previously stated, Commando did a *lot* of the ODF work to get things compatible.  I've done a lot of ODF work and DLL work lately and am in the midst of revamping the 3-way AIP's.  Still have some more DLL tweaks to do.

I'm using Demolition Desert to test them now.  :-D   I'm changing the AIP's so they will attack more in mixed groups instead of piecemeal. Also, the staging points are across the map from the bases, so that leads to units on the way to clash with one another, which is pretty neat.  I also made them collect and attack pools more, so that also varies which units the AI builds.  You'll see lots more Scavs on the map.

Added missing Assault Tanks and adding more Walkers and Hammers to the EDF attacks.  Added missing Archers and more Maulers, Titans, and Brawlers to the Scion attacks.  Adding more Xerrakis, Krahanos, Hedoux, Atlas, and Zeus to the Hadean attacks.  EDF Bomber attacks both sides equally well.

Also made the AI attack opposing bases more evenly.

The way it is now, most units are sent out by Attacker plans, so they are sent to the staging point as they are built, which leads to clashes and group breakups.

I'll be stacking the Attacker plans at the beginning (without buildifnoidle), then the base building plans, then the unit building plans.  That will help ensure that the attackers go in groups, the base is built so that requirements are met, and that the units are built before being staged.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 10, 2007, 06:52:39 PM
Red Devil

Just tried Mega Mountain, with your latest installs/patches.  Good map.  I was trying some different startup configurations with MPI.
I found that with the Extra Options, page 2, Starting Recyclers, most variants without "Stock Repair Units" in the name do not work.
I found that unless I pick a variant with Stock Repair Units

Is this the way it is suppose to be?    :-(
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 10, 2007, 10:30:42 PM
Sorry, I'll remove most of the recyclers from that list.  Leftovers from stock.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 10, 2007, 11:55:37 PM
I also removed the other AIP entries from the AIP list so you'll have to play the FE AIP's, which should help avoid stalls.  I'll post the latest tomorrow. Sleep now.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 11, 2007, 12:03:52 AM
Thanks. 

I am still finding issues with the Warzone Hills, Warzone Ice and other maps.  The enemy recycler deploys now and
creates Scavs.  The Scavs deploy to three, four, or five pools and then everything stops.  I even started with me as Hadean and the AI as ISDF,
but the same thing happened except the ISDF recycler created a Builder, then stopped.

Thanks for your time and help.  Great work on putting everything into one download.  Much easier install, that is very much appreciated.  8-)

U ROCK!
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 11, 2007, 04:05:00 AM
Quote from: Red Devil on November 10, 2007, 11:55:37 PM
I also removed the other AIP entries from the AIP list so you'll have to play the FE AIP's, which should help avoid stalls.  I'll post the latest tomorrow. Sleep now.

8-) good 
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 11, 2007, 05:36:35 AM
To see FE in full glory using the 1.3 graphics engine is brilliant! RD & Commando thanks for the endless effort & time.

RD how did you get on with Demolition Desert in testing? Was it the mother of all battles!!  :-D
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 11, 2007, 05:47:27 AM
Quote from: tarquin1048 on November 11, 2007, 05:36:35 AM
To see FE in full glory using the 1.3 graphics engine is brilliant! RD & Commando thanks for the endless effort & time.

RD how did you get on with Demolition Desert in testing? Was it the mother of all battles!!  :-D
agree
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 11, 2007, 10:10:07 AM
The main conflicts seem to happen at the center pool in DD due to that being the intersection of the staging paths, so that tends to dilute the base attacks some.

Thanks for the feedback on WZ maps. I'll see what's up.

Looks like the 3-way DLL builds the MP Recys instead of the SP Recys.  I'll check the map spawn points.

You're very welcome for the simple install.  GSH deserves the credit for that by spurring me on.  Much easier on me now too.  :-)

Things I did recently:

1. Increased Hammer and Walker thrust so they can make it up hills.
2. Cleaned up requirements.
3. Improved the 3-way Attacker plans.
4.

Things to do:

1. Add/Increase collisionRadius so units spread out when in groups.
2. Rewrite 3-way AIP's.
3.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 11, 2007, 01:38:01 PM
Okay, here's an update (13.68 MB)

If you already have an FE_PB3_Maps folder, delete it before installing.

After that, just unzip it to your FE for PB3 install (use the 'Use folder paths' option if you have one)

Forgotten Enemies for PB3 Update <-link (http://files.filefront.com/FE+PB3+Update+1zip/;9021156;/fileinfo.html)


1. Fixed a bunch of 3-way AIP's and added more units.
2. Added missing 3-way maps.
3. AI units don't run out of ammo.
4. Hammer can go up hills now.
5. Removed stock AIP's from AIP selection list.
6. Removed variant Recyclers from Recycler lists.
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 11, 2007, 02:54:06 PM
Dled, istalling new fix now, my site got update on that, ppl will get new update..
gj..
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 11, 2007, 06:08:55 PM
Reminder to self: Add the Client Extra Options cfg's.   :roll:
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 12, 2007, 09:30:16 AM
Just played 3 way "The Scrap" & no issues except that the Scions stayed mainly in their base & it was easy to clean them up! (never saw any brawlers?)

Hadeans kept coming in waves & I finally got em by using the bomber & sending in 30 APC's with 30 Hornet Rocket Tanks  :-P

Great work though RD!
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 12, 2007, 11:23:17 AM
Thanks, I've got to streamline their build process.  Right now, it's broken up by Attacker plans which override the rest of the plans.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 12, 2007, 12:07:47 PM
To filter out the stock maps, I made a Stock_Maps folder in my root folder and moved the Missions folder from addon to that folder.

If I want to play the stock maps, I put this in my .CFG file:

Also, if you can use the FEpilots and FEsaved folders to keep your stock and FE pilots and saved games separate.  Copy your current pilots into the FEpilots folder after uncommenting to avoid the AV.

ConfigureFileSystem()
{
   ConfigureStream("base")
   {
   AddDirRecurse("@rootdir\FE_PB3_Addon");
   AddDirRecurse("@rootdir\FE_PB3_Maps");
   AddPack("@rootdir\FE_PB3.pak");

     AddDirRecurse("@rootdir\addon");
   AddDirRecurse("@rootdir\Stock_Maps");
   AddPack("@rootdir\patch13.pak");
     AddStream("texturesize");
     AddPack("@rootdir\data.pak");
     AddPack("@rootdir\bumps.pak");
     AddDirRecurse("@rootdir\data");
   }

   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

//   SetPilotsDirectory("FEpilots");
//   SetSavesDirectory("FEsaved");
}
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 12, 2007, 01:50:47 PM
There's a typo in s_vs_h2.aip that causes the Brawler not be built:

[plan280]
plantype = "buildminimums"
planpriority = 151
buildtype1 = "fvrbombcpy"    <---- should be fvrbombcpu
buildcount1 = 3
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 12, 2007, 03:28:43 PM
Quote from: Red Devil on November 12, 2007, 01:50:47 PM
There's a typo in s_vs_h2.aip that causes the Brawler not be built:

[plan280]
plantype = "buildminimums"
planpriority = 151
buildtype1 = "fvrbombcpy"    <---- should be fvrbombcpu
buildcount1 = 3

Thanks for the feed back RD! I have finally located the above and changed the type as indicated. I will give that 3 way instant a try tomorrow or if there is any other IA 3 way you wish me to try and give feed back let me know!

Thanks again for the help.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 12, 2007, 06:23:37 PM
I have been testing some MPI maps and found some errors that pop up during the game.

Any ideas on how to fix?  Thanks.

QuoteSetPlan(FE13_eil.aip,6)

SetAIP - cfg(FE13_eil.aip) team(6)

Planner Error: Bad conditional #0 FriendlyExists in plan Plan16 file FE13_eil.aip

Bad conditional #0 FriendlyExists in plan Plan16 file FE13_eil.aip

Planner Error: Bad conditional #0 FriendlyExists in plan Plan18 file FE13_eil.aip

Bad conditional #0 FriendlyExists in plan Plan18 file FE13_eil.aip

Planner Error: Bad conditional #0 FriendlyExists in plan Plan30 file FE13_eil.aip

Bad conditional #0 FriendlyExists in plan Plan30 file FE13_eil.aip

ERROR: Object "evpuwalkcpu.odf" does not exist

ERROR IN AIP(FE13_eil.aip :Plan30): buildType(3) specifies MISSING ASSET

ERROR: Object "evpuwalkcpu.odf" does not exist
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 12, 2007, 07:34:31 PM
Sure, I'll fix that.  Thanks.
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 13, 2007, 10:35:16 AM
Ran a 3 way "CanyonX" Instant Action today & on starting received this error but was able to remove & play game using the Ctrl +Tilde Keys: Hope it is ok to post this?

BTW the brawlers did build in this so I guess it was changing typo in s_vs_h2.aip?

Flushing Memory Cache
DIAG|GLOBAL          |            runcodes:153  |15:52:22|114594 |[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |15:52:22|114594 |[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            runcodes:153  |15:52:22|114891 |[View] Entering run code [FREEEYE]
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115172 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |count = 1
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |end = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |force = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |remove = 0
DIAG|GLOBAL          |             console:819  |15:52:22|115187 |own = 0
DIAG|GLOBAL          |             console:819  |15:52:34|126516 |count = 2
DIAG|GLOBAL          |             console:819  |15:52:34|126516 |models = "ivscout00.xsi"
DIAG|GLOBAL          |             console:819  |15:53:16|168719 |end = 1
DIAG|GLOBAL          |             console:844  |15:53:20|172625 |SetPlan(s_vs_e1.aip,5)
DIAG|GLOBAL          |            Planners:8518 |15:53:20|172625 |SetAIP - cfg(s_vs_e1.aip) team(5)

WARN|GLOBAL          |            Planners:645  |15:53:20|172734 |Planner Error: Missing path-point hold1 in HOLD plan

DIAG|GLOBAL          |             console:844  |15:53:20|172734 |Missing path-point hold1 in HOLD plan

DIAG|GLOBAL          |             console:844  |15:53:20|172922 |SetPlan(h_vs_e2.aip,6)
DIAG|GLOBAL          |            Planners:8518 |15:53:20|172922 |SetAIP - cfg(h_vs_e2.aip) team(6)

WARN|GLOBAL          |            Planners:645  |15:53:20|172969 |Planner Error: Missing path-point hold4 in HOLD plan

DIAG|GLOBAL          |             console:844  |15:53:20|172969 |Missing path-point hold4 in HOLD plan

WARN|GLOBAL          |            Planners:645  |15:53:20|173000 |Planner Error: Missing path-point hold3 in HOLD plan

DIAG|GLOBAL          |             console:844  |15:53:20|173000 |Missing path-point hold3 in HOLD plan

DIAG|GLOBAL          |             console:844  |15:53:20|173000 |WARNING: h_vs_e2.aip section Plan200 unable to find pathpoint htraining
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 13, 2007, 11:30:51 AM
Some of the maps don't have all the path points, hence the errors.  I'll either remove the path points from the AIP's or add the path points to the maps.
Title: Re: Fe on 1.3 beta 3?
Post by: TheJamsh on November 14, 2007, 03:38:42 AM
probably easier to add them... may end up messing up more than one thing by removing it in the AIP's :S
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 14, 2007, 10:36:43 AM
Ass tanks gone (F2) as units then those my ex tanks strart to shoot at my rec :mrgreen:

(http://img89.imageshack.us/img89/4945/bz20009aa9.gif) (http://imageshack.us)


Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 14, 2007, 11:07:34 AM
What did you do to make them mutiny?

Much easier to remove those path points from the AIP's.

Pretty sure I got all the missing units added.
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 14, 2007, 11:13:35 AM
Idunno, i was just playing game finishing enemy base

That was first type of error that i get in that game

(http://img443.imageshack.us/img443/5665/bz20005fv9.gif) (http://imageshack.us)
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 14, 2007, 11:24:09 AM
Were they all shooting at it?  Maybe an enemy pilot got in an empty one?
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 15, 2007, 08:02:30 AM
One of pics is f2 as full team of ass tanks and second pict NO ass tanks theyware convert
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 15, 2007, 11:15:55 AM
Convert?  Moved to the other team?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 15, 2007, 01:36:07 PM
Finally figured out why some of the AI weren't attacking.  And, yes, they all now attack with a... great, uh, vigor.  Yesss.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 15, 2007, 03:24:29 PM
Anybody else think that the laser used by the EDF Walker is lame?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 15, 2007, 03:25:50 PM
I gave the Scion AI some air defense.
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 15, 2007, 03:39:04 PM
I agree that the laser on the EDF Walker is lame.

Red Devil - What did you find was keeping the AI from attacking?
 
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 17, 2007, 11:18:14 AM
Me. I had the names one character longer than they could be.   :roll:   It's the little things in life that bring you the most joy - and vex you the most.

I'm refactoring all the 3-way AIP's now to balance the attacks (Titans/Krahanos/Walkers against GT's, Archers/Atlas/APC's against Power), and like that.

I think I'll increase the damage done by the Assault Laser.  Just had a Locust take out one of my Walkers.  It is/i] a Walker after all and not some puny little pissant unit.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 17, 2007, 02:17:18 PM
In this refactoring (which is very interesting for 3-ways), instead of having the AI just build a complete base independent upon what the other guys are doing, I'm making it dependent upon what the other guys are doing, which complicates matters, but it will escalate the attacks accordingly.

For example, you are EDF:

If you don't build much, the AI will keep hammering everybody else's pools with Drones and Xypos and take them over.  You don't like that much, so you build a Factory to make some tanks and it will change the attackers to Sentries and Xares.  Build an Armory, and it will change the attackers to heavier units and will keep escalating as you escalate things until the tops of the tech trees are reached.

Currently, the pools are under fairly constant attack, so the scrap capacities of each side are always in a state of flux, so you need to be ready to build something when your scrap level is where you need it, so it either keeps you on your toes or on your tail.   :evil:

As said before, I gave the Scions and Hadeans some air defense and all sides ST's, so you can't just rely on your Bomber any more to pulverize them if you're EDF because they can shoot it down and, if they miss, the base is rebuilt and repaired pronto.

"It's all about the scrap."
Title: Re: Fe on 1.3 beta 3?
Post by: ViperBC on November 17, 2007, 09:25:51 PM
Will renaming the files also fix the MPI AI issues (i.e. Enemy recyclers deploying and only building scavs)?

Just curious.   :-)
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 17, 2007, 11:14:09 PM
That will probably help, but there were other issues too.
Title: Re: Fe on 1.3 beta 3?
Post by: tarquin1048 on November 18, 2007, 04:43:37 AM
RD do you have plans of incorporating the Scions ability to use jammers? I know up until 1.3 they were never effective and you could still target the Scion buildings etc even when jammers were used! 1.3 however made it extremely difficult in IA or anything battle versus Scions to target any building or structures until the jammers were taken out!

Great to hear the Scions & hadeans will have air defences  :-D and also the refactoring of the 3 way sounds really interesting.

Thanks again
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on November 18, 2007, 11:37:29 AM
Yes, I tried the Jammers right off the bat in this and it made it a real challenge to get a win, so I commented them out to make testing easier.  I'll put them back in when I'm done.

I'm not going to spend much more time on this due to exciting developments in PB4, so I need to spend more time on PB4 and the PB4 version of FE (which rocks).
Title: Re: Fe on 1.3 beta 3?
Post by: Ego - Nikolas on November 18, 2007, 12:59:14 PM
need to play fe more..
:roll:
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on December 14, 2007, 05:23:10 PM
Anybody have any objections to me adding more staging points to maps?

1.2 allowed up to 4 and PB3 allows up to 32.
Title: Re: Fe on 1.3 beta 3?
Post by: TheJamsh on December 15, 2007, 03:53:01 AM
you mean thsoe specialist points like gspire1 etc?

i have no worries with that... especially if it improves the gameplay :D
Title: Re: Fe on 1.3 beta 3?
Post by: Commando on December 15, 2007, 08:14:28 AM
No.  I believe the points are named stage# or Stage#.  For example stage1, stage2, stage3, stage4, etc.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on December 15, 2007, 09:52:18 AM
Adding more will allow attacks to come from many more random directions.

What I see on the 3-way maps is, due to the limit of 4 staging areas, is that the AI traveling across the map to get to one, only to find units from the other AI team there, a battle ensues, and most of the base attacking units are destroyed before they can attack bases.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 21, 2008, 03:40:34 PM
I get duplicate files messege apon start up.
(http://<a%20href="http://tinypic.com"%20target="_blank"><img%20src="http://i30.tinypic.com/14mvvqw.jpg"%20border="0"%20alt="Image%20and%20video%20hosting%20by%20TinyPic"></a>)

Something about BZ2 not being able to load same named files on different hierarchies. I will ignore for now and try to play anyway.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 21, 2008, 03:55:25 PM
The duplicate files appear to have caused a error. I will delete the ones under SP, since Multiplayer is all I'm interested for tonight.

My pic didn't show so I'll type the duplicate files indicated.

FE_PB3_Maps\Missions\Multiplayer\EDF01.bzn
FE_PB3_Maps\Missions\SP\EDF01.bzn
"                              "EDF04
"                              "EDF04
"                              "EDF06
"                              "EDF06
"                              "EDF07
"                              "EDF07 
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 21, 2008, 04:02:57 PM
Oh man...  Sorry about that.  :|  I'll clean it up on my end.  Delete the dupes in the Multiplayer folder for now.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 21, 2008, 04:21:44 PM
Yea it's the same on the new install I just made for it too. Also it's not just the ones that it says when you try to play, it's all same named files in SP and Multiplayer. It appears to be a whole lot of files. I will stop trying to catch up to the problem by deleting files and let you do what you're going to do first.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 25, 2008, 04:57:49 PM
Got that taken care of, plus added the missing meshes for the SP missions.

I can't get EDFlogo.msh created even though it says its missing.  Might have something to do with the pic it's trying to use.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 25, 2008, 05:06:01 PM
Well can Rapier and I download it from the same place, it says it was uploaded on the 20th, so it is still the same one there(or is it?). Where can we get the one you changed?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 08:58:41 AM
There's a sticky now at the top of this board, but I'm going to upload a version with the dupes removed and the meshes added soon.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 08:59:40 AM
Currently, in FE, ships are sent to the various portal groups according to ship type so that ships of one type always attack your base from one direction, while others approach from another.

I simplified it and made it more generic by using the 1.3 functions, but I was thinking of making things less predictable by using randomization to assign each ship a portal group as it's built.

Thoughts?
Title: Re: Fe on 1.3 beta 3?
Post by: Spawn on February 27, 2008, 09:48:32 AM
Could you set it up as an option?  The only thing that this may do badly is making it harder for newer players.

Also, do the ships from one group all split up and attack from different directions all at once, or do they come as waves all from one direction at a time?  For example, if 20 ships are spawned, do all 20 attack from the same random direction, or do they hit the base from everywhere at once?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 10:48:06 AM
The way it's set up in the original is that special portal using ships are built by the AIP's and then the DLL tells them which portal group to use depending on the type of ship it is, then each unit is told to hold once it's gone through the portal.

Once there's a certain number at that hold/rally point, they are dispatched to attack, so it depends on where the hold points are placed on the map.

So, basically, the difficulty depends on how many and how fast the portal-using ships are built by the AIP's, which is nice because it's external to the DLL.

Allowing them to divide up would vary the units attacking in each group instead of them all being the same (or close).

Also, what I've done is remove the restriction of detecting portal ships by their ODF names.  Now they (thanks to 1.3) just look for which type they are and send them to their respectful portal groups.  So, now the AI portal ships ODF don't have to be named a specific way, allowing for more flexibility and scalability.

Also, there are (according to difficulty level) attackers that are spawned by the DLL.  I think I'll adjust those too, so that it mixes it up a bit more.

Pretty much anything can be made an option, though.
Title: Re: Fe on 1.3 beta 3?
Post by: Spawn on February 27, 2008, 11:50:52 AM
Ah, I thought you meant the 3rd race attackers (the dll ones).  So once a certain number of units are at a single hold point, they will attack?  Or is it once a certain number of units are at any hold point they will attack?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 12:20:48 PM
Yes, one there's a certain number at any hold point, they'll release to attack.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 27, 2008, 01:11:09 PM
Well FE mpi is already hard enough, maybe randomization wouldn't cause too much more pain to this MPI Combat Commander. I love a challenge. But how about a counter? How about ships that appear out of nowhere for me too? At strategicly beneficial and random sites when I'm in trouble.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 01:17:06 PM
There's some in the code that have been commented out.  I could uncomment those and make them an option.
Title: Re: Fe on 1.3 beta 3?
Post by: Spawn on February 27, 2008, 02:08:36 PM
It would be really cool if you could make something that periodically sends in reinforcements via dropship.  You spend 100 scrap to place a beacon, and a few minutes later four dropships full of sabers land :P
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 02:21:41 PM
Heh.  I like that.  :-)  Dropships are underutilized.  i think I made some a few years back that I used to drop off troops, etc.  I'll have to find them.

Was just thinking, you can give bots names in BF2, so I'm thinking about doing something like that. All the FE devs would have to be in there.
Title: Re: Fe on 1.3 beta 3?
Post by: Spawn on February 27, 2008, 02:31:39 PM
Reminds me of zjourney :P
Title: Re: Fe on 1.3 beta 3?
Post by: Red Spot on February 27, 2008, 08:52:29 PM
Quote from: Red Devil on February 27, 2008, 02:21:41 PM
Dropships are underutilized.


Purelly concept so far ... but I intend on making a new Recy, wich basicly is a platform, when you deploy it the deploy-animation makes a dropship land on it and it will than form a recycler ... thats the plan at least ...  8-)


G
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 27, 2008, 11:21:44 PM
Flying Recyclers?  Oh my.  :-o  :lol:
Title: Re: Fe on 1.3 beta 3?
Post by: bigbadbogie on February 27, 2008, 11:27:31 PM
sounds fairly simple - just make the platform a deploy animation with the ship landing and dropping the building off somehow
Title: Re: Fe on 1.3 beta 3?
Post by: mag on February 28, 2008, 12:50:26 PM
RD can I get the missing meshes and any other updates in a new file without having to download the entire file again. I have a problem with the scrap gauge and satellite map overlaping each other. the scrap gauge seems to be wider than normal. how can I fix this problem. also I noticed in the sp mission " a short break" at the beginning right after the hadean's activate the portal's and disappear through the portal the game lock's up every time when I get an audio message.  some of the instant action maps are missing, is there plan's to add them back in? BTW RD thanks for your time and work on this mod.
Title: Re: Fe on 1.3 beta 3?
Post by: mag on February 28, 2008, 01:53:23 PM
after having my comp. lockup on the mission a short break I get an av when I try to open fe 1.3 again. this is the message I get.
DIAG|Main            |            maininit:523  |12:43:38|47     |Version Information Section
ERR |Debug           |               debug:765  |12:43:38|47     |[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |12:43:38|47     |Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |12:43:38|47     |Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |12:43:38|47     |Info: WRITING to 00000000h
ERR |Debug           |               debug:410  |12:43:38|47     |CallStack:
ERR |Debug           |               debug:552  |12:43:38|47     |0058A2B4 +0134 bzone.exe LIBCMT memcpy.obj _memcpy
ERR |Debug           |               debug:552  |12:43:38|47     |00611D8F +027F bzone.exe system log.obj public: void __cdecl Log::Client::Write(char const *,...)
ERR |Debug           |               debug:552  |12:43:38|47     |6E696E69 +6E696E69 [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:433  |12:43:38|47     |Registers:
ERR |Debug           |               debug:434  |12:43:38|47     |EAX: 73726556h   CS: 0000001Bh  DS: 00000023h
ERR |Debug           |               debug:435  |12:43:38|47     |EBX: 00669CD8h  EIP: 0058A2B4h  ES: 00000023h
ERR |Debug           |               debug:436  |12:43:38|47     |ECX: 00000006h   SS: 00000023h  FS: 0000003Bh
ERR |Debug           |               debug:437  |12:43:38|47     |EDX: 00000003h  EBP: 0229FC6Ch  GS: 00000000h
ERR |Debug           |               debug:438  |12:43:38|47     |ESI: 0229FCA0h  ESP: 0229FC64h           
ERR |Debug           |               debug:439  |12:43:38|47     |EDI: 00000000h                       
ERR |Debug           |               debug:449  |12:43:38|47     | CF: 00010293h PF:1 AF:0 ZF:1 SF:0 OF:1
DIAG|Main            |            mainproc:158  |12:43:38|110    |Entering critical shutdown
ERR |Input           |               input:1194 |12:43:38|110    |Input not initialised
how can I correct this problem.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 02:20:09 PM
There's a link to an update (1.5 MB) in the locked sticky thread above.  No meshes were needed/included due to me cross testing in PB4 and thinking they were missing.  :roll:

I must have included my scrap gauge and satellite screen by mistake.  I'll post the stock ones for you here in a bit.

I'll check the lockup now.  Might be an SP DLL issue and I don't have the source for that.

Which IA maps are missing?

I think that AV is caused by a corrupted log.ini file.  Try replacing it.

Title: Re: Fe on 1.3 beta 3?
Post by: mag on February 28, 2008, 03:07:14 PM
I tried replacing the log file a couple of times with no luck. still get the same av.
the update has a different file type does that need to be changed?
I can tell you what maps are missing as soon as I can open fe 1.3 again. there's about 12 maps I think.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 03:16:32 PM
I updated the second download and changed the format to .zip. 

Included the stock scrap and sat screens and a couple of missing meshes.

I got the same lockup in 'A Short Break'.  I'll see what I can do about that.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 03:30:58 PM
Found this from a couple years ago.  Commando was able to fix the same AV by doing this:

"I was able to fix the above problem by copying my 1.1 installation and applying 1.3 on top of the new copy.  The old installation appears to be dead.  It AVs the second I double click the exe.  Even after reapplying 1.3 public beta 3 on top of it.  Something appears to have gotten corrupted."
Title: Re: Fe on 1.3 beta 3?
Post by: mag on February 28, 2008, 05:20:47 PM
the instant action maps that are missing are 3way: box, canyonx, demolition desert, grassland, primordial soup, river mayhem, subterfuge, the scrap pit, three way frozen, urban meltdown, wild wood. fe variety: rock.
on the map purple rain the textures look transparent. you can see under the recycler and scrap pools. I get a error message saying ivwalk3w.odf is missing on the maps canyons, pluto base, and scap pit extreme when I select the edf as the enemy.
on canyons there was some meshes missing, but I just copied them from the bindata and that took care of that problem.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 06:17:08 PM
Argh.  I fixed it in my old PB3 install, but I had made a new PB3 install and neglected to copy them there.  I uploaded a new version of the zip and am updating the link.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 06:20:09 PM
Also, 'A Short Break' works in PB4, so it must be a code fix.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on February 28, 2008, 06:30:38 PM
Some of these things are over my head. Just let me know when I can load the thing as a whole once more.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on February 28, 2008, 09:12:55 PM
Just follow the instructions in the sticky.  Two downloads (one big, one small), 2 unzips.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on March 04, 2008, 08:35:06 PM
well, Paladin, windy and i played FE 1.3pb3 for 3 mpi's. They don't build base. we lost 2nd one due to me experimenting with letting them have 5 max rampage ships. talons melted us like so much butter.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 04, 2008, 10:14:15 PM
Map names?
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on March 05, 2008, 08:44:39 AM
The Trench and Dunes. On the trench map, the monster got stuck on a hill and we took him out easily, but I did have the difficulty on easy. I had the FE aips going on all three games. And we had fun just taking out the existing stuff like mega-towers and such, but they never attacked with anything but scouts, and nothing ever came from the portals(unless the rampage units{Talons} come from there). The ai was given 0 as a scrap boost and we had 3 for first two games. But on third game I gave the ai a 1 for scrap boost. We used the insane rec twice and the Greenheart rec once.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 05, 2008, 10:01:37 AM
Most of the AIP's are unfinished (or have not even been worked on yet, hence the "AIP's need work"), so I'm not surprised.  Which races were you playing?

If anybody feels like working on the AIP's, feel free to jump in.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on March 05, 2008, 10:48:15 AM

All three games were EDF(us) vs Hadeon
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 05, 2008, 12:45:28 PM
I'll see what I can do.  Pretty swamped at the moment.
Title: Re: Fe on 1.3 beta 3?
Post by: mag on March 05, 2008, 04:58:49 PM
I noticed when playing the instant action variety maps as cerberi, you can not build a regenerator or any beyond that. it says to build a crucible which is already built. can you tell me how to correct this problem. thanks.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 05, 2008, 05:23:17 PM
It's due to the requireName for the Regenerator being this:

requireCount = 1
requireName1 = "factory"
requireText1 = "Build Crucible"

and it needs to be this:

requireCount = 1
requireName1 = "cbfact"
requireText1 = "Build Crucible"


I had left that in there after working on working around the requirements for units built by the upgraded Crucible, but "factory" is a reserved entity name.

You can also change cbfact.odf to just have one provideName, from this:

provideCount = 2
provideName1 = "factory"
provideName2 = "cbfact"

to this:

provideCount = 1
provideName1 = "cbfact"


Title: Re: Fe on 1.3 beta 3?
Post by: mag on March 07, 2008, 11:22:24 AM
the files were already as you said they need to be. they didn't need to be changed. could something else be causing the problem?
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 07, 2008, 11:43:43 AM
Do you have a clean install and an install of the latest FE? 

Do you have any cbsbay.odf or cbfact*.odf files in your folders?

Title: Re: Fe on 1.3 beta 3?
Post by: mag on March 07, 2008, 09:29:20 PM
yes I have a clean install and the latest zip. there are no other copies.
Title: Re: Fe on 1.3 beta 3?
Post by: Red Devil on March 08, 2008, 05:19:43 PM
If I recall correctly (big if), due to them being incomplete, I didn't make the Cerberi available in FE13 for PB3.  What is in there is incomplete.

I tried it and the AIP's aren't there, the Cerb Fabricator points to the wrong model and the Cerb Crucible points to the wrong model.  When I move the Cerb stuff from PB4 in there, it all works.
Title: Re: Fe on 1.3 beta 3?
Post by: Axeminister on March 08, 2008, 06:21:35 PM
Cerberi is not available for me on my pb3 install on instant