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Bloody Omaha
TNR360 (who I believe has wandered these forums) has a new realistic beach map Bloody_omaha_b1 (mapname is bloody_omaha). So I have thrown together a playable WIP to show off how shooter_mortars can be used to give a battlefield ambiance. Don't think I will take these waypoints very far, there are already omnibot waypoints available and it is a big map with just 3 objectives. Anyway the FritzBot waypoints are here. If you want to take them over just post a request in this thread.
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Re: Bloody Omaha
always liked fritzbot the best I just wish it was more compatible with other mods. I'll give the waypoint a try :).
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Re: Bloody Omaha
Yes they are the most faithful to the original ET magic. Saw a couple of minor things to fix so their will be a 0.02 (with a shift in the axis spawns too). I'll post it after some more testing.
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Re: Bloody Omaha
it works great :)
a few things Axis bots prefer running on the beach than using MG42s Axis dont start shooting until the allies are 1/2 to 3/4s up the beach although maybe if the axis did the above it may be too hard for allies? and will the shooter mortars scripted work on any mod other than fritzbot? I think it looks great and plan to use it, Id like it if I didnt have to map it and could use your script |
Re: Bloody Omaha
Just Posted 0.02. A bad connect and a bad node placement are fixed, lots tweaked some additions. Axis now split the initial spawn half and half between the two rooms.
The running on the beach is due to two reasons. One they are preprogrammed to run towards the opponent when fighting (sniper camps and field op camps may differ from this). Two, I have 2 classes programmed to try to capture the flag. Why the other classes especially the engineers go on the beach I am not sure. There is only one camp open to the engineers (I think) behind the barb wire thingies. One thing that would help slightly would be ladders out of the trench that do not expose the bots to fire from the beach. The bots do not see the opponent beyond their bot sight limit. Snipers and field ops can see further I think but the field ops need a reason to do so like being hit by bullets from beyond the bot sight distance. (and the snipers are camping on the upper ridge.) Low Xp bots also do not see the full distance. I used 3450 instead of the expected >4000 for bot_SightDist. It proved to be good enough for the panzers to attack the mg nests. The beach is maybe 7000+, and you might find getting killed by an unseen enemy frustrating (though some weapons give only 20% damage >2500). Feel free to open the aiscript and try any bot_SightDist value you like (use sv_pure 0 for unpacked waypoints). 2- The scripted shooter_mortars should work in ET Pro which also supports scripted entities. Of course you can compile them into the map so they would appear in any variety. How much they cost in fps terms I don't know. I test on 1GB these days with a modest window size and don't worry about fps until this single CPU gets overtaxed from being on too long (Thank you Microsoft for that). |
Re: Bloody Omaha
thats a good point about the mortars, with omni bots I had to play on lowest settings and still lagged but with fritzbots I played with highest plus the mortars, it may be due to me having 2gb, 3ghz processor and nvidia 7300 but man the omnibots use alot of memory and dont really do much.
I think I may add a few mortars just for testing... |
Re: Bloody Omaha
While playing allies I could easily run up and get the flag with the standard bot view distance. After messing with it a bit I set it to 7300, I noticed a small fps drop but nothing near as bad as with omni bot
but at 7300 it felt more realistic and simulated online play better, making it harder to get the flag. |
Re: Bloody Omaha
Tried your 7300 on 2 rounds. Did not see any long range artillery. Did see bots wasting ammo at the waters edge and a few panzers half way up. The flag was taken in under 3 1/2 minutes both rounds. (did you see blowfishie's complaint on filefront about the omnibots on mg nests?)
Now if realism is what you want, the Allies would not waste Thompson bullets nor panzerfausts at a distance of over 700 feet. The Thompson was considered effective in distances of less than 250 feet with double that being its max range. The panzerfaust 30 was good for about 100 feet (the 60's 200 foot range was only available a few months later.) Note the bazooka M1A1 was effective at up to 450 feet. That leaves the M1 garand which could do double the 700 feet (though would you use your limited ammo supply without a scope???) and the rifle grenade (no specific specs but some rifle grenades had a max range of 600 feet). So as I remember it a different Tom as Captain Miller rallied his men to "move up the beach" and that is just what IMO the bots should do. So I would think 4500 might be a realistic value especially if the map was played in a campaign. (BTW bullet damage is max at <1500 and min at >2500 see g_weapon.c) Now it would be nice if the mg42s in the game were better because they did have the range and the Axis would have zero'd their artillery and mortars to near the waters edge. One thing that could be tried is instead of using the mapname.bots file, use a cfg file to add the bots. That way the fieldops could be given better skill than the others. Another thing I might try is adding a fake-steal under the flag. The allied bots might ignore more damage and focus better on the flag thinking it was a steal. - - - On another note, I find it easy to go along the left flank and fast into the trench. That is where I would put a mine field (say 8 mines zig zag from the small tower) to force the player to cross to the right and maybe expose himself to mg fire. A few mines on the far right and some Achtung! plaques and barbwire could explain why the flanks outside the play area are no-go zones. I think I could script some misc_landmines if the map allowed landmines. |
Re: Bloody Omaha
thanks for all the ideas, I will be replacing the clips with minefields on beta2
I also like the idea of making selectable boats and distributing the spawns among them. |
Re: Bloody Omaha
Now that I think about it in reality the mines placed between the shingle and the sea would likely only have been anti-tank versions. Anti personnel mines would have been placed at the top of the shingle to avoid being washed out by tides. I suppose they could have anchored some or maybe used stake mines but not trip wires. You could also add the achtung signs on the flanks at the top of the cliff as they would likely be mined. Anyway the barb wire on the clips sounds good.
Looking at the wiki the beach length to the shingle bank is very real. The distance from the shingle bank to the cliff I don't know, as only the max distance of 200yds is given. Not having anything more than top view to go on I am guessing maybe someplace from sector Fox Red to Fox Green is possible. BTW if you want to add a DD Tank for eye candy the wiki has a picture on one on the beach with its 2 snorkels on the back and another one is here. Not many polygons to add to the already static Sherman models that have appeared in a few maps (e.g. 2bit's tiger_110 map) if the fps allows. As to the waypoints I am going to try to get the axis engrs to use the upper trench route to an engr camp by the far gun ("East anti-tank gun"). I think the axis bots are losing because they needed to be in the east sector to have time to defuse and don't have time to fight inside between the 2 spawns. |
Re: Bloody Omaha
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top map with great bot support!
some nice ideas as well see screenie for some graphics glithes on the map also, there are a few minor misalignments on the edges of the playable area i'm looking forward to beta 2 :) |
Re: Bloody Omaha
for beta 2 I will
-fix as many glitches I can find -mine the beach sides -put a bangalore torpedo near the water that must be taken to the shingle to blow the barbwire -thicken fogclip/farplanedist by 200 -place some more cover at the end of the beach I will not shell the beach, real soldiers from omaha said the firepower they saw being thrown with planes and boats at the germans was amazing like nothing could survive it, when they got to the beach of the first things noticed were- all the germans were there waiting for them bunkers and mg emplacements intact, no element of suprise no craters whatsoever... they wondered what were they shelling? they said it seemed like they missed the beach completely so with nothing but tank traps as cover they somehow made it up and won. - on a side note I started this map a long time ago, to place holes on the beach would mean to remake the entire beach terrain :wacko: |
Re: Bloody Omaha
Yes I came across that view of an unbombed beach as well as a single description of a shell hole. What I have not found is what and who was supposed to try to shell the beach obstacles. Logically the biggest shells could create such damage as to give problems for the landed vehicles. I suspect the Allies might have been depending on smaller artillery and bombs. In which case it might have been left to the DD tanks and howitzers in some of the landing craft. But they were late and could not see their targets while at sea. So it fell to the engineers. BTW it Also seems I was wrong about trip wires, they were used, making antitank mines trip on more than just vehicles.
Love the bangalore idea. |
Re: Bloody Omaha
ok Im going to need to learn to script a bit better as I get on with beta 2, but I've made a few changes already-
- mid section of seawall to be blowed by Bangalore torpedoes - side seawall on left can be destroyed with satchel - opened mid section between the two bunkers - mined the beach where players run through (these mines only go off once and there are not many of them) - replaced clips with minefields - fixed floating tank trap and some brushes - distributed axis spawns among many different selectable areas - distributed allied spawns, each different higgins boat has 4 spawns and can be selected I also finished a new map Ramelle http://returntocastlewolfenstein.fil.../Ramelle;90981 |
Re: Bloody Omaha
Sounds great.
Took a look at your Ramelle (one of my favorite Q3-urban territory scenes). Great textures, loved the window, shutter and muntin combinations. I have provided a detailed set of notes in a pm for your consideration. BTW La Vie en rose was not recorded by Edith Piaf until 1946. The song you want is "Tu es Partout,"(MP3) a song featured in the 1941 film Montmartre sur Seine, or the song, "C'etait Une Histoire D'Amour." |
Re: Bloody Omaha
Just for the fun of a mêlée I have throw together a test waypoint of Ramelle_b1. I'll wait for b2 before thinking about a strategy. BTW PAV has also made bobot waypoints for ramelle_b1 a few hours ago.
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Re: Bloody Omaha
which mods support the explosions you added into the script?
because if I add anymore random explosions in the map I'll get the too many inline models error, but if they're through the script you added it works fine bangalores will be in final map as I can't script it yet |
Re: Bloody Omaha
Well if that is the case each supporting mod could have a second pk3 with the extra scripting. For FritzBot it would be in the waypoint pk3.
For ETPRO it would be a separate pk3 of the script file, say with the spawn selector stuff nedd3h likes to see. I don't know Jaymod but it supposedly does have support. Accordingly Bobot could support it I guess (though it never seems to have script file changes). No Quarter? Has some ETPRO support but I don't know about the extended map scripting (its wiki is underwhelming). ETMain - No ETPUB - doubt it??? - - - For the The bangalores maybe look at the 2hide map. Allies steal a box (battery albeit a radar parts style) deliver it to a detonator that a few seconds later is enabled. Plunger is actually a func_door that when opened alerts the func_explosive entity and removes the wall brush etc of the bank. |
Re: Bloody Omaha
NoQuarter, Jaymod, and EtPub all support ETPro map scripts. Fritzbot's support of it is actually based on EtPub's. I'm assuming NQ's is as well since NQ started it's mod with EtPub as a base.
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Re: Bloody Omaha
great thanks
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Re: Bloody Omaha
The next version of the map bloody_omaha_b2 was released. Waypoints will follow later this week. TNR360 has fixed some but not all texture edges, and has added 3 or so new objectives plus spawn changes, mine fields... . One minor thing so far needed a script fix so I have made a standalone script file with some of the eyecandy from my waypointing b1, File can be used in Jaymod etc. and is best put in the directories of those mods that support ETPub extended scripting. (or \etmain if you ONLY play supporting mods)
Verified works in Jaymod 2.7.1, ETPub 0.7.2, No Quarter 1,1,0 and FritzBot 0.7 final. Why ETPro ignores the changes I am trying to figure out. |
Re: Bloody Omaha
Ok by brute force I figured it out why the script file did not work in ETPro 3.2.6. Every entity no matter how minor needed a scriptname parameter (though the script block was not required). Also corrected a small typo/change and took out the wait preceding the wm_endround that is commonly a problem in ETPro. So 0.20 is posted. If it tests ok in all the other mods then the older versions will be removed.
I am still researching the icons outside the compass bug. ETPro 3.2.6 is supposed to fix this but maybe it needs a texture fix? Anybody know the answer? |
Re: Bloody Omaha
OK finally got around to porting the beta 1 waypoints to the beta2 map. Still a few things to do better but playable. 0.11 waypoints are here.
The added eyecandy is based (loosely) on real history (smoke from grass fires did obscure the beach in some sectors, and obsolete tank turrets (e.g French) were set on concrete slabs on the ground as a defensive fortification). Not certain the turret will time well in an over-the-internet server-client situation so feedback is welcome (I could do a version with the eyecandy removed if requested). Update: Oops missed a couple of lines in the aiscript. so 0.14 is now posted (surprisingly Allies won all 5 bot-only matches I tested) |
Re: Bloody Omaha
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all i know is a seperate file is required to be put into the etpro folder specific to the map some info here • http://www.splashdamage.com/forums/s...ctives+compass • http://bani.anime.net/banimod/forums...utside+compass maybe download some maps that have these files eg. Raw Castle - link - 10MB - have a look how others have done it i have no idea on this kind of thing so can't help you anymore :blush: good luck! |
Re: Bloody Omaha
Thx but that wasn't it. There were no custom objective icons used. I tried making shaders for the default gfx/limbo/cm_... ones but that did nothing. Finally tracked it down to another map in \etmain (Tobruk.pk3 may 8 2005). What is corrupting in that map I don't know but I could not run the file in etmain either (hunk_alloc err). So I deleted Tobruk and don't need to make any shaders. Thanks again.
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Just a quick note FYI
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The map contains the file scripts/omaha.shader. However other mappers also have used the same filename for their shaders in omaha.pk3 and 1944_omaha_b3 (and earlier versions). Consequently these can be adversely affected graphically since the last shader file (of this name) that is loaded dominates. So omaha.pk3 if present in /etmain would dominate the other two. Or if only bloody_omaha and 1944_omaha were in /etmain then bloody_omaha would dominate (and make 1944_omaha_b3 looked crappy and unfinished).
However merging the various shaders in these files seems to create a workaround. ------------ The shader z_omaha_fix1.pk3 workaround is now tested and available on my filefront page. Or grab the attachment here and rename it as .pk3 |
Re: Bloody Omaha
thanks for this :)
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