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-   -   Intensity for Forgotten Hope 0.7 Is Available (http://forums.filefront.com/forgotten-hope-general-discussion/225205-intensity-forgotten-hope-0-7-available.html)

Legi0n November 10th, 2005 05:49 PM

Intensity for Forgotten Hope 0.7 Is Available
 
Intensity (formerly known as Ballistik FH) is available. Unlike previous releases of this aftermod, Intensity does not contain any new sounds, vehicles, textures or custom maps. It is purely an enhancement of the AI of Forgotten Hope.

If you've never played against these bots, be warned -- they are frustratingly good. If you have a temper/anger management issues/don't take being killed by bots well, do yourself and any fragile electronics near you a favor and don't play this. They piss me off sometimes, and I made them this way. They're not superhuman, they're just very, very good.

Intensity

Hotfix

The first goes in Battlefield 1942/mods/

The second goes in Battlefield 1942/mods/Intensity/archives

Enjoy.

Nishat November 10th, 2005 05:53 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
niiiiiiiccccceee Bots that can actually listen to you? Like are they just as good if you have some on your side? (listen to commands, heal, reapair etc)???

Colonel fu November 10th, 2005 06:10 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
The bots are probably better than half of the players on the servers. :lol: :lol:

oscar989 November 10th, 2005 06:13 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Do they listen to your commands? And do they actually move in like a sweeping force, then in a huge group?

Legi0n November 10th, 2005 06:44 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
No, these bots are still BF1942 bots, so they don't respond to radio commands -- with one exception:

They will sometimes respond to "Go! Go! Go!" if they are standing around. I don't know why they do, they just do. They don't idle often, though, so you'll rarely have to use this.

Propa McGanda November 10th, 2005 06:49 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I miss coop on BF: Vietnam, you could tell all of the bots on your team to follow you. :D

Anyway, I'm waiting for the dl to begin. I'll end up playing this when WOLF is playing a map that I don't like.

USMA2010 November 10th, 2005 07:53 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Heh, those bots were the best part of the game. The napalm and sidewinder armed F-4 in a close second.

Legi0n November 10th, 2005 08:19 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Has anyone had a chance to give it a spin?

marine84 November 10th, 2005 08:37 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I just played aberdeen on it, and I will say it was intense. I set up a coop game with 50 bots, and I had quite the tank battle. I think almost 20 15 tanks were cruising around on each side, and shells were flying everywhere. The cool thing with it is as you destroy all the enemy tanks, the bots will respawn as infantry and keep attacking until you push them to there main base, where they will once again attack with tanks. Great job on this

FactionRecon November 10th, 2005 08:46 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Downloading.

marine84 November 10th, 2005 09:00 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Any chance that the road to rome and secret weapons maps will be released for this

Legi0n November 10th, 2005 09:07 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
No, they won't. Sorry.

Propa McGanda November 10th, 2005 09:32 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Any idea how to turn off player names with this on LAN? It'd be good for screenshots. =D

I just played Kasserine Pass. A tank went to one flag, got confused, went back to our main, then turned around again. lol

I haven't really played it enough to say anything though.

Eglaerinion November 10th, 2005 11:34 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Setup your own dedicated co-op server, you can find it in your start menu folder of BF1942. Choose the maps and settings you like and start the server. Join the server through the game!

(remember to put the tag distance to the lowest values and to make the server have 50 players, slots will be filled by bots IIRC)

Apo-TTCC November 11th, 2005 12:09 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Wow, i did not expect the mini mod that fast. Since the AI went back to vanilla behavior for some reason i was hoping for Legion to fix it. Too bad that the filefront dl is somewhat hard to get, i only managed to get the hotfix but the full file dl won't start, i keep trying.

Thx in advance to Legion.

Cheers

Apo

Real-BadSeed November 11th, 2005 12:45 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
use this command in console, gets rid of all the game menu stuff on your screen. no mini map, no radio bars at top, totally clean view of the map.

hud 0 (to turn off hud)
hud 1 (to turn on hud)

Dr.Fritz November 11th, 2005 01:37 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
What maps are added to single player?

Legi0n November 11th, 2005 02:17 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
No new maps (other than Nuenen and Saipan, which I only included accidentally, and which aren't all that hot, bot-wise, to be honest.)

This is purely intended to be an AI upgrade to FH 0.7, like the original Ballistik FH 0.6 was -- nothing fancy, nothing extra, just bots that want to kick your ass and steal your lunch money.

Apo-TTCC November 11th, 2005 06:16 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Finally i got the file and have to say the AI is great again. Thank you Legion. :bows:
On Tobruk a bot on allied side did score over 70 points with tickets set to 100%.

Few things i noticed:
Some map loading pics are blank and that the bots on allied side at sector318 only used the airplanes but ignored the armor and other stuff at the main base and did went on by foot. They used the stuff from captured points but the axis threw in all what they got from the start. Was a tough challenge to make it against all that axis steel monsters with minimum support from own armor. :naughty:

Cheers

Apo

Legi0n November 11th, 2005 08:50 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Huh. I'm sorry about the loading screen thing, mine all come up fine. And some map strats are still being revised even now, as I learn more. I'll be looking for trouble maps as you guys report them and release revised strats accordingly, probably in bunches of four per strat pack.

Just one of the downsides to being an independent developer -- the community is my team of beta testers to some extent, because I can't catch everything alone. Thanks for letting me know, though, and I'll get something out as soon as there's enough to get something out on.

Dios November 11th, 2005 09:13 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I'd like to make you a question. Did you found a way to fix that damn thing they do in some maps (Like Guadalcanal or Liberation of Caen), where they'll just stand still and do nothing (except shooting at you of course) when they respawn inside rooms or bunkers at some of the flags? Everytime I play Guadalcanal in coop mode any bot that spawns at the bunker just stays there until the Japs make the flag turn grey and kill them all. Same happened to me a few times with the Germans at the bridge flag in Liberation of Caen, that was the only flag they had left, and all of them would just stay in the second room of the house, shooting at me as soon as I showed up, but not doing a single thing, even if I killed half of them throwing grenades through the window.

Zoo_MotorPool November 11th, 2005 09:34 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Not only the Germans spawncamping there, but the Cannucks also. They spawncamp inside the bunker until the Germans were unable to completely recapture them and the bridge remained status quo. LOL

Lobo November 11th, 2005 11:51 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Battle of Stalingrad has a problem in the init.con because the fog is fubared, and it's not using the stalingrad textures. And you can't use a G43 in a 1942 map

Apo-TTCC November 12th, 2005 09:02 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Battle of the Bulge has no winter camo on the axis armor. Also had some tank bots in allied main base, that prefered to spin their turrets instead of charging the enemy.

Cheers

Apo

Legi0n November 12th, 2005 11:16 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
With regard to bots getting "stuck" in some maps -- I've noticed the Guadalcanal instance of this before -- it's probably a pathmapping thing, because the strategies I have in play have them moving and fighting pretty aggressively in all but those spots (another one happens when the Americans take the flag up in the foothills; they'll spawn there and then just stand around taking potshots at the Japanese). The only way I can think of to undo this problem is to replace the FH Guadalcanal with the stock version, but wasn't sure if people would be okay with that.

As for LoC, BoS and the others -- thanks, guys, I appreciate you pointing these out, and I'll get a pack out ASAP to address these issues.

colonel_flagg November 12th, 2005 11:56 AM

intensity mod
 
is this for both client/server or can it be used as a server-side mod only? while the FH community is pretty good about keeping up with custom map downloads and updates, lots of folks still don't keep up with the community. i would like to pursue the use of anything that increases the AI level during COOP mode, but if all of my visitors need to download/install this, I don't know if it would be worth the effort.

and yes, i understand it's suppose to be SP only, but doesn't that effect COOP? any way to increase the AI abilities in COOP with a server side mod? I want the damn bots as good as any player I've ever come against... of course I know that's not possible, but it would be nice. o.O




/CF - IWZ

colonel_flagg November 12th, 2005 12:03 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I actually think the AI in .7 COOP/Internet is better than it was in .67. As for the "commands", I issue commands to bots all the time and most of the time, they listen. I think it's more dependent on the map you're on. For instance... take Liberation of Caen for instance. Load in as allied in COOP mode. Once you spawn at your base, issue command F6 F7, "Bail Out!". If that doesn't work, issue command F6 F1, "Wait up!". They'll get out. Now issue command F7 F7. They'll start getting back in their tanks.

While this doesn't work all the time, usually, it will. Again, I've studied it and I think it's either #1 the map or #2 there's enemy units nearby that causes the bots to not listen to you.



/CF

FlyGuy45 November 12th, 2005 12:11 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I rember if you got in a tank or something they would exit.

ANZACSAS November 12th, 2005 06:15 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
its ashame about what happen but none the least its still good

Neighbor Kid November 12th, 2005 06:21 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
causes me to crash....

oscar989 November 12th, 2005 07:37 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Same here it crashes when ever I try to switch over to Intensity.

Legi0n November 13th, 2005 02:39 AM

Re: intensity mod
 
Quote:

Originally Posted by colonel_flagg
is this for both client/server or can it be used as a server-side mod only? while the FH community is pretty good about keeping up with custom map downloads and updates, lots of folks still don't keep up with the community. i would like to pursue the use of anything that increases the AI level during COOP mode, but if all of my visitors need to download/install this, I don't know if it would be worth the effort.

and yes, i understand it's suppose to be SP only, but doesn't that effect COOP? any way to increase the AI abilities in COOP with a server side mod? I want the damn bots as good as any player I've ever come against... of course I know that's not possible, but it would be nice. o.O

/CF - IWZ

I don't know how to do a server-side version of this, unfortunately. If there's anyone out there who does and would like to create a server-side version of Intensity, you have my full permissio, as long as I'm credited, of course.

These bots are as close to human, I think, as any bots on the BF1942 platform are ever likely to get. Again, of course, that depends on the map -- some maps I'm still getting feedback on for strategy improvement, and as promised, strat packs will be released to upgrade maps that don't have the best strategies yet. Some of the best, IMO, are Stalingrad (original) and Kursk. Omaha Beach is damn decent too, IMHO. Also, there is are two special features that did make it into Intensity, although they were mainly used in the maps I wasn't able to include. Some maps (such as Omaha) include Airborne and/or Fallschirmjager classes, which simulate the armament of American and German paratroopers. This means that in some cases you'll have a K98 and where weapon slot 2 might usually be empty, you'll have the MP40 that Fallschirmjagers sometimes dropped with. American Airborne may have an M1 Garand in slot 3 and an M3A1 Grease Gun in slot 2.

I know paratroopers didn't drop with both these weapons -- and I also know early Fallschirmjagers (such as at the Battle of Maleme) dropped with pistols, not MP40s. But I don't have the mapping, modeling or skinning skills to create "weapons drops" that parachute in at para spawnpoints (though I would like to have done this). But these troops sometimes dropped with the smaller weapon and picked up the longer weapon from these drops.

In Crete 1941, at the moment, your Fallschirmjagers will have the MP40 in slot 2 -- I'll be fixing this in a future strat pack, changing them to the historically correct armament of pistol and K98. I'll also be addressing anachronisms (wrong weapon for the time period issues) in other maps, as well.

The other special feature is an expansion of FH's addition of selectable firing rates on some weapons like the BAR 1918 and FG 42. I've added this feature to the StG44 and the Thompson M1, and you'll also find that in some maps.

Legi0n November 13th, 2005 02:42 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

Originally Posted by oscar989
Same here it crashes when ever I try to switch over to Intensity.

Please make sure that you have Intensity in the proper directory. Its directory structure should look like this:

C:\Program Files\EA Games\Battlefield 1942\mods\Intensity.

Also, it's only for FH 0.7, so (I know this is obvious, I'm sorry) make sure you have that version only.

oscar989 November 13th, 2005 10:34 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Can you make it so that the bots can pick up kits on the ground? Like a pilot kit on the table?

Legi0n November 14th, 2005 12:41 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

Originally Posted by oscar989
Can you make it so that the bots can pick up kits on the ground? Like a pilot kit on the table?

To my knowledge, that's not possible for bots on the BF 1942 engine, or any other BF series game engine.

ZAPPA November 14th, 2005 05:33 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Hi there!
Did I do something wrong I wonder.
The bots are as stupid as ever, they drive in to walls getting stuck there, they stand around doing noting, even if therīs an enemy running around direktly infront of them and all the usual frustrating botbehavier!
Itīs great that sp is introduced to more maps. Thats the good thing, but I donīt find these bots frustratinly good and I find no reasson to throw around fragile things. Sorry!

PS: when I read my own post, I sound like an old bitter man with no apriciation to this work at all. Thatīs not it! I just wanted to give a feedback.


:uhm: ZAPPA :DK

Legi0n November 15th, 2005 05:35 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Well, I'm not sure what to tell you on this, except to ask if you're sure you're running my mod instead of regular FH. If you're running mine, there's no menu music (left it out to conserve space) and the menu background is just plain gray. Your regular FH desktop shortcut won't activate my mod; you have to go into Custom Game in the game menu and activate it there. Only thing I can figure.

ZAPPA November 17th, 2005 04:46 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

Originally Posted by Legi0n
Well, I'm not sure what to tell you on this, except to ask if you're sure you're running my mod instead of regular FH. If you're running mine, there's no menu music (left it out to conserve space) and the menu background is just plain gray. Your regular FH desktop shortcut won't activate my mod; you have to go into Custom Game in the game menu and activate it there. Only thing I can figure.

Unfortunatly I am doing everthing correct.
So imho the botsituation just doesnīt yet seem to be improoved very much. In turms of skills that is!
What I do find very good about Intensity, is that now you can play SP on almost every map. Thatīs great for practicing maps without getting bored running around alone.
So a big thank U for that!
And when it all comes down, SP is a joke nomatter what, so the loss isnīt that big anyway!
See U on the battlefield
ZAPPA-DK
;)

Spader November 17th, 2005 03:22 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Would it be possible for you to add Coop support to FH's Pavlov, Berlin Streets, Ramelle, and Omaha Charlie Sector?? I've never been able to play those with other people.

Dios November 18th, 2005 05:04 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Talking about Coop mode, to which maps did you added bot support Legi0n?

JaMaN November 19th, 2005 01:43 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Hi Legion, maybe you remember me from Battlefieldsingleplayer forums.
I have a problem with your mod, wich is great btw, and the problem is i can see only one kind of uniform for army, i mean i see the same uniform for Germans in Kharkov Winter, Stalingrad, Battle of Stalingrad, Bocage...same uniform for Americans at Bocage, Saipan, Guadalcanal...and the same with the rest of armys.
Do you have any idea about what is the cause?.

bizness November 19th, 2005 02:18 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
has anyone worked on co-op for the new maps? if not i could possibly take a hack at it. i dont have anything better to do. all the statics on berlin streets makes me shiver though. that will be one hell of a pathmap.

GeRmAn~BRATWURST November 20th, 2005 01:45 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
can som1 plz offer a torrent/http/ftp link? I can`t download from filefront, i had never proplems with filefront before, it already works perfectly for me (except this)

thx in advance,

Legi0n November 22nd, 2005 11:32 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

Originally Posted by Dios
Talking about Coop mode, to which maps did you added bot support Legi0n?

None, and I'm not sure why the news item said that I did. :(

Legi0n November 22nd, 2005 11:32 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

Originally Posted by JaMaN
Hi Legion, maybe you remember me from Battlefieldsingleplayer forums.
I have a problem with your mod, wich is great btw, and the problem is i can see only one kind of uniform for army, i mean i see the same uniform for Germans in Kharkov Winter, Stalingrad, Battle of Stalingrad, Bocage...same uniform for Americans at Bocage, Saipan, Guadalcanal...and the same with the rest of armys.
Do you have any idea about what is the cause?.

Not sure, Jaman. I didn't include any community textures this time, so I don't know for sure.

JaMaN November 27th, 2005 11:39 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
I installed BF MDK again and i looked at some of the maps for Intensity, Legion you should know many levels got the paths for textures wrong, maybe cos they´re from 0.6x.

I took the new paths from original levels at FH folder and now textures are ok.

P.D Another bug is i didnt saw any soldier firing the MG42 or 34 (they are standing against enemys doing nothing), same with new semi/full Tommy (but with onlyFull Tommy its ok).

Apo-TTCC December 8th, 2005 11:33 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Hey Legion, any news on the Intensity Mod? Me and some buddys are really looking forward to an updated version because we play a lot of Coop on LAN. Thx.
Maybe you can remember me from the Planetbattlefield SP page, i helped with some "Beta Testing" on the former FH SP improvements made by you. :)
Cheers
Apo

Cap'n Rommel December 10th, 2005 10:03 AM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
Quote:

They piss me off sometimes, and I made them this way. They're not superhuman, they're just very, very good.
You must be known as Frankenstein from this very moment

Lt.General.Rodkeif December 11th, 2005 03:10 PM

Re: Intensity for Forgotten Hope 0.7 Is Available
 
legion on tobruk the tanks and sand bags and some other things look a little pink.on the regular fh tobruk looks fine.do you know the cause is??


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