BF2:SF - AAS

Started by Liberator, November 29, 2005, 11:12:12 PM

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Liberator

For those of you who haven't seen my comments on AAS for Special Forces, here's the lowdown.

After making the Wake Island map work (without tips, sorry) for AAS, I have decided to  have a go at writing the AAS code for the Special Forces expansion.

I've spent a fair old amount of time on it so far and so I will announce the current progress.

I'd say it is now about 90% finished! :D

I have just come off my test server after running through the 32 player version of "Devil's Perch" and it works a treat! Flag tips and everything.

So currently I have completed the following.

1. Adapted the code to fit in SF Python file
2. Coded all 151 capture points from all 8 maps in 16/32/64 player sizes
3. Changed the sizing code to identify the correct map sizes
4. Changed the 'Tip' code to recognise the 151 CP's
5. Coded the routes for 16/32/64 player versions of "Devil's Perch"
6. Play tested 32 player version of "Devil's Perch"

Still to do,

1. Verify internal CP names to the ones shown on the minimap (I still need to identify lots of them as some of the internal names are completely different)
2. Code the routes for the other 21 maps. (7 maps X 3 sizes)
3. Make sure I don't put them in in reverse like I did on "Devil's Perch" and have to do them all again.  :doh:
4. Hand it over to the Admin guys to put on the server and let you lot test it.

:D

DuVeL

Good stuff Lib m8, I'll flash you for that  ;)  8)
You have to much sparetime or so?
 :narnar:

Nah, well done so far.
Survivor of LAN V, VI, VIII, IX, X, XII, XIV, XVI, XVIII, XX, XXIV, XXX, XXXII, XXXIV and XXXVI so far...
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delanvital

That is really great . Thanks Lib. Looking forward to playing BF2:SF with AAS!

sulky_uk

your the man :dmw:  :clap2:


I came into this world with nothing,
through careful management I\'ve got most of it left.

Anonymous

Fantastic work Lib. let me know when you need to test and I'll get the config on the server for you.

Blunt

LIB...

you are the dogs whatsits :D  :D  :D  :D
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


OldBloke

Great work Lib and very much appreciated. :thumb:
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

Armitage

cracking job m8. I can't wait to try it.

SF:AAS Sunday with luck :yahoo:

outofsync

Looking forward to playing the new maps. Nice one!
-=[dMw]=-outofsync

Ranger

QuoteOriginally posted by Liberator@Nov 29 2005, 11:12 PM
I've spent a fair old amount of time on it so far and so I will announce the current progress.

I'd say it is now about 90% finished! :D
[post=103359]Quoted post[/post]
[/b]

Many thanks for this Lib...

Looking forward to these (I've been practising in single player mode!)...

Devil's Perch is a bitch to fight your way up ~ MEC definately have the advantage on this one.

HINT: Use of the new grappling hooks and ZIP lines is the best way to gain advantage on this map.
[QUOTE]"It was the most I ever threw up, and it changed my life forever." Homer J. Simpson[/QUOTE]

Dewey

Yep, thanks a lot Lib, I really appreciate all the hard work and effort you've put in, especially when I'm sure you'd rather just be playing the game. Cheers mate can't wait to play it  :D

mono_dna

Ooh, I'm really looking forward to this too. I think that dMw + AAS = how SF is meant to be played.

I've tried SF out on ranked servers, and as usual it turns out to be a regular fragfiest, and completely removes the SF part of the game... I soon went back to the original BF2 :)

Great work Lib!
-=[dMw]=- mono_dna

\'Baxter, is that you? Bark twice if you\'re in Milwaukee!!\'

http://www.thorlaksson.dk/mono_ribbons.jpg\\\' border=\\\'0\\\' alt=\\\'user posted image\\\' />

Liberator

:blush:

All, coding done. Just verifying the routes I've picked and the CP names.

Tested and working:-

All 16 player maps
All 32 player maps (the ones we'll probably be using)

Still to test:-

All 64 player maps (especially Leviathan it has different CP names for the Sub Pens)

Then its over to you guys for the destruction testing and any tweaks to the routes you would like (I'm still in two minds over the route I picked for Surge on 32 player map).

If I get time I might try and make up some route maps for the 32 player versions.

Liberator

Do you know how lonely it is driving around 24 maps on your own capturing flags in order sometimes a few times a map to make sure the changes I've made work and I don't leave things too unbalanced?

Do you?

Bloody lonely thats how lonely it is.

Oh well, good job I've finished then!

 8)

A Twig

:cheers:  :cheers:  :cheers:  :cheers:  :cheers:  :thumbsup:  :thumbsup:  :thumbsup:  :dmw:  :dmw:  :dmw:  :rockon:  :rockon:  :showoff:  :clap2:  :toast:  :toast:
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories