[General] Arab's fixes and changes
- Mats391
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Re: [General] Arab's fixes and changes
Could you test that? Maybe it does what turista is trying by editing the server files. You should contact him and ask how he tests his fixes.
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Arab
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Re: [General] Arab's fixes and changes
Will do.[R-CON]Mats391 wrote:Could you test that? Maybe it does what turista is trying by editing the server files. You should contact him and ask how he tests his fixes.
Edit He already PM'ed me.
I can use the settings file in PR online, no problem since punkbuster doesn't see it as a cheat (It's a natural battlefield file that doesn't modify file content), and PR File Verification only looks at the content .zip files and if they are modified. In short I can play online with Usersettings.con. Not sure why PR doesn't have the files from settings since all I did was copied them all from BF2 into PR without replacing existing files and it worked.
Also, those setting files weren't present in PR, those were simply copied from BF2's Setting folder. I thought that there's files missing that aren't in PR, so why not add it if it may make a difference?
As for my original 1st post of downloads, it's much easier and better for archival purposes if I created tutorials on how I did things, since speedyshare deletes my files, which is irritating, it's better if I can pass down my knowledge rather than have that knowledge expire due to the host not being online like I did on this thread.
So, I will update the first post when I got time with tutorials.
Aaaaaand I will try to learn around static mesh optimization, because I notice great FPS differences when it gets fixed. I also believe there's a code that makes lodculling redundent online, somewhere in bf2editor forum or battlefield 2 sp.
What needs fixing (That I will do):
-Static Meshes
-Look at effects files and remove lines of code that were left behind
-Looking at weapons files and removing duplicate codes, find effective alternatives to different code
-Looking at vehicle files for duplicate codes
-1p Animation Tweaks (I'd probably finish it after the next PR update is released)
-Tutorials
-Experiment on how to reduce drawcalls
Last edited by Arab on 2014-11-18 04:30, edited 10 times in total.
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Arab
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Re: [General] Arab's fixes and changes
Does anyone know how to generate a .tai file for atlases?
I'm having trouble generating the missing files for PR with nvidia atlas + battlefield 2 atlas tool
This is part of repacking the files into Bf2-style archiving using a tool. I cannot start the game without them.
I'm having trouble generating the missing files for PR with nvidia atlas + battlefield 2 atlas tool
This is part of repacking the files into Bf2-style archiving using a tool. I cannot start the game without them.
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Rhino
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Re: [General] Arab's fixes and changes
We do them with the PRBuild.exe before each new release.
What are you trying to add to what atlas?
What are you trying to add to what atlas?
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Arab
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Re: [General] Arab's fixes and changes
I'm not trying to add anything to the atlas.[R-DEV]Rhino wrote:We do them with the PRBuild.exe before each new release.
What are you trying to add to what atlas?
I'm saying that PR:BF2 v1.2.1.0 doesn't have any .tai files, and I want to test an archiving program to see if it will make performance better.
Edit: Nevermind, found them.
And it's working, just had to recopy all files from menu_server.zip to the pr_edit menu_server.zip
Last edited by Arab on 2014-11-28 08:28, edited 7 times in total.
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Arab
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Re: [General] Arab's fixes and changes
I've updated the first post with some directory fixes with the atlas & missing particle effects fix
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Arab
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Re: [General] Arab's fixes and changes
I thought I'd share a tool called Kit Developer. It allows you to see all kits, view weapons indexes including unlocks, create a new kit etc and change weapons for each index, which can easily fix any kit issues quickly like wrong weapons.
Link:
BergerKiller Tools
Credits and thanks to bergerkiller for these tools
Bergerkiller's Modding Tools - Final Showcase - Official BF Editor Forums
Also, I'd like to report a wrong code in the smoke trail effect. There's a ObjectTemplate.mobilephysics there which is wrong, since effects don't have any physics and it needs to be remmed.
Link:
BergerKiller Tools
Credits and thanks to bergerkiller for these tools
Bergerkiller's Modding Tools - Final Showcase - Official BF Editor Forums
Also, I'd like to report a wrong code in the smoke trail effect. There's a ObjectTemplate.mobilephysics there which is wrong, since effects don't have any physics and it needs to be remmed.
Last edited by Arab on 2014-12-04 12:19, edited 1 time in total.
- Mats391
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Re: [General] Arab's fixes and changes
nice find, but we have our own tools to check for issues with kits. Mostly it can check for conflicting weapon item indices.
The mobilePhysics in smoke trail it no problem. I think i said it already earlier in this thread: Code that does work with certain objecttemplate, simply does nothing. It is just bit ugly coding
The mobilePhysics in smoke trail it no problem. I think i said it already earlier in this thread: Code that does work with certain objecttemplate, simply does nothing. It is just bit ugly coding
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Arab
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Re: [General] Arab's fixes and changes
Cool[R-DEV]Mats391 wrote:nice find, but we have our own tools to check for issues with kits. Mostly it can check for conflicting weapon item indices.
The mobilePhysics in smoke trail it no problem. I think i said it already earlier in this thread: Code that does work with certain objecttemplate, simply does nothing. It is just bit ugly coding![]()
About the deleting geom static trick, it does improve performances but it depends on the geometry. If it's a vehicle, it needs lod 0, lod 1, lod 2 (Wreck).
Anyways one of the reasons Yamalia and Sbeneh crashes because of a 0 in the water.con. I've quickly checked all maps's server.zip and they are fine.
Example:
renderer.waterScroll 0/0.
renderer.waterAnimSpeed 0
renderer.waterSpecularPower 0
etc
It needs to be any value other than 0. I got this info from a thread in bf2 editor forum.
Edit: Forgot to add that I already PM'ed [R-CON]Rabbit for Sbeneh but not the mapper for Yamalia
Last edited by Arab on 2015-01-11 12:11, edited 7 times in total.
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Arab
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Re: [General] Arab's fixes and changes
Nevermind
Last edited by Arab on 2015-03-08 02:49, edited 2 times in total.
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Arab
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Re: [General] Arab's fixes and changes
Here's the excel sheet for networkables, uploaded to google drive and anyone can edit:
PR 1.2 Networkable List link now fixed
Still W.I.P. I'm testing out if these modifications breaks anythings.
Old download link pulled since I made a lot of mistakes like duplicates, non-networkable containing files
The car-horn bug is annoying. I've changed the car_horn from humvee to use car_horn16 (The Pakistani music) and the car still plays the music as a wreck, until the object explodes.
I'm thinking one solution would be to change the to be Which means players have to hold the button like a car horn.
And then I'd change the SingleFireComp to this
I probably need to create a barrel for the multi-fire. Maybe I can create a dummy barrel and add the template. At-least then the engine will understand that when the car is in a wreck state, the sound stops. Pretty much works the same way as jet bombers.
That'll probably cause a lag. Or I could find something that allows a button to be stuck, which means the button doesn't unstick unless you press it again.
Or simply add which does the same thing
If that didn't work, then It needs more fire code like ObjectTemplate.fire.fireInput PIFire, rate of fire etc
Update: Doesn't work
At the moment I'm going to focus on documenting what dummy networkables do and test if turning them off breaks things, and I'll do the same with others.
PR 1.2 Networkable List link now fixed
Still W.I.P. I'm testing out if these modifications breaks anythings.
Old download link pulled since I made a lot of mistakes like duplicates, non-networkable containing files
The car-horn bug is annoying. I've changed the car_horn from humvee to use car_horn16 (The Pakistani music) and the car still plays the music as a wreck, until the object explodes.
I'm thinking one solution would be to change the
Code: Select all
ObjectTemplate.stopType 1Code: Select all
ObjectTemplate.stopType 2And then I'd change the SingleFireComp to this
Code: Select all
rem ---BeginComp:MultiFireComp ---
rem Code is still WIP
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 120
ObjectTemplate.fire.fireInput PIFire
ObjectTemplate.fire.burstSize 1
ObjectTemplate.fire.maxProjectilesInWorld 5
ObjectTemplate.fire.addBarrelName horn_barrel_dummyThat'll probably cause a lag. Or I could find something that allows a button to be stuck, which means the button doesn't unstick unless you press it again.
Or simply add
Code: Select all
ObjectTemplate.forceSustainedFire 1Update: Doesn't work
At the moment I'm going to focus on documenting what dummy networkables do and test if turning them off breaks things, and I'll do the same with others.
Last edited by Arab on 2015-04-03 11:27, edited 24 times in total.
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Arab
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- Mineral
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Arab
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Re: [General] Arab's fixes and changes
Heh well the difference is when you are aiming down the non-scope rifle/sights while moving. When you zoom in, the weapon animation suddenly adjusts itself and the snap-type of animation is wonky. I made it so that the animation blends in when you are walking[R-DEV]Mineral wrote:Am I missing the very obvious? WHATS THE DIFFERENCE?![]()
Notice in the video how the gun now doesn't suddenly snap back after zooming, and just transitions back naturally when you zoom out.
For best viewing, play it at 0.5 speed and on full-screen.
The problem is that it makes any gun with scopes including binoculars look bad. One way I can fix this is by reducing the zoomdelay and zoomfov to 0.3, but each value is different for each gun.
Last edited by Arab on 2015-04-04 11:53, edited 1 time in total.
- Mats391
- PR:BF2 Lead Developer
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Re: [General] Arab's fixes and changes
After watching it several times, i think i am starting to see the difference 
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Arab
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Re: [General] Arab's fixes and changes
Ok, so I finally finished all the fadein, fadeout zoom transition tweaks for ALL non-zoom weapons including BUIS. It's still in Beta since some weapons are clearly NOT zoomable like C4, and I need to double-check things again to make sure scoped weapons remain unmodified, and all buis and all non-zoom are modified.
What's removed, and list of BUIS:
Here it is:
http://www.filedropper.com/non-zoomhand ... ntweakbeta
It has two folders. Make a backup of "objects_weapons_server/weapons/handheld" and go to each folder and drag it into "object_weapons_server/weapons/handheld" folder
I'll double-check everything, and then I'll focus on the firing animationsystem1p fadeout tweak of 0.01, apply it in every weapon and then compare.
After checking all Non-Zoomed weapons including BUIS, I will create a folder with scoped weapons and then use that. Afterwards, I will combine both BUIS and Scoped folder together.
Going to leave the zoom transition part of Zoomable Weapons alone and modify the usual firing, change firerate, sprint animations so they don't skip for Scoped, Non-Scoped, and BUIS. After that, release and a comparison video.
What's removed, and list of BUIS:
Code: Select all
Scoped weapons: (Compare with BUIS list and remove only buis in seperate, clean notepad++ session)
c9elcan (BUIS)
c9elcandeployed (BUIS)
c7scopeugl (BUIS)
ar10t + ar10telcan + ar10telcandeployed(BUIS)
c7scope (BUIS)
c8a3scope
c14
eryx
pf98
pf89
qbb95 scope
qbz95ugl
qbu88
qbz95scope
minimij4 (BUIS)
minimij4deployed (BUIS)
famasscope
hk417
frf2
nlaw
minimisusat (BUIS)
minimisusatdeployed (BUIS)
l1a1suit
l22a2susat (BUIS)
l85a2acog (BUIS)
l85a2ag36 (BUIS)
l85a2susat (BUIS)
l86 (BUIS)
l86deployed (BUIS)
l115a3
mg4
all g36
except g36kscope and g36scopeugl (BUIS)
mp7
g22
matador
m4acog
m4mepro
tar21s
tar21rf
m24
enfieldscope (BUIS)
rpg
ak74scope (BUIS)
ak74scopeugl
svdwood
mg3elcan (BUIS)
mg3elcandeployed (BUIS)
g3scope
g3sg1
g3sg14x
g3ugl
ssgp1
minimielcan (BUIS)
minimielcandeployed (BUIS)
fnmagelcan
c7a1ag36
c7a1 (BUIS)
c8a1scope (BUIS)
hk417
hk417sup
awm
rpg7v2 + rpg7v2_tandem (BUIS)
rpk74mscope (BUIS)
rpk74mscopedeployed (BUIS)
pkpscope (BUIS)
ak74mscope (BUIS)
ak74mscopegl (BUIS)
svd (BUIS)
svddeployed (BUIS)
sv98
fm92a
m20
smaw (BUIS)
smaw_sight (BUIS)
predator
m249acog
m249elcan (BUIS)
m249elcandeployed (BUIS)
m240belcan (BUIS)
m240gacog
m16a4ugl
m4ugl
m14_wood
m14ebr (BUIS)
m14ebrdeployed (BUIS)
m14ebracog
m16a1dmr
m16a4
m4scope
m4scope_dmr
mk12spr
mk12sprup
(Side note: Why is usrif_remington11-87 a rifle?)
m24
m40a3
type36
nagantzf (BUIS)
http://www.filedropper.com/non-zoomhand ... ntweakbeta
It has two folders. Make a backup of "objects_weapons_server/weapons/handheld" and go to each folder and drag it into "object_weapons_server/weapons/handheld" folder
I'll double-check everything, and then I'll focus on the firing animationsystem1p fadeout tweak of 0.01, apply it in every weapon and then compare.
After checking all Non-Zoomed weapons including BUIS, I will create a folder with scoped weapons and then use that. Afterwards, I will combine both BUIS and Scoped folder together.
Going to leave the zoom transition part of Zoomable Weapons alone and modify the usual firing, change firerate, sprint animations so they don't skip for Scoped, Non-Scoped, and BUIS. After that, release and a comparison video.
Last edited by Arab on 2015-04-13 14:17, edited 6 times in total.
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JackWarrior_ARAB_
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Re: [General] Arab's fixes and changes
Gays please help me!!
I want this file object_statics_client.zip pleaseeeeeeeeeeeeeeeee
I want this file object_statics_client.zip pleaseeeeeeeeeeeeeeeee
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agentlegend
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