Please refer to 'reviews' for my Bio.
Thanks, you are welcome.
This is the best there is: Moddb.com
Try gamefront.com: Gamefront.com
No, ef1 is not as advanced with ai and scripting as ef2, it would take at least 2 years to get something decent going.
And we do not have the man power to pull it off in a timely fashion.
Besides we are busy working on Medal of Honor Coop Mod.
You can't, you can buy a used copy on Ebay.
You can try the German version (cheaper) and use the Dual Language Mod to make is English.
They look fantastic, I am personally excited that they are designed for combat :)
In EF2 you can take weapons away from players with scripts and handle things in a fashion that comes close to a rpg mod :)
And there is a script based RPG Mod, but it was cancelled, but is fully working. It has a profile on Moddb.
Also if someone is willing we are happy to supply you with the HZM Coop Mod Source to make a rpg mod out of it (with relatively little effort).
We did not have the technology to scale the maps.
We do now.
But we don't have the manpower to adjust the textures.
So what we need are developers who are willing to learn and help.
We can teach them if they have the motivation for it.
Your comment is not only incorrect but it is also demotivating, which is exactly the opposite of that specific attitude we look for in developers.
Super cool find dude!
I send you a pm
401Raven In the ui folder there are the menus, when opened with a text editor the menus might hold the variable "virtualres" that needs to be set to 1 or 0, to make a menu scale or be fixed in size.
rea987 The core components are materials handled by the game, they are operating system independent.
1. The spawn-locations will be moved if you progress further in a mission.
2. In theory yes, but to the best of my knowledge the mod does not have that build in.
You both need to adjust your in-game Network settings.
The Mod is best played via LAN or if you have a very good low ping high-speed internet this will do as well.
The lag you are having is not related to the video settings, it is related to the network settings. The missions are from singleplayer, they where never designed for usage over a network, so they are very intense on the network.
\mainta\pak9_coop_SH.pk3 and \maintt\pak9_coop_AA_BT.pk3 have a file that forces your network settings: autoexec.cfg
If you extract that file from the pk3 with any Archiver like 7-Zip into the game its /mainta/ or /maintt/ folder you can make changes to that cfg file, by opening it with a decent text editor like Notepad++.
In that autoexec.cfg are several cvar (configuration variable) settings, you are adviced to leave them as they are, except for the ones that are listed below.
You should try as the HOST and as the CLIENT which settings are best for you. Notice that some settings will not work as expected if the server limits it. Cvars with sv_ prefixed are server settings.
Recommendation: 30 (in most cases)
Default value: 20
This sets the frames per second the server is doing calculations and sending updates over the network to the clients.
Default is 20 if you have issues try 30.
Player snaps cvar should match for the best expiriance.
Recommendation: 30 (in most cases)
Default value: 20
Sets how often your game should try to get gameworld updates from the server.
Should match sv_fps, higher will use more bandwidth.
Recommendation: 16000 (in most cases)
Sets the maximum rate for the clients.
Player rate cvar should match for the best expiriance.
Recommendation: 14000 to 16000 (in most cases)
Sets data exchange rate, lower rate can have a positive effect.
You need to try several settings from 10000 to 18000 and see which one works best for you.
Can not be higher than sv_maxRate
Recommendation: +/- half value of your ping shown on the scoreboard (in most cases)
Predicts for the client what is happing on the server, keep it to a low 2 digit number if possible.
Should to some extend match your average ping.
This might be changed for clients that have a bad ping to higher values, but this might also have false predictions as consequence.
Recommendation: 60 (if you have 60 fps (frames per second))
Sets maximum number of data packets your game send/upload to the server per second.
Higher numbers usually provide a smoother expiriance.
It should match your fps, but it should not be higher than your fps.
If you have a high fps you can use half. For example 120 fps = cl_maxpackets 60, 90 fps = 90 or 45.
This sets how many events a client can send to the server per second, this includes movement usage and chat commands.
This should usually never go over 8 but it is difficult to tell with the singleplayer elements used in this coop mod.
Recommendation: (maybe try 0)
I am not sure what this one really does and if it is even necessary or having a impact at all.
No, because the maps do not have a AAS file with them.
And even if, the bots would just shoot players and completely ignore the NPC (None Player Characters). Bots count as players to some degree in the game.
Here is the pdf version: Moddb.com
I am thinking of making a pdf version as well, because I think it could be packed as a extra into mods.
I am also thinking of making a Trouble shooting article.
From the instructions.txt
1. Extract the files to your EF2 folder. NOT your base folder.
2. Run the city_mod_start.bat file.
I could indeed use some help with testing, this time with the Coop Mod it self. The last time I did the final tests alone and it turns out v 6.03 has many issues if there is more than one player on the server. I don't want this to happen again.
I had my experience with RPG-X, the mod was really good, the ONLY thing that I found really bad about the mod was the community. So much hostility, everything had to be controlled by someone and things where taken to serious. I know this will not win me any friends writing this, but to be honest, that is the way I think of the community by the experiences I made with it. There where exceptions like there always are.
I also think that there are so many other RPG games that it is really hard for a Mod that is for a very old game to get any attention at all.
I have heard a lot of negative comments about TIM over the years, any they are remarkably similar, especially when considering that they come from different people who are not connected to each other. But I don't know the guy, so I don't really care.
I wonder where all the (modding) people are now :D
I made mistakes with my Mod and the associated responsibility that comes with it. After 11 years, I know now many things that I could have done better, faster, more efficient or where I should have said yes instead of no and no instead of yes.
But altogether I think I did okay with the resources and experience I had at those times. But I still wonder how it would have been if the game would not have been dead, but alive like STVEF used to be.
30gb is quite a lot, I checked and was surprised, that I got around 40gb, I thought it would be less.
I really need to clean up, I still have my Folder where the Installation for the EF2-Leauge is, that wasn't touched since 2007.
I think without all the duplicates it would be only half as much :D . But once I delete to much it is probably gone for ever, so I need to be very careful what I delete.
I managed to avoid installing by extracting the registry keys, since my files are all on separate drives that seamed the most comfortable thing to do.
Jedi Academy is a game that comes up quite often, I wonder what is going on there.
What games did you do mapping in ?
Funny, there is a Map Named Ark Royal for ST Elite Force II
Thanks a lot ;)
Well yes, and no...see bellow.
I plan to complete the rpg_enterprise_e map with a complete Story driven mission and add/improve some features of the coop mod.
As well as to upgrade the existing missions with full Tricorder description Support(Archetypes)...
Since we can now change the c++ code we have more possibilities and much to learn in c++. So I decided that I will do another version of the mod, which is the 5th complete rewrite of the coop mod, aka as Version 6.xx.
With the complete rewrite the old scripts became impractical and the best was to start from scratch. It took only 6 Month, which was faster then adjusting the scripts to the new fixed/improved/coopified gamecode.
Others would see it as wasted time, but I had a lot of fun and I have learned quite a lot during the development. A man needs a hobby, right ?
Btw, I remember you from the Elite Force Games, haven't seen you in a long time! I hope you do well :)
Looks very promising :)
Fixed, thanks to Commissar1032
Uploaded new Archive, it is now named stef2_hzm_coop_mod_603.fixed.zip
Ya, you are right, checked the file in a Hex-Editor it seams that I accidentally created a 7zip-Archive, but assigned the .zip file Extension.
Thanks, I will re-upload the file but with the correct type.
I guess you won't be the only one that will have that issue, and not everyone will have winrar, much less will be as creative as you and rename the file ;)
Well done so far :)
I think it is a pretty solid start so far :)
Posted your picture here: Facebook.com
I think it would work better by using cures for the top and bottom sides.
Good work, I might test it if I got some time :D
But recently that seams very unlikely :(
I haven't looked at the SIN files for quite some time, so I might be mistaken, how ever I will post my thoughts maybe they help, maybe they don't.
I think that it is possible to change the following:
-Audio is not stopped when the game is paused
-Sometimes music will stop playing after loading
~Might be fixable from inside the Menu files
-Text on the aqueduct computers doesn't fit in the screens
-Text on some xenolab computers not visible
~Might be fixable by editing the texture
If you are planning to edit the maps,this might help:
My display and settings are preset to match how the colors really look as closely as possible, used for Print and Image editing.
And I can tell you from that point, it is to dark, and that for sure. But I can imagine that it looks okay while in-game and with fullscreen.
It might give some lag in multiplayer, depending on the connections. There have been many optimisations in the network settings in the previous release. I haven't found someone to play it with since, so I can't tell you if it works smoothly. But I know for a fact there is still plenty room for optimisation.
True, but since you appear to be a a by the book guy, how do you call it when your boss and the politicians rip you off ? Happens probably every day, best option buy it on Good old games ;)
Hi, it goes much faster if you use the actual contact functions, because I do not get notified of new comments on Moddb.
That seams to be a error with the installer, you need to make sure that the path the installer shows you is exactly like the path you have your game in. The installer sometimes adds \EF2 to the path you selected. Sorry for your trouble, but it might cheer you up to hear that there will be a updating tool soon, that will replace the installer and allow you to update the coop mod by a click of a button ;)