Hey John, I didn't have any problems at all with your last maps. I can play it smoothly without issues or crashes, apart the usual GRAW2 crashes, of course. I get FPS enough to share with kaapo if I will be able do that
Is strange that they can play other complex maps without trouble or lag, but seems they need some hardware upgrade. I experience no differences with the other maps, but my system is quite updated in hardware.
In addition to the previous stats boxes, I love the "current server status" module, you can quickly check without start the game, if there are some partners already in to join they (as I prefer not to play alone).
Well, I bought the DVD and added a small donation as a way of thank you a minimal part of the fun I have got in this forum. Thanks so much for you effort that makes us enjoy even more our favorite game (GR:AW 2 for me).
Hey Bob, tried v2.3, loads fine and enjoy much more the mission now (had fun looking for the heavy sniper on the VIP's location).In the other hand, I had the same issue that Rahnman states. Once I get "Checkpoint one Activated" message it stays there all time. When I completed the "hold position" objective around the VIP's car, it lighted up the "Checkpoint two Activated", then faded out and again I got the "Checkpoint one Activated", then alternativately showed checkpoint one and two, but always activated one of these messages on screen.
Despite of that, great improvement and nice job again Bob. Thanks for your effort, making us enjoy even more our favorite game.
Still have not finished (a bit long for a single player in one session, but nice for a team), and I found no major issues so far.
The only thing I found is that some AIs got their patrol trajectory blocked by objects, but don't know if it have some workaround.
Blocked by a ramp, at start:
Near by there is an invisible wall that force you to go round it (same happen in coop version):
Other guy blocked by the truck trailer (the dead one):
Other two bots blocked by the ammo crate and a pillar (tagged, nearby the depot objective):
I know it may require hard work, but what about to include a objective (removing one of the current secondary), of blow out the helicopter on the elevated heli pad to avoid the boss escape?
Any case another great campaign mission mate. Need a rest, then will load the savegame and finish it.
EDIT. Was a bit hard to finish it, because don't know why every time I loaded the savegame, all AIs on the map (and new spawned later too) know my exact position shouting that have located me, and the open fire at first sight. Well, good job mate, I only miss the havoc when climbing to the HQ, but nice finish.
Hey Bob, tried v2. No strange plants this time, but billboards look without textures:
While some other structures have interesting colours, but as you said is a problem in the conversion or other mods, nothing related to your nicely done work, mate. Anycase it doesn't mind.
I have done the map with 116 kills this time and found the APC nearby the extraction, much better. If it were possible would be interesting to add a couple more of AIs and a sniper to the square where the VIP is, same to the gas station and extraction.
Ah, I realized that after done the "hold" objetive at the VIP's car, it repeats the order of "hold" but immediately one get the Fuel Tank objetive. Have tried to blow out the tank with bullets (RX4, MSG90 and G18) and with GL without sucess, only a granade can do the job as you stated.
As I said, nice map. Thanks for you work Bob.
EDIT. A comment if you consider it. The aim of the "Rebel position" (fuel tanker) objective is to create a diversion, right? So one can expect that after blow out that thing, a number of AIs converge to that position, nevertheless I found my self alone at the gas station after it collapses. If you can add an APC coming in after the objective is done and/or a patrol coming in, I think that will improve the mission.