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rahnman

Beta Tester
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  1. Hi John, Just ran through v1.4. I ran through all of the triggers (on the way to the bunker) in God Mode w/o killing any AI and cleared out the underground bunker as fast as I could. The waypoint markers disappeared as they normally do. Don't know what to say. Maybe it has something to do with the dedicated server? Cheers, Rahn
  2. Hi John, I played v1.3 with the TAW boys last night. We were not using the God Mode to do this and still saw that the markers did not disappear. It was weird though because we were able to complete the mission. The markers that remained lit were the ones for the underground bunker. I know that all three levels were cleared and saw the onscreen messages which said so. Don't know what to say about the God Mode. I DO NOT have speed mode enabled for the God Mode Mod. I tell players how they can activate it in the Read Me file. I only use God Mode to test your missions because not dying all the time allows me to complete the mission more quickly and gives me the freedom to focus on all aspects of the mission, not just staying alive. I do not feel that it is cheating in any way. For newer players it is a good learning tool that limits the amount of initial frustration. For players like me it allows me to test missions in a reasonable amount of time. I have not encountered this waypoint marker problem whenever I run the game in God Mode so I really don't see how it could be related to this problem. In fact, I have tested almost all of your missions with the God Mode Mod (in some form or another) and have never had this problem. If you think that the speed with which the objective is completed could have an effect then you may be right. When I played with the TAW players last night we had about 12 players who were all down in the basement. All three levels were completed very quickly. I will try running v1.4 with God Mode and see if I get the waypoint glitch or not. Thanks John! Rahn
  3. Hi John, I cannot say enough about the "WOW" factor in this mission. I love all the new things you keep bringing to this game! I gave you most of my feedback in the alpha version so I will let everyone else go "gaga" over all the new props, sounds, buildings etc. that are packed in this mission. AWESOME! Most of the problems that I ran into were in the underground bunker. In level A (first level) I found that I could not get the downloads from the computers by standing in front of them. Since there was an AI in front of both computers on that level all I could get to come up was a prompt to pick up their weapons. However, I found that if I stood in the hallway/room next to the room that the computer was in I could get a prompt to download the codes from there. Huh?!? So there is something strange going on there. The same thing happened when I was on the level with the train. As I went to the back of the train car to place the C4 there I was prompted to "Press X to open...." a door of some kind. Of course, there is no door there. I can only assume it was on the next level below/above me. I could also get that same prompt to open the door from the hallway that leads to where the train is parked. I tried clearing rooms down there with a GL and it created a lot of clutter with furniture blocking doorways and such. I'm not sure that the players would find clearing the furniture with explosives too easy since the rooms are rather small and nades have a way of landing where you didn't intend them to. It might be a good idea to lessen the amount of furniture in these rooms to minimize this happening. Other than that I could find nothing else to complain about, probably because every time I turned a corner I would scream "JOHN IS FREAKING REDICULOUS" whenever I saw a new prop or building or heard a new sound! Cheers, Rahn
  4. Just now saw this post and went to the download link and my antivirus flagged it. You may want to remove this link from this forum. Skwabie, could you give us a clean link for this? Rahn
  5. John, Just finished my big mid-term so I can work on the read me file for the sound mod, probably Tuesday night. Rahn
  6. Hi John, Bob's way is the way I wanted to use except for having the English folder in the local folder. For everyone who uses a weapon mod it is vastly easier to just drop the file into the sound folder. You could just put the sound folder into the English folder inside the same local folder and label it as the "standard" installation. Then you could have a caveat for anyone who has problems explaining the alternative method using a second local folder. That way it is very easy to begin with and players only need read further in the installation instructions if they have a problem. How does that sound? Rahn
  7. Hi Bob, The way that you have everything set up is ideal for most players. Sometimes, however, for some unknown reason some players have problems with the game crashing if they have their English folder inside the local folder with the mod folders. Don't know why this happens to some players but it definitely does. I usually recommend having a seperate local folder to keep the English folder in. John, I will see what I can do about putting together something for you but I am studying for midterms next week and don't have much time to devote to it. If you can put off the release of this mission for a week or so I might be able to get you something. Thanks, Rahn
  8. Jack, The method that you mentioned is really the method that I wanted to use because it is very simple and after the sound file is put in the players can keep running the mod the way they always do. I thought that using new batch files was a little too advanced for some players. At any rate if this works for you then the sound mod is still good and there is no need to scrap it. Could you do us a favor and ask the TAW players if who use the new batch files if they had any issues with this method? That way we can know if it was just an anomoly or if it something that needs to be addressed. Thanks, Rahn Beta Testers, I am seeing here that there are many of you who are taking a long time to test the mission. If you want to test it but don't have a couple of hours you can use my "GodMode" version of my mod. It will make you invulnerable with unlimited ammo so you can focus on testing and not on staying alive. Look in the "misc. files" under GRAW2 downloads. Cheers, Rahn
  9. Hi Jack, Did anyone else have the same problem you mentioned? Rahn
  10. Hi John, I tried V1.1 and had no problems whatsoever. The prison objective was good as was the Draggon Wagon objective. I saw the waypoint marker for the elevator as well. Love the elevator by the way! Looks good to go. I played on my own server on hardcore. Cheers, Rahn
  11. Hi John, Great Mission! I really enjoyed the new sounds! Here is what I came up with: 1) Terrorist Leaders - The elevator worked great. The walls need some of that "excellent" wall paper though. . The normal stair entry to the upper levels of this building was blocked off and for a moment I thought that the door needed to be opened or blown up. It confused me a little. After a bit I found the elevator to the top floor, which I thought was very well done and liked working the building from the top down. I think that the players will need to have some kind of cue that they need to take the elevator though since this is a new feature. Maybe a sign posted somewhere close by that indicates where the elevator is. Maybe Spik@ could make one up for you. Either that or you could have a sound that says something like "Hmm .... Looks like we need to take the elevator". I wonder how difficult it would be to create your own sound files? After I completed this objective I swung around to the SSW and there was a 2 vehicle depot there which opened and the two humvees moved to positions which would protect the building I just cleared. So the trigger for those guys happened too late. 2)Humraam A & B - I loved when I came around the corner to this objective. I immediately got blasted by a 50cal. Sweeeeet! (That's all I have to say about this objective, I just couldn't help myself!) 3) Weapons Depot - Great Sounds! The containers were really cool! It doesn't seem very realisic though to have an enemy waiting in a sealed container. Maybe you could put one of your ammo/weapons boxes in there too. You have one of your small wooden huts outside and to the left of the main gate for this objective. He didn't trigger until I was right next to the railing in front of him. Because of the small gap in the time that the AI spawns and then mounts the gun it is real easy to take him out if you are close to him when the door opens. I think you should trigger this guy when the ghosts are a little farther away. 4) Prison - AWESOME BUILDING!! Great objective! There were still no sounds for the keys or for the documents though. Were you not able to find anything for these? I also thought that it was strange to have enemy AI behind locked cell doors. Maybe you should leave these doors open or something. Also, after blowing the objective on the bottom floor AI just appeared in cells that I had already checked. The prisoners ran to the extraction objective without any apparent problems. . That is all I could find. I also think that there is lots of room to put all kinds of sounds in the game. Even though you put some in, I was expecting more. I like the Laptop music but thought that putting the same music in three different places was too repetetive. The morse code beeping was fantastic and the gate sounds really made a big difference. I am wondering how difficult it would be to record your own sounds. The prisoner objective made me think that it would be great to make the rescue more personal by making it be a well known player. You could have a nameplate next to the cell that says "Radiator" or "JohnTC02" and then when they are rescued you could have them thank the players using a real recording of the actual persons voice. I think the players would really like that. I'm rambling. Another Great Mission John! Cheers, Rahn
  12. Hmm, that sounds interesting. Can't wait to try it ..... good work John! Rahn
  13. I don't have 3d max . sorry. Rahn
  14. Hi John, I ran the mission and had no problems hearing the redneck comments or any of the door sounds. Works great!! Rahn
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