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Beta Test: Escape From Juarez


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Hello again. I have another beta test called “Escape from Juarez” which is based on Grin’s Mission 10 map. This mission is completely based on the Juarez side of the bridge, so I’ve completely removed all objects on the American side to assist in load time as well as all of the steam and fire effects and reduced the AI Graphs to a minimum. Mission can be found here -> {Updated Link Below} This zip file is password protected with the same password that I’ve been using. If you need it, please PM me.

I’ve been playing a bit online to check the behaviors of the players to try and create:

• Challenging mission

• Focus on communication and the storyline

• Reduce the amount of “AI Rushing” at you near spawn points

• Spread out lag for smoother performance.

• Reduce the amount of vehicles and the need for RPGs

The back story is that you were captured and interrogated. You managed to overpower your captors, so your mission is very simple: Get back home!

So, here is the story layout with notes so that you may assist in testing:

1. Initial spawn point is in the missile bunker – you must fight your way out to the top. Note that I may delete some (perhaps half) of the AI in the tunnels as I feel a little jerky moving around.

2. Once out of the tunnels, you are in the motor pool. At this point, your new respawn point is in the motor pool. There are only 2 enemies in the motor pool itself and there is some rushing of the baddies, but very manageable.

3. Make your way to your contact, Vitale, who is very close (behind the motor pool).

4. Vitale was killed. At this trigger, there has been enough time for all multiplayers to have reached the surface, so I’ve “RemovedGroup” all of the remaining AI in the tunnels. This seems to speed up play which is why I’m considering deleting half of the AI in the tunnels at start.

5. After Vitale has been killed, you have to find the Cypher that will give you troop locations so you can effectively make your way to a new extraction point. Note: I have 5 heavy snipers and 2 RPGs across the map by the Juarez gate. If a player tries to get close to the real extraction point, these AI will pretty much not die with health of 90,000.

6. Make your way to the Command & Control Center. There you will find the Cypher which triggers your new exit point. But first you have to kill all of the 5 heavy snipers and 2 RPGs … Yes, I did bump their health down from 90,000 to 10 and each one is painted, so you know where they are.

7. Five of the seven targets also have messages … two pay homage to ghostrecon.net and the wiki :thumbsup:

8. Once all 7 targets have been eliminated, the Abram and Panhard are active and move from the Juarez gate to allow semi-safe passage to the extraction point. Note that the cluster of building just prior to the Juarez gate triggers a new spawn point to reduce running.

Besides the AI in the tunnel’s perceived lag, the last two times that I’ve played, a few of the building’s doors\walls seem to have lost their lighting and glow a little too much. So that is one thing that I’m working on, even though I haven’t messed with the buildings on the Juarez side.

I also still have a few aesthetics to work on: load screen, cleaning up the code, etc. But I was hoping to get some feedback while I worked on those items as the gameplay should not change.

Thanks,

Bogie

Edited by bogiegraphics
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OMG you are a MACHINE!

Great fun, but I had a problem once I got outside into the motor pool, the respawn was on the roof, and I spent 19 respawns just trying to get off the roof, I was getting shot at from all angles!

After a while I got to Vitale and then to the HQ, once the snipers were flagged up I thought it was going to be easy, but of course there are still other patrols on the go so it was no cake walk. Still spawning on the roof I was taking close fire from the rear so I switched from my primary sniper to my secondary rifle and crashed with

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>

Renderer: threaded

Physics : threaded

Up until then, great stuff, just not so sure about that roof spawn.

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Thanks for the test, Rocky. Yes that certainly sucks to respawn on top of the roof as this is the highest concentration of baddies in the area. Fortunately, I was able to recreate the issue on one of my machines ... not sure how, but now that I know it occurs, we can get it fixed. Odd is that it only happens on one of my machines and not both.

Tomorrow, one of my buddies is coming over, so we'll have an opportunity to test on the LAN ... This is "Vitale", so we'll see what he thinks about getting killed off in the game :seehearspeak: Although, it is very fitting as he does typically die the most :tomato:

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Hi Bogie, I gete a 404 on that link...

Git a new one?

Dav

Yes, it is here with the same password -> {Updated Link}http://www.diverecovery.com/graw2/coop_bog...scape_v1_5b.zip I took the other one down after Rocky had his issues which have been fully resolved. Actually, I could kick myself in the brain (fortunately, I'm not that limber) as I had this issue while working on Training Grounds :wall:

So, after two other bundles, this one has tested out to my satisfaction with all known issues resolved:

- Fixed the spawing in an enclosed environment.

- Fixed the lighting issues with the "Storefront" spawning of the larger buildings.

- Reduced the patrols from 2 AI ea location to 1 AI each location and cut prone AI in half in the initial tunnels. This really reduced the lag and looks to be up to the appropriate performance levels again.

- Created the splash screen

- Has 195 Enemy AI: due to the multiple ways of completing this mission, chances are, you will not run into all of them.

- Issues with Panhard: trying to move after chaning from a SetSlot 40 to 25. Tried several ways, but could not get it to function. So I replace with an Abram that will start a circular patrol after all missions are complete.

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.

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Any feedback, especially with the storyline and performance, please let me know. It is 5:16 am ... I'm going to bed ...

Happy New Year Everyone!! :cheers:

Bogie

Edited by bogiegraphics
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Hi Rocky, what weapon were you using main and secondary an where you running any mods?

Hi Rocky, what weapon were you using main and secondary an where you running any mods?

I was a sniper with an assault secondary but I can't recall which kit, probably the 1st default one. I will try to replicate it...

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Bogie,

Awesome job!! We at AGB (www.agbgaming.com) would be happy to Beta test the new map as well.

BTW we played both Training Grounds and Operation: Evicted Occupation and suffered crashes on our dedicated server "The Barking Spider". This only happened when trying to access the MULE. Here is the error that the server came back with... The Training Small map played fine with no issue, only in my humble opinion because a MULE is not present or accessible. We noticed that you were on the server last night, but didn't realize until after you left that you were on the server. Hope to see you online again!!!

Here is the error message for your review:

----------------------------------------------------------------------

Thu Jan 01 23:58:18 2009

Crash in application version: 30899.3048

data\lib\script_network\gametype\gametypecustom.dsf(-1): cant find member: setup_grenade_ammo in type

Renderer: threaded

Physics : normal

----------------------------------------------------------------------

Fri Jan 02 00:56:15 2009

Crash in application version: 30899.3048

data\lib\script_network\gametype\gametypecustom.dsf(-1): cant find member: setup_grenade_ammo in type

Renderer: threaded

Physics : normal

----------------------------------------------------------------------

Fri Jan 02 01:12:37 2009

Crash in application version: 30899.3048

data\lib\script_network\gametype\gametypecustom.dsf(-1): cant find member: setup_grenade_ammo in type

Renderer: threaded

Physics : normal

----------------------------------------------------------------------

Hope this helps to fix the map. This map is GREAT and we are anxious to finish it!!!

Edited by Viper714
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Bogie,

Played Juarez map last night. Boy tango's are everywhere. I like it!!!

Here is a couple of issues that we found. While going to the extraction point, on the left side, bottom of the bridge by immigration control, west side of the street there is a concrete wall. There is a ramp to get over but no ramp to get out. If you go there you get stuck.

Here is another strange one:

At the very end while getting ready to extract the game appeared to crash and kicked on the players out. When tried to get in, it said we did not have the map. We were just playing it!!! The server appeared to crash but I did not get a error in the crash log.I had to remove the map from the config file and restart the server. Very weird....

That's all for now!!

Viper

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Here is the error message for your review:

----------------------------------------------------------------------

Thu Jan 01 23:58:18 2009

Crash in application version: 30899.3048

data\lib\script_network\gametype\gametypecustom.dsf(-1): cant find member: setup_grenade_ammo in type

Renderer: threaded

Physics : normal

Hey Viper, I've been trying to find a workaround for the above error as it is quite annoying. I get this as well playing any LAN, Web game or even just by myself. Talked to one of my friends and he stated he gets the same thing, so we just end up staying away from RPGs. Hopefully, we can find a fix, but it looks as though this is a global issue and the only way is to not have mules in the game.

While going to the extraction point, on the left side, bottom of the bridge by immigration control, west side of the street there is a concrete wall. There is a ramp to get over but no ramp to get out. If you go there you get stuck.

Found it, fixed it. The issue that I had was that the Panhard would not move out of the way and the Abram would block the extraction point. So I made a few ramps and missed one. Thanks for the catch.

Here is another strange one:

At the very end while getting ready to extract the game appeared to crash and kicked on the players out. When tried to get in, it said we did not have the map. We were just playing it!!! The server appeared to crash but I did not get a error in the crash log.I had to remove the map from the config file and restart the server. Very weird....

Tried to replicate the above error with no success. If this happens to you again, please let me know in detail what occured.

Here is the latest beta with quite a few changes in behaviors, locations, AI, etc. if anyone needs a refreshed copy -> http://www.diverecovery.com/graw2/coop_bog...scape_v1_5b.zip password is still the same.

Thanks,

Bogie

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the best way to get around the crash of the rpg is to just pickup another weapon BEFORE u got to the mule :thumbsup::thumbsup: as long as u dont have the rpg on ur person it WILL NOT crash so just remember to pick up another weapon laying on the ground before u go to the mule or dont use the rpg unless it is needed

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the best way to get around the crash of the rpg is to just pickup another weapon BEFORE u got to the mule :thumbsup::thumbsup: as long as u dont have the rpg on ur person it WILL NOT crash so just remember to pick up another weapon laying on the ground before u go to the mule or dont use the rpg unless it is needed

Zero G, couldn't agree with you more. The issue that we've experienced is that you have newer players that are not as familiar with this issue and cause the server to crash ... ruining the experience for everyone.

So in an attempt to aleviate the 'lack of knowledge' factor, I opted not to put any mules in my missions that will be used for online play. However, this can be irritating as well as Viper and I were playing a map and we both agreeded that at that particular moment, we needed a mule to switch to sniper rifles ... can't please everyone, we can just do the best we can for the masses :group:

Bogie

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