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Nemesis_v3 Final Release


legacywork

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Hi guys

I have finally found the time to finish off nemesis_v3 for community release.

changes are

Blackhawks replaced with Mi17's

First wave patrols staggered to minimise lag

Sgt Hitchens will no longer be found in the map ...... he has escaped with the mercenaries ...... (by the time I get my next mission completed I will have found out a way to get him to change sides)

All unnecessary files have been removed.

I have carried out the sociability testing with no probs .... but to be on the safe side, remove previous versions before putting this in custom levels.

I have PM'd Rocky to get it on the downloads section ..... but for those who can't wait, the link is

http://hosted.filefront.com/legacy1959/

Have fun :thumbsup::o=:o=

Legacy

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Legacy, just to let you know, we did play this last night and had a blast. I just purchased a new PC with the Intel i7 920, ATI 4850 - and this map was just smokin'. Perhaps it is just the new PC, but I had no lag at all and it took us about 90 minutes to complete. Very well done and will be playing it again in the near future :thumbsup:

Cannot wait until the next map which will be released ... when?

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What!!! No davros mines!

I demand an inquiry! Sir, please explain yourself.

Dav

Nod..Nod ..... Wink .... Wink you will have to wait until the next mission ....... there are (already) plenty in there.

Oddly enough I was gonna use some in nemesis ... but because it was an urban scenario it was a bit difficult to errrr.... ahem .... hide them :devil:

But in the next installment ........ tread carefully !!

Legacy

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Crash in application version: 30899.3048

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

SCRIPT STACK:

data\lib\script_network\member.dsf(0)

data\lib\script_network\member.dsf(0)

data\lib\script_network\gametype\membercustom.dsf(0)

data\lib\script_network\identity.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: normal

Physics : threaded

Crash after "uploading Data"

Maybe mynetwork???

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Ok .. first Porterslug crashes .. then me (aktive Server LAN)

I think on the last mission point ... (find .. he is a double agent)

Crash in application version: 30899.3048

Unhandled exception - access violation

C STACK:

graw2 (???) : ???

??? (???) : ???

SCRIPT STACK:

data\lib\units\ai\soldier\smovelogics.dsf(0)

data\lib\managers\aihivebrain.dsf(0)

data\lib\managers\aihivebrain.dsf(0)

data\lib\managers\aihivebrain.dsf(0)

data\lib\managers\aihivebrain.dsf(0)

data\lib\managers\aihivebrain.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: threaded

Physics : threaded

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Guys

HMMMMMM ...... have to be honest I don't know .... I don't understand the crashes because they don't give enough info unfortunately :(

Porterslug Yours seems to be a "standard" GRAW2 CTD

Twix Yours seems to be related to "AI"

aihive brain (i think) causes a crash because the program doesn't understand (or comprehend) the "ai" being in certain positions (ie..after death). For instance if an enemy is shot :o= the program expects that its final resting place is at that point, however, if the ai travels more than a ....... "given distance" or "acceptable variable"....... it loses sight of the enemy and causes the crash :(

I could be totally wrong here ..... and hopefully the techie guys (Dav, Bogie, Tinker, Rocky) could help more. (Help me out here guys).

One question remains .... did either of you already have a previous version loaded ?

Legacy

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Crash in application version: 30899.3048

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

SCRIPT STACK:

data\lib\script_network\member.dsf(0)

data\lib\script_network\member.dsf(0)

data\lib\script_network\gametype\membercustom.dsf(0)

data\lib\script_network\identity.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: normal

Physics : threaded

Crash after "uploading Data"

Maybe mynetwork???

Legacy, this may be due to utilizing the SetSlot command on a prop (laptop). I had several folks experience this crash, while others (including the video that Dav made) would not show the props disappearing. During the containership mission, Operation: Oceanic Suppression, I tried using the setslot on both the barriers then after removing the barriers, just on text and folks still had the issues.

I was able to recreate using two PCs where one was the host & player and the other was connected to the first PC. The server\player machine seemed to work as indicated, but the second player connecting to the host would either crash or the object\prop would not disappear.

If this is so in your case, perhaps just having the Ghosts obtain a CD from the laptop or download information and not have the laptop actually disappear from view. Maybe just make this for Porter and his team to test to see if this corrects all of the errors.

Bogie

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If this is so in your case, perhaps just having the Ghosts obtain a CD from the laptop or download information and not have the laptop actually disappear from view. Maybe just make this for Porter and his team to test to see if this corrects all of the errors.

Bogie

Sounds like a good idea Bogie ... I will edit the mission this evening and pass to Twix and Porterslug for testing.

Thanks Bogie :thumbsup:

Legacy

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Hi Legacy, I think I may have another solution...

I have created a new laptop unit (yes, called dav_laptop) that you can use "UnitSequence" to remove it, just like you use it to explode the mines.

It basically does a SetSlot in the unit itself and sync's that across the players.

I think this will solve the problem caused by using SetSlot in the mission script. Testing now to see if we can also use it to remove barriers - ie. as Bogie wanted to do in the Oceanic mission...but was thwarted. Might not work as there does not seem to be a damage manager for barriers...

So, be good if you could get the guys to test this too :)

I'll upload it to the playpen...but it's exactly the same as the mines.

1) download the new unit files into your data directory.

http://graw2-playpen.pbwiki.com/f/dav_laptop.zip

2) add the unit, dav_laptop in the editor (or even simpler, just replace the one in your world.xml with dav_laptop and a name of say dav_laptop_01).

3) use the following to make it disapear.

<element type="UnitSequence" name_id="dav_laptop_01" start_time="0"/>

Sounds easy...and it is :)

Let me know how you go.

Dav

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Hi Dav

Yep once again .... sounds like a good idea

Will have a go at both Bogies, and Yours and maybe use Porterslug and Twix as guinea pigs to get some feedback :D

Hey Ho .... back to the drawing board ;)

Legacy

ps

I just thought of a new name for the next GRAW installment ............ dav_GRAW4 :whistle::whistle::P:rofl:

Edited by legacywork
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:offtopic:

YEA.. here we are .. the

:rambo:_ARMY of LPG_ :rambo:

_____(Lion-guinea-pigs)____

___ :o= hraaaoooow :o= ___

If there any chance to crash your Level - be insured

- WE found it and TEAR your Level in pieces !!!! :devil::devil::devil:

(i think i will have the same problems if i ever release my first "workaround")

.. Greets .. Twix ..

Edited by Twix
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