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Everything posted by MeanOldMan

  1. My apologies for being a PITA, Rocky, but I'm still not seeing any place to post a screenshot on the FB page. Is anyone else lacking a COMMENT at the top of the page? I see only comment entries for the posts themselves. TIA MOM
  2. Make sure port 2346 is open. My connection is DSL, I had to open the DMZ on my DSL modem to get it to work. Those with routers may be able to enter the setup and assign ports. Most routers use as their setup address.
  3. Thanks Rocky! Thought I was just old and stupid
  4. Hey Rocky We're getting excited about the competition and it's great to see more teams signing up! I've got a small issue with the screenshot submission tho. I have pulled up the facebook wall and 'liked' the site, but there appears to be no place to submit a file. I can't seem to find a 'join' button. There is no menu line at the top like there is on my profile page. Can you suggest anything here to help out? Thanks! MeanOldMan BTW, glad to see you here Lighty I want to thank you for inspiring Fodder and myself to start playing Arma 2 and actually get into some modding. It has quite the editor (reads ' BIG learning curve'). Maybe an Arma 2 co-op competition in the future?
  5. This is great news! We played before in Lightspeed's Co-op tourney and had a fantastic time. We are definitely IN! Grumpy Old Men MeanOldMan Fodder
  6. Thank you very, very much Lightspeed! I have just recently started playing ArmA 2 and am slowly learning how to stay alive in its environments. Your mission remakes are wonderfully done and have inspired me to learn all I can about the nuances of the game. It took me awhile today to get everything installed correctly (I have the Steam versions and struggled to get the game properly configured so it didn't crash with Lingor) but it's all good now and we're Ghosting again Great job! MeanOldMan
  7. Words can't express the thanks I have for LightSpeed, Thales and all who made this incredible tourney possible. The self-less effort you folks poured into the concept, development and implementation of this masterpiece was just amazing. I've not been this emotionally involved in a game for quite awhile. And all of this didn't cost me anything. I've paid >$50 for game experiences that don't hold a candle to the pure ***FUN*** I had with this. THANK YOU!!! Congrats to all the teams that participated in this great event. The GR community seems to just get stronger. And many thanks to my teammate FGFodder, for putting up with all the yelling and cursing and arguing throughout this battle. Your snipering and tactics got us there and back... WELL DONE, ONE AND ALL!!!
  8. OK, but I'm not too familiar with how to turn Invincibility on and off. Can someone tell us how to shut it down? Thank you! MOM
  9. I'm just curious. What are the ages of the players participating in the tourney? I wonder how many generations of gamers are enjoying this, at least in my opinion, best mod\tourney event Ghost Recon has seen. Who's the youngest? Who's the oldest? I am 58 years old, playing GR since the demo was released. Fodder is 50, I think. At least he acts that old (actually, he is grumpy enough to be 80) What other ages we got?
  10. FGFod\MOM have Training Mission downloaded and finished. Fod has requested Mission 1.
  11. Many thanks for the replies, gentlemen!!! I think Fod and I are ready to go now. At least in spirit Here's wishing everyone in the tourney the best of luck and remember, above all else, HAVE A GREAT TIME WITH A GREAT GAME, MADE EVEN BETTER BY SOME GREAT FOLKS!!!
  12. Thanks for getting this thread started , Rocky. I was wondering about a few things. LightSpeed, Thales or anyone else who knows for sure, please correct any of my assumptions that follow if they are incorrect: We play the practice mission first. There is NO time limit on that mission, so we can go at any pace we choose. But if one of us dies the mission ends and a score is determined on the de-briefing screen. That score and replay of that mission is sent to the tourney admins. THERE IS NO SECOND CHANCE. Honor system in place not to replay mission. Once that is done, we are sent the first multi-map mission. We have a TOTAL of 4 hours to PLAY this mission (Honor system mode enabled). It might take us 5 or 6 days to PLAY the 4 hours ( for example - 1 hour on Sunday, 1.5 hours on Wednesday, 1.5 hours Friday), but no more than a TOTAL of 4 hours for the complete 3 map mission. This next part I'm a little fuzzy on, please bear with me. Do we get a score at the end of each map (de-briefing screen) that we must total up for final score, or when we change maps does the score automatically accumulate? Do we sent in 3 replays (1 per map) or is the transition between map seamless? Will we have the opportunity to take a break between maps, or will it require a run through of all three maps at one sitting? Sorry to be so dense, but I'm old and my eyes are not as sharp as they used to be. I don't suppose that'll buy me any extra points, huh? BTW, LighSpeed & Thales, you have my highest respect and admiration for conceiving, developing and implementing this amazing conception for one of the finest gaming experiences I ever enjoyed. You guys make me proud to be a tactical gamer. You are rare individuals in a primarily run 'n gun gaming community today. I salute you Thanks MOM
  13. I have downloaded the.RAR file and it seems to work great. Don't forget to select the Sniper Team kit restrictions when you setup the server. There should be only two soldiers to choose from, Sniper and Spotter. Each have their respective kits available.
  14. Perhaps I have misinterpreted the meaning, but the top of page 33 of the Editor .pdf states: The “texture†tags works just like explained in the tutorial “GRAWâ€: MP Game Modesâ€. When giving the “name†attribute the value “loadingâ€, you define which texture to use for the loading screen, and when giving it the value “minimap†you define which texture to use for the minimap. Minimap is not required for single player or campaign coop as it’s not used. The “uv_rect†attribute needs the coordinates for where the upper left corner and the lower right corner of the area to be displayed from the texture is. It should be given in pixels. Lastly you should define the “width†and “height†of the entire texture you want to use. If it refers to something else, my apologies. I wish only the best for the future of this game. I personally cannot justify the time required to learn how to use this editor. And it will be the last of the 'Ghost Recon' series games that I purchase. No offense to anyone, we all walk our own paths. Also, my apologies to FI_FlimFlam. I did not intend to hijack your post. Good luck with your modding.
  15. Wolf, you've been a tremendous help to the community for a long time, and I certainly do not want to start a flame war with you. But you seem to be hung up on the fact that just because you wrote the instructions, EVERYONE who reads them will magically understand them. You latest post was immediately followed by another from a modder who stated he read everything and still wanted help. I have seen numerous posts just like that. I'm gonna guess that most of the serious modders have printed out those tutorials and they are pretty thumb-worn by now. I mean no offense here whatsoever, it's just that sometimes the instructions are confusing. I attempted to create a Campaign Coop mod and couldn't find much on example for it other than a few references to .xml files. I read the section on Campaign Coop game mode, that stated in one paragragh the minimap is not used in that mode, and the next 4 or 5 paragraphs explained how to setup a minimap! There are just a lot of unrelated, confusing stuff to plod thru that, at times, isn't cohesive. Again, you are a great asset to this group, and I am trying to word this as non-aggressively as I can, but I feel the tutorials might have been a little bit more useful if they had contained simple examples of creating a mod from top to bottom. The coding is simple enough, I can place enemies, objects , etc. We have to learn a completely different way to setup the file system and create files. And there are a number of things that used to be done one way in GRAW 1 and now are completely different. You speak negatively of working hours on this in your spare time. Think about that. What are the modders doing? And when you're working on it, you actually know what you're doing...
  16. Well, that says it all. Thanks for the help. Good luck to the small handful of modders that will actually fight their way thru this to produce mods. You have my respect for teaching yourselves how to use a difficult piece of programming. And some in the GRAW 2 gaming community will be thankful you did. I guess I'm just too lazy or stupid or both. I have already wasted hours of reading and trying to get things to work, and I still can't even step onto the mod I'm trying to create. I have given up for now, maybe when winter comes and you folks have put up some good mods for me to learn from (for me, learning by example is the most effective way) and I'm bored, I will try it again. Again, good luck modders...
  17. You're not alone on this. I have the same problem. I have created a small coop (I think) map using a canned landscape, place a couple of enemies on it and a small static object. Saved it and tried to bundle it. All I get are error messages. I don't even know mission.xml file is. I seem to be getting nowhere. Wolfsong, if you're reading these posts, please try to help. I know you've put together tutorials on how to use the editor and scripting, and we are trying our best to follow them, but this editor is just not user-friendly. If GRAW 2 is to succeed,which means the modding community picks up the slack on a barebones game release, we need to become intimate with this editor. I'm not completely stupid with the GRAW 1 editor, but this one sure makes me feel stupid. I would really like to see a STEP by STEP post on how to create a VERY simple Campaign Coop bundle. One landscape tile, one static object, one bad guy, one trigger area, how to render it, how to bundle it, file structures, the WHOLE deal, as if it were explained to a computer idiot. I know some of you out there understand how this thing works and that's great, but please don't reply with 'Read the editor tutorial, the info is in there'. I have read it. Several times. I'm sorry, but the modding community has already had some good GRAW1 modders give up on GRAW 2. If explaining how this editor works in a manner that can be understood by amateur, give-up-their-time-and-effort-for-no-pay gamers who want to help is not worth the effort, then so be it. But I feel the future of GRAW 2 now rests in the hands of those people.
  18. Jeez, never mind gang, all I had to do was read a little in some of the posts here. Looks like we're landscape bound for now, until folks a whole lot smarter and more ambitious than me get some different ones made up. Oh well...
  19. Hello, fellow modders Finally got the editor fired up and read thru the manual. BTW, good job Wolfsong & Ichabod! I am a little familiar with the GRAW 1 editor and the first thing I noticed was I seem unable to build a road or sidewalk with the new editor. Are the canned landscapes the only tiles available for use? Am I overlooking a way to lay down a foundation before I start placing buildings, walls or other small statics? No sewers or tunnels? If they are available, could someone direct me in how to use them? I would greatly appreciate any help. And good luck to all you modders out there. I'm looking forwards to some great gameplay in the future. THANKS! MOM
  20. Seems to have fixed itself after I lowered the network speed from 3000 down to 2000. No sync errors since. Thanks to all who responded.
  21. I'm having no problems joining a coop server and playing thru the current mission, but every time, without fail, when the next mission starts I get a 'Client out of sync' error. It's kinda frustrating, as I then have to restart back at the Multiplayer server list screen and try to rejoin the server. Has anyone else run into this problem? TIA
  22. Does this mean you respawn at the insertion point, the same place as the leader, or the same place you were killed? And thank you for the coop info! Coop is what we are most eager for (and modding tools) MOM
  23. I will definitely be giving it a shot. I am hoping for a little more functionality in the GRAW2 editor vs. GRAW.
  24. Thanks for the modding info, Wolfsong! I'm mostly interested in the co-op scripting stuff. May I ask if the GRAW2 editor will allow us to display dynamic waypoints that will change to the next one once an objective has been reached? Can I display on-screen messages to the players as the mission progresses? Will we be able to script different types of insertions or extractions, ex. heli assisted, Stryker transport, etc? Theses are kinda the main things I missed in the GRAW editor. Please let us know if you can. If you can't, NP, we'll just have to wait and see Thanks! MOM
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