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Excursion's Achievements

Recruit - 3rd Class

Recruit - 3rd Class (2/13)



  1. i get this error message when i try to load the map up...... Crash in application version: grpcrc1.30 data\lib\script_network\gametype\gametypesiege.dsf(-1): cant find member: _id in type <void> SCRIPT STACK data\lib\script_network\gametype\gametypesiege.dsf(0) data\lib\script_network\gametype\gametypesiege.dsf(0) data\lib\script_network\gametype\gametypesiege.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\setups\setup.dsf(0) data\levels\custom_levels\resistance_seige\resistance_seige.dsf(38) note. I ONLY GET THIS ERROR WHEN I EXPORT IN SEIGE MODE. note. the error appears NOT in the editor but in the game, just after the loading screen BUT before the squad selection screen. i have tried exporting it as a domination and as a teamdeath match and both work fine.... anyone got any ideas?
  2. you can create a seige type by setting 3 zones (team 1) (seige zone) (team 2) you link team two with the seige zone and leave team one unlinked that way only the attacking team can capture it.
  3. being in the same clan as ya i tend to agree but this is definatly required, an auto download that allows clients to trigger the map download of the server or from a URL similar to call of duty 2
  4. you cannot render that perticular static because the editor doesnt associate it with its textures information. the devs seem unwilling to help with this problem and ive got no idea why, the same problem happens with alot of the unique models from the SP missions.
  5. if you could give an example of when you would ever need to alter something outside the editor that doesnt directly effect the rendering of lightmaps. 99% of alterations to the files directly effect the lightmaps, so basically you would need to re-render anyways..... and as its rendering lightmaps that take up the processing and such its kinda pointless to do this. so like i said if you give a valid reason as to why GRIN should make time to do what your asking im sure they will consider it.
  6. when i do a render in fullscreen mode, the minimap is taken from what i see on the screen in freedom view. when i take a render in windowed mode i get the correct area on my minimap but its really dark except for afew trees and cars. anyhelp would be good. cheers.
  7. ive found that blue/yellow cubes are due to unrendered objects, do a render on draft with 3passes. black and white ones ive found meen you cannot use that object in that perticular set. thus far thats the way ive found it.
  8. a much more accurate way to determine the size of your minimap. simple and clever.
  9. i have been having problems finding the files that contain the domination loading screen instructions so i can alter them. can anyone point me in the right direction?
  10. did you have to use a perticular type of lighting to make the map a tad brighter, i find that any map i make thats night is a little to dark. even an increase of 10% light would be perfect. did you have the same problems?
  11. its a clever idea mate and without insulting you im sure people have thought of it already....and possibly the reason none have been released is its more difficult that it 1st appears. would be very interesting to see how GR handles more indoor action as appose to the outside, the obvous drawback is it turns GR into more of a ravenshield game. the basic idea of ghost is barely hanging on even with the stock release of the game, advanced warfighter uses a massively smaller area than any other game in the GR series. with the limitations on graphical draw distances on high, medium and low textures it serously limits the sizes of maps. even perticular objects such as tunnels and sewer entrances have an even lower draw distance and dissappear leaving holes. saying that the sheer quality of the graphics engine and how the guys put the thing together has to be commended, im sure that even if the engine can handle creating large maps as seen in the GR series the engine cannot possibly render that amount of detail at a high quality so we are defunked to the draw distance which is the solution and the cause of the problem. i hope to see the guys at GRIN sort this out but i fear its a problem that is unsolvable even by the best of the best.
  12. i gess we are all stumped on the cause, until GRIN post a response with a solution i gess were buggered.
  13. ok, ive had afew hundered goes at it now and i cant get my mini map image to desplay my map properly. i can get the minimap to recongise the spawn locations in relation to the minimap area but the background tga file will not capture the area thats onscreen when i render. it take a snippet of the top right corner of what im looking at. can someone give me help in on prefecting this.
  14. i fly up into the air and render the lightmaps, that way it takes a shot of the map layout and i dont need to mess about with it. i figgered this was just normal practise. is there another way to show the map layout for the minimap?
  15. i need a quick hand conserning this area, i know from what has been said that the radar can be increased/decreased to whatever size you want. how do you get a good arial view of the image itself. ive been having problems getting the camera to take a pic of my whole map.
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