AlexSledge
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Everything posted by AlexSledge
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world.xml also contains the mission name, you'll probably want to change that.
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ThanX man but there are alot of maps that have no readme or anything just the bundle files, such as your outpost map just the bundle. Theres no way of knowing who made them. I would say almost 3/4 of them are like this. Its not a slap in the face to see someone hosting your map on there server and playing it. I used to mod for gr that tickled me pink knowing someone would want to play my mission that i made or use one of my mods. GRIN should integrade a system to identify mapmaker and map name in GAME how hard would that be? Include it in the editor when its bundled. Then there would be little
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Which provider did you go with? Breeze is busy setting the server up, so I'll share... http://www.defconservers.com/
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When GR:AW is able to recognize new maps, and configuration settings at a time other than server start-up that is probably the way to go. Since you have to restart the server for any changes you wish to make *shrug*. No need for in-game anything. Kill server, make your adjustments, launch server. Feel free to ask GRiN to change how that works, I'm right there with you.
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That's better left to the player, I don't want to have to repick my fav kit everytime I join a server, nor can I imagine that anyone else would like that idea... Kit restrictions ok, but don't mess with the default kit... You misunderstand me. I don't care about the four user programmable kits, or the kit you start with after you die (which is your previous load out). But the default kit you start with when you join the server. In games where tactical points are a concern, players don't get to start with whatever they want, they get what the server gives them as a default. No it's
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This is a known issue on map editor created maps - I haven't come across *any* that don't do this. They work fine on dedicated servers thought, so *shrug*.
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Ideally the following would be individually configurable server side: - Default starting kit. (Rifle, Pistol & Extra slots) - Starting Tactical points. - Number of Lives/Respawns, 0 through infinity. - Weapon/Component Value (i.e. M8 scope = 15pts instead of 60 if desired) - Global weapon restrictions (default = no restrictions) - Map Rotation List (Include order maps should rotate in, and allow for repeats: Downtown, Avenues, Downtown, Church... etc) - Map Specific Round Length (i.e. Downtown - 8min; Church - 15min...) - Mods allowed (either via optionally allowing clients to us
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I didn't want cracks or anything. I know there are other programs that protect the game, yet don't hinder you from using the tools associated with the game. Also, last time I checked the game wasn't in any way sold on it's merits of having a built in editor or anything, so I also wouldn't consider being able to render the programs on an alternate PC piracy by the broadest definition of the term. For the time being I am doing the PITA thing of moving the disc between machines as necessary to re-launch the editor (fixing the bug in the editor that crashes it when you load other maps would all
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You need to delete the <mapname>.tga in the .../work/<mapname> folder before every export to have it re-create it (otherwise it just re-uses what's already there). Also, I'm assuming the bounding box needs to properly encompass the entire play area just as it does for Domination mode maps. I've got a detailed post over in the beerdrinkingassassins for I can copy over tonight when I get home from work if no one details that process before then.
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The editor doesn't support it yet "out of the box"... I know a few who have a work around and are working on coop missions, but I thought the upcoming mid-July patch will enable full coop mission creation.
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Keyboard & Mouse Functions: GRAW Map Editor
AlexSledge replied to -Corax-'s topic in GR:AW - Map Modding
What would be REALLY cool would be if you could tell us how to toggle between adjusting pitch, roll, and yaw for props. -
You should have named your level - you cannot have two level bundles that were exported with the same name (in your case 'my_level'). See the following post on what you need to change: http://www.ghostrecon.net/forums/index.php?showtopic=37018
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You can hand edit the description.xml and change: <menu name="CervezaMuerta" mode="Domination" /> To whatever you want the map to show up in the in-game menu as. This differs from the entry:<export_name value="CervezaMuerta"/> Which only controls what the default export name is when the editor loads the map. Also, in world.xml:<world name="world" max_id="1391" level_name="cervezamuerta">Which seems to control what the bundle will be named, and how it shows up to be re-loaded into the editor. I'd change them all before the "Final" export of your map to whatever you wa
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Enjoy. Cerveza Muerta 1.1 Tarantino 1.0
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Here's the deal with night maps IMO... It takes a lot of work to get the proper amount of lighting in order to have a good night map, otherwise after a certain threshold everyone simply leaves on NV... so basically you end up playing a "day" map through a green filter without shadows - bleck. You need enough light to dissuade players from simply using NV all the time, so that timing & use of NV becomes a tactical challenge. [Discuss among yourselves why game devs still think NV is green tinted.]
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There's also been a theory floating around that the weirdly lit objects are the problem objects, and removing them will get you going again. Somthing else worth doing, even if others don't think you should be hand editing your XML files... peruse your world##.xml file and look for objects sitting at around -50000 on the Z axis, these are objects that have fallen off your map, and delete them.
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Enjoy this new map release! http://www.beerdrinkingassasins.com/module...amp;p=2427#2427
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Ok, here's the issue. It takes a long time to render a map, I'm ok with that, I have multiple PC's, let me design a map on one, when ready copy it to the other and export away. DVD required Any recommendations other than buying a second copy for exporting maps? Is your copy protection easy enough to alter so that when running in editor mode it doesn't require the disc?
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I've gotten into the habit of blowing away the lightmaps folder between renders and haven't encountered this problem. I don't see why you should have to, but it's helped a few people. It might have something to do with not fully regenerating lightmaps between passes, and if you change the sky from night to day everything might still be using the lightmaps it generated for night.... pure speculation at this point, but I haven't had that error since <knocks on wood>.
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Things/objects that fall into the abyss...
AlexSledge replied to -Corax-'s topic in GR:AW - Map Modding
I'm fairly positive they stay flowting in la la land..... because of the weird crashing problem I looked into the .xml file to see if anything was amiss, and sure enough there was a Striker there that had fallen off in an early map edit. -
Things I've already tested: -Players on both teams when map switches -spawn_dummy objects well within both team spawn zones -no more than one zone set to team 1, and one set to team 2 -no overlapping zones (setting snap to 1000 for zone placement helps) Having spawn_dummy objects in zones other than the team zones doesn't make sense, otherwise the tutorial map would crash when switching sides (and they'd have mentioned putting a few spawn dummies in every zone). Also, when hosted on a dedicated server it does NOT crash, only when in host & play mode. Thanks for the input, an
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I'm having an issue with a Domination map that appears to crash when switching sides. It plays through fine for an entire round, but when it goes to switch sides, after ~1-2 seconds of play: GRAW.exe has encountered a problem..... It is indeed graw.exe which is crashing according to the error signature. Are there any known causes for this (perhaps from internal GRIN testing? Others testing? Specifically with regards to something amiss in a .bundle or the contents thereof. Very strange that it has no problem with a single run through, so maybe some sort of between mission clean up i