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RavenousNC

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Everything posted by RavenousNC

  1. Is it asking too much for samples to be posted here? There are many others who can benefit from these examples.
  2. Can we have some sample server files here? I have been trying to create a dedicated server on my other PC and I'm still not having any success. Below is a sample from what I am told via the manual will work, but it always says 32 players instead of 12, and it wants another player (Rebel) to begin. I'm trying to start a coop server. Not a Campaign COOP, but the other that allows customw maps to be played. <?xml version="1.0" encoding="UTF-8"?> <game_info password="***" admin_password="XXXX" internet_server="true" internet_speed="1800"> <server_settings type="coop"> <game_difficulty value="hardcore"/> <max_deaths value="0"/> <max_players value="12"/> <spawn_time value="7"/> <start_condition value="2"/> </server_settings> <server_settings type="coop"> <game_difficulty value="hardcore"/> <max_deaths value="0"/> <max_players value="12"/> <spawn_time value="7"/> <start_condition value="2"/> </server_settings> <gametype_settings> <auto_balance value="false"/> <auto_balance_limit value="2"/> <immortality_duration value="4"/> <message_of_the_day value="MY_MOD"/> <name value="MY SERVER NAME"/> <punish_tk value="false"/> <scan_for_cheats value="false"/> <start_condition value="4"/> <teamkill_kick_limit value="2"/> <vote_kick_starters value="10"/> <vote_map_starters value="10"/> <vote_ratio value="51"/> <vote_time value="45"/> </gametype_settings> <match_info level="ff_tug_timber_day" order="1"> </match_info> <match_info level="ff_tug_the_cut_day" order="2"> </match_info> <match_info level="ff_tug_lagoon_day" order="3"> </match_info> <match_info level="coop_tug_quarry_night" order="4"> </match_info> <match_info level="coop_tug_sierra_day" order="5"> </match_info> </game_info> Rav
  3. Were you not hugged enough as a child? Grow up. Acting like a baby isn't going to get the issue solved any faster. Golly, you’re right Dporter. (sniff) I wish we had another forum so you can psychoanalyze me some more. (sniff) It’s just hard, ya know? (sniff) Not to be as smart and all knowing as those who just know so much (sniff) and can tell others they are wrong (sniff) then finally someone tells those who were thought to be wrong that they were right. I mean (sniff) what happens to the ones that were so right in the first place? (sniff) I feel so sorry for them (sniff) like I can relate, you know? It’s just not right. It’s just… … Oh look CANDY!
  4. Now isn't that something? A guy comes in here basically saying there is no real problem, then a guy from GRIN acknowledges that there is one. Too funny if you ask me. Even more, according to Colin it's not a real problem unless it affects all players. Ooops, I guess it does now that GRIN found it. Rav
  5. Look, I’m not trying to be a smart a**. This is a legit question. I’m mainly addressing the connection issue, since I have virtually stopped playing the game since the patch has come out. With the history of GRAW1’s release, and the patches that followed, how is it that this patch for GRAW2 is released with the bugs that are being presented here? One would think that, from the experience of GRAW1, the patch would be scrutinized heavily before release. If it has, it doesn’t show. I know there had to be some sort of testing, and that not everything is going to be found, but, since this problem has finally been duplicated, and the complaints now vindicated, what is learned from this experience from a testing point of view? There are a few things I would like to suggest: 1) Learn from this experience and test for this type of bug ALWAYS 2) Dig out old experiences, whether you think they would apply or not, and test against them also. 3) Provide an uninstall of patches so we can get on with our gaming lives, thus possibly leaving you are peace (to some degree of it any way) so you can forge on to fixing the issue(s) I’m not going to rant on. I’ll only close with this thought/opinion. We complain about there not being enough testing or incomplete games being released. You can’t blame or ridicule us for being upset. In our eyes it looks like there isn’t enough testing and that the games are incomplete because that is exactly how we perceive them from the time we install them. You can’t be mad at us. We’re the ones who plunked down the cash and feel that we didn’t get what we paid for. Why? Because the game has bugs and it is incomplete. Rav
  6. Not calling you stupid. It was the only graphic I found that pointed to your quote and said I agree.
  7. Last night we got so tired of trying to get GRAW2 going that we went to GRAW1. One of my buds said his settings in video and controls were all out of whack and had to re-do them all. The only thing he did was install the patch. I personally did not see a problem, but I know his machine is new and has been runnight flawlessly until the patch was installed. Check your GRAW1 and make sure it's still as it was when you last played it before the patch. If it isn't then there is even more problems that this patch is causing. Rav PS: This thread had more to it, but it was censored.
  8. Censored Wow, I was told that this site was GRIN kissers, but I would not have believed it until I was censored by the forum police. I wrote two posts to this forum and because they were not GRIN friendly they were removed. That’s almost as bad as the game mags giving a good review on a bad product. Now the test is how long this post will remain. Rav
  9. We ran fine before the patch, except for the spontanious crashes. Congrats UBI/GRIN, you fixed the game from crashing. All you had to do was fix it so we can't play, then nobody crashes. BTW, don't tell anyone, but I'm pretty freakin' upset that we got this crap again. I try to keep a straight face about it. Anxiously awaiting the patch and the editor, to BOOM. It's like saying "got you again sucka". UBI is laughing all the way to the bank. I'm sick of this crap. Crysis can not come out fast enough. Shoot Battlefield 2142 is better than this piece of crap. Yup, I was all PRO-GRAW2 until the patch. This is nothing but an Advance Crash Log Generator. If these guys made Pong it would probably need a patch. Rav
  10. I found the problem. Unlike GRAW1 editor, you can't have a mod in the English folder when trying to open. Also unlike the GRAW editor I find this to be so unfriendlly of an editor that if it is what GRIN uses to make the game, then I can see how and why they get released the way they do. Sorry to say it boys, but I haven't the time to waste trying to figure out this mess. Pieces that appear far from where you actually click them, as if they belong to something, which they probably do. Shoot, I read somewhere that there were landscapes. Really? Where? You guys know I can make maps. I just can't put my life into this game any more. It's too depressing. Maybe I'll see ya in game, but I'm done. This rendition has taken it out of me, and like I said, I have a life. I'm not going to put it into this game. Rav
  11. Honest, I installed and edited batch. Noting other than that. So what makes me soo different. Other than I am doing this on Vista.
  12. I didn't move any files, only installed, edited the batch file, then tried to open it.
  13. Well, the long awaited patch is here. WHOOPIE What good is it if it crashes? I have been waiting for this day to come. I installed the patch and the very first thing I did was open a PDF file about the editor. Following it by the letter I copied the graw2_editor.bat file and renamed it like it said. Next I changed the inside to read graw2.exe -o context-editor.xml -path tutorial Next the tutorial says So with anxious anticipation I double clicked on that puppy to see my goodies. CRASH! WOW, just what I always wanted, another crash dialog box. Geee, thanks GRIN you shouldn't have. Really! Rav Crash in application version: 30292.2792 data\lib\setups\setup.dsf(-1): cant find member: hud_manager in type <Statsblock:global> SCRIPT STACK: data\levels\editor\editor.dsf(0) Renderer: normal Physics : normal
  14. Thanks for the clarification on the matter. It makes feel a whole lot better. Rav
  15. I just took a glance at the PDF manual provided in the SP demo and after reading about the [GR] CO-OP mode I’m a bit disturbed. Originally when Campaign CO-OP was introduced in GRAW1 only four players were allowed. Later [GR] was introduced that allowed us to add more players. Though not a true campaign mode, we didn’t complain about it because we could still fight through the map with more than four friends. According to the manual the [GR] COOP that is coming with GRAW2 will again only allow 4 companions at a time. There was no mention that there is going to be an [GR] version of the game that most of us have come accustom to. If this type of playis going to be how [GR] is defined, only play four people at a time, then count me out of GRAW2 altogether. Maybe I’m missing something and am crying about nothing. I would truly welcome anyone to show me differently, because I was all stoked for GRAW2, but now I’m not so sure anymore. Yes, [GR] as we know it in GRAW1 is all I care about. That is the kind of game me and my friends enjoy playing. Please don't flame me. I respect your type of game play, please respect mine. Rav
  16. I loved the SP demo, with a few exceptions. Most of what I had problems with have already been mentioned here, so I’ll not go into my list of druthers. Ultimately there is but only one thing I care about at this point – Will the game ship with or without a map editor, and if not, when will we finally get one? I primarily create maps for [GR], so it is my hope the map editor will allow objectives and more ability to become a true coop, not just a “kill till you get to the Zulu†mode. I know that we can’t always have what we want, but we made ourselves perfectly clear from the GRAW1 experience what we wanted and needed in the map editing community. We don’t only make maps for ourselves, but for the whole lot of GRAW players out there, so we wanna give our all in making maps. This will give GRAW2 even more playability. With the graphics being what they are in GRAW2, I can’t wait to start making [GR] maps. Rav
  17. I’ve been asked about the placing of C-4 and how I got it to work. I’ll try my best to explain it, but some may find this repetitive since it was covered by Wolfsong at one point. It was his instruction that got me started. From there it was a lot of trial and error. But as you can see by The Island 2, it is possible. The C-4 prop elements are named c4_aa1, c4_aa2, c4_aa3, c4_gasstation and a couple of others. The key to these are the text after the underscore. (c4_aa2) So when I placed a C-4 prop I gave it the same name just keep things simple. Here is how it would look in the world file. <unit name="c4_aa2" unit_id="191" name_id="c4_aa2" cover_off="false"> It’s nothing fancy here, but a real example from The Island 2. Also placed on the map are the vehicles and cisterns I add for bigger explosions. I place the cisterns right under the vehicles. The concussion of the blast sets these off causing a bigger and better explosion that should throw the vehicles high or out of the way... most of the time. You need to set these so people can not blow them up. To do this I place code like this in the first event named “start_gameâ€. <event name="start_game"> <element type="SetIndestructable" name_id="castle_cist" start_time="1"/> <element type="SetIndestructable" name_id="center_cist1" start_time="2"/> <element type="SetIndestructable" name_id="center_cist2" start_time="3"/> <element type="SetIndestructable" name_id="bridge1_cist1" start_time="4"/> <element type="SetIndestructable" name_id="bridge1_cist2" start_time="5"/> <element type="SetIndestructable" name_id="bridge2_cist1" start_time="6"/> <element type="SetIndestructable" name_id="bridge2_cist2" start_time="7"/> <element type="SetIndestructable" name_id="castle_v" start_time="1"/> <element type="SetIndestructable" name_id="center_v1" start_time="2"/> <element type="SetIndestructable" name_id="center_v2" start_time="3"/> <element type="SetIndestructable" name_id="bridge1_pan1" start_time="4"/> <element type="SetIndestructable" name_id="bridge1_pan2" start_time="5"/> <element type="SetIndestructable" name_id="bridge2_pan1" start_time="6"/> <element type="SetIndestructable" name_id="bridge2_pan2" start_time="7"/> Now these things can not be destroyed until an event that sets them back is called. First I enabled the C-4 using this element tag <event name="area6"> <element type="EnableUnit" name_id="c4_aa2" start_time="3.0"/> The name_id is the name I gave the C-4 when I placed it. Again, here’s an example of both. World File <unit name="c4_aa2" unit_id="191" name_id="c4_aa2" cover_off="false"> the island 2.xml <element type="EnableUnit" name_id="c4_aa2" start_time="3.0"/> Now that the C-4 is enabled the orange placeholder will be present on the map. All that is left is to go up to the placeholder and press X when the screen prompts. It takes 14 seconds for the C-4 to blowup. During this time is when I set all the items for that back to normal using SetSlot and setting them to 16 so they can be destroyed. <event name="aa2_trigger"> <element type="SetSlot" name_id="bridge2_pan1" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_pan2" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_cist1" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_cist2" slot="16" start_time="13.0"/> <element type="DisableUnit" name_id="c4_aa2" start_time="16.0"/> </event> OK, now I’ll explain this per tag. Remember how I said the key to these are the text after the underscore? (c4_aa2) This must be named as such <event name="aa2_trigger"> Now this can be very confusing because up to this point you never made the event like you normally would like so <user name="bombArea1" type="once"> <trigger type="UnitInArea" area="bombArea"/> <event name="bombArea"/> </user> That’s because once you have enabled the prop the game creates this event for you, but only if you use the naming convention it demands that you use. The last portion of the prop name after the underscore (aa2) and “_triggerâ€, thus you have aa2_trigger. (<event name=aa2_trigger">) This will allow the placement of the C-4 in the orange placeholder. Remember also that I said that after placing the C-4 that it takes 14 seconds for it to blow up. Knowing this I set the element tags that use SetSlot to allow destruction of each item in 13 seconds from when the user pressed X. One second before the C-4 blows the vehicle and cisterns are ready to become part of the fireworks. The last item in the list is to disable the placeholder. Doing this makes it go away, although I have seen it go away before without using it. Nonetheless, I suggest using it just to be safe. That’s all there is to it. It might make even more sense now if you looked at the mission file from The Island 2. Here are the parts from the code. I hope this has helped. Rav World <unit name="c4_aa2" unit_id="191" name_id="c4_aa2" cover_off="false"> <position pos_x="-3678" pos_y="8490" pos_z="0"/> <rotation yaw="0" pitch="0" roll="90.002617"/> </unit> the island 2.xml <event name="start_game"> <element type="SetIndestructable" name_id="castle_cist" start_time="1"/> <element type="SetIndestructable" name_id="center_cist1" start_time="2"/> <element type="SetIndestructable" name_id="center_cist2" start_time="3"/> <element type="SetIndestructable" name_id="bridge1_cist1" start_time="4"/> <element type="SetIndestructable" name_id="bridge1_cist2" start_time="5"/> <element type="SetIndestructable" name_id="bridge2_cist1" start_time="6"/> <element type="SetIndestructable" name_id="bridge2_cist2" start_time="7"/> <element type="SetIndestructable" name_id="castle_v" start_time="1"/> <element type="SetIndestructable" name_id="center_v1" start_time="2"/> <element type="SetIndestructable" name_id="center_v2" start_time="3"/> <element type="SetIndestructable" name_id="bridge1_pan1" start_time="4"/> <element type="SetIndestructable" name_id="bridge1_pan2" start_time="5"/> <element type="SetIndestructable" name_id="bridge2_pan1" start_time="6"/> <element type="SetIndestructable" name_id="bridge2_pan2" start_time="7"/> …………… </event> <event name="area6"> <element type="EnableUnit" name_id="c4_aa2" start_time="3.0"/> …………. </event> <event name="aa2_trigger"> <element type="SetSlot" name_id="bridge2_pan1" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_pan2" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_cist1" slot="16" start_time="13.0"/> <element type="SetSlot" name_id="bridge2_cist2" slot="16" start_time="13.0"/> <element type="DisableUnit" name_id="c4_aa2" start_time="16.0"/> </event>
  18. Thanks Rocky. I started a stand alone server and player to the first C4. Everything was fine. No problems what-so-ever. Meanoldman, I'll post directions on what I did to get the C4 working sometime soon. Was not off the mark from the notes Wolfsong left, and I was able to do some other things with that info as well. There is still the bug about the panhard and C4 that is at the immediate right when you exit the spawn base. This is not a show stopper. The game can still be played without it. I'll be posting a patched version on www.grawmaps.com. It wil be clearly marked. I'll also ask Rocky to post the update as well, and it will be updated at www.onlinegamersnetwork.com soon too. This is my last map for GRAW one. I'm taking a mapper-break and hope that the GRAW 2 release will be better than GRAW one was, and complete. I'm sure most of us are of the mind that it would be fine to put off the release until it is absolutely ready, than to push it to early. Keep the feedback coming. I could use a good ego-stroke now and then. Rav
  19. Don't know what to tell ya. This has been put thru the paces many times and we have yet to see where the C4 placeholders never appeared. The only known bug is that the single panhard located to the left might not become destructable as soon as it should, and the C4 goes off, but vehicle isn't affected. Some time later you can notice bullets hitting it. A granade will do the trick. The first bridge to open up for C4 is on the other side from the spawn base. You need to kill all the groups that rush you as you approach the front of the castle from the rear. There will be some big guns shooting at you too. If you are going out of the spawn base and trying to go across the bridge just outside of it, then you are going the wrong way. You must go right out of the spawn base and around the backside of the castle, then down the other side. Sorry you are having problems, but not knowing how you started and where you went I can't help you. Then again, I proably still couldn't help you even if you went the correct way because none of the folks who have played and tested have had a problem. Give it a go around the backside of the building. You have LOTS to fight before the first C4 ever shows up that allows you to cross the bridge. Rav
  20. NEW [GR] Map - The Island 2 Well gang, I just had to do it. Lots of folks were saying the original Island map was a bit hard. Not to mention that sometimes the F15s that are supposed to come in and blow the trucks sometimes didn't at all. That's a server bug. The bug in the server is that when it plays the same map after the first round, it may or may not run the compositions. This really sucks because a lot of my maps depend on F15s to swoop in and clear the blocked areas so you can either carry on or take a shortcut instead of running the long way back to the fight. Let's face it, sometimes we are forced to spawn at base, and the long trek back the fight can get pretty old after a while. Because of this server bug regarding compositions (The thing that contains the F15 bombing run) I found myself with another map ready to go, then another GRIN bug has me back at the drawing board. This time, however, thanks to some postings from Wolfsong and some patient testing I found a way to place C4 on the map. In The Island 2 you will need to kill either a select amount of enemies, or certain ones, to make the C4 placeholder appear. Once it appears at a road block, you can walk up to it and press X. This starts the C4 timer, and in 14 seconds ... KA-BOOM! And the best part is that you don't need to rely on the server. This is code that GRIN didn't break..... yet! (Sorry GRIN, but you make it too easy to pick on you. ) So have at it and enjoy. Rav PS: There are no snipers in the trees this time. Wonder what certain folks will complain about now?
  21. The biggest reason for the mass of maps that have come out lately is that the maps are re-dos from the game. People have just gone in and rearranged the AI and such. So the maps are not really new, just a new version, and the only thought into it is the AI placement and how to code. GRIN left us far to little to work with, thus people tire of the maps easily. With GRAW2 on the horizon nobody is really anxious to make new ones. I'm planning a new one using the map The Island that I made, but there is no change in scenery, just a different approach. Rav
  22. Don't look at the water! Sorry, couldn't resist. Lets join up some night and run thru it. I'm on the east coast, so pick a time good for you and I'll see if I can make it. We can also hookup with Teamspeak if you got it. Rav
  23. Then you must be doing something wrong. It is tough, especially if you happen to be so unlucky as to get the sniper on the building behind a tree. He's randomly placed, so he might not be there next time. Hard to spot, but I know of pleanty who have finished the map, and if you think that part is hard just wait until you have to find that one sniper across the water. Lots of people get stuck there. This is a challenging map, but it is doable. If you play with only one spawn then hang it up. That is nearly impossible with this map. Rav
  24. It's time to let the DM folks know what they're missing. I've began the process of turning all my maps into DM/TDM. Keep looking for more here and at GRAWMAPS.COM Rav
  25. Sorry I didn't reply sooner Tom. Yes, the helper mover wall is a good choice for just stopping, though I know others would like to see something instead of just being stopped. Sometimes it's just not feasable. The problem with the helper mover is that once it is laid you don't have the ability to select it again and move it. My solution is to use wall sockets. These have a face on one side and transparent on the other. The allows you to see how you are placing the barrier. Only problem is that it still acts like a wall, where the helper mover lets bullets pass thru it. If you look at the POW Camp that I turned into [GR] you will see that I used it quite a bit around the iron X items you had originally placed. My reason was because the AI are able to cross over the those pieces, but you can't. Too bad it's too darn hard to bring pieces into the rditor and game. Otherwise we would have a lot of different maps instead of the same type of them we keep having. Peace! Rav
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