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Everything posted by AmEyeBlind

  1. the viper mappacks are just a collection of maps, those guys never took a map from some1 else and modified it. they respect the autors work. the mappacks are just for there server to make it easyer for members and people that play on there server.
  2. for the case that you use vista. vista puts some folders like the profiles and stuff like that in a different location than the gamefiles. i dont use vista, so i cant point you to the right path, but i´m sure some 1 else here can. if you need it.
  3. here´s the controller config for the buttons out of my profile.xml hope it helps ya. <controller_config> <buttons> <button id="action" binding="enter" device="keyboard"/> <button id="chat_all" binding="t" device="keyboard"/> <button id="chat_team" binding="y" device="keyboard"/> <button id="chat_toggle" binding="u" device="keyboard"/> <button id="execute" binding="f5" device="keyboard"/> <button id="execute_all" binding="f6" device="keyboard"/> <button id="fire" binding="0" device="mouse"/> <button id="goto_prone" binding="left ctrl" device="keyboard"/> <button id="hud_down" binding="mouse wheel down" device="mouse"/> <button id="hud_select" binding="" device=""/> <button id="hud_up" binding="mouse wheel up" device="mouse"/> <button id="lean" binding="space" device="keyboard"/> <button id="lean_down" binding="right ctrl" device="keyboard"/> <button id="lean_left" binding="delete" device="keyboard"/> <button id="lean_right" binding="page down" device="keyboard"/> <button id="lean_up" binding="num 0" device="keyboard"/> <button id="menu" binding="esc" device="keyboard"/> <button id="multi_map" binding="m" device="keyboard"/> <button id="reload" binding="num ." device="keyboard"/> <button id="sel_mem_1" binding="1" device="keyboard"/> <button id="sel_mem_2" binding="2" device="keyboard"/> <button id="sel_mem_3" binding="3" device="keyboard"/> <button id="sel_order_1" binding="f1" device="keyboard"/> <button id="sel_order_2" binding="f2" device="keyboard"/> <button id="sel_order_3" binding="f3" device="keyboard"/> <button id="sel_order_4" binding="f4" device="keyboard"/> <button id="sel_team" binding="`" device="keyboard"/> <button id="select_backpack" binding="" device="keyboard"/> <button id="select_fraggrenade" binding="" device="keyboard"/> <button id="select_grenadelauncher" binding="2" device="mouse"/> <button id="select_primary" binding="" device="keyboard"/> <button id="select_secondary" binding="" device=""/> <button id="select_smokegrenade" binding="" device="keyboard"/> <button id="show_tactical_map" binding="tab" device="keyboard"/> <button id="show_weapon_list" binding="num 1" device="keyboard"/> <button id="sprint" binding="right shift" device="keyboard"/> <button id="strafe_left" binding="left" device="keyboard"/> <button id="strafe_right" binding="right" device="keyboard"/> <button id="switch_firemode" binding="/" device="keyboard"/> <button id="take_screenshot" binding="sys rq" device="keyboard"/> <button id="toggle_cypher" binding="b" device="keyboard"/> <button id="toggle_inventory" binding="i" device="keyboard"/> <button id="toggle_nightvision" binding="num 4" device="keyboard"/> <button id="toggle_xcom_fs" binding="g" device="keyboard"/> <button id="walk_backward" binding="down" device="keyboard"/> <button id="walk_forward" binding="up" device="keyboard"/> <button id="zoom" binding="1" device="mouse"/> </buttons> </controller_config>
  4. afaik no one ever did a coop map for graw, just o.g.r coop.
  5. after haveing this map flying arround her for ages, i finaly had the motivation to finish it. like all of my latest maps you will need teamplay to have a chance. you gonna have to zeus some adats before you can get to zulu. the map is big, so i didnt use the respawn ai for the normal mission. but there are 3 palacios with them, they are optional, so if you dont like it you dont need to go in there. theres 1 issue with this map,coused by its size. its useing a hell lot of vram, so if you are experiencing bad lagging, you will need to lower your grafik details. on my system it takes over 400mb vram on medium quality and if i remember right arround 700mb on high. this might be my last release. you can grab it here.
  6. maps that have obj´s that i know, some will give you waypoints for the obj some not. desert castle - http://www.ghostrecon.net/files2/index.php...view&id=811 bulldog o.g.r - http://www.ghostrecon.net/files2/index.php...view&id=645 two quarters - http://www.ghostrecon.net/files2/index.php...view&id=777 sourrunded - http://www.ghostrecon.net/files2/index.php...view&id=939 arsenic trihydride - http://www.ghostrecon.net/files2/index.php...view&id=905 desert base - http://www.ghostrecon.net/files2/index.php...view&id=646 wuestenfuchs(remake of dbp1) - http://www.ghostrecon.net/files2/index.php...view&id=682 ciudad juarez - http://www.ghostrecon.net/files2/index.php...view&id=620 dark duty 2 - http://www.ghostrecon.net/files2/index.php...view&id=606 back on the road - http://www.ghostrecon.net/files2/index.php...view&id=948 sewer rats - http://www.ghostrecon.net/files2/index.php...view&id=594
  7. http://welcome.filefront.com/ FileFront has been acquired by the original founders of the site and will NOT be suspended as previously announced. This is NOT an April Fool's Joke. After learning about Ziff Davis Media's plan to shut down FileFront at the end of March, the original founders of FileFront made the decision to buy it back from Ziff Davis Media. We're happy to announce to the gaming community that as of today, April 1st, 2009, FileFront is a completely independent company again and is no longer part of Ziff Davis Media. All previously suspended services should be active and working again. We thank Ziff Davis Media for their cooperation and willingness to keep the site and community alive. Due to the very unfortunate timing of this event and related announcements on March 24th and April 1st (April Fool's Day), we'd like to make it perfectly clear that: 1) The March 24th announcement about FileFront shutting down was NOT an early April Fool's joke and Ziff Davis Media had every intention of shutting down FileFront by the end of March. 2) This announcement about the original founders buying back FileFront from Ziff Davis Media is also NOT an April Fool's joke. 3) We're making this announcement on April 1st because the deal was completed today and we want to bring all services back online immediately. 4) We would NEVER shut down FileFront as an April Fool's joke. 5) We are happy to be back! FileFront has existed in one form or another (originally as FileLeech and Voodoo Extreme's downloads) since 1997. In the last 12 years, FileFront has become the gaming community's most comprehensive and trafficked library hosting millions of files for thousands of games while requiring no registration and providing uncapped download speeds. We look forward to improving FileFront and serving the gaming community for years to come. Welcome home. Game On!
  8. o.g.r coop is human vs. bots there are some other gametypes for human vs. human this are maps that are played in o.g.r coop. http://www.ghostrecon.net/files2/index.php...egory&id=44 you wont have control over chyphers or airstrikes in there, but some maps have airstrikes built in the map. and yes you can respwawn there.
  9. it has respawn! there are 2 different types of coop. what you want to play is o.g.r coop. there you can respawn. better install it again, or you miss a good game. most of us are just gamers. np
  10. coop has no respawn! just the o.g.r coop has it! what version are you playing on? if not 1.35 update your game!!!!!!!!!!!!!!!! to be more specific: coop= you play the singleplayer campain together with max 4 buddys without respawn. o.g.r coop= you play custom made maps together with max 12 buddys with respawn. maps for the o.g.r coop can be found in the download section on this site. there are about 130 on here.
  11. i just looked in the description.xml´s of those maps, and for sure they wont show up in a coop server. Badger's Den is a Deathmatch city of industry is a TeamDeathmatch city street large is a TeamDeathmatch roundabout is a TeamDeathmatch
  12. sounds like a broken file. did you try reinstaling graw?
  13. ok, i finally found it. so heres what coused the crash <area_group name="stop_g_run1" area_name="stop_g_run1" group="mp_players1" interval="0.1" condition="1"/> <area_group name="stop_g_run2" area_name="stop_g_run2" group="mp_players2" interval="0.1" condition="1"/> <area_group name="stop_g_run3" area_name="stop_g_run3" group="mp_players3" interval="0.1" condition="1"/> <area_group name="stop_g_run5" area_name="stop_g_run5" group="mp_players5" interval="0.1" condition="1"/> <area_group name="stop_g_run6" area_name="stop_g_run6" group="mp_players6" interval="0.1" condition="1"/> they must look like this: group="mp_players" for sure the numbers on the end are wrong, must have happend during the renaming process. guess i should stop makeing these extra long scripts, so i find mistakes like this earlyer. so now i can finaly start testing.
  14. map loads with a blank script, so its definitly in there. but still i cant find anything wrong in there. any1 got a suggestion what the hell this can be? i dont want to rewrite this script. -.-
  15. Crash in application version: grpcrc1.35 data\lib\managers\areamanager.dsf(-1): cant find member: add_spawned_call in type <void> SCRIPT STACK data\lib\managers\areamanager.dsf(0) data\lib\managers\areamanager.dsf(0) data\lib\managers\areamanager.dsf(0) data\lib\managers\worldmanager.dsf(0) data\lib\setups\setup.dsf(0) data\levels\custom_levels\inner_city_hunting\inner_city_hunting.dsf(27) here´s the complet log. dsf line 27 is the load of script, but in the script all things look ok.
  16. i´m getting this during the mapload Crash in application version: grpcrc1.35 data\lib\managers\areamanager.dsf(-1): cant find member: add_spawned_call in type <void> any 1 got a suggestion what this could be. couldnt find anything anywhere.
  17. well i just guess that you rendered all lightmaps, so i would say its a texture_scope problem. look in the work_temp folder for the texture_scope.xml and edit it. the editor just sets 1 line according to the layer set you used. <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/historical/*)"/> <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/industrial/*)"/> <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/city/*)"/> <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/ghetto/*)"/> 1 of these lines gonna be in there allready, you just need to add the once for the sets that are checkered blue and yellow , or black and white. when you edited it set it to read only, so it stays like it even when you export the map again.
  18. word i know those kind of failures, its a pain to solve them. good luck that it doesnt take to long. had a map crashing on load coused by 4 dynamiks. stupid game
  19. whith gametype is this for? if ogrcoop, you will need to create 2 zones in the multiplayer layer. alpha set to base 1, and zulu set to base 2. base 1 is your spawn zone. place 1 or more spawndummy´s in its shape. those dummys are in the probs layer. and that should be it. if its a different gametype it could be different.
  20. for the export you dont need any texture set at all. most of the times when i export a map, my description. xml looks like this: <set value=""/> for example, the back on the road map was created as getho. but i used mainly city and historical textures in it. anyway, btt: do you have more than 1 alpha or more than 1 zulu zone? or any conected to zones? i´m not 100% sure but i think i once had a crash like that on 1 of my maps. i looked throu my crashlogs, but couldnt find it. must have been before i restored my system. if i remember right it was becouse i had 16 shapes for alpha, a spawndummy outside alpha, or spawndummy underneath z=0. but like i say, not 100% sure, its been a while since that, but maybe it helps.
  21. what you can do to fix it, if its tue to the industrial layer crash. create a new map useing the getho layer, put your world file in there, and export it again.
  22. if the maps get to big a 2 step render can look quite good as well. 1st step statics in medium, 2nd step everything in low. that will make sure that at least al statics have a good clean look. also 1st step statics in medium, 2nd step probs medium can work, but then the lightmaps from the probs dont fit in right. depends on the map, i liked it like that on the back on the road. not sure but the chosen sky could have something to do with ram usage as well.
  23. also the crates, covered crates and cargo boxes dont need to be in for the render. and i´m sure there are some more little boxes what dont need to be there. vmtr crosshair also droped out trees for a render once and it worked for him. tryed that as well before but ended up with black trees.
  24. no there isnt! coop is just 1 life. if you want respawn, you will need to play [GR] coop. that will give you respawn and plenty of maps to play.
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