Jump to content

fishmonger

Members
  • Posts

    199
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by fishmonger

  1. FYI, we've been playing GRAW almost daily since the gamespy shutdown,, but it's all "LAN" play now, with a 32 user Hamachi network creating a virtual LAN for the players. We tried Gameranger, but got tired of the ads and it wasn't really working reliably for some of our group of regulars. If interested, check in over on thegamerplanet.com in the GRAW forum and we'll fix you up. Lots of new maps since a year ago, too. The game is far from dead, but clearly, we aren't playing "in public" with random players joining any longer. We are working on a new mod currently, fixing some of the bugs in the original game as we gradually get through the weapons and other AI issues. Oh, and as before, we only play coop, and without respawn.
  2. catching up on the last 7 months of new OGR maps: 06-25-2011 - Explosive Diarrhea http://www.thegamerplanet.com/forums/showthread.php?t=19981 07-04-2011 - Kinetic Operation http://www.thegamerplanet.com/forums/showthread.php?t=19987 07-23-2011 - We are Sparta http://www.thegamerplanet.com/forums/showthread.php?t=20000 09-05-2011 - Sucker Punch http://www.thegamerplanet.com/forums/showthread.php?t=20022 09-10-2011 - Fruit Punch http://www.thegamerplanet.com/forums/showthread.php?t=20029 09-10-2011 - Shock and Awe http://www.thegamerplanet.com/forums/showthread.php?t=19993 09-25-2011 - Calle Reloaded http://www.thegamerplanet.com/forums/showthread.php?t=20039 10-02-2011 - Hearts and Minds http://www.thegamerplanet.com/forums/showthread.php?t=20042 10-16-2011 - Extra Cheese http://www.thegamerplanet.com/forums/showthread.php?t=20051 10-22-2011 - Blistering Fury http://www.thegamerplanet.com/forums/showthread.php?t=20052 11-05-2011 - Careful Eugene http://www.thegamerplanet.com/forums/showthread.php?t=20058 11-19-2011 - Texas Speedbump http://www.thegamerplanet.com/forums/showthread.php?t=20067 (really map by Razamataz1234, I just fixed bad spawns for him) 11-28-2011 - Stool Sample http://www.thegamerplanet.com/forums/showthread.php?t=20073 12-18-2011 - Seething with Rage http://www.thegamerplanet.com/forums/showthread.php?t=20083 12-31-2011 - Tastes like Chicken http://www.thegamerplanet.com/forums/showthread.php?t=20086 01-01-2012 - Come to Papa http://www.thegamerplanet.com/forums/showthread.php?t=20087 01-02-2012 - Fish Taco http://www.thegamerplanet.com/forums/showthread.php?t=20088
  3. send it as a zip to this virtual guy

    helmuth.fishmonger@gmail.com

    I'll take a look at it this weekend if I get it by then

  4. send it as a zip to this virtual guy

    helmuth.fishmonger@gmail.com

    I'll take a look at it this weekend if I get it by then

  5. mission time only turns street lights on globally, but it won't change the overall lighting. did you recycle an existing map? I usually get problems like that when I forget to include a file called ambient_cubes.bin which sits in the xml folder inside the map stucture. If that is missing, everything is lit very poorly with solid blacks on the ground and other odd stuff. Even the weapons in the inventory selection screen will be darker than they should be if you forget to include that file
  6. send me the map, or a link to grab it. I would need to see what is going on before I can tell you what's up. I assume you didn't choose the night sky or any of the darker mission skies? They do look brighter in the editor than the final render. The number of passes does not affect brightness, just the quality of shadow maps drawn on objects. The lighting is mostly related to "sky en...

  7. here we go again: 02-06-2011 - fight_club http://www.thegamerplanet.com/forums/showthread.php?t=19892 04-17-2011 - die_tryin http://www.thegamerplanet.com/forums/showthread.php?t=19933 (totally fresh, 100% original, and obviously better) 04-23-2011 - hello_kitty http://www.thegamerplanet.com/forums/showthread.php?t=19936 05-02-2011 - ruin_their_day http://www.thegamerplanet.com/forums/showthread.php?t=19940 05-07-2011 - rampage http://www.thegamerplanet.com/forums/showthread.php?t=19946 05-21-2011 - rapture http://www.thegamerplanet.com/forums/showthread.php?t=19956 05-29-2011 - abbottabad http://www.thegamerplanet.com/forums/showthread.php?t=19959 05-30-2011 - hotel_california http://www.thegamerplanet.com/forums/showthread.php?t=19960
  8. pull the map. I changed his map completely and I clearly credited him for the base landscape. The best I could do not having a clue who to contact. Who would know that he has two virtual names. Seems like he's happier to have his work limited to the respawners (did he even notice that I made a respawn version of the map - in the same zip - as well, only for his crowd ?). But fine with me. It is amazing how protective folks get once they invest a lot of time into making things, even if there's absolutely no gain in it beyond actually being able to play on the terrain. If somebody felt like reusing one of my terrains, I'd be happy to see another map on it. The more the merrier. Heck, just last month I posted 3+ hours of tutorial videos to help others make more maps, which ultimately is what this is all about. But pride wins this time, so now there are a few million variations less that his terrain can be experienced in. Loss for the community, nothing else happening here. Why I did it? To create more maps to play on. Why not? He came out of the woodworks and claimed his terrain back - fine. Responed. Map is gone and will resurface in a new version, with 100% non-Hitman-crosshair content, so that it will replace the maps already in circulation. give me a few weeks, as I am heading for some backcountry skiing in the coming weeks and will be completely offline. And full disclosure - you can pin this on any map making thread: my maps are available for anyone to take apart and use, terrains, scripting, etc - I don't care one bit - they are out there, and trying to control copyright on something like that is futile and pointless, and in fact counterproductive to making the game better and attracting more players. It is the custom maps that attract people to this game, the fact that you can play so many different scenarios, and many of them on the same terrain. It takes 50 hours to make a decent terrain, while it takes 5-10 hours to create a completely new complex random mission on existing terrain. That's the simple reason behind reusing maps. Go grab some of mine - there should be enough for any map maker to come up with something new and save days of terrain work - invest the time into a better mission instead.
  9. I updated the tutorial with some screen capture videos - almost 3 hours of GRAW 1 map making - watch me built a basic map from scratch. The link to the videos in the first post of the original thread. there are a few folks starting to make maps and I wanted to give them a head start. I will most likely add more videos to explain details about spawns, script issues, etc, that have not been covered in the initial 18 clips.
  10. takes a big effort in making stand-alone maps out of each and re-rendering the lighting. That will require that you completely strip out all non-shadow dropping objects from each world file for most maps, as they will otherwise run out of memory. It can be done, but why would you? The silly AI has permanent night vision, just like they can look through trees. It just makes it harder for the player while everything else would still be the same (ok, you can give AI a flashlihgt by swapping some enemy groups for the night type). All a lot of work for single player - something nobody I play with ever does. I can think of a lot of ways to use the time required to do this to generate maps that have much more replay-ability and a much more positive playtime versus time invested ratio.
  11. don't come here very often anymore - the few who are actually playing actively already have them already anyway, but there's always some guy who just got the game in the bargain bin and comes online not having any of the maps... 08-14-2010 - Nachos_Rule http://www.thegamerplanet.com/forums/showthread.php?t=19788 08-31-2010 - Lets_Party http://www.thegamerplanet.com/forums/showthread.php?t=19795 09-12-2010 - Bring_It and Bring_it_Spawn http://www.thegamerplanet.com/forums/showthread.php?t=19799 09-26-2010 - Kiss_the_Ground_Day http://www.thegamerplanet.com/forums/showthread.php?t=19814 10-22-2010 - Major_Smackage and Total_Smackage http://www.thegamerplanet.com/forums/showthread.php?t=19825 10-31-2010 - Staring_at_Goats http://www.thegamerplanet.com/forums/showthread.php?t=19830 12-12-2010 - Epic_Failure http://www.thegamerplanet.com/forums/showthread.php?t=19859 12-25-2010 - Toy_Store http://www.thegamerplanet.com/forums/showthread.php?t=19869 12-26-2010 - The_Dude_Abides http://www.thegamerplanet.com/forums/showthread.php?t=19872 12-30-2010 - Prison_Break_2 http://www.thegamerplanet.com/forums/showthread.php?t=19874 01-01-2011 - Pucker_Factor http://www.thegamerplanet.com/forums/showthread.php?t=19876 01-09-2011 - Cowboy_Style http://www.thegamerplanet.com/forums/showthread.php?t=19881 01-23-2011 - Die_Tryin and Respawners_Joy http://www.thegamerplanet.com/forums/showthread.php?t=19888
  12. probably just some basic syntax change in the script - the error usually has something to do with XML syntax being wrong, not even related to events or anything else game specific. Tell me what one of your maps is called and I'll take a look. May only take a few minutes to fix once determined what causes the problem
  13. links to each map thread over on the gamerplanet: Festering_Sore: http://www.thegamerplanet.com/forums/showthread.php?t=19714 Body_Count and respawner version Body_Count_Spawn http://www.thegamerplanet.com/forums/showthread.php?t=19743 Adult_Diapers http://www.thegamerplanet.com/forums/showthread.php?t=19750 Fartknockers http://www.thegamerplanet.com/forums/showthread.php?t=19785
  14. been busy recently - here's some new stuff: Anal_Leakage - a remake of an old map that was rather static and predictable - this one is quite the opposite. Valentines_Day_Massacre - already forgot about the map. Made it for that particular weekend, so it isn't very complex, but it'll kick your butt real good. Rectal_Seepage - this is a rather large and very random map based on mission06 (ready for bear) with some added terrain. You'll figure out how to get off the helipad, just look for a gap in the permiter where you can safely jump down. Off_the_Hook - is a remake and moficition of a very old map we got tired of. Changed the map terrain significantly and made the AI extra random and overall pretty aggressive opposition.
  15. remake of a classic in reverse Prison Break also see respawn version in the same thread lower down and something new, three versions of this one More Cowbell, Cowbell Spawn and Stay Frosty
  16. http://www.thegamerplanet.com/forums/showthread.php?t=19589 the heat_stroke map should be interesting for those who like to get shot a lot, die, respawn, run and shoot some more. Heat is the same map with more light and adaptive to the size of your team, i.e. easier with less players.
  17. tested it this morning briefly (first spawn) to see if everything is alright - map works fine, enemies spawn in large number (as if full server on adapative map), 50 cals coem up more likely than even on that adaptive level, and you should get a whole fleet of vehicles (still random, though) on the elevated highway. enjoy the respawns...
  18. give this a try - removed the adaptive triggers, made the 50 cals more likely, and renamed everything that needs to be renamed, however, I have not even loaded the map to see if it's working. Should be, but untested gauntlet_spawn
  19. option1: find 10+ players and you got plenty of AI (come and play on our server and that's a normal condition) Doing a spawn version of it takes 30 mins - I may do if I find some time this weekend, but I'm busy with a different project. Most of the work is in renaming files, as the actual change to make it non-adaptive takes the edit of two numbers in the mission script If you want even more guys than the 10+ player AI level, no dice. I don't care for maps that are only playable in respawn. You can use the terrain and make your own AI for it, though.
  20. same problem for almost everyone who was online yesterday. I'd say gamespy is the reason. No place to complain. Let's hope they reboot in the coming days and get this sorted.
  21. the textures are not saved in the map file at all. you need to check your texture_scope.xml and add the relevant paths there. Search this forum - tons of info on texture_scope.xml here. Not knowing what exactly you have on the map, I can't give the exact content, but there are some examples posted in this forum that should work with every map, because the file links to all textures in the game.
  22. Fishmarket was updated yesterday - removed a few bugs that were, well, "bugging" us
  23. nothing fancy here - remakes of known terrain in reverse. The Righteous_KIll map reuses Hunt_for_Cornholio in reverse, while the Swineflu_Labs are located in the Quick_Decision industrial area. fully adaptive to team size, random maps. Tested and ready to go. Thread for each map are here: http://www.thegamerplanet.com/forums/showthread.php?t=19335 http://www.thegamerplanet.com/forums/showthread.php?t=19343
  24. join us on teamspeak at the TGP one night and discuss this with a dozen and a half people who feel exactly the same way I do about GRAW2. I am sure they want to hear what you have to say, because collectively we all came to the same conclusion. If it was just me feeling this way, I'd be quiet and wonder what the heck I am doing wrong, but there are dozens playing GRAW1 who have given up on GRAW2. come and enlighten us
  25. none of this will work on a dedciated server
×
×
  • Create New...