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rahnman

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Posts posted by rahnman

  1. Radiator,

    I think that Brettzie was referring to the .bundle file that goes in the "mods" folder. I think that when he tried to include the sounds as part of that bundle, they didn't work. So he was left with putting in an override folder in the "local" folder in which to put his sounds, pretty much exactly the same way you did. I think he also had to do this with his intro movie.

    I'm suprised that the new files didn't flag the anti-cheat. Maybe you're right, maybe the anti-cheat only searches certain folders.

    Cheers,

    Rahn

  2. OK, I've finally gotten around to looking at the files and understand what you are talking about. I have been able to run the mission with my mod with no problems because I did not incorporate any new sounds into it. I think that it will be easiest to just add rad's folders into the override folder, so I don't see the need to make any patches for my mod.

    Brettzie, I tried pasting rad's folders into your override folder and the game crashed. I can only assume that this is because of a conflict in the settings.xml since doing things this way will cause rad's settings.xml to override yours. I tried to download the patch which you had posted to see if it works but you must have taken it down. I can see how it would be best to try and find a way to add sounds without having to modify the settings.xml. It seems that it would be much easier to just add the sounds to another file and add a pointer. Of course, this is beyond my abilities, so just let me know what you come up with. Also, I was wondering which software you use to compare two xml files. I am often faced with trying to find differences in one file vs. another and this can be very tiring and time consuming. Do you have any suggestions? I was thinking of combining your settings.xml and rad's into one and seeing if the mission would run but trying to identify differences between the two files w/o a program to help me makes me tired just thinking of it.

    Later,

    Rahn

  3. Um, I'm confused. Would you people please speak ENGLISH!! :D

    So are we back to square one with just placing the new sound folder in the local directory??

    I never would have thought that adding new sounds would create such a difficulty. Still, I think that they are more than worth it. Here's my take on the issue for whatever it is worth.

    I don't see this map being put on any of the TvT servers as part of the regular rotation. Many really good maps have been made by others before this one and they never get used. Also, any additions to the English folder will automatically get flagged by the game's anti-cheat. So if a server admin wants to put this map on his rotation, he will have to disable his anti-cheat. For TvT play that is simply not going to happen for obvious reasons. This map will be used by clans when they want to get together and play against each other. They can then lock out their servers and turn off their anti-cheats. So there is no problem there. I can tell you for certain that the TAW clan will be doing just that.

    The real action for this map is going to be on the coop side. I don't really see a problem here at all. Some coop servers turn on their anti-cheat and others do not. As a server admin I can tell you that we (TAW) do not, and neither does AGB. We find that the anti-cheat often flags players who are not actually cheating and boots them unnecessarily. Since we want people to stay in our servers we simply do not turn the anti-cheat on. And really, this isn't a problem when you are just playing against bots. Therefore, all a coop server admin would have to do to put the future coop mission on his server would be to take this step. Problem solved.

    I see no problem with using the override files to put the sound folders in. You can simply paste the folders into the English folder, Brettzie's override folder and my override folder. Our clan is old hat at doing this type of thing since we like to tweak our settings (my reticle color changes weekly,lol). If you want to play on TvT servers you simply rename your local folder and you're good.

    I don't pretend to know what complications would ensue if John and Bogie start using their own sounds but we can cross that bridge if we get there. Well, that's my 2 cents.

    Cheers,

    Rahn

  4. Go for it. At some time though, I would like to see you use Radiator's new black hawk down map for one of your future missions (after he does his coop mission of course). The new sound effects are pretty cool. I'm wondering how difficult it is to put new effects into a mission. I think that would be a really cool way to spice up a map.

    Rahn

  5. I just remembered this but Annibale19 is doing some really great stuff with very small maps. He creates his own new maps and then writes missions for them. They may be just the right size for you. The only problem with Anni's maps is that they are generally pretty resource intensive and if you don't have a quad-core you will generally see a lot of lag. You just have to try them and see which ones lag for you and which ones don't. Here is his website:

    http://www.annibale19ita.net/

    John, maybe it would be a good idea to have fewer AI in the main mission (that most servers) run and then have hardcore version with lots of AI as an extra mission. :hmm:

    Rahn

  6. I ran through the tvt version. This is fantastic work!! I love the new sound effects, especially the occasional gunshot that makes you think you are being fired on. Our coop squad will play through it sometime in the next week. Of course, we cannot wait for the Coop mission! Thanks Rad!!

    Rahn

  7. Thanks for the post. I think that all three things contribute. I play multi-player for GRAW2 all the time and have the same issues. I'm sure that everyone does to some extent. There are some things that you can do to minimize this. Before I get into any server I will check what my ping is for that server. Anything under 100 is good and anything over 200 you should stay away from. This has to do with the strength of your internet connection. The better your connection, the faster the response time.

    Server lag is a bit of a problem with GRAW2 as it appears that the game is more resource intensive than other games. I believe this is why it costs more to host a server for this game than for others. There is not much you can do about it on your end.

    Of course, the faster your computer is and the more RAM you have available the faster your response time will be. Over clocked quad cores are the name of the game here. But you should not get discouraged. I also have a dual core computer with a pretty standard video card and do pretty well for the most part. I have come to realize that there is no way that I can beat a guy head on when he has faster equipment so I have changed my style of play to adapt to what I do have. Arroyo is a small, fast paced map that is difficult for us to do well on. I mostly snipe on this map. If I don't then I have to be satisfied with having about as many deaths as I do kills. On any other map though, I can do very well by catching people when they are not looking. It helps to play a map a lot and find some good "spots" to be in. I always look for places where others will not expect to find me and that offer a good deal of cover. Once I get a few kills I move to another location. This "stick and move" strategy is a good one that is used by many good players. Don't let people know where you are. Also, there are many advantages to moving around. You can catch many people while they are running or while they don't see you coming. Movement is critical to playing well.

    Also, don't fall into the trap of thinking that if you get better equipment then you will automatically play better. I have heard many people get excited about this new video card that is going to turn them into super players and they are SO disappointed when that does not happen. Skill and confidence are vital. Personally, I have decided not to lay out any extra money just to play better at this game. It's just not worth the investment.

    In addition, make sure that your video card settings are set to "performance" and that all your in game "video" settings are at their lowest levels. Make sure that your screen resolution is 600 x 800. The more memory that your computer is devoting to providing you with a stunning visual setting the less it has to devote to speed. Having a large screen resolution means that your video card has more pixels to show you, which will slow you down a lot.

    Hope this helps,

    TAW_Rahnman

  8. PuttPutt,

    Thanks for your input into this. This has been my opinion for a long time, however, I feel that the change needs to occur not in the main mission but in the accompanying single player missions. John and Bogie will often include not only the main mission (that you usually see in the servers) but also an easier "sp" or "lonewolf" version in each mission that you download. Even so, I think that these are still to difficult for a small squad and that the AI should be narrowed down to 150 - 200. Unfortunately, this can mean a lot of extra work for John and Bogie because they have to totally rework all of the AI placement. Up until this point they have been unwilling to put in the extra time since there have not been too many players who have expressed your (and my) sentiments. Also, it would help if the server admin's would understand this also and run mainly the sp and lonewolf versions on their servers. You should also send JohnTC02 a personal message and let him know your opinion.

    In the mean time, you can try the sp and lonewolf versions by creating your own server and looking for these versions in the mission list box on the left. You can create your own server and hope that others will join. Also, MexicoBob has just released a new mission called "Journalist" which has much fewer AI and might be more enjoyable to you.

    TAW_Rahnman

  9. Hey John,

    We played it again Monday night and did find a trouble spot. It was on the way to the objective in the tower (you'd think after all this time I would remember what they were called :rolleyes: ). There is a ramp that takes you on top of a building and then another ramp that takes you to the tower. On that level (b4 you head up farther) there are a few AI in a cubby to the right. A couple of us went into that cubby and got stuck. It seems the floor in that area is depressed and once we get down into it we cant get back up (the step up looks no bigger than a regular stair step ...... rediculous).

    Just waiting for the AI to be placed in the new mission :whistle: .

    Rahn

  10. Hey John,

    We played last night w/o a hitch. I think you may want to rename the underground objective or make it more clear. I planted the c4 and blew the charges but the marker didn't disappear. Only later did I realize that I needed to clear the entire bunker.

    Great mission. Even with 5 of us last night it still took almost an hour to complete ..... great fun. The buildings at extraction were tight enough to use a shotgun for some CQB ....... OH YEAH! Thanks for showing me the "floor plan" for your next mission, the map is AWESOME and the buildings and props are very "crisp". The environment looks great ...... can't wait for the first test run! This is going to be the first release of your new "platinum" series of missions. :P

    Cheers,

    Rahn

  11. John,

    I don't think that the missions are getting too big. If anything, we would like to see them bigger. Last practice we had 11 players in the server. That means that most missions don't last that long. So our needs are definitely for bigger missions and if you have fewer players you can always play the Lone Wolf version. I think you ought to try something like Bogie's Harry Lee mission and shoot for a 1,000. It's a good round number. :D

    Rahn

  12. Hey Bob,

    I ran through it this morning. The mission ran very smooth and the AI were very fast. :)

    The only issue I saw was with the Mule01 objective. I saved it for last to see what would happen. I completed all the other objectives first and then took out the mule. As soon as I did all the AI for the extraction spawned right in front of me and I was smacked pretty hard.

    In light of the fact that the mule01 and the extraction are located in the same place, it might be best to set the mule01 objective by itself and then once it is completed you can bring up the rest of the objectives.

    Other than that I really liked the mission, great job!!

    I'll see if we can get it on our server tonight.

    Rahn

  13. Bob,

    I tried the mission this morning. I wasn't able to get all the way through because I ran out of time. The mission ran great for the most part. I had frame rates between 30 and 60, which was a great improvement. Only bringing up one objective at a time helps with the flow of this mission. In general I like to have the objectives all lit up and choose which one I want to do. I gives the mission a greater lifespan (we'll play it more times). But doing it one objective at a time solves the issues Gorilla was having.

    The only thing I noticed was that I would spawn on top of the building at checkpoint 2. Other than that I would say this version is a big improvement over the last ones. I'll see if the rest of the guys in the squad would like to try it tonight.

    Later,

    Rahn

  14. I have therefore devised a route that would be:

    1/ Tunnel

    2/ Mule01

    3/ Mule02

    4/ Adat

    5/ Tank

    6/ Extraction

    I think that it is best if you do not try to have a devised route that you "hope" the players will take, because then strange things happen when the players don't take that route. When our squad plays a mission, we will often do the objectives in a different order than we have done before. It helps keep the game more interesting and gives a mission more "shelf life". If you always do a certain mission the same way, then you can memorize the mission and it quickly becomes boring. This is why I mentioned the potential problem with the "hole" objective. If we were to achieve the objectives in a different order than what you mentioned here it is possible that we could finish at Mule01. We would already be at the extraction area when we completed the mule objective and then would have to run all the way around the quarry to get back to the exact same spot. It would still work out okay, but it doesn't really make that much sense.

    Still, I think it would be a lot of work to correct this at this point and the mission "works" as it is. You may want to think about this in any future missions you make though. If you have several objectives lit up at the same time, you are inviting players to do them in whatever order they want and you should place your triggers in such a way that no matter what order the objectives are done in everything will still flow well.

    Ciao,

    Rahn

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