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rahnman

Beta Tester
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Posts posted by rahnman

  1. Hey Gorilla,

    The TAW gang tried out the 1.3 version last night. Mexico Bob was with us. The mines worked well, just ask Reddog. There were two main things that I saw as potential issues.

    1) Make sure that you place plenty of fencing around any objectives that can be hit with a zeus from long range. Zero was able to take out the tank from the cliff about where the mule objective was. As a result we didnt need to go to that side of the map.

    2) The "hole" objective seems to be a little strange and possibly unnecessary. We didn't do this but it seems to me that it would be possible to go through the quarry first and complete the objectives there, then go back to the entry and work your way up to the mule. Once the mule objective is done, would you have to go all the way back around to the quarry to go up the stairs to blow the door? If so, this doesn't make much sense since you would have to walk all the way around the quarry to get back to where you just were. It may be a good idea to eliminate the "hole" objective all together.

    We still had lag, but I won't harp on it anymore.

    This is a much better version Gorilla, you are almost home!

    Rahn

  2. Gorilla,

    I restarted the mission again and had no problem with the "you are now the team leader" message. I have no explanation for it. It is probably something on my end.

    Also, don't forget about the heli's disappearing abruptly at the end of their patrol time.

    Rahn

  3. Gorilla,

    I got some time to test the new version this morning. Here are some things that I found:

    1) Before the weapons selection screen comes up it is prefaced by another screen which says, "dav_mine_quarry_forest" and gives options to "resume" or "restart". I have never seen this screen before in any coop mission that I have played. If you click on "resume" it will allow you to start the mission so it didn't prevent me from testing.

    2) I tested the mission by myself. As soon as the game started I was told that I was the "Team Leader". I have only seen this type of message when playing a "campaign" in coop mode. In this type of mode you can have up to 4 players play together using the "campaign" missions that either came with the game or that others like Bogie and John have made for campaign play. Somehow your mission got turned into a "campaign" instead of a true "coop".

    3) When testing a mission I will usually not destroy the heli's so I can see what they do. Both heli's appeared to work just fine except that when their patrol was done they just disappeared abruptly. Usually they will fly off the edge of the map.

    4) There was less lag than I experienced on the first version. My frame rate improved to about 15-25, so removing some of the props has really helped. Still, I will usually get frame rates in the 40's when running one of John or Bogie's missions, so there may be some other props which are still causing some lag. I know that the lag is not caused by spawning AI or by the heli's because my frame rate remained pretty constant the entire time. And after I was killed and waiting to respawn, my yellow timer bar (which counts down the seconds until respawn) was jerky. I have seen this a lot in Annibale19's missions and have been told it is because some of the props he uses are memory intensive.

    5) I didn't really pay attention when I was testing, but now that I think about it I didn't set off or see any landmines. Maybe I was just lucky enough not to come across one, but that works fine for me. I don't like them anyway. Nevertheless, you may want to check your code and make sure it is correct. Maybe another tester can double check on this.

    6) I did check on the mover that you placed in the spot I had mentioned in a previous post. I worked well.

    I hope this helps. Don't get frustrated. Apparently there is a pretty big learning curve to doing these missions. Just ask John about his "combat dawn" mission. :D

    Later,

    Rahn

  4. Gorilla,

    I got stuck here. I walked up the wooden ramp that you put just after the entry into the quarry and then walked across the rocks in order to snipe the AI below. I stepped off of the rocks and got stuck in this spot. You may want to place a mover on the rocks behind my position to keep players out.

    134bac577aa1ba05f3b587ea6f5bb9955g.jpg

    Rahn

  5. Sightreader,

    We have had similar problems in the past. Apparently, the custom_levels folder is limited in size. You can only hold so many missions. The sheer size of this file must have put you over the limit. At this point the only solution is to create another custom_levels folder to store excess or unused missions in. At this point I have three.

    1) Custom_levels - This folder has only the mission files that are on our server

    2) Custom_levels 1 - This folder has all my other coop missions in it

    3) Custom_levels 2 - This has all my multi-player maps in it (tdm, HH, Seige etc.)

    I just rename them as necessary depending on which one I need at the time.

    We have discussed several different ways of handling this in another forum thread but this seems to be the best of the bad alternatives.

    Hope this helps,

    Rahn

  6. NoQuarter is right about changing mags for campaign play. There are also several other properties within the file he mentioned that you can change, such as the amount of damage each weapon does. However, there are many weapon properties that are not contained within that file.

    If you want to change different weapons properties such as how many bullets each mag will have you will have to make changes to the "u_xxxxxx" file for each weapon you want to modify. Here is the filepath:

    bp_weapons_pack_v2.05/units/weapons/ then pick the xml for the weapon you want to modify.

    The sb_templates folder will not do you much good.

    Rahn

  7. As far as I know the sb-templates folder in the brettzies mod only has the "sb_weapon_data.xml" file inside of it. This file mainly shows all the different variables that are selectable within the "units/weapons/u_(weaponname)" filepath. It also lists what the default values will be if the variable is not specified inside a given weapons file.

    I usually do most of my modding inside the weapons files (units/weapons/u_"weaponname") xml files. I only use the "sb_weapons_data.xml" as a reference so that I know which variables I can add to a given weapon and what the defaults are. You could probably use this file to change the default values of the weapons if none are specified within a given weapons "u_xxxxxx" file.

    Hope that helps,

    Rahn

  8. I was across the courtyard trying to get to the first objective when I got this crash report.

    Crash in application version: 30899.3048

    data\lib\managers\damagemanager.dsf(-1): Couldn't find effect_surface fire in unit trashcan

    SCRIPT STACK:

    data\lib\managers\damagemanager.dsf(0)

    data\lib\managers\damagemanager.dsf(0)

    data\lib\managers\damagemanager.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\level\level.dsf(0)

    Renderer: threaded

    Physics : threaded

  9. Very interesting. The scientific community always tries to wrap this concept in its "scientific" shroud but it is nothing more than a "naturalistic philosophy" which calls for a type of "faith" all of its own. True science involves things that are "provable", "falsifiable", "reproducable". There is no experiment that has been run which can prove that things "evolve". Things in the natural world do not become more and more complex. The culmination of proteins into single cells in our natural environment is so fantastic a claim that it can also be regarded as "religious faith". It simply cannot happen. I believe the scientific establishment knows this to be true and tries to frame the debate as an "attack" on established "fact" when it is really a disagreement between two "religious" opinions.

  10. Gorilla,

    I'm glad the unbundled version works well for you. w00t (I was worried, lol).

    I went to the "Hypernia" web site. It looks like they offer rental of a desktop unit (what I would call a PC). It differs from the type of dedicated server that AGB and TAW use. Our online servers that we rent don't have a "local" folder. Oz-Ares was trying to set up your type of machine/operating system for the Brettzies mod and was running into problems. I have read your post describing what you did to get the mod running and will pass it on to Ares. Maybe it will help him. I'm glad you posted what you did here so that others can read it and get their servers working too.

    It's also curious that the "enable cheats" did not work for you (just one more thing that I don't understand, lol).

    I'm glad you like the mod!

    SYOTB,

    TAW_Rahnman

  11. Gorilla,

    WAIT!! If you get the "altered files are not permitted to avoid cheating" box when you log onto the server, there is a MUCH easier fix for this. There should be a check box somewhere that says "allow game cheats" or something like this. All you have to do is set your server to allow cheats and your friend should be able to get in.

    The only downside is that other people who have altered files (cheaters, lol) will be able to get into your server. But you have administrator rights so you can just kick them or ban them from your server if they are causing a problem.

    Allowing cheats on a coop server is usually no problem since you are playing against AI.

    Try this first and see if it works.

    Rahn

    Gorilla,

    Also, since your server has a "local" folder, it must be a "computer" server and not a true dedicated server. I would be interested in knowing how you set up this type of server to run the mod. I know of others who have tried to run the brettzies mod (our clan and the OZ clan) on this type of server but have not been successful. Any help would be appreciated.

    Rahn

  12. Gorilla/Rico

    It seems that I am having the same kind of problems that Brettzie had with his mod. Most people's machines will accept the bundled version, but for some strange reason a very few others will not. I have put together an "unbundled" version that is essentially an override done out of the "local" folder.

    Try having your player download this version (just email him the link or show him how to get here) and follow the instructions. You may want to download it too and read the "READ ME" file which explains how to install this version of the mod. If his English is not so good then you can explain it to him. Rico, you may want to try this too.

    Oh, make sure he deletes all the files (for my mod) that he has installed previously.

    http://www.mediafire.com/?wmhzfgzx2jm

    Hope this works for you,

    Rahn

  13. Ok, I think it is finally ready.

    This mod is primarily some new regular weapons kits for Coop Play. It also works pretty well with single player "campaign" play. I have been able to get many primary weapons such as the Rx4, M4/16, shotgun etc. to work as secondary weapons so this mod offers a whole new range of kits not previously available.

    I have also incorporated SnowFella's "shortdot" scope and Brettzie's M-14 Aimpoint sight into the mod along with Brettzie's animations for the aimpoint attachment on the M1014 Shotgun and the SAW. Thanks Brettzie and SnowFella for graciously allowing me to use your work in this mod.

    A complete description and installation instructions are included in the "READ ME FIRST" file.

    I want to say a big "THANK YOU" to everyone who contributed to the testing of this mod as well as the discussions in the forums. They are:

    Brettzie, SnowFella, JohnTC02, Davros, Radiator, Oz-Ares, Anthony, [AGB] Bogie, ebk52, =EP_Geez, and all of TAW's "Maverick" squad - TAW_Goose, TAW_REDDOG, TAW_Zero, TAW_Batwing and TAW_SSWannabe.

    DOWNLOAD

    ENJOY!! SYOTB!

    TAW_Rahnman (weaponhead)

  14. Try creating a new folder in your GRAW2 main folder and call it something like "custom levels 1". Transfer any bundle files for missions you don't currently play and for any TVT maps like HH, Siege, TDM's etc to this new folder and then rerun your game. With fewer bundles in your "custom levels" folder you should be able to get your server up and running.

    Rahn

  15. John,

    I checked into how much memory we are given on our servers. It seems that the company that we rent from [clanwarz] has a 150 gig machine that hosts 5 different servers. That translates to about 30 gigs of memory for us to use. At this point, with all the TC02 and Bogie missions to date uploaded (plus many others), we have used a little more than 2 gigs. So it turns out that there is no need to worry about memory in the online server.

    With that tidbit of information I can see no reason why you should have to break your bundles up. Just leave them like they are. We will just have to move bundle files into various different "custom level" folders. It seems we are stuck with this inconvenience, but I think it a small price to pay for the ongoing enjoyment of the game. Play on!!

    Rahn

  16. Bogie,

    Wow! I played this mission twice last night and loved it! The map is huge, but the AI placement is light so it makes for great play as a squad or alone. I love the feel of this type of mission and it was very nostalgic to play this map again. I'm so glad you were able to get this working!

    Thanks for the bush! Maybe if I "water" it it will turn into a tree, or a wall, or a building or (the pinnacle) a WATER TOWER! :P The possibilities are endless!

    Cheers,

    Rahn

  17. Whiskey!

    It's was so good to see your post. We desperately need some new maps for coop play in GRAW2. I want to echo Bogie's statement and BEG :please: you to make some new ones.

    Annibale,

    We really like some of your new custom maps. Could you try to make some bigger ones?

    It's great to see the map makers coming back to GRAW2!!!!!

    Rahn

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