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Everything posted by rahnman
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Bogie, Woh, sorry to have offended. It was my intention to be tongue in cheek. Although I should have, I didn't realize that you would be restricted to using the mexican kits. I'll see what I can do to customize them more to our playing style. I have yet to play this with the full squad yet, which I'm sure is what it's intended for (lone wolf is VERY frustrating, lol). We play again on Monday night so I'll put another post up then. Hey vipe, thanks for the mater (lol) Rahn (TAW_Rahnman)
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Bogie, I've played half of this mission 2x now (lol). I really like the fact that we are playing the "rebels" now as I got to shoot at the ghost's black hawk and took out the pilot and both gunners . It took a second to realize that the blue diamonds were the good guys (we're the bad guys.......right?) and finishing the intelligence objective had revealed "almost" all of their locations to us. I liked having the zuus's (lol) laying around (but if you pick it up you had better not put it on your back .) I am also glad that someone finally opened this part of the map up ...... very co
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annibale19_urban_conflict is ready for beta testing.
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, Zero and I tested this mission as well tonight and I had no problems with lag. TOUGH MISSION. It seemed like there was a 50 cal behind every bush and barrell. AI were extremely fast. He even opened up the far side of the map a little. I wanted to go check it out but blew ADAT 5 first and inadvertantly finished the mission. He should push that ADAT back a little farther so it forces you to enter the new area. It would also be good to have another spawn point (there is only one). Once again he kept the props to a minimum, which was good. I did hear a few noises and see a few -
annibale19_estrada is ready for beta testing.
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, Zero and I tested this mission tonight. My frame rate was very good (35+) for most of the mission. I noticed that he used very few additional props. It was a good mission for the two of us and we enjoyed it a lot. Again, the narcoms didn't fit in a the right times. Other than that I noticed no problems. Nice mission!! Rahn (TAW_Rahnman) -
annibale19_quarry_morning is ready for beta testing.
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, After Anthony's post about his high frame rates I thought there might be something wrong with my machine so I tried the map again on my own PC server and still had frame rates of about 15. I loaded bogie's assault map and had rates in the 50's so it's probably not my PC. I'd say there are a lot of texture hungry props in the mission. Even after I had taken down all the tanks my frame rate did not improve. Cheers, Rahn (TAW_Rahnman) -
annibale19_quarry_morning is ready for beta testing.
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, I was able to play most of this mission this morning. I was able to get it on our dedicated server but there was a great deal of lag. I averaged about 15 fps for the whole mission. He uses a lot of props in his maps and they are no doubt contributing to the problem. This couldbe a real good single player mission if he would deal with that one issue. As it was it was playable but not enjoyable and the Ai were mostly unresponsive. The narcoms are completely out of place. Zero says he has trouble with English and you can tell here. You can't have a narcom telling me I had a per -
annibale19_quarry_morning is ready for beta testing.
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, Annibale just released several missions here recently and I tried to put them up on our server but it kept crashing. I tried this with several of his missions and could not get them to run. They seem to work fine on my PC server. I'll try to get these 2 missions on the dedicated server and see if they will work. Thanks, Rahn TAW_Rahnman -
Hey Bogie, The TAW boys played version 4 last night. We love the mission but felt that the original length was much better. We felt that the return back to the original spawn was unnecessary and made the mission tedious. We had a squad of 6 armed to the teeth (lol) and were glad to finally get to the helipad after the beating we had taken, only to find that we had to turn around a go back the way we came. It had the effect of taking the wind out of our sails and I heard several comments like "when is this going to end". We really like this mission though, and the absence of the blu
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Hey John, Well, we've played the map a few times now. The only lag issue we had was at trigger 01, but this is only when the 1st tank is still alive. We found that if we trip 01 with the tank down then we have no lag issues there either. We also think you should have another spawn area around the ADAT on the far left (by the "missile" objective"). I have taken that way several times and if I die near the missile and the courtyard I have to run "all the way" back from the original spawn. 42 year old legs don't like to run that far . Other than that we had no issues. The heli's helped
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Hey Rad, We gave it try last night on "the cut" map and had no problems whatsoever. Sorry about not testing sooner, most of my guys are "coop only" and some of them get grumpy when faced with the challenges of playing "real" people. The trouble is, our squad only has 6 people in it and that is not really enough to make this type of TvT map exciting. But we did try it out and it was "all good". We had no problems setting the charges and the colors changed when we did so. The interface worked well and we knew which transmitter/s we needed to take control over. We'll try again here in th
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John, Played with the TAW guys last night. All the changed items appeared to work well. There were a few things that I noticed that you might want to look at. We were not running on a dedicated server and I was not hosting. After the initial fence blew (ADAT A) I noticed that the tirggers (1, 2, 3 ) did not work as usual. We were able to trip all 3 simultaneously instead of in sequence as we normally do. Also, Zero threw a nade in the alarm area to quiet it down, but I never heard the alarm at all (even the muffled sound you get after it is damaged). The objective still worked, h
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John, I wanted to echo what Viper said. You fixed the barrier wall by ADAT A so that the rest of the ghosts couldn't walk through before the ADAT blew, but then the wall stayed in place after the ADAT was taken out. When we tried it, whoever hosted the server could get through with no problem, but the rest of the Ghosts were still stuck behind the wall. For us to finish the map the host had to deactivate the alarm and the rest of us had to suicide over the hill and respawn below. Cheers, Rahn
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John, Some of the TAW boys played it tonight and it was AWESOME!!!!!!!! The mayhem was INCREDIBLE!!!!!!!! The M32'S WERE SINGING, THE BATTLE HYMN OF THE REPUBLIC WAS PLAYING!!!!!! ABSOLUTE ANARCHY!!!!!! I LOVE THE SMELL OF NAPALM IN THE MORNING!!! ...................(ahem). All the triggers worked perfectly. Martyr did his surfing bit and ran ahead of everybody and still did not set off the triggers until the proper amount of AI were killed. It was perfect!! A couple of things we noticed. The invisible barrier by ADAT A only worked for the person hosting the server. Goose was h
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John, I have played both versions of this map with the other TAW guys. The heli's were a nice addition. I don't really have much to say. The map plays very smoothly with no lag. AI placement is good and was challenging when I played it solo and with the squad. I agree with Viper's assessment though. Last night we had an impromptu get together with 10 ghosts on the AGB server. Average mission time - 10 minutes!!!!! How about giving us "mission impossible" or something like that . Anyway, I thought this mission was great from the get go and like the improvements. Goose especially
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John, Well, I deleted the file and downloaded it again and had no problems. Weird, but no worries. Rahn
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John, The game won't load and I get the following error: Crash in application version: 30899.3048 Error in archive data\levels\custom_levels\coop_tc02_ghost_storm_v1\world_info.xml SCRIPT STACK: data\lib\setups\setup.dsf(0) data\lib\setups\setup.dsf(0) data\menu\menu.dsf(0) Renderer: threaded Physics : threaded I'll check and see if the map is conflicting with another one in the custom levels folder. Thanks, Rahn (TAW_Rahnman)
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Bogie, Wow, It's great to see the GRAW map back in action!! I loved this map. Played it lone wolf with no lag. Amount of AI was great for 1-2 players but may not be as much of a challenge for a 4 man squad. I noticed that you didn't take much advantage of the rocks on the perimeter to place many snipers. Weren't we supposed to "capture" Pollux. I wound up having to shoot him since he obviously didn't feel like laying down. Also the passengers in the apc that was parked next to him didn't disembark. They just sat there looking at each other, so........ I shot them . Another
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John, Goose and I just played the new version. The extra sniper at Adat A was especially wicked. Very nice. I was still able to target Adat D with the zeus from just outside spawn, even with the fencing around it. Is it possible to turn off the heat signature? Maybe you could double stack some shipping containers in front of it. I was also able to target Adat C with the Zeus from on top of the quansa hut where the transmitter objective was located. Can't make any other suggestions, you made this one look easy. Rahn (TAW_Rahnman)
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John, A lot of us got together with AGB on their server last night. We played through your map several times. The only other thing I could come up with was with regard to ADAT D. We were playing the brettzies and it was way too easy to take it out with a zeus from the initial spawn point. It may be a good idea to put some fencing around it to keep people "honest" and force them to expose themselves and actually go over and set the c4. The other ADAT's were all surrounded by shipping containers which provided them ample protection. I wanted to echo Viper's comment about our appreci
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John, I finally got the map downloaded. I've played it lone wolf a couple of times with no issues. I played regular weapons with no crashes or lag. The only thing I could mention was the AI in the extreme NW corner of the map by ADAT C (not the one positioned in the very corner, I got him) had somehow spawned inside the bldg closest to that corner and was shooting at me from inside. I believe this has already been mentioned though. Other than that, it was flawless. I'll test it on Thursday night with the rest of the clan and see how it goes. I really like this map as well, bogie use
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AAAAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGGGGGHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!! Media fire is OFFLINE!!! Rahn (TAW_Rahnman)
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Adjusting original weapons using the weapons xml file
rahnman replied to Nighthawk909's topic in GR:AW 2 - Weapon Modding
I was able to work with Nighthawk and get him the mods he was looking for. This thread should be complete. Rahn -
Autoexebat, I think you put the file in the wrong place. Make sure you use the filepath that I specified above. The xml filename that you altered should be "u_msg90". The filepath is as follows: GRAW2/local/english/units/weapons Place it inside the weapons folder. It does not go in the lib/managers/xml filepath. You may need to add the "units" and "weapons" folders before you can place the "u_msg90" file inside the "weapons" folder. Hope this helps. Rahn (TAW_Rahnman)
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Autoexecbat, Its actually pretty easy to increase the amount of rounds you can have in your clips. You need to pull up the xml file for the individual weapon. The filepath (I have XP) is local/english/units/weapons/ then choose the xml file for the weapon you want to mod. 8 to 10 lines down you will see a line of code that looks like this: <var name="clip_max" value="20"/> Change the number inside the quotes to what you want your magazine size to be, save and run the game. Tinker's point is well taken though. Although you can mod your weapons to be perfectly accurat
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Davros, Thanks, that did the trick. Much more precise. Thanks for your help. For those of you who would like to have this mod as well, I'll explain the process in more detail. It's likely that your GRAW2 files will be bundled together, which means that you will not see/have access to them without the help of an unbundling program. It's not necessary to get one though, all you need to do is create the file path Davros listed and paste the file in the proper place. The new file you've inserted will override the current one the game uses. Voila!! To create the proper file path (I hav