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rahnman

Beta Tester
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Posts posted by rahnman

  1. 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. :angry:

    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 things that I haven't heard in a while (car horn, shopping kiosk etc), which was real nice, but too many just looks unrealistic (not to mention the lag). This one would be good for a 4 man squad. Nice job!!

    Rahn

    (TAW_Rahnman)

  2. 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)

  3. 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 perfect mission before I've even completed an objective yet or that the airspace is clear when I haven't taken out the last ADAT. I think he has a lot of work to do on this one yet.

    Cheers,

    Rahn

  4. 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". :unsure:

    We really like this mission though, and the absence of the blue diamonds, which was originally unsettling, is now starting to become SWEET! It much more resembles real battlefield conditions and increases the need for communication. Thanks, and keep 'em comin'

    Rahn

    TAW_Rahnman

  5. 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 :D . Other than that we had no issues. The heli's helped the final push considerably. Nice mission!

    Cheers,

    Rahn

  6. 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 the next few weeks.

    So, when is the "paintball" scenario beta coming out? :-

  7. 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, however, as I was able to disable the alarm. It could be a fluke. It would be good if someone else could comment about this as well.

    I never saw the transmitter on top of the "office" on the stairs.

    I didn't get a chance to verify these by playing it again, but I will try again later (probably not tonight though). If someone could comment on what they saw, that would be good.

    Also, I forgot that there is a glitch by the HQ objective which allows you to get on the hills above and around the permanent fence you placed up. Of course, our "glitch kings" (I won't mention who they are .... ZERO and MARTYR, nor would I presume to post a picture of their cheating ways :P ) went to it like flies to paper.

    bluffshot.jpg

    Here is the spot where they can gain access to those hills:

    glitchspot.jpg

    The path up is approximately where my crosshairs are. Sorry, I don't have the way cool software to draw it in like Viper does. :D

    Everything else worked great. The guys really enjoyed the HQ objective and the tank at the end was AWESOME!! (yeah, we worked the tank in w00t ). A few more tweaks and this one should be ready.

    Cheers,

    Rahn

  8. 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

  9. 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 hosting and was not able to get past it, but the rest of us could. Also, I think I remember you had said that you were going to place a fence on the ledge by the hemptt to prevent ghosts from accessing it from there and seeing the bots spawn but I didn't see it. Also, Zero said it was possible to hit the Hemptt with a Zeus from the mule objective on the bluff to the right (West?) of ADAT A.

    Best of all......... NO LAG!! And we were running the brettzies with 4 guys on Goose's computer. We will usually get lag at some point, but not on this map. I'm sure the AGB guys will test it on their dedicated server, so we'll see how that goes. Goose's server crashed 1x in the 5x he played it tonight, which is pretty good for using the Brettzies.

    Great job John, Everyone I played with was having a great time, I LOVE THIS GAME!!!!!

    Cheers,

    Rahn

    (TAW_Rahnman)

  10. 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 :P . Anyway, I thought this mission was great from the get go and like the improvements. Goose especially liked blowing the letters off of the sign at extraction........ and then blowing them up again when they fell to the ground :D . Silly Goose.........

    Rahn

    (TAW_Rahnman)

  11. 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)

  12. Bogie,

    Wow, It's great to see the GRAW map back in action!! w00t 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 :devil: .

    Another interesting quirk. I played half the map with Goose and Martyr before I hit the "z" key >_< , and noticed that only I could set the c4 on the adats, probably because I was hosting the server (non-dedicated). We were using the regular weapons set.

    Even though I think the map needs some more AI, I must say I really liked the enemy placement. You did a great job at replicating the "feel" of the old game. There was a lot of breathing room.

    We are going to be playing the map on Thursday night at 10pm Eastern (probably on the AGB - Barking spider server, but look for any TAW server just in case) if you want to join us. I will pm you the password if Viper OK's it.

    Thanks,

    Rahn

    (TAW_Rahnman)

  13. 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)

  14. 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 appreciation for all you do. Both you and Bogie are keeping this game alive and exciting. Thanks so much!

    Rahn

    (TAW_Rahnman)

  15. 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 used it in the Sanchez missions and I still play it a lot. It's great to have another mission on it.

    Rahn

    (TAW_Rahnman)

  16. 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)

  17. 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 accurate 1 shot killers with unlimited ammo, it takes away from the realism / challenge / fun of the game. I'm not saying I haven't done it, but I wound up putting most of the settings back where they were (mostly :devil: ).

    Sorry, can't help with the grenade limitations. Usually I just change that in the "coop_templates" xml. From your post it sounds like you know how to do that already. You may have unknowingly changed a line of code somewhere. It may be best to start again with a clean xml file and remod it. Good Luck!

    Rahn

    (TAW_Rahnman)

  18. 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 have windows XP) explore your hard drive for Program files/Ubisoft/Ghost Recon Advanced Warfighter 2. Inside this folder you should see a "local" folder, click on it and then on the "english" folder as well. At this point you will probably see that the "english" folder is empty. Now you need to create the rest of the file path. Inside the english folder, right click on the white space and select "new" and then "folder". Name your folder "gui" and hit enter. Now you should be inside your empty "gui" folder. If not then double click on the "gui" folder icon to get inside. Now, inside the beautiful white space, paste the xml file named "crosshair_combatsight.xml" that you have downloaded from Davros' link in the previous post. Close out of everything and run the game. Choose a rx4 kit and zoom in and you should have a dot rather than a triangle. Enjoy!!

    Hope this helps, Thanks again Davros.

    Rahn

    (TAW_Rahnman)

  19. Hey John,

    I've been pretty busy here lately so I'm just now getting around to posting. I played with Goose and Bogie on Monday and really enjoyed the map. The lag he referred to with enemy troops not falling for a while is pretty common when we don't use a dedicated server. It happens to us all the time. I'm not sure if it has to do with our computers not being able to handle the load of having so many people, or if it has to do with the mission itself. I also played the mission lone wolf the other night with the regular weapons. I had no issues with lag or missing props. I really like the way the mission is scripted, I had to take out most of the ground troops before I could even think of going up to the 2nd and 3rd floor objectives. I kept getting picked off. I had about 200 kills before I finished the first objective. Great work!!

    The jeep entry worked very well and the drivers must have lead feet because we were cruising. A strange thing happened to Martyr though. He waiting until after the others had left in their jeeps before trying to get into one of the remaining ones. When he pushed the "X" button to enter he fell off of the map :hmm: .

    I agree with the others about the spawn location. It's too small and I had difficulty finding my way out of it. Sometimes it looked like a room with 4 walls and no door. Another time I spawned on the roof, and I was playing by myself :blink: .

    There are some areas where there a large concentrations of AI just sitting there when you turn the corner (and do a quick retreat :D ). I noticed this when going to the 3rd story objective by the map entry (sorry I forget what they are named). I came up the metal ramp to the second floor and there were a dozen or so just waiting there by the sheetmetal wall/barricade. It happened again towards the back of the map by the building where the "codes" objective (I think thats right) is. I came around the corner at the base of that building and woh!!! You may want to make them more active and seek a good fighting position.

    We also had a little trouble with blowing the door on the last objective before extraction. When I played lone wolf I could plant the C4 with no trouble, but when we played on Monday I couldn't plant the C4 and Batwing had to blow it with a grenade (which worked, suprisingly).

    On a side note, I really like the glass bottles prop you had placed on the street in the middle of the map. I've never seen those before (I tend to focus on the bad guys and little else :P ) and had a good time plinking with them. You should place them at the beginning of the map on top of a fence for a little target practice. Or how about placing them throughout the map and if you get all of them it unlocks a secret objective ...............

    Rahn

    (TAW_Rahnman)

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