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Everything posted by rahnman
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I have a question about the Rx4 scope reticle. The gun/scope is my favorite but I hate the triangle reticle. Is it possible to change it to a single dot? Davros ..... help!!! Rahn (TAW_Rahnman)
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Operation: Icaro Is Ready For Beta Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
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 li -
The Bushmaster Campaign Is Ready For Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, I downloaded your campaign and tried to run the game but it said that the custom level contains an "invalid file path". I think its the same problem that Goose had. I narrowed it down to the following file: cam tco2 devils island v 1.4 Apparently there is a conflict with this earlier campaign somewhere. Does this new campaign render the former one obsolete? I've moved the old file for now and will try to test your campaign sometime this week. It's hard to do the whole thing thought because there are so many maps to do. It may take a while to do the whole thing but I'll bet -
Grenades, larger explosion force, radius & damage?
rahnman replied to COLWcF's topic in GR:AW 2 - Weapon Modding
I noticed your m468 shoots awefully fast. How did you accomplish it? Rahn Do you change the "rpm" value? Rahn -
Operation: Missile Something or other
rahnman replied to bogiegraphics's topic in GR:AW 2 - Mod Beta Testing
Bogie, We tried the newest version last night and loved the additions to the bridge. The mission was going very smoothly with 5 of us until we blew the door to the tunnels (the one that you have to place c4 on) and had gone around a few corners when 4 of us crashed suddenly. Goose was hosting the server and continued to play so he had no issues. I didn't even get a crash report, just a windows box that stated that it was necessary for GRAW2 to close (we hope this doesn't cause any unnecessary inconvenience ) and asking if I wanted to send them an error report. I believe Reddog did get -
Operation: Missile Something or other
rahnman replied to bogiegraphics's topic in GR:AW 2 - Mod Beta Testing
Bogie, I believe it is the spawn point with the 2 doors where the Major would have been hiding in the closet. Hope that helps. Rahn (TAW_Rahnman) -
John, We played the new version tonight and loved it. We had no issues whatsoever. I did notice that Martyr was able to get around the fence you put up in front of the pilot objective. He was able to slide around it to the left side and get on the ledge and walk around it. The heli's worked great and Goose was pleased that you used his suggestion for the spawn location. Great job and thanks! Rahn (TAW_Rahnman)
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Operation: Missile Something or other
rahnman replied to bogiegraphics's topic in GR:AW 2 - Mod Beta Testing
Bogie, We tried the new version tonight. The only problem we had was that Goose spawned outside of the map while we were trying to take out the officers in the tunnels. That happened to both of us while playing the first version as well. We love this map, Especially the use of the GRAW1 bridge and the seamless use of all the tunnell/hall maps. Great job. Rahn (TAW_Rahnman) -
Hey John, We tested this one last night as well. Goose discovered that if you rescue the pilot, a new respawn point will be set above the chapel. So we rescued the pilot first and then turned our attention to the other objectives. We didn't have any issues with lag but we did have connectivity issues. We had cleared all the objectives except ADAT's A and B and were working on them when Reddog and I lost connection to Goose's server twice each. This doesn't usually happen so I thought I would bring it up. It may be something on Goose's end. We were using (as always), the Brettzie's mo
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John, Wow, had trouble finding this post with all the shuffling going on. We played the mission last night and had no issues whatsoever. No-one crashed and we had no lag. The heli's seemed to come in, then disappear for a while, then come back. I don't know if you intended this but it was an interesting challenge. It kept coming back to harass us as soon as we turned our attention back to the AI. Thanks for removing that bush in the village for me. Great job John, I think this one is a keeper. As we say in the construction industry, "Nail It!" Rahn
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John, We played v2.3 last night. There were 5 of us. Three went left from spawn, and Goose and I went towards the village. The initial AI rush towards spawn was awesome, all of us got taken out. We had several issues though. Goose and I were almost to the ADAT in the village when someone hit "trigger 2" (coulda been on the other side of the map) and we started to get some lag. Three of us crashed, although the player hosting the server did not. I would give you the crash report from my log but I don't know how to paste it here. The extra heli was a nice addition that kept us on our
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John, We played v2.2 last night and had no issues. We noticed that you had put in a heli when we moved into the village. It was pretty ineffective though, and we pretty much ignored it. I noticed no large groups of AI congregating anywhere. Play was smooth with no lag and the AI were making us work for it. It looks like your collaboration with sightreader is paying off well. We'll try v2.3 on Thursday (if you haven't released the final version by then . Another great map. Thanks! Rahn
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John, We're still here. The TAW boys will playing v2.2 tonight and I'll leave you some feedback then. I did notice when playing the first revamped version with Goose that there were a lot of AI by the plane wreckage over the hill from spawn. Goose was going for ADAT A and I came over the hill to perform a flanking maneuver and they were just sitting by the plane. Easy pickings . Other than that we finished the map w/o incident. I agree with sightreader about the guys in the bushes. I was on another server the other day playing the original version of this mission and experienced the
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John, We tried the new version last night with no problems. The cover you put in worked well, I didn't see any groups of AI spawn. Also, we saw something we have never seen in GRAW2 before. From spawn as you look up the hill towards the "general", we saw a large boulder roll all the way down the hill . Goose ran up in front of it to see if he could stop it and it pushed him out of the way. I'm not sure how it happened but it gave us all a good laugh. The davros mines worked well also. No worries. We'll try the crashsite map on Monday. Rahn
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John, Do you need to ask? Shoot, we'll test anything you've got. It's great to have campaign's as well. TAW has had a clan wide competition using the original campaign. We will probably do the same with bogie's vitale campaign sometime in the near future, and it would be great to do yours as well (when your finished). Campaigns foster cohesive team play, which we try to encourage. So........BRING IT!! Rahn
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John, We played the 1.3 version on Thursday night. We took your suggestion and went for the general first. By taking the high ground we were able to provide support for serveral of the other objectives. The map went very smoothly with the brettzies mod and we had no issues with lag. As always we liked being able to choose our objectives as it gives us alternative routes to take each time we play a map and has the result of giving the map a greater "lifespan". The only suggestion I can make is to not have your AI spawn in large groups together. From his high perch, Batwing was able to
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Allied Force Is Ready For Beta Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, You were right, I was getting a little bored with no new missions to test . I had to play this one lone wolf because I just couldn't wait. Another smooth map. I found 2 things. The chopper at the end didn't land and I wasn't able to extract. I walked all over the platform to no avail. The pilot was not your usual "indestructable" kind. Also a spelling error, "retrive" the breifcase. That's it, I've always had a love/hate relationship with arroyo. It's very difficult to play solo, keep getting shot in the back . Your enemy placements were very creative. I didn't see any ho -
Map Coop Water Plant Beta Testers Needed!
rahnman replied to =EP_Geez's topic in GR:AW 2 - Mod Beta Testing
Hey Guys, I played the new mission with the AGB guys and lone wolf the other day. Aside from what viper said, I think it would be a good idea to put another spawn location in between the two ADAT's. It's a "long walk" Rahn -
Hey X, We tried to play your map last night but are still having trouble with getting all the players into the game. Reddog lives in Canada and had trouble getting onto Martyr's sever (Virginia, I think), but when we switched to another mission he had no trouble (we also had another player open a server with the same result). He also had no trouble on any of the other maps I played the map lone wolf the other night and noticed you had fixed the door. I had no problems (other than dying, that is) . Rahn
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Fort Horizon Beta is Ready for Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, The TAW boys tried your v1 last night (not 1.1) and had no issues. Another nice map. Martyr said that he experienced an issue with the AI in the MG nests in the courtyard spawning inside walls, but that has never happened for me and didn't happen last night. Never-the-less, you may want to check it out. We also played ghost town v2 last night (our new favorite) and had no lag . Rahn -
Fort Horizon Beta is Ready for Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, Great map! (no jeeps?! )I enjoyed playing with you and Anthony. First time through, no worries (no crash and no lag). I couldn't figure out what you guys were looking up at during extraction. I though it was the heli at first but then realized it was the chopper. The chopper stayed on the pad the whole time on my screen. Second time through we had the crash, sorry but I failed to get a screenshot. If it crashes again on me i'll make sure to get it. Although the AI for ADAT A are pretty tough, I think the 3 of us were able to handle it so I wouldn't make it any easier. This one -
Ghost Town is Ready for Beta Testing
rahnman replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
John, We played your map again tonight and thought that the way you handled the ADAT's really worked well. It cleaned up the map quite a bit. But like some others we ran into lag problems. We ran the mission on my computer and I had a small amount of lag the entire game. This is a real shame as we had no problems whatsoever before. Overall, I think the lag issue is more important than removing the objective markers. Sigh, we really like this map so please don't get discouraged. Thanks, Rahn -
Bogie, Yes, I DID notice the annoying beep sound in the Forest map. It occurred when I was heading towards the extraction zone where the apc's are located. The beep usually indicates an enemy is being lit up with a red diamond but none were lit up. I thought I would mention where I heard it in case you weren't aware of it. Rahn
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Bogie, DOH! You're right, the radar was just the view from a selected ghost . I didn't remember it from the original campaigns. But in my defense, it did look a lot different because of the different color scheme's . I played the forest encampment with brettzies mod and had no problems. I did notice a typo, however. After the rebel leader is killed there is a message on screen that says ..... kep"y" repeating..... instead of "kept repeating". On to the junk yard..... Rahn Bogie, Oh yeah, I did experience a funky glitch. I could not give commands to the ghosts using the m
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Hey x, The TAW boys tried your map tonight. We were all able to join this time and had no trouble using the grenades or GL. Seems like those issues have been handled. Didn't even notice the lack of any ambient noise or low lighting since I was too busy running for cover all the time. All I heard from the guys were choked back expletives followed by laughter. This is a very tough map, but we all enjoyed it very much. Great work. Rahn