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rahnman

Beta Tester
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Posts posted by rahnman

  1. 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 back to you on whatever issues I may come across as I do the missions. Thanks,

    Rahn

    (TAW_Rahnman)

  2. 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 a crash report, if you want a copy I can ask if he can find it in his files. We were able to get back in the game and complete it. We had no issues with spawning outside of the map. Other than that things went very smoothly. This is a great map bogie, I love the GRAW1 elements. It just keeps getting better. Thanks,

    Rahn

    (TAW_Rahnman)

  3. 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)

  4. 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)

  5. 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 mod. I'm usually a strong advocate for the random objective method of mapping but in this case I don't think it makes sense to have the pilot objective available at the same time as the others. We rescued him and then worked our way over the tops of the bldg's to where the extraction would eventually be but couldn't actually bring the pilot to the extraction until all of the other objectives were completed. It seemed "wrong" to just leave him sitting on the roof while we turned our attention to other things. It may be best to have the pilot objective come up after the others are completed for continuity's sake. I like the chapel respawn point though, it would be nice to tie it to some other event so that we can still make use of it. The mobile tank made things a bit more interesting but I agree with Goose, it's too easy to get comfortable on the roof tops. A few air threats would liven things up a little. I do have a bone to pick with you though, you seem to love putting fencing in front of my favorite sniping spots! :angry: (lol). If you get another version out by Thursday, we'll test it then. It think you're right about the lack of activity with the beta testers, where is everybody? Later,

    Rahn

    (TAW_Rahnman)

  6. 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

  7. 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 toes. I'm not sure that I like some of the additional fencing and bushes that you've put in the village area though. The bushes obscure my vision but apparently do not affect the vision of the AI. Also, the more stuff that you have in the way, the more difficult it is to shoot around the "invisible" barriers associated with them (my GRAW pet peeve). I think that you may have overworked this map. I thought v2.2 was perfect. If you'll tell me how to post the crash report to the forum's here, I'll try to get it to you. If you post another version of this map we'll try it out on Monday if you can wait that long. We play on Monday and Thursday nights every week. I read that you're going to post another reworked map, can't wait to try it :devil: .

    Rahn

  8. 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

  9. 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 :D . 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 same thing. Shooting every bush gets old after a while.

    Rahn

  10. 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 :huh: . 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

  11. 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!! :D

    Rahn

  12. 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 spot and take out these groups before they had an opportunity to postition themselves and get into the action (he did this on two occasions). Thanks for revamping this map, I like it much better now.

    Rahn

  13. 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 hot spawning, but I did walk up on some AI just a nanosecond after (you can tell because they just sit there for a second before they activate). Great job!

    Rahn

  14. 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 :hmm: 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) :unsure: .

    Rahn

  15. 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 w00t .

    Rahn

  16. John,

    Great map! (no jeeps?! :P )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 is almost perfect out of the box, you're starting to make this look easy.

    Rahn

  17. 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

  18. 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

  19. Bogie,

    DOH! You're right, the radar was just the view from a selected ghost :blush: . 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 :rolleyes: . 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 mouse wheel at all, but the overhead map method worked fine. I rebooted my computer and the wheel worked fine again. I mention this just in case you think it might be something to look at. It's probably just my mouse drivers.......

    Rahn

  20. 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

  21. John,

    OK, we played the new version tonight w/o any hickups. The new spawn location next to the center square worked out just fine. We had a few AI spawn raping us but nobody really minded. I still think it would be OK to remove the two second floor objectives (chemical mixing or something like that) in order to clean things up a little, but whatever. We had no issues whatsoever. We did notice that the blackhawk at extraction had no pilot. We nicknamed our invisible pilot the "ghost pilot" (in a ghost town :) ). We REALLY like this map, great work.

    Rahn

  22. Bogie,

    I tried mercenary market and noticed a few things. A map came up in the upper left hand corner of the screen which had red dots on it indicating enemy positions and movements. It's been a while since I've played a campaign but I don't remember this "radar" as part of the game before. It disappeared as some point. Also, I couldn't get Jenkins to attack the tank with the zeus with either the mouse wheel method or the overhead map method. Did I forget something? Some of the AI had a rather strange looking appearance when they were laying down. Their body would be laying down but their torso would be straight up, like some kind of snake. I think they were supposed to be supporting themselves on their elbows but they had a very unnatural appearance. The brettzies mod worked w/o a hitch even when using the mule. The overhead map/crosscom worked perfectly, although I could see where enemy AI were even if they were under roof, which seemed a bit unfair to them (unless they've invented a satellite which can do that :D ) Overall, the map functioned just like the coop version with no problems and not even the slightest hint of lag. This map made the original campaign seem like childs play - great job!!

    Rahn

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