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Everything posted by rahnman
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"connection failure" errors [GameSpy Datacenter Move]
rahnman replied to Charger451's topic in GR:AW 2 (PC) - Tech Support
U DA MAN!!!!!!!!! -
"connection failure" errors [GameSpy Datacenter Move]
rahnman replied to Charger451's topic in GR:AW 2 (PC) - Tech Support
Zero has discovered a way to stay in game even if you get the "disconnection" message. If you don't try and get out of the screen or the game, and if a player or AI kills you, you will actually respawn and can continue play. Wierd! So if you are playing with others and are on coms, tell them to kill you when you get the connection error. Then wait a few seconds and you should respawn. If you are playing by yourself, wait for a bit and maybe an AI will kill you and then you can respawn. Give it a try. Rahn -
"connection failure" errors [GameSpy Datacenter Move]
rahnman replied to Charger451's topic in GR:AW 2 (PC) - Tech Support
I have been experiencing the same thing as well. I believe this is a "game spy" problem and is not related to one particular server. Rahn -
Thanks Jody, we'll be trying out the rvsa and tdm kits tonight if you would like to join us. I'm excited about making the mod usable for these types of play, even though nobody will use it for this, lol. Also, the guys mentioned that even if you don't have a microphone, you could still benefit by listening to us (assuming that they have "speakers" in Oz ). That way we can still call out enemy positions to you. I find myself doing that anyway, only later to realize that whoever I'm talking to can't hear me . We use Teamspeak 2 (not 3, yet) and I can get you server address and passw
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Well .......... That's a tricky question. Apparently (although I am no authority) there are at least a couple of different types of servers. TAW and AGB rent their servers from a company called "Clanwarz". It is a true dedicated server which uses special software designed for server use. We place the bundle file inside of the "mods" folder and the "context-standalone" file inside the main file directory with the other files of that type. The trick is to change the "context-standalone.xml" file for the game by naming it something else like "context-standalone_REAL.xml" or some such thing
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why does the bundler have to be so dumb?
rahnman replied to zeealice's topic in GR:AW 2 - Weapon Modding
Zeealice, From what I can tell you are trying to get the magpul masada mod to run? If you are doing this in GRAW2 then you put his mod folder inside your English folder, drag his batch file and context file into your main GRAW2 folder, double click on the batch file and the mod should run. Snow's mod does not work for multiplayer/coop. It only works for "campaigns". If you are trying to get Snow's mod to run in GRAW1, I don't think it's as easy as dropping the same files into the GRAW1 directory. I do not believe the formats are compatible. You should not need to bundle the files a -
Kaapo, The red diamonds are a server setting. They are not part of my mod or a part of any particular mission. We have our server set for it. I think the rest of the TAW boys like the red diamonds at this point so I don't think we will be removing them anytime soon. If you are playing by yourself, though, you can always set up your own server and it won't have the diamonds. I can't say that I know anything about the GE server. You could send a PM to ebk52 or triplex. Maybe they would know. Cheers, Rahn
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Kaapo, I'm glad you like the mod. I cannot take credit for the red diamonds though, AGB_Viper showed me how to do that. I'm not sure what is happening with the server. I've never had problems with it wanting to change a map before I was done. I do know that if you should happen to crash and you are the only one on the server, it will automatically load the next mission. Maybe that is what happened to you. Having fun with more weapon options was the whole reason I did the mod. I like playing the regular weapons every once in a while, but if I was "stuck" with them I would have qui
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From what I understand, you can run your own server all day long w/o any problems, but no-one will be able to join you. If you try running the mod on a dedicated server it will crash relatively quickly. It may be beneficial to read about the problems that Brettzie was having with the attachments in the forum for V2 (not version 3) of his mod in the graw2/weapon modding forum. Pages 2-4 will be the ones you should check out. Cheers, Rahn
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I'm still waiting for my graphics card to be replaced under warranty so I still cannot test the mod as of yet. However, I did download it and took a look at the files. Most everything looks good to me. There are two things that I did notice. It seems that you have ignored the rule of "31" with regard to the amount of attachments that you can place on weapons in multi-player. Your read-me file says that you added SnowFella's work to Brettzie's. Brettzie has 29 attachments that he uses in multiplayer. That leaves room for only 2 more. So when you add kits to the coop-templates file y
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Chocko, I can't wait to see what you've done with this! Unfortunately, my graphics card is broken and I am in the process of getting it replaced under warranty. As soon as I get it back I will give it a go. Thanks, Rahn
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I've watched a few of the videos and read some of the comments. This is a very interesting discussion. I must say that I have seen nothing in the videos about the world trade center that made me believe that those buildings were taken down by some kind of demolitions charges. I have seen a documentary on how the towers were built and it all makes sense to me. From the videos it is pretty clear that the collapse happened at the top where the planes made contact and then each successive level collapsed into the next. Considering how the building was designed, this makes perfect sense. H
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Thanks guys, My video card is broken so I haven't been able to do any more fine tuning to the mod. I found a way to override Bogie's weapon's scheme that he used on his last few maps. This will allow me to make my mod playable for TVT scenario's as well. Expect v2.5 to be out in about 2 weeks. Jody, if you would like to have a kit put in the mod, just let me know. Rahn
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If you have the unbundled version it is pretty easy. Go to the "weapon_data.xml" lib/managers/xml/weapon_data Right click on the file and select "edit" You should see the contents of the xml file. All the weapons will be listed there. To change the number of clips you get just change the number next to "clips" for each weapon. To change the weight of each weapon simply change the number next to "slot_weight". For example: slot_weight="5" to slot_weight="1" Save the file and run the game. That's about all there is to it. Enjoy, Rahn
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In order to change a weapon from a "primary" to a "secondary" you actually have to create a new weapon. The best way to learn how to do it is to look a the sig552v1 vs the sig552v2 in the brettzies mod. In order to get the sig (bp_sig552v1) to work as a secondary weapon, another weapon had to be created called bp_sig552v2 and assigned the "secondary" status. Download the unbundled version of his mod and compare all the files that say sig552v1 and sig552v2. That should give you an idea of what is required. As far as my mod is concerned, the first installment (v2.0) has only the original
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My mod does just that, try downloading v2.0 from the downloads section. Just look under Weapons mods and then look for my name. The mrc is available as a secondary weapon in both coop and campaign modes. Version 3 should be out w/in a few weeks. Enjoy! Rahn
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And don't try to use a mule if you have the shotgun.
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Wow, this is good to know. I checked the numbering on my mod and it topped out at ....... 61 ........whew! (there are some openings elsewhere, though). Rahn
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John, We've played it through several times and not had any issues at all. As far as we're concerned it's ready to go. Rahn
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Combining the two mods shouldn't be a very difficult task, but its not as easy as just dumping the files from one into the other, there are some xml's which will need to be edited as well. Many people have expressed an interest in doing this but I have not seen anyone actually complete it. I looked into doing as well, but I wasn't really excited about the magpul weapons themselves since they closely resemble the SCAR weapons which are actually in the game. There are a couple of weaponsights that SnowFella made which I thought were really cool and I did include those in my mod (v3 will be av
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I really like the bdu woodland you have up above. Do you have a download link for it? Rahn
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Hey All, Version 2.4 is now up for your beta testing pleasure. I have completed putting all the kits in. I have also got all of the weapons icons to show up in campaign mode. This was no simple task. They all work well except for the mrc, which seems to have some type of fart associated with it. This version is now compatible with Bogie's latest missions as well. Kick the tires and light the fires and tell me what you think!! Thanks for testing, Rahn http://www.mediafire.com/?mznnj2zgm2j
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[New missions ready for beta testing]
rahnman replied to daddy356's topic in GR:AW 2 - Mod Beta Testing
Daddy, I tried out the bridge coop mission. I have several suggestions for you. First of all, congratulations on making these missions. It's good to see another modder taking a stab a mission modding. Here we go: 1) I was walking up the bridge when a bazillion AI spawned right in front of me. I didn't stand a chance. It's usually a good idea to spawn AI out of sight as it makes it more realistic if you don't see them appear out of thin air. You may want to spawn these guys as soon as the ghosts themselves spawn in. Also, try not to let the AI patrol paths go into the spawn area -
Three XML file edits to get a suppressed Glock
rahnman replied to Chocko's topic in GR:AW 2 - Weapon Modding
Yep, that did it. It's amazing how one little keystroke can make or break you. Thanks for the help. Rahn -
Three XML file edits to get a suppressed Glock
rahnman replied to Chocko's topic in GR:AW 2 - Weapon Modding
Here is what I have: <bitmap name="glock" texture="data\textures\atlas_gui\atlas_wp_select\ diffuse\wp_group01" uv_rect="@div(150, 256) @div(100, 512) @div(95, 256) @div(50, 512)" size="95 50" /> <bitmap name="glock_silencer" texture="data\textures\atlas_gui\atlas_wp_select\ diffuse\wp_group01" uv_rect="@div(217, 256) @div(200, 512) @div(38, 256) @div(25, 512)" size="38 25" /> <layout name="glock_layout" size="100 50" > <put object="glock" at="0 0 0" size="95 50" /> <put object="glock_silencer" at="74 0 0"