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Posts posted by rahnman
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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 password if you would like it. I must admit that I have not tried your mod launcher yet, but I am very interested in using it. I have decided not to use a bundle file for this mod because some people's computers don't "agree" with it. However, the downside of using a local file override is that it makes it real easy for people to alter files. I love using the mod, but I prefer that everyone be using the same version of the mod so that the playing field is level (so to speak). Do you think that everyone will be able to use the launcher w/o any problems?
Cheers,
Rahn
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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. Then you change the file that I included in the mod to the name of the original game file. So it changes from "context-standalone_RAHN_v2.4" to "context-standalone.xml". Then you run the game. The game will use my "context-standalone" file now, which points to the mod. To run with regular weapons simply rename the files back to what they were.
Trouble is, most people do not have access to this type of server or software. They tend to make a server out of a PC or rent one that is essentially a PC converted into a server. I have never found a way of making one of these types of servers to work either running my mod or Brettzie's mod. One of the ways you can tell if you have this type of server is if you have a "local" file in your file directory (our clanwarz server does NOT have a local file at all). If you do, then I cannot help you as I simply don't know how to get this to work. I have spoken with many people who have tried, but no-one to date has been successful.
Good Hunting,
Rahn
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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 at all. You can send a PM to SnowFella and see what would be necessary to get his mod to run for GRAW1.
Cheers,
Rahn
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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 quit this game a long time ago. For me, the weapons are what makes it fun.
Cheers and Enjoy!
Rahn
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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 you can only add 2 of SnowFella's weaponsights/gl/frontgrips. Any more that that and the game will crash. Everything looks good to go for campaign mode, however, which is probably what you were focusing on anyway. Being limited to 31 attachments is why I decided to add another version of my mod. I felt that there were some other really good choices out there (for multiplayer use) which were not available in Brettzies mod (he could only choose 31 for multiplayer and had to leave some out) or SnowFella's mod (which doesn't work in multiplayer at all).
Your settings/mod_version xml needs to be edited to reflect your mod name and not Brettzies 3.0. If you do not, then multiplayer servers will show this as being the Brettzies mod and players will wonder why the game will kick them out with a "wrong version" message when they run the Brettzies' mod and try to get on.
I'm really shocked that there have not been any more posts about this mod. I see people asking for it all the time, so it is definitely in demand.
I'll write back again when my graphics card returns.
Rahn
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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.
However, the collapse of the third building (was it building 7?, or something like that?) was very interesting. It's collapse looked just like a professional demolition, with the center giving way first and then the rest of the building falling into itself. I found this to be very suspicious and unlikely, considering the damage would have occurred to one side of the building (not that I have any experience in the matter, lol).
I also found the debris site from the crashed plane in PA to be very strange. How is it that you see a crater where the plane crashed, but absolutely no trace of the plane itself? Phone book sized pieces? I have seen many crash sites on the news before, and there is always a PLANE in the crater. Here there was nothing. Did the plane crash and then blow up? Was there a bomb on board? What happened to the engines? Did they disintegrate too?
As far as the moon is concerned, I think it likely that NASA needed some good pictures to send to the "world" and had these produced. It is pretty obvious to me that the lem is in different locations w/in the same landscape. That doesn't necessarily mean that we didn't go to the moon, it just means that we didn't get any really good pictures.
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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 weapons in it. You asked about having the mrc work as a secondary, which my mod has, so that is why I mentioned it. The next installment of my mod (v3.0) will have many (though certainly not all) of the weapons from brettzies mod and a few of the weaponsights from snow's mod as well. It should be available for download in a few weeks.
Good Luck!
Rahn
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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 available shortly).
As far as I know, no-one has done the other two weapons you mentioned for GRAW2.
Cheers,
Rahn
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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
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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, it's disheartening when you get killed in spawn.
2) I think you may have spawned too many bots on the bridge. They weren't very responsive and were easy to pick off. It's possible that you had the game set on the "normal" setting. If so, that is fine. Most of us are used to playing hardcore with very responsive AI.
3) You should run lightmaps for this mission. The environments were very sterile.
4) Add more buildings and cover (fencing) for your AI. It's too easy to pick them off while they are standing in the middle of the street.
5) Make sure that all your buildings and walls make contact with the ground. I saw several of the "maze" walls floating in midair.
6) I would get rid of the mazes all together. It's not very "real world" to have mazes. Also, they take a long time to negotiate.
7) I was able to get to extraction as soon as I secured the safe zone. I still had other objectives to achieve though. You should only allow extraction once the mission is completed.
8) Your style of positioning enemy AI is different from what I am used to but not bad. You tend to have stationary AI in large groups with large gaps in geography between them. This makes it real easy to move great distances quickly. I like that though because it is more realistic. However, you should make sure that players do not get complacent by placing snipers and lone bots in strategic locations just to keep the ghosts on their toes. Also, try and make your bots more mobile and alert.
9) The blackhawk extraction was AWESOME! I have never actually taken a blackhawk ride in any of the (vast # of) coop missions I have played. Kudos for that.
10) The helicoptor insertions for enemy bots were very good.
11) Try and get this mission to work on a dedicated server!
The mission as a whole played very smoothly. All the objectives worked as they should. All the narcoms and text messages came up perfectly. Good job.
That's it for now. Please do not become discouraged. Unfortunately for you, there are some really good modders out there who have made some really exceptional missions. So the bar has been set pretty high. Even so, I'm sure they will be more than willing to help you with these issues. With a little more effort and patience, I'm sure you can turn this into a great mission.
Cheers,
Rahn
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Yep, that did it. It's amazing how one little keystroke can make or break you. Thanks for the help.
Rahn
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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" size="38 25" />
</layout>
<sprite name="glock_spr">
<slot name="show_base">
<trigger_slot object="glock" slot="show" />
<trigger_slot object="glock_silencer" slot="hide" />
</slot>
<slot name="show_silencer">
<trigger_slot object="glock" slot="show" />
<trigger_slot object="glock_silencer" slot="show" />
</slot>
<frame>
<place object="glock" />
<place object="glock_silencer" />
<place object="glock_layout" />
</frame>
</sprite>
Rahn
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I looked into it but with no luck. The icon still does not show. There is just a grey box where the weapon should be.
Originally, I just pasted your code into the weapons_icons xml. It references brettzies' file inside the "textures" filepath. I have this "wp_group_bp01" file (along with several others) pasted inside the "diffuse" folder already, so if this was all that was necessary, the icon should have shown up.
For kicks, I changed the filepath to access the original game file "wp_group01" and it still didn't work. I get nothing but a grey box.
Any other ideas?
Rahn
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Um, what is this referring to and what website are you talking about?
Rahn
"connection failure" errors [GameSpy Datacenter Move]
in GR:AW 2 (PC) - Tech Support
Posted
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