Jump to content
Ghost Recon.net Forums

Anthony

GR.net Supporter
  • Content Count

    198
  • Joined

  • Last visited

Posts posted by Anthony

  1. Triplex,

    Awesome map. You had AI's everywhere!!!

    Played with TAW_Goose and everything was going well until I got on the roof with the chemical tank and for some reason I froze. I could not move in any direction. I could zoom in and out with my weapon and fire but had absolutely no other movement. I eventually got shot which allowed me to respawn and carry on but at that point I was beginning to feel like I could get round without losing a life.

    I suspect it was a one off but it was really frustrating. But still a great map though. One small typo "Extraction" was mispelt on the marker if I remember correctly.

    Again good work :rocky:

    Anthony

  2. Triplex

    Played again through to end. This time no crash . Completed all objectives and everything played fine after a slightly mental start. In fact after the initial glitch it played so well I'd say change nothing and let it out into the wide world it seems very polished for a first attempt. You must have put in alot of hours to get it this right. Some great AI postions but the Mk 12 took care of most of them.

    Re the lighting, if anything I found several areas a bit too bright and the only area I found a little dark was around ADAT B.

    Had no problems with the fire after blowing the chemical tank. It raged like November 5th!!!

    Spawn location is ok but initial rush is alot to handle. Really tough playing SP even with Brettzies.

    Nevertheless top quality work. :thumbsup:

    Anthony

  3. Hi Trip

    Started to play first went right and cleared area of AI then went left along jetty, got to Trigger 04 and shortly after game crashed with the message;

    Crash in application version: 30899.3048

    Unhandled exception - access violation

    C STACK:

    graw2 (???) : ???

    ??? (???) : ???

    SCRIPT STACK:

    data\lib\units\ai\soldier\smovelogics.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\level\level.dsf(0)

    Renderer: threaded

    Physics : threaded

    Enjoyed the bit I played but start was well frantic. Not for the faint hearted.

    Anthony

  4. John

    Just finished playing v1.1 with TAW_Goose & TAW_Rahnman and mission played sweet as anything. No discernable lag, no glitches, no crashes. Extract worked fine. Excellent AI positions' loadsa snipers to take out and plenty of things going on all over the place. A real gem of a map, plenty of enjoyment to be had but no time to relax, concentration was needed all the way through.

    Well done for coming up with this one. You sounded very dispirited at times when working on Combat Dawn which, for me turned out fine in the end so congrats and I hope this has given you the satisfaction and enthusiasm to keep the creative juices flowing.

    All the best

    Anthony

  5. John

    Have been through v1.4 a number of times on SP LAN and online server with others. On LAN absolutely no lag problems at all and online minimal lag. Gameplay flows nicely and AI placement is good. No more passivity from the enemy they really are out to get you. Taking out the Comms Room is a blast as is the antenna; literally. Still plenty of AI to work through even after all the changes. One odd thing I did notice was some AI appeared to be moving backwards - maybe they were scared :unsure:

    This looks ready to me but I haven't shared the problems others have experienced so I guess it's for those folks to confirm whether or not it's now ready to go.

    Well done John for persevering with this one and well done Bogie for helping out.

    take care

    Anthony

  6. Bogie

    Have now played v1.4 on SP LAN and on EBK's server. Had no issues at all. No crashes everything ran real smooth with maybe a hint of lag at odd times but certainly not anywhere near enough to be a problem. Tend to agree with Sightreader about questioning the Statue as being the obvious respawn point but then I can't think of a better alternative. My only adverse comment would be with the lighting in some areas and others have already covered this issue in their feedback.

    I must say the on screen messages re the hostages are a winner and great help in preventing fruitless searches of floors already cleared.

    So all in all another great effort and I'm sure the public release will bring forth a few surprises, as usual, so bring it on.

    All the best

    Anthony

  7. John

    I should say that the time I posted was inclusive of 2 phone calls :phone: , a break for coffee and snacks and getting the washing sorted out - oh bliss!! All in all I should probably take 30-35 mins off that time. To me time is not really an issue particularly if you're playing alone when you can take your time and explore the map in detail.

    Having played with Zero on lots of occasions I can definitely say that boy can run.

    Anthony

  8. Version 1.2 is ready for testing.

    Hope some of you can find the time to retest the mission as your feedback is invaluable to the success of my mission.

    Thanks,

    John

    Hi John

    Have now played SP LAN on my machine with absolutely no lag at all (hi spec PC) and as a pair with Goose where I did experience a bit of lag using his server. But not to the same extent as the previous versions.

    Had no crashes, game completed OK and game play was much more rewarding. 360kills SP in 100mins and a considerably stiffer challenge than the original. Shame about the Blackhawk but otherwise a much better all round experience.

    Thanks for putting in such a lot of effort to bring us yet another new mission and congrats to PGS_Iceman for the map.

    Cheers

    Anthony

  9. John

    Just to clarify a couple of points. Like Zero I was referring to the hole in the roof and not being able to shoot the AI, inside the building, through it.

    The blackhawks did arrive at extraction, TAW_Goose took the first and flew out. I could not board the second.

    Ref TripleX's comment re number of AI. Personally I enjoyed a lot of AI in the mission although some seemed too passive and easy to take out. Again as Zero noted a number maintained their star-gazing stance even when you moved in close.

    Will try v1.1 tomorrow night.

    Anthony

  10. John

    A cracking good play though not without lag problems. On first play got disconnected from my own server which I thought was a bit bizarre but second play was fine. Only comments; some snipers are very difficult to kill particularly those above tank even though there is a clear line of sight so assume you are using vis blockers . Cannot take out from roof.

    At the end even though trigger says panhards activated 2nd panhard did not arrive into extraction area so had to take out from a distance. Don't know if this was intentional.

    Could not board Blackhawk. Goose went off in one and I was stranded at extraction.

    Other than that a good play with plenty of killing to be done and unusually NO bushes.

    Congrats

    Anthony

  11. Hi Bogie

    Have played through the map several times now, SP and as a pair. Initially started out with M416 and moved onto GL but this, like frags, is not suited to this map as some have already pointed out it takes out the lights and creates unnecessary debris. Had no problems or crashes during gameplay and after calming down a bit and going more steadily found it was an excellent yet stiff challenge. A really good map for SP.

    If this is the sign of things to come i.e. close quarter, in-building confrontation then I'm up for it.

    On the lighting front I found v1.3b is much improved over v1 and while there are a couple of dark corners wherein lurk nasty surprises I didn't have any real issues with visibility in the later version but it is of course mainly down to your own setup.

    More great work - so no change there then!!

    regards

    Anthony :D

  12. Bogie

    This ramp is almost adjacent to the control room where you have to plant the EMP pack. In order to get behind that room you pass over a small ramp and enter the area between the building and the cliff face. The ramp that takes you out of the building is the problem one.

    Sorry did not get opportunity to play last night but will try for screenshot later today

    Anthony

  13. Quote

    "Hey Anthony, I found a spot by the Mixing Facility where you could get stuck, but it doesn't look like what you described. I've looked around everywhere and tested in the editor, but did not get stuck anywhere else. Could you confirm the location as this being the one or someplace else?"

    Bogie

    My PM should clarify the position of the ramp in question. It certainly isn't as your picture shows. Maybe I mis-described the location. Next time I will get a screenshot for you (tonight UK time).

    Cheers

    Anthony

  14. Bogie

    Played alot SP and just now in a team of 4. Without doubt this mission is right up there with your best. Did see one or two AI in odd positions like trying to run through walls or up cliffs but it didn't seem that big a deal. Still left 200+ to deal with.

    Had a small mishap with the ramp taking you out the back of the mixing facility. After chacking that area on my return I stepped off the ramp on the right and found myself between the wall and the raised ramp and could not get back on the ramp to progress. I had to attract the AI to me to get shot and respawn as it was impossible to move from there. I tried to get a screen shot on Xfire for you but it didn't happen. Next time!!

    Noticed one tiny little typo in "Deply the EMP........"

    All minor comments and nothing to detract from the enjoyment of playing this mission. We're all eagerly awaiting "Vitale - The Resurrection pt 3"

    Good work again and like the others thanks for the credit at the end.

    Anthony

  15. Hi Bogie

    Glad to see you're still producing the goods. Have played through several times SP and have experienced absolutely no problems with lag so far (playing on an overclocked core i7 920 with 6GB RAM and Nvidia GTX 295). The only real issue I've had is using Brettzies mod (2.05) and specifically the Zeus. When trying to change out an empty Zeus - e.g after taking out Havoc or an ADAT at distance - for say an MP55D it won't allow it nor will it allow me to move on from that position. I have been forced to restart all times bar one. Have had no other weapons problems and everything else on the map worked fine.

    I played in a team of 3 last night and it all played well. I look forward to more team play with the increased objectives.

    I'm glad you managed to do something with this map as it is one of my favourites.

    Well done :mellow:

    Anthony

×
×
  • Create New...