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Posts posted by Anthony
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Hello John
Good work & thanks for the time you've put in.
Anthony
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John
Looks like it's ready to go. Let the action commence.

Anthony
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As I moved NE towards what would be C7 I fell off the map. Clearly the respawn on top of the hill was not intended.
Did you fall of the edge of the map, if so can you tell me exactly where so I can fix it, I think it's called a mover_plane (correct me if I'm wrong) or something like that, add one of those where you fell off the map should stop this happening.
As to the spawn location, there is one by the entrance on the hill I have put some fencing around the location for some cover (Bogie thought it was a good place for it) you must have triggered the new spawn location before you killed of the AI around there, I haven't had this problem.
John
The spawn location I was speaking of is not the one by the entrance but south of there between the entrance and the panel, ADAT area, to the east of the road. (It followed shortly after activating trigger 5). Anyway I was not able to get back to the top of the hill to find the spot where I fell off the map and I doubt others will be able to get up there to do the same so it may not be worth concerning yourself with.
Played through a couple of times last night to completion and must say there is a world of difference sitting in the front of the pickup than riding on the tailgate. In the front you really see the full extent of the bombardment. In the back it seems far more muted - just an observation and not a suggestion to change anything as by this time I'm sure any player will just be relieved to finish no matter how they get to extraction.
Thanks again for all the effort you are obviously putting in and I am impressed at the results you've achieved in so short a time
Anthony
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Hi John - Bushwhacker in Chief
Great work on the map. Played v1.2 and was tackling the 2nd Abrams when I got killed. Next respawn point (F4)was chock full of hostiles so that took a while to clear then when almost clear the next respawn took me onto top of hill at D6. As I moved NE towards what would be C7 I fell off the map. Clearly the respawn on top of the hill was not intended, may just have been a one off glitch but it certainly brought the game to an abrupt end.
Definitely a tough one playing SP and some of the respawns are immensely difficult to get through and the newly inserted snipers need some very careful weeding out. But that's part of the fun, ain't it? As for the bushmen I think they're a real hoot and should be fully retained now they seem to have become a signature feature of your scripting style.

Cheers
Anthony
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Download Link:
Hi JohnTC02
Can you check the link - it is still downloading v1.1
Seems like a pretty challenging map and warrants the cloak of invisibility. Problem is I don't have one.
Anthony
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Well, Golly... You've all done such a wonderful job eliminating Brother Vitale's forces, he needs to recruit more followers.
Hi Bogie
Been busy lately so haven't been online so much in the last couple of weeks but managed to get round "Recruit" earlier today. Great map, played LAN SP without any problems and it was a real hoot. Very tricky sniper positions inside castle.
I don't feel this is too difficult to play as a team or Lone Wolf. It is after all the challenge that most of us seek and as Viper says people, in time, will get used to the positioning of the AI and it will become easier.
This is another great effort Bogie especially since you only just released "Assault" - currently one of my fave maps. However, as others have noted, there is growing concern about your state of mental health. Is your wife adding something into the Apple Pie I wonder?
Keep it up
Anthony
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Hello JohnTC02- the bushmaster tag is throroughly merited.
Completed v1.2 on LAN SP. Great map, I'm now checking behind every bush when walking down the road. I've become a bag of nerves!
Only have a couple issues - after killing the VIP I got killed inside the house by AI shooting through the walls from outside and following that the next respawn point behind the Hostage house can get overrun by AI so I spent some time respawning into a cauldron of enemy fire.
Final comment, as pointed out by Viper, I couldn't actually locate the extraction point even though I was at the marker with the smoke so that may need looking at.
Yet still a really enjoyable map I had lots of fun checking every bush very carefully as I went along 'cos most of them bite back.
Congrats on another fine effort
Anthony
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Hi All,
Urban War v1.3 is now ready for testing. I have made a few changes (with Bogie's help) since v1.2, I have added some more spawn points but I am still not sure if they are in the right place, your feedback here would be helpful.
Hi John
Played v1.3 to end on an online sever with Triplex. Had no real issues, game plays well. There was one spawn point I felt was a bit odd but cannot remember where it was for the life of me. Blocked off stairs was a bit frustrating but there are alternative routes and pilot moved to extract without a problem.
Noticed on previous version that minimap shows "Urban Conflict" but did not remember to look on this occasion and check.
All in all another fine mission you've got us into.
regards
Anthony
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Played SP on LAN using Brettzies and standard weapons kits. No issues whatever. Enjoyed it heaps but those damn snipers are hard to pick out - but I wouldn't have it any other way. My choice would be to do nothing with the vis blockers. To me it seems like you could release it tomorrow but it appears some of the other guys are having problems. Hope to try an online server tomorrow.
Good work again Bogie and a good pointer from Zero on the map.
Anthony
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Hello again John - I hope you're not suffering information overload from all these responses.
Just finished Urban War. Another enjoyable effort but not without, it seems, some confusion over the order in which objectives have to be completed. I started with no green target markers visible and like Zero took out the ADAT. Then a marker appeared saying "Kill Tank" which I tried to do but couldn't plant C4. Moved on to kill a few more AI (57) which was followed by a note to say "Killed All Hostiles" and then all markers appeared.
Subsequently destoyed the antenna and the tank and moved to extraction. But this didn't happen, got there and no completion, the Marker for the ADAT was still showing but it had been destroyed earlier.
Incidentally, I went on to take out a further 51 AI, post the "Killed All" note.
Hope this is useful feedback which won't keep you up half the night working out the solution.

take it easy
Anthony
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Hi John
Congrats on an excellent first effort. Really enjoyed playing your mission. Played through twice SP on a LAN server without any real problems. Minor lag at times but not a problem and arrived rather abruptly in the middle of a group of spawning AI but that resolved itself. Had no issues that haven't already been covered by the other guys but like Zero I was unable to get two of us playing across an online server. My friend crashed out everytime he tried to enter.
Looking forward to playing as a team once it gets sorted.
On a personal note I rather enjoy completing the objectives in whichever order you choose which may continually change. That I feel helps to keep things interesting rather than a rigid sequence that could become committed to memory in a fairly short time. But I may be on my own in that thinking.
Anyway keep up the good work.
Best regards
Anthony
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Hello John and welcome to GRAW 2.
It's good to see more people coming forward with the know-how to build new missions that we can all enjoy and derive pleasure from. Like Zero I am very happy to road test any of the missions you create and if I can provide any useful feedback then I am happy to do so. Once you post your missions just PM me the password and I will give it a go and get back to you with my comments.
Thanks for taking the time to improve our community.
Anthony
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Bogie
I can confirm that these were exactly my own thoughts. Online alot of the magazine stands do not light up as they do in SP. I don't know why that is but it seems to be the case. Again, personally it does not diminish the enjoyment of the game play, but it may be something that is nice to get resolved so that it adds to the overall feel and finesse of the mission being played.
As usual I am full of praise for what you are doing. But believe me this is no hollow praise. You are bringing to life a game that was in danger of disappearing for ever - maybe. And in so doing giving a lot of enjoyment and pleasure to those of us that stuck with GRAW 2 through the good times and the bad and to a new generation of players that may well think this ain't such a bad game after all I 'll give it a/nother chance.
In conclusion keep rockin' on because we're out there and we can't get enough of it.
More power to Bogie
Anthony
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"There was also a little bit of staggered steps when moving very slowly up the steps. In a couple of instances, I found I needed a little running start to get on the top stair. I may need to add some small movers if others experience this issue.
Please let me know your thoughts."
Hi Bogie
As you've indicated above approaching the steps slowly can cause you to get stuck and not reach the top. Like you I needed to "run" at it.
Also experienced the tank failing to get over the stairs and was therefore rendered impotent and pretty easy to take out - the tank that is.
Shame about the snipers but nonetheless an enjoyable little map that acts a nice warmup for the real action to follow i.e. Sanchez, Occupation, Oasis et al.
Still need to find time to get stuck into the Campaigns.
Thanks again Bogie
Anthony
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Bogie
Tried to fire up an online server only to be greeted with a crash and this message
Crash in application version: 30899.3048
data\lib\utils\smallutils.dsf(-1): MISSION SCRIPT ERROR line=381 - Calculate - element is an unknown computation.
SCRIPT STACK:
data\lib\utils\smallutils.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\worldmanager.dsf(0)
data\lib\script_network\networkmanager.dsf(0)
Renderer: threaded
Physics : threaded
Looking forward to trying it when it gets worked out.
thanks
Anthony
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Just completed online game with Zero & EBK. One crash due to Z bug. As Porterslug says can be a pain respawning in the corner (pt 2). Have to report that not all markers disappeared once objectives were completed. Maybe did them out of order but "EMP on Comms hub" remained after successfully detonating charge and "Terrorist Hideout" remained after we cleared it out. Got an idea "Interrogate Informat" stayed visible as well after we'd had a chat.
Otherwise all went well but maybe not the most challenging mission overall particularly after part 1.
Got to mention, respect to Zero who completed without losing a life. That cloak of invisibility still works well!!
Anthony
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What another terrific result!
Part 1. Virtually crawled the entire length of the storm drain having been picked off early by unseen enemy intent on doing me some serious damage. What they failed to understand was I was more serious than they were.
Got to the entrance with none of the cat's lives left - shame and without incident. Game played smoothly, nice rythmn steady supply of AI to keep the concentration levels up and some tricky placement of snipers - definitely one for those who prefer to keep the game at distance. My only comment would be some of the blockers associated with the bushes seem to give too much protection to the AI who in some cases are almost alongside the bush and not behind it . I had to come so far out of cover to get the kill shot in that I then ended up getting shot. Same problem/condition as in Oasis beta.
Part 2. Different kettle of fish altogether, in and out of buildings and screens, fighting at close quarters. Lots of fun particularly the shanty area but then with rising confidence - crash. I tried to pick up am MP55, secondary weapon, and crashed to the following message.
Crash in application version: 30899.3048
data\lib\units\extensions\inventory.dsf(-1): cant find member: weapon_data in type <destroyed c++class>
SCRIPT STACK:
data\lib\units\extensions\inventory.dsf(0)
Renderer: threaded
Physics : threaded
Will try again shortly. But this looks like being real fun I'm sure the guys will appreciate it. Nice one again Bogie.
Thanks as always
Anthony
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Had this error message appear after crashing out twice from Sanchez Night version;
Crash in application version: 30899.3048
Unhandled exception - access violation
C STACK:
graw2 (???) : ???
Renderer: threaded
Physics : threaded
The first time it seemed to coincide with someone coming onto my server. The second time I didn't notice anybody trying to get onto the server. Will try again
Anthony
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Hi Bogie
Just spent 30mins on the Night version before I had to stop. Was really enjoyable. Looking forward to getting stuck in in earnest at the first opportunity.
Another fantastic effort - thanks!
Anthony
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No Problems. ###### happens. I agree with you it's a great map now give me a wall to butt!!!!!!
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love the map we got to the bunker but door wasnt present so we went in then got a crash after spawn
Crash in application version: 30899.3048
data\lib\script_network\identity.dsf(-1): cant find member: name in type <void>
Renderer: threaded
Physics : threaded
hope this helps
ps thanks fo my name on the wall
In addition to Zero's comment about the missing door I played with a partner who went straight into the bunker and said he couldn't see the door yet I saw it and had to blow it in order to get in.
Also I respawned in the mg nest again but this time I was half in the ceiling and could not get out.
Still a good map though
Anthony
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Bogie
Congrats on more excellent work and a mention for the map maker Sg.Nly Papo who is responsible for a number of great layouts.
Enjoyed that action tremendously although got very frustrated with trying to take out the General. Those tower AI were not giving in easily and I went a bit gungho for a while which cost me lives but at the end of the day who wants it to be easy. We're here to be tested and come out the other side satisfied with our achievements. Played Lone Wolf on single PC LAN server and got round not too badly for a first effort. Looking forward to playing in a group. No real issues to speak of . As you point out some slightly odd lighting effects particularly the horizontal vessels outside the entrance to the bunker but these are minor points. Playability is excellent and it all moves along at a nice rythmn.
I did spawn in the gun emplacemennt on top of the entrance to the bunker and I assume I should have respawned inside the tunnel, you might want to look at that.
For those that are interested I played with the Brettzies mod 2.04 and have a couple of things to report. Taking out the tank with a zeus resulted in my primary weapon disappearing when I tried to pick up an M55D. It returned after a while and when using an M468 I could not fire bullets when I selected semi-auto mode, not good when facing off against the enemy.
However these are slight concerns and as usual I can safely say that anyone playing this mission can look forward to a really satisfying and enjoyable gaming experience.
And lastly the Mercenary Village (one of the prettiest maps by the way). On a personal note I would like to see the Havoc retained as I found it really makes you work for your money. But with or without it it's still great fun.
Thanks as always for your hard work - now take a holiday!
Anthony
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Bogie
I think the AI Zero refers to is in the house located H1 or H2. Excellent mission again and another great map. The two AI snipers near the end are very "awkwardly" placed but they make it even more of a challenge and for my part I wouldn't move them. I think the mission is all the better for them. They certainly help to remind you that this is a game as much based on stealth as "shoot anything that moves".
I experienced a bit of lag when the Havoc arrived maybe I need to lower some of my settings which are all set up high but nevertheless still really enjoyed it albeit a really tough ask when played singleplayer.
I'm looking forward to playing this one in team mode.
Had no playability problems to report, bar the bit of lag, running singleplayer on a LAN server.
By the way I like Davros' idea re flamethrower but is it doable.
thanks
Anthony
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Hi Bogie
What a fantastically enjoyable mission coupled with one of the best maps out there. I really enjoyed the pace and the atmosphere and the mines work wonderfully but are sometimes impossible to detect. With that said I have a couple of items to report.
Got to Billy, got shot and on respawning selected single shot option and crashed out to the message...
Crash in application version: 30899.3048
data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>
Renderer: threaded
Physics : threaded
I don't know if this is the infamous Z bug or not!!
Also I respawned 4 times in the top of a tree which was impossble to get out of safely. Hence had to take the big fall several times over until the respawn area switched to a safe location. This tree stands directly over the fuselage wreckage bearing the letters "EBDA".
However even though this was frustrating it still did not spoil the overall enjoyment and appeal of the mission.
Thanks for doing it again for us and keep 'em coming.
All the best
Anthony
BlackHawk_Down Ready for Beta Testing
in GR:AW 2 - Mod Beta Testing
Posted
Hi Radiator
If you need beta testers pls count me in. Video looks really good.
Anthony