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JohnTC02

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Posts posted by JohnTC02

  1. Thanks Jack, I'll take a look at those doors but I haven't had any problems with them so far, your account has been upgraded to Beta Tester.

    Hey Goose, that looks like a normal crash to me, have you got any other folders in your Local folder apart from the weapon mod. If you have the English folder in there along with the weapon mod then it has been known to cause problems even if it is renamed

    I don't know the spec of your PC but lower spec machines are prone to crashing more, I know that from experience as I hardly ever have any crash problems since upgrading mine.

  2. Hi All,

    Fort Strike v1.1 is ready for testing, please remove v1 before playing v1.1 or the game will crash with an "invalid file path" error.

    There are no major changes in this version, I've just fixed what has been mentioned in this thread.

    1. The building at the initial spawn point has been made taller giving more room to spawn, if this doesn't fix the problem then I will change the building.

    2. Th door at the start of the mission has been removed, this was the best fix as the ground there is so uneven it was not possible to get it working every time.

    3. Spawn point at the extraction phase has been relocated.

    4. Ambient sounds now have a longer "quiet" time, it's possible to select a random time between the sounds being played so I have increased this value which should make them play less frequently.

    5. Small changes to the AI paths at the "Retrieve Intel" objective, I spawned some AI at a gap in the fence but they just sat there refusing to move, this has been fixed.

    I think that's it, thanks for testing.

    John

    Download

    Fort Strike v1.1

  3. Thanks for the replies.

    Bob,

    If you get another chance to test the mission it will be worth looking at the laptop animations, I think they are quite nice.

    Rico,

    If you can post on the forums with your second PC I would say the fault is possibly at your end.

    I can make the ambient sounds a bit more random if needed, doing this will make them play less frequently.

    The laptops you mentioned consist of 9 separate animations which are all linked together then placed over the laptop screen, I spent several hours on this just for 10 seconds of gameplay.

    I have seen both of the issues with the door and spawning on the roof of the building at the insertion point, due to the uneven landscape the door had to be placed in the ground which is causing problems, it's only there for eye candy so the best fix is to remove it.

    KLC,

    All the maps in the beta testing forum are just that, new mission that are in the beta phase so may contain bugs, I don't want these to get into the public domain until they are ready for release, hence the password.

    If you or any of your team mates would be interested in beta testing just send me a PM, I'm always looking for more beta testers.

    Note for all that test my missions:

    Several of you that regularly test my missions do not have the Beta Testers badge on your accounts, if you are interested in having one then let me know, only regular testers can apply and I know who they are :)

  4. Hi Jack,

    Like you since upgrading my PC I hardly ever get any crash problems, even the editor is stable for me these days and that IS saying something, so this tells us that a lot of the crashes we are having are PC related apart from those that are obviously due to a bug in the mission.

    I'll check the location for the last spawn point to make sure it's not to close to any walls.

    I'll try and get a new beta version out soon.

    Thanks all,

    John

  5. Thanks for the replies folks.

    Goose, if you split into two or more groups to play the mission then you will be activating more triggers which will spawn more AI which = LAG!!

    When I first started modding my mission scripts contained about 500 lines of code and 15 triggers, these days the average is around 3500 lines of code and 120 triggers, so, by splitting up into groups you are also putting a lot of strain on the game by activating all those triggers which in turn runs a lot of code.

    Another side effect of all the above is due to the lag you are more prone to crashes.

    Can anything be done about the lag?

    Yup!! stick together and play as a team, my maps should be big enough to handle it. :P;)

  6. Hi Goose,

    Great to see you back on here mate, it's been a while.

    I had the same problem of spawning on the roof at the insertion point, I made that building taller and thought I had fixed it but it looks like it needs to even taller.

    Not sure why you are having the crash problem, next tine copy the crash log and post it here as it may help.

    John

  7. If you are looking for feedback from the developers then you should post your questions in the Ubisoft forums, this is Ghostrecon.net which is a fan site for all things Ghost Recon we are not linked in any way to Ubisoft.

  8. I have deleted several comments from the download entry.

    When posting in the download section people have the right to voice their opinion but they should treat the author with respect. The same rules apply for the download section as they do in the forums.

    Ok lets get this thread back on topic folks!!

  9. Haha, looks like you were playing the mission on a dedicated server, these can cause the vehicles to do some strange things. I use my laptop as a dedi when testing my alpha versions and I often see some vehicles break dancing.

    Not to sure which vehicle you mean by the "Humvee" do you mean the Panhard? there are no Humvees in the game. Maybe you have a different name for them.

    Panhard:

    post-20090-0-42034200-1353159147_thumb.j

  10. Hi All,

    Fort Strike v1 is ready for beta testing.

    Another milestone for GR:AW2 here!! this is the first ever map to be made using all custom buildings so there are no stock buildings on this map.

    Custom sounds:

    This map includes no less than 56 custom sounds which include, all new ambient sounds, new sounds for props, computer rooms and voices.

    The sound mod is included with the download but if you have already installed it then you won't need it.

    New features:

    I have found a new way of using the laptop as an "Intel" objective, this is done using an animated overlay on the laptop screen, I won't give to much away so you will have to play the mission to see it working.

    New buildings:

    There are 8 new buildings in this map, 7 of which are used to create an enclosure for the Fort objective, the other building is a small dwelling with animated sliding doors, see pics below.

    Map name for dedicated servers:

    coop_tc02_fort_strike_v1

    Hope you enjoy the mission,

    John

    Fort buildings (7 in total):

    fort_bunker01.jpg

    fort_bunker02.jpg

    Small dwelling:

    fort_dwell.jpg

    Download:

    Fort Strike v1

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