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Posts posted by JohnTC02
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Happy birthday Rocky, hope it's been a good day for you!

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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
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On daylight maps the vehicle headlights shouldn't be turned on when playing on a normal/lan server, for some reason when playing on a dedicated server you will see the headlights on whether it's day or night.
So if you took this screenshots while on a normal/lan server (non-dedicated) then all is fine.
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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

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TBH I don't know if anyone has done the coop maps lone wolf without getting killed, I know I haven't but I'm not that good a player, I couldn't even play a GR coop mission without a couple of deaths, LOL!!!
So if you elite players out there have done this please tell us who you are!
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You will find the stock maps can be quite linear but if you try some of the latest custom coop missions made by the modders on this site (nearly all of my maps are open so you can chose which way you want to go), there are loads on our download system.
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There are a few good players out there that can complete a coop mission without any deaths, some of the beta testers on here often play through my maps with zero or one or two deaths, it's just a case of taking your time and planning your route.
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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
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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.


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Thanks for testing CJo1964.
These are both known problems, I had the same problem with the door but knew you could clear it with a GL or nade, both issues will be fixed for the release or next beta.
John
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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
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Thanks for testing Jack, yeah I think the new sounds make a big difference to the overall gameplay, they seem to add to the immersion.
BTW the ambient sounds are completely random so you won't hear the same sound at the same point each time, plus each player will hear a different sound to his team mate at any given point.
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Can't say I've seen this problem before.
If you look at the in game video options there is a setting there to show dynamic lights, make sure the small box beside that option is selected. I don't think it will effect vehicle lights but it's worth a mention.
Sorry Silko but that's all I can think of.
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Haha, looks like I've fixed a problem I didn't know anything about.
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All posts relating to Operation X have been moved to that thread.
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As it would be a complete revamp (you need to remove a lot of files) then you could release the complete mod again, just make sure it's all working before you send it to me.
When making small changes (as you did with the first four updates) then it's best to release a patch.
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Topic opened as requested by Teppe.
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Ah, ok thanks KRP.
Not sure why this is happening as all the vehicles on the map are stock and not modified in any way, I've used the Panhards in many missions but never seen this when using a normal server.
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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.
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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!!
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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:
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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):


Small dwelling:

Download:
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Ok, Teppe has found another problem with the mission.
V1.4 has been added to the download entry, please download the full mod again.
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Fort Strike, ready for first beta
in GR:AW 2 - Mod Beta Testing
Posted
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.