Jump to content
Ghost Recon.net Forums

JohnTC02

Admin
  • Content Count

    3,528
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by JohnTC02

  1. Thanks for testing Vic, pleased you didn't have any problems. Daro, I never thought about people using a different language, I would have thought you should still be able to install the mod as per the instructions then rename the English folder that is in the "Local_Regular_Weapons" folder to Polish or whatever language you are using then run the game using the supplied batch files. So that looks like two more happy customers John
  2. Many thanks for testing the mod Jack, pleased you had no problems installing it and that you like the new sounds, yeah the possibilities here are endless. Hi CJo1964, thanks for your feedback it's much appreciated and I take comets as a positive this is why I sent you all a PM so I can get as much input here as possible, there will always be some that can install the mod without any problems but others will have problems. I will just mention again that installing the mod is a one off process, once the files are installed all other files that have to be unique to each mission such as the
  3. Hi ebk, I'm sorry to hear you are closing your server, You and I have had some interesting conversations on xfire in the past and you have always provided feedback on my maps so it's a sad day to see your server close. I do hope you will keep testing my maps even if you play on your own as I respect you as a player and beta tester. Take care, John
  4. Below are the revised installation instructions if you do not use a weapon mod.
  5. Hi Rahn, Thanks for testing. So that's two happy customers, let's hope this thing is going to work. John
  6. Hahaha, Drop your pants!! well I never, fancy that There are plenty more sounds in the pipeline plus I am working on even more animated props and buildings. Pleased you got it working Rico and thanks for the feedback. John
  7. Just a heads up! I downloaded the map again and installed the sound mod and map on Sonia's PC using the same files as you have Rico and it worked fine on her laptop which has the UAC turned on. All I can think of here is what I mentioned above that maybe you are using an old version of a weapon mod or you may have missed something when you installed the mod. I assume you started the game using the desktop shortcut to my batch file. Let me know how you get on. John
  8. Hi Rico, Thanks for testing. Did you go up the stairs in the HQ building? if you did and the game crashed then you haven't installed it correctly. Which weapons are you using, regular or a weapon mod, if it's a weapon mod then which version are you using as the older versions are not setup for these custom sounds. If you are using an older version of a weapon mod I can post the code you need to get this working, it's just a case of adding two lines to the settings.xml in the sound folder of your weapon mod. Cheers, John
  9. I have released a test mission so those that are interested can test the custom sounds. For more information take a look at this thread, unlike my usual beta maps this one has no password so it's there for all to try. Rahn, this map is different to the one you have so you may want to give it a try, please make sure you delete your test map bundle for the game.
  10. Hi Folks, Thought it might be a good idea to post a test mission here so you can try out the new custom sounds mod, plus I need some feedback on any problems you may have installing or running the mod. unlike my usual beta maps this one has no password so it's there for all to try. This map has no AI or objectives, all you will see is three buildings, there is a garage with a flip open door which has a stock sound attached to it to make sure the stock sounds are working. The next building is the jail house, the door has a custom sound attached to it. The last building is the HQ, ag
  11. Another idea could be to include the batch files as I did when I sent it to you Rahn then mention that if you cant get the batch files to work you can rename the folders manually. The installation is the same if you use the batch files or not. You also mentioned there could be problems if people are using more than one weapon mod or a different one to Yours or Brettzies mod, it's almost impossible to allow for all the different setups that people are using, I would have thought that if they are capable of installing more than one weapon mod or a using a different mod then they should be
  12. Ok, I'll get a test map together with two or three buildings in it then give the doors some new sounds, also add the "redneck" dude. Do you think it would be best to supply the sound mod without the batch files for now? Once I'm ready I'll post it in the beta forms for testing, see how it goes. I have a new map under construction, this will have lot's of new animations but I don't want to put it out there with new sounds if people cant get the sound mod to work. Thanks for your support Rahn!
  13. Hi Rahn, Thanks for testing the mod. While I understand what you are saying here I am also one of those people that didn't really know that much about batch files until I made the ones for this mod, I didn't find it that difficult to work it out plus I think that if people capable of installing the weapon mods then they should know which directory their game is in then be able to update the path names in the batch files as needed. Having said all that I can set this up whichever is the best way for the majority, if it's best to have it so you need to rename the folders manually and in
  14. I'm not a 100% sure what you mean here Rahn, I included the batch files as they have the code needed in them to rename the folders. If players are using your weapon mod then they need to run the "coop_Weapons_mod" batch file, this would rename the "Local_Weapons_Mod" folder to "Local" then load the game using your weapons mod, when you shut the game down the batch file then renames the "Local" folder back to "Local_Weapons_Mod" ready for the next time you play. Doing it this way means you don't need to use the batch file included with the weapons mod. The same thing happens when you use
  15. I was chatting to Spik@ about this earlier, I have tried to get a new character in the game but never had any luck in getting to show in the "human" list in the editor. I spent a few hours on this but in the end I gave up. Our new modding guru Spik@ has more patience than me plus the fact he is younger, better looking and still has most of his brain cells intact (unlike me) so I have every confidence that he can get this working. Alex, adding anything to the English folder will cause conflicts with any weapon mods plus it will trigger the anti-cheat for multiplayer.
  16. Riley, as you know you are on post moderation, I approved post #72 at 2:48PM UK time which was around 50 minuets after you made it. Now I come back here to find you have edited your post and completely changed it's content into nothing less than flame baiting. You are already on thin ice here so why make things worse for yourself, if you edit your posts in this manner again I will remove your ability to do so.
  17. Thanks for the update Oelmuvun, these batch files and the strange way the UAC handles files can be a bit confusing. Instructions for installing and running the sound mod. Once downloaded you will have one folder called "Custom Sounds Mod" in that folder are two more folders and two batch files, these are: Folder names: Local_Regular_Weapons sound File names (both batch files): coop_Regular_Weapons coop_Weapons_mod Installing the mod: Copy the "Local_Regular_Weapons" folder and paste it into the root directory of GR:AW2, for me this is C:\Program Files (x86)\UBISOFT\Ghost Re
  18. I have now got the batch files working whether or not you have UAC turned on. So after installing the sound mod there will be two batch files in the root directory of GR:AW2, I have Win7 so you may need to update the path names in the batch files for XP (I think Vista uses the same folder structure as Win7), once that is done you then need to right click on them and select "Send to" then "Desktop (create shortcut). If you do have UAC turned on then you need to run the two batch file shortcuts as administrator. Once I have got all the files tidied up I'll post full instructions on how
  19. I've created two batch files to rename both of the Local folders. One to rename Local_Weapons_Mod to Local then after the game is shut down it will rename it back to Local_Weapons_Mod. Done the same for the Local_Regular_Weapons folder. This all works fine on my PC but if you have UAC turned on then you get an "Access Denied" error in the batch file when it tries to rename the folder, right clicking on the batch file the selecting "Run as administrator" doesn't seem to help. Is there any way around this? I don't expect every one is like me and has their UAC turned off. Any thoug
  20. As Riley mentioned this mod has now been released. You can post any comments or issues in the release thread here.
  21. Welcome to the forums. Unfortunately I don't play GR:AW but make sure your game is patched to the latest version, looking at your crash log i think it is, if you want to check all the latest patches are available here. If you are using the bundled version of the weapon mod you could try the unbundled version, this sometimes helps if you are having problems.
  22. Thanks for explaining this further Rahn, running the sound mod is easy to do but can be hard to explain so everyone can understand it, when I posted above it sounded very simple in my head but didn't seem to turn out that way in my post. Candy, what you said sounds good but I have no idea how to implement it, I don't have a clue when it comes to creating batch or exe files.
  23. Hi All, I've been working hard to get custom sounds working in the game, along with Rahnman's help we now think this should work but there is a little work involved for the end user. I've started this thread to forewarn you all of what's needed to install the mod and how to run it, I won't go into detail of all the filenames as this is just a guide as to how it will work. What I would like here is some feedback telling me if you all think this is workable, it requires the player to rename folders depending on which weapons you are using and if you are playing multiplayer. Installin
×
×
  • Create New...