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JohnTC02

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Everything posted by JohnTC02

  1. Thought I better update this thread with the latest new features. For those of you that have played my latest beta you will have seen these already. There is still lots more to come, I'm working on the elevator and this should be in my nest mission, Spik@ is also making some buildings but I'll let him tell you about these when he is ready. A lot of you have been asking for custom sounds in the game, well I am still trying to get this working, there are many compatibility issues to overcome, I've been having problems getting this to work along side weapon mods and the sto
  2. Admins look after the day to day running of the site which includes moderating the forums and have the power to ban with Rocky's approval, plus they have access the Admin Control Panel where we can look after members accounts and the running of the forums. Staff are also global moderators so they have the same moderating powers as Admins but can't access the Admin Control Panel. Consultants have limited moderating powers, they can lock, delete threads and posts and warn members. The amount of Admins, Staff and Consultants on the site is down to Rocky's discretion.
  3. No but the land mines have always been there but they never worked until Davros (one of our consultants) fixed them. Ubi included them with the game and they were available in the editor but for some reason they never worked.
  4. Yup, they can be detonated either by the AI (enemy) or the player you can choose which depending on the type of trigger that is used, I also use them to destroy certain props so you can also detonate them from the script. Been using these since I started modding in 2009
  5. Hi Rahn, The is great news, I didn't realise that your sounds (settings.xml) are the same as Brettzies so this should make things a bit easier. I think I follow what you are saying but will send you a PM so you can explain it in more detail, thanks for letting me know and for helping out. @Bob, I hope you have better luck when testing this evening. Now that I have found out how animations work in the game it opens up new possibilities, both Spik@ and myself are busy working on new props and buildings with animations. I have got the elevator working in game, it's not perfect but
  6. Hi, Spik@'s partner in crime here As Spik@ mentioned we have been discussing if it's possible to get a claymore in game, while in theroy that shouldn't be a problem making it "plantable" on the landscape is not possible, only props can be made platable with c4 as they need a certain template to be defined in the models xml file so making a landscape plantable would cause all sorts of problems. Making an actual claymore that we can use in game would be fairly simple but all it would be is a land mine that looks like a claymore as all we have to base it on would be the land mine. It m
  7. Hey Rahn. I can add my sound and wave bank names to your settings.xml in the sound folder then all sounds work fine, the problems start when players are using a bundled version of your mod or Brettzies, in this case I don't see any way of overriding the sounds so I can add mine. John
  8. OK v1.1 is ready. Changes to this version are as follows: 1. Removed the iPad prop and replaced it with another GR DVD. 2. The trigger for the laser at the Intel station has been made bigger so it covers the width of the hallway. 3. Moved the AI next to the barrels at the Service Depot. 4. I have changed the animation for the external doors at the Jail house so they now blow inward, they no longer stop you entering the buildings. 5. Added a "squeaky door" sound to the metal gates and the jail cell doors, these are stock sounds and IMO pretty pathetic but it's all I can find at the mo
  9. Thanks for the feedback Hollywood, pleased you liked the mission. @Daro, the NfCreateCoreSDK error is being caused by one of our new props, I had the same problem while testing but thought I had fixed it, the prop in question is the iPad that is next to the laptop on the second floor of the Embassy, the way this model has been made is not compatible with the game so I'll remove it then post a new version. @Rahn, we had no problems with opening doors or planting c4 when testing apart from in the jail house as I placed a bot to close to the doors so when he was killed you couldn't open th
  10. Hi Kobudo, Welcome to the forums. Could you please include an English translation when posting in your native language, most of our members here only speak English so some will have problems understanding your post (me included). John
  11. Thanks for all the replies folks it's much appreciated as is your continual support especially now that GR:FS is out. I did say a while back that I would be the one of the first to buy GR:FS but after seeing the first reviews I changed my mind, add to that the fact that we will never see any modding tools made me decide not to buy it. Anyway I'm getting off topic, I had my concerns that this mission would be laggy due to the complex scripting and the amount of triggers but so far it seems ok. Pleased you like the changes to the minimap Jack, I did wonder if it would make the mission to e
  12. Hahaha, it's the PC3Box versiion.
  13. Outlaw Hunter v1 is ready for beta testing. Welcome to my next mission, I believe this to be the most complex mission (scripting wise) ever made for GR:AW2 as there are lots of new features in this mission, I have made 5 new animated doors plus there is a jail door from Spik@, he has also made three new custom props which I have used for one of my objectives. Also in this mission you will find two new custom made buildings, see the images and video's below to see what's new in this mission. Minimap: I'm not sure if you folks will like what I have done with the minimap but I have mark
  14. I can confirm that this fix does work. I've been using it on my dedicated server for a while now and had no memory leak related crashes since adding the line to my context-standalone.xml. I should mention that I'm using a dual core laptop as a dedi so I don't know if this would work the same on a true paid for server, but I see no reason why it shouldn't.
  15. I used to use Skype to chat to a few people on here like Davros and Zero but I was getting so many spam messages popping up I removed it from my PC, this is a couple of years back so maybe they have made it more secure these days. Not sure how they did it but they used to appear in the chat window, I had everything from people selling clothes to porn sites.
  16. Changing the rate of fire (also known as the "z" bug) is a known problem in the game, you can use it a few times but after that it will always cause a crash. There is no fix for this so the only solution is not to use it, I have my "Z" key mapped to my night vision to stop me accidentally pressing it and causing problems in the heat of battle. Never heard of the in game chat causing problems but most players use 3rd party chat software like Xfire.
  17. Are you using any type of weapon mod. One of those crash logs is just a simple GR:AW2 bug but the others look like they are related to a weapon error. Sometimes custom weapon mods can cause problems, if you are using Rahnman's or the Brettzies weapon mod try using the unbundled version. Does this always happen on the same map?, if you can post which maps you are using that may help. I'll move this thread to the Tech Support forum.
  18. It would help if you could post the crash log here. Next time the game crashes copy all the text from the box that appears after the game has crashed then post it here and we will do our best to help you.
  19. Beta Phase concluded, Thanks to all the beta testers that have contributed to the release. Link to the public release thread: Northern Watch. John
  20. Northern Watch v2 is now ready for the public. There are a couple of changes here from the last beta version: I have converted the letters indicating which level you are on in the office building to static props so these will no longer fall of the walls when shot at or hit by an explosion. An "EZ" marker in a small circle has been added to the minimap to indicate the extraction zone, this will also show on the overhead map. Download Link: Northern Watch Mission Author: JohnTC02 Map Author: JohnTC02 File Size: 26.5 Mb Version: 2 Northern Watch Intel suggests that we have be
  21. Thanks for testing again. I can make those letters in the office building into a custom prop and remove the dynamics, this will stop them from falling off the walls when using a nade. In fact it might be better to add them as a texture to the building. Adding a marker to the minimap to show the extraction area wouldn't be a problem, it would then show on the overhead map and minimap. I'll get these fixed then release the map. Cheers, John
  22. Looks like this is ready for release, I'll get it done as soon as I can. Next mission is progressing well and will be the most complex mission ever seen in GR:AW2 but it will be a while before it's ready for testing. Expect to see a lot of new features in the next mission, there are various animated doors such as the hanger doors (with sound), new gates and different types of garage doors all of which I have made in max and developed in the game. Spik@ has also been busy in max making some new props so expect to see a few of these in my next mission and others filtering though over th
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