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JohnTC02

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Everything posted by JohnTC02

  1. Hi Goose, I have found the error here, one of the files relating to the mines had the same name in the campaign as the coop Devils Island v1.4 this will be fixed for the next campaign version, so if you want you can reinstall devils v1.4 when you have the new campaign. Please note though, you can only have one version of the campaign installed at any one time. Hi Kaapo, There are mines all around the shoreline covering the whole island there are about 100 in total so mind your step! if you take a look you will be able to spot them by three small prongs just above the surface, they do n
  2. Hi Kaapo, Thanks for the reply, it's always good to have a fresh set of eyes testing my missions. Pleased you like it, I seems to me, like Bogie said, that you also found the missions to hard so I am woking on reducing the number of AI's and changing some of the patrol paths. There is a fair amount of work involved changing the AI for all nine missions so it will be a while before I can get a new version of the campaign released. Not sure why you are having problems moving the Ghost AI when the leader changes, this is my first campaign so I am still learning maybe Bogie can offer s
  3. Hi Rad, Pleased you sorted it, what you have done is a much easier way than I suggested for your purpose. There's nothing more frustrating than having a mission almost complete only to get stuck on a small problem. Looking forward so seeing your mission. John
  4. Hi Rahn, The old campaign was just a test to see if I had got all the code right and there was only one mission in it so you can delete it as that mission is part of the current campaign. You may as well delete "cam tco2 devils island v 1.4" as that is also a old beta version. I don't expect you to complete the whole campaign, just do as much as you want, I'm looking for some feedback relating to the difficulty and how stable it is plus as you have found any conflicts that may arise. I think the difficulty is about the same for all levels so if you find the first mission to hard (as Bog
  5. No problem Sightreader, No idea how I forgot to remove the debug messages, all I have to say in my defence is that this map is one of the hardest I have seen to socialise that is change the version numbers as there are countless files/folders to change when I changed it from one version to another. It's surprising to think that this one map contains 268 files 66 folders and I had to change about 90% of them. Well, that's my excuse anyway! John
  6. Hi Rad, Not sure if this is any help or even what you are tying to do. I normally have four mission for one map so what I do is make a new folder in the data/levels/custom_levels. This is the folder structure for my Ghost Town Mission: data/levels/custom_levels/ coop_tc02_ghost_town_day_v2/xml/ "world.xml" "unit_list.xml" coop_tc02_ghost_town_night_v2/xml/ "world.xml" "unit_list.xml" coop_tc02_sp_ghost_town_day_v2/xml/ "world.xml" "unit_list.xml" coop_tc02_sp_ghost_town_night_v2/xml/ "world.xml" "unit_list.xml" Then I will have the usual folders: objects/ textures/ un
  7. Thanks Rad, I was also thinking that maybe he has unbundled the quick bundle. I will send him a PM outlining our thoughts and ask to try and reinstall the game and let us know how he got on. I have lost my missions countless times only to find a full stop rather than a _ in one of the files, have a nice cold beer and look again. Thanks for the help, John Edit: Sent him a PM with a link to this thread.
  8. Looking at the world.xml the first entry is "m08_landscape_clean" so it's the landscape from mission 08 and not a custom made landscape. I had a look at his screenshot and the error in the box when the mission loads is "m08_landscape_clean" with two options "resume" or "restart". I don't know but maybe it's a problem with the quick bundle. Don't you just love this game! John Edit: All the missions he is having issues with use the same landscape "m08_landscape_clean" so the problem lies with that one landscape and as it's part of the quick bundle I can only think it's corrupted
  9. Hi Radiator, Thanks for the detailed reply. I think that what you are saying is my mission is loading the landscape from a different bundle and maybe WR9 doesn't have that bundle in his custom_levels folder so the landscape will not load. I will use Ghost Town v2 as an example, the bundle name here is coop_tc02_ghost_town_v2, in that bundle is four missions: coop_tc02_ghost_town_day_v2 coop_tc02_ghost_town_night_v2 coop_tc02_sp_ghost_town_day_v2 coop_tc02_sp_ghost_town_night_v2 So I did a test, I removed all the bundles from my custom_levels folder and just left the bundle c
  10. Hi All, I need some help, I have received the PM below from WR9, he has also included some screenshots. I have never had this issue with a coop mission but have seen it with my campaign, Bogie told me this error happens when the game can't find the prop listed in the error message. What's happening here is the whole landscape is not loading which seems very strange, I haven't had any reports of this issue from anyone else so I'm not sure what is causing it. I wondered if it's a mod or add-on he is using causing a conflict with the coops he mentioned. I would be very grateful if a
  11. Hi TAWGoose, I did post a beta campaign with one mission in it, there was two versions v1.0 and v1.1, if you have them installed then you will need to remove them, however you said you have checked so unless you have missed one then that can't be the problem. The error you posted is a conflict with another map you have installed, somewhere one of the maps has the same folder/filenames as one of the maps in my campaign. All you can do is check your maps and see if you have any coop versions by any author using the same maps that are in my campaign, also check the TvT maps for the same
  12. Hi All, Version 3 is ready for download. I had to make it a new version to stop any conflicts for online play. Hopefully this one is ok, I have removed the debug messages. If you find any more issues then please let me know. Rocky will update the download section as soon as he can, until then use the link below. Thanks and sorry for the error. John Link: Castle Hill v3.
  13. Thanks for letting me know Porter. I forgot to remove the debug messages in the mission file it will be the same for all missions, I'll have to remove them and release a new updated version. Trust me!! John
  14. Thanks for the heads up Oz*ares, I sent Rocky a PM. It was Bogie that first came up with the idea of lone wolf missions, they do seem quite popular, so if people use the missions I don't mind putting the time into doing the work. Thanks, John
  15. Beta Phase concluded, Thanks to all the beta testers that have contributed to the release. Link to the public release thread: Castle Hill v2. John
  16. Castle Hill v2 is now ready for public release. There are four missions in the bundle, day and night multiplayer missions and day and night lone wolf missions. There is no big change from the last beta version, I have added the mines sign and would like to thank [HI]Galor for allowing me to use his custom made prop. I had to add some lighting to the night version as there were no lights in the map apart from one or two in the buildings. Big thanks to all the beta testers who have helped me to get the mission released. Link for the Bundle, Screenshot is in the zip file: Ca
  17. Hi Oz*Ares, Just watched the final movie in HD, really amazing piece of work and superb quality. I think the GRAW community need more movies like this as it really shows what the moders are capable of, I think I saw one or two of my maps in there, thanks for including them. In my opinion you deserve a medal, this will help to keep GRAW2 alive. John
  18. Thanks for testing again Sightreader, Pleased you like it, I think removing those fence panels has made a big difference to the start of the mission it's a little bit harder to move forward making it less of a duck hunt. I have the signs in a working version that I am testing and they look very good. I'm now getting the night and lone wolf versions done so I hope to release the mission later today (9:20 am here) if not early tomorrow. Also working on two more coops, as far as I know these are new maps for coop missions so watch this space. John
  19. Thanks for the reply Bogie, As I said this is my first full Campaign mission so I really appreciate your feedback. It's great to have the campaign tested by someone who has experience in making them, I really didn't know how many AI to leave in the maps, I did change a few patrols to idle and removed some AI around the maps, I even thought that I had removed to many. When I tested the missions I was thinking along the lines of, if I struggled to finish a level I assumed people like you would have a reasonable fight on their hands as I'm a pretty lousy player at campaigns. Looks as
  20. Just a quick update, [HI] Galor has very kindly given me the ok to use his custom made sign which has mines written on it, so I will include them in the public release version. All I need to do now is work out which files I need and how to add them to this mission. John
  21. Hi Bogie, It would be good if you could give it a quick test just to make sure all is as it should be. I have a question for you, for some reason Devils Island kept giving me an error when it loaded, there was a box in the middle of the screen with the line "shanty_tree_burned" in it and the option to restart or resume, the only way I could fix it was to remove all 28 shanty burned trees. I checked your "Fire" map in your campaign and you have those trees still in the map, I was wondering if there was a conflict with my coop version as it's still installed, seems strange though as I h
  22. Thanks for the reply Viper, pleased you like it. Just finished v1.5, Not many changes here, I have altered the fencing at the start to make it a bit harder for you plus I have changed some of the patrol paths. That's about all really, don't know if anyone wants to give the start a try but I think the mission is about done. I'll give it a day or two then start getting the lone wolf and night versions done and get it released. I have a couple of coop maps started but they have some texture issues (lots of lag) once that's sorted I will start scripting the missions, so I hope to post
  23. All of my missions to date have been converted to a SP Campaign mission, this is my first full campaign so let's hope it all works as it should. Below is a full list of all the missions included. Download size: 30 Mb Bundle size: 81 Mb Act I: Devil's Island Day Urban War Day Crashsite Escape Day Act II: Vips' Retreat Night The Bushmasters Revenge Day Combat Dawn Day Act III: Ghost Town Day Fort Horizon Night Allied Force day All the missions include: 1. New loading screens 2. Custom briefings and mission maps 3. At least 1 resupply mule for each mission 4. All miss
  24. Thanks for testing Sightreader, When I tested the mission I thought that maybe the fence made it a bit easier, I think the best thing is to remove some of the panels but still try and provide enough cover for the players. Pleased you like the signs on the fence, it's a lot easier to see than on the hut as you spawned so close to the hut it was hard to make out what the sign was saying. I'm still waiting for [HI]Galor to get back to me, I asked him if I could use the sign he made (see Dav's post) I think it would be a good addition to the mission. I'll give it a day or so to see if t
  25. Hi Kingpin/Kaapo, Thanks for the reply. It's always good to get feedback from people that use the missions in the download section as it helps to improve what we do here. In future I will add a list of missions with the exact mission name included in the bundle, it will be added the the description section on the release. If you are interested in Campaign missions, I am currently in the process of making a campaign which will include my first nine coop missions, this should be posted in the GRAW2 Mod Beta Testing forum in the next few days, if you would like to test them or any of m
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