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Everything posted by JohnTC02
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Ok, v1.4 is now ready for testing, Got this version finished sooner than I thought. Just a couple of changes for this version: 1. Added some cover for the AI around the map, I hope this will make it a bit harder to pick off the AI from the high points. 2. Added a bucket load of mines around the map so mind your step. If anyone wants to retest the mission I would be very grateful but I think were almost done. Not sure how to release this map, as there is already a public version out there do I make this a separate download or have Rocky replace the existing one as it will have
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Thanks, Rahn, I'm currently in the final stages of testing my revamped Crashsite Escape mission like this one all objectives are now available, I have left them the same as the public version plus I've added one more. Hope to post it here in the next day or two. My campaign will be a while before it's done, I have to revamp more of my missions as yet, so it's not even started, did you see my single mission campaign (Bushmaster Campaign) I posted here a while ago, it was just a test to see if I have got things right as I haven't done one before. I will be posting a new version of Devi
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Allied Force is now finished and ready for public release. Due to the issues Sightreader found at extraction I have released a new version v3. There are a few minor changes from the last version. 1. Done the spelling errors on the waypoints and screen massages. 2. Fixed the issue of not being able to plant c4 on the Fuel Supply panels after blowing the fuel tanks with grenades. After TripleX found the issue with Fuel Supply A, I tested both of the panels and found that Fuel Supply B was also difficult to attach c4 to after using grenades there. So I moved the panels out a little t
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Coop Water Plant is ready for release!
JohnTC02 replied to Stig783's topic in GR:AW 2 - Mission Modding
Hi Stig, I see your mission hasn't been released yet. Did you PM Rocky the link to this post to let him know the mission is ready for release, he will then add it to the download section. If you don't tell him he may not realise the mission is finished, If you have told Rocky it may be worth sending him a reminder as he is very busy ay the moment. Well done on your first release. John -
Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Viper, Did you see the Blackhawks at the end, you all need to be at the extraction point (on the pier) to trigger the heli's. If the music started then you have completed the mission, the game then waits until all players are at the extraction point before the heli's start, when the middle Blackhawk is overhead it triggers the end of the game. Thanks, John -
Hi Rahn, When I was placing the AI I did wonder if someone would be able to take out the AI from the high points on the map while others triggered them. The problem with this map is it's very open making it difficult to hide the AI when spawning them so I tried to place them behind fencing and in buildings, I assume you saw the AI at Panel A and the Antenna or Adat objectives as there is a large number spawned together at those locations. I will take a look and see if I can hide them better or spawn them somewhere else. I agree that choosing how you complete the mission is better t
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Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
I need some help finishing my night version. Not sure what the problem is here, I have done a night version but the mountains in the background are very bright as you can see by the picture. Has anyone got any ideas as to how to fix this issue, if it can't be fixed then I will have to release it as is. Thanks John -
Thanks for the reply Sightreader, I will have a look at these triggers, I thought that the AI at trigger 02 were spawned fairly well back from that location but knowing me there is some to close. I might need to make the location trigger at Panel A bigger, sometimes the AI are a bit slow getting their act together. General Keating has sentenced you to two days playing Bogie's TACTICAL TRAINING YARD with no breaks or sleep, maybe this will improve your map testing skills!. Speaking of Bogie, he's been a bit quiet on here lately I assume he is ok, maybe Vitale is holding him prisoner
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Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the feedback, I will take a look at Fuel Supply A and see if I can fix it, probably needs moving slightly. I will do my usual day/night versions for lone wolf and multi player missions, just thought I would ask as I don't want to release something that won't be used. So I think were done with this mission, just need to fix the c4 issue and do the lone wolf version then release it. Thanks again to all that tested the mission, John PS, Have a good holiday Porter, you should take your pc with you so you can still test the missions. -
Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Just wondering if anyone has any more issues to report with the mission, it's been here a while now with no more reports, I will leave it another day then start getting it ready for public release. I have one question, do you think there is any need/interest in the lone wolf versions of my missions or are the standard ones ok for all game types. Thanks all, John -
Thanks for the test Sightreader, I designed this mission to be compatible with v1.2 so you can leave it in, I will probably make the public version v2 Trigger 01 just spawns the AI on the left side starting from the first spawn location, if you were going towards Panel A then it would be Trigger 02 that spawns the AI there, did you notice if you triggered 02 if you did then I need to look at the AI placements there, I found it was sometimes hard to see the AI in the bushes so when you do see them it looks as if they just spawned there. I didn't want to change to much on the m
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Devils Island Revisited v1.3 is ready for testing. In this version I have opened the map up so all objectives are available, unlike the current public version which is very linear, the mission file has been rewritten with different AI placements and I have added narcom videos, the objectives are the same as the public version. The bundle file is called cam_tc02_devils_island_v1_3 but it will show in the game as coop_..... Just a hint or two for you: complete the "Kill The General" objective for a central spawn location, at the initial spawn point you need to watch your back as the AI
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Bogie, you are a genius!! I did what you said, the area was so dark I was able to outline it using the magic wand in photoshop. It took two minuets to do and fixed it a treat. The map is progressing well, there are still some problems placing the AI here as the map is so open it's hard to hide them, I have ended up with a very complex set of locations to trigger the AI, I hope there wont be to many bods' spawning where they shouldn't. Thanks for the interest so far. John.
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Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the test Porter, Strange you didn't hear the music, it should start when all objectives are complete and the extraction waypoint appears so there is no special trigger to start it. Maybe it's like you say , something to do with the German version. Thanks for the vid Porter, I watched it in HD very good quality, it's odd to hear the narcom in german. I am always pleased when you test my missions as I use your feedback as a good benchmark, I find if you do not report lag problems then I feel quite confidant that the map should run ok. Like you I also suffer from lag with -
I am in the process of redoing my first mission Devils Island. It's scripted on the Island map by =TanAtoS=B52 This mission will be included in my Campaign that I am working on. My question is, would there be any interest if I was to release a coop version for you to test and possibly (if it all goes well) a public release. If you all want to test it let me know, it will be a few days before it's ready as I am having issues with the AI, some are falling through the map and I need to sort some hot spawning. The current version is very linear so I have opened up the map and all objectiv
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Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply Sightreader. The spelling mistakes will be fixed on the next version. The first version used the Littlebird for extraction and some players noted that it didn't land so the mission would not end, v1.1 was changed to three Blackhawk's, but there is no big deal there just the fact that there is three heli's that fly in and hover over the extraction point with music at the end. I just thought it looked quite cool and was better than v1. I hope this is what you saw (and heard) at the end, if not you will have no idea what I'm taking about. As I learned at the Combat D -
Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi SixGunsLoaded, Thanks for pointing out my spelling mistakes, I'm normally scripting my missions until 2 or 3 am, I must be falling asleep at the keyboard, well that's my excuse anyway!! I will have to check the map but I think the hole you found is not part of the playable map, from what I can see by your picture it's up high on the mountain. You have done a great job on your first post, I hope you will be testing more of my missions. I am just curious as to how you got my password, I cant recall sending it to you, it's not a problem I assume someone must have sent it to you. -
Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Ok, version 1.1 is now ready for testing. Main changes here is to the extraction, I removed the Littlebird and replaced it with a Blackhawk (or two ) plus added some music here as well so I hope it all works as it should. Other Small Changes: 1. Added some fencing around the second respawn point. 2. Added more movers around the landing pad so that should keep you out Zero! 3. Corrected the spelling mistake on one of the waypoint markers and onscreen messages. 4. Heli crews should now be immortal. I think that's all the changes, let me know if you find any more issues. A -
Allied Force Is Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the quick replies, I thought I would try the littlebird again as it's a small map but it look as if it doesn't like your server ( I assume you used dedicated), I will probably do something similar to my last mission and use a couple of Blackhawks. Sorry about the spelling mustook I must try and get to bed more!! I take it that the littlebird worked ok for you Sightreader, what a strange game this is!! The littlebird is a pain, as I said to Rahnman I will be changing the extraction. Strange you got stuck under the platform, I put a few movers there to stop this happeni -
Harbour v2 is ready for Public Release
JohnTC02 replied to triplex's topic in GR:AW 2 - Mission Modding
I just downloaded it no problems, are you using a download accelerator I have had problems in the past with filefront, if I used my download software (Free Download Manager) it would crash or stop working. John -
Harbour v2 is ready for Public Release
JohnTC02 replied to triplex's topic in GR:AW 2 - Mission Modding
Great Work TripleX, Although I haven't tested your latest version, I'm sure going by the last one I tried this is going to be a huge success. Well done on your first release, hope to see many more. John -
Allied Force v1 is ready for testing. I thought all you beta testers would get bored with nothing to test so here's another one for you. The mission is scripted on [sPH] Bionic's Arroyo v2 map. I had a lot of issues getting the map compatible with coop play, the map had terrible lag when the AI was spawned, the texture scope file had just about every texture loaded so I have reduced the textures from around 300 lines to 20, I had to learn the hard way how to make a texture scope file so I hope all is well. The lightmaps and cube maps have also been rerendered and optimized. This
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Fort Horizon v2 is ready for the Public
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Finally got this mission completed. Thanks again to Sightreader for his help retesting the mission after he had the crash when using the game. Release version is v3, I have updated the download link on my original public release post. Thanks, John New version 3: Fort Horizon V3 -
Fort Horizon v2 is ready for the Public
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Thanks Sightreader, I hoped it was the bod in the fence, I do like this map so I wanted to get it as stable as possible, I was pleased you had the crash in one way as others would probably have the same issue. I didn't notice until after I released the mission that the Blackhawk wreck is bigger than the doors, I reckon they dismantled it and rebuilt it in there!! I will get the lone wolf and night versions updated and release it, then I can update my first post with the new download link. I think it will be best if I release it as version 3 as there are a few v2 missions out there, t -
Fort Horizon v2 is ready for the Public
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Hi Sightreader, I got your PM thanks, I tested the mission almost all day (online and Lan) and was unable to reproduce the error you had, I did find the issues in my post above, maybe the AI in the fence caused the crash as the error message you had can be related to the AI. There are a few MG's on tripods doted around the map, I did use one of these when testing (getting desperate!! ) and it crashed the game with the same error message you had, in testing this was the only way I could cause a crash. Your not a pain, I just want to get the mission as stable as i can. Looking forw