-
Content Count
3,528 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Calendar
Posts posted by JohnTC02
-
-
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 than being taken round the map in a scripted fashion, as these were my first missions this was the best I could do at the time so I thought it would be good to improve the mission.
I am currently revamping my Crashsite Escape mission, changing it the same way as this one I also intend to do the same to the Urban War mission as well, I am mainly doing this to add them to my Campaign so you will be able to tackle the missions in the same order as I originally made them.
Don't know if there will be any interest in testing these missions again as I revamp them, I know some of you have done them before and I don't want to post them here and make people feel obliged to test them again, if you do want to try them let me know and I will post them here as a coop first and release the new versions to the public before adding them to my Campaign.
Thanks,
John
-
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,
It must have been Trigger 02 (Every time one fires, we both have a debate as to who triggered it, as it's hard to tell from the number). I did see a guy standing out in the open, pointing the wrong way and in front of me who wasn't there before, but I admit that I didn't see him actually appear.
Now that we mention it, a lot of the AI I saw on that right (panel A) side didn't have time to disperse from their spawn point.
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.
Sorry... bad beta tester... (hangs head in shame). It was towards the end of the game, though, after we had established a new start zone. It was definitely after Littlebird went down, but I can't remember exactly how long.
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 at one of his maps.

Anyway, odd about the crash as there is nothing different here from the first public version other than the AI placement and location triggers. I'm still thinking it was that AI with the wrong group (see my last post).
Thanks,
John
-
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.

-
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
The server went left, and I crawled along the shore towards Panel A. There wasn't as much on that side as in the previous version, and I think the server kicked off Trigger 01 and it looked like I had some guys hot spawn on top of me, but it was hard to be sure (situational awareness is a little trickier when you're lying down).
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.
Once the initial stuff calmed down, the level played very smoothly. The general feel was very similar to the original, but there wasn't as much pointless criss-crossing of the map, and the ambushes were quite a bit meaner and difficult to counter.
I didn't want to change to much on the map or make it very hard as it's really designed to be included in my Campaign mission, I just thought it might be good to have a coop version. I may need to dumb it down a bit more for the Campaign, did you find it a hard mission or is it about right for single player?
I had a look on the Wiki but couldn't see anything that relates to the crash you had, just wondered where you were when the game crashed, was it when you destroyed the littlebird, I used the element "RemoveVehicle" as the heli is not destructible maybe this caused the crash, I could change it to "SetSlot" to remove it. Dose anyone else know what this error message means?

Thanks,
John
Edit:
I have been through the AI list in the World.xml and found one patrol set to "mex_special_forces_recon3" , I have read somewhere that the "special_forces_sniper" group can cause a crash but don't know if the same applies to "special_forces_recon3", this might be what caused the issue.
-
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 will creep around the buildings to the west of you, you have been warned!!

I have updated the mission with the intention of adding it to my upcoming Campaign mission, this will make the mission the same as the rest (non linear) that I intend to add to my Campaign.
I think the changes made to the map has improved the frame rate compared to the original.
Changes made to this version:
1. Map has been opened up.
2. AI placements are different.
3. Added Narcom's.
4. Created a new Texture Scope file.
5. Removed 99% of the xag Buildings/Props.
6. Lightmaps have been rerendered and optimized.
I know you have all tested the first version of this mission but I hope this is a improvement and would be very grateful if some of you would give it a go.

Thanks,
John
Link:
PS.
I will also be revamping my mission Crashsite Escape, this will include the same changes as I have done here.
-
You should be able to open the lightmap and adjust via Photoshop. Just outline the patch (I know the one you are talking about) then adjust the brightness\contrast for just the highlighted patch.
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.
-
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 this game even though I have a fairly high spec pc, not sure why but as I progress through any mission the lag gets progressively worse, my CPU usage seems to climb higher starting at around 60% and by the time I get near the end both core's are running at 100%, even though I have good frame rate the game is still laggy.

Thanks again, much appreciated,
John
-
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 objectives are available so you can choose how you want to play the mission. I have not changed the objectives.
I have made a lot of changes to the map as well, the current version suffers from some lag so I have removed 99% of the xag props and buildings and replaced them with standard props. The texture scope file was loading nearly all textures so I have redone this with a new file.
I have one problem which I need help with, there is a large black patch on the landscape which I am unable to fix, I have placed dozens of ambient dummy's there and rerendered the lightmaps but it's still the same, I was thinking there is a problem with the map so there is nothing I can do, any help here would be appreciated.

Thanks,
John
-
As far as the extract goes, we still couldn't see what the big deal was - we just stood there on the platform until the choppers hovered over our heads. We didn't actually get into them, but that was no problem.
BTW, I found the second half of the map (after you cross that center point) brutally hard... I can't remember the last time I got owned that badly in a level!
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 Dawn mission (the hard way) the Blackhawk's don't seem to work very well in coop missions as only one player can get into them plus landing them can cause a crash if you are using a dedicated server so what I have done here is the best I can do.
Pleased you like the second half of the map, I thought you needed a good pasting!!

Thanks,
John
-
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.
Sightreader, as the game ended for you then the chopper must have been at the extraction point, if you have time give the latest version a test as the extraction is different if it works I think you might like it.
Thanks,
John
-
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.
As always, I appreciate your time taken testing my missions.
Thanks,
John
Link:
-
Thanks for the quick replies,
The chopper at the end didn't land and I wasn't able to extract. I walked all over the platform to no avail. The pilot was not your usual "indestructable" kind. Also a spelling error, "retrive" the breifcase.
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!!

We played this one and it went marvelously. One of the hardest we've played. It certainly didn't feel like a Beta...totally polished! AI placement is better than ever, and certainly the most fun I've had on this map.
I take it that the littlebird worked ok for you Sightreader, what a strange game this is!!
The chopper at the end didn't land and I wasn't able to extract and it came in backwards and the the tree thats close to the platform then hovered in the wrong area see pic (and yes 3ppl beat the map in 15 min)
did also get stuck near the platform see pic (i was tryin to hide in fear for my life)
second spawn area sucks if u are alone maybe place it at the Fuel Supply B and or add a little fence
would also like to get up onto the building at the fuel supply A to snipe if this is possible
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 happening but not enough it seems, I'll add some more.
I did wonder if the second respawn point would be to vulnerable, I will look into adding some fencing there. I would be good if we could use the building at Fuel Supply A, I did intend using it as a objective but there's no way up there.
Now going to work on the issues found here and post the next version soon.
Thanks All,

John
-
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
-
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 is a 7 objective mission with around 220 AI, I didn't find it easy to hide the AI here so you might see some hot spawning (more than usual for me) so let me know. Just a quick hint, destroy Fuel Supply B to get a more central spawn point.
Have fun,
John
Link:
-
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:
-
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, this would cause problems online.
Thanks for retesting Sightreader.

John
-
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 forward to your findings.

Thanks,
John
-
Lets try this again,
I called this version 2.1 to stop any confusion, this bundle only has one mission the multiplayer day version and has my usual password.
I checked the AI placement and found one bot spawning in the middle of the wooden fence near Adat B to the right of the map.
He would spawn then hover of the ground with half his body on one side of the fence and half on the other, then he seems to pop into play on the wrong side of the fence, this is what Porter saw in the screenshot he posted.
I have also spawned the MG Nest AI later in the mission, so if you get the crash later on then maybe it's those AI that are causing the problems as they were spawned just over the bridge, I have heard of problems with the MG's but I think it just relates to humans using them.
I also found one AI falling of the map at the VIP/General objective, he has been moved but I can't see how this would effect Sightreader's problem as he wasn't near that part of the map.
I would appreciate it if Sightreader could give this version a test as he is the only one having this issue so far.

Sightreader, this may be a dumb question but I have to ask did any of your team try to use any of the MG's, this will cause the game to crash and was the only way I could replicate your crash with the same error message.
I have also changed when the music starts so this should solve the problem that Porter found.
Thanks,
John
Link to v2.1:
-
Thanks for the help Sightreader,
I have removed the download link until I can sort the problem out.
At the moment I am at a loss as to why you are getting the crash as you are the only one that has reported this issue.
I will look into it.
Sorry for releasing it with the error
John
-
Ok, it's finally finished so I hope you all enjoy playing it as much as I did creating the mission.
There are a few changes for the final version.
1. Added music for the extraction.
2. Changed the size of several location triggers.
3. Some of the snipers are now spawned at the mission start where before they were spawned just over the bridge.
4. Added more shanty fencing as flooring in the tower so the sniper there won't shoot through the wall.
5. Changed some of the AI placements.
There are four missions in the bundle, day and night multiplayer missions and day and night lone wolf missions.
I would like to thank Viper for testing over and over on his dedicated server while we sorted the issues at extraction.
Link for the Bundle, Screenshot included in the zip file:
Mission Author: JohnTC02
File Size: 7.1 Mb
Version: 3
Description:
FORT HORIZONYour mission at Ghost Town was almost a complete success except for one thing, a General and a VIP escaped. Intel has located them held up a a heavily guarded Fort nearby and is believed to be crawling with Rebels, General Keating is worried that they are recruiting more scientists to start producing more chemicals so they must be stopped.
Ghost's, you need to go in hard and fast, your mission is to locate the General and VIP once found they must be eliminated we will take no prisoners here!! There is also some heavy armour so you must deal with these as well, located near the main objectives is a control panel, destroy this to stop the General calling for reinforcements.
Your Mission:
1. Eliminate the General.
2. Eliminate the VIP.
3. Destroy Adat A
4. Destroy Adat B.
5. Takeout the MG Nest.
6. Destroy the Control Panel.
7. Destroy the Blackhawk Wreck.
8. Destroy the Supply Unit.
9. Extract.
There are four missions included in the bundle, a day and night multiplayer mission and day and night lone wolf version, as usual the lone wolf version has "sp" (single player) in the name of the mission.
I would like to thank Viper for all his hard work testing the mission several times to sort out the issues with dedicated server play.
Thanks go to all the Beta Testers:
Viper and his team @ AGB (agbgaming.com), Rahnman, Bogie, TAWGoose, TripleX, Porter, =PL=Winters, Zero_G and Sightreader
Coop Water Plant is ready for release!
in GR:AW 2 - Mission Modding
Posted
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