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Everything posted by JohnTC02
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Fort Horizon Beta is Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi Rahnman, Saw you online so I thought I would hop in and see how it was going. Sorry there's no jeeps, I did try to add them but they kept sinking , the way Bogie is going (getting GRAW1 props into GRAW2) he will be making amphibious landing craft next, that would be cool!! Strange about the heli, for me it was flying upside-down it then flew of leaving us stranded. As to the crash, I got a server timed out error saying that it was disconnected. Thanks Tinker, I am surprised this bug wasn't fixed in the latest patch, I will give your idea some thought, maybe I'll have a onsc -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the info Zero, I think were all doing the same thing, I also have a job to find time to test missions like you I'm busy on my next mission, hope you get your family problems sorted. Look forward to seeing your map. Cheers, John -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks Bogie, I was beginning to think nobody loved me anymore, I don't expect anyone to test the whole mission I just wanted to make sure it was as it should be and worked on line. I did test the mission on a lan/online campaign server and it seemed ok on both. It will be a long job to convert my first few missions as I want to change the objectives so they are all available plus the trigger locations and AI placements but it will get done eventually. Cheers, John -
Fort Horizon Beta is Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply TAWGoose, I checked the world.xml and found one of the snipers was set to mex_special_forces, this causes a crash when using the Brettzies mod so maybe it's what caused your issue. The dreaded "Z" key bug, changing the fire mode in the game will cause a crash 90% of the time, sometimes you can use it a few times but mostly it will cause a crash, this is a known bug in GRAW2. Pleased you like the textures, the original map had a lot of issues with the light maps mosty the grass (it seemed to be glowing) and the trees (a lot of them were black). I will post a new -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi all, Just wondering why there seems to be a lack of interest with my test campaign. I intend to add all my best missions to the campaign and rework some of the missions that are linear in their design. Please don't get me wrong here I'm not having a moan , just want to get a feel of how popular the campaign missions are, I have had a few requests to convert my missions to a campaign so I am surprised no one has tested it. Bogie's campaign missions seem very popular so I thought I would give it a go. Let me know your thoughts, if you all want to see my missions put into a campaig -
Fort Horizon v1 is ready for testing. This mission is scripted on the stock map The Fort. I have added some new props to the map, it has new lightmap textures and cube maps, not sure why but I was unable to generate the silhouettes the editor would create the "silhouette" folder but not the "sil" folder, I tried many times but with no luck. There is also a new minimap. Also updated the texture scope file so I hope I've got it right. The mission has eight objectives and around 240 AI. I hope some of you will give the mission a test, your feedback is invaluable. Thanks, John
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Ghost Town [v3] is ready for the public. In this final version I have raised the hover height for the Blackhawk at the extraction point. I have tested version 2 several times using an online and lan server, I did not see any lag and had reasonable frame rate. There is now four missions in the bundle, a day and night multiplayer version and a day and night lone wolf version. Mission Author: JohnTC02 Map Author: Sg.Nly Papo File Size: 9.9 Mb Version 3 DOWNLOAD ENTRY - Version 3 UPDATED Description:
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Hi Bogie, Just tested the Tactical Training Yard. Love the misty environment, I did notice in the wiki you are unable to see some of the wall plaques. OMG, I shot Davros how will we cope without him. Unfortunately I didn't get very far, I went to the next room and shot a few AI, I gave an order to move one of my team mates and the game crashed. John
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Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the feedback. What I have done Viper is to change the hover height so it's the same as the Blackhawk extraction in my Combat Dawn mission, hopefully this will be ok as I didn't get any reports of problems with that mission. I can't understand where this lag is coming from, this version is the same as v1.1, the only difference is the waypoints have been removed and I added four player triggers, I don't think these would cause lag as I have seen missions with a lot more than I have here. Dose anyone know if the player triggers will cause lag, any ideas here will be very hel -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Just to let you all know that I have completed the night version and lone wolf night/day missions for the final release. I will hold of releasing the final to the public until late tomorrow, after Zero's report of low frame rate I was waiting to see if anyone else had this issue with the latest version. If there is no more issues or feedback by tomorrow I will assume that all is ok then I will release it. Thanks, John -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi seiken, I tried to send you a PM but got the error below, let me know when you have sorted the problem and I will send it again. Thanks, John -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply Bogie, Now you have explained the differences between the two player types it's made it much easier to understand, I didn't know why the player triggers were always team_a but now I see why. Any chance of giving my campaign a quick test to see if all is well, you always do a good job on yours so I'm sure you will find any problems that may arise. Thanks, John -
Bushmaster Campaign Alpha Ready for Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Bogie, I have a question for you regarding your latest campaign mission. I notice that some of your location triggers use player_type="campaign_team" while some of the others use "team_a", I was wondering if there is a reason for this as another of your missions have all "campaign_team" for the triggers apart from the player triggers. Just trying to get my head around how to script the mission, I have used player_type="campaign_team" for all mine apart from the player triggers. Cheers, John -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply Zero, This is a strange one, all that is different in this version is the player triggers and as there are only four running I don't think this would cause it. I was going to say that maybe it was a one off issue but as you tried it on two servers I am probably wrong, just wondered if you went through a few triggers without killing all the AI so there was a lot on the map causing lag. Don't know what else to suggest, I will leave this version on here for a day or two and see if anyone else has the same problems. Thanks, John -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks Viper, There is only one Blackhawk available in the editor, I did not use the land command but made the heli lower down then it should hover just at ground level, to open the doors I used the element "SetHeliStand" which steady's the heli and opens the doors and at the start of the mission I used the element "SetHeliCloseDoors" you can see what that dose. So if you saw the Blackhawk touch the ground then I need to raise the height that it hovers, maybe its the heli actually touching the ground that causes the crash as I can't think what else would do it. It dose seem strange -
Map Coop Water Plant Beta Testers Needed!
JohnTC02 replied to =EP_Geez's topic in GR:AW 2 - Mod Beta Testing
Hi Stig, Just completed your mission. I played lone wolf on a lan server using the brettzies mod, had no real issues until the end. Although it seemed to start of a bit slow (there didn't seem to bee many AI around), for me the AI was very responsive and their placements were very believable, with vehicles nearby as if they had just stopped and got out. I thought the sniper positions were very good, some of them were a real pain to find and kill, loved it!! As I said I had a few issues at the end, after destroying the Adat I was killed and respawned near the adat only to be shot by se -
The Bushmaster Campaign Alpha is just a test to see if I've got things as they should be. This is my first effort a making a campaign mission at the moment there is only one mission , I have used the current version of Ghost Town but when all the issues are sorted I will add all my best missions, not sure if I should include the Combat Dawn mission because of the lag problems. The pickups are almost working so you will start the mission in the vehicle, don't know why but I am unable to get the Ghost AI to board the pickups but they will get out of them, any help here will be very welcome
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Map Coop Water Plant Beta Testers Needed!
JohnTC02 replied to =EP_Geez's topic in GR:AW 2 - Mod Beta Testing
Hi Stig, I like the look of your mission. If you want to PM me the password I will try and give it a play, bogged down at the moment trying to make a campaign mission. Thanks, John -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Version 1.2 is ready for testing. The main changes here are to the waypoint markers, I have used Bogie and Zero's idea and come up with what I think is a good compromise. I have done the changes using playertriggers. What I have done is removed the 4 waypoint markers for the Adat's, when the mission starts you will still see the onscreen text indicating that the Adat's must be destroyed. When players get near one of the Adat's you will the see the waypoint marker appear and an onscreen message to inform you that it's an objective. If you were to leave the area without destroying the -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for all your replies. Regarding the waypoint issue, as Bogie says making this mission linear (one objective at a time) is not an option. Zero's idea is worth a look but again having the waypoints appear within a certain radius is taking us back to a linear map plus people that are new to the mission wont know these objective are available at the start. Trust you to get stuck I will have a look at the point you mentioned and move the truck near the building, as it's a rust bucket I hope it will start as I don't fancy pushing it. You must have eyes in the back of your head, I -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply Zero, most players say they want all objectives available so they can complete the mission in the order they choose. If I leave it this way and remove some of the waypoints then there will be confusion as to where the objectives are which will lead to people complaining they don't know where to go next. If I have the objectives appear one after the other then players will complain again saying the map is to linear. I have tried raising the way points but they need to be very high to make a difference at the start of the mission, by the time you get to the waypoint -
Hi TripleX, Yes I have found this problem on my missions before, never really managed to cure it I think its something to do with the sound layer in the editor (the man to ask here is Bogie), I have had a problem before where I couldn't hear my footsteps, looking at the world.xml there was a lot of sounds in the map, I found by removing some of them the footstep sounds came back, don't ask me why!! I did have a look at your world.xml but there doesn't seem to be a lot of sounds added to the map so I'm not sure what is wrong. Sorry I couldn't help more, Over to you Bogie!! Regardi
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Hi Triplex, Just been through your mission, played it lone wolf on lan, first I must say I loved the map, had this one in my back pocket to do later but you beat me to it. Very well thought out mission, I thought the start was a killer all those AI storming me, Loved it!! I had a few issues/suggestions that might help: 1. I notice there was no ambient sounds on the map. don't know if you intend to add some, I think it might add to the suspense. 2. I liked the lights in the buildings but outside some of them made the map a bit bright, I did shoot a few so they went out and to me it
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Hi Bogie, Had a quick test on your Campaign, I completed the Mercenary Market mission with no issues at all, it played just the same as the coop version. The AI Ghosts were very responsive and followed all my commands, it's a while since I've played a campaign mission forgot just how good they are. No lag issues and good frame rate, enemy AI were very responsive the little devils kept killing me. Loved the save points at the objectives and the quick save worked ok and boy did I need it. Just give me a month or so and I'll complete the whole campaign then get back to you!! As alw
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Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks Sightreader, I wondered how long it would be before someone had a hot spawning issue at the churchyard, it's very open there and difficult to hide the AI, I did see the bots appear on the roof there but was hoping you wouldn't notice , I'll take a look and see if I can change anything. Bogie, you did mention that you was going to test v1,1 on Tuesday, did you get a chance to try it I know you are a busy man so no pressure, Rahnman and his team should be testing today, just waiting to see what you all think then I can get this mission rapped up. Take Care, John