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JohnTC02

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Posts posted by JohnTC02

  1. 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 version here in a few days, will wait to see if any more issues arise.

    Thanks, :thumbsup:

    John

  2. 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 :D , 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 campaign then I will get to it. :thumbsup:

    Thanks all,

    john

  3. 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

    Link:

    Fort Horizon v1

  4. 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:

    GHOST TOWN

    Word has come from General Keating that a small town on the outskirts of Mexico is full of rebel soldiers. Intel suggests they are producing chemical weapons and intend to fire them at the heart of the US.

    At the moment the chemicals are in their raw state and are stored at two locations at the town, there is also a chemical testing lab where they are getting close to making the chemicals stable enough so they can be used on missiles. Intel also suggest there is at least four Adat's in the location, we have no precise location for these.

    You will be dropped at a location near the town, vehicles will be waiting there to take you to the hot zone. Remember to search the town for the Adat's and destroy them. The US is counting on you Ghosts!!

    Your Mission:

    1. Destroy the 4 ADATs.

    2. Take Out The Chemical Testing Lab.

    3. Destroy Chemical Facility A and B.

    4. Destroy the Mule Supply Unit.

    5. Extract.

    When you are in the location of one of the Adats you will see a onscreen message to inform you plus there will also be a green waypoint marker appear.

    There is now four missions in the bundle, a day and night multiplayer version and a day and night lone wolf version. The lone wolf mission has sp (single player) in the name of the mission.

    Special thanks goes to Sg.Nly Papo for the use of his map Small Town.

    I would like to thank the Beta Testers for all their help:

    Bogie, Rahnman, TawGoose, Anthony, Porter, Sightreader, Zero_G, Viper and his team @ AGB (agbgaming.com), TripleX.

  5. 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. :rambo:

    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

    Crash in application version: 30899.3048

    Unhandled exception - access violation

    C STACK:

    graw2 (???) : ???

    ??? (???) : ???

    SCRIPT STACK:

    data\lib\units\ai\soldier\smovelogics.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\level\level.dsf(0)

    Renderer: threaded

    Physics : threaded

  6. Thanks for the feedback.

    Did you make any changes on the blackhawk? Maybe just let it hover over head so it does not crash the server.

    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.

    We played your map again tonight and thought that the way you handled the ADAT's really worked well. It cleaned up the map quite a bit. But like some others we ran into lag problems.

    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 helpful. :hmm:

    Sightreader, did you experience any lag while testing this version.

    Thanks all.

    John

  7. 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

  8. 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

  9. 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

  10. 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

  11. Thanks Viper, :thumbsup:

    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. :wall:

    It dose seem strange though, why didn't Triplex's map crash when the blackhawk landed could it be a map related issue, I remember that I couldn't use it on my Urban War mission as it always crashed the server so I changed it to a littlebird.

    As TripleX states using the land command will crash dedicated servers so I didn't use it here.

    I will have a look at the heli and see how high it hovers, I have noticed that it doesn't always hover at the same height so maybe raising it will cure the problem.

    Thanks,

    John

    p.s,

    Just checked the editor to be sure but could only see one blackhawk that can be made to fly, there are others but I think they are static and just used for eye candy (someone correct me if I'm wrong)

  12. 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!! :D

    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 several AI that came from nowhere, after several deaths I then had to deal with the attack heli's it was then that I had a lot of lag the frame rate fell to 9 fps and never recovered, Bogie did mention something about the extraction smoke but I don't know if you changed it.

    Apart from the end the frame rate was very good staying around the high 30's and the low 40's with no lag, had 171 kills and 13 deaths, my time was around 1 hour 20 mins.

    Great mission. :thumbsup:

    John

  13. 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.

    Anyway give it a test and let me know what you think.

    The password is the same as my coop missions.

    As always thanks for testing my missions.

    John

    Link:

    The Bushmaster Campaign v1

  14. 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 Adat the green marker will disappear until you return to that location. This will happen with all the Adat's.

    I have moved the green truck where Bogie got stuck w00t , also added crew to both Blackhawks.

    I hope the issue with the markers has been improved, it would be good if some of you could test the Adat objectives and see what you think, I don't think there is any need to complete the mission just let me know if the new waypoints are better.

    I have added about 50 lines of code just to make the changes here so I hope it's better.

    I'm considering doing a complete mission this way, all objectives will be available but there will be no waypoint markers until you get to their location, this will keep the mission open so you can complete it how you want. It will be like a search and destroy mission, what do you think of this idea.

    Thanks for all your help so far, :thumbsup:

    John

    Link:

    Ghost Town v1.2

  15. 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.

    On another note, I was about 45 minutes into the map and I became stuck (this is why we beta test) Essentially there is a green rusted truck on the corner that is a little too close to the building and a stair. I went behind there (went over the stair) and was trapped. Having already eliminated the AI, there was no way for me to die. So essentially it would be easy just to move the truck slightly out or place a 2M Mover Sphere on either end so players and\or AI do not get stuck.

    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.

    However, leading up to ADAT C at ground level I was creeping forward and looking at the buildings straight ahead when (I believe) trigger 08 hit and two guys appeared in the window and two appeared in the building next to the Panhard. Since noone has complained of lag for these areas, perhaps having at least the distant visible AI spawn sooner (window guys) and any others I may have not seen due to my untimely death.

    You must have eyes in the back of your head, I did look at this point myself and could just see the AI you mention (I must need glasses), I will see if I can hide them better. As for the snipers, they are exactly the same so as you say you must have been ready for them.

    I still think it would be OK to remove the two second floor objectives (chemical mixing or something like that) in order to clean things up a little.

    We did notice that the blackhawk at extraction had no pilot. We nicknamed our invisible pilot the "ghost pilot" (in a ghost town :) ).

    I am reluctant to remove those objectives as it's part of the storyline, plus I spent quite a while putting the props in there and getting the lights to work. Dam!! I thought you wouldn't notice Vitale's ghost flying the Blackhawk, I'll put a better pilot in the heli.

    Apart from the waypoint issue I think this mission is about done. I think the best solution here is what Bogie suggested, remove the waypoints for the Adat's and adding some onscreen messages when you get near to the location, as Bogie said the Adat's are easy to spot plus you can hear them from a distance. I will give this a look and see how it plays, if I think it's not the way to go then I'm afraid it will have to stay as it is.

    I will get these points fixed then post another beta version for anyone that wants to try it, if not I will get the night and lone wolf versions done then release it.

    FYI, I am working on a Campaign mission using my best missions (not Combat Dawn!), I have got one mission done but I am having problems getting the Ghost's to use the pickups, there must be some code I can use for this. Any ideas here are welcome.

    Cheers,

    John

  16. 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 it's about 50 feet over the objective to me this just looks silly.

    Bogie did suggest removing the markers for the Adats as they are not to hard to find, I could try this but in my experience some people that play online really need their hands holding.

    I would have to explain in the instructions that the Adats are a seek and destroy objective, as I have found out recently people do not read the instructions, they just head straight to the download button then play the mission. :wall:

    Any suggestions here would be welcome.

    John

  17. 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!! :hmm:

    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!! :thumbsup:

    Regarding the lighting, what I normally do if the map is dark is to find a map that looks about right then copy the environments.xml from that map and put it in the one I am using (make a backup of your file first just in case), this normally works for me, again Bogie makes his own environments file, once again no idea how he dose it.

    Hope this helps,

    John

  18. 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. :P

    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 seemed much better, maybe turning some of them off.

    3. No real lag issues but at trigger 02 and 03 the frame rate did drop down to 22 but other than that it was around the high 30's.

    4. At the second spawn point I had several instant deaths as there was a few AI at that location plus two snipers on the rooftops, you could add some fencing there for cover or have the spawn point in the alleyway.

    Other than that a very good mission, I thought I used a lot of snipers in my missions, you had them every where, Loved it!! :D

    By the way as Porter mentioned I also saw quite a few of the outside lights flickering but didn't think it was a big problem.

    Extraction worked fine, the Blackhawk was very good.

    Can't give you my time as I was doing chores as well (have to keep the wife happy), had 261 kills and 25 deaths most of these at the start and the second spawn point.

    Amazing work for your first mission, :thumbsup:

    John

    Edit:

    Just looked at your mission/world_info.xml and you do have ambient sounds loaded, strange I didn't hear them!!

  19. 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. :ph34r:

    Just give me a month or so and I'll complete the whole campaign then get back to you!! w00t

    As always another classic. :thumbsup:

    John

  20. 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 :D , 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

  21. Thanks for all your comments guys. :thumbsup:

    I am pleased you like my latest effort, I think this map is well suited for coop missions.

    I learnt a lot from Combat Dawn with all the lag problems, it never really got completely sorted as there is still a few with lag issues.

    With Ghost Town there are a lot more location triggers so there are less AI spawning at one time plus there's no effects at the start as they cause lag issues.

    One bad map will not put me down, my next mission is progressing very well.

    Cheers,

    John

  22. Thanks for the feedback TAWGoose and Rahnman,

    Pleased you liked the pickups, I'm still learning at map making, the area that the vehicles use is new and I think it turned out ok. I did steer clear of compositions/effects for the insertion, they do look nice but cause a lot of lag and sometimes having this lag at the start of a mission it takes a long while to recover causing even more when the AI is spawned.

    Not sure what I can do regarding the waypoint markers, I do agree they are distracting but as you say having them appear one after the other gives the mission a short lifespan. If you want to choose what order you complete the objective in then there is no choice but to show them all, removing the waypoints you suggested is ok but players new to the mission won't know there are objectives to complete in those buildings and will be wondering around trying to complete the mission as they all have to be completed before the extraction will start.

    I will give it some thought, maybe having them at different heights so they don't all appear as a horizontal line across the screen, any thoughts here Bogie! :D

    One question, don't know the type of server you use but did you have any problems with the lights coming on in some of the buildings.

    Have fun on Thursday, hope the new version is better. :thumbsup:

    Take Care,

    John

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