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Everything posted by JohnTC02
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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 all your comments guys. 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 -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
I think some of you are having problems downloading v1.1. I have uploaded the file again and updated the download link. It should be ok now, please let me know if there are any more problems. Thanks, John -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
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 yo -
Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi All, Ghost Town v1.1 is ready for testing. I have done the changes reported here by Bogie and Rahnman. 1. Added another spawn location, see my last post. 2. Fixed hot spawning issues at trig08 and trig09. Bogie did say he thought there were to many snipers around the map, if others find the same problem I will reduce the numbers, I hope some more of you will test the mission so we can move forward with it. Thanks, John Link: Ghost Town v1.1 -
Ok, just had a play on your mission v2, I got about 10mins into the mission and the game crashed. I think it's been said here before that there is no clear mission, for me there needs to be some objectives to complete, I didn't see any up until it crashed so I'm not sure if there are any later on. I was behind a wall near the spawn point and three AI appeared right in front of me. I did notice that some of the AI were facing the wrong way in the corners of some of the buildings and seem unresponsive I could stand in front of them and they did not move. Apart from that it seems ok, I
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Ghost Town is Ready for Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Ok, just a quick update, have been woking on the mission this afternoon. Rahnman, I have added another respawn location at the Hemtt objective it's located in a building close by facing the road where the Testing Lab is, I think it should be a safe location but I have placed vis blockers on the windows to help. You can activate the Lab and the Hemtt spawn location in any order you wish but they obviously cancel each other out. If anyone can suggest a better location then please let me know. Bogie, hopefully the hot spawning issue you pointed out at trig08 and trig09 is fixed but could -
I don't understand what you are trying to do here. You say it's v2.0 but your post is just a link to v1.4. As Bogie suggests keep all your betas on the same thread, plus let the testers here try the current version and report back there findings before releasing your next beta, just a suggestion to stop any confusion. John
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Hi All, Ghost Town is now ready for testing. I have added a small effect to see if it will work on dedicated servers, it's not much but there is an onscreen message to tell you what happened just in case you miss it or it doesn't work, you should see it at three locations. A hint for you, complete the Chemical Testing Lab objective to get a central spawn location on the map. There is eight objectives and around 290 AI. The mission was scripted on Sg.Nly Papo's great map Small Town. I would like your opinion once more on the use of pickups for insertion, do you think they still add
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Thanks for the PM, Link works ok. Downloading now. John
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Hi Cant_ID_You, Just to let you know the download link takes me to my own personal Mediafire files, this will also happen to anyone else who is using this site to host files, they will see their own files. You need to click on the share link next to the file you want to use and then use the link in the drop down box on your post. Until you change it people that use Mediafire can't download your mission. Thanks, John
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Combat Dawn, Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Thanks for the reply Hollywood, The unresponsive AI was reported by some beta testers, after a lot head scratching and help from Bogie this is the best we could get it. The problem is the map has a lot of textures which makes it a resource hog, plus there are a lot of AI on the map which leads to the problem you reported, this is also made worse if the server you are using is slow (check your ping) and if the PC is not top spec. I did consider not releasing the mission because of the lag problems with the map and the sometimes dim AI. Sorry you are having these problems but I don't -
Great work Bogie. Really amazing map, is there no end to your skills! This is one of your best yet, it's going to be a classic. Can't wait to see what you come up with next. John
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Combat Dawn, Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
As Zero_G states the LONE WOLF version is for single player only. IT WILL NOT WORK FOR MORE THAN ONE PLAYER the game will not end if there is more than one player or it will crash. Please only use the lone wolf on a LAN Server. there is a Multiplayer version included in the bundle. Mike2048, thanks for the reply, this issue has never been reported by any of the beta testers so I hope it's as you say just a one time glitch. Thanks, John -
Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
No Problem Viper, As you have probably noticed the mission is now released to the public. Have fun, John -
I'm finally going to release the mission, it's not as good as I hoped there are still a few issues regarding lag for people with lower spec PC's. Bogie has done a great job getting the map where it is now, before he made the new texture scope most people were complaining of lag but I think what he has done is a big improvement. There are now four missions included in the bundle, a night and day version of the multiplayer mission plus a night and day version of the lone wolf mission. The lone wolf mission will NOT work on dedicated servers, I have included a woking Blackhawk for the
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Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks for the reply Anthony, Like you I haven't had all the problems other testers have reported here, but I think this is the best version yet. I Think it's a case of less is more with the AI count, the AI seem to respond better when there is around 300 or so. This version has been here for a couple of days now so I'm not sure if anyone else is going to test it, I will wait another day or two then start the lone wolf and night versions, if by that time there is no more feedback I will release it. John -
Well, I used to be an electrician. Don't think there is any occupation called texture_scopetrician. I think it's back to mission making, or maybe I'll try brain surgery it must be easer that this texture lark. Just leave the black magic to Bogie with his stick! John
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Thanks Bogie, It dose make sense to just have the textures needed in the file, I also said the Ram usage was the same for both files, of course the textures are loaded into the video memory and I don't know how to check this. Still it's strange I didn't see any difference in the two files. Still confused, John
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Ok so I've been trying to understand how to make/edit the texture_scope.xml. After Bogie's help with my Combat Dawn mission where he made a new texture scope file it got me interested as to what this file is all about. I have been doing some testing with this file on my Combat Dawn mission, what I did was to replace the texture file that Bogie made with one that has around 420 lines of textures (which also has the same textures as mine) in the file compared to the one that Bogie made which has 51 lines. I tested both of these files on a LAN server and Online server, I did not see an
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The Bushmasters Revenge, Ready For the Public
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Hi All, Thanks for all your kind comments. I was just wondering what the general opinion is on reusing stock maps. Some of these maps have been used a few times so do you think it is worth my while redoing some of the present coop missions with my own style. If you like the idea maybe some of you could post your favourite maps here so I can get an idea of what's popular. John -
["not enough display memory" error ?]
JohnTC02 replied to [SPH]Galor's topic in GR:AW 2 - Map Modding
I think that Davros had the same problem with one of my missions. From what I remember if the map has a lot of textures you will get this error, as far as I know it's caused by the graphics card running out of memory. The solution that Dav mentioned on one of my posts was to lower the texture settings in game. Hope this helps, someone correct me if I'm wrong. John -
Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Ok let's try this again! Version 1.4 is done, with Bogie's help we hope this version will be better, if there's no improvement here I don't know what else we can try. Bogie has made a new texture_sope.xm l(don't know how he dose it!), this new file will load less textures into the game which should help with the lag. Bogie also pointed out that all the trees are dynamic using a lot of resources, most of these have been changed to a more basic type, I have also removed the fire effect that was coming from the car (this will also help reduce lag), not sure why but the sound is still there -
Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Thanks Davros, Just finished Bogie's tweaks, now testing it as I speak post, if all is well I just need to rerun the lightmaps, so I hope to upload a new version sometime tomorrow (with the wife's approval!!). It will probably lead to the same end that I had Dav, I built her a PC and now were all happy!! John -
Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Just a quick update here. Bogie has very kindly looked at the map and found several issues that could cause lag and told me how to fix them, he has also made a new texture scope file so this will load less textures and should reduce the lag. Many of the trees on this map (there is quite a few of them) are dynamic most of these have been replaced with a different type, but I'm not sure if they look right for this kind of map. Also I didn't know there was a problem with the music at the start of the mission so it will be removed. The AI patrols also need changing, so I will do all the t -
Combat Dawn Ready For Beta Testing
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mod Beta Testing
Hi Twix, Thanks for the reply, So it seems the map maybe ok, been doing some testing today but I'm no further forward, Bogie did say he was going to take a look and see if anything is causing a problem so I'm just waiting to see what he say's. Sorry Twix, not sure what you mean by "overworked Lightmaps" my map editing skills are very poor but I have rerun the lightmaps a couple of times after adding more buildings at the extraction point and then updated the tdb_texture_set.xml, this is about my limit of what I know. John