Jump to content
Ghost Recon.net Forums

JohnTC02

Admin
  • Content Count

    3,528
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by JohnTC02

  1. 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. :thumbsup:

    Thanks,

    John

    Link:

    Ghost Town v1.1

  2. Ok, just had a play on your mission v2,

    I got about 10mins into the mission and the game crashed. :blink:

    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 had no lag and all friendly AI followed my orders.

    That's all I can say so far due to the game crashing.

    John

    data\lib\managers\eventmanager.dsf(-1): cant find member: vehicle_ai_data in type <Unit>

    SCRIPT STACK:

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

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

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

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

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

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

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

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

    data\level\level.dsf(0)

    Renderer: threaded

    Physics : threaded

  3. 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 couldn't see what you meant about trig12, all AI here are spawned on the Adat D side of this trigger, maybe you missed some snipers at the central area, I did a head count and there are 298 AI so it seems you missed some.

    I will wait and see if there are any more issues reported here then release v1.1 beta later tomorrow.

    Thanks All, :thumbsup:

    John

  4. I don't understand what you are trying to do here. :hmm:

    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

  5. 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 to the game play or are they getting a bit boring, I have added a large section to the map to include these.

    I am always very grateful for your time spent testing my missions so I hope you will give it a go, let's hope there is less lag problems here after my last mission.

    Many Thanks,

    John

    Download Link:

    Ghost Town v1

  6. 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

  7. 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 know what else can be done to improve the issues.

    John

  8. 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. :wall:

    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

  9. 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 extraction, it will land so you can board the heli, it will then take you out of the map where the mission will end. I think this will be ok for online servers with one player.

    Link for the Bundle, Screenshot and text file is in the zip file:

    Combat Dawn v2

    Mission Author: JohnTC02

    Map Author: PGS_Iceman

    File Size: 8.3 Mb

    Version 2

    Description:

    COMBAT DAWN

    After the Ghost's successfully drove the Rebels back from the U.S Border at the Bushmasters Revenge mission, they have regrouped at a small town on the outskirts of Mexico.

    Intel suggests the Rebels have reinforcements at this location and are planning to retake the bridge at the U.S border.

    You must not let this happen, the Ghost's will be dropped by heli at the bridge where you will be transported by pickups to the rally point.

    Your Mission:

    1. Destroy 2 Hemtt's.

    2. Takeout The Transmitter.

    3. Disable The Intel Station With EMP Charge.

    4. Destroy 3 Adats.

    5. Destroy The Control Panel

    6. Extract

    There are four missions included in the Bundle:

    A Multiplayer Day and Night Mission.

    A Lone Wolf Day and Night Mission.

    The lone wolf versions have SP (Single Player) in the name of the mission (ie. coop_tc02_sp_combat_dawn...), Lone Wolf Missions will NOT work on Dedicated Servers (the game will crash at extraction) they are designed for Single Play only on a LAN server. These SP missions have a working Blackhawk for extraction, the heli will land you can then board it and the heli will take you out of the map, the mission will then end.

    Special Thanks goes to PGS_Iceman for the use of his amazing map The Green Berret.

    I would also like to thank Bogie, he put a lot of time into helping me with problems getting this map compatible with co-op missions.

    Known Issues:

    Some Beta testers have reported Lag/Low frame rate problems with Dedicated Servers, this is mainly a problem with low spec PC's, the Lone Wolf versions should be ok.

    Special Thanks to the Beta testers who have retested the mission several times:

    Davros, the graw2.pbwiki.com team, Bogie, Anthony, Viper and his team @ AGB (agbgaming.com), Zero_G, Triplex, Tinker, Sightreader, Radiator, Porter and Twix.

  10. 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

  11. 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. w00t

    Just leave the black magic to Bogie with his stick!

    John

  12. 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, :wall:

    John

  13. 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 any difference in frame rate or lag when using both of the files. Also the Ram used on my PC was the same with both files, so is it just loading the textures it needs and not all of them.

    So my question is why is this happening, I thought the texture file with more lines in it will load more textures in the game and this would reduce the frame rate and cause more lag. :hmm:

    Dose this file just point the game to the texture locations then it loads the textures that it needs and the rest are not used.

    I'm probably talking out of my ##### here but I can't understand why the larger texture scope file didn't cause a lot of lag.

    Over to the experts to tell me what's going on!!

    Confused, :wall:

    John

  14. Hi All,

    Thanks for all your kind comments. :thumbsup:

    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

  15. 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

  16. Ok let's try this again! :wall:

    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.

    Outline of changes made:

    1. New texture scope

    2. Changed some of the trees

    3. AI patrols have been changed from groups of two to groups of three, this means there are less groups being spawned but the same amount of AI, again this was Bogie's suggestion.

    I hope some of you will test again, you must be getting tiered of all this retesting.

    Thanks goes to Bogie for all his help. :thumbsup:

    Many thanks,

    John

    Link:

    Combat Dawn v1.4

  17. 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!!).

    I know my game nights would have ended by now if it were not for his and your maps. Then I'd be forced to stay at home and talk to the wife ;0 and where would that lead!

    It will probably lead to the same end that I had Dav, I built her a PC and now were all happy!! w00t

    John

  18. 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 things Bogie has mentioned and post a new version here soon.

    If it wasn't for Bogie's help this map would never get finished, I don't know how he dose it. :thumbsup:

    John

  19. 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.

    So .. did you have a "clean" map WITH overworked Lightmaps for the

    next step of testing (finding the Frames-Killer)?

    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

  20. Hi All,

    Thanks for the feedback. :thumbsup:

    I am at a loss as to where to go next with this map, I've tride all that I know to sort the lag problems but nothing has helped, if any one here has any suggestions I would be very grateful.

    I don't see what else I can do to sort the issues, maybe Bogie has some ideas here as he has far more experience than me other than that I think this mission has come to a halt.

    Twix, thanks for the reply, the map is "Green Berret" by PGS_Iceman you will find the download link below, maybe there is a problem with the map I don't know as I have no knowledge of map making, all I do is add a few buildings and rerun the lightmaps.

    I would like to thank all that have tested the mission. I need someone who has map making knowledge to help, baring that I think my mission is dead in the water.

    I am currently half way through scripting a new mission on another of PGS_Iceman's maps but now I am reluctant to finish it. :wall:

    Sorry for all my moaning but I feel very disheartened, I think I will go back to using stock maps with simple insertion/extractions. :icon_redface:

    Thanks,

    John

    Here's the link Twix:

    Green Berret

  21. Hi Bogie,

    Just had a quick play here, didn't have time to complete it so I will have another bash as soon as I can.

    First I must congratulate you, what an amazing map it's like a maze in there I think this must be an up scaled version of your mind, full of endless possibilities. :thumbsup:

    I thought the lighting was spot on it gives it a nice atmosphere, I had no problem spotting the AI, sorry I just kept killing the Hostages just couldn't help myself, loved the on screen messages when I killed them.

    Loved the AGB Developers and Map Designers Room, if you don't see any more mods or maps released you will have to blame me, I killed the lot I think I even saw Davros lurking in the shadows, I did see my name on the wall there (fame at last!!). w00t

    I'm not sure if you intend to add more spawn locations, I was on the top floor and got killed several times so I had some running to do to get back there, also at the start I peaked around the container and got my head blown off by a MG gun, when I re-spawned there were about 4 or 5 guys there so I had several deaths trying to kill the bots.

    Didn't see any major problems with the map there were a few wooden pallets where the edges seem to be glowing but I think you get this with most maps.

    No major lag problems, when I came to trigger 3 the frame rate did drop to around 15 to 18 but it recovered after a few minutes, other than that it held at around 30 to 40fps, I had 144 kills and 9 deaths most of them were at the spawn point, not sure of my time as I had to keep stopping to do some chores.

    Well done Bogie another success (just wondering, where is the best places for my bushes in your map!!)

    I'll give it another go as soon as I can, just need a free afternoon to complete it as I keep getting lost in there.

    John

  22. Here we go again, v1.3 is ready for testing. :wall:

    I have made big changes to the AI and location triggers. All the AI on the ground (AI in the buildings are the same) was removed, I then changed the trigger placement/size and replaced the AI, a large number are now in different locations and are triggered at different times.

    AI count has again been reduced there is now around 300. I also checked the ai graph and found that where some AI are placed there was no graph there, also found one break in the graph this has been fixed, ai graph has been regenerated as have the coverpoints.

    I have played the mission on lan and online server, there was a slight reduction in frame rate online, this was at the start when you leave the pickups it dropped to the low 20s but for me it soon recovered. I then went to the left where Zero_G had big lag issues but didn't notice any problems.

    I hope once again some of you can retest the mission, I'm sorry there has been so many problems with this map and really appreciate the time you are all taking to test my mission. :thumbsup:

    Thanks,

    John

    Link:

    Combat Dawn v1.3

×
×
  • Create New...