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mexicobob

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Posts posted by mexicobob

  1. This is another converted mission from GRAW 1 ready forrelease.

    Threats: This is a much easier mission. You shouldn’t have any problems with it. Furthermore, it’s going to be very short. You’ll be encountering a lot of enemy soldiers along the way. Thankfully, they won’t be armed very well, so it’ll be very easy to kill them. There are a few stationary machine gun posts in the area, although you should be able to surprise most of them without any problems. The final part of the mission will be slightly more difficult, mostly because you will have to defend a very important VIP against enemy attacks. Nevertheless, you shouldn’t be worried about it too much. These fights are going to be fairly easy.Main objective: This mission will require you to take down a few roadblocks that have been placed in one of the central areas of the city. Thanks to that, allied tanks will be able to enter this sector. Next, you’ll rescue a VIP and make sure that he leaves the map safely.

    Thanks to JohnTC02 for his help with the lightmaps and textures. :rolleyes:

    Thanks also to Rhanman for his Alpha testing comments. :thumbsup:

    Thanks to all the Beta testers, I hope I have corrected all the noted problems.

    Name for Server: coop_mexbob_bulldog_v2

    DOWNLOAD

  2. Thanks Daro,

    I will fix the path by the container, (thought I already had) :wall: .

    I will see if I can come up with a different respawn point if you do right rb first, have to think about that one. :unsure:

    I have not found what is causing the texture problems, so it will remain as is. :blink:

    (If you remove all other maps from the custom _levels folder and have only this mission, then the textures are correct.) :whistle:

    Bob

  3. I have located the source of the rpg crash. The GRAW 1 file had an mounted granade launcher ( 4 of them) which I deleted, so that crash sould be corrected. I have removed a lot of the hedges that trap people but not all of them. The ones in the church yard have barriers arount them , I think I got them all this time. But be careful anyway. :whistle:

    The changes are in the new download at the begining of this thread.

    coop_mexbob_bulldog_v1_2

  4. RickDekkard,

    Can you tell me where the RPG sniper was, because there are more than one?

    Or send me a screenshot of the area just before the crash or the Trigger number if you can.

    I am putting barriers around the hedges in the cemetary, but there are too many in the map to do all of them, so stay out of the hedges. :grin2:

  5. I did notice that the textures appear correct if you remove the mission Fierce_resistance from your custom_levels folder. I could not find where exactly the problem is.

    I tried to put barriers around the hedges, but I guess I missed some. Oh well back to the drawing board. :wall:

  6. Interesting, I did not change the number of AI for the vehicles than what was in the original GRAW 1 mission. Two of the vehicles only have a driver and a gunner with the other having the same plus 2 passengers. I will see what I can do about that one. :wacko:

    Sonia, try the corrected version v1_1 to see if that fixed your crash.

  7. This is another converted mission from GRAW 1 ready for beta testing.

    Threats: This is a much easier mission. You shouldn’t have any problems with it. Furthermore, it’s going to be very short. You’ll be encountering a lot of enemy soldiers along the way. Thankfully, they won’t be armed very well, so it’ll be very easy to kill them. There are a few stationary machine gun posts in the area, although you should be able to surprise most of them without any problems. The final part of the mission will be slightly more difficult, mostly because you will have to defend a very important VIP against enemy attacks. Nevertheless, you shouldn’t be worried about it too much. These fights are going to be fairly easy.Main objective: This mission will require you to take down a few roadblocks that have been placed in one of the central areas of the city. Thanks to that, allied tanks will be able to enter this sector. Next, you’ll rescue a VIP and make sure that he leaves the map safely.

    Thanks to JohnTC02 for his help with the lightmaps and textures. :rolleyes:

    Thanks also to Rhanman for his Alpha testing comments. :thumbsup:

    Name for your server: coop_mexbob_bulldog_v1_2

    DOWNLOAD

  8. Interesting idea, I will keep that in mind while I work on converting some of the other GR:AW missions. It takes me about 1 month of work on each conversion and the file sizes always are very large. But with JohnTC02's help on converting the light maps the size can be reduced in half in most cases.

    Thanks for you comments and keep watching for more missions to come. :whistle:

    Bob

  9. This is a GR:AW 1 conversion to a GR:AW 2. This was Mission 10 "Fierce Resistance". as listed in the Games guide:

    Games Guide

    Threats: This is a rather challenging mission, so for the most of the time you will have to be very

    careful. The first part of the mission will require you to deal with a lot of enemy soldiers. They will be heavily armed, so you can’t make any major mistakes. You will also have to avoid a few tanks. Next, you will take part in a fight with a couple of enemy gunship. You could use the ZEUS-MPAR rocket launcher against it, although this won’t be necessary. There are also a lot of snipers in different areas of this sector. Some of them may be hard to find, there is a resupply mule located between Adat C and Adat D with 2 ZEUS-MPAR located at the resupply mule and 1 located at the military tent by Adat C.

    Main objective: During the course of this mission you will neutralize the Air Defense systems. There are four places for you to visit. You will have to neutralize each of the Adats. Next, you’ll proceed to the main palace area. You will have to find the terrorist leader. He is currently hiding inside the palace. You will also have to retrieve the football that’s probably in his possession.

    You start off with a day mission but using the night switch on the wall you can change to the original night mission (use this switch within 60 seconds).

    The first respawn point is the entrance point of the mission.

    The second respawn point is the location of Adat A

    The next respawn point is the court yard on the way to Adat A

    This will put you closer to Adat C and also Adat D and then closer to the Palace.

    Then next respawn poin is inside the Palace before the extraction.

    The name for dedicated servers is: coop_mexbob_fierce_resistance_v2

    File size: 145.56 MB

    Thanks to all the alpha and beta testers for thier help in bringing this mission to this point. :thumbsup:

    Thanks to JohnTC02 for help on this mission, use of his night_switch and generating the lightmaps. :rocky:

    coop_mexbob_fierce_resistance_v2

  10. You have to approch the palace door form the plaza instead of along the side of the building in order to trigger the message to plant C4.

    As far as the color goes these are the colors from the GR:AW 1 game, you will notice this even more when you play the night mission. All the GR:AW 1 maps were some sort of a shade of brown and I never really liked that, it did not seem realistic enough as it is in GR:AW 2.

    I will see about changeing some of the respawn points and look at the Palace Door trigger. There were only 29 AI in the original GR:AW mission and now If you play as a lone wolf it took me over 1 1/2 hours to play this even knowing where all the AI were. I still died 25 times with only 110 kills myself. :o=

  11. Thanks for playing,

    As far as the tanks go, they have a mind of their own. Sometimes they behave like they are supposed to other times they go crazy and do stupid things. There are just too many obstructions in their paths to keep them straight all the time.

    Bob

  12. John,

    I got your updated lightmaps, I will compare them to the first ones you did that work now and see which ones I like best and will include the best ones in the next release. I finally canceled the lightmap rendering on my computer after it ran for another 2 hours with no progress, so it was 26 hours wasted time. :wall:

    Bob

  13. Thanks John,

    In version 1_3, I have already changed the respawn point back to ADAT C so It would be closer to the palace. :thumbsup: I have added more AI at the end wave before extraction. :whistle: I will redo the lightmaps as you said, but I may need help doing the Atlas gen as I have not understood the directions that are provided with it. :wacko:

    Bob

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