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Everything posted by |J4F|Gorilla
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Great job mexicobob
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Hello John... Not for me John.. I'm sorry for my absence at this moment .... my wife is angry so I prefer to avoid the rain before the storm broke
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Sorry Mexicobob, but I have not had time to try...but I'll try to do so as soon
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Hello John and Zero Thanks for reply and I'm sorry to answer so late, but my wife wanted me to leave the pc for a moment. So, i 'm understand your reply, i hope perhaps Bogie will be me more. I do not know the functioning of 3Dmax .... but I should try Thanks Gorilla
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Hello all For my new project, I combine two different landscapes. The record is pretty good but then there is always a problem I did a test in the editor (L + F8) but when I reach a certain level of landscape number 1, it's impossible to advance further. Yet there is no "Mover" at this location. Then I ask myself this question: Is it possible to combine 2 different landscapes? Thanks for your reply Regards Gorilla EDIT: It's two clean landscapes
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What I would not do without you Many thanks John
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I was so glad to see the mission completed. I do not know what to say, it really ######s shame These errors should not have been.... i'm very but very sorry. John say: If you have time, yes you can.... I avoid it remade other error pffff...the shame on me
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Thanks a lot John and rahnman I would try to do even better next time ....
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Ooops, sorry, i don't see your reply Public release is here Thanks a lot John I send you MP now
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Hello all My first mission is now ready for public release. Above all, I want to thank John TC02 and Bogie for their valuable assistance (without them I would not know where I would be today) Big thanks for us So: - Mission name: coop_gorilla_quarry_forest_v2 - Mission time: Night - Number of AI: 414 Map: Quarry remixed by |J4|Gorilla Mission author: |J4|Gorilla File size: 12.3 Mb version: 2 DOWNLOAD Description: Special thanks to: John TC02 and Bogie for help; Davros @ graw2 wiki; Ghostrecon.net; mexicobob, Anthony, Viper714 and AGB team, rahnman and TAW zero, TAW team, Tinker.... I hope I have forgotten anyone Many thanks for all Enjoy Gorilla
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Oufffff..... @ rahnman: With hindsight, I totally agree with you. I think the fact of wanting to "impose" a path has been poorly biggest mistake on this mission .... nevertheless, I think she is still very playable. It is certain that I would never do the same mistake next time .... i hope Otherwise, I think that this mission was a great personal success ... in the sense that I learned many things, I did a lot of mistakes which I will not reproduce in the future Now that the corrections are made, it remains for me to release to the public. This topic can perhaps be closed? Many thanks for all helper and tester Gorilla
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Oh... no... I did not say this with ulterior motive, quite the contrary. In any case I do wish there have misunderstood Thanks Gorilla
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Hello John Thank you for that but I think the night version is more successful, but the problems that you bishops are common so: Indeed, when we destroyed the tank, the AI appear at the stairs leading to the mule01. Why? At the beginning of the creation of the mission, I panicked with the positioning of loc_trig. I have therefore devised a route that would be: 1/ Tunnel 2/ Mule01 3/ Mule02 4/ Adat 5/ Tank 6/ Extraction That's why I added the AI between the tank and extraction. While the area was cleaned ... but a patrol returning from mission A sniper in reality must be patient, hidden and take advantage of events ..... in this case to eliminate a combat group in one fell swoop (that's what I learned during my years with the 2nd Infantry Regiment of Marines) For cons, the sniper does not fire if the loc-trig02 is activated For the barrel, initially, they were to join the smoke illuminated to give a semblance of radioactivity in the dark. I deleted them all.... because I had already removed the smoke. i deleted all "xag_tumbleweed" too. I read in the wiki: "Do not use groups larger than 4 or they will not move." That's why I put in the mission .... thank you for this valuable information I have noted that it is better to reduce the Ai Spawn. You need not be sorry if I am unable to understand that criticism can be contructions, it is better that I stop immediately Anyway, I learned many things and as you say so, the errors this time will help me for future missions. But before releasing to the public, I would still finish correct some points: 1/ Extraction zone too small 2/ Add AI to the left of the mule 02 in the direction of the stairs As always, thank you for my learning Gorilla
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Hi John As always, thanks for your great job Downloaded and uploaded on our server for test.
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Ok so: Download here: Gorilla Quarry Forest Night 1.3 Enjoy Gorilla
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Being too old professional soldier, I think the word is good but rather that my translation is bad. However, in the next version, it is more "breach" but "door" Thanks Gorilla
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Many thanks John... it's working now So, i think i can release a new beta tomorrow after i making a big test Enjoy Gorilla
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Hello Viper Thank you for reply... In fact, I used the PhysX and graphics options to max in the hope of seeing my computer to saturate areas deemed to have lag ... but without success. No lag for me, so I could not set things off. Regarding the version 1.2, it is not worth the try, I think I was too fast and a big bug appears at the C4 explosion just before the extraction. I am back to work this afternoon and found some things that caused problem: Anthony say: Now, i know why: <element type="StartTrigger" name="t_loc_trig07" start_time="4"/> was present in the trig05 and trig06... so i delete one and it work good now But I still have a problem: I created a new props (following the tutorial: http://graw2.pbworks.com/Creating-Customised-Props) and now everything works very well for the objective 6 (put C4 and create hole) but I don't have texture on my door Perhaps someone can help me about this? Thanks Gorilla
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Hello In fact, I think I misspoke, it's even harder than I do my best to translate words. I do not want you to think that I am against anyone ... I only regret having had the chance to have people like you who helped me a lot and I have not been able to release a version better than the first. I'm pretty tough on myself (quality and sometimes failing again). In short, I'm not desperate, I work all day on a new version and I think I have finally solved all problems. For the lag in certain areas is a bit difficult for me to correct the problem. The only way I found to see where could be areas lag was changing my game settings to maximum ... either: Resolution: 1920x1080 PhysX: high All other options set to maximum Lowest FPS: 77 Highest FPS: 173 So for me no way to set this... i'm very sorry I hope this version will be better than the last. And let me say again, thank you for your help and your encouragement to all who sincerely go straight to my heart Download: Gorilla Quarry Forest v1.2 Regards Gorilla EDIT: Don't use this.... bug at Hole objective and trigger 07
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Hello Ok, I have considered all your comments. Thank you for taking the time to test and then give me your impression. Indeed, I myself tested real mission last night and all the things you've described, I've encountered. Then it happened? Without doubt I have wanted to go too fast when I make bundle? I met with concerns "invalid path" (I am very irritated) and I may be mistaken for files that should not be included. For before the make bundle, everything worked properly, I would never have dared to introduce a version as rotten .... yes it is my opinion, this version is simply rotten But through it would at least have learned the lesson we must take time, patience and ordered. So for me to forgive, I'll take the files one by one to check everything, correct the mistakes and finally brought me can be (hopefully) will release a version that looks like finally something. I was much satisfied with my work on the first version, I am disgusted with the result of the last .... I may have been too confident Anyway, thank you all very much for your help ... and now it remains for me to fresh start Regards Gorilla
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Hello John and Zero Thanks for your reply and help. So: Ok... there's an error at this step: All name and path just use: quarry_forest_v1_1 exemple: dav_mine_quarry_forest_v1_1 So it should be: dav_mine_coop_gorilla_quarry_forest_v1_1 It's like this? Why, then everything works fine with me? There's no "campaign" setting on world_info. I know it takes patience, but what surprises me most since I have not made major changes since the first version that worked "well". Especially as it works well for me too (in local network and on our dedicated server) Don't worry for that, i know you lot of work @ Zero: yes i can change trees but the effect will be really over the same Thanks Gorilla
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Hi rahnman, Thanks for test and report. So, for first and second report: It's very strange, i don't know what to say Yet I have changed nothing vital in the script. I upload this mission on our server and everything worked perfectly, no such message only appears. I do not know how to fix this problem. Third report: Humm.. perhaps my coordonate of the move order is no good...I must go check Fourth report: I do not see too what props I could remove, can be apart from the grass Fifth: All the mines operate, but it is clear that 30 mines on this mission is not much, I believe that luck is not no big thing But..., I knew it would be hard, but to point out a new version apparently worse than the first .. there I am just gunned down Regards Gorilla
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Hello all New beta version is release Download: Gorilla Quarry Forest v1.1 A big thanks for all people for testing and report Cheers Gorilla
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Thank you mexicobob I saw him try and apparently works very well Gorilla
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Hi Viper and Rahnmans At first, thanks for testing, report and taken screen @ Viper: 1/ I'll try to correct the AI path 2/ Second screen: Mechanic working.... why not? 3/ Trees are already fixed for next beta release @ Rahnmans: 1/ ok, i'll correct this Thanks for you two Gorilla
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