H-Hour
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Everything posted by H-Hour
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Someone has probably already thought of this and figured out why it won't work, but I thought I'd throw it out there to find out. Everyone knows that GR can handle maps larger than 400x400, but the Command Maps will only show 400x400, making it very hard to find your way around a map. Has anyone tried building a map modeled at half size, then remodelling the player and enemy models to half size, so that from the player's perspective the map appeared to be twice as large? I don't know if certain things like the player's/enemy's movement speed or the position of the player's camera can be
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H-Hour's Coop Missions 2.0 Download hhcm2.0.zip 282 kb FileFront Mirror (note: required mods/maps are not included in this download, please see Requirements section) What is it? A package of 17 coop missions that are essentially server-sided (see "Requirements" below). These missions were designed for Coop play on the Tactical Gamer servers, which use voice comms and SOPs in their gameplay. The package includes five missions designed on the custom maps December, TG 1 - The Outpost, and The Mosque, and one on a Frostbite map. What's New? Seven brand new missions. In addition, two
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Herbie, I'd be happy to send you a mission I've done with random elements and point out where to look in the scripting to see how the randomness was scripted. Just send me a PM.
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Yep! That did it! Man, it's great to know that's the only problem.
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PM sent about MSN. You are RIGHT! I think. I found mp06_grass_hirez2.rsb in two maps included with TG 3.0: "The Dam" and "maptof4". I'm going to delete these and run some tests and see if everything is ok. I really hope you're right because deleting these files is a very simple fix.
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I think you're right about that grass. I just checked and it's every single piece of grass that looks like this: I think your best bet is just to rename the file and retexture the master model on your map. Then you won't deal with priority issues.
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Sleeper, regarding interior design help: do you sketch out your buildings first? If so, talk to me some in the conceptual stage, because that has a big effect on interior design, I think. If you did most of the grunt work, I'd be happy to take a look at your shell and see what I can add in, but also talking about ideas pre-design will help a lot. Not sure about that texture issue. I'll try and take a screenshot with more info about where it is next time I load up.
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I'd be willing. I found a patch of tall grass in the NW high ground (can't remember exactly where) that was impenetrable to bullets. If you can't find it, I'll do some more looking, but my guess is it's one of the models you shared with Oso, because the same impenetrable grass appeared in The Outpost map.
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Looking at the map now and thinking about your ideas. Personally, I really like the jungle theme and, in general, I prefer that to the winter theme. The cluttered-ness really adds to the ambience of this map. Just my preference. I like your idea to rework the NE corner into more of a base. If you go with winter, then I think walls/towers/etc. is very good, but if you decide to stick with jungle, I think you should keep the structures low-level, more like a guerilla force trying to keep a low profile. The only problem with putting it into the corner is that there will be only one or two n
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Just looked at the Thanh Lo map again. I like that one too.
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Just looking through the maps, I had set aside bg_bridgemap.mis and bg_tong_tri.mis to look at later for scripting possibilities. The others seemed either too small or too linear for my own preference. Xom Dong, for instance, would be great if you opened up the bottom-right portion of the map. Thanh Bay also would be great if the west side was opened up so there were multiple routes. Just my opinion.
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To actually give you some opinions: I only play GR in Coop mode these days, primarily on the Tactical Gamer and Alpha Squad servers. Whatever you make, I hope it's easy to include into the mods these servers run. I was very impressed with YOTM, but I don't enjoy SP and the decision (totally understandable) was made to keep YOTM a single entity (ie - no pulling maps and missions out for addition in other mods) so I never really got to play it much. December was great because I was able to script a mission on it and add it to a little coop map/mission pack that Tactical Gamer hosts on
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I've got some MAX stuff I'd be happy to share with you Sleeper, though I'm not sure what and how this stuff would fit in with any Jungle map. I'll send you some details in PM.
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Thanks for the help guys, but I was able to get a hold of a copy.
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Hey Steve, can you send me the IkeCrash logs when you crash on HH02/HH03? Every time you crash, GR outputs a crash log to an IkeCrash.txt file located in your Ghost Recon folder. If you can send that to me, or have whoever crashes send that to me, in a PM here that would help me locate what is causing your crash. HH05 has been pulled for now.
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Hehe, well I will be doing a final fix for HH05 - Xerxes at some point. Sorry for all the hassle.
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Ok, here's is a new ZIP file with an updated mission file for Nightingale. I also went ahead and inserted into each mission with only the proper mods activated to make sure there were no more problems. hhcm1.0.zip HH05 - Xerxes has been pulled from this pack, but expect a corrected version soon. There is some bug I've never run into before, where if you kill the guy on the .50 cal right after you teleport, the game crashes. I get the following error message: SimGun: Gun node W Entrance MG has no camera offset helper point. SimGun: Gun node Plane MG has no camera offset helper point.
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I'm sorry. I will try to get fixes up tonight, as I leave for a trip tommorrow morning. This was poor oversight on my part. I thought I had removed all TG 3.0-related requirements.
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The ZIP at my link in the first post has also been updated. I apologize for any inconvenience.
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I agree. Nice work on this map!
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Ack! What an oversight! I'll update the ZIP file, though I imagine most everyone who will download the pack will already have downloaded it.
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Great, thanks! HH05 - Xerxes is not. In the beginning, one player in the platoon is transported as an undercover agent. In SP, an AI character is usually transported and he immediately opens up on the enemy, setting in motion a chain of events that end quickly in mission failure. I believe all the rest are playable in SP. They were, however, designed for Coop, so there are no cinematics, no music, and in general less emphasis on story. They may also be nearly impossible in SP mode, but then I was never very good at SP so maybe you can handle them.
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Thanks Sunraa
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Thanks Rocky!
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H-Hour's Coop Missions Download hhcm1.0.zip 170 kb FileFront Mirror (note: required mods/maps are not included in this download, please see Requirements section) What is it? A package of 10 coop missions that are essentially server-sided (see "Requirements" below). These missions were designed for Coop play on the Tactical Gamer servers, which use voice comms and SOPs in their gameplay. The package includes three missions designed on the custom maps December, TG 1 - The Outpost, and The Mosque, and one on a Frostbite map. What's New? Five of these missions have been released befo