H-Hour
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Posts posted by H-Hour
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Don't hesitate to send me a PM in case I miss the release.
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The ones you listed are the only available that I know of H-Hour. A real shame too, those maps deserve much more attention.
I agree. Real shame. I'll try and release a mission each for December, Outpost, Mosque and (possibly) Farm soon to try and make up for this.
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Does anyone know of any missions, playable in Coop, that have been scripted on any of the maps listed below? Each map has the missions I'm aware of listed next to it
Mosque - TOML Beta mission
WSV - Two missions included with original release
Outpost - One mission by Tim Leahy
December - None
Farm - SR tournament mission
If you know of any more missions that are playable in Coop mode, please let me know. Thanks.
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Igor always crashes on the first try to open a new map for some reason, you have to do it a second time.
It has been a REALLY long time, so pardon me if I'm totally wrong, but if I recall correctly this has to do with the .sht file. I believe you have to delete the .sht file before loading the map, and then Igor generates the file on load. Feel free to ignore me if I'm totally off base.
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No, just trying to wrap up a couple of missions that I had almost finished.
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Oh, I guess I should have thought of something like that! Thanks so much!
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I'm working on a laptop, so I don't have a numpad. Anyone know how I might change the level I'm on in Igor?
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Does anyone know where I might be able to find a copy of 3DSM 3/4/5 these days? Both eBay and Amazon.com are just bringing up training books or upgrade versions that still require an earlier version. I've contacted AutoDesk asking the same question, though I doubt they're still going to sell their older versions.
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make sure your kit restrictions were correct. we used to test in co-op all the time with no probs.
You're right! My bad. There are 3 or 4 kits titled "Not for YOTM", so as I clicked next kit, they didn't change. I assumed there was only the one kit type allowed. But now I've found the other kits.
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It seems you wanted to prevent coop play. I understand that many SP missions are bad in coop, but why prevent even a firefight? When I tried I had only kits with grenades and couldn't switch kits.
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Thanks for pointing me to Alpha's mod and the Leary mission. I'm glad to see it saw some action and that snow version looks pretty sweet.
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Hi,
I helped create that Outpost map that El Oso put out a while ago. I created most of it, but unfortunately I did not finish it before I had to go. I've just now gotten back and would like to play on it some. Have any missions been created for that map? Do you know where I might find them?
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Following an insurgence in the heart of Mexico City, the U.S. Army’s most elite Special Forces team is deployed to the center of the conflict to regain control of the city.
Are they going to be fighting the Zapatistas? The Urban nature should be an interesting departure from the bulk of GR-1 gameplay.
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Thanks for all the kind words guys. Glad you're all enjoying it.
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The link above is working now. Let's hope it holds out.

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Oooooh, that's bad. In that case I don't have an alternate download right now and the person in charge of my webspace just left for vacation, so I may not be able to put one up for a bit.
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I uploaded the file to my webspace. You can get it here.
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Yep, Joker. Free to distribute yourself as-is or as a part of other mods or packages.
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Thanks so much Oso for your work. I really really really appreciate you taking over this map and the others for me.
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Have you tried just rebuilding the door completely? Assuming it's not too complicated, you might try just rebuilding it from scratch. It's fixed a few head-scratchers for me.
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Good question. I'm not sure. I know that the 4 missions of mine that were included are playable in SP. It was designed for Coop. So, it should be playable in SP, but you might run into problems with some of the missions since it was tested for Coop. There is no campaign file or specialists.
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Glad you were able to get it working Kurtz!
Hawkeye, that link you show is from a user account. He's either taken the file down, or things got misplaced in our big TG switch-around that just happened.
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Actually, deleyt, TG 3 is designed to be played with Frostbite as well. Not sure what the problem was, Kurtz, but dozens of folks over at TG haven't had any problem similar to yours, and we've been playing the combination for several months now.
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Screenshots look great Biro!
Beta Testers required
in GR - Map Modding
Posted
Wow! I did not expect that. This is actually a really great map Phlookian! It definitely needs to be polished off for a final release, but it was done very well, especially the interior of that hangar. Here are my beta comments just after a quick runthrough:
1. You definitely need to fix that bug where you get stuck on the truck in the southeast area of the map. If you can't fix the bug, then I'd recommend just preventing the player from even entering the truck. GR is terrible when it comes to detailed collision detection like it needs to make for the entrance/exit of that vehicle. But a bug like that is a game-killer. If I were considering your map for inclusion in any mod, it would be disqualified for a bug like that. Many things can be tolerated, but a bug that literally stops the game and prevents the player from playing is unacceptable in my book (again, it's the game's fault for it's terrible collision detection capabilities).
I think you might have more luck if you make the truck a 2nd sherman level and make the area to the left and right of the ramp ground that can't be walked on. This might seem overkill, but I seem to remember having a problem with falling through a level when I tried to create a raised level just above the ground, and the game might be having trouble making the transition from truck to ground because it can't figure out when exactly the player should drop. If you make it so that entrance and exit is only possible through the ramp (I'm thinking 2d collision walls) it might prevent this from happening.
2. Sounds like you're already getting help on the detail texture. That will improve a lot I think.
3. I hope you'll consider putting some more brush or trees on the map. It's just a bit too barren for my tastes, and I think it plays funky with the AI. They expect to be able to find cover, so often times when you open up on them they'll start running for cover but there won't be much around.
4. I ran into one area where you forgot to create a 2d collision plane. Check the map picture below, where the red circle is. When you come out of that cave and turn left, if you try to run up the cliff there, you don't run smoothly along the cliff wall.
5. In the following image, I'd recommend just making the whole wall up top the cliff texture. To me, the snow on top of the hill doesn't blend well with the cliff texture and the jagged edges just increase the odd-ness of it.
6. Really long, low cliffs that end like this bug me. It's such a long, thin point on the end, it only highlights the unrealistic nature of the GR engine when you can't make a 6" step down a cliff. I would recommend either making the cliff not so long, or making more planes out of the cliff, so instead of one long triangle, you would have one long square and then at the end you would have a triangle that quickly tapered. This will prevent the long, thing point on the end.
All in all, I thought it was very good and hope to see a final version released! A small comment on the mission: it really annoys me when the AI can see through the fog. I know the intent is to make it "harder" and force the player to move slowly, but I find what ends up happening is either I get shot by tangos with magic eyes or my AI ends up in a firefight with their AI and I can't see anything. Either one just annoys me.