Jump to content
Ghost Recon.net Forums

GRIN_Wolfsong

GRIN
  • Content Count

    3,448
  • Joined

  • Last visited

Everything posted by GRIN_Wolfsong

  1. If I removed the "start_mission" event here it works. Have removed start mission event from lagoon and GRAW2 won`t load, system lockup. Did you remove the entire block? Leaving: I'll look at it again tomorrow, because I got it to work. Remember to delete the mission.xmb after doing the edit. The game doesn't always regenerate them if they can find the old XMB. Ok. Tested it some more. Remove the entire coop tag in world_info.xml and mission.xml and it'll work. There has to be an error in them somewhere.
  2. Hmmm... I think it should be the loading screen from the mission in that campaign. I'll have to test ti some and see if it has any link somewhere else.
  3. Cool. Strange that it still runs. I'll fix.
  4. I think it's the one belonging to the latest mission available in the campaign. So if you unlocked the camping to mission07, mission07 will the the one shown.
  5. I herd Ageia had a circulation of people working on it. Never more then 1 or 2 at the time. So they had no real consistency in their work and got a lot of people in the credits even if none of them worked on the project for very long. And no, the development crew for GRAW2 wasn't very big compared to other products out there, but it wasn't for GRAW1 either. Not that many artists either compared to most titles in this class.
  6. Send me a copy and I'll see if I can find the error over lunch tomorrow. WolfsongMods@Hotmail.com as in the old days.
  7. Yes it would, and it has in real life. The M1A1 isn't as tough as Americans tend to believe.
  8. I guess you'll have to pack this one up and send me as well then. If I removed the "start_mission" event here it works. Have removed start mission event from lagoon and GRAW2 won`t load, system lockup. Did you remove the entire block? Leaving: I'll look at it again tomorrow, because I got it to work. Remember to delete the mission.xmb after doing the edit. The game doesn't always regenerate them if they can find the old XMB.
  9. But do you have the texture scope file from that mission copied to your new level folder?
  10. Apparently it has to do with a combination of CPU speed, connection speed/stability and map size. But as earlier stated, it's being worked on.
  11. Good info. Then you don't need to to anything inside the strings folder for custom SP levels. Almost... you have to put the description string in the menu.xml file if you want that to show...
  12. Ok. I noticed you had the texture scope tag twice. Also I would put the loading screen for coop inside the coop tag as you have another loading screen defined for FF in the ff tag. So I would write it like this:
  13. Map doesn't matter as they determine no settings or features. Game modes does. So what mode?
  14. The AI has unlimited ammo for all weapons that can be reloaded.
  15. They work with only XML, as it's the same file as XMB. It will compile a new XMB when the file is to be used (at map loading for example for level specific XML files). And yes, you have to edit both world_info.xml and mission.xml to remove a game mode fully.
  16. Based on the info, I think it is the same issue that has shown on Coop servers. It has to do with map size, connection speed and CPU speed. And as that is a known issue that is being worked on, as confirmed in the other topics, I'll leave it at that for now until the fix is out and we'll see if it happens again.
  17. Did you copy the texture scope? You have 2 start tags for "world_info" and 3 end tags... remove the bold one. It's coming.
  18. If you haven't figured it out yet, the "mass_object_large" part is the class for the unit in the mass unit system, which decided at what distance it fades out and in.
  19. I'm gonna look at that today. Ok. I know what you did with Lagoon. If I removed the "start_mission" event here it works. You put the world_info part outside the main world_info tag. Same in the mission.xml. And you include the wrong line as the first thing in the mission.xml. Copy it from Timber.
  20. Done some more testing and I have no idea why it happens. There is a damage being applied when the mission launched, which kills the player. Why I have no idea. It's also a little tricky with insertions without vehicles. They are simpler to check. I'll have to leave it for now.
  21. The mission name and description must be in the menu.xml for them to show up in the menus. The other strings are not loaded until the mission loads of course. The name says it all. I should add that to the tutorial.
  22. There was loads of detailed descriptions on how to use the tool posted in topic. Step by step. But this is a different issue then not being able to run or edit a BAT file with extensions in Windows. They simply couldn't get the tool to bundle at all.
  23. Found 1 problem so far. You are using the "EndRound" element. This is MP only. And when it says MP only it doesn't include campaign coop. You have to use "ChangeMission" or "ReturnTo Menu" to end a mission in SP or Campaign Coop. I'll keep testing...
×
×
  • Create New...