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GRIN_Wolfsong

GRIN
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Everything posted by GRIN_Wolfsong

  1. Ok... I think you have to look through your script again. I found this for example: But there is no trigger called "docks". Checked it and that's the error message I get. "data\lib\managers\worldmanager.dsf(-1): No logic named docks" Which is called from: data\lib\managers\eventmanager.dsf(2094), which is the procedure to start a trigger.
  2. Throw it over and I'll look at it. Gonna go at the "dead on insertion" issue next. Then do a final check on the FF script so I can send that out to Tinker and RPGHard, then I'll look at your problem.
  3. Yes, this happens when weapons of the same type are in two kits after each other with different attachments. I could do an "ugly" fix for this and simply scramble the kits so the weapons are always changed. But I'll see if anyone else can do a proper fix for it.
  4. Do you know if many of them have anything in their local folders not found in there at installation? Even in folders not active at that moment?
  5. Clearly, this bug report was written for version 1.02. is it still present in 1.03? please confirm. Which game modes does this happen in? All or just a few. They are scirpted differently and use different systems behind the scene so it would be good to know if it's all of them or just a few. I'm guessing TDM will have this problem...
  6. Ok. I found the error. I had and idea yesterday, but now I've tested it and found out what's wrong. You must have a general "mission_script" tag surrounding the entire script. You only have a "coop" specific tag, which ain't enough as you have 2 "world_info" tags in your world_info.xml. This is what you had: And this is how it should look: It was close, but 1 too many shortcuts where tried. Tested and functional.
  7. I've found a few errors... On line 322 you're missing an "<" before the xdefine tag. You've also removed attachments on a lot of kits and not fixed the tags right. Example: Check the secondary weapon. It has a "/>" at the end of the line, but also a "</weapon_unit>" on the next line, which is the same thing. All kits that have this syntax error will report errors like the one from "coop_demo_1" posted above. So fix those and I think it will work. I have tested to fix them all, but I haven't gotten any other errors so far.
  8. I got a PM today asking about using the plug-in with the 64-bit version. The plug-in is only used on the 32-bit version of Max 8 at Grin, so it's most likely not compatible with the 64-bit version of Max 8. Even our Vista users use the 32-bit version.
  9. Right now I can only tell you to look at how the original landscapes are setup. Where they are located they have the diesel file, an XML file linked to it and an materials.xml file defining it's shaders. Besides that it needs an entry in a U_*.xml file. You can create a new one in the same folder where u_lanscapes.xml is found and copy how an entry inside it is setup into your new file. I'll try to help out more once I've solved all the stuff I've collected during the weekend.
  10. I think the error is in the mission script links. Spelling error in the link to the rules of something like that. It's no an error in the dsf, just that it doesn't get what it expects to find. Can't help more then that without the files.
  11. I don't think those should change anything. The environment path is the path to the default environment. The spawn setup is done in the coop_rules.xml as long as the location is named right. And the quarry ranks are not restricted to the quarry level, they just have the RPG kit.
  12. That is correct. It says Campaign Coop doesn't use minimaps, and it doesn't. Coop on the other hand does.
  13. I do. It looked like he got everything working but didn't get the kits. I've been sent all the files from the other mod and gonna take a look at it today.
  14. I don't think there would be a legal issue as they would have to re-create all the graphics. You ain't simply export-import. Everything has to be reworked. So it would just be the same design and story, not contents.
  15. I'm working on it in this topic right now: http://www.ghostrecon.net/forums/index.php...mp;#entry489608
  16. Then send it to WolfsongMods@Hotmail.com
  17. This is really strange. I can't see any problems with it. If you pack up your custom level folder and send it to me, PM should work, I'll take a closer look at it and do some test runs.
  18. It's wasn't an insult. It was an heads up that they should look outside their blinkers. The community has said modding must get up to speed to keep the game alive in the long run, so why wouldn't all players at least be browsing the topics inside the modding section at all time? There are over 2700 posts in there already after all.
  19. I've seen others posting about the same problems, but haven't gotten any response on how their files looks. This is strange indeed. I don't know right now actually.
  20. The bundle tool it's in the 1.03 patch, under public_tools.
  21. Only "ignorant" players stay away from the modding section of the forum. That's where the future is on display after all.
  22. Have fullscreen selected and the ratio your screen has (4:3, 5:4, 16:9, 16:10) and all the shown resolutions will look normal for your screen.
  23. That'll be perfect. Then I'll have it tomorrow.
  24. Starting simple is the way to do it. Usually keeps a lot of problems from happening when getting to the more complex stuff.
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