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GRIN_Wolfsong

GRIN
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Everything posted by GRIN_Wolfsong

  1. Pack the levels folder up and send it to me. I'll look at it and post what I find for others to learn from. Can't do it today though, still a few days until I get my new system so I can run GRAW2 at home.
  2. The new levels MUST be inside data/levels/custom_levels, this is important. It works in only levels when tested in the local folder, but not inside a bundle as it requires the same folder structure as the other bundles. Pack it up and send it over if you can't get it to work, and I'll take a look at it.
  3. They should be in data/levels/common, yes. But you don't need to make them XMB, the game does that when it finds them. Post you world_info tag part for the TRR mode from within the world_info.xml, and post the part for TRR from within the mission.xml so I have something to go from.
  4. Not really. It's just that it's how I would explain it and no matter how many times I'm going to do it, it will be more or less the same as it's the only logical way for me to look at it. I provide the info I have in the way I would if I was to teach people who have the basic requirements to be game developers at junior level, which is usually the level modders are at or around, or at least it's those that will have to "pull" the community forward in the long run. And I'm sure people in the community that have understood how things work are willing to provide alternative angles on this, which
  5. I have no idea. I didn't even know about it before this topic was posted and I have no idea what the plan is or who is assigned to do this.
  6. No offense taken. I'm just explaining our point of view in case someone don't understand it. There are too many who think modding is simple, well it's not. No matter which game they mod there will always be things they won't understand to begin with. Some have easier implementation for some areas, but those usually provide restrictions, like texture scopes and no custom game modes in GRAW1 traded for built in bundler and XML setup.
  7. As said, I sure community members will write basic tutorials if they see that the community has the need for it, it's usually they who do that, not developers. But as said, it's all been covered already. The editor tutorial tells you how to place stuff and setup plans and locations. The scripting tutorial tells you how to use the units placed int he editor inside your missions script with an extremely detailed explanation on how to use locations to activate groups, how to work with objectives and how to set up C4 functionality. And lastly the game mode tutorial tells you how to setup the wo
  8. I should add that the only part of GRAW2 that doesn't support multi cores is lightmap rendering, which only modders need to do, and because of that multi core support is turned off as default inside the editor.
  9. Because there is nothing wrong with the mission, they have not been changed. The coders are working on the problem, play the other modes for now. A fix is in the works as Grin_Kufa stated a few days ago. I suggest asking UBI for the feature, they still own the game and they handle the contracts, with GameSpy for example.
  10. But that would involve handling it as a mod wouldn't it. And that is SPECIFICALLY what I wanted to avoid. The whole idea, is to have players only have to DL the map and not activate or deactivate modes to play with restricting specific predefined kits. Maybe I was mistaken by your earlier statements that it could be placed in the map bundle. That can be done as well as long as you don't want to define new kits. But it will be a bigger download. All oyu have to do is copy the mp_ranks.xml and name it something new. The you need to duplicate the levels with some name variation, as you can't o
  11. Are you using the small flat test landscape, that's not really a landscape? Just curious. And like Lightspeed said, there are invisible walls you can use to plug smaller holes between props which normally won't stop the players totally, but can be good to use to give the visual representation that moving that way will be limited.
  12. Good work Biro. It's nice to see new graphics being introduced. I'll keep trying to help out with the setups and will gladly take a look at your XML files and check out that things are as they should be and give comments, suggestions and tips back to the community for future projects.
  13. The bundler tool has been explained in detail in the forum. I really have nothing more to add on that. Check out these topics: http://www.ghostrecon.net/forums/index.php?showtopic=45977 http://www.ghostrecon.net/forums/index.php...mp;#entry489449 And make sure your folder structure is exactly like it is in other bundles, starting with a data folder and then the needed folders under that. The modding community has figured out how to get maps to work now, so by helping each other you shouldn't have a problem. We can't provide you with all the info, the tutorial is aimed towards modd
  14. Good. It's only hard the first time, like everything is. After that you always have something to look back on when running into problems.
  15. Did you specify which ranks file to use inside the mission.xml file for the level? I don't think you have... or is there some other problem I have no idea about?.... We only presume that people know the basics of handling their computer. Modding is not for beginner users, it's always been for people who knows their way around their system. So things that are not directly mod related, like how to run a BAT file with attributes or how to edit a BAT file, or how to mirror a folder structure, have not been covered as it's described in basic computer book. People who wants to go in an moddify
  16. I'm getting dizzy reading the posts. That have you tried to do Lancer? You want to simply remove original kits in the Coop_ranks.xml? *_ranks files are not in lib/managers, they are in levels/common. But the error you got wouldn't come from that so I'd like to know exactly what you've been trying to do to be able to sort it out.
  17. It will not create an XMB file when it's not bundled unless the file itself is used. You don't need to create an XMB, if it's not connected to anything in game it will never create the XMB. For custom game modes, it won't create the XMB until just start the first map with it in a server launch. The bundler will create XMB files to have inside th bundle, but for testing you don't need to create them.
  18. Good luck with your future projects Christian. You know we have loads of pine trees in Sweden, right? Maybe we'll run into each other sometime in the future. It's a line of business where you change office quite often, actually a bit surprised you've been at the same place this long. But I still have a long road ahead of me to get anywhere near your experience, so I better get back to work...
  19. Most importantly I hope they take advantage of this when designing game modes. You can restrict the two teams to different kits as well of course. So that can be used in the core of a game mode, a little like we have done with RvsA. I'm also putting together a new class system with more varieties in classes and kits. With it I will provide a large number of different *_ranks.xml files for people to use. Just what versions you'd like to see, based on the classes now created of course. Single weapons or entire classes is the bases I will create restrictions in. I will not create new kits for a
  20. It should be fixed now I think. And as said above, you'll have to replay the last mission in the act you are stuck in. Will be good to get some feedback if it was fixed for everyone, or if there still are people having this problem after the 1.03 patch.
  21. I think you can add new folders. They just have to be in the same base folder. Test it bu simply copying one of the original camoes to a new folder with a new name and use it in a kit. Should prove if it works.
  22. True, just setup different template versions with different camo for each kit and then create a separate *_ranks.xml for each and link them to whichever map you want each camo on.
  23. I suggest bundeling it. Will make it easier to handle for the users.
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