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Posts posted by mr.pibb
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Thanks el nino,
Sent the file in an email
Christian

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Hey,
I have finished converting a mission for WWIIIFFF that I intend to release within the next few days along with a new, and hopefully final version of WWIIIFFF.
If someone would be willing to do a few games with me on the MP version mission that would be great, there are only a few alterations and primarily I just want to make sure that there are no shadows or crashes.
The mission file is like 1.85 K, and of course you will need WWIIIFFF installed(any version).I can e-mail the mission file to you if thats best.
I do run my cable internet through a router so, I beleive whom ever may decide to run this test with me will probably have to host the game-I dont know a lot about online gaming proceedures, but the fixes in the mission seem to be at par with the valuable info given from Jack and H-hour.
Not exactly sure how to synchronize the timing here with someone willing to run the mission with me so we are both onsite here, but I am sure it will work out.
Hope to hear from someone.

Christian
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Thanks Jack
Christian
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I gotcha guys.Thank you again.
I just came back from poking into the script in one of the missions with the cinematics, I see it will require a major overhaul, and it will also reveal the mission before it was ever reached in MP with the added minus of not seeing the cinematics too, therefore decreasing the value of that missions part in the campaign.
I have decided if I release any MP missions, it will be only one mission. Its the first playable mission in the campaign so it dosent harm anything by making it usable w/out unlocking.
It does seem pretty impossible to be server sided, tons of allied actors that are custom, tons of weapons too.
So it may not be server sided, but it will work I think.
Thanks for the very helpful info guys

Christian
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Thanks Jack, the fresh air is sometimes a little clogged with the smell of burning vehicles though.

I really appreciate this info guys, as I can see I will only be adding a few of the missions, due to the fact I just dont have the time or the patience anymore to make more gigantic changes to my mod, but a few missions is better than none and the one mission that I prefer the most has no hiding.
H-Hour, I dont even know what Server-Sided means. All I really know is that you can throw on the little check on the Multiplayer option in Igor and your mission is ready to go online.
Is the server sided something I need?
Thanks, all extremely usefull info.

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WOW
I just had an apiffiny, ever play Vietcong? What a neat thing they did with calling in support(one of the few things I DID like about the game). Heck, they got the realistic radio message relays for targetting and then you choose a location, command radios back the confirmation, and a few moments later-blam-kablam-kablam! The selected target area is bombarded. I wonder if you could make reference points in the script where through a console command you could direct fire to one of those locations.
The console command would then not merely just implement the bombardment, but would put you into a "fire for effect" mode that would involve radio transmissions during the target selection, ending with a confirmation from command.
Times like this make me wish I had the time to produce everything I think up! But I dont.

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inuyasha,Feb 12 2004, 17:02 ] i think jumping would glitch the crap out of the game and fill it with cheaters.... lol maybe climbing
Yea, I always thought being able to climb a cliff face or something similar would be neat(maybe with ropes and pitons and such)-heck, turn it into a whole process where you have to select where you grab to make yer next move, if its a bad hold then you slip
and slide down to the ground with a new injury
or find yerself in a new light
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Hey guys, got a few questions here,
I am considering making a few missions in my newly released campaign Multi-player compatable.
If I do this, that means that the missions are instantly accessable through Multiplayer in GR without having to unlock those locked missions right?
Also I have one mission with a helo insertion that cannot be escaped because of the length of the flight, this poses some possible problems:
1-The helo of course can only accomodate like 6 player-actors, so can you limit the number of players allowed on a mission in MP?
2-Can the helo be used in MP or does it cause problems?-i.e-like of course having to teleport the player platoon to it and it not showing on the replays. Also will the individual players automatically be teleported to the helo just as the playerplatoon is with the same script?
And lastly, there are a few missions that have some 3-4 min. cinematics that are integeral to the mission and cannot be removed, there is some hiding and showing in all of the cinematics. I dont know much about the shadows problem, only that it exists through hiding. Do the shadows remain for hidden actors and vehicles and do the shadows disappear when the hidden vehicle is shown, then teleported or moved or is the shadow a permanent spot once it occurs?
All of the missions will only be avaliable in the MP mission style.
I know, someone trying to answer this is hating me right now, but I would really appreciate the info here, so as to make a MP patch for my mod quick and painless, rather then spending a week or two on it.
Thanks, I look forward to hearing from someone,
Christian
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Hey mac user,
I dont know if you have looked at the web page on this site about mac mods, but if you havent I recommend that you do. As I understand there is some modifications needed to be done to Island Thunder so it can be installed on a mac, that info is provided in a link at the bottom of the mac mod page:
Good Luck
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May I add one more to the list?
Igor2 being similiar to Igor(1) in usage- i.e.-user freindly with its own specialized scripting applications similar to Igor(1).
I have 2 favorite games, this one, and Operation Flashpoint.
I mod only with GR because with OFP, you have to learn a fifty page booklet of how,when,and where to apply the complex scripting commands in OFP. Basically it looked like having to learn a whole new language, then after you spend X amount of time finally learning it you then can start modding.
note:I did come up with a few OFP missions with no script!

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I wouldn't turn fog off entirely - as mr.pibb found, it looks ghastly because it doesn't hide the clipping. You can change the fog dynamically which works rather well.
Its been so long since the creation of that particular mission that I had forgotten that I had indeed used the Fog On command at first, with of course fog that was set farther back than the default, but because of the neccessity of having the the clipping distance set to an optimum number due to a lot of vehicles moving around in that mission I found the fog was still quite close in, and did not really give the feel of a morning of a new day, therefore I opted to shut off the fog completely. That particular mission actually has no combat situations involving the player, and is more or less a continuation of the story with the added bonus of being able to interact with the unfolding story, instead of being all cinematics.
Buuuut.... heh, I do stand corrected as to the norm of using the fog commands, indeed if that mission had any combat involved and such I would not have turned off the fog but probably would have indeed altered it.
There, now my conceince is clear on the subject.

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Thanks for the info EL_OSO, I will probably stick with Igor for now, at least I am now fairly comfortable with its functions which makes my new projects much less of a headache with not having to figure out what everything does before I can use it.

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THIS IS FROM A MAC USER WHO D/L THE 100MB WWIII MOD
I D/L AND INSTALLED THIS TO MY MAC G/4 933MHGZ SUPERDRIVE WITH GHOSTRECON/DESERT SEIGE 1.4
AFTER D/L I ACTIVATED IT IN MY MODS
WHEN I WENT TO START THE CAMPAIGN IT CRASHED
IT ALSO DESTROYED MY ICON ON MY DOCK SO THAT I COULD NOT
START GHOST RECON/DESERT SEIGE AND HAD TO RE-INSTALL GHOST RECON/DESERT SEIGE
AGAIN SO IT WORKED PROPERLY.WHY DID THIS HAPPEN?
ALSO I HAVE MADE A SECOND ATTEMPT AT ADDING WWIII TO MY MODS FOLDER AND NOW IT DOESNT SHOW UP AFTER I COPY THE FOLDER AND PASTE IT INTO THE GHOSTRECON/MODS FOLDER.
ANY BUGS THAT I SHOULD KNOW ABOUT?
Hey,
I noticed in your post that you left out a very crucial element to being able to play the mod, Island Thunder.

If you dont have all of the [Ghost Recon] Mods installed, WWIII absolutely will not work- i.e.-Desert Seige, Island Thunder and the Ghost Recon Version 1.4-all must be installed
All of the requirement and installation information is in the ReadMe file within the package folder that also contains the mod seperately.
Christian

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Hey,
I am a scripter, not a modeller so I can only say what comes across my mind, alot of work, but, as you poke around this site you will see that just about anything is indeed possible with the right tools and the will to see it through.

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Is there a way to have the sky transition from night to day during a mission? 
Hey
Indeed as en4rcment stated there is no skybox that actually transitions from day to night, and in the script the only things that I know of that WILL change the enviornment abit is the fog switch(turn fog off I think it is, youll see it in the responses listing)and the weather change. The weather change option I beleive also will switch on and off rain and snow.
Anyhow I have used the fog option in one mission to make the difference between one day and the next by shutting off the fog for the second day. I thought it really did make it look like a new crisp morning. The major drawback here is that without the fog you have no way to hide the clipping. I had the clipping distance set far enough away where you really did not notice it too much and that that mission was a partial cinematic and non-combat interactive type.
I also found that during the time that the fog was shut off I had to have a script block that continually shut off the fog, not because it would come back on, but because if a user saves at a certain point after the fog was shut off and then loades to that save point the fog switch will not have been activated, hence I timed it to turn fog off continually, which does not affect the gameplay at all.
Good Luck.

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DonMiguel,
What have you done to me, I find myself compelled now to download everything you put out

Thanks

Chrstian
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Thanks Dilligaf

I am sure you noticed, I added the names of the countries to the worldmap, I figured if I was going to make a breifing that referred to countries on the map then I would name the countries on the world map for simplicity and for the many people out there that dont have the many eastern European country locations memorized(like me).

Christian
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Thanks Jack
Just got the new file.
Will give it a try soon, taking a break from any work on my puter right now, due to getting back into my regular work schedule and a headache(as soon as i stop thinking modding, it goes right away!)
It is nice to see all of us modders joining together for a common cause and because of a few hard workers out there
ending up with a few tools we all can use.Cya.
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Thanks DonMiguel, nice work.
I have absolutely no clue how to use studio max, so hats off to ya, if it wasnt for you making this I would not have been able to pull this off.
Christian

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Try with WinRar
http://www.rarlab.com/ Thank you Zecko, got the trial version and was able to open the test-mod.
Looks great! Thank you again DonMiguel.
Not to be a critic, but I did find the part of the vehicle that has some residual barriers, it seems to be only the front of the vehicle and is a barrier to players only from the inside of the vehicle, so it needs to be tested while being used as a teleported target to the players location. It seems to me that even if it were found that you could occasionaly get player collision, it is no problem, I think everything needed for this to work is in this thread.
By combining what Jack did with the teleporting, showing and Hiding script combined with this vehicle model that has no shadow, that seems to put the cap on the bottle. The shadow was really the only thing stopping me from just using Jacks scripting method, now the vehicle has no shadow! haha!

Both you guys are awsome, I will likely put this to work in the mod I am working on, heck, I might like it so much it may become a standard ops for my tanks-hopefully along with the MG's firing too sometimes-
K, I will shutup now! hehe

Christian
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I have downloaded, and I see that the file is in .rar format? I have never seen this, nor do I know where to put it or how to open it. Can someone help me here?

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Muchas gracias

If I use it in a future project I'll be sure to give credit where it's due

Same here DonMiguel, I gotta give credit where credit is due, thank you for all of this.

Christian
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Sounds like some hard work put in to the right places.

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Funny I didn't notice a shadow before - I just checked and with Vehicle Shadow set to full detail in options I don't get any shadow, but if I set it to low I get a simple box shadow
Maybe on high detail it actually does a real-time render whereas on low it just uses a generic rsb (simpleshadow_01.rsb).What a biatch eh
The only thing you could do is either encourage your players to use high vehicle shadow detail or make the simpleshadow.rsb transparent. Here it is if you want to do that.Cheers

I implemented the simpleshadow.rsb to the textures in your test mod, and the shadow still shows!

I dont know if you are implying that it replace the original simpleshadow.rsb, but I cannot go there.
I did prioritize the mod to the highest just to make sure that wasnt the problem, and still the shadow remains. hm. Its still better than what i had before, nothing.

I am curious to see the model from Don Miguel, sounds like there is no shadow to it.
World War III Fight For Freedom By Mr Pibbs
in GR - Mod Reviews
Posted
Thank you Ice Man and Rocky for the very informative review and for the good rating.
Its nice to finally see some peices of the missions described to show what is really going on with this mod.
To address the multiplayer possibility, I have finished converting the 2nd mission for multiplayer and it just needs some testing. As far as the 2 other combat missions, I am debating wether or not to enter into the realm of converting them, because of issues with the cinematics and the helos in MP it looks to be a good bit of work and my time is limited. I intend to soon release the 2nd mission for MP.
Cpl Ledanek, to answer you bout that other mod, musta been another pibb out there I guess. This is my first mod ever.
Once again I want to thank especially Rocky
for putting up with all my sometimes very lengthy e-mails and the whole staff at ghostrecon.net for making my mod not just avaliable but for giving it the credit it deserves, and you guys just alike myself and all the other modders here give your own personal time to make this stuff happen(I know, I almost got fired from my job like twice during the making of this mod
) .
See y'all around
Christian