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Everything posted by GRIM-GENERAL

  1. It would seem that the changes made in patch v1.35 cost me six months of hard work. I made 64 map bundles in v1.30 that were tested, tweaked and run many times with no problem what so ever. They are all useless under version v1.35
  2. Can retail players play in demo lobbys to? If we have purchased graw 2 can we play in the demo lobbies with are friends that have not yet purchased the game?
  3. Anybody have an offical link for the demo version of GRAW 2?
  4. Now I cant recall exactly how I done it but I think I fixed that same problem by manual editing the discription xml the rendering again. My training map kept rendering a few wall pieces dark like shadowed even though it shouldnt have been. I'm pretty sure I fixed it by changing the line <lightmaps value="true"/> Try changing it to false then render. If its already on false try changing it to true then render. Like I said though I'm not positive this how I fixed the problem but I know it was one of the last few things I tried. Also I have notice low and draft 3 passes or below can cause such dark spots aswell. I always rendered at Medium 5 Passes to avoid the problem. Pretty time consuming but its about the best quality rendering most people systems can handle. You should always render in windowed mode by the way. I'm rather decent at rendering just ask Evil_Ducky. If you would like I can give the rendering a try for you to see if I can clean it up. Hope this helps you out. Example: <?xml version="1.0" encoding="UTF-8"?> <description> <menu name="Grim Training" mode="MPCoop" /> <level_desc value="" /> <level> <set value="city"/> <set_graffiti value="0"/> <backdrop_cube value="atlas_mission_spec_editor/backdrop_cube_d"/> <mission_time value="day"/> <cube value="atlas_mission_specific/mission02_specific/cube"/> </level> <export> <export_name value="Grim Training"/> <gametype value="MPCoop"/> <lightmaps value="true"/> <ai_graph value="true"/> <lightmap_resolution value="medium"/> <lightmap_num_passes value="5"/> </export> </description>
  5. A minor error reported on the palacio map. In firefight mode the mission cant end do to an ai spawning in a wall somewhere.
  6. So far there has only been 2 minor script errors reported. The missions all work fine. you can get the error info and download links here.
  7. Just a thought, Have you tried placing the tree backgroud as a border I think its only textured on one side so flip it to make invisible. Let me know if it works I dont have time to try it right now. Oh an certain objects like crates can be set as indistructable in the mission script but I have only got this to work in [GR] game type. I made those green crate on my dedust map stop exploding. Reduced the lag bigtime.
  8. Oh cool maybe Grin changed it to allow fullscreen rendering in one of the last patches. I remember when I first started making maps it would crash in fullscreen. I would recommend always rendering in windowed mode to increase performance of the rendering process. I always render my maps at medium 5 passes. The quality is great and it dont take near as long. Ok remeber above in this thread I said sometimes you will have to edit the texturescope.xml? Thats whats wrong with your sewers. Sewer textures load with the industrail set. I think you said you done your map using the city set. You will have to edit the texturescope.xml to add the industrial set textures. I've done the texturescope.xml once before but cant remeber how I done so. Type texturescope.xml in the forum search field, there are some post with instructions. You can also add custom terrains in the same manner.
  9. Renders can ONLY be done in windowed mode. Atleast thats what the instructions say. High render means bigger map files sizes, which means longer load times a could even cause lag and timeouts on some computer. Since my rig wont render in high , If you render it in high I would like to see it for myself if you dont mind. I bet the graphics would kick butt.
  10. Most peoples computers cant render in the high setting. It takes alot of videocard mb and ram to do such a thing. I have a pretty good system, and cant render in high. Not to mention rendering in high will hold your pc hostage for days on end. Medium 5 passes seems to do very well.
  11. Dont delete anything yet silly old man. Most likely your just doing something wrong. Draft and Low tend to render dark spots. Try medium 3 passes. Also keep in mind that not all the pieces listed in the editor have textures loaded for rendering. This would show up like a checker board either black&white or blue&gold. The textures scope xml can be edited to correct the checker error.
  12. There has been a script error reported on the compound [GR] map. The mission can still be played. I have already corrected the issue for the final mappack release.
  13. Yes I noticed that. The error wasnt there now it is lol. Anyways there is something wrong with the panhards. The ai in it dont die when the panhard is blown up. I had made a last minute change and didnt notice the problem. I will take a look at it and correct the issue. thanks for the feedback.
  14. GR1 you say have a look at this mappack I just released. I remade four gr1 maps in it. http://www.ghostrecon.net/forums/index.php?showtopic=42512
  15. Well here it is folks, please be sure to report any errors. The Grim Mappack Beta includes the following map bundles Download it from Ghostaholic Download it From GhostRecon.net Gr1 Remake bunkerpark_1 bunkerpark_2 bunkerpark_3 bunkerpark_4 bunkerpark_5 Grim Bunkerpark DM, Grim Bunkerpark DM Night Grim Bunkerpark DOM, Grim Bunkerpark DOM Night Grim Bunkerpark HH, Grim Bunkerpark HH Night Grim Bunkerpark [GR], Grim Bunkerpark [GR] Night Grim Bunkerpark SIEGE, Grim Bunkerpark SIEGE Night Grim Bunkerpark TDM, Grim Bunkerpark TDM Night Gr1 Remake csl_1 csl_2 csl_3 csl_4 csl_5 Grim CSL DM, Grim CSL DM Night, Grim CSL DOM, Grim CSL DOM Night, Grim CSL HH, Grim CSL HH Night, Grim CSL [GR], Grim CSL [GR] Night Grim CSL SIEGE, Grim CSL SIEGE Night Grim CSL TDM, Grim CSL TDM Night GRAW compound_1 compound_2 compound_3 compound_4 compound_5 Grim Compound DM, Grim Compound DM Night Grim Compound DOM, Grim Compound DOM Night Grim Compound HH, Grim Compound HH Night Grim Compound [GR], Grim Compound [GR] Night Grim Compound SIEGE, Grim Compound SIEGE Night Grim Compound TDM, Grim Compound TDM Night Gr1 Remake dedust_1 dedust_2 dedust_3 dedust_4 dedust_5 Grim DeDust DM, Grim DeDust DM Night Grim DeDust DOM, Grim DeDust DOM Night Grim DeDust HH, Grim DeDust HH Night Grim DeDust [GR], Grim DeDust [GR] Night Grim DeDust SIEGE, Grim DeDust SIEGE Night Grim DeDust TDM, Grim DeDust TDM Night GRAW palacio_1 palacio_2 palacio_3 palacio_4 palacio_5 Grim Palacio DM, Grim Palacio DM Night Grim Palacio DOM, Grim Palacio DOM Night Grim Palacio HH, Grim Palacio HH Night Grim Palacio [GR], Grim Palacio [GR] Night Grim Palacio SIEGE, Grim Palacio SIEGE Night Grim Palacio TDM, Grim Palacio TDM Night Gr1 Remake training_1 training_2 training_3 training_4 training_5 Grim Training DM, Grim Training DM Night Grim Training DOM, Grim Training DOM Night Grim Training HH, Grim Training HH Night Grim Training [GR], Grim Training [GR] Night Grim Training SIEGE, Grim Training SIEGE Night Grim Training TDM, Grim Training TDM Night Download it from Ghostaholic Download it From GhostRecon.net
  16. Wow, this sounds like a nice size beta group. I had a minor setback yesterday, one of the maps decided to untexture itself. Even after rendering it again. I'm rendering the map now, after I rebuilt the work folder the problem was corrected. Since I have ran the entire beta to make sure the maps are all textured. Also that fact that your all interested in testing and providing feedback. I 'm now considering an open beta test of the entire mappack. DOWNLOAD
  17. AND THEN? AND THEN? AND THEN? doh I was watching a movie. Hey folks, how is going? I've almost completed a 72 bundle mappack. Sounds like alot of work huh? Yes it was alot of work Do to the lack of beta testers, I'm thinking about putting out a grim mappack beta. The beta would include 6 [GR] maps I created with the Ghost Recon Advanced Warfighter game editor. I'll give this thread a couple of days to see if you are interested. Then I will decide if I want to give out a grimogrbeta. The [GR] beta would include all of the maps in the upcoming grim mappack release, but only in the [GR] gametype. ALL other gametypes both DaY and Night versions of each map will be included in the final release totaling 72 map bundles. If I decide to do this, I need feedback people. <--- feedback is very important!
  18. I tried what you put in the thread but its nots working. I placed the script you posted in the startgame section of the script. Now the ai arent in the panhard and the panhard is like dancing around not moving to the local I gave it.
  19. Can somebody give me an example of what the script should look like for a enemy panhard? I got the enemy panhard crew to work. Now I want the enemy panhard to move to a location and unload the crew.
  20. omfg, yep thats what was wrong. I followed the tutorial its say you can only have one ai graph per level. I dont remember reading about connecting the ai graphs by placing another inside the radius of the previous graph and so on.
  21. Wow thanks for all the input you guys Ok lets touch base on a few things. The script I posted works fine, I know this because its the same script I made for dedust [GR]. I have tried removing the humans and ai graphs and placing them back in. I have tried using a vehicle graph. I have verified there are no holes in the statics. I have verified that there are no type-o or script errors. I have checked all the enemy groups making sure there type and names are correct. I have removed all the event and user tags from script "the map loaded and started" but no ai on it. I realy think the problem is the ai graph. I remember having this same problem when I was making dedust. Ducky helped me fix it. It had something to do with me not connecting ai graphs or something. All the instructions you read say you can only have ONE ai graph. Thats all I put on there, I right clicked and place one graph in the center of the map. What do you mean connect the graphs?
  22. Crash in application version: grpcrc1.35 data\lib\units\ai\soldier\sorderlogics.dsf(-1): cant find member: find_close in type <void> SCRIPT STACK data\lib\units\ai\soldier\sorderlogics.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\levels\custom_levels\mylevelogr\mylevelogr.dsf(38) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The script reads as follows <script_data> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <area_group name="area01" area_name="area01" group="mp_players" interval="0.3" condition="1"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area03" area_name="area03" group="mp_players" interval="0.3" condition="1"/> <area_group name="area04" area_name="area04" group="mp_players" interval="0.3" condition="1"/> <area_group name="area05" area_name="area05" group="mp_players" interval="0.3" condition="1"/> <user name="area01" type="once"> <trigger type="UnitInArea" area="area01"/> <event name="area01"/> </user> <user name="area02" type="once"> <trigger type="UnitInArea" area="area02"/> <event name="area02"/> </user> <user name="area03" type="once"> <trigger type="UnitInArea" area="area03"/> <event name="area03"/> </user> <user name="area04" type="once"> <trigger type="UnitInArea" area="area04"/> <event name="area04"/> </user> <user name="area05" type="once"> <trigger type="UnitInArea" area="area05"/> <event name="area05"/> </user> <event name="start_game"> <element type="ActivateGroup" group_id="group01" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> <event name="area01"> <element type="TriggerEvent" event="activate_area01" start_time="0.1"/> </event> <event name="area02"> <element type="TriggerEvent" event="activate_area02" start_time="0.1"/> </event> <event name="area03"> <element type="TriggerEvent" event="activate_area03" start_time="0.1"/> </event> <event name="area04"> <element type="TriggerEvent" event="activate_area04" start_time="0.1"/> </event> <event name="area05"> <element type="TriggerEvent" event="activate_area05" start_time="0.1"/> </event> <event name="activate_area01"> <element type="ActivateGroup" group_id="group01" start_time="0.0"/> <element type="UnitInArea" area="area01" state="deactivate"/> </event> <event name="activate_area02"> <element type="ActivateGroup" group_id="group02" start_time="0.0"/> <element type="UnitInArea" area="area02" state="deactivate"/> </event> <event name="activate_area03"> <element type="ActivateGroup" group_id="group03" start_time="0.0"/> <element type="UnitInArea" area="area03" state="deactivate"/> </event> <event name="activate_area04"> <element type="ActivateGroup" group_id="group04" start_time="0.0"/> <element type="UnitInArea" area="area04" state="deactivate"/> </event> <event name="activate_area05"> <element type="ActivateGroup" group_id="group05" start_time="0.0"/> <element type="UnitInArea" area="area05" state="deactivate"/> </event> <player name="player1" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player1"/> </player> <player name="player2" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player2"/> </player> <player name="player3" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player3"/> </player> <player name="player4" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player4"/> </player> <gametype_info name="enemies_to_kill" value="80"/> <spawn_manager> <!--<xi:include href="/data/levels/merge_xml/common_spawn.xml#xpointer(/to_include/spawn/*)"/> --> </spawn_manager> </script_data> So what could be the cause of this crashing problem?
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