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Palyarmerc

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Everything posted by Palyarmerc

  1. Hey, thanks Tinker. Had a feeling you'd be the one to respond, thanks for responding so quickly. Will pop into 9MS and hopefully join you guys for a game or two We're still over at nomandown.co.uk, drop by any time ! Paly
  2. I found this list recently... A list of servers known to have been online for an extended period. Some date back to January 2011, but might be worth monitoring (from a post on Steam by Hoak) 99.32.249.161:2346.......MS Dedicated WXP 98.26.254.28:2346.......The Medic Station 96.228.144.14:2346.......Wolf Den 200.111.170.34:2346.......Ghost Recon Chile 186.104.67.5:2346.......NO FEAR - HOST 87.106.216.11:2346.......GR Heros - 100Mbit Server 88.83.79.10:2346.......Danish Force [DK-F] 195.166.158.215:234.......seawolves.org/stat/ 95.251.32.208:2346.......{A&O}Nuraghe 194.102.117.165:2346.......*TEK*SERVER OGR 81.167.113.138:2346.......* Naked Dwarfs * 81.167.113.138:2346.......The Borg Hive 85.146.74.69:2346.......unknown 216.83.79.10:2346.......unknown 84.48.228.41:2346.......unknown 50.129.19.247:2346....... pops WAR-zone 82.46.96.55:2346.......nomandown.co.uk and I use GRStatTracker to track online games I may host a no-respawn marathon, and can easily put up a dedicated server for you but anyway, you may find some activity at 9ManSquad or join them would be a good idea links and info nomandown.co.uk www.9mansquad.com
  3. Just re-installed GR and wanted to play Caged Rats - I just can't remember which mod it's in (or I'm stupid and it's stock - I've been moving and deleting missions these past few days) I've tried 12Weeeks and Knight Fork, looked in HX5 and DA49 etc It's the POW camp where you start captured and with only pistols - had good intro and outro cinematics too Does anyone remember where it is?
  4. A Slightly more detailed description, (for my reference if nothing else, in case I forget) Create new folders on C: --> C:\GRAWEXTRACTED\root\data Using the 816kb (critical to this tutorial) bundler file in the Bundles folder - open command prompt and type ---!!! be patient while it extracts the game contents each time !!!--- (firstly) bundler extract -r quick.bundle data C:\GRAWEXTRACTED\root\data (then secondly) bundler extract -r patch.bundle data C:\GRAWEXTRACTED\root\data After you have extracted the quick.bundle and patch.bundle find the mission in the C:\GRAWEXTRACTED\root\data\levels folder *COPY* (safer) the mission01 folder to your work folder path_to_graw/custom_levels/work/mission01 create a new DESCRIPTION.XML<br> path_to_graw/custom_levels/work/mission01/description.xml EXAMPLE: <?xml version="1.0" encoding="UTF-8"?> <description> <menu name="mission01" 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="mission01"/> <gametype value="MPCoop"/> <lightmaps value="true"/> <ai_graph value="false"/> <lightmap_resolution value="medium"/> <lightmap_num_passes value="5"/> </export> </description> The main Set Values are HISTORICAL, CITY, GHETTO, INDUSTRIAL now this bit is important and applies to mission01 only - the coop version is pre-fixed _coop missio01_coop.xml mission01_coop_ni.xml So, complicated as it is, I'm using this mission as my example rename (or delete) mission01.xml --> mission01xml.off renamme (or delete) mission01_ni.xml --> mission01_nixml.off and in the xml folder rename (or delete) world.xml --> worldxml.off renamme (or delete) mission01_ni.xml --> world_nixml.off Now, rename the following co-op files by removing the _coop bit mission01_coop.xml --> mission01.xml mission01_coop_ni.xml --> mission01_ni.xml world_coop.xml --> world.xml world_coop_ni.xml --> world_ni.xml You can now use the editor to change positions of enemies, or if you are braver, other stuff depending on your abilities but I advise just changing numbers and locations of enemies if you are new to all this because other stuff need to be done if you change too much and the mission might not work OK You need all the other files to edit the mission - YOU NEED ONLY SAVE ON CHANGES NO EXPORT but once done, you only need to move the mission01.xml --> in mission01 root (manually edited if you change area names etc) world_6.xml --> in mission01/xml (use your last saved version number world_0 or world_19 etc.) to your mission folder and mission/xml folder respectively You need to do it twice so you have the following mission01.xml --> copy twice and rename them --> mission01_coop.xml .. mission01_coop_ni.xml world_6.xml --> copy twice and rename them --> world_coop.xml .. world_coop_ni.xml Create an English folder if you do not have one, so that it becomes path_to_graw/local/english/levels/mission01 I use brettzies weapon mod folder to activate my modded cooperative campaign mission-- so my example tree is path_to_graw/local/bp_weapons_pack_v5.0/levels/mission01/xml For all other missions it should be a simple case of copying the output mission02.xml and world.xml files to the correct folders - the critical bit is the inclusion of the *DESCRIPTION.XML* you create in root mission folder in order to see the mission in your editor - so to start, once again you'd need to copy a description.xml or create one using the template (and checking the original 'Set Value') - voila, edit away! CREATE BATCH FILES IN YOUR GRAW ROOT DIRECTORY FOR EASE OF USE (created in notepad, 'save as' all file types) graw.exe -o context-editor.xml 'save As' --> EDITORBOOT.bat graw.exe -o contect_bp_weapons_pack_v5.0.xml 'save As' -->LAUNCH_BRETTZIES_V5.bat
  5. Wow, it was really far from excellent, but I think you felt the same way as I did when I re-made it - it was familiar and such a nice return to our GR roots.. if there had been more building models to play with it could have been better, plus I rushed it... Nice to know someone other than me appreciated it though, many thanks for that
  6. My main gripe about GRAW centered around not having a tactical map for everyone. We used to use grid-maps for tactical team work...and GRAW made it even more necessary, and yet it was absent from co-op. ..so basically I hadn't found out how easy this type of mod was til now...means I can create variations of the co-operative campaign for me and my friends...which is nice as for dedi-servers, thats ok, I can host
  7. Whilst trying to get 'VIP2 is Down Redux' to work I discovered You can play your modded maps Co_Operative too !!. It said to put the mission03 into 'local/english/levels' folder it worked - but only for single player Knowing that Brettzies Weapon mod worked, and using that mod I placed it in 'bp_weapons_pack_v4.0/levels/mission03' folder and it worked - but only for single player. (this requires knowledge of how mods work, but that's a question you can ask if you don't find the answer elsewhere on GR.net) I then read somewhere about requiring the mission03_ni file ...so here's what I did... I extracted the quick.bundle and got to work on a mission in the editor- I chose Mission03 again. (I'll not cover how I did this here, using the bundler and that, it's all expalianed in [GR] Modding) Once I'd moved the enemies around to new locations and paths I just Saved, no 'Export' I copied my new mission03.xml to 'bp_weapons_pack_v4.0/levels/mission03' folder I copied and pasted the mission03.xml AGAIN to the same folder but called it mission03_ni.xml I copied my new world_1.xml to 'bp_weapons_pack_v4.0/levels/mission03/xml' folder I renamed the world_1.xml to world.xml, copied and pasted it AGAIN but called it world_ni.xml ...Now, when I chose LAN co-op mission03 'VIP2 is Down' I got my re-scripted mission. Some Oddities....I tried all methods with 'skip insertion' ticked, but got full length Insertions.. Chose not to have a mission03_ni.xml = custom mission - no narcom - but Heli Drop from new direction Chose not to have a world_ni.xml = default mission - narcom - usual Heli Insertion Chose not to have neither *.*_ni.xml and you'll get the default mission Any Questions?
  8. Nah, it's my Dragonfly mission, ghetto... I caught that info in the help files regarding incompatible stuff, and did a quick serach in my World.xml for the perfix ind_* or the prefix obs_* ( I had one ind_tunnel_lamp and removed it, no change though) So I'm gonna nail this thing if it kills me. Der Engpass is Ghetto, Dragonfly is ghetto so what could it be I really am thinking it is a Patch issue with the 1.35 editor I'm thinking that Der engpass was created before that patch. Guess one work-around for now is to dedi-host the map on my other PC
  9. I noticed while using the GRAW editor the other day that GRIN actually refer to the game as Ghost Recon 3. I think the general agreement is that in terms of individual Ghost Recon games, when talking about it to fellow veteran players, any addition would be regarded as the thread rightly suggests, as Ghost Recon 5
  10. This really could do with being resolved, playing no-respawn is a pain with this issue.... I can't see a logical error anywhere and interestingly, Der Engpass amoung others, does not do this - so why do mine? I'm wondering if has anything to do with the editor and some maps being created with an earlier version, before the 1.35 patch perhaps? I've got myself convinced it has to do with the AI script, since Der Engpass uses a different approach - when I have time I'm gonna print theirs off and rewrite mine to match (only other difference I have is incorrect AI assigned to the Panhards (i.e not panhard crew) I'm still fishing for a solution to this, any updates much appreciated...
  11. Wow, I can't begin to imagine how much effort you've put into this Tinker...I have no intention at present of returning to GR, but I will, for nostalgia I'm sure, and when I do, your mod will be top of my play-list
  12. Big Map, same problem, which had me worried when reading all this. Kept crashing with memory problems for MEDIUM 3 passes So, firstly I rendered in LOW with 3 passes (3 hours, and will do for the GUI map if the next bit works anyway) -- 3 things I did, not sure which has affected it -- 1. - I removed the WORK_TEMP folder - so no interference from previous choices made there... 2. - I reduced the MultiplayerArea to the standard -10000 10000 5000 and removed Alpha and Zulu completely for now...only because they would now be outside this area and cause a crash, (no other alterations to the map, same big map, twice the standard multiplayer size) 3. - Made the Mission Cube (defaults to Mission 2 on mine) have the same Sky environment - Mission 2 (I wanted to use Mission 9 Sky, it renders very clear for most [GR] custom maps, and is my personal favourite) It rendered with no hitch, MEDIUM 3 Passes ETA 2 Hours...suprisingly less than the 3 hours on LOW, it rendered the whole map area with only a few 10m 2_Lane_Road sections coming out black. Not sure if it is a solution in part, or simply that the cube has to match the sky for this.
  13. You can destroy the tank fore and aft, and even, if you're quick, at the top of the steps from behind (it has a blind spot when you stand in front of the metal balcony thing) You can also get thru to the first .50 cal from behind the yellow van (shoot the boxes) The triggers are indeed faulty, if you bypass the construction site corner the next intended wave of AI do not spawn. Then, keeping left, you can get the drop on the last AI and get to zulu easy. I will take note of your dislike for the .50 cals and use only the MK19 in future Played it again, and am impressed at my first real attempt at a map, it's short 'n sweet, but is not too bad. Shame about the shanty fences as walkways, took me bloody ages
  14. It would be interesting to see how long it takes to render lightmaps on my machine, an AMD 64 x2 6400
  15. Maybe I was being a bit too intellectual on that. The idea came from playing online in so many servers that had respawn as standard. Players killed and returning from alpha would then have a 'screw-you-respawners' surprise. What was really supposed to happen was for the player (that is, the player who does not engage the enemy head on evey time they appear up ahead - this aint space invaders) was to see the enemy arrive, hide, hunker down, re-group, and regain control. Didn't notice any holes in the trigger zone, but I did fail to script the last tango's to fall back to Zulu, from the rear, so it fails a bit. I never did make full use of the covered building foundations either, the plan originally (I started the map like it), was to have all ghosts in the tunnels and have enemy walking around above - to add some suspense. I didn't funnel the ghosts down there in the end because it would have been too contrived.
  16. Yeah, 50's can be taken out with certain techniques, but that requires learning and no-respawn attempts negate that approach... I have exported dragonfly as a night map too, that was even more fun when going nice-and-slow stylee... ( keep an eye out for a download for that) Glad to hear you liked Nowhere to Hide, I try to make my towns a little realistic, not just random object placement... But I've still not created my masterpiece... My next map I will supply you prior to adding AI (Historical again, but with elevations now I've learnt how), we can then maybe release 2 versions to the community
  17. One of the things I hate most about [GR] co-op is the popularity of respawn...ther'es far too much of it if you ask me... The deathcam is available in Co_Operative mode though, just hit key # 1, 2 or 3 to see thru the cam of a surviving member (not as good a quality as in [GR] co-op, but it's there)
  18. That's interesting. So you're saying that, just like adding Night Patrols (which are invisible to clients), no voices can be heard from the other (visible) AI on your clients side? I'll listen out for that more carefully when I next join a server, maybe I have just not noticed before
  19. Tinker's right, but it does that sometimes, sorry Try This One I just removed the www bit... Feel free to steal as much of my text on Modding as you require, It's for my fellow gamers at NMD, but free to anyone who can make good use of it - your Wiki is looking good, I'll help you with relevant additions as and when I get around to reading it properly
  20. My third map available for download. Nowhere To Hide A shanty map, rising in enemy AI difficulty from Guerillas, through Infantry to Special Forces as you progress thru the map... Still learning, so it's very basic. Fellow modders (as we are so few) feel free to use the map for mission modding - you can change the Areas, and Humans to create new missions, even add more Props if you want. If you do, please re-name the whole thing to something appropriate, like Nowhere to Hide 2.
  21. Yes you'll need a VPN. Hamachi does it all for you , for free.
  22. You cannot Plat GRAW...it is spelt Plait anyway... ...we have successfully Plaid GRAW though (more tartan-ed it really, and GRAW2 at that) Seriously though, years ago it was mentioned you need 2 Gb of RAM to get through Quarterback, and Vista, I hear, eats up RAM. I'm amazed so many gamers are accommodating Vista, reminds me of the old saying "..all that glitters is not gold..."
  23. ...then it just keeps getting better Thanks AmEyeBlind, I'll give that a shot too Yeah, that works, but as Fishmonger pointed out it can be unstable, and using that method can result in a crash if you select certain statics (annoying if you have just placed a load of objects) - (haven't got to export yet, to establish any other issues with that), but otherwise it works good.
  24. Ah, now I understand it from your tutorial; just as you said - the editor can only use one set at a time ( I tried it and expected to see both sets of statics) - perfect, Thanks Fish
  25. Sure thing, so long as the final version is the one hosted here at GR.net we can play around with it as much as we like (it was a little rushed) Don't want to put somebody else off doing a better re-make either Damn, I knew there was one for props - I'll check that out. I was exaggerting of course, but the number of statics (buildings) is still small, would be nice to combine Shanty & Historical and City & Industrial for better looking custom maps though. Thanks Rocky for taking care of the file description and adding it to the database
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