KRP 56 Posted September 1, 2006 Share Posted September 1, 2006 (edited) Soon all you GR fans will have an opportunity to play, one of my favorite modders, Right Hand's 8 Days missions in campaign form including mission 6 and mission 8 that were never released because of CTD issues and if all goes well a mission 7. Plus the only 2 Island Thunder missions Right Hand scripted before dropping out of GR modding. With the expert help of Migryder the CTD issues were corrected and as you'll see the Rail Raid mission was well worth the time Migryder spent to get it to work properly. I also must mention GiWeDa who has helped me iron out 8 Days into campaign form as it still had some scripting that needed adjusting. I'll briefly describe how this came about. When Right Hand decided to no longer mod GR he sent me everything he had done including a couple of versions of 12 Weeks - 8 Days - 2 missions for Island Thunder - 3 missions for the GRS Map Pack and 1 mission for GR on the SOAF's prison map. In his read me,that I still have,he said if you can fix mission 6 and 8 for 8 Days you'll have 2 more fun missions to play,good luck. With the help of Migryder we got the 2 missions working and tried to contact Right Hand to see what he thought. Many times over the last 2 or 3 years we tried to contact Right Hand to get his approval to no avail. So as an honor to Right Hand's great scripting work and to not let his missions go to waste we'll try to get the updated stuff out to you as soon as possible. Edited September 2, 2006 by KRP 56 Quote Link to comment Share on other sites More sharing options...
thales100 Posted September 1, 2006 Share Posted September 1, 2006 Awesome news, thanks a lot !! Quote Link to comment Share on other sites More sharing options...
callmehobbes Posted September 1, 2006 Share Posted September 1, 2006 Great idea! It's always a real shame when work isn't released because of glitches when other modders may be willing to help finish them off. Does Mig ever sleep? Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 1, 2006 Share Posted September 1, 2006 Does Mig ever sleep? What about GiWeDa???? Seriously speaking the mod is great, Right Hand is definitely one of the pioneers of TCGR (Tom Clancy's Ghost Recon, I invite you to call it TCGR and not [GR] that is meaningless IMO) but his missions are still so modern and enjoyable. The missions will be as much as possible as RH made, the very few changes are concerning few small adjustements and mainly the differentiation of the difficulty level reducing the number of enemies. Elite Level will be as RH did but RH had Co-op in mind and they are really difficult for SP. Soon here at GR.net Quote Link to comment Share on other sites More sharing options...
migryder Posted September 1, 2006 Share Posted September 1, 2006 What about GiWeDa???? you're not authorized to sleep G, you must oversee TCGR activities. I actually did get regular sleep back then, now maybe not so much. Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 2, 2006 Share Posted September 2, 2006 After a long discussion (actually just a couple of e-mails ) KRP56 and I decided not to differentiate the difficult level. This is for 2 reasons: 1) to keep the spirit given to the missions by Righ-Hand 2) we all know you are great players (yes, you too Janie42 ) and you wanna difficult missions! Available very soon! Quote Link to comment Share on other sites More sharing options...
thales100 Posted September 3, 2006 Share Posted September 3, 2006 After a long discussion (actually just a couple of e-mails ) KRP56 and I decided not to differentiate the difficult level. This is for 2 reasons: 1) to keep the spirit given to the missions by Righ-Hand 2) we all know you are great players (yes, you too Janie42 ) and you wanna difficult missions! Available very soon! Excellent. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted September 3, 2006 Share Posted September 3, 2006 I was about to believe everything until the Janie42 being excellent. TAKE COVER! Quote Link to comment Share on other sites More sharing options...
Janie42 Posted September 3, 2006 Share Posted September 3, 2006 After a long discussion (actually just a couple of e-mails ) KRP56 and I decided not to differentiate the difficult level. This is for 2 reasons: 1) to keep the spirit given to the missions by Righ-Hand 2) we all know you are great players (yes, you too Janie42 ) and you wanna difficult missions! Available very soon! ... oh the cruelty of some people... :'( I was about to believe everything until the Janie42 being excellent. TAKE COVER! Did I mention: ... oh the cruelty of some people... ? See both of you fellows soon in the new 8 Days mod! Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted September 3, 2006 Share Posted September 3, 2006 anytime..... but, not during hours of 2am-10AM (I'm still asleep) Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted September 4, 2006 Share Posted September 4, 2006 After a long discussion (actually just a couple of e-mails ) KRP56 and I decided not to differentiate the difficult level. This is for 2 reasons: 1) to keep the spirit given to the missions by Righ-Hand 2) we all know you are great players (yes, you too Janie42 ) and you wanna difficult missions! Available very soon! ... oh the cruelty of some people... :'( I was about to believe everything until the Janie42 being excellent. TAKE COVER! Did I mention: ... oh the cruelty of some people... ? See both of you fellows soon in the new 8 Days mod! Quote Link to comment Share on other sites More sharing options...
Janie42 Posted September 4, 2006 Share Posted September 4, 2006 anytime..... but, not during hours of 2am-10AM (I'm still asleep) This cat doesn't believe that you ever sleep... cause if you get caught napping... Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted September 4, 2006 Share Posted September 4, 2006 This is gonna be awesome. R-H is still one of my most favorite scripters for GR. Can't wait to play this and thanks to those involved in updating these missions and getting them out. Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 5, 2006 Share Posted September 5, 2006 Ok guys, I wanna see how this community is united! KRP56 and I are not able to figure out the problem in one of the missions. The problem is that randomly it crashes at startup. I found out that if I play the mis the first time no problem, the second time it alaways crashes. Unzip the mission in your Mp1/mission folder We would be grateful Quote Link to comment Share on other sites More sharing options...
migryder Posted September 5, 2006 Share Posted September 5, 2006 I'm looking into this G. Just dld it too, thanks. My Q: did the original corrected version do that prior to campaign mode? I don't remember much if anything about this one, the rail yard one sticks in my mind. Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 5, 2006 Share Posted September 5, 2006 Hi, Mission does not crash without preaction block at all. Maybe too much going on in there? Tried removing enemy, script, startup, 3 second trigger then preaction. Only 1 it plays every time. Also: Group: <Default> Comment: Startup - Initalize Game Elements Trigger Event: The simulation is starting. Responses: Set Platoon - Player to (The player-controlled platoon). Set Counter - armours remaining to 2. Set Counter - Objectives to 0. Play "tm1_start2-1.wav", "tm2_start2-1.wav", or "tf1_start2-1.wav" based on the composition of the player's platoon. Set Timer - Start Sound 2 to expire in 3 second(s). Continue executing responses if ((The campaign difficulty is set to Easy) or (The campaign difficulty is set to Hard)). Change the maximum spotting distance to 58. Continue executing responses if (The campaign difficulty is set to Hard). Change the maximum spotting distance to 73. I think the blue 1 should be normal, not that it affects anything. Hope it helps. Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 5, 2006 Share Posted September 5, 2006 Open Door in preaction is problem. Sry if i am wrong, but my game just loaded 20+ times without that command. Tinker Quote Link to comment Share on other sites More sharing options...
migryder Posted September 6, 2006 Share Posted September 6, 2006 (edited) good job Tinker, I've only seen the IKE so far, glad you got to that so quick BTW G - I thought difficulty levels were out? That's part of R_h's script? If so, he did mean for there to be some difference.... Edited September 6, 2006 by migryder Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 6, 2006 Share Posted September 6, 2006 Thanks a lot both of you. I have no time to try it out this morning (working ) but I really believe this is done. Yes, the difference of spotting distance is part of the original script by RH Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 6, 2006 Share Posted September 6, 2006 Group: <Default> Comment: Startup - Initalize Game Elements Trigger Event: The simulation is starting. Responses: Set Platoon - Player to (The player-controlled platoon). Set Counter - armours remaining to 2. Set Counter - Objectives to 0. Play "tm1_start2-1.wav", "tm2_start2-1.wav", or "tf1_start2-1.wav" based on the composition of the player's platoon. Set Timer - Start Sound 2 to expire in 3 second(s). Continue executing responses if ((The campaign difficulty is set to Easy) or (The campaign difficulty is set to Hard)). Change the maximum spotting distance to 58. Continue executing responses if (The campaign difficulty is set to Hard). Change the maximum spotting distance to 73. I think the blue 1 should be normal, not that it affects anything. Hope it helps. Tinker, it is correct and wrong at the same time. Correct because the original spotting distance set at the env file is going to be retain in in veteran mode. If easy or elite the first "if" will change spotting discance to 58, then the further check set the value to 73 if elite only. However since the spotting distance at the env file is 85 the correct check is "if easy and veteran" = 58, if veteran = 73. Great work! Open Door in preaction is problem. Sry if i am wrong, but my game just loaded 20+ times without that command. Tinker I think the solution is to move the open door response to Startup block rather than preaction. Looking forward to launch igor and change it Quote Link to comment Share on other sites More sharing options...
Janie42 Posted September 6, 2006 Share Posted September 6, 2006 Congrats on the fast troubleshooting work, guys: Tinker = igor/scripting ! Quote Link to comment Share on other sites More sharing options...
KRP 56 Posted September 6, 2006 Author Share Posted September 6, 2006 (edited) Thanks Tinker for your assistance. Back to testing and I hope eveything will be finished up soon. Edited September 6, 2006 by KRP 56 Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted September 7, 2006 Share Posted September 7, 2006 One more "thanks" for Tinker. Looking forward to this, much. Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 8, 2006 Share Posted September 8, 2006 Hi Like to add a query on the end! Doors open fine using the pre-action block. Any reason this 1 (correctly typed) doesn`t? Tinker Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 9, 2006 Share Posted September 9, 2006 Hi Like to add a query on the end! Doors open fine using the pre-action block. Any reason this 1 (correctly typed) doesn`t? Tinker Maybe a map issue? Quote Link to comment Share on other sites More sharing options...
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