GRIN_Wolfsong Posted February 14, 2008 Author Share Posted February 14, 2008 Coming Soon. It must be advertised so online servers has this mod I don't think they would want to use it that much right now as the kit setup isn't really good for open servers. Right now all classes are available in MP and Coop. That includes the Grenadier class with M32... for example. The Beta will have different restrictions. It will be up today. Got it to Rocky last night. So try it out and give suggestions on what restrictions you'd all like to see, and I'll fix as much as I can. Also, give feedback/suggestions on the kits themselves as this is an open alpha released for just that reason, so the users opinions will be part of the final setup. It will also be interesting to see how heavy people find the game now. 300m draw distance may be too long. We'll just have to test. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 14, 2008 Share Posted February 14, 2008 I'm getting a technical hitch with this mod, once it's been cleared up, it'll appear in the downloads section, hopefully very soon. PM'd Wolfsong. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 15, 2008 Share Posted February 15, 2008 Okay, is there a volunteer to try this mod out and see if they also get an issue running it, because it doesn't run for me. Someone PM me so I can get this verified and fixed or released.... Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 15, 2008 Share Posted February 15, 2008 Rocky: I'm up for it, check your PMs. Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 15, 2008 Share Posted February 15, 2008 Hmm, I'm having some issues with it too. First, I just tried to start a SP mission and it crashed to desktop with an error about missing data. Then I started it back up and tried to create a LAN game and my PC hard-locked. I'll keep playing around and see if I can get at least some of it working. Wolf, if you've got any info on what I should/should not be doing to get it to work, let me know Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 15, 2008 Share Posted February 15, 2008 ^ Are you running the mod with the included batch file? No problems here so far. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 15, 2008 Share Posted February 15, 2008 Yep, launching with batch file, mod bundle is in place. Can you say which mission or gametype you have success with and I'll try that? Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 15, 2008 Share Posted February 15, 2008 (edited) Yep, same. Bundle in place and using batch file to launch. EDIT: Ok, got a LAN server set up and working now. Loaded up all the different map types and I can see the new "class types" (eg: tracker, scout, etc) to select from, but it's still selecting the old classes and equipment. GUI problem maybe? Edited February 15, 2008 by Faceman Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 15, 2008 Share Posted February 15, 2008 ^ ^ (SP) Act 1, Mission 1, played through completion. Draw distance noticeably increased, as well as AI aggressive behavior...the Banditos are much more curious. no hang-ups, CTDs', or glitches. (MP) I ran the Sierra and Retrieve CoOp maps, and various other PVP maps with no problems, map change is alittle slow, but that might be a result of the 1.05 patch...but it's not that bad. The new kit replacements were accessable as normal. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 15, 2008 Share Posted February 15, 2008 Yep, same. Bundle in place and using batch file to launch. EDIT: Ok, got a LAN server set up and working now. Loaded up all the different map types and I can see the new "class types" (eg: tracker, scout, etc) to select from, but it's still selecting the old classes and equipment. GUI problem maybe? That's what I get. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 15, 2008 Author Share Posted February 15, 2008 Looks like I missed something when I packed it up... I'll take a look at it tonight and get a new version out ASAP. Should be a small error as it worked when I tested it before packing it up. Yep, same. Bundle in place and using batch file to launch. EDIT: Ok, got a LAN server set up and working now. Loaded up all the different map types and I can see the new "class types" (eg: tracker, scout, etc) to select from, but it's still selecting the old classes and equipment. GUI problem maybe? That's what I get. Could be your XMB files in the user folder. I had that before I cleaned them out. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 15, 2008 Share Posted February 15, 2008 Spoke too soon...3 CTD, back to back ---------------------------------------------------------------------- LAN Only- CoOp Retrieve, on entry to map Fri Feb 15 05:54:28 2008 Crash in application version: 30899.3048 [TextureDB] Set atlas_gui is both dynamically and statically scoped SCRIPT STACK: data\lib\utils\worldinfo.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded ---------------------------------------------------------------------- LAN Only-CoOp Sierra, +/-2 mins in, in the process of scoping Fri Feb 15 05:59:24 2008 Crash in application version: 30899.3048 Unhandled exception - access violation C STACK: graw2 (???) : ??? ??? (???) : ??? graw2 (???) : ??? ??? (???) : ??? Renderer: threaded Physics : threaded ---------------------------------------------------------------------- LAN Only-CoOp Sierra +/- 5min in Fri Feb 15 06:03:00 2008 Crash in application version: 30899.3048 Unhandled exception - access violation C STACK: graw2 (???) : ??? ??? (???) : ??? graw2 (???) : ??? ??? (???) : ??? Renderer: threaded Physics : threaded Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 15, 2008 Author Share Posted February 15, 2008 Spoke too soon...3 CTD, back to back ---------------------------------------------------------------------- LAN Only- CoOp Retrieve, on entry to map Fri Feb 15 05:54:28 2008 Crash in application version: 30899.3048 [TextureDB] Set atlas_gui is both dynamically and statically scoped SCRIPT STACK: data\lib\utils\worldinfo.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded this one can be fixed easy. It's an error in the original file, which normally doesn't cause a crash... unless when I have fixed something I found in another file... So I'll fix that tonight. The others though... Don't know if they are related to this mod. But I'll do some more MP testing this weekend. Mostly tested it in SP, besides starting all the kits. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 Checked the missing "HUME_m09" problem. It has to be an XMB error. It's correct inside the mod. Gonna look at adding some kind of XMB killer in the BAT file. But not really sure where XP puts the XMB files as I've only used the retail version of the game on Vista. Gonna look at the texture scope crash now. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 LAN Only- CoOp Retrieve, on entry to map Fri Feb 15 05:54:28 2008 Crash in application version: 30899.3048 [TextureDB] Set atlas_gui is both dynamically and statically scoped SCRIPT STACK: data\lib\utils\worldinfo.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded As I guessed, I don't get this crash either. I was a bit too obvious so I shouldn't have missed it as I got that on another map while testing and fixed that. So basically I have no changes to do to the bundle right now. I'll look at the installation then. EDIT: I've fixed the XMB removal for Vista now. It should be automatic. I'd like help with one thing though. If someone with XP could run a search on their C: for any XMB files, and post the path to them and you installation path for GRAW2. That way I can also make sure that all XMB files are cleaned from XP users when starting the mod. Remember that XMB files are only XML files, so you always have the original XML files still intact, so it won't destroy your game in any way. EDIT2: I'll actually set it up as a separate XMB cleaner file so it can be used whenever anyone wants to clean out their XMB files, enabling/disabling local folders or mods or simply wanting to go back to the original game (which would also require cleaning out the local folder manually first though). Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 File structure. The mod should simply be unrared into your GRAW2 installation folder. So for example it should look like this: ..GRAW2\graw2_extended.bat ..GRAW2\context_ext.xml ..GRAW2\mods\graw2_ext_1.5.1_alpha.bundle And I'll add this file: ..GRAW2\clean_xmb.bat Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 16, 2008 Share Posted February 16, 2008 Looks like I missed something when I packed it up... I'll take a look at it tonight and get a new version out ASAP. Should be a small error as it worked when I tested it before packing it up. Yep, same. Bundle in place and using batch file to launch. EDIT: Ok, got a LAN server set up and working now. Loaded up all the different map types and I can see the new "class types" (eg: tracker, scout, etc) to select from, but it's still selecting the old classes and equipment. GUI problem maybe? That's what I get. Could be your XMB files in the user folder. I had that before I cleaned them out. Umm, where's this user folder? I'd like help with one thing though. If someone with XP could run a search on their C: for any XMB files, and post the path to them and you installation path for GRAW2. That way I can also make sure that all XMB files are cleaned from XP users when starting the mod. I'm running XP and did a search on my entire C:\ drive and the only XMB file I found was the mod_version.xmb in the public_tools/bundler folder. Weird. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 Ok... but XP has to store the XMB files somewhere... The user folder is you windows account user folder. It stores all application settings for each user. EDIT: Oh, and you had nothing in the english local folder, right? Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 16, 2008 Share Posted February 16, 2008 WinXP search for xmb mod_version.xmb GRAW2\public_tools\bundler\ mod_version.xmb public_tools/bundler (I don't understand this search result as I can only see one xmb file when broswing for it, but XPsearch finds 2, each with a different last modified time.) There were no xmb in my Docs and Settings folder at all. Local/english has an empty gui folder. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 Hmmm.... ok Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 16, 2008 Share Posted February 16, 2008 Hang on, I ran it again in Docs and Settings, this time searching hidden and system folders. c:\Documents and Settings\<user>\Recent (Type : shortcut) c:\Documents and Settings\<user>\Local Settings\Temp\Temporary Directory 1 for public_tools.zip\public_tools\bundler ( XMB file) Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 16, 2008 Share Posted February 16, 2008 Ok... but XP has to store the XMB files somewhere... The user folder is you windows account user folder. It stores all application settings for each user. EDIT: Oh, and you had nothing in the english local folder, right? Just curious, but why does XP need to store these XMB files? I gather they're are somehow just compiled XML files for the Diesel engine to read, but why cant it simply read straight XML files in the first place? I've searched through my entire hard drive, specifically double checking the My Documents and my Documents and Settings folders recursively and no other XMBs turned up. BTW, I don't have an english folder in my local folder... just bp_weapons_pack_v1.41. Could this be an issue? Hang on, I ran it again in Docs and Settings, this time searching hidden and system folders. c:\Documents and Settings\<user>\Recent (Type : shortcut) c:\Documents and Settings\<user>\Local Settings\Temp\Temporary Directory 1 for public_tools.zip\public_tools\bundler ( XMB file) Rocky, I'm guessing thats a temp folder for WinZip or whatever ZIP program you use to store stuff you've viewed or extracted from public_tools.zip? Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 Like all software, compiled files works better. So it compiles the XML files into XMB files for better access. So it should compile the XML files at startup, if it doesn't already find a compiled version of that file. With makes starting the game take longer when you don't already have stored XMB files. I'll have to find some XP computer that I can install the game on and have a look at for myself. It has to store the settings somewhere outside the install folder. I remember Monolith noticed something like that as well when he was playing around with the AI stuff. Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 16, 2008 Share Posted February 16, 2008 Like all software, compiled files works better. So it compiles the XML files into XMB files for better access. So it should compile the XML files at startup, if it doesn't already find a compiled version of that file. With makes starting the game take longer when you don't already have stored XMB files. I'll have to find some XP computer that I can install the game on and have a look at for myself. It has to store the settings somewhere outside the install folder. I remember Monolith noticed something like that as well when he was playing around with the AI stuff. Why doesn't the bundler just pre-compile these XMLs at the bundle stage? Seems kind of redundant having duplicate (though compiled) files, let alone all over your machine instead of one central location don't you think? And how much processing time can really be saved on reading "compiled" over flat-text XML files? I might be missing something, but it seems like a very odd "round about" way of doing things IMHO. All the same, it could be this very issue (that XP seeems not to compile and cache these XMB files) that could be causing the problems Rocky and I are both experiencing... Just out of curiosity, NoQuarter were you testing the mod in XP or Vista? Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 16, 2008 Author Share Posted February 16, 2008 It's the way you do it for most software actually. XML is a markup language made to easily be able to update or add to databases. XMB (B is for binary encoded) is only used to speed up the use of them when they are actually used, but not needed. It's turned off for XML files in bundles when I think of it. So of course there are no XMB files. My bad. It only stores copies of the XML in XMB format while we are working on the unbundled game. I bet it works with a fresh install of GRAW2 with just the patch added. Just like people that where having problem with the weapon mods got them to work with a fresh install. So somehow it stores which files to use at startup to make the software run faster next time. I'll do some more tests to see what I find out... Quote Link to comment Share on other sites More sharing options...
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