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New GRAW2 Classes


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Current list of issues posted in forums:

Crash in application version: 30899.3048

data\lib\managers\damagemanager.dsf(-1): No such name :light in unit :street_light

Class limitations from SP is used in Campaign Coop

The following causes the application to crash: when switching to secondary weapon and right after (weapon still coming up into hud) changing fire rate

dCrash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>

Update max number of clients in server browser for Campaign Coop to 6
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  • 2 weeks later...

Greetings,

Wolfsong, what file do I need to edit to decrease the EXTENDED DRAW distance? The game has become unplayable as far as framerates go.

What setting in the file will I be looking for to decrease EXTENDED DRAW distance?

Thanks

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There is no easy way to decrease the draw distance, that's why there is a mod required to extend it. Sorry, this mod is best play on good hardware, as I have warned about earlier. Required for GRAW2 (according to the box), and even recommended, is not that good hardware really....

Progress this last week:

- Fixed number of players in Campaign Coop menu.

- Fixed so all players can select any weapon in Campaign Coop, no matter which default soldier picture they get.

- Fixed more general unit errors.

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We are getting there. :) "Rearmed" has gotten a release date for 13/14th of August and BC itself has a bit left of it's production cycle. Right now it's a bit of hard work as it's vacation times and those that are left at the office has to work harder to make up for it. But next week I get some help in the TA department again. :P

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  • 3 months later...

Due to massive workload, this mod has been put aside for a long time and I don't see much more happening with it for a while. So I'll try to get a version out this weekend with the stuff I've fixed since last release.

I will also have removed a texture scope fix I did, which causes a crash if the mod is used in combination with any custom maps, as they will not have the fix in them. It's not a major thing so we can live without it.

New version of mod has been sent to Rocky.

------( v1.5.3 BETA )-------

+Fixed crashes on some units, which where introduced in previous version.

+Fixed max numer of player setting for Campaign Coop to allow 6 player.

+Fixed weapon selection in Campaign Coop to allow all players to select between all weapons.

+Fixed internal body linking on more units.

+Removed texture scope fix to make it compatible with custom maps.

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hey wolf, long time no see man. I was wondering, since our systems are much more powerful than before, can you alter the distance we can see? kinda hard to enjoy sniping when I can only see so short of a distance. then ai alot of the times appear from behind the distance plane.

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------( v1.5.1 ALPHA )------

+Ads new kit setup for MP and Coop, with new classes and over 100 kits to select from.

+Includes special classes which will not be used in the standard kit restriction in later versions.

+Adds G36K and G36C to SP load out, with fixed kit icons.

+Adds restrictions to team AI load out in SP and Campaign Coop.

+Changes arming distance on GL round to 25m.

+Changes draw distance to 300m.

+Changes AI awareness distances.

+Fixes a couple of graphic bugs found.

:whistle:

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Hi

Downloaded the latest version and install per instructions (i.e. unrarred into GRAW2 install folder).

Running no other mods (though I do have another context.xml file for use with Brettzies mod.. it isn't being used .. i.el.. I just rename the context.xml files to use his mod or not use it.. so in this case I am using the 'stock' version)

Game starts up fine and I am able to start a MP COOP server for the Dam_snakepit map.

When I attempt to pick a weapon, it crashes with this:

*****************************************************

rash in application version: 30899.3048

data\lib\managers\groupmanager.dsf(-1): No soldier template named "coop_sniper_16"

SCRIPT STACK:

data\lib\managers\groupmanager.dsf(0)

data\lib\managers\groupmanager.dsf(0)

data\lib\managers\guiscreens.dsf(0)

data\lib\managers\guiscreens.dsf(0)

Renderer: threaded

Physics : threaded

***********************************************

I will try another map.

Okay.. guess it was the map as Sierra works fine.

Did get it to crash shen I picked up an enemy weapon and tried to use it:

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(137): cant find member: player_data in type <Unit>

Renderer: threaded

Physics : threaded

UGH!

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Did get it to crash shen I picked up an enemy weapon and tried to use it:

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(137): cant find member: player_data in type <Unit>

Renderer: threaded

Physics : threaded

Not sure about the first one.

But this crash is still occasionally in there from the normal game. I haven't figured out how to solve that one yet.

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It's a terrific mod. You have done an awesome job with it.

At this point I am torn between using this mod and Brettzies weapon mod as I really like that Sig552. Also the M-16 is nice because the default rate of fire is single shot. So when that stupid rate of fire bug shows up one can switch to the M-16.

It seems to me that because the rate of fire bug will probably never be fixed, then maybe the default rate of fire for all assault rifles should be single shot leaving all secondary submachine guns at auto.

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Hmmm.... I'll look into that (when I have the time...).

Wolfsong, one of my favorite ways to play coop in the original GR was with multiple blue platoons. Where 2 or more players could have individual command over their own men. Cooperating to complete the missions by complementing each other's formation and intent.

There's no possibility of modding in multiple ghost teams in the GRAW's is there? I've been imagining how excellent it would be to play with others, cooperating through command of 2 seperate teams. Like with the friendlies in some of the missions.

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Hmmm.... I'll look into that (when I have the time...).

And just in case you we're aware of this minor bug...

if one is in the process of attempting to lock a target with the Predator (odd name as the "Predator" is a drone in RL)...the beeping that comes from the rocket continues after respawn and sometime for quite a while, even after a helo is destroyed.

I discovered this a couple of times, including in the "new" ogr_crashsite" mission.

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