GRIN_Wolfsong Posted February 18, 2008 Author Share Posted February 18, 2008 Should be no XMB files in the latest patch, only XML files. But I think it has to do with priority. Local folder always has highest priority because it handles the languages. But mod bundle should have second highest priority, which doesn't work very well apparently. It works for some, but not for all for some strange reason. Thanx for doing the test though. I found that mod.bundle is the default mod bundle name it looks for when none is specified in the context.xml. So figured a test could narrow it down to an issue with the mod assignment XML command or something. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 18, 2008 Share Posted February 18, 2008 Just for us numptys that dont do modding and just play the games, can you advise us how to install the mod please ? CJ My bad, I had meant to include install instructions on the download entry, but in trying to resolve my own issues in running the mod I forgot. I'll add something soon once I have tried the new tips posted today. Quote Link to comment Share on other sites More sharing options...
Invisible Posted February 18, 2008 Share Posted February 18, 2008 (edited) rash in application version: 30899.3048 data\lib\managers\groupmanager.dsf(-1): No soldier template named "RAMIREZ_m02" SCRIPT STACK: data\lib\managers\groupmanager.dsf(0) data\lib\managers\groupmanager.dsf(0) data\lib\script_network\gametype\gametypecampaign.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded Can't play mission 2 Wolf the problem was that i was playing RPG's Campaign not the official. With the official was Ok. +Adds 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 loadout, with fixed kit icons. +Adds restrictions to SP AI loadout in SP. +Changes arming distance on GL round to 25m. +Changes draw distance to 300m. +Changes AI awareness distances. +Fixes a couple of graphic bugs found I combine your mod ,with the maps of Rpg's campaign and make this crash. But mission 1 was fantastic.The A.I. was responding terrific.My teammates was on a killing spree ,and the enemy shoot back The draw distance to 300m is the best of all.At mission 2 sniper has a point in this game Edited February 18, 2008 by Invisible Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 18, 2008 Author Share Posted February 18, 2008 Ah, yes. I removed some of the original default kits that I didn't use to make the file cleaner. I can return those, and setup default kits for all soldiers for all missions. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 18, 2008 Share Posted February 18, 2008 Should be no XMB files in the latest patch, only XML files.Contained within my unbundled patch105\data\lib\managers\xml dir there is a group_manager.xmb. Same goes for all the other patches. I'm wondering if this binary file, which must be part of the patch-work and not created as a process of unbundling the compilation (it couldn't be, there is no associated .xml), is the source of that soldier_template error. (ghost_recon_advanced_warfighter_2_1.04_to_1.05.exe) XP-Pro Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 18, 2008 Author Share Posted February 18, 2008 Auch. That's not good if it's in there. I'll have a look at the patch bundle tomorrow at work. I combine your mod ,with the maps of Rpg's campaign and make this crash. But mission 1 was fantastic.The A.I. was responding terrific.My teammates was on a killing spree ,and the enemy shoot back The draw distance to 300m is the best of all.At mission 2 sniper has a point in this game So. How high settings are you playing with, what hardware to you have and do you notice any FPS dips or any other problems? I know M01 is quite small, so it may not be a problem on that map, but I'm quite interested in how people peoples hardware handle the double draw distance. Is it's too heavy on the larger missions I may have to lower it a little again to maybe 200 or 250m. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 19, 2008 Share Posted February 19, 2008 (edited) The AI need fixing again, I am now able to walk straight up to them in full stance, and they don`t even know i am there.Same with (LAN Only) CoOp-Sierra. No problems with the AI behavior in the SP campaign however. EDIT: Player is also unable to place/activate C-4 on CoOp objectives. Edited February 21, 2008 by NoQuarter Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 19, 2008 Share Posted February 19, 2008 Looks like a modders most needed thing! Quote Link to comment Share on other sites More sharing options...
Invisible Posted February 19, 2008 Share Posted February 19, 2008 I haven't put fraps or something else,but i didn't have slow downs on mission 2,3,4,also. i have a Core duo 6300,2gb Ram 667,Ati HD2900XT 512mb Details all high. Next time i will install fraps to see,any drops. Are you change the enemy A.I. wolf for distance only,or make any other changes? Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 19, 2008 Author Share Posted February 19, 2008 Are you change the enemy A.I. wolf for distance only,or make any other changes? Distances only. I said earlier that I wasn't gonna do anything with the AI, but I changed the detection ranges so they wouldn't look like dummies between 150 and 300 meters now that they can be seen at such distances. The AI need fixing again, I am now able to walk straight up to them in full stance, and they don`t even know i am there.Same with (LAN Only) CoOp-Sierra. No problems with the AI behavior in the SP campaign however. Yes. I guessed it would be all Coop missions... Quote Link to comment Share on other sites More sharing options...
deco147 Posted February 19, 2008 Share Posted February 19, 2008 The classes that we already have in multiplayer are reasonably “balancedâ€. I can see no reason to change the existing classes, but adding new classes would be positive. I like the new tracker class. Why not create a special class that has the kit combinations that players have always wanted? But give admin the power to choose if players can select weapons from this class. Create special classes for sniper only, handgun only, light machine gun only, submachine gun only, assault rifle only and shotgun only matches. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 19, 2008 Author Share Posted February 19, 2008 You've missed the point. To add new classes the old have to be dismantled as they are a mix everything and no clear content. The reason is also to make it faster to find the kind of kit each player wants. This is something that has been asked for. Giving players exactly the kits they have asked for is impossible if some balance is to be kept in the game. Players have mostly been asking for über kits, which I won't make as they would make most other kits pointless. Kit restrictions will be included, that has already been said. But not until the beta versions. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 19, 2008 Share Posted February 19, 2008 Another thing I would like to test. Could someone who has had problems and not yet unbundled it into a local folder, try to simply rename the bundle inside the mods folder to mod.bundle. Then try and start the game as normal, and not by using the mod bat file. I did that then created a coop-retrieve server and got this error and CTD. The thing is, that's the same error I get using the batch file and don't change the budle name. 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: normal Physics : threaded If I unbudle the the whole thing, I get a data folder with 11 folders in it. Is it the data folder you put in the english folder, or the 11 folders directly in to the english folder. Then start GRAW 2 as normal? I tried the data folder into the english folder, no crash this time, but no extended kits either. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 19, 2008 Author Share Posted February 19, 2008 If I unbudle the the whole thing, I get a data folder with 11 folders in it. Is it the data folder you put in the english folder, or the 11 folders directly in to the english folder. Then start GRAW 2 as normal? I tried the data folder into the english folder, no crash this time, but no extended kits either. Not the data folder. Just the 11 folders under it into a local/"what you want" folder should do it. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 19, 2008 Share Posted February 19, 2008 Yeh that worked. Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 21, 2008 Share Posted February 21, 2008 Wolf: Which XML file did you edit to change the weapon restrictions for the AI teammates in SP? Also, is the AI specific to each team mates "speciality" (ie: Brown is heavy weapons) or is that just a facade? If the AI is specific, is there a way to change it (ie: so Brown is a sniper expert)? Quote Link to comment Share on other sites More sharing options...
dporter Posted February 21, 2008 Share Posted February 21, 2008 Ok I tried this out finally at home tonight. I started out by just simply uninstalling the whole game and starting from scratch. Installed game, used the 1.0 to 1.05 patch. Unrared the mod directly to the graw 2 folder with no problems. Launched the game from the batch file included in the mod. First thing I tried was a coop server of retrieve and I got the same crash a few of you have already noted: 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 I played the first mission in single player and I did not see the G36 as a choice for weapon (is it under primary or secondary?). I did get a server going for quarry though. Only thing is that I could only select the old kits. I could see the names of some of the other choices inside the box for say rifleman, but I couldn't select them. Sorry, hard to describe I should have taken a screenshot. I'll try the unbundle method and putting it in my local folder for now just so I can see the kits as soon as I can learn up on how to unbundle (sorry, not very mod technical myself). Not sure if I'll be able to run the mod though since quarry was pretty laggy on my weak 7600gt video card. Mission one played no problems though. This is a really really good idea though wolf so congrats on sticking to it. Hopefully we can provide some help to you on working this out. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 21, 2008 Share Posted February 21, 2008 Which XML file did you edit to change the weapon restrictions for the AI teammates in SP? data\lib\managers\xml/weapon_data.xml, mod_data.xml (mod_data>classtype) If the AI is specific, is there a way to change it (ie: so Brown is a sniper expert)?data\lib\managers\xml\ghost_templates.xml (var>soldier_type) Quote Link to comment Share on other sites More sharing options...
Faceman Posted February 21, 2008 Share Posted February 21, 2008 Thanks NoQuarter Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 23, 2008 Author Share Posted February 23, 2008 I found the Coop AI problem. I forgot that the US side units need to be slot 2 in MP and the Mex side slot 5. But by adding another variable in the xdefine I've fixed that. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 23, 2008 Author Share Posted February 23, 2008 EDIT: Player is also unable to place/activate C-4 on CoOp objectives. Did you use a class that can plant C4? Only Demolition and Anti-Tank can do it. Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 23, 2008 Share Posted February 23, 2008 I found the Coop AI problem. I forgot that the US side units need to be slot 2 in MP and the Mex side slot 5. But by adding another variable in the xdefine I've fixed that. WS is it possible to have more than 1 enemy company? At war against each other as well as the ghosts. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 23, 2008 Author Share Posted February 23, 2008 No. I think I added the slot list to the Scripting tutorial. There is only one "friendly" slot and one "hostile" slot. In MP it doesn't matter as it knows which side you are on anyhow, but in Coop it works like in SP and the "hostile" AI will only detect AI in the "friendly" slot, and the other way around. There is a "neutral" slot as well, as can be seen in that list, but I don't think it's used in the AI scripts. Even if it isn't, those set to that slot would not be seen as targets for either the "friendly" or the "hostile" AI in the missions. But I'm also not sure they would react to what is going on in the environment very well as there is no "neutral" AI in the game that I know of. Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 23, 2008 Share Posted February 23, 2008 Spawned out in the open with a enemy tank plus a neutral tank in front of me. Neutral tank just sat there. Enemy tank turned turret and blew up neutral tank, then turned back for me after! Could be useful. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 23, 2008 Author Share Posted February 23, 2008 Spawned out in the open with a enemy tank plus a neutral tank in front of me. Neutral tank just sat there. Enemy tank turned turret and blew up neutral tank, then turned back for me after! Could be useful. Ok. Then it checks for anything not in the same slot then. So no civilian "neutrals" then. Does the ghost AI also kill the neutral one? Quote Link to comment Share on other sites More sharing options...
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