Jump to content

New custom mp coop "Castle day"


Rpghard
 Share

Recommended Posts

First I wan to say thanks to "Biro" who design this awesome map which is a perfect copy of 'Castle day' from GR1.

Briefing:

Your mission;

1.Infiltrate the ennemy camp(need to kill 54 baddies)

2.Hold the area(Stay inside castle and wait for them,need to kill 64 baddies)

3.Reach extraction zone.

This is an mp coop map for GRAW2 so unrar into your custom_levels folder.

GRAW2 "Castle day" mp coop map

Link to comment
Share on other sites

:cheers: for the effort, I am receiving the error below when attempting to launch with your coop version in my custom_levels dir..

Crash in application version: 0.2989

Custom level bundle coop_castle_day contains an invalid file path[/code]

Any thoughts? I do have a non standard Install Dir.. as below

"E:\Program Files\UBISOFT\Ghost Recon Advanced Warfighter 2"
Link to comment
Share on other sites

:cheers: for the effort, I am receiving the error below when attempting to launch with your coop version in my custom_levels dir..

Crash in application version: 0.2989

Custom level bundle coop_castle_day contains an invalid file path[/code]

Any thoughts? I do have a non standard Install Dir.. as below

"E:\Program Files\UBISOFT\Ghost Recon Advanced Warfighter 2"

I cannot also start GRAW2 because of the same error.

My install folder as below.

"E:\Ghost Recon Advanced Warfighter 2"

Thank you

Link to comment
Share on other sites

Same error, similar non-standard path.

D:\UBISOFT\Ghost Recon Advanced Warfighter 2

The bundle.log file does point to the following directories that don't exist.

data/

levels/

custom_levels/

castle_day/

ai.gph

ai_coarse.gph

ambient_cubes.bin

castlelogo.dds

coverpoints.xml

environments.xml

massunit.bin

minimap.dds

minimap_siege.dds

mission.xml

texture_scope.xml

world_info.xml

xml/

unit_list.xml

world.xml

objects/

plants/

biro_furu01/

biro_furu01.diesel

biro_furu01.xml

materials.xml

biro_furu02/

biro_furu02.diesel

biro_furu02.xml

materials.xml

biro_gran01/

biro_gran01.diesel

biro_gran01.xml

materials.xml

biro_grass/

biro_longflower.diesel

biro_longflower01.xml

biro_longgrass.diesel

biro_longgrass01.xml

biro_redflower.diesel

biro_redflower01.xml

biro_shortgrass.diesel

biro_shortgrass01.xml

materials.xml

materials_longflower.xml

materials_shortgrass.xml

biro_lonnetre/

biro_lonnetre.diesel

biro_lonnetre.xml

materials.xml

biro_osp01/

biro_osp01.diesel

biro_osp01.xml

materials.xml

biro_osp02/

biro_osp02.diesel

biro_osp02.xml

materials.xml

biro_osp03/

biro_osp03.diesel

biro_osp03.xml

materials.xml

biro_osp04/

biro_osp04.diesel

biro_osp04.xml

materials.xml

biro_osp05/

biro_osp05.diesel

biro_osp05.xml

materials.xml

props/

biro_stone01/

biro_stone01.diesel

biro_stone01.xml

materials.xml

biro_stone02/

biro_stone02.diesel

biro_stone02.xml

materials.xml

biro_stone03/

biro_stone03.diesel

biro_stone03.xml

materials.xml

biro_window01/

biro_window01.diesel

biro_window01.xml

materials.xml

world/

landscapes/

mpcastle/

materials.xml

mpcastle.diesel

mpcastle.xml

mpcastle/

castle/

materials.xml

the_castle.diesel

the_castle.xml

textures/

atlas_mission_specific/

mp_cubes/

castle_day/

cube.dds

tdb_texture_set.xml

atlas_plants/

biro_grass/

biro_longgrass01/

biro_longflower01_df.dds

biro_longgrass01_df.dds

tdb_texture_set.xml

biro_lonnetre/

bump/

biro_lonnetre_bump.dds

biro_lonnetre_bump2.dds

tdb_texture_set.xml

diffuse/

biro_bigold_bark.dds

biro_furu01_bark.dds

biro_furu01_foliage.dds

biro_lonnetre_bark.dds

biro_lonnetre_foliage.dds

biro_osp01_bark.dds

biro_osp01_foliage.dds

biro_osp02_bark.dds

biro_osp02_foliage.dds

tdb_texture_set.xml

atlas_props/

atlas_stones/

bump/

biro_stone01_bm.dds

tdb_texture_set.xml

diffuse/

biro_stone01_df.dds

tdb_texture_set.xml

atlas_world/

atlas_mpcastle/

atlas_mpcastle_bump/

biro_betong01_bm.dds

biro_brokenwall01_bm.dds

biro_camonett_bm.dds

biro_castlewall01_bm.dds

biro_generic1wood02_bm.dds

biro_grunnmur01_bm.dds

biro_roof01_bm.dds

biro_window01_bm.dds

biro_woodboard02_bm.dds

biro_woodboard03_bm.dds

biro_woodboard04_bm.dds

biro_yttervegg01_bm.dds

tdb_texture_set.xml

atlas_mpcastle_diffuse/

biro_betong01_df.dds

biro_brokenwall01_df.dds

biro_camonett_df.dds

biro_castlewall01_df.dds

biro_doors01_df.dds

biro_generic1wood01_df.dds

biro_generic1wood02_df.dds

biro_grunnmur01_df.dds

biro_innervegg01_df.dds

biro_innervegg02_df.dds

biro_innervegg03_df.dds

biro_innervegg04_df.dds

biro_parkett01_df.dds

biro_roof01_df.dds

biro_roof02_df.dds

biro_walkway01_df.dds

biro_walltrims01_df.dds

biro_window01_df.dds

biro_window02_df.dds

biro_woodboard01_df.dds

biro_woodboard02_df.dds

biro_woodboard03_df.dds

biro_woodboard04_df.dds

biro_yttervegg01_df.dds

tdb_texture_set.xml

atlas_terrain/

atlas_terrain_mpcastle/

mpcastle_terrain_bump/

biro_dirt_bm.dds

biro_grassy2_bm.dds

biro_grassy_bm.dds

biro_greenrocks_bm.dds

biro_leaves01_bm.dds

biro_rock03_bm.dds

biro_sand01_bm.dds

tdb_texture_set.xml

mpcastle_terrain_diffuse/

biro_dirt_df.dds

biro_forestwall01_df.dds

biro_grassy2_df.dds

biro_grassy_df.dds

biro_greenrocks_df.dds

biro_leaves01_df.dds

biro_rock03_df.dds

biro_sand01_df.dds

tdb_texture_set.xml

custom_levels/

castle_day/

lightmaps/

1033_stone01.tga

1034_stone02.tga

1035_stone03.tga

1036_stone03.tga

1037_stone01.tga

1038_stone02.tga

1039_stone01.tga

1040_stone02.tga

1041_stone03.tga

1042_stone02.tga

1043_stone01.tga

1198_stone02.tga

1269_stone02.tga

1270_stone02.tga

1271_stone01.tga

1272_stone03.tga

1273_stone03.tga

1274_stone02.tga

1275_stone02.tga

1276_stone02.tga

1277_stone03.tga

1278_stone01.tga

1279_stone01.tga

1280_stone02.tga

1281_stone02.tga

1282_stone03.tga

1283_stone01.tga

1704_stone02.tga

1705_stone02.tga

1706_stone01.tga

1707_stone03.tga

1708_stone03.tga

1709_stone02.tga

1710_stone02.tga

1712_stone01.tga

1_castlebackdrop.tga

1_castleforest.tga

1_mpcastle.tga

2660_stone02.tga

2662_stone03.tga

2663_stone03.tga

2664_stone01.tga

2665_stone02.tga

2_camonett.tga

2_house01.tga

2_house02.tga

2_house03.tga

2_house04.tga

2_house05.tga

2_house06.tga

2_the_castle.tga

2_the_castle2.tga

51_stone02.tga

59_stone03.tga

91_stone01.tga

lightmap_positions.xml

tdb_texture_set.xml

units/

plants/

u_biro_trees.xml

props/

u_biro_props.xml

world/

u_mpcastle.xml

u_mpcastleprops.xml

Link to comment
Share on other sites

Sat Sep 22 14:45:06 2007

Crash in application version: 0.2989

Custom level bundle coop_castle_day contains an invalid file path

-----------------

Ya I have this one to...but I found the issue was that I have to remove some folder of my data file before launching it .

I removed them cause I have it in the editor and the game doesn't make the difference so every time I was doing an update on the map I had to remove the 4 folders which are 'castle_day','textures','units' and 'objects' folders.But it's not your problem cause you do not have a"castle_day" folder into your data file.Every time I am building a map with GRAW2 I have to clear my data folder before launching map.

So it must be another version of the map(tdm,hh...) that see similar files .I run the map on my server as many time as I want with no issues...I have a map called 'mission_hostage'(campaign coop) and another one called 'coop_hostage'(soon to come :)) and they do coexist in the custom_levels derectory.

I do not have other maps than coop_name of map.bundle or mission_name of map.bundle in my custom_levels folder so I dont know if they coexist or not.

Link to comment
Share on other sites

Ah ha! Here's what seems to be the prob...

If you have castle_day.bundle already installed, and you install the coop version, graw2 won't launch, and you'll get that error.

Bummer...they don't co-exist with each other. :(

You are right I just put the "castle_day.bundle" and he won't co-exist with the "coop_castle_day.bundle" the solution is simple for now you will have to remove one of the 2.

The "castle_day.bundle" contains more than one type of game it's a multi-map in one bundle I tought that there will be like more than one like ex:hh_castel_day.bundle,tdm_castle-day.bundle...

This issue is solve for me...next.

Link to comment
Share on other sites

Thank you buttercupp.

I finally played coop_castle_day by removing original castle_day map.

However, I was a little disappointed at coop_castle_day.

I feel that there are not a dramatic story and an definite operations purpose like other coop maps in this map.

I received the impression playing TDM with AI entirely.

It is insipid.

1.Infiltrate the ennemy camp(need to kill 54 baddies)

I knocked down most of enemies.

However, I spent much time running about in map to find the last enemy when he hid and camped.

2.Hold the area(Stay inside castle and wait for them,need to kill 64 baddies)

It is interesting that the sun sets at this moment.

However, the sight of night vision is unjustly short.

3.Reach extraction zone.

It is interesting that daybreak comes at this moment, too.

However, visibility is still bad.

I felt to want a more dramatic story.

(APC, Tank, Havok, ADAT, extraction chopper, etc...)

So, I will return original castle_day to my GRAW2 folder.

Sorry Rpghard, but I think that the improvement is necessary to improve the entertainment of this MAP.

Try look coop_nowhere_v2 map 's play movie.

http://mousoushooting.hp.infoseek.co.jp/et...p_nowherev2.wmv

cheers

Edited by Black_Ghost
Link to comment
Share on other sites

Ah ha! Here's what seems to be the prob...

If you have castle_day.bundle already installed, and you install the coop version, graw2 won't launch, and you'll get that error.

Bummer...they don't co-exist with each other. :(

You are right I just put the "castle_day.bundle" and he won't co-exist with the "coop_castle_day.bundle" the solution is simple for now you will have to remove one of the 2.

The "castle_day.bundle" contains more than one type of game it's a multi-map in one bundle I tought that there will be like more than one like ex:hh_castel_day.bundle,tdm_castle-day.bundle...

This issue is solve for me...next.

Many have downloaded the Final trr.mappack witch also includes castle_day, they propably also wont be able to play it.

The most common problem i see after a release of new custom maps/bundles is that they conflict with other custom maps already out there, resulting in the :

----

"Crash in application version: 0.2989

Custom level bundle coop_castle_day contains an invalid file path"

---

Its not because something is wrong with the new bundles that it happens, its because a map in the new bundles already exists in the "custom_levels" folder.

how to work around the problem I dont know, only that it can be done... (TuG did it with one of their mods when same problem occured in a beta they released )

Link to comment
Share on other sites

Maybe OT, but got to ask...

If say, ppl already have original castle day in custom_levels, could a mission then be made for it without having to download the whole map again?

what im thinking of is that i.e TuG_defend.bundle is only like 5 MB big..

that i figure must be because map already exist, and they only had to make new ..ehhhhh... environment settings and scripts? for what map is used for.. in this example a defend situation...

am i close to something, or way wrong about how it works?

Edited by Chrisp
Link to comment
Share on other sites

I wonder if it has anything to do with the assets being loaded twice. Like the textures, etc. Remember the game preloads all the maps and the assets at startup. It's a good possibility that they are conflicting with the already loaded assets from another map - the original castle day map in this case.

I wonder if it would be possible to specify the assets from another custom map (as opposed to reusing assets in the quick.bundle like all other maps with no custom content do) to be used in a map bundle and reduce the size and possibly remove the conflicts. Imagine a 3MB version of coop_castle_day rather than a 65MB that has to load at startup with the 65MB adversarial one. It would reduce the map bloat significantly.

Edited by FI_FlimFlam
Link to comment
Share on other sites

I wonder if it has anything to do with the assets being loaded twice. Like the textures, etc. Remember the game preloads all the maps and the assets at startup. It's a good possibility that they are conflicting with the already loaded assets from another map - the original castle day map in this case.

I wonder if it would be possible to specify the assets from another custom map to be used in a map bundle and reduce the size and possibly remove the conflicts. Imagine a 3MB version of coop_castle_day rather than a 65MB that has to load at startup with the 65MB adversarial one. It would reduce the map bloat significantly.

Exactly my thoughts Flim_Flam ..

so much better explained than what i tryed. :blush:

---------------------------------------------------------------------------

Just downloaded BSR mayhem_castle (5 diff. versions (unzipped 24.3MB) and im pretty sure actually thats how they do it.?

Edited by Chrisp
Link to comment
Share on other sites

I think a lot of conflicts could be resolved if each map was bundled individually, rather than one giant mega bundle.

No I don't think it will solves the problem either and neither the change name of the coop_castle_day.bundle cause I've tried and it doesn't work as soon as you change a letter in the name of the map that make it defferent.

I do have a "coop_hostage" and a "mission_hostage" and they have no conflict .

I think that the problems is bigger than just this map.

All custom maps cannot co-exist cause it has attachement to it that are not in the games(textures,objects,units) and thats a BIG problem

Link to comment
Share on other sites

I just ended up renaming one map; ie: castle_day.bundle to castle_day.bundle.old.

Works fine, and depending on what game mode we're playing, can switch between the two maps by renaming one .old.

Really love both the adversarial and coop version of this map! The spawn is kinda rough on coop (maybe better with less tangos/father away), but once you get past that, very enjoyable.

Link to comment
Share on other sites

  • 2 weeks later...

Really love both the adversarial and coop version of this map! The spawn is kinda rough on coop (maybe better with less tangos/father away), but once you get past that, very enjoyable.

I have found that the game spawns you most of the time looking at the rock on the ledge. RUN EAST to the rock at the south east corner of the castle wall. There are two enemy that run up on you roughly as you get to the rock there at the corner. Shoot first, killing the two guys, pie the corner wide, and while crouching proceed north clearing as you go. Be careful to watch out for the sniper in the northwest to the right of the rock.

From this point you can clear the perimeter and then clear inside the castle from the parapet and then breach and clear the houses. Take the same steps every time you die.... I mean... IF you die.

Simple enough.

Excellent mission for an all out firefight. Congrats Biro and RPGHARD

at RPGHARD, can you create a coop mission similar to the COOP_timber mission with adats and tanks. then make it for each time of day instead of changing during one mission?

This would be great for team play and for the coop community.

Thanks

SierraNovember6

aka +MEDIC+~SPARTA~

www.legionofsparta.com

Link to comment
Share on other sites

Really love both the adversarial and coop version of this map! The spawn is kinda rough on coop (maybe better with less tangos/father away), but once you get past that, very enjoyable.

You can overcome a lot of trials of this map by this movement. :)

http://www16.tok2.com/home/mousoushooting0...stle_movie.html

Please click Play button again when movie is not displayed even if button is clicked.

By the way, only seven bullets remained in HK416 at the end of this play. :D

I wish to express my gratitude to the mates who did play together.

Cheers

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...