Rpghard Posted September 25, 2007 Share Posted September 25, 2007 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 Quote Link to comment Share on other sites More sharing options...
Whisper_44 Posted September 25, 2007 Share Posted September 25, 2007 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" Quote Link to comment Share on other sites More sharing options...
Black_Ghost Posted September 25, 2007 Share Posted September 25, 2007 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 Quote Link to comment Share on other sites More sharing options...
HSantal' Posted September 25, 2007 Share Posted September 25, 2007 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 Quote Link to comment Share on other sites More sharing options...
buttercupp Posted September 25, 2007 Share Posted September 25, 2007 D'oh! Same here too. Do appreciate the effort, and look forward to playing it when it gets sorted! Crash in application version: 0.2989 Custom level bundle coop_castle_day contains an invalid file path Custom install path: C:\gm\Ghost Recon Advanced Warfighter 2 Quote Link to comment Share on other sites More sharing options...
buttercupp Posted September 25, 2007 Share Posted September 25, 2007 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. Quote Link to comment Share on other sites More sharing options...
Rpghard Posted September 25, 2007 Author Share Posted September 25, 2007 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. Quote Link to comment Share on other sites More sharing options...
Colin Posted September 25, 2007 Share Posted September 25, 2007 Is this still a problem or not??????? I need to know before a look and before posting at UBI please. Quote Link to comment Share on other sites More sharing options...
Rpghard Posted September 25, 2007 Author Share Posted September 25, 2007 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. Quote Link to comment Share on other sites More sharing options...
Black_Ghost Posted September 25, 2007 Share Posted September 25, 2007 (edited) 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 September 25, 2007 by Black_Ghost Quote Link to comment Share on other sites More sharing options...
Chrisp Posted September 25, 2007 Share Posted September 25, 2007 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 ) Quote Link to comment Share on other sites More sharing options...
Chrisp Posted September 25, 2007 Share Posted September 25, 2007 (edited) 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 September 25, 2007 by Chrisp Quote Link to comment Share on other sites More sharing options...
FI_FlimFlam Posted September 25, 2007 Share Posted September 25, 2007 (edited) 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 September 25, 2007 by FI_FlimFlam Quote Link to comment Share on other sites More sharing options...
Chrisp Posted September 25, 2007 Share Posted September 25, 2007 (edited) 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. --------------------------------------------------------------------------- Just downloaded BSR mayhem_castle (5 diff. versions (unzipped 24.3MB) and im pretty sure actually thats how they do it.? Edited September 25, 2007 by Chrisp Quote Link to comment Share on other sites More sharing options...
Chrisp Posted September 26, 2007 Share Posted September 26, 2007 Would it be possible to remake the coop version without having the actual map included in the bundle? Quote Link to comment Share on other sites More sharing options...
Cangaroo.TNT Posted September 26, 2007 Share Posted September 26, 2007 I think a lot of conflicts could be resolved if each map was bundled individually, rather than one giant mega bundle. Quote Link to comment Share on other sites More sharing options...
Rpghard Posted September 26, 2007 Author Share Posted September 26, 2007 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 Quote Link to comment Share on other sites More sharing options...
Chrisp Posted September 26, 2007 Share Posted September 26, 2007 I do have a "coop_hostage" and a "mission_hostage" and they have no conflict . Also made for castle_day ? Quote Link to comment Share on other sites More sharing options...
buttercupp Posted September 29, 2007 Share Posted September 29, 2007 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. Quote Link to comment Share on other sites More sharing options...
Aracnid Posted October 3, 2007 Share Posted October 3, 2007 It is a great map apart from all the baddies that need to be killed the lighting changes are excellent and add to the excitement of the map. Thank you Biro your effort is appreciated. I hope you have more maps to come. Quote Link to comment Share on other sites More sharing options...
Rpghard Posted October 6, 2007 Author Share Posted October 6, 2007 I have fixed the mini map and the loading screen map. Also fixed headline objectives. Coop_castle_day updated Quote Link to comment Share on other sites More sharing options...
Rocky Posted October 6, 2007 Share Posted October 6, 2007 Download Entry Updated to v2.0 Quote Link to comment Share on other sites More sharing options...
buttercupp Posted October 6, 2007 Share Posted October 6, 2007 Alright! Need to load the new version. Quote Link to comment Share on other sites More sharing options...
+Medic+~SPARTA~ Posted October 20, 2007 Share Posted October 20, 2007 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 Quote Link to comment Share on other sites More sharing options...
Black_Ghost Posted October 26, 2007 Share Posted October 26, 2007 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. I wish to express my gratitude to the mates who did play together. Cheers Quote Link to comment Share on other sites More sharing options...
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