Brettzies Posted February 28, 2008 Share Posted February 28, 2008 (edited) bp weapons pack v1.47 - FileFront link bp weapons pack v1.47 - Moddb link This is not so much of a new version as it is a reworking of attachment id#s to see if I can get it to work in multiplayer modes online, which it does now. The single player portion should function exactly the same as v1.41. For multiplayer, I renumbered the attachments and tried to keep as many of the original weapons as possible. However, since there are only 32 available, I had to make some cuts. Unfortunately, I had to get rid of the M8, Mrc, M416, and M99. I've been cursious to try this and see if it helps, but didn't want to get deep into cutting things out, axeing kits, reordring the numbers. However, someone actually wanted to put up a dedicated server with this mod, so I figured I'd at least give it a shot. It's very difficult to test because the problem with the attachments is only visible during mp online mode, and sometimes hard to get in touch with people to try out. Installation is the same, just unzip to your Graw2 dir and it will overwrite your context.xml. As this is a mod for online play, it uses the mod bundle method, which I think is pretty important if this is going to be something someone can use on a dedicated server. Edited March 3, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
MrNothing Posted March 1, 2008 Share Posted March 1, 2008 hey brettzies any chance you could work on the the tut on how to change the camo please? or you still busy >< Quote Link to comment Share on other sites More sharing options...
RipFire Posted March 1, 2008 Share Posted March 1, 2008 I'm looking at possibly having something up this weekend, either tonight for testing or Sunday/Monday depending on server companies. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 2, 2008 Author Share Posted March 2, 2008 (edited) Looks like v1.45 failed miserably. Each time you tried to join a server, you would crash as soon as you selected a kit. However, RipFire and I were able to try a few things out on the fly and actually got it to work after a few mod_id fixes and adjustments. Special thanks to RipFire for having the patience to edit xmls and try a few things. Turns out using "0" was a bad idea. Works fine in sp or creating your own server but not if you try to connect to someone. I thought it might work because 0-31 is 32 slots a multiple of 16. 8bit, 16bit, 32bit, etc.? Well, it didn't. So, there are 31 available mod_id#s available for attachments. I'm uploading v1.46 now which is bundled. Should work fine as it's virtually the same as what RipFire and I came up with, but we'll give it another run through later just to make sure. I have to say, it was pretty satisfying to actually see the weapons working in mp finally. Even the m203 worked. As I mentioned before, some weapons had to be removed because there weren't enough attachment ids open. So here is what is available in mp: Assault Rifles: Rx4 ScarL ScarH G36c G36k M4 M16 M468 Sig552(added as secondary to some kits) Shotgun: M1014 MachineGuns: Mk48 M240 Hk21e Sniper Rifles: M14 Msg90 Mk12 Smgs: Mp5sd Mp5a4 Pistols: M9 Glock Mk45 Mk23 Sp and CampaignMp should give you the same loadouts as v1.41, ie everything, but if you are trying Campaign MP, I'm guessing you'll have a lot of strange looking stuff happen with the Mrc, M8, M416, and Barrett sniper rifle. See the first post for a link to v1.46 Edited March 2, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 2, 2008 Share Posted March 2, 2008 Nice to see you got it working in MP. And you got the bundle working. Some people are still having problems with mod bundles not being found or not using all the files, that I can't explain. We'll see what comes out of feedback from this mod. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 2, 2008 Author Share Posted March 2, 2008 (edited) Nice to see you got it working in MP. And you got the bundle working. Some people are still having problems with mod bundles not being found or not using all the files, that I can't explain. We'll see what comes out of feedback from this mod. Yes, it's nice to see it finally work in mp. Though, we had to unbundle to make edits on the fly, so I can't be sure yet how the bundle version will do. Bundled v1.4 worked fine in MP(pre1.05 patch) except for the attachments. But the game wouldn't crash, unless you picked the m203. Ripfire had some problems setting up a dedicated server with the mod bundle at the same time. He stopped working on it so we could test the mod. Hopefully he can figure that out. Running a local server should be fine though. Edited March 2, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 3, 2008 Author Share Posted March 3, 2008 hey brettzies any chance you could work on the the tut on how to change the camo please?Well, I haven't had time to do it and there doesn't seem to be that much interest in it. The ones who were interested like Seiko just figured it out on their own. I mean, it's pretty much just painting over textures. New version 1.47 is available as well. This is a bundle plus local for the sounds. I was able to join a dedicated server running this without any issues. Though, we only spent a short time so there still could be unforeseen problems. On a side note, the bundle has been reduced from 120megs to 87megs, which is more inline with the total size of all the files for the mod. Turns out when I was bundling, the sound and movie dirs, which are the largest combine for 50megs, were also getting bundled. I thought only the data dir got bundled, but everything inside the folder was bundled, doubling the sound and movie dir and ballooning the bundle size. Quote Link to comment Share on other sites More sharing options...
MrNothing Posted March 3, 2008 Share Posted March 3, 2008 hmmm well is it ok if you could send a tut only to me so i could change it cause i really wanna know how to change it lol Quote Link to comment Share on other sites More sharing options...
Archer_337 Posted March 3, 2008 Share Posted March 3, 2008 MrNothing, you may want to search for a thread called "switching out player models". What I've got is the mex_sf_heavy bodies on my Ghosts, with the headgear and most of the other kit from Brettzies pack. You wont have the black vest and gear anymore, however. Mine have a dark OD green vest with pouches the colour of the camo swatch. The other catch is that you will have them show up as enemies in the small cross-com window in the upper left, but not on the main screen. note that Brettzies boonie hat and ballcap are not re coloured by the swatch. Also, if anyone likes British desert DPM, give me a yell. Thats what I use as a skin. Hope I could be of some help. Archer. Quote Link to comment Share on other sites More sharing options...
seiken05 Posted March 4, 2008 Share Posted March 4, 2008 (edited) hmmm well is it ok if you could send a tut only to me so i could change it cause i really wanna know how to change it lol Not is too difficult to change ghost_sf texture. I made a woodland test for ghost and us_marines thanks to brett and wolfsong guides. You can work in mex_sf_textures and then save whit dds plugins. Be carefully whit image's size (2048 x 1024) and whit brigth and contrast. I work in photoshop, i only copy and past material`s camo. Edited March 4, 2008 by seiken05 Quote Link to comment Share on other sites More sharing options...
MrNothing Posted March 4, 2008 Share Posted March 4, 2008 wow please tell me where to find the ghost_sf texture files cause i dont know where it is in the mod what i would usually would do is change a dds file and texture that lol Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 4, 2008 Share Posted March 4, 2008 Hey, im really happy to see you got that to work finally. Good job on that Quote Link to comment Share on other sites More sharing options...
MrNothing Posted March 4, 2008 Share Posted March 4, 2008 well if you can teach me how to change it that would be very greatful but if im stilling having trouble could i ask if you could make a marpat for me ? and the woodland looks really nice >< wish i had good skills Quote Link to comment Share on other sites More sharing options...
Archer_337 Posted March 5, 2008 Share Posted March 5, 2008 seiken05, Ive made a woodland MARPAT from a photo if you want to use it. It can be found Here. Archer Quote Link to comment Share on other sites More sharing options...
sui317 Posted March 5, 2008 Share Posted March 5, 2008 thanks brettzies, i enjoy your mod and great job you've done. i do get some ctd's with various maps, most are bullit weapon.dsf related, though that was 1.46 and now going to try 1.47, if you want i could post the logs, but overall thanks for this great mod, it helps a lot especially the rework on the ghosts is great, makes it feel a little more "real" and i am just so inlove with the m468 Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 5, 2008 Author Share Posted March 5, 2008 thanks brettzies, i enjoy your mod and great job you've done. i do get some ctd's with various maps, most are bullit weapon.dsf related, though that was 1.46 and now going to try 1.47, if you want i could post the logs, but overall thanks for this great mod, it helps a lot especially the rework on the ghosts is great, makes it feel a little more "real" and i am just so inlove with the m468 Glad you like it. Are the crashes in mp or sp? Are the maps user made or from the game? Possible crashes could be caused by something I missed in a level.xml refrencing a weapon attachment I might have switched. Sp shouldn't really be a problem though. If it's a user made map on mp and calling for a weapon attachment that got renumbered, that could cause a crash. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 5, 2008 Author Share Posted March 5, 2008 Hey, im really happy to see you got that to work finally. Good job on that Thanks. One last shot. It actually didn't work at first because of that zero thing, but I thought that might be a problem. Quote Link to comment Share on other sites More sharing options...
sui317 Posted March 6, 2008 Share Posted March 6, 2008 i played coop online with a friend and we had different maps, stock and custom, some were perfect, others were not, timber crashed on the client side with a bullitweapon.dsf and once i had an rpg.dsf crash, and saw that the rpg had a mrc gl atatchment on it. most of the times it is when near the end or when lots of enemies are around, sometimes when joining a running game, and when using a mounted .50 we figured out that client was rpg.dsf and when host gets on the .50 stationairy it gives bullitweapon.dsf. but it happens on all kinds of maps, and have a random feel to it, sometimes it feels like you just are not allowed to get a certain weapon on coop-snipers an ai was near with an RPG and it gave rpg.dsf ctd. while othertimes it happens when chosing it yourself or the host gets it. i do not know if it is because of your mod, but these increase a lot when running your mod. i'll try to document it more detailed so it gets a little more clear. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 6, 2008 Author Share Posted March 6, 2008 You know, it could be the mrc GL on the RPG. I didn't want to take that off because it's in the original coop_template: <xdefine name="coop_kit_demo_13()"> <!-- Special for coop_mission ogr_quarry--> <weapon_unit name="rpg7" clips="2" gui_slot="1"> <mod name="crye_grenade_launcher" clips="4"/> </weapon_unit> <weapon_unit name="m8_compact" clips="4" gui_slot="2"> <mod name="m8_combatsight"/> </weapon_unit> </xdefine> I have no idea why it's on there, but it is out of the "range" of safe attachments at this point. Quote Link to comment Share on other sites More sharing options...
seiken05 Posted March 8, 2008 Share Posted March 8, 2008 well if you can teach me how to change it that would be very greatful but if im stilling having trouble could i ask if you could make a marpat for me ? and the woodland looks really nice >< wish i had good skills Sorry for answer you too late. You can find ghost_sf textures in textures folder. Look in brettzies mods folder. If you send me a email, i can send you my camo. I would like post it in downloads but i don´t know how do it. I want to know that gamers think about it (i did tree woodlands camo, two for ghost and one for marines) My camos are no perfect, it´s have some details yet, but maybe it can help to you. Give me your mail please Quote Link to comment Share on other sites More sharing options...
MrNothing Posted March 8, 2008 Share Posted March 8, 2008 (edited) hey i sent you an email either you got it or not anyways its renegadelead@hotmail.com thanks =) and also your skins looks really nice keep up the good work since i think your like the only one that knows how to do it and if you can, could i send you a camo and you could skin the ghosts cause i dont know how to do it well lol >< Edited March 8, 2008 by MrNothing Quote Link to comment Share on other sites More sharing options...
sui317 Posted March 8, 2008 Share Posted March 8, 2008 (edited) Crash in application version: 30899.3048 data\lib\units\types\weapons\bulletweapon.dsf(-1): cant find member: addon_data in type <Unit> SCRIPT STACK: data\lib\script_network\weapon.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\types\beings\mods_human\huskonfoot.dsf(0) data\lib\units\types\beings\humanhusk.dsf(0) Renderer: threaded Physics : threaded got this on coop_timber weapon could be chosen but then on the bliep bliep bliep of mission start it ctd'd weapon kit chosen was sniper 8 Crash in application version: 30899.3048 data\lib\units\types\weapons\rpg.dsf(-1): cant find member: addon_data in type <Unit> SCRIPT STACK: data\lib\script_network\weapon.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\types\beings\mods_human\huskonfoot.dsf(0) data\lib\units\types\beings\humanhusk.dsf(0) Renderer: threaded Physics : threaded on coop quarry. just after we entered the entrance after taking out the car and passing it towards the quarry Edited March 8, 2008 by sui317 Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 8, 2008 Share Posted March 8, 2008 I guess the AI may be using some of the weapon stuff in their kits that got removed. Quote Link to comment Share on other sites More sharing options...
sui317 Posted March 8, 2008 Share Posted March 8, 2008 this was all client side (my side) and the host was not encountering these problems... the rpg does also give hickups when chosing it as a player, i'll try to reinstall the whole game and have a clean version. btw, on coop_defend the park it does not have a problem, (as a note to custom maps) Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 8, 2008 Author Share Posted March 8, 2008 Crash in application version: 30899.3048 data\lib\units\types\weapons\bulletweapon.dsf(-1): cant find member: addon_data in type <Unit> on coop quarry. just after we entered the entrance after taking out the car and passing it towards the quarry Try this zip file. Just extract it to your graw2 install dir. It should add the lib folder with the coop_templates in it. All players will have to have it for it to work since it overides the bundle. It just removes the mrc GL from the rpg. Not sure why it's on there in the first place. Let me know if it helps. http://files.filefront.com/rpgfixzip/;9780039;/fileinfo.html Quote Link to comment Share on other sites More sharing options...
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