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Operation Grenada


JohnTC02
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Operation Grenada v1 is ready for first beta.

This map is built on a clean version of the Grand Valley map, all buildings/props were removed and a new layout has been placed on the landscape.

Again the hidden objectives are not included in the mission so there is no need to look for them.

This mission is as usual an adaptive map with the inclusion of the single player version if you are playing with a team.

This works the same as the latest version of Operation Tabasco:

I have had a couple of requests to make the mission so you can play as a team using the single player version so you will see another switch at the initial spawn point which is marked "Single Player Override Switch Teams Only".

If you have more than one player on the map then use this switch to activate single player mode, you MUST activate the switch within 15 seconds of spawning or the first wave of AI will be in multiplayer mode but all other triggers will be in single player mode. I couldn't delay spawning the extra AI any more than 15 seconds or you will see them spawn.

Only turn one switch on at a time or they will cancel each other out so you will be back to where you started.

I realise this new feature will not be used by the hardcore players but there are some teams that might find it useful, I hope some teams that asked for it can give it a test.

Map name for dedicated servers:

coop_tc02_operation_grenada_v1

I hope you like the mission,

John

Download:

http://www.mediafire.com/?j1z22eugq15g3e1

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Went awesomely well, especially when Daro stood on one of his mines .... :rofl:

Nothing I could see out of place and imho is ready for release. :thumbsup:

Thanks to the following GSA lads for testing with me : Triplex. Daro and Vicmaal

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Yes, the map is awesom, finally when I could play with more than 2, and when we were stick together and everyone watched his corner (finaly), the map gone pretty well. The mines stays! And i wont change my mind :P.

Thanks Brett, Triplex and Vicmaal for good cover and support.

My apology to Zero, it was misunderstanding with Brett, now he explain to me that you found this M99 not used it. It was my mistake and I'm really sorry.

Cheers,

Daro.

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Hi John,

Thanks for another great map. I played it in SP and MP modes, and couldn't find any serious issues. SP is just perfect in my opinion. MP on the other hand has at least 2 VERY annoying campers behind bushes:

graw220101130133509.jpg

graw220101130175639.jpg

As you know, the ai can see and shoot through the bushes and we can't see them. So please don't ever do that :wall: , thanks.

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Hi trip,

I remember you mentioning this before and I did intend to move those bushes but I totally forgot.

I do have a different kind of vis blocker which I can place in the bushes to stop the AI (and humans) from seeing you through them, the only downside to this is that you won't be able to hide in bushes as take someone out by shooting through them.

For now I will move the bushes and I may try these new vis blockers in my next map to see how they will work.

Cheers,

John

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Hey John,

Yesterday we did a testrun on this map.

I crashed around trigger 3 and received the following error:

Tue Nov 30 21:24:35 2010

Crash in application version: 30899.3048

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

SCRIPT STACK:

data\lib\script_network\member.dsf(0)

data\lib\script_network\member.dsf(0)

data\lib\script_network\gametype\membercustom.dsf(0)

data\lib\script_network\identity.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: threaded

Physics : threaded

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

Then I tried to rejoin the game and got the next error just before I entered the server:

Tue Nov 30 21:27:12 2010

Crash in application version: 30899.3048

data\lib\units\ai\vehicles\hmovelogics.dsf(-1): Operator <void> - <vector3> does not exist!

SCRIPT STACK:

data\lib\units\ai\vehicles\hmovelogics.dsf(0)

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

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

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

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

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

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: threaded

Physics : threaded

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

At this point the first Havoc was airborn (don't know if that is of any use)

Well, the rest of the team continued playing the map and we all enjoyed getting shot by AI's behind bushes and getting blown to peaces by the landmines! :blink:

So in my humble opinion, this is another great map!!!

Greetzzzz,

Bob

(Thanks Anthony, Kolibri356, Gocho, Scorpie27, [DTA]Samurai and RickDekkard for joining the testrun!)

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Why nobody tell this is a John++ mission ? :D

That's the way we like because it's a very hard walk through :-)

Performance is very good, map is great organized and the AIs are placed very smart ......and hard to kill.

Some times we like miracles who shoot us and then we find out behind a bush and some times it just nerves but hey, Ghots shout like these miracles except for single player.

Have seen 2 textures missing.

At least this one:

http://digital.pytalhost.com/HD/1.jpg

http://digital.pytalhost.com/HD/2.jpg

These black parts a not really missing but are always there when you look from the hill or half from the hill:

http://digital.pytalhost.com/HD/3.jpg

http://digital.pytalhost.com/HD/4.jpg

Hope you will go ahead with this type of missions.

Congrats from my wife, she like Littlebird very much and we both was surprised about the 4 Helis at the end,

A M A Z I N G ! ! ! :yes:

:thumbsup:

Thanks and have a great weekend,

Erika&Klaus

Hope we get enough time to play this one again tomorrow (after we test v3 of stronghold)

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Thanks for all the replies so far.

Bikerbob, I think the crashes you had are just typical GRAW2 problems, doing what it does best.

Kaapo, the texture problems you saw are just down to the draw distance of the game, as the map is quite open you can see all the way across it so the game is unable to draw the textures at that distance, if it did then it would need more recourses which would cause lag problems. This seems to be worse on some maps than it is on others, I don't think there is a lot we can do about it.

I don't think there is any need for a new beta version as there has not been many problems reported, I'm quite busy this week but I will get this released next week, in the meantime if there are any more problems then please post them here.

Thanks all, :thumbsup:

John

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Finally found some time to play. So I took the opportunity to go through the map in single-player mode (even alone, I usually do them in multi-player mode). Excellent map. I only had one instance where I saw an AI running down a hill toward me. I got one shot off as he disappeared into thin air...just as one of the "remove patrol" messages appeared. I'm assuming then that when you remove a patrol that all the AIs from that trigger are removed from the map? That's always been my guess, but interesting to see it happen in front of me.

A fine map indeed!

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  • 2 weeks later...

Hi all,

As some of you know I've been a bit bogged down with R/L problems, to top it all off I have been ill over the past couple of weeks (diagnosed with possible pneumonia again!! :( ).

Anyway, I hope to get this released asap so if there are any more problems post them up and I'll get this out when I can.

Cheers,

John

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x2! Pneumonia...ugh! Been there, done that, 25 years ago back in high school. I recall it took almost a full year to recover because I got tired very early each night for the next year. And since you said "again" it sounds like maybe you weren't recovered from the previous one. No one should have that twice in one lifetime!

At least it sounds like you're in good spirits. :thumbsup:

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Thanks wombat and JackDoe, I've had this three times now in the last 7 or so years, even with the inoculation which I had 2 years ago it's still no guarantee that you won't get it again, as I have found out!

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

Beta Phase concluded,

Thanks to all the beta testers that have contributed to the release.

Link to the public release thread:

Operation Grenada.

John

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