JohnTC02 Posted July 16, 2011 Author Share Posted July 16, 2011 Thanks for testing wombat. Not sure why you are having the sound and texture problems. I checked the gun files and the correct sound entries are in there plus the sound files are in the sound directory, as far as I can see the textures are there for the SA58 bull scope but as you know I'm new to modding GR so these textures are a bit confusing. I just used all the files that was included in Thumpers weapon mod, although I had to rename all of the sounds I updated all of the gun files as well so all should be ok. If anyone else has any ideas then please post them here. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 16, 2011 Share Posted July 16, 2011 Probably a one off deal on my end. Just noted it in case anyone else would be willing to check it. Quote Link to comment Share on other sites More sharing options...
remix79 Posted July 17, 2011 Share Posted July 17, 2011 Nice second mission. Really enjoyed the action at the start of the mission. I also ran into some problems with gun fire sounds; my other teams would fire and I would see muzzle flash but hear no sounds. It happened with all the teams; my sniper and demo guys are the two I remember. The custom sounds are also a kick. Good play, I enjoyed it. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 19, 2011 Author Share Posted July 19, 2011 07 (C-SP) TC02 Osprey Down is now ready for testing. As usual the download only contains the files needed plus some other small updates, so you will need the full mod if you don't already have it, modscont has been updated to v1.4. First post has been updated with the latest patch. Other fixes in Patch 1.4: 05 (C-SP) TC02 Embassy Force When playing coop, if the pilot gets killed the mission won't end in failure but the objective will be marked as failed, you can still complete the mission. Added the ability to destroy all AA's using either AT rockets or demo charges. 06 (C-SP) TC02 Eagle Strike When playing coop, it's possible that the game could crash after you secure the workers, this has been fixed. Thanks goes to Tinker for his help with the above fixes. Hope you enjoy the mission, John Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 19, 2011 Share Posted July 19, 2011 (edited) hey john, in the middle of mission 7 on my laptop now, and so far so good. pretty challenging in the sense that nearly every corner i turn i end up staring at a 3 man patrol somewhere along the lines when i tried getting the laptop though, it said laptop found, but the objective didn't complete even when i went right up close to the laptop. so I'm not sure if i missed something out there. the *SPOILERS* patrolling tank still looks okay after blowing it up, so i thought there was another one when i went back throught that way, i know, daft me i also got this on my approach to the pilots area. excuse the mouse pointer, that's my screenshot software being odd. that's a pretty big giveaway right there might need to move the actor forward a little bit. also, i think it may be better if Sam launcher was SAM launcher in all caps. just a thought. perhaps have an all enemies dead mission completion? or is that too easy? I'll add more when i find more but to me it's virtually bug free. all messages for the SAM launchers destruction showed up and the objective completed too. i think it's just those little qualms that are present. certainly kept me on my "feet" as it were. it's a fantastic job there John! hope to test some more in the near future sorry if it's lacking in any detail, new to the testing front and needed something to do. mum told me it's quite good fun so. Edited July 19, 2011 by Zeealex Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 19, 2011 Author Share Posted July 19, 2011 Hey Alex, thanks for testing. After you have found the laptop you need to walk up to it then press the spacebar, the laptop will then close and the objective will complete. I noticed that long shadow as well, I thought it was just one of those things as I have seen that before in another mission but if moving him will help that would be great. You are correct about the SAM Launchers, SAM should be in caps, thanks for mentioning that. Cheers, John Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 23, 2011 Author Share Posted July 23, 2011 08 (C-SP) TC02 Night Hawk is now ready for testing. This is my first attempt at a stealth mission so I hope it plays ok, full instructions are in the briefing. As usual the download only contains the files needed, so you will need the full mod if you don't already have it, modscont has been updated to v1.5. First post has been updated with the latest patch v1.5. Quote Link to comment Share on other sites More sharing options...
Rocky Posted July 23, 2011 Share Posted July 23, 2011 For anyone late to this party, I've created a full mod up to V1.5 so you don;t have to download and patch several times to get up to speed. Just download this zip file and extract it to your mod folder, (check it creates a folder for the mod) - it'll save a bit of time. Hope that's okay John! DOWNLOAD TO V1.5 Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 23, 2011 Author Share Posted July 23, 2011 That's fine, thanks Rocky. I need to tidy up my first post to avoid all these patches. There are a few more fixes to come, when these are done I'll upload the complete mod with all latest patches included. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 24, 2011 Share Posted July 24, 2011 morning john! the mission plays through well with no bugs on my end as far as i could see apart from one possible bug not sure though the waypoint for SPOILERS inspect supplies is more of a new insertion zone icon, and gives me no info on whether that's my destination or not, not sure whether you wanted it that way but i just thought i'd bring it up allot of enemies, but sureley if you were out to kill an important dude, you'd have snipers all over the place right? Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 24, 2011 Author Share Posted July 24, 2011 Hi Alex, Thanks for testing. I knew someone would pick up on the supplies marker, AFAIK there is no way to add a waypoint marker from the script so I just used the show zone response. I left it in the hope that someone would suggest a better way of adding an objective marker from the script, again this is just down to my lack of knowledge when it comes to modding this game. Any suggestions here would be welcome. allot of enemies, but sureley if you were out to kill an important dude, you'd have snipers all over the place right? Until you have killed the general any contact with the enemy will result in mission failure, after that it's all out war. Many thanks, John Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 24, 2011 Share Posted July 24, 2011 Had missing icons for rifleman kit 48 and 53 in the Platoon Setup screen. Below is my fix. RIFLEMAN-11A <KitFile> <KitTexture>demo-hk417-eglm.rsb</KitTexture> replace with rifle-hk417-eglm.rsb RIFLEMAN-12A <KitFile> <KitTexture>demo-hk417sd-eglm.rsb</KitTexture> replace with rifle-hk417sd-eglm.rsb ike.log from OSPREY DOWN RSFILEDATA: FindFile could not find file surefirem900.rsb It is in Heroes Unleashed, 7.62, Blood Oil, and Centcom. I have not noticed this missing texture ingame. Maybe I haven't taken the weapon. Not sure which weapon it goes to. Looked at the.rsb in PS and couldn't tell from that either. For orders sake I copied it from 762mm Mod v3-0\Textures to OP Stronghold /textures. Unable to find leocqt.rsb anywhere. Solved my missing scope texture for the SA58 Bull. I copied it from: 762mm Mod v3-0\Textures to OP Stronghold/textures. If I had had HU, 7.62, Blood Oil, or Centcom in my mod diectory it would have shown ingame. As I didn't I had no scope texture ingame. After putting leocqt.rsb and surefirem900.rsb in OP Stronghold/textures and ran the game again those items didn't appear in the Ike.log. SOUND: Uninitialized: Over 21,00 entries on this. Could be a vehicle that is not tagged correctly. Not tagged with the correct number of axles will cause this. From the mission file I'd look at p2p_wmdbarrel0.0.vcl(Vehicle 21) or p2p_laptopdoor_0.0_veh.vcl(Laptop01) for incorrect tagging. Pure speculation on my part. Overall I don't think it is a problem just allot of entries in the ike.log. Still no sound for for SR25K. Had a look again but I don't see the reason why. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 24, 2011 Author Share Posted July 24, 2011 Thanks for the help here wombat, I'll take a look at all the fixes you mentioned and add them to the next update. Hopefully I have found the problem with the SR25K, there was a typo when I changed all the sound files so one of them isn't working. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 27, 2011 Author Share Posted July 27, 2011 09 (C-SP) TC02 Tiger Force is now ready for testing. This update includes fixes for most issues reported here, hopefully all the sound and texture problems have also been fixed. I still haven't found a better way of adding an objective marker the to map from the script (Night Hawk mission), again if anyone has any ideas then please let me know. To try and keep things tidy I have uploaded the complete mod which contains all fixes and the latest mission. To install delete any old version of Operation_Stronghold from your mods folder and replace with v1.6., modscont has been updated to v1.6. First post has been updated with the latest version. There will be one more mission which will complete my first ever GR campaign. Cheers, John Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 27, 2011 Share Posted July 27, 2011 Thanks John. D/l'ing now. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 28, 2011 Share Posted July 28, 2011 Give mission 9 a go and had no problems with anything working. Looked at the ike.log afterwards and nothing noteworthy. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 28, 2011 Share Posted July 28, 2011 hey john, i played through the mission. there were no problems to report, everything ran smoothly, the only thing i will suggest is getting the ghosts in their desert gear and desert painted tanks too. loving the placement of the howitzer, very original it's a bit of an onslaught in the beginning though, i think it might be good to lay off the resistance a little there! just an idea. but a fantastic mission nevertheless. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted July 28, 2011 Author Share Posted July 28, 2011 Thanks for testing wombat, seem like I have fixed the sound issue and thanks for the texture fix. ..the only thing i will suggest is getting the ghosts in their desert gear and desert painted tanks too. Sounds like a good idea, unfortunately I don't know how to set the Ghosts to use different skins. it's a bit of an onslaught in the beginning though, i think it might be good to lay off the resistance a little there! just an idea. Ha, this is the toned down version, you should have played the first incarnation of the start, all I will say is... total carnage! Pleased you liked the mission Alex. Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 28, 2011 Share Posted July 28, 2011 unfortunately I don't know how to set the Ghosts to use different skins. Just put the environment file for the mission in your mod, open it, add into it anywhere: <DesertMap>1</DesertMap> Check any of the MP1 env files. However this might make your enemy speak in another language to the custom russian_voices files you have. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted August 2, 2011 Author Share Posted August 2, 2011 The final mission 10 (C-SP) TC02 Iron Justice is ready. Tinker informed me that all the weapon sounds were to loud and could be heard all over the map, these have been fixed in this version. All missions are now available in campaign mode, some of them are locked until you complete the campaign but to make it easier mission 10 will be available in quick mission for testing purposes. To install delete any old version of Operation_Stronghold from your mods folder and replace with v1.7, modscont has been updated to v1.7. First post has been updated with the latest version. I will give you all a while to test the last mission before releasing the campaign to the poor old unsuspecting public. Thanks for testing, John Quote Link to comment Share on other sites More sharing options...
Rocky Posted August 3, 2011 Share Posted August 3, 2011 I managed to get TWO double kills with a single shot on one of these missions Movie Quote Link to comment Share on other sites More sharing options...
Zeealex Posted August 4, 2011 Share Posted August 4, 2011 really sorry i haven't got around to testing this john. first thing i notciced was a typo(?) in the objectives, WDM and WMD? and they are in their woodland camos again other than that though the mission plays through well, lots of enemies to keep me on my feet, and some sneaky positioning in places too, i swear they pop out of nowhere somethimes and i always managed to find a way to avoid that *SPOILERS* APC which is always good. so yeah, i think this is ready for release. Great mission john! great campaign too Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 4, 2011 Share Posted August 4, 2011 Had a play through for mission ten. No problems encountered script wise. As always excellent placement of enemy. Well done on the number and placement of fixed MG's Loved the pda and WMD props. Much more satisfying then having a simple pop-up message. ike.log: SOUND: Uninitialized: Just an idea: At the completion of the final mission of the campaign, PlaySound(credits.wav (Origmiss\Sound\Music)) and a pop-up or pop-ups saying thanks for playing the campaign and credit anyone you desire. It would be more satisfying then a simple Mission complete. Thanks very much for making these great missions. Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted August 4, 2011 Author Share Posted August 4, 2011 Thanks for testing. Alex, I checked the "WMD" a few times before I posted the mission but still I managed to make a typo, it's just an age thing! Wombat, not sure what you are saying about the ike.log, was there more errors in there, it may be due to the two cases I used for the objectives as they are classed as vehicles but have don't have the correct tags. Like your idea for the ending, I'll look into that for the release version. I'm in the process of getting my GR:AW2 campaign finished, once that is done I will be doing another one for GR. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted August 4, 2011 Share Posted August 4, 2011 once that is done I will be doing another one for GR. :'> great stuff, i can't wait to test them (if you let me) if you wish I'm on hand with photoshop, i could get up a few menu screens or something, i need a project your campaign is really cool quite original too. loved every last bit of testing them (apart from waiting for the download to finish ) so, stupid question, positive or negative experience for you john? Quote Link to comment Share on other sites More sharing options...
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