Jump to content

Outlaw Hunter, ready for testing


JohnTC02
 Share

Recommended Posts

Outlaw Hunter v1 is ready for beta testing.

Welcome to my next mission, I believe this to be the most complex mission (scripting wise) ever made for GR:AW2 as there are lots of new features in this mission, I have made 5 new animated doors plus there is a jail door from Spik@, he has also made three new custom props which I have used for one of my objectives.

Also in this mission you will find two new custom made buildings, see the images and video's below to see what's new in this mission.

Minimap:

I'm not sure if you folks will like what I have done with the minimap but I have marked all objectives plus insertion and extraction zones, I thought this may help you with planning the mission but if you think this makes it to easy then they are easily removed.

Known issues:

For some reason there is an area on the map where some of the props are quite dark, I have tried several times to fix this by manipulating the lightmaps but have been unable to fix this problem.

Map name for dedicated servers:

coop_tc02_outlaw_hunter_v1

New Features:

Jail House:

Jail.jpg

Service Depot:

ser_dep.jpg

Animated Garage Doors:

Animated Gates:

Jail Door:

Hanger Doors:

http://www.youtube.com/watch?v=zemjfh5H_YQ

This mission and new features have taken a while to develop so I hope you like what I have done and thanks for testing.

John

Download (latest version):

Outlaw Hunter v1_1

Link to comment
Share on other sites

John,

Goose, meMongo, Direwolf5 and myself played this last night on the TAW server. We got overwhelmed with AI right from the start. The new automated doors are great. The first one (garage) scared Dire when it opened. Also the one with the Tank scared Goose. It took over an hour just to get the first objective. We did not get to finish the map as the server went down as we were at the Embasy. We are going to try again tonight and play on the regular practice on Tuesday. So far this is a very intense mission with a lot of hidden AI. We did not get to see all the new stuff, but know it will be great as usual.

Edited by mexicobob
Link to comment
Share on other sites

John,

Goose, meMongo, Direwolf5 and myself played this last night on the TAW server. We got overwhelmed with AI right from the start. The new automated doors are great. The first one (garage) scared Dire when it opened. Also the one with the Tank scared Goose. It took over an hour just to get the first objective. We did not get to finish the map as the server went down as we were at the Embasy. We are going to try again tonight and play on the regular practice on Tuesday. So far this is a very intense mission with a lot of hidden AI. We did not get to see all the new stuff, but know it will be great as usual.

I played it in multiplayer mode for about 90 minutes. Took out first left objective, and then 3 objectives looping around counter-clockwise (air defenses, embassy, and the one in the back). Killed 360 AI before having to quit. But an hour for you guys to get to the first objective? (I'm teasing you Bob)

Yes, the doors opening is awesome! You've got a ton of snipers in this one that got me a lot! Wish I'd had time to finish, but didn't notice any problems up to that point (I see what you mean on the dark props). I've been joining TAW for a bit on Tuesday and Thursday nights, but don't know if I'll be on tomorrow night at all (daughter's birthday). Otherwise, maybe I can talk them into doing this map when I join them next.

And thank you John for the minimap changes. It will save time to avoid running across a map after spawning all because we didn't know where the exit was. I don't think it spoils anything, just saves time and helps with planning the attack.

Link to comment
Share on other sites

Hey John,

remember me???? :<img src=:'>

As i told u , I won´t leave into the new, great, fantastic...supergame GR FS - ######.....no John, in deed i will stay!

To this map:

another exciting map, i loved to play it.

I played hard mode and got no problems, just as usual ( ugly soundbugs from TankGun :shuriken::rofl::angry: )

As mexicobob wrote before it scared the ######( :oops: ) out of me when Tank came out...i was in the Building before scoping 4 enemies as i could hear the engine of that beast, then i saw the lovely ZEUS in the little garage on the opposite site of the street and i knew:

TOOOOOOOOOOOO Late----- :pirate: .....Tank didn´t moove, at this moment i thought "damn, J could let him drive a bit around"

But guess what my friend: U DIDN´t....aaaaaaaaaaaaaaaaaaaaaa :x

I liked the knew gates and doors.....as i was written in forum before.....

Quite easier as the last map, good snipers around but i got the most of dem :devil: !!!!!!

I know U,J!!!!

Keep on doing and don´t stop John, 4 real!!!!

I played GR FS online and i was so damn disapointed u can´t imagine!

Didn´t play the game actually but tried a bit onlinegaming, big disaster......not comparable to our good old GR2, neverever!!!

So pls, take this words sirious bro, keep on doing this.....

WE ALL NEED THIS MAAAAAAAPSSSSSS :wall:

Greetz ,Vicmaal74

ahhhhh one thing!

Floks don´t matter bout my gramma, plsssssssssss

Link to comment
Share on other sites

Thanks for all the replies folks it's much appreciated as is your continual support especially now that GR:FS is out. I did say a while back that I would be the one of the first to buy GR:FS but after seeing the first reviews I changed my mind, add to that the fact that we will never see any modding tools made me decide not to buy it.

Anyway I'm getting off topic, I had my concerns that this mission would be laggy due to the complex scripting and the amount of triggers but so far it seems ok.

Pleased you like the changes to the minimap Jack, I did wonder if it would make the mission to easy but as you are happy with it I'll do the same on my future missions.

Vic, I love your replies you have a real way with words, your post was great and very amusing.

I have no intention to stop modding, in fact there are lots of new ideas being worked on and some of these will be in my next map which I started today.

Cheers,

John

Link to comment
Share on other sites

Hey John

what a fantastic map you made AGAIN!

ther is so much news in this map that i don't know where to begin and where to end

but i'll sai this

it make graw2 live longer, much longer!

i have "FS" "sniper elite V2" but as long as you make map to GRAW2, and a specialy like this, i'll stay true to you and your work

and GRAW2 will still be my main game!

Thanks alot!

Link to comment
Share on other sites

Hi John!

I think i've found something. Multiplayer mode embassy, first floor objective. When I came closer to the laptop the server crashed:

Tue Aug 21 16:22:09 2012

Crash in application version: 30899.3048

Unhandled exception - stack overflow

C STACK:

PhysXCore (???) : NfCreateCoreSDK

PhysXCore (???) : NxCreateCoreSDK

??? (???) : ???

PhysXCore (???) : NxCreateCoreSDK

??? (???) : ???

Renderer: threaded

Physics : normal

multiplayer triggers were starting after Vicmaal joined, to that moment I've played on easy mode.

Link to comment
Share on other sites

Hi John,

Wow John!! This is a really great mission. I loved the garage door 50 cals! I was whistling dixie walking down the middle of the street without a care in the world and the door pops open and I get turned into swiss cheese!! I also like the opening doors on the fuel supply objective and that you were able to find a sound for them. Awesome!! Can you not find a squeaky noise for the smaller gates? It's kind of eerie when they open and there is no noise.

I played this one on easy in GodMode on my own server and it took me about 45 minutes to complete. I had no lag whatsoever. The AI were lightninig fast.

I had three issues. At the intel station when I walked up the stairs to where the lasers where run across the doorway, I could not hit the switch to turn them off because the bodies of the AI I had killed coming out of that same room were prevening it. I kept getting a prompt to pick up their weapons. The exact same thing happened at the fuel supplies objective. After I killed the AI in front of the barrels I could not plant on them at all. I had to wait for the body/weapon to disappear before I could complete the objective. Also, at the prisoner objective when I blew the 3 doors to the holding cells for the prisoners the door would fall right in my way and I could not step over it. I had to run around the building and come at the doorway from the other side. I loved being able to take the keys from the wall and enjoyed watching them disappear and thought the ability to open the cell doors was great!! Again though ...... no sound?

Other than that I found nothing else except sniper fire (always in my back ........ cowards!!). These new buildings and props are adding a lot of new life to this game. Its almost like they've come out with GRAW3!! Now we need some hardy soul out there to give us some more interesting targets to shoot at. I'm tired of hearing Spanish all the time, LOL!!!! Some new sounds would be great too! I know that Radiator added a lot of new sounds in his Blackhawk Down project. You had to include them in your custom levels folder (I think) but they added so much to the mod!!

Thanks John!!

Rahn

Link to comment
Share on other sites

Hi John!

I think i've found something. Multiplayer mode embassy, first floor objective. When I came closer to the laptop the server crashed:

Tue Aug 21 16:22:09 2012

Crash in application version: 30899.3048

Unhandled exception - stack overflow

C STACK:

PhysXCore (???) : NfCreateCoreSDK

PhysXCore (???) : NxCreateCoreSDK

??? (???) : ???

PhysXCore (???) : NxCreateCoreSDK

??? (???) : ???

Renderer: threaded

Physics : normal

multiplayer triggers were starting after Vicmaal joined, to that moment I've played on easy mode.

Hey John,

Bob's going to report back later because they're finishing up with a second run at it. We too crashed (TAW) tonight when the embassy was hit, so it looks like Daro was able to narrow it down. We were going back through a second time, one objective at a time to make sure it was the embassy.

But I also want to say that many of us were getting multiple C Stack errors (unhandled exceptions) while playing the map. While this can happen, it's too consistent to not think it's the map. With my new computer, I almost never have a C Stack error anymore. But I got 3 of them in this map before quitting for the night (thus, why Bob will have to report on the embassy test). Like I said, many of us were getting multiple C Stack errors while playing it.

Link to comment
Share on other sites

Thanks for the feedback Hollywood, pleased you liked the mission.

@Daro, the NfCreateCoreSDK error is being caused by one of our new props, I had the same problem while testing but thought I had fixed it, the prop in question is the iPad that is next to the laptop on the second floor of the Embassy, the way this model has been made is not compatible with the game so I'll remove it then post a new version.

@Rahn, we had no problems with opening doors or planting c4 when testing apart from in the jail house as I placed a bot to close to the doors so when he was killed you couldn't open the cell doors, this problem can happen on any map it's just unlucky that you had a few AI that were killed in the wrong place, I will look at the triggers there to see if I can make them bigger giving you more room to activate it.

As for the lack of sound on certain props, at the moment all I can use on these animated props is the stock sounds so I'm quite limited, I did try to get Rad's sound mod working but the problem is that any weapon mod that you use will override all other sounds in game as there is a sound folder in the weapon mod listing all sounds so I can't override these with Rad's mod, using stock weapons I can add any custom sounds but if anyone is using a weapon mod all custom sounds are overridden by the mod.

If you have any ideas on how I can use Rad's mod while using a weapon mod Rahn I would appreciate any help.

@Jack, I'm hoping that the C Stack errors are being caused by the prop in the Embassy, as all my buildings have interiors so I can't use any occluders to stop the camera from rendering any objects behind them, this means that even if you cant see the iPad prop the game is still rendering the poly's for that prop if you are facing in it's direction, all I can do is remove the iPad then post a new version, hopefully that will help.

Link to comment
Share on other sites

OK v1.1 is ready.

Changes to this version are as follows:

1. Removed the iPad prop and replaced it with another GR DVD.

2. The trigger for the laser at the Intel station has been made bigger so it covers the width of the hallway.

3. Moved the AI next to the barrels at the Service Depot.

4. I have changed the animation for the external doors at the Jail house so they now blow inward, they no longer stop you entering the buildings.

5. Added a "squeaky door" sound to the metal gates and the jail cell doors, these are stock sounds and IMO pretty pathetic but it's all I can find at the moment.

I think that's it :)

I'm hoping that the NfCreateCoreSDK crash is now fixed by removing the iPad prop, this may also reduce the amount of normal C Stack crashes.

Thanks for your support folks,

John

Download:

Outlaw Hunter v1.1

(First post has also been updated with the latest version)

Link to comment
Share on other sites

And thank you John for the minimap changes. It will save time to avoid running across a map after spawning all because we didn't know where the exit was. I don't think it spoils anything, just saves time and helps with planning the attack.

:)

Link to comment
Share on other sites

Hi John,

I can take whatever sound files you want to use and then put them with my weapon mod and post a new version. Let me know if that will work for you.

Rahn

Hey Rahn.

I can add my sound and wave bank names to your settings.xml in the sound folder then all sounds work fine, the problems start when players are using a bundled version of your mod or Brettzies, in this case I don't see any way of overriding the sounds so I can add mine.

John

Link to comment
Share on other sites

I psssed this map on signgle player mode today. Everything was perfect. All your(s)? new props are working just fine :)

For me the map is ready for release.

The sounds are working well, but without them I haven't any ptoblems to open jail gates. You should be happy from sound you put on those animations xDD

Excellent job John!

Cheers,

Daro

Link to comment
Share on other sites

Hi John,

I was thinking about this sound thing at work today (my work does not involve much brain activity :rofl:) . I don't think this is going to be an issue at all. I don't even think I will have to release a new version of the mod. The only use for the bundled version is for servers to run. All the players use the local folder (unbundled version). You are correct in saying that the sound files in the players local folder will override any sound information that the server may have (bundled version). I knew this when I bundled the mod and did NOT include any sound files in the bundled version. All the sounds are located in the local folder that the players use.

Knowing this it should be pretty easy to put new sounds in the game. All you have to do is take my sound files (which are EXACTLY the same as Brettzies files for his mod) and add to them whatever sounds you want (Radiator's files). Then you can list these sound files seperately as "JohnTC02's sound files" in the GRAW2 misc files section. All players will have to do is download them and replace any existing sound files they may have with the new ones (in the local folder). This can be done for both my mod and for the unbundled version of Brettzies mod. I believe that anyone can run either of the mods with a local folder override. The only time that players had problems was when they tried to use the bundled version and the game would not permit it. So any players that want to add the sounds would have to use the unbundled version. I do not see this as a problem since that is what most Brettzies players use and what ALL players of my mod use.

Send me a PM and we'll work out the details and do a test run.

Cheers,

Rahn

Edited by rahnman
Link to comment
Share on other sites

John,

It appears JackDoe covered the problems and you have them fixed in this new version. We will try tonight and see if thing go better.

Thanks for a new fantastic mission. I do not know where you get all your ideas, but keep it up.

Link to comment
Share on other sites

Hi Rahn,

The is great news, I didn't realise that your sounds (settings.xml) are the same as Brettzies so this should make things a bit easier.

I think I follow what you are saying but will send you a PM so you can explain it in more detail, thanks for letting me know and for helping out.

@Bob, I hope you have better luck when testing this evening.

Now that I have found out how animations work in the game it opens up new possibilities, both Spik@ and myself are busy working on new props and buildings with animations.

I have got the elevator working in game, it's not perfect but I think it will work if you follow the instructions. This will be in my next mission (which I am working on now) so full details will be included when the mission is ready for testing.

Thanks,

John

Link to comment
Share on other sites

More moving props... :coolspeak:

I imagine you can now use the auto opening doors (hiding the 50's and tanks) and put them in windows hiding snipers? Of course if you do, I'll probably curse you (and myself). :rofl:

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...