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Author Topic: GRAW2 Extended Mod  (Read 8262 times)
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HoppinRaven
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« Reply #20 on: May 21, 2008, 11:25:16 PM »

A LUA, now that is good to hear. I think...  Thumbs up

How's your appartment coming along? Becoming a home for you yet?  smiley

Oh, uhm. Should I keep posting the crash messages here or should I send them to Ubi instead? Or both?

Hop...
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« Reply #21 on: June 01, 2008, 09:00:07 PM »

OK. Got sick of the multiple crashes I had so I de-installed and rebooted then did a clean install of GRAW2. Test runned and let it autopatch to 1.5, did another testrun. Since everything went smoothly I decided to put the maps and mods back in.
And now the Alpha extended does not work correctly  undecided

So i kicked the mods out again, restarted the game and ran it without. No problems.
Took the mod again (clean, not from previous install this time) and same problem... I cannot select all kits since I only get the basic first five windows with two different kit sets in it but not all visible, it makes a mishmash of it.

Help?

edit: If you are wondering I did use 1.5.2 version of the mod and I tried it with switching the anticheat off too. Didn't work  sad
« Last Edit: June 02, 2008, 09:22:48 PM by HoppinRaven » Logged
Wolfsong
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« Reply #22 on: June 30, 2008, 07:21:53 PM »

Back on this again as of last night. Will be taking it slow though as work is eating up my time, but at least I did fix some more minor issues last night.

As for the problem after reinstall, that is strange. I've reed about people having similar problem right away with their old installs as well. And we haven't been able to find out why even after months talks and testing or at gr.net. Very strange. I guess a scripter could solve it, but as there are none of the scripters from GRAW2 left at Grin these days except for 1, the chances of that are very slim.
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« Reply #23 on: July 04, 2008, 08:49:23 PM »

Fantastic to hear.  smiley and I hope the business is a good thing too.

Got some extra intel: Every time a crash happens as I posted before it happens when an explosion does damage to units (friendly or opfor). The explosion may either be in the extended range, or caused by an opfor unit inside the extended range. Explosions seem to be the trigger to the crash.

Hope this helps in tracking it down.

As for the scripting part, not sure if I understand it but my gut instinct says its something to do with the mod being active or only seeming to be so. (does that make sense?)

Again, hope it helps.

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« Reply #24 on: August 01, 2008, 10:14:22 PM »

- Fixed light missing crash
- Fixed number of players in Campaign Coop lobby.
- Fixed weapon selection for all players to allow all weapon in Campaign Coop.

Gonna fix some more issue fore the next version will be available for the public though. Smiley
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« Reply #25 on: August 10, 2008, 09:52:01 PM »

 cool

Fantastic to hear! Can't wait to try out the campaign multi with all six War Monkeys smiley

Please tell me if I am being a pest to ask, but I gotta ask  smiley:

- Is it at all possible to create a mod for normal multi play that gives the same interface and possibilities to combine weaponry and assemble your own kits without any restrictions?

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« Reply #26 on: August 11, 2008, 06:16:10 AM »

Well, it could be done but it would be beyond my knowledge of the Diesel language to rewrite the network/game mode code that much.
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« Reply #27 on: August 14, 2008, 08:50:13 PM »

Owkay. It would not be possible to simply use the multi campaign mode and remove its limitations in what player can choose what kit? I mean in there you pretty much have all I would want, the only drawback it has now is that not every player gets all the weapons and configurations at his/her disposal. And making maps for Campaigns is simply adding an extra few lines to the maps info files before you bundle them (okay, and a little more but hey smiley).

I should have taken up programming. More and more I am getting the feeling that being able to do so would open up a world of possibilities for me... and the diesel engine. [/end wishfulthinking]

Hrm... [/start modding engine for GRAW2]  Thumbs up
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« Reply #28 on: October 03, 2008, 05:54:18 PM »

Hey Wolfsong,

I was wondering if you had any clue as to when the patched version of your mod will be available. I could of course help testing since I really enjoy seeing the distance and taking those real sniper shots, that is if you want my help as I am clueless in programming Wink

Really looking forward to seeing the new release Smiley

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« Reply #29 on: October 03, 2008, 09:20:07 PM »

I'm stuck in a mad crunch at work right now and have been for the last 5 weeks. So all hobby projects have been put on hold. By the looks of things I'll probably have time again early next year. Sorry.
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---===[ STAFF ]===---
Lead Technical Artist at Grin Inc.
Current Projects:
- Bionic Commando (PC/PS3/360)
- Bionic Commando - Rearmed (PC/PSN/XBL)
- Wanted (PC/PS3/360)
- Terminator: Salvation
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